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    Blackcoin.co
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    Your partner may have no meld points at all, or just a few points.
    Also, if you have no Marriage melds, it is probably unwise to bid at all.

    In that case, if you win the bid, you will be unable to choose a trump.
    The rule is that you can only choose trump from a suit in which you have Marriage melds.

    Once every player has their cards, a round of bidding begins with the
    player to the left of the dealer and proceeds clockwise.
    Players make bids on how many points they believe their team can make in the round.

    The minimum bid is 20 and every player must either increase a
    previous bid or pass. The bid that makes everyone
    pass is the contract for the game and the player who made it establishes which
    suit will be trump. Before gameplay begins, the team that made the contract trades
    3 cards between each other. Each turn starts with a bidding round to determine the trump suit.
    After determining the trump suit, the winner of this round exchanges 4 cards with their partner.

    During the height of World War 1, Pinochle was temporarily
    banned in some U. Cities due to its German heritage and
    the anti-German sentiment at the time. It has since regained its popularity and then some,
    remaining one of the oldest and most beloved games ever.


    A jump bid in double deck pinochle is a bid that is significantly higher than the previous bid.
    It indicates that the bidder has a very strong hand and believes
    that they can win a significant number of tricks.
    Jump bids can be risky, but they can also be very effective if used
    strategically. Your bid should reflect the strength of your hand and your ability to win tricks.

    At any point of the game, a player can proclaim "Declare Out".
    In that case, the tricks of that particular player would be counted.
    If he is able to score 1000 points, he wins the game regardless of the opponent score.
    If there are less than 1000 points, he would lose regardless of
    his opponent has more or less points.
    After a trick is won, the winning player is able to lay down a meld if he/she has one.
    After a meld is laid down, the points are awarded to the player of the meld.
    Although the meld is laid down, the cards in the meld can be
    played into a trick as if they were in the player’s
    hand. When enabled, players can change the starting bid for a single deck from 250 to 150 and
    the starting bid for a double deck from 500 to 300.
    When enabled, players determine whether you must win when any suit is played, or only when trumps are played.
    Irrespective of this option, you must always trump if
    you are void of a non-trump suit to win the trick (standard pinochle rule).

    Passing cards is not optional, and each player must pass
    4 cards. However the winning player can give back the cards his partner
    passed to him if he so chooses. The team that lost the auction cannot exchange any cards that round.
    The game is typically played with a 48-card deck consisting of two sets of 9’s
    through Aces, with each suit represented twice. The
    game is played by forming melds and taking tricks to score points.
    After all tricks are taken, counters are tallied for each player.
    The three discards by the highest bidder count toward their counter score for the hand, so
    there is always a total of 25 points for the trick score among the three players.

    Aces are worth 11 points, tens are worth 10 points, kings are
    worth 4 points, queens are worth 3 points, jacks are
    worth 2 points, and nines are worth 0 points. The total point value of all the cards in the deck is 720.
    Double deck pinochle is played with two standard
    decks of cards, including all four suits. Each deck contains 48 cards, with two
    of each rank from ace to ten, and two of each jack, queen, and king.

    If no player opens, the dealer reshuffles and redeals
    the cards. Once a player bids, others follow to
    counter by incrementally increasing the bid until one team passes.

    Winning the bid permits you to declare the trump suit, an influential factor in melding and trick-taking.
    When playing with a double deck in Pinochle, each player is
    dealt 20 cards instead of the usual 12 or 15. The game is played to a score
    of 1,500 points instead of 1,000, and certain melds
    are worth more points. For example, a double pinochle is worth 30 points instead of 40, and a marriage (king and queen of trump) is worth 4 points instead of 2.

    After winning the bid and declaring the trump suit, display your melds for all players to see.

    Begin with the bid winner, followed by other players in a
    counterclockwise sequence. Cards remain face-up on the table until everyone examines them.
    Some melds can be shown under multiple headings but not repeated under
    the same heading. For a single deck, Pinochle is played with a 48 card
    deck containing two sets of Aces through 9s. After teams are decided amongst the players, the dealer passes out
    12 cards if there are 4 players, 8 cards if there are 6 players
    and 6 cards if there are 8 players. If there are 3 players and pass cards is disabled,
    players get 16 cards; if pass cards are enabled, players get 15 cards.

  • Comment Link
    pinochle two Handed
    Sábado, 07 Junio 2025 16:06

    If the high bidder succeeds in taking every
    trick, they have successfully "shot the moon," and the
    game is over. If they do not successfully take every trick, this is
    known as a "miss," and the shooting team immediately loses the game.
    Yet another variation has a point value of 1000 or 100 for
    shooting the moon, and an equal negative penalty
    for missing, and the game continues. If the bidder reneges, they
    automatically take a double set and the amount of the bid is subtracted from their
    score. The two opposing players get to count their meld points and the remainder of the hand is thrown in.
    The game is typically played with a 48-card deck consisting of two sets of 9’s through Aces, with
    each suit represented twice. The game is played by forming melds and taking tricks to score points.
    Pinochle is a card game of bidding and playing for tricks, with team members.

