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HOYLE'S GAMES
MODERNIZED
EDITED BY
PROFESSOR HOFFMANN
New Edition (Reset)
THOROUGHLY REVISED TO 1909
With the addition of Chapters on Auction Bridge and Three other New Games
BY
ERNEST BERGHOLT
And with New Chapters on Roulette and Trente Et Quarante
by Captain BROWNING
("Slambo" of The Westminster Gazette)
WITH DIAGRAMS
LONDON
GEORGE ROUTLEDGE AND SONS, Limited
NEW YORK: E. P. DUTTON & CO.
1909
PREFACE
To the present generation the name of Edmond Hoyle conveys but a vague meaning, though the phrase "according to Hoyle" is still now and then used as a synonym for correct play in a card-game.
Hoyle was in fact the "Cavendish" of his day, and was in many ways a man of special mark. He was born in 1672, and died in 1769, having outlived half-a-dozen monarchs. Of his earlier life little is known. He is said to have been called to the Bar, though whether he ever practised as an advocate is uncertain. In 1742 he was living in Queen's Square, and giving lessons in whist-play, which he was the first to reduce to a scientific method. He had up to that time communicated his system either personally, or in the form of manuscript, but in that year he for the first time published his memorable "Short Treatise on the Game of Whist." Of this first edition only two copies (one in the Bodleian Library) are known to exist. Its price was a guinea. It was freely pirated, and this fact was probably the reason that the succeeding editions, of which there were three published in 1743, were issued at the more modest price of two
shillings, each genuine copy being guaranteed by the autograph of the author. Other editions followed, several of which are only now represented by single copies. Of the seventh edition, published in 1747, no copy exists. The eighth (1748) embodied, in addition to the Whist manual, short treatises on Quadrille, Piquet, and Backgammon, which had in the meantime appeared separately. The book was from time to time further amplified, and the eleventh edition (precise date uncertain) is entitled "Mr. Hoyle's Games of Whist, Quadrille, Piquet, Chess and Backgammon Complete." The autograph signature to each copy was continued until Hoyle's death. In the fifteenth edition it is replaced by an impression from a wood block.
It is significant of the respect in which Hoyle was held, that his Laws of Whist, with some slight alterations by the habitués of White's and Saunders' chocolate-houses (the then headquarters of the game), were accepted as the final authority from 1760 till 1864, when the basis of the present code, settled by the Turf and Portland Clubs, was adopted in their stead.
Nothing would now be gained by reproducing Hoyle's original text. In the present volume no attempt is made to do so. Its teachings are, however, but the teachings of the master, amplified and brought up-to-date, and it is a fitting tribute to his memory that his name should be retained upon the title-page.
Louis Hoffmann.
PREFACE
TO THE REVISED EDITION OF 1909
The articles on Whist and Bridge have been rewritten and brought thoroughly up-to-date. Those on Billiards, Pool, and Snooker Pool have been completely revised, and all the recent changes in Rules have been either incorporated or quoted. Entirely new chapters have been added on Auction Bridge, Five Hundred, Quinto, and Poker Patience.
For the articles specially written for this New Edition on Roulette and Trente et Quarante, the able pen of Captain Browning is responsible.
Ernest Bergholt.
CONTENTS
| All Fours | PAGE |
| The Scoring Items | [1] |
| Method of Playing | [2] |
| Four-handed All Fours | [3] |
| Baccarat | |
| Baccarat Chemin de Fer | [5] |
| Baccarat Banque | [8] |
| Bézique | |
| The Old-fashioned Game | [12] |
| Hints for Play | [15] |
| Rubicon Bézique | [17] |
| The Laws of Rubicon Bézique | [22] |
| Blind Hookey | [32] |
| Cribbage | [34] |
| The Five-card Game | [35] |
| The Six-card Game | [49] |
| The Seven-card Game | [50] |
| Three-handed Cribbage | [51] |
| Four-handed Cribbage | [51] |
| Écarté | [53] |
| The Laws of Écarté | [53] |
| French Terms used in Écarté | [61] |
| Illustrative Game | [61] |
| Jeux de Règle | [63] |
| Euchre | [68] |
| Two-handed Euchre | [69] |
| Four-handed Euchre | [70] |
| Three-handed Euchre | [72] |
| Marking the Score | [72] |
| Hints for Play | [73] |
| Loo | |
| Three-card Loo | [86] |
| Five-card Loo | [89] |
| The Laws of Loo | [91] |
| Napoleon | |
| The Orthodox Game | [94] |
| The Variations | [96] |
| The Game Explained for Novices | [99] |
| The Numbers of Players | [102] |
| Piquet | |
| The Deal | [104] |
| Discarding and Taking in | [105] |
| Calling | [105] |
| The Play | [107] |
| Carte Blanche | [111] |
| Repique | [111] |
| Pique | [112] |
| Capot | [112] |
| The Final Score | [113] |
| Application of Skill | [115] |
| Poker | |
| The Varieties of the Game | [120] |
| Draw Poker | [120] |
| The Probabilities of the Various Combinations | [130] |
| The Straddle | [131] |
| Jack-pots | [132] |
| Table Stakes | [133] |
| Straight Poker | [134] |
| Stud Poker | [134] |
| Whiskey Poker | [135] |
| Mistigris | [136] |
| The Tiger | [136] |
| Pope Joan | [137] |
| Solo Whist | |
| Description of the Game | [142] |
| The Stakes | [147] |
| A Digest of the Laws | [149] |
| A Few Maxims | [154] |
| Vingt-Un | [157] |
| French Vingt-Un | [163] |
| Whist | |
| The Laws of Whist | [166] |
| The Etiquette of Whist | [183] |
| Dummy | [184] |
| Double Dummy | [185] |
| How to become a Good Player | [185] |
| Leads | [191] |
| Return Leads | [195] |
| Second in Hand | [196] |
| What to Play Third Hand | [198] |
| The Play of the Fourth Hand | [201] |
| The Call for Trumps | [201] |
| The Echo to the Call | [203] |
| Discarding | [204] |
| The Use and Abuse of Trumps | [205] |
| Underplay | [208] |
| False Cards | [209] |
| How to Play Whist | [210] |
| Unblocking | [212] |
| Placing the Lead | [214] |
| The Play of the Twelfth and Thirteenth Cards | [218] |
| Maxims | [219] |
| Books on Whist | [222] |
| Bridge | |
| Relation to Whist | [223] |
| The Score in Actual Practice | [224] |
| Hints for Play | [227] |
| The Laws of Bridge (1904) | [228] |
| Books on Bridge | [246] |
| Auction Bridge | [247] |
| The Laws of Auction Bridge | [248] |
| Hints to Players | [252] |
| General Remarks | [254] |
| Five Hundred | [257] |
| Revokes | [261] |
| Book on Five Hundred | [262] |
| Quinto | [263] |
| Dummy (or Three-Handed) Quinto | [266] |
| Book on Quinto | [266] |
| Poker Patience | [267] |
| Serpent Poker Patience | [268] |
| Backgammon | |
| The Board and Men | [271] |
| Playing | [273] |
| Bearing off the Men | [275] |
| Hints for Play | [277] |
| Bagatelle | |
| The Appliances of the Game | [281] |
| How to Play | [284] |
| Billiards | |
| The Implements of the Game, and Terms used in connection with it | [287] |
| The Half-ball Stroke | [293], [298] |
| Losing Hazards into the Top Pockets from Baulk | [302] |
| Middle-Pocket Hazards | [305] |
| Position | [307] |
| Losing Hazards | [308] |
| Winning Hazards | [309] |
| Cannons | [311] |
| The Billiards Control Club Rules | [320] |
| Pyramids | [321] |
| Shell Out | [322] |
| Works of Reference | [323] |
| Pool | |
| General Counsels | [324] |
| The National Rules of Pool | [325] |
| Snooker Pool | |
| Description of the Game | [331] |
| The National Rules of Snooker Pool | [332] |
| Chess | |
| The Board and Men | [336] |
| The Movements of the Men and their Power to Take | [337] |
| Chess Notation | [343] |
| Example | [345] |
| Technical Terms used in the Game | [347] |
| Value of the Pieces | [352] |
| The Openings | [353] |
| The Giuoco Piano | [354] |
| The Evans Gambit | [363] |
| The Evans Gambit Declined | [371] |
| The Two Knights' Defence | [373] |
| The Ruy Lopez | [377] |
| Philidor's Defence | [381] |
| Three Knights' Game | [383] |
| Four Knights' Game | [384] |
| The Vienna Opening | [385] |
| The Steinitz Gambit | [386] |
| The Scotch Game | [387] |
| The Scotch Gambit | [389] |
| The Danish and Centre Gambits | [391] |
| Petroff's Defence | [392] |
| The King's Gambits | |
| The King's Knight's Gambit | [393] |
| The Muzio Gambit | [394] |
| The Salvio Gambit | [396] |
| The Kieseritzky Gambit | [397] |
| The Allgaier Gambit | [398] |
| The Cunningham Gambit | [400] |
| The Bishop's Gambit | [400] |
| The Gambit declined | [403] |
| Close Games | [405] |
| The French Defence | [406] |
| The Sicilian Defence | [408] |
| The Queen's Gambit | [409] |
| The Fianchetto | [409] |
| The End Game | |
| King and Pawn against King | [410] |
| King and Queen against King | [415] |
| King and Two Rooks against King | [417] |
| King and Rook against King | [418] |
| King and Two Bishops against King | [419] |
| King, Bishop and Knight against King | [420] |
| End Game with Two Knights | [423] |
| General Observations | [424] |
| Bibliography of Chess | [425] |
| Draughts | |
| The Rules of the Game | [427] |
| General Advice | [432] |
| Names of the Various Openings and how Formed | [433] |
| End Games | |
| Two Kings to One | [436] |
| Three Kings to Two | [437] |
| The Elementary Positions | |
| First Position | [439] |
| Second Position | [441] |
| Third Position | [443] |
| Fourth Position | [445] |
| Works of Reference | [446] |
| Roulette | |
| Description of the Game | [447] |
| The Different Modes of Staking | [449] |
| Systems | |
| The "Montant et Demontant" System | [455] |
| The Fitzroy System | [455] |
| The "Labouchere" System | [456] |
| Trente et Quarante | |
| Description of the Game | [464] |
| Staking | [465] |
| Method of Play | [469] |
HOYLE’S GAMES
MODERNIZED
ALL-FOURS.
All-Fours, known in America as Old Sledge, or Seven Up, is usually played by two players, with the full pack of fifty-two cards, which rank in play as at Whist, the ace being the highest, and the two the lowest. The game is seven points.
There are four different items which count towards the score, whence the name All-Fours. Such items are as follows:
High.—The highest trump out, scoring one to the original holder.
Low.—The lowest trump out, scoring one to the original holder.
Jack.—The knave of trumps, scoring one to the dealer, if turned up; if otherwise, to the winner of the trick to which it falls.
Game.—Scoring one to the ultimate holder of the more valuable cards in the tricks won by him, according to the following scale:—
| For each ten (trump or otherwise) | 10 | |
| For each ace | " | 4 |
| For each king | " | 3 |
| For each queen | " | 2 |
| For each knave | " | 1 |
N.B.—In the case of the players being equal in this particular, or of neither party holding any card which counts towards Game, the elder hand scores the point.
Method of Playing.
The players cut for deal, the highest card having the preference.[[1]] The dealer gives six cards to each, turning up the thirteenth as trump. If the elder hand is dissatisfied with his cards, he may say, "I beg," in which case the dealer is bound either to allow him (by the phrase, "Take one") to score one point, or to give each player three more cards from the pack, turning up that next following by way of fresh trump card. If this should be of the same suit as the original trump, the dealer is bound to give three more cards to each, again turning up the seventh, until a new suit does actually turn up. If the turn-up card be a knave, the dealer scores one, this taking precedence of any other score. If, by reason of the elder hand "begging," there is a further deal, and the dealer a second time turns up a knave, he again scores one. The elder hand leads any card he pleases. His antagonist must follow suit or trump, his right to do the latter not being affected by his holding cards of the suit led. If, however, having a card of the suit led, he neither follows suit nor trumps, he becomes liable to the penalty of a revoke.
The player of the highest card of the suit led, or a trump, wins the trick, which is turned down as at
Whist, and so on throughout the six tricks. In scoring, the order of precedence is (1) High, (2) Low, (3) Jack, (4) Game; subject, as we have seen, to the contingency of "Jack" having been the turn-up card, the point for this being scored before the hand is played.
The play is mainly directed to capturing the Jack, and such cards as may score towards Game.
Some players score a point whenever the adversary does not follow suit or trump. Some, again, make it the rule that each player must count his score without looking at his tricks, under penalty of losing one or more points, as may be agreed, in the event of a miscalculation.
Four-handed All-Fours.
The players cut to decide who shall be partners; the two highest playing against the two lowest, and facing each other, as at Whist. The right to the first deal is decided by the cut, the highest dealing.[[2]] Afterwards each player deals in rotation.
The dealer and the elder hand alone look at their cards in the first instance, the option of begging resting with the latter. The other two players must not take up their cards till the dealer has decided whether he will "give one" or "run the cards" for a new trump.
The players play in succession as at Whist, four cards constituting a trick. In other respects, the play is the same as in the two-handed game.[[3]]
BACCARAT.[[4]]
Baccarat has many points of resemblance to Vingt-un, but the element of chance is much more prominent. The stakes are made before any card is dealt, and one player plays for several. There is therefore, save on the part of the banker, scarcely any scope for personal skill or judgment.
The object of the game is to hold such cards as shall together amount to the point of nine. The cards from ace to nine count each according to the number of its pips. Court cards are equivalent to tens, and ten at this game is baccarat, a synonym for zero. Thus a player holding a three and a ten (or court card) is considered to have three only; a player holding two tens and a five counts five only. And not only is a tenth card baccarat (0), but ten occurring as part of a total score, however made, is disregarded; so that a five and a six count, not as eleven, but as one only; three, seven and five, not as fifteen, but as five; and so on.
There are two forms of Baccarat, known respectively as Baccarat Chemin de Fer and Baccarat
Banque, the latter being the version more frequently played. A description of Baccarat Chemin de Fer will, however, be the best introduction to the explanation of Baccarat Banque, and we therefore take it first in order.
Baccarat Chemin de Fer.
Six full packs of cards of the same pattern are used, shuffled together. The players seat themselves round the table. In the centre is a basket for the reception of the used cards. If there is any question as to the relative positions of the players, it is decided by lot. The person who draws the first place seats himself next on the right hand of the croupier, and the rest follow in succession. The croupier shuffles the cards, and then passes them on, each player having the right to shuffle in turn. When they have made the circuit of the table, the croupier again shuffles, and, having done so, offers the cards to the player on his left, who cuts. The croupier places the cards before him, and, taking a manageable quantity from the top, hands it to the player on his right, who for the time being is dealer, or "banker." The other players are punters. The dealer places before him the amount he is disposed to risk, and the players "make their stakes." Any punter, beginning with the player on the immediate right of the dealer, is entitled to "go bank," viz. to play against the whole of the banker's stake. If no one says "Banco" (which is the formula by which the desire to go bank is expressed), each player places his stake before him. If the total so staked by the seated players is not equal to the amount for the
time being in the bank, other persons standing round may stake in addition. If it is more than equal to the amount in the bank, the punters nearest in order to the banker have the preference up to such amount, the banker having the right to decline any stake in excess of that limit.
