The Alpha Phi Alpha - Western Region Gaming Tournament Competition
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WR TOURNAMENT PLAY GUIDELINES In order to build camaraderie among members along with enhancing the convention experience of those attending the 2018 Western Region Convention, the inaugural regional gaming competition will take place in dominoes, bid whist, and spades. Brothers may field any team per game type, playing as partners of two. Any convention-registered brother may participate as a part of his convention registration. Brothers not registered may play upon paying an entry fee. We expect to crown the Region’s Best for 2018 on Friday, Round II of this double-elimination tourney. Partners may register in advance or at the door. The Referee will settle any disputes during tournament play. For more information, please contact Brother Jerome Cannon, (562) 900-0074. Tournament rules of play follow.Tournament Play for Double 6 Dominos with “Inglewood” additivePlayers: Brothers may field any team as a partner of 2. Partners sit opposite one another with opposing partner between them.The Shuffle: To begin the dominoes are placed face down and “shuffled.” Each player draws seven dominoes. Starting a new game, the player drawing Double Six plays first and keeps score. The play is continued in a clockwise direction until someone blocks the game or exhausts all dominos in his hand. Begin Play: The player who drew the highest double or the highest domino plays first, playing any domino he wishes from his hand.The object of the game: Scoring points by laying the dominoes end to end (the touching ends must match: i.e., one touches one’s, two’s touch two’s, etc.). If the dots on the exposed ends total any multiple of five the player is awarded that number of points. All sides of the first double (the spinner) may be used one piece to each side and later one to each end. All other doubles are played at right angles to the line and the total points on both ends are counted. Dominoing occurs when one player goes out by playing all of his dominoes. The sum of the spots of all opposing players is computed and added to the "dominoing" player’s score (rounded to the nearest five). In partnership play the spots of the partner of the one who “DOMINOED” are not counted.Inglewood rules:* Starting a game, one of the partners must score 10 in order to get into further scoring. This is called, “Ten to get in.”* Play your hand - All players play the dominos they draw.Blocking the Game: If in the course of the game it is impossible for any of the players to play, the game is “Blocked.” The player (or partners) having the least spots in his (or their combined) hand(s) scores the total of the spots in the opponents’ hands (rounded to the nearest five). You must subtract all points from you and your partner’s hand then, you score the remaining balance.Game score: The score of 150 points will be considered a game. The first person (or partnership) to score this amount wins the game. Shuffle and begin a new game. The player who won plays first.Tournament Play for SpadesPlay - The game requires two teams (each composed of two people), with each player playing a single card per turn. The first player plays a card, and the subsequent players must play a card of the same suit. The highest card of that suit wins those four cards (called a book) unless one of the players plays a spade. Spades is always the trump card but, and here is the key, one can only use a Spade to trump another suit (called cutting) if—and only if—they don’t have a card of the initial suit played. Deuces of Diamond and Deuces of Heart should be removed when using the two Jokers. Jokers shall be marked, one Joker with “High” and one Joker with “Low”. Make sure you find out which of the two is higher. So, if the first player leads with a diamond, you will try to beat his or her diamond with your own diamond. You can cut their diamond and win the book with a spade if you have no diamonds. If you play a spade while you still have a diamond in your hand, you reneged, made a mistake.Misdeals - A misdeal is a deal in which all players have not received the same number of cards or a player has dealt out of turn. A misdeal may be discovered immediately by counting the cards after they are dealt, or it may be discovered during play of a hand. If a single card is misdealt and discovered before players in question have seen their cards the player that is short a card can pull a card at random from the player with an extra card. Otherwise, a hand is misdealt, the hand is considered void and the hand must be re-dealt by the same dealer (unless the reason for the re-deal is the hand was dealt out of turn).ScoringAt the beginning of each game, each team will place a bid for how many books they think it takes to win the game, based solely on the cards in their own hands. Spades scoring awards 10 points for each book bid, and one point for each book a team makes above their bid. The game will end when a team reaches 250. No Blind bidding.Lingo in