doc: write the Trick-Taking Games chapter (manual pass 4)

* doc/card-games.texi (Trick-Taking Games): shared-keys intro plus a
section for each game -- 500, Hearts, Spades, Whist, Oh Hell, Euchre,
Pitch, Briscola, and Contract Bridge -- with object, rules, a strategy
note, and its keys, including the distinct 500 and Bridge keymaps.
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@node Trick-Taking Games @node Trick-Taking Games
@chapter Trick-Taking Games @chapter Trick-Taking Games
@c TODO(pass 4): 500, Hearts, Spades, Whist, Oh Hell, Euchre, Pitch, @cindex trick-taking
@c Briscola, Bridge. @cindex tricks
In these games the four players each play a card to the @dfn{trick}, and
the highest card (or the highest trump) wins it. You sit South; the
other three seats are computer players, and for the partnership games
North is your partner.
@cindex trick games, controls
Most of them share these controls:
@table @kbd
@item @key{LEFT} @key{RIGHT}
Choose a card in your hand.
@item @key{RET} @r{(or} @key{SPC}@r{)}
Play the chosen card. During the Hearts pass it instead marks a card.
@item p
Confirm the Hearts pass, once three cards are marked.
@item n @r{/} g @r{/} ? @r{/} q
New match, redraw, describe the keys, and return to the menu.
@end table
@noindent
When a game calls for a bid, you are prompted for it in the minibuffer.
@xref{Opponents}, to set how hard the computer plays. 500 and Bridge
have richer boards and a few keys of their own, noted below.
@menu
* Five Hundred: 500. Partnership bidding to 500.
* Hearts:: Avoid the hearts and the black lady.
* Spades:: Bid your tricks; spades are trump.
* Whist:: Fixed trump, no bidding.
* Oh Hell:: Bid exactly, on shrinking hands.
* Euchre:: Bowers, and going alone.
* Pitch:: Set the trump with your lead.
* Briscola:: No follow; capture the points.
* Bridge: Contract Bridge. The auction, the dummy, the rubber.
@end menu
@node 500
@section 500
@findex cg-bid
@cindex 500
Australia's national card game, and the flagship of this collection. You
and North play against East and West. After the deal there is an
auction: each side bids a number of tricks (six to ten) and a trump ---
or Misère, to take no tricks at all. The high bidder takes the five-card
@dfn{kitty}, then discards five cards, and play begins.
The trump order runs Joker (highest), then the Jack of trump (right
bower) and the other Jack of the same colour (left bower), then Ace down
to Four. Score the Avondale table for making or breaking the contract.
A side wins by reaching 500 on a contract it made (the ``front door''),
and loses by falling to @minus{}500 (the ``back door'').
@table @kbd
@item b
Make a bid; @kbd{p} passes.
@item @key{RET}
Select the card, or the kitty card, under the pointer.
@item x
Discard the five cards you have marked for the kitty.
@item v
Toggle the full-window table.
@item M-@key{UP} M-@key{DOWN}
Scroll the message log (the mouse wheel works too).
@item n @r{/} ? @r{/} q
New game, help, and the menu.
@end table
@noindent
500 can also be played live against other people over the network.
@xref{Networked Play}.
@strong{Strategy.} Bid what your trumps and side-suit aces can actually
make; take the kitty only when it can complete a contract; and keep
Misère for a hand too weak to win a single trick.
@node Hearts
@section Hearts
@findex cg-hearts
@cindex Hearts
An avoidance game with no trump. Every heart costs one point and the
Queen of Spades costs thirteen, and you want as few as possible. Before
each hand you pass three cards to another player --- left, right, across,
then a hand with no passing, and around again. The Two of Clubs leads
the first trick, on which no points may be played.
Take @emph{all} the points in a hand and you ``shoot the moon'': the
twenty-six are charged to everyone else instead. When a player reaches
100 the game ends and the lowest score wins.
@strong{Strategy.} Void a suit so you can throw the Queen or a heart into
it; keep track of who might hold the Queen; and only chase the moon with a
hand that cannot be stopped.