The stakes being made, the banker proceeds to deal four cards, face downwards, the first, for the punters, to the right; the second to himself; the third for the punters, the fourth to himself. The player who has the highest stake represents the punters. If two punters are equal in this respect, the player first in rotation has the preference. Each then looks at his cards. If he finds that they make either nine, the highest point at Baccarat, or eight, the next highest, he turns them up, announcing the number aloud, and the hand is at an end.
If the banker's point is the better, the stakes of the punter become the property of the bank. If the punters' point is the better, the banker (or the croupier for him) pays each punter the amount of his stake. The stakes are made afresh, and the game proceeds. If the banker has been the winner, he deals again. If otherwise, the cards are passed to the player next in order, who thereupon becomes banker in his turn.
We will now take the case that neither party turns up his cards; this is tantamount to an admission that neither has eight or nine. In such case the banker is bound to offer a third card. If the point of the punter is baccarat (i.e. cards together amounting to ten or twenty, = 0), one, two, three, or four, he accepts as a matter of course, replying, "Yes," or "Card." A third card is then given to
him, face upwards. If his point is already six or seven, he will, equally as a matter of course, refuse the offered card. To accept a card with six or seven, or refuse with baccarat, one, two, three, or four (known in either case as a "false draw"), is a breach of the established procedure of the game, and brings down upon the head of the offender the wrath of his fellow-punters; indeed, in some circles he is made liable for any loss they may incur thereby, and in others is punishable by a fine. At the point of five, and no other, is it optional to the punter whether to take a card or not; nobody has the right to advise him, or to remark upon his decision.
The banker has now to decide whether he himself will draw a card, being guided in his decision partly by the cards he already holds, partly by the card (if any) drawn by the punter, and partly by what he may know or guess of the latter's mode of play. If he has hesitated over his decision, the banker may be pretty certain (unless such hesitation was an intentional blind) that his original point was five, and as the third card (if any) is exposed, his present point becomes equally a matter of certainty. The banker, having drawn or not drawn, as he may elect, exposes his cards, and receives or pays as the case may be. Ties neither win nor lose, but the stakes abide the result of the next hand.
The banker is not permitted to withdraw any part of his winnings, which go to increase the amount in the bank. Should he at any given moment desire to retire, he says, "I pass the deal." In such case each of the other players, in rotation, has the option of taking it, but he must start the bank with the same amount at which it stood when the last banker
retired. Should no one present care to risk so high a figure, the deal passes to the player next on the right hand of the retiring banker, who is in such case at liberty to start the bank with such amount as he thinks fit, the late banker now being regarded as last in order of rotation, though the respective priorities are not otherwise affected.
A player who has "gone bank," and lost, is entitled to do so again on the next hand, notwithstanding that the deal may have "passed" to another player.
When the first supply of cards is exhausted, the croupier takes a fresh handful from the heap before him, has them cut by the player on his left, and hands them to the banker. To constitute a valid deal, there must be not less than seven cards left in the dealer's hand. Should the cards in hand fall below this number, they are thrown into the waste-basket, and the banker takes a fresh supply as above mentioned.
Baccarat Banque.
In Baccarat Chemin de Fer, it will have been noticed that a given bank only continues so long as the banker wins. So soon as he loses, it passes to another player. In Baccarat Banque the position of banker is much more permanent. Three packs of cards,[[5]] shuffled together, are in this case used, and the banker (unless he retires either of his own free will, or by reason of the exhaustion of his finances)
holds office until the whole of such cards have been dealt.
The bank is at the outset put up to auction, i.e. belongs to the player who will undertake to risk the largest amount. In some circles, the person who has first set down his name on the list of players has the right to hold the first bank, risking such amount as he may think proper.
The right to begin having been ascertained, the banker takes his place midway down one of the sides of an oval table, the croupier facing him, with the waste-basket between. On either side the banker are the punters, ten such constituting a full table. Any other persons desiring to take part remain standing, and can only play in the event of the amount in the bank for the time being not being covered by the seated players.
The croupier, having shuffled the cards, hands them for the same purpose to the players to the right and left of him, the banker being entitled to shuffle them last, and to select the person by whom they shall be cut. Each punter having made his stake, the banker deals three cards, the first to the player on his right, the second to the player on his left, and the third to himself; then three more in like manner. The five punters on the right (and any bystanders staking with them) win or lose by the cards dealt to that side; the five others by the cards dealt to the left side. The rules as to turning up with eight or nine, offering and accepting cards, and so on, are the same as at Baccarat Chemin de Fer.
Each punter continues to hold the cards for his side so long as he wins. If he lose, the next
hand is dealt to the player next following him in rotation.
Any player may "go bank," the first claim to do so belonging to the punter immediately on the right of the banker; the next to the player on his left, and so on alternatively in regular order. If two players on opposite sides desire to "go bank," they go half shares.
A player going bank may either do so on a single hand, in the ordinary course, or à cheval, i.e. on two hands separately, one-half of the stake being played upon each hand. A player going bank and losing, may again go bank; and if he again loses, may go bank a third time, but not further.
A player undertaking to hold the bank must play out one hand, but may retire at any time afterwards. On retiring, he is bound to state the amount with which he retires. It is then open to any other player (in order of rotation) to continue the bank, starting with the same amount, and dealing from the remainder of the pack used by his predecessor. The outgoing banker takes the place previously occupied by his successor.
The breaking of the bank does not deprive the banker of the right to continue, provided that he has funds wherewith to replenish it, up to the agreed minimum.
Should the stakes of the punters exceed the amount for the time being in the bank, the banker is not responsible for the amount of such excess. In the event of his losing, the croupier pays the punters in order of rotation, so far as the funds in the bank will extend; beyond this, they have no claim. The banker, may, however, in such a case, instead of
resting on his right, declare the stakes accepted, forthwith putting up the needful funds to meet them. In such event the bank thenceforth becomes unlimited, and the banker must hold all stakes (to whatever amount) offered on any subsequent hand, or give up the bank.[[6]]
BÉZIQUE.
Bézique is a game for two players. The piquet pack of thirty-two cards is used, but in duplicate, two such packs of like pattern being shuffled together.
The players cut for deal, the highest card having the preference. The rank of the cards in cutting (as also in play) is as under: ace, ten, king, queen, knave, nine, eight, seven. Eight cards are dealt (by three, two, and three) to each player; the seventeenth card being turned up by way of trump, and placed between the two players. The remaining cards, known as the "stock," are placed face downwards beside it. Should the turn-up card be a seven, the dealer scores ten.
The non-dealer leads and the dealer plays to such lead any card he pleases. If he play a higher card (according to the scale above given) of the same suit, or a trump, he wins the trick; but he is not bound to do either, or even to follow suit. Further, he is at liberty to trump, even though holding a card of the suit led. If the two cards played are the same (e.g. two nines of diamonds), the trick belongs to the leader.
The winner of one trick leads to the next, but before doing so he marks any points to which his hand may entitle him, leaving the cards so marked on the table, and draws one card from the top of the stock. His opponent draws a card in like manner, and so the game proceeds until the stock is exhausted.
The holder of the seven of trumps is entitled to exchange it for the turn-up card, at the same time scoring ten for it. The holder of the duplicate seven of trumps scores ten for it, but gains no further benefit thereby.
The game is usually 1000 up, but, as the score proceeds by tens or multiples of ten, this number is pretty quickly reached.
At the earlier stage of the game, the player scores for the cards he holds in his hand; certain cards or combinations of cards, duly "declared," entitling him to score so many points, as under:—
| Points. | |
|
For the seven of trumps, turned up by the dealer, or declared by either player |
10 |
| For the second seven of trumps | 10 |
| For the last (i.e. thirty-second) trick | 10 |
|
For a Common Marriage, i.e. king and queen of any plain suit, declared together |
20 |
|
For a Royal Marriage, i.e. king and queen of the trump suit, declared together |
40 |
|
For Single Bézique (queen of spades and knave of diamonds) |
40 |
|
For Double Bézique—the same combination again declared by same player with fresh cards.(additional) |
500 |
|
For Four Knaves (of any suits, e.g. two knaves of spades and two of hearts), duly declared |
40 |
| For Four Queens, duly declared | 60 |
| For Four Kings, duly declared | 80 |
| For Four Aces, duly declared | 100 |
|
For Sequence of five best trumps—ace, ten, king, queen, knave |
250 |
|
Brisques—aces or tens in the tricks won by either player, each[[7]] |
10 |
In order to score, the cards composing the given combination must be all at the same time in the hand of the player. A card played to a trick is no longer available (unless a brisque) to score.
A player can only "declare" after winning a trick. Having won a trick, he is at liberty to score any combination he may hold, laying the cards forming it face upwards on the table. If the cards exposed show two combinations he may declare both, but must elect which of them he will score, reserving the other till he again wins a trick. Thus, having king and queen of spades and knave of diamonds on the table, he would say, "I score 40 for Bézique, and 20 to score." When he has again won a trick, having meanwhile retained the needful cards unplayed, he can then score the second combination (Marriage).
A card which has once scored cannot be again used to form part of a combination of the same kind: e.g. a queen once used to form a Marriage cannot again figure in a Marriage, though it may still score as part of a Sequence, or as one of "Four Queens." In like manner, a card which has once figured in "Bézique" cannot be used to form part of a second Bézique, though it may be used to score Double Bézique. Neither can a card which has been
declared in a given combination again be declared in a combination of an inferior order; e.g. if a king and queen have been declared as part of a Sequence, a Marriage cannot afterwards be declared with the same cards—though their having figured in a Marriage would be no bar to their subsequent use as part of a Sequence.
The declared cards, though left face upwards on the table, still form part of the hand, and are played to subsequent tricks at the pleasure of the holder.
When no more cards are left in the stock, the method of play alters. No further declarations can be made, and the only additional score now possible is for the brisques (aces or tens) in the remaining tricks (scored by the winner of the trick), with ten for the last trick, as before stated.
The mode of play as to these last eight tricks is according to Whist rules. Each player must now follow suit, if he can; if not, he is at liberty to trump.[[8]]
Hints for Play.
In the earlier stage of the game, tricks are of no value save in so far as they contain brisques, or enable the winner to "declare," the scoring of the different combinations being the main object of the game. The player will probably at the outset find that he has in hand some of the component parts of two or more combinations; but as he must furnish a card to each trick, he will be forced to abandon
the one or the other. In choosing between them, two points should be considered; viz. first, the value of the combination, and, secondly, the prospect of making it. As to the last point, he may derive important information from the cards declared by his opponent. Suppose, for instance, that he holds a queen of spades and two knaves of diamonds. These he would naturally retain at any cost, in the hope of making Double Bézique; but should his adversary declare a marriage in spades, showing that he holds the remaining queen of that suit, all hope of Double Bézique is clearly at an end. In the case supposed, it would be the policy of the opponent, knowing or suspecting that Double Bézique was aimed at, to keep the queen of spades in his hand as long as he possibly could, even at some considerable sacrifice.
When a brisque is led, the second player should win the trick if he can do so without too great a cost, for, though a brisque only scores ten to the winner, the capture of the trick means a loss of ten to the opposite party, and practically, therefore, makes a difference of twenty to the score.
Unless a brisque be led, or you have something to declare, pass the trick or win it with a brisque. The best cards to throw away are the sevens, eights, nines, and knaves of plain suits (other than the knave of diamonds, which should be retained on the chance of making Bézique).
It is generally better to risk losing an ace than a queen or king, the two latter having the greater chance of scoring.
If you chance to hold three aces at an early stage of the game, with no prospect of a more valuable combination, retain them, in the hope of drawing a
fourth. In any other case, make tricks with aces in plain suits whenever you can.
"Sequence" cards should be kept in reserve as long as possible. A duplicate of a sequence card, though valueless for scoring purposes, should still be held up, as the uncertainty respecting it may hamper your opponent.
Even more important than sequence cards are the bézique cards. After scoring Bézique, the declared cards should still be retained until it becomes clear that Double Bézique is unattainable.
At a late period of the game, when the opportunities for declaration are growing limited, it is often wise to declare (say) Double Bézique without previously declaring single Bézique, or Sequence without previously declaring a Royal Marriage. If you declare the smaller score, and do not again win a trick, you lose the larger score altogether.
When the stock is nearly exhausted, take a trick whenever you can, as you thereby deprive the adversary of the opportunity of scoring his remaining cards. Note at this stage the exposed cards of the adversary, as you will thereby play the last eight tricks to greater advantage.
In the play of the last eight tricks, your main object is to make your brisques, and capture those of the enemy. Reserve, if possible, a good trump wherewith to secure the last trick.
RUBICON BÉZIQUE.
"Rubicon" or "Japanese" Bézique is a modification of the ordinary game, which has for some years found much favour in Paris. In 1887, a code of
laws, which we append, was drawn up by a committee of the Portland Club, and Rubicon Bézique may now be regarded as the standard game.
Four packs, of like pattern and shuffled together, are used. The cards rank as at ordinary Bézique; but nine instead of eight cards are dealt, singly or by threes, to each player. There is no "turn-up," the first "marriage" scored determining the trump suit. If a "sequence" be declared and scored before any marriage, such sequence determines the trump suit.
The scores at Rubicon Bézique are as under:—
| Carte Blanche (a hand without a single court card)[[9]] | 50 |
| Marriage in plain suits | 20 |
| Marriage in trumps[[10]] | 40 |
| Sequence in plain suits | 150 |
| Sequence in trumps | 250 |
| Single Bézique | 40 |
| Double Bézique | 500 |
| Treble Bézique | 1500 |
| Quadruple Bézique | 4500 |
| Four Knaves (irrespective of suit) | 40 |
| Four Queens " | 60 |
| Four Kings " | 80 |
| Four Aces " | 100 |
The procedure as to playing and drawing is the same as at ordinary Bézique, save that the tricks are
left face upwards in a heap between the players until a brisque is played, when the winner of the trick takes them up, and turns them face downwards, near himself. The value of each brisque is ten points, but they are not scored till the close of the game, and in certain events (see post) may not be scored at all.
Only one declaration can be scored at a time, and that only (save in the case of carte blanche) by the winner of a trick; but if, on the cards exposed, the player has more than one combination to score, he may score whichever he prefers, at the same time calling attention to his further claim by saying, "And —— to score." A player is not bound to declare any combination, even when exposed upon the table, unless he thinks fit. If he is compelled to play a card of the combination before he has actually scored it, the right to score is at an end.
A card declared in a given combination may not again be declared in an inferior combination of the same class—e.g. a king and queen declared in Sequence cannot be afterwards made available to score a Royal Marriage. The same card may, however, be used in conjunction with a new card or cards to form, not merely a combination of the same kind, but the same combination over again.[[11]] Thus, if Four Queens have been declared, the player may play one of them, and, when he next wins a trick, add a fifth queen to the three left on the table, and again score four queens.