SpadesHi Joker, Low Joker, Ace: This designates the order of the most important cards in a game.Make-em, Take-em: If you win a book, it is your responsibility to rack it.Set: Getting “set” means you bid too much, reached too high and failed. When one bids a number of books and cannot make them all, the amount of the bid is subtracted from their score. Overbidding is the only way to lose points in Spades, but you may not win if you underbid. Renege: If you play a spade while you still have a card of play in your hand, you reneged, made a mistake. If you renege, you owe the other team three books.Tournament Play for BID WHISTPlayers - The Game is played with two teams of two players each, partners sit on opposite sides of the table.Object - The object is to win the most games you can.The deal - The game is played with a deck of 52 cards plus two (2) Jokers. All the cards are dealt out to the players plus a six (6) card kitty. (I.E. 12 cards to each player and 6 to the kitty)The kitty - The kitty has six (6) cards that is won by the player with the highest bid. The winner can take out from the kitty all the cards he thinks will help him and his partner can win the game. He must replace the cards he takes out of the kitty with cards from his hand. The kitty counts as his team's first book. In a "no trump" hand it is never shown. Players can decide before play starts if the kitty is shown when there are trumps.A game - A game is won when you get seven (7) points or make your opponents go negative seven (-7).Books - A group of four cards (one played by each player). In a turn, a player MUST play a card in the same suit that leads the book. If a player does not have one, he may then play a trump or a card of another suit.Bidding - There is one round of bidding, starting with the dealers left, each player makes a bid (how many books above six (6) his team can make). You must either bid higher than the person to your right or "pass" (make no bid). If everyone passes the dealer MUST make a bid. The player whose bid wins goes first.Making your bid - You get points by making your bid. You make your bid by taking six (6) books plus the number of books your team bid. For example, if your team bids four (4) you have to make ten (10) books to win the hand. Your opponents can get points when your team has the bid by taking 7 or more books from you (they get one point for each book over 6). If you make your bid you get points equal to the number you bid, plus one point for each extra book you make. For example, if you team bids three (3) and your make ten (10) books you get three points for making your bid, plus one (1) extra point for making the fourth book (over the 6).Not making your bid - If your team does not make the books you said you would (your bid plus the 6 extra books) you lose the number of points equal to your bid. For example, if you team bids five (5) and you only make ten (10) books you lose five points from your score.The Bids - A player bids on the books he thinks he and his partner will make, starting with the player to the left of the dealer.The player who wins the bid does the following:1) Tells in which way the cards are going (if the bid does not specify it).2) What suit is the trump suit (if there is to be a trump suit).3) Take the kitty and replace the cards in his hand (if he wants to). Some players play that if there is going to be trumps then the kitty is shown. This must be decided before the game starts. The kitty is never shown in a no-trump hand.4) If there are no trumps and other players have Jokers, they now can replace the Joker and only the joker with one of the cards in the kitty (high joker get to pick first) without looking at the cards.5) After steps 1-5 are done, takes the kitty and makes it his team's first book. He now plays his first card and the game starts.Order of the cardsWhen the bid is high the order is: Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2When the bid is low the order is: Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, KingWith Trumps - A trump is a wild card that can beat any card played in a book. If a game is played with trumps the order of cards is as follows:When the bid is high the order is: -(H)-> high-Joker,Low-joker,Ace,King,Queen,Jack,10,9,8,7,6,5,4,3,2When the bid is low the order is: -(L)-> high-Joker,Low-Joker,Ace,2,3,4,5,6,7,8,9,10,Jack,Queen,King Note there are now two new cards in the order of cards, they are the two jokers (high and low). A trump can only be played if a player DOES NOT have any of the suits that lead a book but MUST play one (if he has one) if the lead suit is trump.Other rules - Also note the following rule notes: 1) If the lead card is not a trump and you do not have one, you can play either a TRUMP or a card from another suit, and 2) If you play a card that is not the same suit as the lead card when you have a card of that suit in your hand, and you get caught by one of your opponents, your team must give up three (3) books to your opponents.
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