@node Spades
@section Spades
@findex cg-spades
@cindex Spades
Spades are always trump. Each player bids the number of tricks they
expect to win, and the two partners' bids are added: your side must make
that combined total. Extra tricks (``bags'') score a point each, but
every tenth bag costs you 100. A bid and made @dfn{Nil} --- no tricks at
all --- scores 100, or loses 100 if broken. Play to 500.
@strong{Strategy.} Count your sure winners before you bid; go Nil only
with low spades and short, duckable side suits; and protect your
partner's Nil when you can.
@node Whist
@section Whist
@findex cg-whist
@cindex Whist
The old English ancestor of Bridge, with no bidding. The dealer's last
card is turned for trump. Follow the suit led if you can; trumps beat the
plain suits. Each side counts one point for every trick it wins beyond
the @dfn{book} of six, and the first side to five wins.
@strong{Strategy.} Lead from your longest suit, draw the opponents'
trumps, and remember the cards that have gone.
@node Oh Hell
@section Oh Hell
@findex cg-ohhell
@cindex Oh Hell
The hand shrinks every deal, from seven cards down to one, and a card is
turned for trump. Each player bids the @emph{exact} number of tricks
they will take and scores a bonus only for hitting it precisely --- one
over or under and the bonus is lost. Play the fixed run of rounds; it is
every player for themselves.
@strong{Strategy.} On the small hands a high card is a sure trick and a
low one a sure miss; do not be afraid to bid zero and duck everything.
@node Euchre
@section Euchre
@findex cg-euchre
@cindex Euchre
A brisk 24-card game (Nine to Ace). The Jack of the trump suit (the
@dfn{right bower}) and the other Jack of the same colour (the @dfn{left
bower}) are the two highest trumps. A card is turned up, and you may
@dfn{order it up} as trump or, later, name a different suit. The side
that names trump must take three of the five tricks. Partnership to 10.
You are asked whether to order up the turned card (@kbd{y} or @kbd{n})
and, if bidding comes round again, to name a trump.
@strong{Strategy.} Order up with three trumps, or two trumps and an
off-suit Ace; a very strong hand can be played ``alone'' for a bigger
score.
@node Pitch
@section Pitch
@findex cg-pitch
@cindex Pitch
Auction Pitch. Players bid for the right to @dfn{pitch}, and the
pitcher's first lead sets the trump suit. Thereafter follow the led suit
if you can, but you may always trump instead. Four points are at stake
each hand --- High, Low, Jack, and Game --- and the first to seven wins.
@strong{Strategy.} Bid only on a solid trump holding, ideally with the
Jack or with both the highest and lowest trumps.
@node Briscola
@section Briscola
@findex cg-briscola
@cindex Briscola
A 40-card Italian game. One card is turned to fix the trump, the
@dfn{briscola}, and --- unusually --- there is no need to follow suit: you
may play any card to any trick. Winning a trick captures its cards, and
the Aces and Threes carry the most points. Capture the points; the first
to 61 of the 120 wins.
@strong{Strategy.} Save your briscole to capture the opponents' Aces, and
lead worthless cards to coax points out of them.
@node Contract Bridge
@section Bridge
@findex cg-bridge
@cindex Bridge
@cindex Contract Bridge
The full game: the auction, then the play with the dummy exposed, and
rubber scoring. You sit South and partner North against East and West.
In the auction you compose a call and make it: @key{UP} and @key{DOWN}
change the level, @key{LEFT} and @key{RIGHT} change the strain, @key{RET}
bids it, @kbd{p} passes, and @kbd{d} doubles. When the auction ends, the
declaring side's first player is declarer and their partner is the dummy,
whose hand is turned face up; the declarer plays both hands, so you play
the dummy from your seat when it is the dummy's turn. Making your
contract scores below the line toward game and the rubber.
@table @kbd
@item arrows @r{and} @key{RET}
Compose and make a call (auction), or choose and play a card (play).
@item p @r{/} d
Pass and double, during the auction.
@item n @r{/} g @r{/} q
Next deal, redraw, and the menu.
@end table
@strong{Strategy.} Count your high-card points, look for an eight-card
trump fit with your partner, and plan the whole hand --- drawing trumps,
setting up a long suit --- before you play to the first trick.
@node Rummy Games @node Rummy Games
@chapter Rummy Games @chapter Rummy Games