If a combination, duly scored, is broken up, one
or more cards must be substituted, either from the cards upon the table or from the hand of the player, to entitle him to a fresh score. There is an apparent exception to this rule in the fact that, if a player has declared two independent marriages in the same suit, and all four cards are on the table simultaneously, he may make two more declarations of marriage with the same cards. In truth, however, this merely follows the rule. King 1 (already "married" to queen 1) may again be married to queen 2; and king 2 (already married to queen 2) to queen 1 in like manner.
A player who has two or more declarations to score may elect which he will score first, the other remaining in abeyance; e.g. a player having declared Four Kings, including the king of spades, and subsequently declaring Bézique (the king of spades still remaining on the table) would ipso facto become entitled to score a Marriage, royal or ordinary, as the case might be. We will suppose the former. In such a case, he would say, "I score forty, and forty for marriage to score." This declaration should be repeated, by way of reminder, after each trick, till actually scored. If, in the meantime, the player becomes entitled to score some other combination, he may, on winning a trick, score the latter in preference to the one previously declared, still keeping this in reserve. The mere fact of having declared a given combination "to score" does not preserve the right to score it, if in the meantime the declarant either plays one of the cards composing it or makes use of them to score some higher declaration of the same class.
The last nine tricks are played like the last eight
in the ordinary game; but the winner of the last trick, instead of 10, scores 50.
How the Score is dealt with.
The game is complete in one deal, and is won by the player who scores most points, according to the foregoing table, exclusive of brisques. These latter are only taken into account where the scores are otherwise equal. If, after the addition of the brisques, the scores are still equal, the game is drawn.
There is one other case in which the brisques are reckoned. The score of 1000 points is known as the "Rubicon," and a player not reaching this score is "rubiconed." In this case, also, each player adds in his brisques; and if the score of the loser is thereby brought up to 1000, he "saves the rubicon."
Assuming that the rubicon is saved, the score of the loser is deducted from that of the winner, fractions of a hundred being disregarded in both cases. To the difference are added 500 points for game, and the total is the value of the game, the stakes being usually so much per hundred points. If it happen that the difference between the two scores is less than 100, it is reckoned at that figure, making, with the 500 for game, 600. Thus, if the respective scores are, A, 1510; B, 1240; A wins 1500 - 1200 + 500 = 800. If A's score were 1550, and B's 1520, A would win 100 + 500 = 600.
If B is rubiconed, the value of the game is computed after a different method. The points made by him (still disregarding fractions of a hundred) instead of being subtracted from, are added to the
score of the winner, who is further entitled to 1000 for the game and 300 for brisques.[[12]] Thus, if A has won 1320, and B 620, the value of A's game will be 1300 + 600 + 1000 + 300 = 3200.
If the rubiconed player has scored less than 100, that amount (100) is added to the score of the other player, as well as the 1000 for game and 300 for brisques, as before mentioned.
THE LAWS OF RUBICON BÉZIQUE.
Shuffling.
1.—Rubicon Bézique is played with four packs of thirty-two cards, shuffled together.
2.—Each player has a right to shuffle the pack. The dealer has the right of shuffling last.
3.—The pack must not be shuffled below the table, nor in such manner as to expose the faces of the cards.
Cutting.
4.—A cut must consist of at least five cards, and at least five must be left in the lower packet.
5.—The cards rank as follows, both in cutting and in playing: ace (highest), ten, king, queen, knave, nine, eight, seven (lowest).
6.—The player who cuts the higher card has choice of deal, seats and markers. The choice determines both seats and markers during the play.
7.—If, in cutting for deal, a player expose more than one card, he must cut again.
8.—The cut for deal holds good even if the pack be incorrect.
9.—If, in cutting to the dealer, or in reuniting the separated packets, a card be exposed, or if there be any confusion of the cards, there must be a fresh cut.
Dealing.
10.—The dealer must deal the cards by one at a time, giving the top card to his adversary, the next card to himself, and so on; or by three at a time, giving the top three cards to his adversary, the next three to himself, and so on; until each player has nine cards. The undealt cards (called the "stock") are to be placed face downward, in one packet, in the middle of the table, to the left of the dealer.
11.—If the dealer deal the cards wrongly, he may rectify the error, with the permission of his adversary, prior to either player having taken up any of his cards.
12.—If, after the deal, and before the dealer has played to the first trick, it be discovered that either player has more than nine cards there must be a fresh deal. If it be similarly discovered that either player has less than nine cards, the deal may be completed from the top of the stock by mutual agreement, otherwise there must be a fresh deal.
13.—If the dealer expose a card belonging to his adversary or to the stock, the non-dealer has the option of a fresh deal. If the dealer expose any of his own cards, the deal stands good.
14.—If a faced card be found in the pack before the play of the hand has begun, there must be a fresh deal.
Carte Blanche.
15.—If a player have a hand dealt him without king, queen or knave, he may declare carte blanche before playing a card. Carte blanche must be shown by counting the cards, one by one, face upward, on the table.
16.—If, after playing a card, a player who has declared carte blanche draw a card other than king, queen or knave, he is entitled to declare another carte blanche on showing the card drawn to his adversary; and so on after every card drawn, until he draws a king, queen or knave.
Playing.
17.—If a player play with more than nine cards he is rubiconed; but the amount to be added to his adversary's score is not to exceed nine hundred, exclusive of the thirteen hundred for a rubicon game.
18.—If both players play with more than nine cards, the game is null and void.
19.—If a player play with less than nine cards, the error cannot be rectified. He is liable to no penalty; his adversary wins the last trick.
20.—If both players play with less than nine cards, the deal stands good, and the winner of the last trick scores it.
21.—If one player play with more than nine cards, and the other with less than nine, the deal stands good. The player with more than nine cards is rubiconed (as provided in Law 17), and neither player scores the last trick.
22.—If a faced card be found in the stock after the play of the hand has begun, it must be turned
face downward, without altering its place in the stock.
23.—A card led in turn may not be taken up after it has been played to. A card played to a trick may not be taken up after the trick has been turned, or after another card has been drawn from the stock; but if two or more cards be played together, all but one may be taken up; and cards accidentally dropped may be taken up.
24.—A card led out of turn must be taken up, unless it has been played to. After it has been played to, it is too late to rectify the error.
25.—A player who wins a trick containing a brisque should at once take up all the played cards on the table, and turn them face downward near himself. If he fail to do so, his adversary is entitled, as soon as he has won a trick, to take up all the played cards on the table. Tricks turned may not be looked at (except as provided in Law 27).
26.—The stock may be counted, face downwards, at any time during the play. A player counting the stock should be careful not to disturb the order of the cards.
27.—A player may not count the brisques in his tricks so long as more than twelve cards remain in the stock.
Drawing.
28.—If the winner of a trick see two cards when drawing from the stock, he must show the top card to his adversary.
29.—If the loser of a trick draw the top card of the stock and see it, he must restore the card drawn in error, and must show the next card to his adversary; but, if the loser of a trick draw the top card,
and the winner draw the next card and see it, it is too late to rectify the error, and the players retain the cards erroneously drawn.
30.—If the loser of a trick, after the winner has drawn, see two cards when drawing from the stock, his adversary has choice of the two cards of the following draw, and is entitled to look at both before choosing. If he choose the second card, he need not show it.
31.—If a player see several cards when drawing from the stock, his adversary has choice of the two cards of the following draw, and then of the cards of the next draw; and so on, as long as any card which has been seen remains undrawn; and he is entitled to look at the cards before choosing.
32.—If there be an odd number of cards in the stock, the last card is not drawn.
Declaring.
33.—Declared cards must be placed face upward on the table separate from the tricks, and (except in the case of carte blanche) must remain there until played, or until the stock is exhausted.
34.—If a declared card be played, and a card which restores any scoring combination or combinations be substituted, these combinations may be declared again.
35.—If a player declare more than one marriage in the same suit, he may declare a fresh marriage whenever he plays one of the declared cards, so long as a king and queen remain on the table.
36.—A player who has declared marriage may afterwards add the ace, ten, and knave of the same suit as the marriage, and declare sequence; or he
may declare sequence without first declaring the marriage.
37.—A king or queen, once declared in sequence, cannot be afterwards used to form part of a marriage; but a player, having declared sequence, may declare marriage with a fresh king and queen of the same suit.
38.—Bézique combinations may be declared separately, and may be afterwards united to form a superior combination; or single, double, or triple bézique may be added to any already declared combination, to form a superior one; or, double, triple, or quadruple bézique may be at once declared, without having been previously declared separately. Bézique cards once declared in a superior bézique combination cannot be afterwards used to form part of an inferior one; but they may be used to form part of equal or superior combinations with a substituted card, or with added cards, or with both.
39.—A player who has cards on the table with which he might form a scoring combination, is not bound to declare it.
Scoring.
40.—A player declaring—
41.—The first marriage scored makes the trump suit. If no marriage his been scored, the first sequence scored makes the trump suit.
42.—A player can only score a declaration on winning a trick and before drawing, except in the case of carte blanche, which is scored before playing, and independently of winning a trick.
43.—Only one declaration can be scored at a time; but if a player declare a carte blanche which contains four aces, he may also score four aces if he win the trick, notwithstanding that he has already scored carte blanche.
44.—If the winner of a trick have two or more declarations to score, he may choose which he will first score. On winning another trick, he may similarly choose which of the remaining declarations he will score, or he may make and score a fresh declaration, and leave any unscored declarations still to score on winning another trick.
45.—A player who has a declaration to score should repeat after every trick what he has to score. He may score it at any time on winning a trick, and before drawing.
46.—If a player who has a declaration to score play a card of the combination before scoring it, he loses the score.
47.—If a player have a marriage to score, and, on winning a trick, add to the marriage the ace, ten, and knave of the suit, and score sequence, he loses the score for the marriage.
48.—If a player have an inferior bézique
combination to score, and, on winning a trick, add to the bézique combination cards which form a superior bézique combination, and score the superior combination, he loses the score for the inferior one.
49.—A player who has a declaration to score is not bound to score it.
50.—If a player erroneously score a declaration which does not constitute a scoring combination, and the error be not discovered before a card of the next trick has been played, the score marked stands good; and so on for all subsequent scores similarly marked before the discovery of the error.
51.—If an error in marking the score be proved, it may be corrected at any time during the game.
52.—No declaration can be scored after the stock is exhausted.
The Last Nine Tricks.
53.—The winner of the last trick adds fifty to the score.
54.—The winner of the last trick is bound to score it (except as provided in Law 21).
55.—If, during the play of the last nine tricks, a player fail to follow suit when able, or fail to win the card led when able—on detection of the error, the card erroneously played, and all cards subsequently played, must be taken up and replayed.
Computing the Game.
56.—The brisques (aces and tens) score ten each to the player having them in his tricks; but the brisques are only taken into account as provided in Laws 60 and 61.
57.—The winner of the game deducts the score of the loser from his own (excluding fractions of a hundred), and the difference, with five hundred added for the game, is the number of points won. If the difference between the scores be less than a hundred, the winner adds a hundred to the score of five hundred for the game.
58.—If the loser fail to score a thousand, he is rubiconed. The winner, whether his score reach a thousand or not, adds the score of the loser to his own (excluding fractions of a hundred) and the sum, with thirteen hundred added for the game, is the number of points won.
59.—If a player who is rubiconed has scored less than a hundred, the winner adds a hundred to his score, in addition to the score of thirteen hundred for the game.
60.—If the loser of a game fail to score a thousand, but have in his tricks a sufficient number of brisques to bring his total score to a thousand, he is not rubiconed. Each player adds his brisques to his score, and the game is computed as provided in Law 57.
61.—If the scores be so nearly equal that the brisques must be taken into account in order to decide who wins the game, and the loser be not rubiconed, each player adds his brisques to the score, and the game is then computed as provided in
Law 57; but if the loser be rubiconed, the brisques, though taken into account in order to decide who wins the game, are not added to the scores, and the game is computed as provided in Law 58. In the case of a tie after adding the brisques, the game is null and void.
Incorrect Packs.
62.—If a pack be discovered to be incorrect, redundant, or imperfect, the deal in which the discovery is made is void. All preceding deals stand good.
63.—If a card or cards which complete the pack be found on the floor, the deal stands good.
Changing Cards.
64.—Before the pack is cut to the dealer, a player may call for fresh cards at his own expense. He must call for four fresh packs.
65.—Torn or marked cards must be replaced, or fresh packs called for at the expense of the two players.
Bystanders.
66.—If a bystander call attention to any error or oversight, and thereby affect the score, he may be called on to pay all stakes and bets of the player whose interest he has prejudicially affected.
BLIND HOOKEY.
The players, of whom there may be any number, cut for deal, the lowest having the preference. The pack is then shuffled by the player on the dealer's right hand, and afterwards, if he so please, by the dealer himself, after which it is cut by the right-hand player. The two halves are then re-united, and the pack is passed to the player on the left of the dealer, who cuts from the top a small quantity of cards (not less than four, nor more than his due proportion of the pack). The pack is then passed to the next player, who cuts a similar portion, and so on round the circle, the cards left belonging to the dealer. No one looks at his cards, but makes his stake on pure speculation; hence the name "blind" hookey. The dealer then turns up his cards, and shows the bottom one; the other players do the same. Each player holding a higher card than that of the dealer receives the amount of his stake; all below or equal pay the dealer. This is repeated until a hand occurs in which the dealer is a loser all round, when the deal is at an end, and the next player deals.
A second method is as under: The cards having
been shuffled and cut, the dealer cuts them into three portions. Two of these are for the company, the third for himself. The other players place their stakes on whichever two packets they please, the rejected packet being taken by the dealer.[[13]] The stakes having been made, the cards are turned up, and the players receive or pay as the bottom cards of their packets prove to be higher or lower than that of the dealer.
CRIBBAGE.
Cribbage is primarily a game for two players, though it may also be played by three, or even four persons; in the latter case, two playing against two, as at Whist. Of the two-handed game there are three varieties, known, from the number of cards dealt to each player, as "five-card," "six-card," and "seven-card" cribbage. The number of points to be made in the first case is 61; in the second, 121; and in the third, 181. If the loser has made less than half the specified number of points, he is "lurched," and pays double the agreed stake.
The score is marked by means of pegs of ivory or bone, on a special board, as depicted above. It will be observed that there is on either side of the board a double row of holes, thirty in each, divided, for convenience in counting, into sets of five. The board is placed cross-wise between the players, and
both start from the same end (which should be that to the left of the first dealer), each travelling up the outer and down the inner row (once round in the "five-card," twice in the "six-card," and thrice in the "seven-card" game), terminating with the "game-hole" at the end from which they started. In scoring, the hinder peg for the time being is advanced the requisite number of points beyond the foremost.
We will commence with the five-card game.
The pack of fifty-two cards is used, and the players cut for deal, the lowest dealing. For this and for "sequence" purposes, the cards rank in regular order from ace (lowest) up to king (highest), but in counting court cards count as tens.