    In summary, to win in Pinochle, you need to score the most
    points during the game by melding and winning tricks. By paying attention to the cards and being flexible in your approach, you can work towards being the first player
    or team to reach 1,000 points and win the game. One variation on winning
    allows a team or individual to win instantly from any score by taking all
    the tricks in a hand. To win in this fashion, the winning player or team
    must play very skillfully to prevent opposing players from taking even one lowly (even zero-point) trick.


    In variations for odd numbers of players like three, a "widow's hand" (also
    called a "kitty", "talon", or "stock") of cards remains.
    Traditionally, the deal is done clockwise, dealing a packet of three or four
    cards at a time, starting with the player to the left (the eldest hand)
    and ending with the dealer. The deal rotates clockwise, so the dealer's
    left-hand opponent will deal next. Once melding is over,
    the highest bidder leads the trick-taking round. Everyone takes turns "one-upping" or "crawling" the
    last trick, staying in the trump suit as much as possible, with the highest card winning the trick.
    Points are totaled, the process repeats, and the team that earns 150 points wins.


    Holding back certain melds can be a strategic advantage, like concealing a powerful poker hand.
    Prioritize high-scoring melds, but consider which
    ones could help you secure tricks later in the round.
    Pinochle requires a unique 48-card deck, featuring two copies of each card from 9 to
    Ace in all four suits. The bidder looks at these and then passes
    back an equal number of cards (possibly including some of the cards just received).
    The systems that are possible or sensible are clearly affected by the version of the rules that is in operation. For example some groups do
    not require the bids to be in multiples of 5 above 60.

    It takes discipline to stop yourself from overbidding and patience to sit back
    and wait for the right hand to come along.

    Conversely, if you never bid you’ll never win, and there are times when taking risk will pay off.

    Striking the right balance between playing conservatively and playing aggressively
    takes practice. In this form of the game there
    are two 2-person teams playing against one another.
    Its unique combination of familiar card game actions makes
    Pinochle one of the world’s most played—and most challenging—card games.
    In a standard pinochle game, 12 cards are dealt to each player in batches of
    3. By mastering these key card combinations and understanding their strategic value in pinochle, players can greatly improve their
    game and increase their chances of winning. In conclusion, Pinochle is a fun and challenging card game that has
    been enjoyed by generations of players. By following the
    basic rules and using strategic play, you can work towards
    being the first player to reach 1,000 points and win the game.
    A marriage in each suit is worth 240 or 24 total points, which
    is nothing more than the sum of the marriages,
    plus kings around and queens around. As a shortcut, this is called a "roundtable", "marriages around",
    "round house", or a "round robin".
    In two-player pinochle, the bidding process is similar to that of regular pinochle.
    Each player takes turns bidding, starting with the player to the left of
    the dealer. The minimum bid is usually higher in two-player pinochle, and the player who wins the bid becomes
    the declarer. While melding, you may announce specific combinations
    of your hand cards in order to gain points for them.

    After melding comes the trick-taking with specific rules on how to follow suit.
    To find out everything in detail, you can have a look at our
    Pinochle manual or look up individual terms in our Pinochle glossary.

    Thus, traditional decks are either the Württembergian Pinochle pattern or the American pattern.
    The puller collects the cards, turns them face-down, and places them in a stack in front of him or her
    on the table. As a courtesy, the puller shows the
    cards to the other players (especially the declarer) before they are turned face-down. Pinochle is a trick-taking game, like Euchre, Bridge, Hearts,Spades, and
    even the children's game War. Under Taking Tricks, I'll cover how you decide who leads each trick,
    how you decidewho wins each trick, and what that all means.
    But before we get to the trick-taking phase of the game, I'll talk about the deck, how it's dealt,
    how bidding takes place, and all the other pieces of the game.
    Three-player games are played individually without any teams.
    Each player is solely responsible for all aspects of the game—from bidding and melding to managing
    tricks.
    In Cutthroat, you want to try to dominate the tricks and take as many as you can for yourself.
    It’s best to start with your trump Aces as these
    are guaranteed to win and will draw out any trump cards that your
    opponents are holding. If you have two trump Aces,
    then proceed to play any trump Ten’s. However, if you know
    one of your opponents has a trump Ace, try to save your trump Ten’s
    until you’re sure both trump Aces have been played, otherwise the points will go to your opponent.

