Pebbles and Nuts
	Invented by Howard Fosdick © BestFreeNewGames.com
    
          Overview: This game requires players to "thread the needle" by winning certain cards in tricks
	  while avoiding others. The challenge is to collect the tasty "nuts" whilst evading
          unappetising "pebbles".
	  Pebbles and Nuts is among the rare good
          trick-taking games for two. It also makes an engaging three-player game.
          
          
Players: 2 or 3 players
          recommended. Also playable by 4 in two partnerships.
          
          
Equipment: Use one 32-card
          French deck. (You can create this deck by removing all cards below 7's from a standard 52-card pack. Also,
	  remove any Jokers.) 
	  Cards rank from high to low: 
A-10-K-Q-J-9-8-7. 
	  The 10 ranks second-highest.
          
          
Objective: Win a deal by winning the
          most points. Win Game by being first to win 70 points across deals.
          
          
Deal:  Deal 7 cards to each player. Remaining cards
          become the draw pile.
          
          
Trump: Hearts are always trump in this game.
          
          
Play:  Non-dealer leads any
          card to the first trick. His opponent 
          must follow suit, if able. If he cannot follow suit, he may play any
          card.
          
          If no trump (no Heart) is played to the trick, the highest card of the
          suit led wins the trick. If any Heart(s) are played to the trick, the
          highest Heart wins.
          
           Players then draw one card each from the draw pile,
          and the trick-winner leads any card to the next trick.
          
      
Ace of Spades: If a player leads a trick with any
          Heart, the follower may play the Ace of Spades at will, and it trumps
	  any Heart. The player following the lead can play the Ace of Spades
          even if he has Heart(s) in hand.
          One is never required to play the Ace of Spades in response to a Heart
          lead. 
          
          In all other respects, the Ace of Spades is simply a normal
          Spades-suit card. It counts as a spade when played to a spade lead,
          and one must play it in response to a spade lead if it is the only
          spade one has in hand.
          
	
          
Scoring for Melds: Players can score points by creating certain combinations of
	  cards called 
melds. After each
          trick, both players each draw one card from stock. The winner of the
          trick may then 
optionally
          declare 
one meld. He scores
           meld points by laying the appropriate cards face up on the table before
          him:
          
	  
             
              
                | Meld: 
 | Called: 
 | Points: 
 | 
              
                | 
 | 
 | 
 | 
              
                | King and Queen of same suit
 
 | Marriage 
 | 15 
 | 
              
                | King and Queen of Spades
 
 | Spade Marriage 
 | 20 
 | 
              
                | Adding a Jack of same suit to an
 existing Marriage
 
 | Ménage 
 | 10 
 | 
            
          
 
          
          
          Though placed face up on the table, melded cards are still considered
          part of the player's hand. They are played to tricks as either desired
          or required, in the same manner as any of the cards hidden in the
          player's hand.
          
          Score for a Ménage by adding the Jack of the same suit to a Marriage
          already on the table. The Marriage must have been scored in a previous
          trick, with both cards still on the table, with the Jack added after
          winning a separate subsequent trick. 
          
          
Scoring for Card Points:
          After all cards have been played to tricks, players score points for cards they've won:
          
	
            
              
                | 
 | Ace 
 | King | Queen | 8 | 
              
                | Hearts | 5 | 10 | 10 | 10 | 
              
                | Diamonds 
 | 5 
 | 5 
 | 5 
 | 
 | 
              
                | Clubs 
 | 5 
 | 5 
 | 5 
 | 
 | 
              
                | Spades 
 | -5 
 | -10 
 | -10 
 | -10 
 | 
            
          
 
    
	
          
          Example Scoring:
	  A player wins the Ace, King, and Queen of Hearts, the Ace and King of Diamonds, and 
	the Ace, King, and Queen of Spades.
	  He scores 5 + 10 + 10  for his Hearts, 5 + 5 for his Diamonds, and  -5 + -10 + -10 points, 
	for a grand total of 10 points.
          
          
End of Play: Play continues
          until all cards have been played to tricks. Players may 
          meld, if able, after the draw pile has been depleted.
--------------------------------------------------
          
For 3 Players:  Add an extra 8 of Hearts to ensure an even
          draw from a 33-card deck. There will be two 8 of Hearts in the deck,
          each worth 10 points. First to 50 points across hands wins the game. 
          
          
For 4 Players: Partners sit across from each other and their scores are
          added together at hand's end. Players cannot play off their partners'
          declarations (melds remain unique to each player). 
 Optional Rule: 
	  After a partnership wins a trick, either
          member may make one declaration.
          
          
Partnership Play with 2 Decks: Shuffle two
          32-card packs together. If identical cards are tossed on a trick, the
          first wins the trick. A single King or Queen can be used in two
          declarations. To do this, a player wins a trick and scores one
          marriage, then he plays either the King or Queen from the meld to a
          subsequent trick. After winning another trick, he may re-constitute
          the declaration by adding a King or Queen (as appropriate) to the
          remaining face up card before him. First partnership to 130 points
          wins Game.
          
--------------------------------------------------
          
Playing Tips: To win points in tricks, one must "thread the
          needle" by winning positive point cards (
nuts)
          and avoiding negative card points (
pebbles).
          
          Oftentimes there exists a trade-off between winning trick points
          versus scoring melds. Try to maximise scores for
          both. Or concentrate on one or the other, depending on the
          direction fate forces your hand.
          
          Hearts have a special role since they are always trump. They are
          potential trick-winners. As a suit they offer the highest card points.
          Optimise Hearts to win tricks and try to make good the lower-ranking
          Hearts like the Queen and 8.
          
          Whilst melding scores points, it also exposes part of one's hand to
          the opponent. Clever opponents use this to their advantage. For
          example, a Spade Marriage scores 20 points. But the downside is that
          the opponent may force their declarer to "eat" (win) the exposed
          spades in subsequent tricks. The Ace of Spades is similarly dicey.
          Trump a Hearts King, Queen, or the 8 with it, and score 5 points on
          the trick (10 for the Heart minus 5 points for the Ace of Spades). Or
          slough off the Ace of Spades on a losing trick, forcing -5 points upon
          one's opponent. Avoid winning the Spade King, Queen, or 8 with the Ace
          of Spades!
          
          A net total of 30 card points are winnable in tricks the two- and
          four- player games. 40 points are out in the three-player game, due to
          the addition of the second 8 of Hearts to the deck. Meld points scored
          per hand vary.
	  Players with good memories will know what cards the opponent holds
	  after all card stock has been drawn. They should use this to their advantage.
--------------------------------------------------
License:  Feel free to print, copy, and distribute these rules, so long as you retain this paragraph. Invented by Howard Fosdick © 2023, distributed under 
Creative Commons License BY-ND. 
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