The pack having been shuffled, the non-dealer cuts, and his opponent deals, one at a time, five cards to each player. Meanwhile the non-dealer scores three holes, known as "three for last," and regarded as a set-off for the advantage of first deal. The undealt portion of the pack is placed face downwards between the players. Each player now "lays out" two of his cards (placed face downwards to the right hand of the dealer) to form what is called the "crib." The principles which govern the "lay out" will be discussed later.
The crib having been laid out, the non-dealer cuts, by lifting off the upper half of the pack. The dealer turns up the card left uppermost and places it on the top of the pack. This card is known as the "start." Should it chance to be a knave, the dealer is entitled to "two for his heels," and scores two points.
The score depends partly upon the course of play,
and partly upon the player's holding certain combinations of cards. These latter are scored at the close of the hand.
The scores which may be made in course of play are as under:—
Pairs.—A player playing a similar card to the card last played by his adversary (as a king to a king, or a seven to a seven) is entitled to score two for a pair.[[14]]
Pairs-royal.—If the first player in the case last supposed can follow with a third card of the same description, he scores six for a pair-royal.
Double Pairs-royal.—If the second player replies with a fourth card of the same description, he scores twelve for a double pair-royal.
Sequences, or Runs.—Three or more cards of any suit but forming a regular numerical succession (as two, three, four; knave, ten, nine), count one for each card to the last player. The sequence need not be played in regular order, so long as the cards exposed for the time being form an unbroken series. Thus, suppose that A plays a five, and B a four. If A now plays either a six or a three, he is entitled to score a run of three (three points). We will suppose that he plays a three. If B can play either a six or a two, he will be entitled to score four; and if A can then add another card at either end, he will score five. Suppose, again, that A has played a five and a three, and B a two and a six. If A now plays a four, he is entitled to score five for the complete sequence. The highest number that can be scored
for a sequence is seven, for ace, two, three, four, five, six, seven. Ace, king, queen, do not count as a sequence.
Fifteen or Thirty-one.—A player whose card makes, with those already exposed, the number fifteen, scores two. If either player makes thirty-one, he scores two in like manner. If, when the cards on the table approach thirty-one, the player whose turn it is can go no further without passing that number, he says, "Go." His opponent then plays any other card or cards up to that limit. If they make thirty-one exactly, he scores two; if not, he scores one for "last card," i.e. the last card played. This (at five-card cribbage) terminates the hand.
The hand being over, the players, beginning with the non-dealer, proceed to "show," i.e. turn up their cards, and reckon how many points they may contain conjointly with the turn-up card, which is regarded as belonging, for this purpose, to the hand of each player, as also to the "crib" of the dealer. The first point noted is the fifteens they may contain, two points being reckoned for each, and the cards being combined in every possible way to make that number. Thus three fives and a ten or court card make (apart from their value under other aspects) four fifteens (technically spoken of as "fifteen eight"[[15]]), each of the fives forming one fifteen with the ten, and the three fives united forming another.
The next thing to be noted is the presence of any pairs, pair-royal, or double pair-royal. Thus, in the
case supposed, the player, after claiming "fifteen eight," would go on to say "and six for a pair-royal, fourteen."
If all the three cards in the hand are in sequence (independent of suit), three points are reckoned for this, or if the three form a sequence with the turn-up card, four.
If three of the cards are in sequence, and the fourth is a duplicate of one of them, such fourth card is regarded as making a fresh sequence with the other two, the "double run," as it is called, scoring six points. Besides this, the holder is entitled to two for his "pair" (the two duplicate cards), bringing the total value (irrespective of "fifteens") up to eight.
Where (as in crib at five-card, or hand or crib at six-card Cribbage) five cards have to be reckoned, it may happen that three are in sequence, and that the other two are duplicates of one of them. In this case they constitute a treble run of three (nine points) and a pair-royal (six points), total fifteen.
If the three cards of the hand are all of one suit, the player scores three points for a flush. If the turn-up is of the same suit, four points.
If the hand chance to contain a knave of the same suit as the turn-up card, the holder is entitled to score one point, "for his nob."
The non-dealer having scored his points, as above indicated, the dealer proceeds to score any points, first in his hand, and then in the crib, in like manner. There is only one distinction, viz., that, in counting crib, a flush is not reckoned unless the "start" is of the same suit as the rest. In this case the flush is worth five points (one for each card).
The following table indicates the method of counting some of the more important combinations (including the start) of the hand at five-card Cribbage:—
| Four fives (Fifteen eight and a double pair-royal) | 20 | |||||||||
| Three fives and a ten (Fifteen eight and a pair-royal) | 14 | |||||||||
| 12 | |||||||||
| 12 | |||||||||
| 13 | |||||||||
| Two fives and two tens or court cards of like denomination (Fifteen eight and two pairs) | 12 | |||||||||
| Two nines and two sixes (Fifteen eight, and two pairs) | 12 | |||||||||
| Two fives, a ten, and a court card (Fifteen eight and a pair) | 10 | |||||||||
| Two sixes, a seven, and an eight (Fifteen two, pair, and double run of three) | 10 | |||||||||
| A five and any three court cards in sequence, or ten, knave, queen (Fifteen six and run of three) | 9 | |||||||||
| A five and three court cards, or a ten and court cards, in sequence (Fifteen six and run of three) | 9 | |||||||||
| Any sequence of three cards, with a duplicate of one of them, but no "fifteen" (Pair and double run of three) | 8 |
Where the four cards of the hand (or all four of the crib, and the start) are of the same suit, the value of the flush (four or five, as the case may be) must be added. Where either includes a knave of
the same suit as the start, one "for his nob" will be scored in addition.
A study of the foregoing table should be a material aid to the player in discarding for "crib." If he is dealer, he desires the crib to be as productive as possible; if non-dealer, the reverse. On the other side, he desires to retain such cards as shall be likely to score best in his hand, and these two objects frequently clash. It is therefore, important to know which to prefer.
We will first examine the question from the dealer's point of view. Both hand and crib belong to him, but the hand consists (including the start), of four cards only, while the crib has five. The possible combinations of five cards are so numerous that space will only permit us to give examples of a few leading hands. The highest possible score is twenty-nine, which is made by three fives and a knave, with a fourth five, of the same suit as the knave, turned up by way of start.[[16]]
The mode of reckoning is as follows: the four fives, in four combinations of three, score fifteen eight. Each of them again scores a fifteen in conjunction with the knave, making eight more. To these are added twelve for the double pair-royal, and "one for his nob," making twenty-nine.
| 24 | |||||||
| Four threes and a nine (Fifteen twelve and a double pair-royal) | 24 | |||||||
| Three fives, a four, and a six (Fifteen eight, a pair-royal, and run of three thrice repeated) | 23 | |||||||
| 21 | |||||||
| 20 | |||||||
| 20 | |||||||
| 20 | |||||||
| Three threes and two sixes[[17]] (Fifteen ten, pair, and pair-royal) | 18 | |||||||
| Three fours, three, and five (Fifteen two, pair-royal, and run of three thrice repeated) | 17 | |||||||
| Three tenth cards in sequence and two fives (Fifteen twelve, pair, and run of three)[[18]] | 17 | |||||||
| Any three cards in sequence, with duplicates of two of them, but no "fifteen" (Two pairs and run of three four times repeated) | 16 | |||||||
| Any three cards in sequence, with one of them thrice repeated, but no "fifteen" (Pair-royal and run of three thrice repeated) | 15 |
As for combinations of minor value, their name is legion.
With four cards only, the general average is very much lower, as will have been seen from the table on p. [39].
A comparison of the foregoing tables show that the crib at five-card Cribbage is likely to be much more important than the hand, and this furnishes us with a safe principle for the guidance of the player in laying out. In the case of the dealer, he should lay out for crib such cards as are most likely to form valuable combinations, even though he may, to some extent, sacrifice the scoring value of his hand. Conversely, it is to the interest of the non-dealer to lay out such cards as are likely to "baulk the crib," as it is termed, even though he may to some extent injure his own hand in doing so. On close examination of the tables, it will be found that the cards most likely to help the crib are pairs. If the other three cards chance to be in sequence, they are worth, standing alone, three only, but the addition of duplicates of either of the series will bring their value (for runs and pair-royal) up to fifteen, independently of any other points they may contain. Or suppose, with six as start, that the dealer has thrown out a four and a five, these are worth five only; but if the non-dealer had been rash enough to throw out a pair, either of fours or sixes, the score would run up to twenty-one. If the non-dealer had thrown out a pair of fives, it would have been twenty-three.
Next to a pair, two cards forming a fifteen, or two cards in sequence, are most likely to help the crib, and should therefore be preferred by the dealer, and eschewed by the non-dealer—the more so, if they chance to answer both conditions—e.g. a seven
and eight. Next to cards in sequence come cards only one or two points apart, as the cards of the opposite player may fill up the gap, and convert them into sequence cards. Of single cards, a five is the most likely to score, inasmuch as there are sixteen tenth cards to four of any other denomination, and the chances of its forming part of one or more fifteens are therefore considerable. The cards which are least likely to make for crib are king and ace, inasmuch as nothing save queen, knave can convert a king into a sequence card, and nothing save a two and three can convert the ace into a sequence card. The best cards for the non-dealer to throw out are therefore a king or ace, and some second card so far removed from the first that the two cannot form part of the same sequence. King or queen, with nine, eight, seven, six, or ace, are good "baulking" cards; likewise two or ace, with seven, eight, nine, or ten. The non-dealer should never throw out a knave if he can help it, as the start may cause it to score a point for "nob." In like manner, the non-dealer should avoid laying out two cards of the same suit, as he thereby runs the risk of a flush in crib.
In the play of the hand the guiding principle should be to give to the adversary the fewest possible opportunities of scoring. Bearing this in mind, it will be seen that the best card to lead at the outset is an ace, two, three, or four, as the second player cannot make fifteen, and the chance of doing so will revert to the first player. A five, on the other hand, is a very bad lead, inasmuch as, from the greater number of tenth cards in the pack, it gives the second player the best possible opportunity of making fifteen. If the leader holds duplicates of
ace, two, three, or four, one of them is a very good lead; for if the second player should pair, the leader will have the opportunity of making a pair-royal. Failing pairs, if the leader hold two cards which together make five, i.e. two and three, or ace and four, it is good to play one of them, when, if the adversary play a tenth card, the leader will be enabled to make fifteen. Likewise, if the leader hold a six and a three, a four and a seven, or a three and a nine, the first card of the couple is a safe lead, for if it is paired, the second will make fifteen. On the other hand, should the second player play a tenth card to the lead, the first player may pair it with perfect safety, for no pair-royal can be made without overpassing the limit, thirty-one.
As regards the second player, he will generally do well to make fifteen if he can. If a low card, i.e. a four or less, has been led, he has no choice, in the majority of cases, but to leave the fifteen to his adversary; but he should carefully avoid playing such a card as will enable the adversary to score not merely the fifteen, but a pair or sequence in addition. On a four led, for instance, it would be very unwise to play either a six or a five, as in such cases respectively, a five or six played by the first player would give him both fifteen and a sequence. On a three it would be equally wrong to play a six; on a seven a four; on a nine a three, or on an ace a seven; for a like card played by the first player would give him both fifteen and a pair. Again, it is in general unwise for second player to play a close card (i.e. next or next but one to the lead), as he thereby gives the adversary the chance of a "run." If he is in a position to continue the run, he may of course play
a close card with impunity. The points of "five" and "twenty-one" are to be avoided, as a tenth card played by the adversary will in such case make him fifteen or thirty-one. Similarly, it is bad play to make fourteen or thirty (i.e. one short of fifteen or thirty-one) with an ace; to make thirteen or twenty-nine (two short) with a two; twelve or twenty-eight with a three; eleven or twenty-seven with a four; as in either of such cases, should the adversary be able to pair, he will thereby score four holes. The only exception is where the player chances to hold two deuces or aces, in which case it will be worth while to make twenty-nine or thirty respectively with one of such cards, on the chance of the opponent holding no deuce or ace, in which case the first player will himself gain the advantage of the double score.
Some discretion is needful in pairing the card first led, as the first player may be aiming at a pair-royal, and the temporary gain of two points may be counter-balanced by six to the adversary. Where, however, the player holds two of the card led, it may be paired without hesitation. The chances are much against the dealer's being in a position to make a pair-royal, and if he should, it can be capped (unless the card be over seven) by the double pair-royal of the last player.
A further point to be considered, in deciding whether to make a pair or sequence, is the state of the score. It is calculated that the non-dealer, at five-card cribbage, should make, on an average, six in hand and play; the dealer eleven, or a shade more, in hand, play, and crib. When each has dealt once, they should stand abreast at seventeen
to eighteen, and so on throughout the game. The player who has maintained this average is said to be "home," and a player who is in this condition at an advanced state of the game, should run as few risks as possible; should avoid pairing, play wide cards to avoid sequences, and so on. This is known as "playing off." If, on the other hand, he is behind his proper position, his chance of winning will depend, in a great degree, on his making more than the average number of points in play. In such case, he should embrace every opportunity of making a fifteen, a pair, or a sequence, even at the risk of giving opportunities to the enemy. This is known as "playing on." As there are sixteen tenth cards in the pack, and ten out of fifty-two are dealt, the probabilities are in favour of the players holding originally three between them, and this probability should be borne in mind, as the so doing will often help the player to a thirty-one. Suppose that the leader starts with queen, and that the other player has no tenth card, but has a seven and a four, an eight and a three, or a nine and a two. In such case it is good policy to play the seven, eight, or nine. If the first player again plays a tenth card, the second will be enabled, with his small card, to score thirty-one. If the second player have no tenth card in his own hand, the probability of his opponent holding more than one is proportionately increased.
It may be useful to illustrate these elementary principles by the play of a couple of imaginary hands. Let us suppose that A (elder hand) has the queen and six of hearts, nine of clubs, eight of diamonds and seven of spades. And B (dealer) the
ace and ten of hearts, ten of clubs, five of spades, and four of diamonds.
It will be observed that A has four cards, six, seven, eight, nine, in sequence, of which either the six and nine or the seven and eight will form a fifteen. His fifth card, the queen, does not and cannot score with either of the others. Obviously the queen should form one card of his lay-out. Of the four remaining, he will naturally keep three in sequence. Which shall he throw out, the six or the nine? The six in one respect is preferable, inasmuch as it cannot be brought into sequence with the queen, whereas the nine might possibly be so. On the other hand, the six is of the same suit as the queen, and might help towards a flush. He decides, therefore, to throw out queen, nine, retaining the six, seven, and eight.
B's proper course is clearly to throw out the ace of hearts and four of diamonds, retaining the two tens and the five, which are good for six points, viz. fifteen four and a pair, and with a five or ten start would be worth twelve. On the other hand, should there be one or more tenth cards in the crib, the four and ace will give them a scoring value.
The cards are cut, and B turns up the queen of clubs.