    Any player who does not have any cards of the
    suit that was led must trump. If someone has already trumped then later players who
    can follow suit may play any card of the suit led (no card
    of the led suit can beat a trump). If a trick has been trumped, subsequent players who do not
    have the led suit either must crawl in trump, that is beat the highest trump so far played.


    It either evolved from Bezique or may have originated in the Swiss and later became Binokel, a
    South German game descended from Bezique. The game was brought from Europe to the US in the 19th century.
    Played with two teams of three, Six-Handed Pinochle adds another dimension of
    teamwork and strategy. It was often played
    in social clubs and community centers, and it was a way for people to connect and have fun.

  • Comment Link

    Double deck pinochle is played with two pinochle decks, minus the nines; this makes 80 cards deck.
    Rules of double deck pinochle apply, except the minimum
    bid is 75, and the last trick is worth three points.
    Most of the extra melds made by the triple pack do not count extra.
    The player who captures the lasttrick also gets ten points.
    (Total of 250 points to be taken in play.)The first player to get a total of 1200 points wins the game.

    It can be played by more than 4 players at a time with two pinochle
    decks. The average scoring, hand sizes are doubled when Double Deck is used.


    After each round, spread the cards and each player draws a card for high or low
    card and circle h or l. We play the version that puts the values in a trump suit
    as a,10,k,q,j,9. The sample pinochle score sheets serves as printed document for computing and keeping the record of each score.
    First, download the pinochle cheat sheet file in the format you are interested in. Free Printable Pinochle Score Sheet - Its size is only 44 kb.
    Download this printable pinochle score sheet pdf
    and use it to keep track of each player's or team's
    points in a game of pinochle. However, variations exist which play up to 1,250, 1,500, and 2,
    000.
    Pinochle has its own deck, which consists of two suits of 9s
    through Aces, totaling 48 cards. In order of lowest
    to highest rank, it goes 9s, Jacks, Queens, Kings,
    10s (yes, 10s), and then Aces. "Yes" hides this game from other
    players until they’ve been explicitly invited using the
    "Invite Friends" form. "No" allows all friends of players in this game to see it.

    Now is a better time than ever to learn Pinochle, thanks to free online Pinochle at Arkadium, which allows
    you to hone your skills whenever you want against
    computer opponents. Fans may have kept the rules the
    same for the past 150 years since Pinochle was invented, but that doesn’t mean we can’t
    elevate your experience with modern conveniences. "Yes" hides the points
    taken during the hand displayed next to each player’s name.
    The following description was rescued from John Hay's Rule
    Book, formerly at Geocities. An archive copy of the original page is also available
    at reocities.com.
    The Perfect Madness Claymore is one of the best pure damage-dealing weapons you
    can find, with an exceptionally helpful enchantment.
    The additional 20 points of damage to an enemy's health
    is great in any circumstance, especially if you're facing a foe with resistance to certain elements.

    Regardless of its relatively tame effect, this Mace is a huge advantage for you against Spellsword enemies,
    as it will weaken both of their main methods of hurting
    you. Unfortunately, this Mace falls behind once you pick up some of the better late-game weapons, but it will serve you well before level 30.

    The Mace of Molag Bal is likely one of the best weapons you can get once it becomes available at level
    17.
    The person with the lowest card deals first and has his choice of seats.
    If all players draw cards of the same rank, they cut again. The Dealer shuffles, then the non-dealer to their right cuts, leaving at least five cards
    in each portion of the pack (stock). Meld means to make combination of
    cards placed face up to score points. All players have the opportunity to examine the meld after
    the bidder place the first meld.
    During the bidding phase, each player wagers on the trump
    suit to gain a strategic advantage. The player to the left of the dealer
    begins the process with the option to pass, bid, or open with a starting bid of 25.
    If no player opens, the dealer reshuffles
    and redeals the cards. Once a player bids, others follow to counter by incrementally increasing the bid until one team
    passes. Winning the bid permits you to declare the trump suit, an influential
    factor in melding and trick-taking.
    The bid is the prediction of the number of points earned.
    Once the bidding process is complete, the declarer takes the bid and
    must make the number of points they bid during the
    game. If anyone knows how to contact him, or what became
    of his rule book, please let me know. Played with two teams of
    three, Six-Handed Pinochle adds another dimension of teamwork and strategy.
    The card ranking, from highest to lowest, is Ace, 10, King, Queen, Jack, and 9.
    You count up all Arounds (four different-suited Aces, Kings, Queens, or Jacks) You
    did not get many points for this type of
    meld.
    If playing with this option, 11 cards are
    dealt to each player and 4 cards are placed in the kitty (15 cards dealt and a 3-card
    kitty in the 3-player game). This let’s me think through how I would bid ‘without view’ and then bid
    the best possible play. This also allows me to see some of the most ‘glaring’ flaws (which are in partner bidding and play - though
    also in passing).
    The Switch 2 is expected to become one of the largest
    console launches of all time, so much so that it
    might outpace PC gaming handheld sales almost instantaneously.
    Sometimes, one hit is all it takes to defeat an enemy thanks to Volendrung's high initial
    damage. The word is also possibly derived
    from the French word, "binage", for the combination of cards
    called "binocle".