A leads the seven of spades, saying, "seven." This is his best lead. If B should play an eight, making fifteen, A will be enabled to continue with the six, and so score a run of three.[[19]] But B cannot make a fifteen, and it is therefore his best policy to
go beyond that point. He plays the ten of hearts, saying, "Seventeen," or more shortly, "'-teen." A has no card which will score, and he therefore plays his highest, as the nearer he gets to thirty-one the fewer chances does he leave his opponent of getting closer to that number. He plays the eight of diamonds, saying, "Twenty-five." B plays the five of spades—"Thirty." "Go," says A. B scores one for last card, and the play of the hand is at an end.
The cards are turned up, and A counts his hand. The start has left him "no better." He scores fifteen two for the seven and eight, and three points for the run—five in all.
B is rather better off. With the start he has fifteen six and a pair—eight in all. In crib the start has helped him considerably. Without it he had fifteen two only—the ace and four combining with the queen of hearts; with the start he has six—fifteen four and a pair. The nine is useless.
A having taken his three points as non-dealer, the score stands eight to fifteen. It is now A's turn to deal, and the cards fall as follows: B has king and eight of hearts, seven of spades, eight of diamonds and three of clubs. And A (dealer) five and nine of diamonds, three of spades, ten of hearts and six of clubs.
B throws out the king of hearts and three of clubs; A, the six of clubs and nine of diamonds. The cards are cut, and the six of diamonds is turned up.
B leads the eight of hearts. This is a safe lead, for, if A scores fifteen, B can pair him; if A pairs, B can make a pair-royal. A, not being able to do
either, plays the ten of hearts, making eighteen. This prevents all possibility of B's making fifteen; and should B play a tenth card, A's three will make thirty-one. There is a possibility of B's playing a nine, and so making three for the run, but this risk must be taken. Should he do so, A will in all probability score one for last card; but B, having only a seven and an eight, plays the latter, making twenty-six. This is a shade the better card, inasmuch as it brings the score one point nearer thirty-one. As it happens, the choice was unfortunate, for A, having a five, is able to make thirty-one exactly, scoring two points accordingly.
The cards are shown: B scores fifteen four, a pair, and a run of three twice over—twelve in all. A has in hand fifteen two only; but in crib he has fifteen six and a pair, making eight in all.
The game now stands—A 20, B 27. Both have made their full average in the two deals; but B's seven points ahead give him a decided advantage, and, on the principle already explained he will do well to "play off" during the remainder of the hand.[[20]]
Six-card Cribbage.
In this form of the game six cards are dealt to each player. Two being laid out for crib, four are still left in hand, and the scores accordingly average very much higher than in the five-card game. The only material difference of procedure is
that in the six-card game the scoring of three extra points by the non-dealer is omitted, both players being considered to start on an equal footing; and secondly, that the cards, instead of being thrown down as soon as thirty-one or the nearest possible approach to it, is reached, are played out to the end. The player who failed to score for the "go" leads again, giving the adversary the opportunity to make fifteen, or pair him if he can. Each plays alternately as before, the player of the "last card" scoring "one" for so doing. If there is only one card left after the "go," the leader still scores it as "last card." The general principles laid down as to five-card cribbage apply equally to the six-card game, save that in the latter, as hand and crib consist of the same number of cards, the non-dealer is no longer under the same compulsion to baulk the crib, even to the destruction of his own hand. The two objects—preserving the hand and baulking the opponent's crib—are in this case on the same level, and either may legitimately be preferred, as the nature of the hand may render desirable.
In consequence of the greater facility of scoring, it is customary to play six-card cribbage twice round the board, i.e. to make the game 121 points.
Seven-card Cribbage.
Seven-card cribbage is played in the same manner as the six-card game, save that seven cards are dealt to each player, two being thrown out for crib, and five left in hand, or, with the start, six. With such a largely increased number of possible combinations, very high scores are frequent, and for this reason it
is customary to make the game three times round the board, i.e. 181 points.
Three-handed Cribbage.
When three persons play, five cards are dealt to each, one card of each hand being laid out for crib, with one card from the top of the pack to complete it. The start is then cut for in the usual manner. The player to the dealer's left has first lead and first show, and deals in the succeeding hand.
The score is usually marked on a triangular board, open in the centre, or the ordinary cribbage-board may be furnished (see illustration) with a supplementary arm, turning on a pivot, and duly provided with holes, to keep the score of a third player.
Four-handed Cribbage.
Where four persons engage in the game, two play as partners against the other two, each pair sitting facing each other. Partners and deal are cut for, as at Whist, the two lowest playing against the two highest, and the lowest dealing. Five cards are dealt to each player, and each puts out one for the crib, which
belongs, as in the two-handed game, to the dealer. The player to the dealer's left has the lead, and each of the others play to it in rotation. No consultation is allowed during the play, but partner may assist partner in counting his hand or crib. One partner scores for both. The cards are played right out, as in the six-card game.
The score is usually twice up and down the board, i.e. 121 points.
ÉCARTÉ.
The game of Écarté is played with what is known as the Piquet pack of thirty-two cards. The relative value of the cards is the same as at Whist, with one exception, viz. that the king is the highest card, the ace ranking between the knave and the ten. Thus the knave can take the ace, but the ace can take the ten.
Trumps, as at Whist, are the most powerful cards. A seven of trumps can take the king of another suit.
LAWS OF ÉCARTÉ.
The laws of Écarté, as accepted by the principal clubs in London and elsewhere, are as follows. We here quote them as given in "Cavendish on Écarté,"[[21]] a standard authority on the subject. Any reader who desires to become a skilful player cannot do better than procure and study this work.
The Club Code laws are—
1.—Each player has a right to shuffle both his own and his adversary's pack. The dealer has the right to shuffle last.
2.—The pack must not be shuffled below the table, nor in such a manner as to expose the faces of the cards, nor during the play of the hand.
3.—A cut must consist of at least two cards, and at least two must be left in the lower packet.
4.—A player exposing more than one card when cutting for deal must cut again.
5.—The player who cuts the highest Écarté card deals, and has choice of cards and seats. The choice determines both seats and cards during the play.
6.—The cut for deal holds good even if the pack be incorrect.
7.—If in cutting to the dealer a card be exposed, there must be a fresh cut.
8.—The dealer must give five cards to his adversary and five to himself, by two at a time to each, and then by three at a time to each, or vice versâ. The dealer, having selected the order in which he will distribute the cards, must not change it during that game; nor may he change it at the commencement of any subsequent game, unless he inform the non-dealer before the pack is cut.
9.—If the dealer give more or less than five cards to his adversary or to himself, or do not adhere to the order of distribution first selected, and the error be discovered before the trump card is turned, the non-dealer, before he looks at his hand, may require the dealer to rectify the error, or may claim a fresh deal.
10.—The hands having been dealt, the dealer must turn up for trumps the top card of those remaining.
11.—If the dealer turn up more than one card, the non-dealer, before he looks at his hand, may
choose which of the exposed cards shall be the trump, or may claim a fresh deal. Should the non-dealer have looked at his hand, there must be a fresh deal.
12.—If, before the trump card is turned up, a faced card be discovered in the pack, there must be a fresh deal.
13.—If the dealer expose any of his own cards the deal stands good. If he expose any of his adversary's cards, the non-dealer, before he looks at his hand, may claim a fresh deal.
14.—If a player deal out of his turn, or with his adversary's pack, and the error be discovered before the trump card is turned up, the deal is void. After the trump card is turned up, it is too late to rectify the error, and if the adversary's pack has been dealt with, the packs remain changed.
15.—If, after the trump card is turned up, and before proposing, or, if there is no proposal, before playing, it be discovered that the non-dealer has more than five cards, he may claim a fresh deal. Should the non-dealer not claim a fresh deal, he discards the superfluous cards, and the dealer is not entitled to see them.
16.—If, after the trump card is turned up, and before proposing, or, if there is no proposal, before playing, it be discovered that the non-dealer has less than five cards, he may have his hand completed from the stock, or may claim a fresh deal.
17.—If, after the trump card is turned up, and before the dealer accepts or refuses, or, if there is no proposal, before he plays, it be discovered that he has dealt himself more than five cards, the non-dealer may claim a fresh deal. Should he not claim
a fresh deal, he draws the superfluous cards from the dealer's hand. Should the dealer have taken up his hand, the non-dealer is entitled to look at the cards he draws.
18.—If, after the trump card is turned up, and before the dealer accepts or refuses, or, if there is no proposal, before he plays, it be discovered that the dealer has less than five cards, the non-dealer may permit the dealer to complete his hand from the stock, or may claim a fresh deal.
19.—If a fresh deal be not claimed when the wrong number of cards are dealt, the dealer cannot mark the king turned up.
20.—If the non-dealer play without taking cards, and it be then discovered that he has more or less than five cards, there must be a fresh deal.
21.—If the dealer play without taking cards, and it be then discovered that he has more or less than five cards, his adversary may claim a fresh deal.
22.—If a king be turned up, the dealer is entitled to mark it at any time before the trump card of the next deal is turned up.
23.—If either player hold the king of trumps, he must announce it before playing his first card, or he loses the right to mark it. It is not sufficient to mark the king held in hand without announcing it.
24.—If the king be the card first led, it may be announced at any time prior to its being played to. If the king be the card first played by the dealer, he may announce it at any time before he plays again.
25.—If a player, not holding the king, announce it, and fail to declare his error before he has played a card, the adversary may correct the score, and has
the option of requiring the hands to be played over again, notwithstanding that he may have abandoned his hand. If the offender win the point he marks nothing; if he win the vole he marks only one; if he win the point when his adversary has played without proposing, or has refused the first proposal, he marks only one. But if the adversary himself hold the king, there is no penalty.
26.—If a player propose, he cannot retract; nor can he alter the number of cards asked for.[[22]]
27.—The dealer, having accepted or refused, cannot retract. The dealer, if required, must inform his adversary how many cards he has taken.
28.—Each player, before taking cards, must put his discard face downward on the table, apart from the stock, and from his adversary's discard. Cards once discarded must not be looked at.
29.—If the non-dealer take more cards than he has discarded, and mix any of them with his hand, the dealer may claim a fresh deal. If the dealer elect to play the hand, he draws the superfluous cards from the non-dealer's hand. Should the non-dealer have taken up any of the cards given him, the dealer is entitled to look at the cards he draws.
30.—If the non-dealer asks for less cards than he has discarded, the dealer counts as tricks all cards which cannot be played to.
31.—If the dealer give his adversary more cards than he has asked for, the non-dealer may claim a fresh deal. If the non-dealer elect to play the hand,
he discards the superfluous cards, and the dealer is not entitled to see them.
32.—If the dealer give his adversary less cards than he has asked for, the non-dealer may claim a fresh deal. If the non-dealer elect to play the hand, he has it completed from the stock.
33.—If the dealer give himself more cards than he has discarded, and mix any of them with his hand, the non-dealer may claim a fresh deal. If the non-dealer elect to play the hand, he draws the superfluous cards from the dealer's hand. Should the dealer have taken up any of the cards he has given himself, the non-dealer is entitled to look at the cards he draws.
34.—If the dealer give himself less cards than he has discarded, he may, before playing, complete his hand from the stock. If the dealer play with less than five cards, the non-dealer counts as tricks all cards which cannot be played to.
35.—If a faced card be found in the stock after discarding, both players have a right to see it. The faced card must be thrown aside, and the next card given instead.
36.—If, in giving cards, any of the non-dealer's are exposed, he has the option of taking them; should the non-dealer refuse them, they must be thrown aside and the next cards given instead. If the dealer expose any of his own cards, he must take them.
37.—If, after giving the cards, the dealer turn up a card in error, as though it were the trump card, he cannot refuse another discard. If another be demanded, the non-dealer has the option of taking the exposed card.
38.—If the dealer accept when there are not sufficient cards left in the stock to enable the players to exchange as many cards as they wish, the non-dealer is entitled to exchange as many as he asked for, or, if there are not enough, as many as there are left, and the dealer must play his hand; the dealer is at liberty to accept, conditionally, on there being cards enough in the stock.
39.—A card led in turn cannot be taken up again. A card played to a lead may be taken up again to save a revoke or to correct the error of not winning a trick when able, and then only prior to another card being led.
40.—If a card be led out of turn, it may be taken up again, prior to its being played to; after it has been played to, the error cannot be rectified.
41.—If the leader name one suit and play another, the adversary may play to the card led, or may require the leader to play the suit named. If the leader have none of the suit named, the card led cannot be withdrawn.
42.—If a player abandon his hand when he has not made a trick, his adversary is entitled to mark the vole. If a player abandon his hand after he has made one or two tricks, his adversary is entitled to mark the point. But if a player throw down his cards, claiming to score, the hand is not abandoned, and there is no penalty.
43.—If a player renounce when he holds a card of the suit led, or if a player fail to win the trick when able, his adversary has the option of requiring the hands to be played again, notwithstanding that he may have abandoned his hand. If the offender win the point he marks nothing; if he win the vole,
he marks only one; if he win the point when his adversary has played without proposing, or has refused the first proposal, he marks only one. Should the card played in error be taken up again prior to another card being led (as provided by Law 39), there is no penalty.
44.—A player may call for new cards at his own expense, at any time before the pack is cut for the next deal. He must call for two new packs, of which the dealer has choice.
45.—If a pack be discovered to be incorrect, redundant, or imperfect, the deal in which the discovery is made is void; all preceding deals stand good.
46.—The game is five up. By agreement, the game may count a treble if the adversary has not scored; a double if he has scored one or two; a single if he has scored three or four.
47.—A player turning up a king, or holding the king of trumps in his hand, is entitled to mark one.
48.—A player winning the point is entitled to mark one; a player winning the vole is entitled to mark two.
49.—If the non-dealer play without proposing, and fail to win the point, his adversary is entitled to mark two. If the dealer refuse the first proposal, and fail to win the point, the non-dealer is entitled to mark two. These scores apply only to the first proposal or refusal in a hand, and only to the point, the score for the vole being unaffected.
50.—If a player omit to mark his score, he may rectify the omission at any time before the trump card of the next deal is turned up.
51.—An admitted overscore can be taken down at any time during the game.[[23]]
The following French terms are commonly used at Écarté:
Àtout. Trump.—Couper. To cut.—Donner. To deal.—Écart. The cards thrown aside.—Forcer. To play a superior on an inferior card.—La Vole. All five tricks made by either player.—Le Point. Three out of the five made by either player. Proposer. Asking for fresh cards.—Rénoncer. Not to answer the suit led.
We will now suppose, by way of illustration, that A and Y play a game of Écarté.
Two packs of different colour or pattern, say a red and a white pack, are used. From these packs the cards from two to six are extracted. A and Y cut for deal; A cuts the knave, Y the ace. A therefore deals, as knave is in this game higher than ace.
The cards having been shuffled, A gives the pack to Y to be cut. A then deals three cards to his adversary, three to himself, then two to his adversary and two to himself, and turns up the king of spades. "I mark the king," says A (see Law 22).
A does not look at his cards, but waits to see what his adversary will do. Y looks at his hand, and says, "I propose." A looks at his hand, and finds in it queen, knave, ace of spades, the ace of diamonds, and the eight of hearts. A has the trick now to a
certainty, and cannot lose it by accepting, the low heart being the weak point in his hand. The hand of Y was ten of spades, king of hearts, ten and seven of diamonds, and nine of clubs. Y takes three cards; A takes two. Y takes in the king of diamonds, the seven of spades, and the seven of hearts; A takes in the nine and eight of spades, and must win the vole.
Y now deals, and turns the nine of clubs as trumps. A looks at his hand, and finds in it the king and ace of diamonds, the eight and seven of hearts, and the ten of spades. A proposes. Y looks at his hand, and finds king, queen, knave of spades, eight and seven of clubs. "Play," says Y, and he wins the vole. Score: Y = 2; A = 3.
With such a hand as Y held, to accept the proposal would have been wrong, the chances being in his favour.
A now deals, and turns knave of diamonds. Y looks at his cards, and finds they consist of queen, ten of diamonds, ten and eight of clubs, and eight of hearts. He elects to play without proposing. A's hand consists of knave of clubs, ace, knave, ten of hearts, and eight of diamonds. Y may now win or lose the point, according to the cards he leads.
If he led queen, then ten of diamonds, he would lose the point. If he led ten of clubs, he would win the point. The reader should place the cards and play out these hands.
We will suppose that Y played correctly and won the point; the game stands at 3 all.
It is now Y's turn to deal. We will suppose that he does so, and wins the point; the game is then, Y = 4; A = 3.
A now deals, and turns the nine of diamonds. Y's hand consists of queen, knave of diamonds, king, queen, ace of spades. Y elects to play. A looks at his hands, and finds in it the king, ace of diamonds, the ace of hearts, the king of clubs, and the eight of spades.
Y must win the game if he play correctly; but, being anxious to win more tricks than are necessary, he loses it by reckless play. Y leads king of spades, on which A plays eight of spades, without marking the king. A does this because Y, having played without proposing, will lose two if he lose the point. To mark the king will be useless, if Y win the point; hence A conceals from Y the fact of his holding the king. Y plays incautiously, and leads as his second lead queen of diamonds; A wins with king of diamonds, and leads king of clubs, which Y trumps, and leads queen of spades, which A trumps, and leads ace of hearts, which wins the game.
If Y had followed his first lead with queen of spades, he must have won the game; but, imagining that A could not hold the king because he did not mark it, he played feebly, and lost the game.
This example will give some idea of the play of a hand, and of the different results which follow the correct and incorrect play of even five cards.
Jeux de Règle.
Great stress is laid by scientific Écarté-players on what are termed Jeux de règle, that is, hands which ought to be played without "proposing" or "accepting." When the cards held by a player are so
good that he cannot fail to win three tricks unless his adversary hold two trumps, it is the rule to play without proposing. It is easy, by an examination of the five cards, to at once perceive how the trick must be won, unless the adversary hold two trumps. Here are a few examples:
King, queen, knave of spades, eight of hearts (trumps), eight of diamonds. Lead king of spades; if not trumped, follow with queen, etc.
With three trumps, play without proposing. Likewise with two trumps, if the other cards belong to one suit, or with two cards of one suit, one of which is the king or queen.
Play if holding only one trump, provided the other cards are four of one suit, one being a king, or three cards of one suit, one being a king or queen, and the fifth card being a king or queen.
Play with no trump if three queens are held, or four court cards.
When playing these hands (and they apply mainly to the leader) it is important to remember the disadvantage that follows leading from a suit of two when one is a high, the other a much lower card, and the advantage of leading from a suit of two when these are in sequence.
Take the following hands as examples:
A holds queen of clubs, queen of diamonds, queen and eight of hearts, and eight of spades, the ten of spades being turned up as trump.
Y holds king and nine of hearts, nine and seven of diamonds, and nine of spades.
If A lead the queen of hearts, he must lose the point, no matter how Y plays. If, however, he lead either of his single queens, he may win the point, if
Y, after winning the queen of clubs, lead the king of hearts.
Again, A holds queen, ten, of spades; knave, ten, of hearts; ten of diamonds; diamonds being trumps.
Y holds knave, seven, of spades; seven of hearts; and knave, eight, of diamonds.
If A lead the queen of spades, he loses the trick. If he lead knave and then ten of hearts, he wins the trick.
From these examples it will be evident that cards in sequence, or single cards, are better as leads than one high card, and then a small one of a two-card suit. Also it is desirable that the adversary should be the leader when the third lead occurs.
What is called being "put to a card," is, if possible, to be avoided. The following will serve as an example:
A holds king, knave, ten, of hearts; queen of diamonds, and knave of spades (nine of clubs turned up). A proposes, and is refused. He may now conclude that Y has two trumps at least.
A leads king of hearts, which wins; then knave, which wins. If Y holds ace of hearts, A must lose the point. If, however, Y hold either a diamond lower than the queen, or a spade lower than the knave, A may win, if he keep the right card; if, however, A play a third heart, and this is trumped, and Y play, say, queen of trumps, A must discard either his queen of diamonds or his knave of spades, and he has no guide as to which to discard. Instead, therefore, of playing the third heart he should lead either the diamond or the spade, and thus avoid being "put to a card."
The dealer has the option of refusing or accepting;
before doing either, he should not only consider well the cards in his hand, but the state of the score.
It is not unusual for a player who may hold the trick for certainty to propose in the hopes of being refused, in order that he may, by winning the trick, score two. If this occurred at the score of three, the results would be fatal.
As a general rule, refuse if only two cards can be discarded. A king or a trump should not be discarded in the first instance.
With three trumps, refuse, unless the king of trumps is one of the three, when there is a great chance that the cards taken in may enable the vole to be won.
With only one trump and one king, no matter what the other suits may be, if not having a card higher than a ten, accept. But with one trump, two queens guarded, or a king and queen guarded, refuse. Although in many cases, where it is the rule to play, it is two to one in favour of the player winning the point, it must not be imagined that he will always win. He may win twice out of three times, but it is possible for the adversary to hold exceptionally good cards, and to win the point against the jeu de règle. For example, A holds queen, ace, and seven of hearts (trumps), king of spades, king of diamonds, and, of course, plays without proposing. Y holds king, knave, nine, and eight of hearts, and nine of clubs, and must win the point; but for A to propose would have been wrong, his hand being strong enough to win four times out of five.
When a player proposes, and is refused, he may form an estimate of the suit or suits out of trumps in which his adversary it likely to be strong. Suppose
A, the non-dealer, hold queen, knave of spades, ace of hearts, seven of clubs, and knave of diamonds (trumps). The probabilities are that Y is strong in hearts and clubs, or holds two trumps. The queen of spades in this case should, of course, be led; and, if it win, should be followed by the knave.
The condition of the score ought to be considered before proposing or playing without proposing. If the adversary be at the score of three, it is dangerous to play without proposing, unless the hand be very strong. If the adversary be at four, it is better not to propose if the non-dealer's hand be fairly strong, unless the king be held, as there is a chance of the dealer drawing the king, and at once scoring game.
The high cards which have been discarded should be remembered, because lower cards are then of greater value; thus, if the knave and ace of hearts have been discarded, and the king and ten are drawn, there can be only one card, viz., the queen of hearts, which is better than the ten, and in this suit the ten is equivalent to the knave held originally.
Inexperienced players, as a rule, are too apt to propose, and to continue proposing till the pack is exhausted. As there are eight trumps in the pack, a player gains no advantage if he hold four of these, when his adversary also holds four. His hand looks better than if he held only two, but whilst he has furnished himself with trumps, his adversary has done likewise.
In order to play Écarté well, take a pack of cards, and deal out the hands against an imaginary or dummy adversary; remember those hands under the heading Jeux de règle, and then note how the hand can be best played to secure the point.
EUCHRE.
Euchre may be played either as a two-, three- or four-handed game, the latter being the most popular form. For greater facility of explanation, however, we will commence with the two-handed game.
Euchre is played with the "piquet" pack of thirty-two cards, consisting of the ace, king, queen, knave, ten, nine, eight and seven of each suit. The above is their rank in play, subject to the qualification that the knave of the trump suit for the time being is known as the "Right Bower," and takes temporary precedence of all other cards. The knave of the opposite suit of same colour (e.g. of diamonds when hearts, or of spades when clubs are trumps) is known as the "Left Bower," and ranks next in value. The Left Bower is considered for the time being to belong to the trump suit, so that if this card is led, the trump suit, and not its own, must be played to it.[[24]]
Two-handed Euchre.
The players having cut for deal, five cards are dealt (by twos and then threes, or vice versâ, at the pleasure of the dealer) to each player. The eleventh card is turned up by way of trump. If the non-dealer thinks his hand good enough, with the suit of the turn-up card as trumps, to make three tricks, he says, referring to that card, "I order it up." This fixes that suit as trumps. The dealer discards the worst card of his own hand, placing it face downwards under the pack, and the turn-up card is thenceforth considered to form part of his hand. He does not, however, actually take it into his hand until the first trick has been played.
If the non-dealer does not consider his hand good for three tricks, or is of opinion that he would be likely to gain by a change of the trump suit, he says, "I pass," and the dealer examines his own cards from the same point of view. If he thinks his hand is good enough with the subsisting trump suit to make three tricks, he says, "I take it up," and proceeds to place, as before, one card under the pack. If he does not think his hand safe for three, he says, "I turn it down," and places the turn-up card below the rest of the pack. This annuls the trump suit, and the non-dealer has now the option of saying what suit shall be trumps. He considers what will best suit his hand, and says, "Make it hearts" (or otherwise, as the case may be), accordingly.
If he decides to "make it" of the same colour as the previous turn-up card (e.g. spades in place of clubs, or hearts in place of diamonds), he is said
to "make it next." If otherwise, to "cross the suit."
If, even with the privilege of making the trump what he pleases, he doubts his ability to win three tricks, he again "passes," and the dealer "makes it" what best suits him. If he too has such a bad hand that he thinks it safer to "pass" again, the cards are thrown up, and the deal passes.
The trump suit having been "made" by the one or the other player, the non-dealer leads a card, and the dealer plays to it, the two cards constituting a "trick." The second player must follow suit if he can, subject to the qualification that (as already stated) if the Left Bower be led, a trump must be played to it. The higher card wins, trumps overriding plain suits; and the winner of the trick leads to the next.
The player who has "ordered up," "taken up" (save in obedience to order), or "made" the trump, thereby tacitly undertakes to win at least three tricks. If he makes less than this number, he is "euchred," and his opponent scores "two." If he makes three tricks he wins "the point," and scores one. Four tricks are no better than three, but if he make all five he wins a "march," which scores two. The non-challenging player is not under any obligation to win, but scores if his adversary fail to do so.
Five points constitute "Game."
Four-handed Euchre.
Where four players take part, two play in partnership against the other two, partners facing each other, as at Whist. Five cards having been dealt to
each, and the twenty-first turned up by way of trump, the elder hand (i.e. the player to the left of the dealer) declares whether he will "order up" the trump card or "pass." In the latter event, the option passes to the dealer's partner; but he expresses it in a somewhat different manner, inasmuch as he is dealing with a friend instead of an enemy. If he thinks his hand good for two or more tricks he says, "I assist." This is considered a call to his partner (the dealer) to take up the trump, which he does accordingly, he himself having no choice in the matter. If the second player passes, the option rests with the third player, who "orders it up" or passes, as his hand may warrant. In the latter case the dealer decides for himself whether to take it up or turn it down. If the trump has either been ordered up or taken up voluntarily by the dealer, the play proceeds as in the two-handed game. If, on the other hand, the dealer "turns it down," the players, beginning with the elder hand, are invited in succession to "make it" what they please; the challenging party in either case being bound, in conjunction with his partner, to make three tricks, under penalty of being euchred.
A player with an unusually strong hand may elect to "go alone." In such case his partner turns his cards face downward on the table, and leaves the "lone hand," as he is termed, to play the game singly against the two opponents.
If a player "going alone" is lucky enough to win all five tricks, he scores four (instead of three) for the "march"; but if he make three or four tricks only, he scores one for the point in the ordinary manner.
Three-handed Euchre
Here each plays for his own hand. The value of the march and point are the same as in the two-handed or four-handed game, but if the challenging player is euchred, each of his adversaries scores two points. If this should carry them both "out," the elder hand is the winner. To avoid this, which is hardly a satisfactory termination for the younger hand, another method of scoring is sometimes adopted, the points for the euchre being deducted from the score of the euchred player, who is "set back" accordingly. Should he have made no points towards game, he is considered to owe the points for the euchre; so that a player, standing at love when euchred, has seven points to make before he can win.
Marking the Score.
The method of scoring at Euchre is somewhat peculiar. The score is usually kept by means of spare playing cards, a three and a four (of any suit) being used by each side. The "three" face upwards, with the "four" turned down upon it, indicates one (however many pips may chance to be exposed). The "four" face upwards, with the "three" turned down upon it, indicates two. The face of the "three" being uppermost counts three; and the face of the "four" being uppermost counts four.
Another method of keeping the score is by means of a cross × chalked at the outset of the game on the table beside each player. "One" is scored by rubbing out the centre of the cross, leaving the four
arms still standing, and these in turn are rubbed out, one for each point which the player becomes entitled to score.
The hints for play which follow are borrowed, with slight modification, from the American Hoyle. They refer more especially to the four-handed game.
HINTS FOR PLAY.
Passing and Ordering Up.
No prudent player will order up the trump unless his hand is sufficiently strong to render his chances of success beyond reasonable doubt. There are cases, however, when there would be no imprudence in ordering up upon a light hand. For instance, supposing the game to stand four and four, and the elder or third hand to hold an ordinarily good show of cards in the trump suit as turned up, with nothing better in any other suit, then it would be proper to order up, for, should the trump be turned down, your chance of success would be lost. If you are euchred, it does but give the game to those who would win it anyhow in some other suit.
If the player is elder hand, and a suit should be turned in which he receives both bowers and another large trump, and he has also two cards of the suit corresponding in colour, it is his best policy to pass; for the obvious reason that if the dealer's partner should assist, he would be enabled to euchre the opposing side, and, if the trump were turned down, his hand would be just as good in the next suit. Having in such case the first opportunity of making the trump, he could "go alone," with every probability of making the hand and scoring four.
Elder hand holding the Right Bower, ace or king, and another small trump and a card of the same colour as the trump suit, should pass; for if his adversaries adopt the trump, he will, in all probability euchre them; and if they reject it, he can make the trump next in suit, and the chances of scoring the point are in his favour.
As a general rule, the elder hand should not order up the trump unless he has good commanding cards, say Right Bower, king and ten of trumps, with an ace of a different suit, or Left Bower, king and two small trumps. The player at the right of the dealer should hold a very strong hand to order up the trump, because his partner has evinced weakness by passing; and if the opposing side turn down the trump, his partner will have the advantage of first call to make a new trump.
Assisting.
Two court cards usually form a good "assisting" hand, but where the game is very close it is advisable to assist, even upon a lighter hand. If, for instance, the game stands four and four, the first hand will naturally order up if the suit turned is the best in his hand. The fact of his having passed is, therefore, an evidence of weakness.