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    Sábado, 07 Junio 2025 16:04

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    The high bidder wins the bidding and then gets to declare which
    suit will be trump for the hand. After the trump is announced, the high bidder’s partner then chooses 4 cards from their hand
    to slide across the table face-down to their partner.
    The high bidder examines these cards and then chooses 4 cards from their hand to pass back.
    Two full decks are dealt between eight players, forming four teams.
    Team members are spaced so that they are not able to see
    any other hands. Other than this, the four player rules apply, and any variations may also be used.


    A simpler method is to count aces and tens for 10 points, kings and
    queens for 5 points, and jacks and nines are
    worth zero. A bid is the minimum point score a player claims the partnership will make
    if allowed to name the trump suit. The player at dealer’s left must make an opening bid of at least 10 (15
    or 20 in some circles). Each player in turn may thereafter pass or make a higher bid.
    A bid followed by three passes establishes the bidding side,
    and the player who made the last bid announces trump without consulting the partner.

    All players then meld individually, although the scores are combined for each
    partnership.
    Though Pinochle is a trick-taking game, melds – specific combinations of cards – play a
    role here. In this lesson, we take a close look at the way this element fits into the game and which melds there are in Pinochle.
    Each player in turn, starting with the player at dealer’s left, either passes or makes a higher
    bid than any that has gone before. If all pass, the hand is annulled, and the
    next in turn deals. A final consideration is that the last trick gets an extra point, so if possible try to save a winning
    trump card for the end. Get rid of your junk cards in the middle of the
    hand if you’re confident you can take back control towards the end with your trumps.

    After you play your trump Aces (and possibly Tens), it’s usually
    good to move on to your non-trump Aces.
    In order of lowest to highest rank, it goes 9s, Jacks, Queens, Kings, 10s (yes,
    10s), and then Aces. Before playing Pinochle,
    always make sure everyone is in agreement with the rules, as there are many variations of Pinochle.
    House rules can wildly differ, so having this conversation before bidding
    begins can help you avoid headaches and arguments down the line.
    Controlling the flow of play is another important strategy in Pinochle.

    There’s another version of Two-Handed Pinochle where cards aren’t
    dealt at all, instead players must draw from a
    face-down deck. At the end of the round the players
    tally up their scores. Every ten (10), king, and ace collected as part of tricks is worth 10 points,
    as well as the last trick of the round. Thus a team can get
    a maximum of 250 points in the trick taking phase by getting all 8 tens, all 8 kings,
    all 8 aces, and the last trick of the round.
    Pinochle strategy involves careful planning and decision-making.
    Players must consider their hand, their partner’s hand, and the cards played by their opponents to maximize their
    chances of winning tricks and scoring points.
    The bidder looks at these and then passes back an equal number of cards
    (possibly including some of the cards just received).
    Some players allow extra information to be given during the bidding
    - not just the numbers. This normally takes the form of information about meld held.
    It is generally agreed that it is illegal to direct
    attention to any particular suit. A player who has no card of the suit led
    and no trumps may play any card. For example, to form a common marriage,
    you need to have a king and queen of the same suit. To form a
    royal marriage, you need to have a king and queen of trump.

    Subsequent players must follow suit with the lead card if they can.
    They can play any card from their hand if they do not possess a trump card
    either. Beginning with the player from the left, deal 12 cards to each player.
    Once everyone has their cards, flip over the top card of the deck.
    This is the "trump" suit for the round, a.k.a the most powerful suit for that round.
    Every card of that suit is now a trump card, with the remaining cards within the deck forming the "stock"
    while being placed face down. If playing
    the 4-player game, the winner of the bid and their partner have the right to exchange cards.

    If they cannot follow suit, they can play any card from
    their hand. The highest card of the suit led wins the trick, and the winner of the
    trick leads the next one. Bidding begins at 300,
    or as little as 150 for "under-the-gun" bids, and increases
    in multiples of 10.
    Three pinochle decks(no nines), are mixed together, making a pack of
    120 cards. Each player is dealt 20 cards, and the rules of double deck pinochle apply, except that the minimum bid is 75,
    and the last trick is worth 3 points. Most of the extra melds made possible by the triple pack do
    not count extra. I.e. if a player should hold twenty
    aces, five of each suit, the value would be that of double aces and triple aces combined.

    Winning the last trick earns two bonus points, so that there are 50 trick points.

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