When, as dealer, and assisted by your partner, you hold a card next in denomination to the card turned up (whether higher or lower), play it as opportunity offers. If, for instance, you turn up the ace, and hold either the Left Bower or king, when a chance occurs play the Bower or king, and thus inform your partner that you have the ace remaining. The same policy should be adopted when your partner assists
and you have a sequence of three trumps, the trump card being the smallest of the three. In such a situation, play the highest card of the sequence; this will inform your partner that you hold the remainder of the sequence, and enable him to shape his play accordingly.
As a general rule, always assist when you can win two tricks.
Taking up the Trump.
What constitutes sufficient strength to take up the trump is a matter of considerable importance to the player. The object being to make a point, there must, of course, be a reasonable probability of securing three tricks, but the decision should, to a certain extent, depend upon the position of the game. If the dealer should be three or four towards game, while the opponents are one or two, the trump might be turned down, and the chances of winning the game still be not materially reduced; but if the position should be reversed the dealer would be warranted in attempting the hazard upon a light hand, as the prospects of defeat would be no greater than by adopting the opposite alternative. It is generally accepted as sound that three trumps, backed by an ace of another suit, are sufficient to attempt a point. If the game stands four all, it is better to take up the trump on a small hand than to leave it for the adversaries to make. With the game three all, it is necessary to be very cautious in adopting the trump with a weak hand, because a euchre puts the opponents out.
Making the Trump.
Should the dealer turn the trump down, the eldest hand has the privilege of making it what he pleases, and the rule to be generally followed is, if possible, to make it next in suit, or the same colour as the trump turned. The reason for this is evident. If the trump turned should be a diamond, and the dealer refuse to take it up, it is a fair inference that neither of the bowers is in the hands of your opponents; for if the dealer's partner had held one of them, he would in all probability have assisted; and the fact of the dealer turning down the trump also raises the presumption that he had neither of them. Then, in the absence of either bower, an otherwise weak hand could make the point in the same colour. For reverse reasons, the partner of the dealer would "cross the suit," and make it clubs or spades; for, his partner having evidenced weakness in the red suits, by turning a red card down, it would be but fair to presume that his strength was in the black suits.
Be careful how you make the trump when your adversaries have scored three points, and, as a general rule, do not make or order up a trump unless you are elder hand or the dealer's partner.
The Bridge.
If one side has scored four, and the other side only one, such position is known as the "bridge," and the following rule should be observed:
To make the theory perfectly plain, we will suppose A and B to be playing against C and D, the former having scored four, and the latter but one.
C having dealt, B looks at his hand, and finds he has but one or two small trumps; in other words, a light hand. At this stage of the game, it would be his policy to order up the trump, and submit to being euchred, in order to remove the possibility of C or D playing alone; for if they should by good fortune happen to succeed, the score of four would give them the game. If B were to order up the trump, the most that could be done by the adversaries would be to get the euchre, and, that giving but a score of two, the new deal, with its percentage, would in all probability give A and B enough to make their remaining point and go out. If, however, B has enough to prevent a lone hand, he should pass, and await the result. The Right Bower, or the Left Bower guarded, is sufficient to block a lone hand.
The elder hand is the only one who should order up at the bridge, for if he passes, his partner may rest assured that he holds cards sufficient to prevent the adversaries making a lone hand. If, however, the elder hand passes, and his partner is tolerably strong in trumps, the latter may then order up the trump to make a point and go out; for, by the eldest hand passing, his partner is informed that he holds one or more commanding trumps, and may therefore safely play for the point and game.
The elder hand should always order up at the bridge when not sure of a trick; the weaker his hand, the greater the necessity for doing so.
Playing Alone.
If your partner announce that he will play alone, you cannot supersede him and play alone yourself, but must place your cards upon the table face
downwards, no matter how strong your hand may be.[[25]] In order to avail yourself of the privilege of playing alone, it is necessary to declare your intention of so doing distinctly, and in plain terms thus, "I play alone"; if you fail to do this, and the adverse side makes a lead, you forfeit all claim to the privilege. You must also make the announcement in good time; if you neglect to do so, and the adverse side make a lead, or if you yourself lead before declaring your intention of playing alone, you lose the right, and your opponents may compel you to play with your partner.
In playing a lone hand, it is a great advantage to have the lead. The next best thing is to have the last play on the first trick. The elder hand or the dealer may, therefore, venture to play alone on a weaker hand than either of the other players.
When your opponent is playing alone, and trumps a suit led by yourself or your partner, take every opportunity to throw away cards of that suit upon his subsequent leads.
When, opposing a lone hand, you find that your partner throws away high cards of any particular suit, you may be sure that he holds high cards in some other suit; you should, therefore, retain to the last your highest card of the suit he throws in preference to any other card, short of an ace.
Discarding.
When the dealer takes up the trumps before the play begins, it is his duty to discard or reject a card from his hand in lieu of the one taken up. We will suppose that the ten of hearts has been turned up, and the dealer holds the king and Right Bower, with the ace and nine of clubs, and king of diamonds. The proper card to reject would be the king of diamonds. There would be no absolute certainty of its taking a trick, for the ace might be held by the opponents; whereas, retaining the ace and nine of clubs, the whole suit of clubs might be exhausted by the ace, and then the nine might be good. If the trump were one of the red suits, and the dealer held three trumps, seven of spades and seven of hearts, it would be better for him to discard the spade than the heart; for, as the dealer's strength is in the red suit, the probabilities are that the other side will be correspondingly weak, and the heart would therefore be better than the spade.
Where you have two of one suit and one of another to discard from, always discard the suit in which you have one only, for then you may have an opportunity to trump.
Leading.
Where the dealer has been assisted, it is a common practice to lead through the assisting hand, and frequently results favourably; for in the event of the dealer having but the one trump turned, a single lead of trumps exhausts his strength, and places him at the mercy of a strong plain suit. It is not, however,
always advisable to lead a trump; for, if the elder hand hold a tenace, his duty is to manœuvre so as to secure two tricks; but this is an exceptional case. The proper lead must be determined by the quality of the hand, and the purpose to be accomplished. The elder hand, holding two aces and a king, with two small trumps, would, of course, lead trump through the assisting hand; for the only hope of securing a euchre would be dependent upon the success of the non-trump suits, and they can only be made available after trumps have been exhausted.
Where the dealer takes up the trump voluntarily, the elder hand is, of course, upon the defensive, and to lead a trump under such circumstances would be disastrous.
Should your partner have turned up the Right Bower, lead a small trump as soon as you can; by so doing you will be sure to weaken your adversary's hand.
When your partner makes the trump, or orders it up, lead him the best trump you hold.
When you hold the commanding cards, they should be led to make the "march"; but if you are only strong enough to secure your point, cards of other suits should be used.
When opposed to a lone hand, always lead the best card you have of another suit, so that the possibility of your partner's retaining a card of the same suit with yourself may be averted. If the card you lead is of an opposite colour from the trump, so much the better; for if a red card should be trump, and an opponent plays alone, the chances are against his holding five red cards. Besides, if the lone player did hold five red cards, it would, in like
proportion, reduce the probability of your partner having one of the same suit, and give him an opportunity to weaken the opposing player by trumping.
The exception to the above rule is when you hold two or three cards of a suit, including ace and king, and two small cards in other suits; in this case your best play would be to lead one of the latter, and save your strong suit, for your partner may hold commanding cards in your weak suits, and you thus give him a chance to make a trick with them, and if this does not occur, you have your own strong suit as a reserve, and may secure a trick with it.
When playing to make a lone hand, always lead your commanding trump cards first, reserving your small trumps and other suit for the closing leads. When you have exhausted your commanding trumps, having secured two tricks, and retaining in your hand a small trump and two cards of another suit, lead the highest of the non-trump suit to make the third trick, then your trump. For instance, suppose that hearts are trumps, and you hold the Right and Left Bowers and ten of trumps, and ace and nine of spades; lead your bowers, then the ace of spades, following with the ten of trumps and nine of spades. The reason for playing thus is obvious. You may not exhaust your adversaries' trumps by the first two leads, and if either of them chanced to retain a trump-card superior to your ten, by leading the latter you would, in all probability, be euchred on a lone hand.
Holding three small trumps and good plain cards, and desiring to euchre your opponents, lead a trump, for when trumps are exhausted you may possibly make your commanding plain suit cards.
When you make the trump next in suit, always lead a trump, unless you hold the tenace of Right Bower and ace, and even then it would be good policy to lead the bower, if you hold strong plain-suit cards.
When you hold two trumps, two plain cards of the same suit, and a single plain card of another suit, lead one of the two plain cards, for you may win a trick by trumping the suit of which you hold none, and then, by leading your second plain card, you may force your opponents to trump, and thus weaken them. With such a hand it would not be good play to lead the single plain card, for you might have the good fortune to throw it away on your partner's trick, and ruff the same suit when led by your opponents.
When your partner has made or adopted the trump, it is bad play to win the lead, unless you possess a hand sufficiently strong to play for a march. If your partner assist you, and has played a trump, and you have won a trick and the lead, do not lead him a trump unless you hold commanding cards, and are pretty certain of making the odd trick or a march, for your partner may have assisted on two trumps only, in which case such lead would draw his remaining trump, and, in all probability, prove fatal to his plans.
Having lost the first two tricks and secured the third, if you hold a trump and a plain card, play the former, for, in this position of the game, it is your only chance to make or save a euchre.
There are only two exceptions to this rule, viz. when you have assisted your partner, or when he has adopted the trump and still retains the trump
card in his hand. In the former instance you should lead the plain card, trusting to your partner to trump it; in the latter case you should also lead the plain card, unless your trump is superior to your partner's, and your plain card is an ace or a king, in which case you should play a trump, and trust to the plain card to win the fifth trick.
The reason for this play is manifest. If your opponents hold a better trump than you do, it is impossible to prevent their winning the odd trick, and, therefore, the euchre or point; but if they hold a smaller trump, your lead exhausts it, and you may win the last trick with your plain card.
This position frequently occurs in the game, and we recommend it to the attention of the novice.
Concluding Hints.
Never lose sight of the state of the game. When the score is four all, adopt or make a trump upon a weak hand.
When the game stands three to three, hesitate before you adopt or make a trump upon a weak hand, for a euchre will put your adversaries out.
When you are one and your opponents have scored four, you may risk trying to make it alone upon a weaker hand than if the score were more favourable to you.
When you are elder hand, and the score stands four for you, and one for your opponents, do not fail to order up the trump, to prevent either of them from going alone. Of course, you need not do this if you hold the Right Bower, or the Left Bower guarded.
When playing second, do not ruff a small card the first time round, but leave it to your partner. Throw away any single card lower than an ace, so that you may afterwards ruff the suit you throw away.
When your partner assists, and you hold a card next higher than the turn-up card, ruff with it when an opportunity occurs.
When third player, ruff with high or medium trumps, so as to force the high trumps of the dealer.
When your partner leads the ace of a plain suit, and you have none, do not trump it; but if you have a single card, throw it away upon it.
When second hand, if compelled to follow suit, head the trick if possible.
When you cannot follow suit or trump, throw away your weakest card.
Progressive Euchre.
This is a version of the game suitable for mixed gatherings. The party play in fours, each pair of partners consisting of a lady and a gentleman. The first table is known as the "head table," and the last as the "booby" table, those between being "second," "third," and so on. The head table is furnished with a bell, and the host provides a supply of cardboard or paper stars in three colours, say gold, red, and green.
Two packs of cards of different patterns are taken, and a sequence from ace upwards, equal to the number of tables, is selected from the club and spade suits of each. These are shuffled, face
downwards. The ladies draw from the one pack, the gentlemen from the other. The lady and gentleman whose cards correspond play together, and the number of pips gives the table at which they are to play.
The bell being struck, play begins, and continues till one pair of partners at the head table has made five points, when the bell is again sounded. All play then ceases, but the scores already made stand, and decide the result of the games.
The winners at the head table each receive a gold star, and keep their seats for the next game. The losers are transferred to the booby table, and the winners at the second table take their places; being in turn replaced by the winners at the third table, and so on. The losers at all but the head table keep their places, but exchange partners with the newcomers at the table. The winners at the inferior tables receive each a red star, and the losers at the booby table a green star.
At the close of play the lady and gentleman having the largest number of stars of a given class each receive a "prize." In the event of a tie for a gold star prize, the number of red stars held by each player decides. If this again is a tie, the competitor with the fewest green stars is the winner.
In the case of ties in points at any table when the bell is sounded, the holders of the most tricks toward the next hand are the winners.[[26]]
LOO.
Loo is played in divers fashions, but there are two leading varieties, known as "three-card" and "five-card" Loo respectively. There is no limit in either case to the number of players, but six or seven make the better game.
Three-card Loo.
The full pack of fifty-two cards is used, the cards ranking as at Whist. The dealer, having been selected,[[27]] places an agreed number of counters (either three or some multiple of three) in the pool. Three cards are dealt, one by one, to each player, also an extra hand, known as "miss." The card next following is turned up, and fixes the trump suit. The dealer then asks each player, beginning with the elder hand, whether he will play or "take miss." The player looks at his cards. If he holds a good hand, he will elect to play; if otherwise, he has the option of either "taking miss," i.e. taking the extra
hand in place of his own, or of "passing," i.e. throwing up his hand altogether for that round. If miss be declined, the same offer is made to the next in rotation; but so soon as miss is taken, the remaining players have only two alternatives—viz. either to play the cards they hold, or to pass. A player who has taken miss is bound to play. The cards he has discarded, as also those of any players who pass, are thrown face downwards in the middle of the table, and no one has a right to look at them.
Should one player take miss, and all the rest throw up their cards, he is entitled to the pool. Should only one player have declared to play, and not have taken miss, the dealer may play either his own cards or take miss on his own account, but if he does not care to do either, he is bound to take miss and play for the pool, i.e. the proceeds of any tricks he may make remain in the pool, to abide the result of the next round. In the event of all save the dealer "passing," the dealer is entitled to the pool.
The elder hand (as among those who have declared to play) now leads a card. If he has two trumps he is bound to lead one of them. If he holds the ace of trumps he is bound to lead it, or if an ace be turned up, and he holds the king of the same suit, he is bound to lead the latter. If only two persons have declared to play, and the holder holds two or more trumps, he must lead the highest, unless his highest trumps are in sequence or of equal value,[[28]] when he may lead either of them. (With
more than three declared players the last rule does not apply.)
The other players play in rotation to the card led, subject also to certain fixed rules, viz. each player must follow suit, if possible, and he must "head the trick," i.e. play a higher card to it, if able to do so. If unable to follow suit, he is bound to trump, or if the trick be already trumped, to over-trump, if practicable.
The winner of each trick leads to the next. He is under the same obligations as the original leader, and is further bound to lead a trump, if he has one. This latter obligation is briefly stated as "trump after trick."
The hand having been played out, the pool is divided, in the proportion of one-third to each trick. Suppose, for instance, that five persons have played; that one of them has taken two, and another one trick. The first takes two-thirds, and the second one-third. The remaining three players are "looed," i.e. mulcted in the same amount as was originally placed in the pool, and these "loos," as they are called, with alike contribution from the new dealer, form the pool for the next hand. It may, however, happen that only three players declare to play, and that each of them takes one trick. In such case no one is looed, and the only fund to form the pool for the next round is the contribution of the dealer. The next hand in such case is known as a "single," and it is a usual, though not invariable, rule, to make it what is called a "must," meaning that every one, whatever his cards, is bound to play. This necessarily produces as many loos (less three) as there are players, and consequently a full pool for
the next hand. In the case of a "must" there is no miss.
In circles where the interest of a game is gauged by the amount of money that changes hands, the payment for a loo is sometimes made equal to the amount which may chance to be in the pool for the time being. Playing upon this principle, the amount of a loo tends constantly to increase, until the occurrence of a single (i.e. three players only declaring to play, and each taking one trick) brings it back to its normal proportions. Loo in this shape is known as "unlimited." Under such an arrangement pence grow to pounds with startling rapidity, so much so, indeed, that no prudent player will ever sit down to the game in this form, and even among the most reckless it is customary to fix a maximum beyond which no further advance shall be permitted.
Five-card Loo.
In this case five cards are dealt to each player, the card next following being turned up by way of trump. There are, therefore, five tricks to be contended for, and the contributions to the pool are made divisible by five accordingly. There is, in this case, no miss, but each player (beginning with elder hand) may discard as many cards as he pleases, the dealer replacing them with a like number from the remainder of the pack. It is at the option of each player either to play or to pass, but having once drawn cards he is bound to play. The discarded cards are thrown face downwards in the centre of the table.
There is in this case a variation, in the fact that the knave of clubs, known as Pam, is made a sort of
paramount trump, taking precedence even of the ace of the trump suit. The rules as to leading, following suit, and heading the trick, are the same as at the three-card game. If, however, the ace of trumps be led, and the holder pronounces the formula "Pam, be civil," the holder of the latter card is bound to pass the trick, if he can do so without a revoke.
Special value is in this game given to a flush, i.e. five cards of the same suit, or (which are regarded as equivalent) four cards of the same suit and Pam. The holder of such hand at once turns up his cards, and "looes the board," i.e., wins every trick as of right, without playing his hand, even though stronger individual cards were in the hands of other players. No one is in this case allowed to throw up his cards, and all save the holder of the flush are looed. Should more than one player hold a flush, a flush in trumps has priority over one in a plain suit. As between two flushes in trumps, or two in plain suits, that consisting of the better cards wins.[[29]] The holder of the losing flush, or of Pam, if in the hand of one of the losers, is exempt from payment. In other respects the game resembles three-card loo.
Some players at either game maintain what is termed "club law," meaning that whenever a club is turned up by way of trump, every one is bound to play. In such case there is no miss or drawing of cards.
THE LAWS OF LOO.
These may be briefly stated as follows:
1.—Each player has a right to shuffle at the commencement of a deal, the dealer shuffling last. The cards shall then be cut by the player to the right of the dealer. To constitute a valid cut, there shall be at least four cards in each portion of the pack.
2.—The cards shall be dealt one at a time to each player [with one card extra in each round for miss].[[30]] This having been done, the card next following on the pack shall be turned up as trump. If a card be found faced in the dealt portions of the pack, the cards shall be reshuffled and recut, and there shall be a fresh deal by the same dealer.
3.—If the dealer—
(1) Deals without having the pack cut; or again shuffles after the pack has been duly cut;
(2) Exposes a card in dealing; deals too many or too few cards to any player;
(3) Misses a hand or deals a hand or part of a hand additional;
(4) Or otherwise commits any irregularity in dealing, it is a misdeal, and the dealer forfeits a single to the pool. The cards are again shuffled and cut, and there is a fresh deal by the same dealer.
4.—Players shall declare whether they play or pass in strict rotation, beginning with the elder hand.
5.—Any player declaring before his turn, or looking at his cards before it is his turn to declare, forfeits a single to the pool.
6.—Any player looking at miss before he has declared to take it, or exposing a card or cards of another player, forfeits a single to the pool, and must retire from the game for that round.
7.—The dealer, taking miss against one player only, must declare before doing so, whether he play for himself or the pool. In the latter case he cannot be looed; but the proceeds of any trick he may make are left in the pool, to abide the result of the next hand.
8.—If no one declares to play, the dealer is entitled to the pool.
9.—A player having the lead, and holding the ace of trumps (or king, ace being turned up), is bound to lead it.
10.—A player having the lead, and holding two trumps, is bound to lead one of them.
11.—A player having the lead, and holding two trumps, other than in sequence or of equal value, is bound (when there are two players only), to lead the highest.
12.—Every player is bound to follow suit if able to do so.
13.—Every player is bound to head the trick if able to do so.
14.—Every player winning a trick, and still holding one or more trumps, is bound to lead a trump.
Any player committing any infractions of Laws 9,
10, 11, 12, 13, or 14, must leave in the pool any tricks he may make, and forfeit to the pool four times the amount of a single.
15.—If a player, having declared to play—
(1) Exposes a card before it is his turn to play, or
(2) Plays a card out of turn, or
(3) Plays a card before all have declared, or
(4) Exposes a card while playing, so as to be named by any other declared player,
He shall be compelled to throw up his cards, and to forfeit a single to the pool.
16.—In the case of a revoke, it is in the option of any player, other than the offender, to require that the cards be taken up and the hand played again.
17.—All penalties of a single shall be deemed to belong to the existing pool; all higher penalties and proceeds of tricks left by way of penalty in the pool to the pool next following.
NAPOLEON.
There are two or three versions of Napoleon, or "Nap." We will begin with
The Orthodox Game.
The old game of Napoleon consists simply of five cards being dealt out singly and in order to each of the party, and then the players declaring in their turn how many tricks they think they can make. The eldest hand—that is, the player to the dealer's left—has the first call, and every one after him can declare by increasing his call, up to the limit, "Nap," which is a declaration to take all the five tricks. Whoever makes the highest call has all the other players pitted against him, and leads out—that is to say, he puts a card face upwards on the table in front of him, the playing of that card determining the trump suit, as whatever suit is first led by the caller is trumps by virtue of the lead. The players then follow in order, it being imperative to follow suit if possible, but, except for this, any card may be played. There is no rule as to heading a trick or playing a trump after a trick, or indeed any restriction
whatever beyond following the led suit if you can, under penalty of a revoke for trumping or discarding when holding a card of the suit called for. The highest card of the led suit takes the first trick, and the winner leads a card to the second trick, the cards played not being packed or gathered together, but being left face upwards in front of their owners. The winning card is alone turned down. The winner of the second trick leads to the third, and so on, the declaration succeeding or failing according as the caller makes or fails to make the number of tricks that he declared. It matters nothing whether he makes two or even three tricks more than he declared to make; he is only paid for the number that he originally announced, and even if he does not take a trick, he simply pays for the number he called.
It is a level-money transaction all round; that is to say, if a man calls three at "penny Nap," he receives 3d. from every other player if he makes the three tricks, and pays 3d. to every other player if he does not make three tricks. But if he calls Napoleon (five tricks) he receives 10d. if he wins, and only pays 5d. if he loses. We may say here that in most places where penny Nap is played, the 10d. and 5d. are raised to 1s. to win and 6d. to lose, on the plea of making it even money. The round being over and the stakes paid, the deal passes in the usual way to the person to the left of the last dealer, and so on.
This is the old simple form of Napoleon, and it is what most people understand by the game. It is without complication of any kind, and the skill it requires is of two sorts—first, to judge the value of a hand with due regard to the number of players
and any calls that may have been made previously, and, next, how to play the hand—whether as caller or as one of the combination against the call—to the best advantage.
The Variations.
Here we may first note the call of "Wellington," which is a superior call to Napoleon, inasmuch as it supersedes the latter. As in the Nap call, the player undertakes to make the whole five tricks, but at double the Nap stakes. Thus, if the caller of Nap receives 1s. or pays 6d., on a Wellington he would receive 2s., or pay 1s. Wellington can only be called over Napoleon, that is, it cannot be declared unless "Nap" is declared before it.
Another innovation is an adaptation from Solo Whist, and is called "Misery." It is on the principle of the Misère, when, there being no trumps, the caller has to lose the whole five tricks, while his opponents, of course, endeavour to force him to take a trick. At some tables trumps, determined in the usual way by the initial lead, are recognised; but this feature is quite foreign to the original Misère. If trumps are recognised the caller should invariably lead a single suit—i.e. a suit consisting of one card only. This declaration ranks between the calls of three and four, and is paid for in the same way as a call of three is paid for; that is, at our stakes, to win would be to receive 3d. from each of the other players, and to lose would be to pay 3d. to each.
"Sir Garnet" consists of an excess hand of five cards, dealt in the usual way and left on the table.
Until this extra hand is appropriated, each player, when it is his turn to call, has the privilege of taking it up and combining it with his own hand. From the ten cards thus in his possession he must reject five, which he throws away face downwards, and on the remaining five he is bound to declare "Nap." The stakes are the same as on an ordinary Nap call.
In "Peep Nap" one extra card only is dealt, face downwards on the table, and each player, on his turn to call, may at his option have a private peep at the card by paying one penny—or higher, according to the stakes—into the pool. When all the players have called, the superior declaring hand has the privilege, if he has "peeped," of exchanging the table card for one of his own. Nobody but the superior caller can exchange; nor, even if a player calls Nap, can he appropriate the peep card until the following hands have had the option of seeing it as above. In the event of a Nap call, it is as a rule to the advantage of the following players to peep also, as, if the caller uses the peep card, they have thereby a guide as to what suit to save.
"Purchase" or "Écarté" Nap, however, is unquestionably the most interesting form of Napoleon. After the dealer has dealt, and before anybody starts calling, the dealer goes round again in turn, and serves out fresh cards from the pack in exchange for as many cards as the players may wish to throw away from their original hands. For every fresh card so exchanged the player has to pay one penny (or more, according to the stakes) into the pool. He must not exchange cards more than once in
each round, but he can then purchase any quantity up to five. The cards thrown away are not shown, nor used again till the next deal. The dealer must sell to each player in turn, and to himself last, after which the calls start from his left in the usual way. In view of the extra number of cards brought into the game, Purchase Nap should be confined to a table of not more than four players, and for the same reason the calls should be made on much stronger hands than at ordinary Nap.
The Pool.
Napoleon is better played without a pool, because then players call the strength of their hands and no more, and are not tempted into extravagance. There is, however, not much practical harm in playing with a small pool or "kitty." The simplest way to make up a pool is for every dealer to put in a penny. If this will not satisfy the players, there are two ways of making a pool mount up more rapidly. They are, that every dealer shall put in 3d. and every player 1d. every time, or that every player of a knave or a five of any other suit than trumps shall contribute 1d. to the pool. The pool remains and accumulates until somebody succeeds in the call of Napoleon—or Wellington, where that higher call is allowed. The player who calls Nap and fails, does not usually have to double or even increase the pool. At some tables, however, the caller of Nap who fails to make it has to pay into the pool the same amount as is already there. This point should be agreed upon before beginning the game. In Peep or Purchase Nap the pools are made by the
payments for "peeping" and "purchasing" respectively, and other methods of contributing to the kitty are dispensed with. The successful caller of Napoleon always takes the pool.
The Game Explained for Novices.
Nap is played by any number of persons, from two to six, with a full pack of fifty-two cards, ranking as at Whist, ace highest and deuce lowest. The original deal is determined by turning up a card in front of each of the players, when the lowest turned up indicates the first dealer. The ace is in this case regarded as the lowest card.
When it is ascertained who is to deal, the player on his left shuffles the cards, and the dealer may shuffle them after him if he chooses. They are then cut by the player on the dealer's right, and the dealer distributes them face downwards, one by one, beginning of course to the left.
There is no turn-up, and the undealt cards must be placed in a heap face downwards in the middle of the table, and not touched until the round is over, except at Purchase Nap, when the dealer retains possession of the pack until the purchases have been effected.
Then follows the process of calling, which has been already described.
We have gone upon the principle of calling the stake a penny per trick, but of course it can be sixpence, or any other amount. It may, however, be observed that "Penny Purchase" is really as expensive as threepenny ordinary Nap.
There are some few points to be remembered.
A declaration once made stands, and cannot be recalled.
A player at Purchase Nap, having once bought fresh cards or refused to buy, cannot subsequently amend his decision.
Unless there is an agreement to the contrary, the dealer must, in default of any higher call, make one trick, or pay 1d. each to the other players.
Any one who has trumped a suit, or renounced upon a suit before all the five tricks have been played out, and so made or defeated a declaration, must immediately show his remaining cards to prove that he has not revoked. So stringent is this rule, that if he should refuse to show them, he is held to have revoked, and a revoke entails the following penalties:—
On the revoke being discovered, the cards must be taken up and replayed properly—that is to say, players must follow suit, if they can; and always remember that a revoke is just as much a revoke if you throw away a card of another suit, holding a card of the suit led, as if you trumped under the same circumstances.
The hand having been replayed, the offender pays the stakes for himself and every one of the other players to the caller, if the call succeeds. If the call fails, he pays the stakes to every other player, except the caller.
A revoke proved against the caller himself entails the immediate penalty of the loss of the stakes; that is to say, if a man calls three and revokes, it matters not how many tricks he makes, he must pay (at penny Nap) 3d. to every one of his opponents.
If a card is exposed in the pack or in dealing, or
if there is a mis-deal, or if the pack is shown to be faulty, or if the cards are dealt without being cut, there should be a fresh deal by the same player.
Any player can demand a fresh deal if any one of these faults is committed, but the demand must be made before the hands are looked at; otherwise the deal must stand.
After all the calls have been declared, should a player discover that he has too few or too many cards the game must be played out, and if the number in the superior caller's hand be correct he takes the stakes, if he succeeds in making his call good, but neither receives nor pays if he fails. Should the caller, however, hold a wrong number in his hand, he neither receives nor pays if he wins, but pays if he fails. When a Nap is declared, the game must be played out subject to the above rules, whether the other players have their correct number or not; but, failing a Nap call, the cards must be redealt should any irregularity be discovered before all the players have declared.
There is one rule at Napoleon that has fallen into disuse, and that relates to playing out of turn. It is so common for persons to play valueless or losing cards out of turn without remark, that many people forget that the fortunes of a hand may often be influenced by the premature exposure of the winning card or a trump. A person who, out of his turn, plays a card that obviously influences the game should be subjected to the same penalty as if he had revoked.
The Number of Players.
By far the best Nap table is made up of four players, because then dash and prudence must be pretty well equalised to play well. With three players great risks are commonly run, and with six, failures are so frequent that the game often gets tedious through a monotonous series of "two" calls.
There are so many better games for two players that we need say little about what is called Single Nap. It consists of a series of bluffing calls, experience soon teaching that it is safer to call three or four on a weak hand than to allow your adversary to take the lead.
"Three" Nap is very nearly a game of chance. Only fifteen cards, or practically one quarter of the pack, are in play, so that the chances are nearly three to one against any given card being out. Consequently great risks are run, and these risks are for the most part justified. A player should call Nap on any hand of one suit headed by an honour, however small the remaining cards; while he has a tolerable chance of making the same call upon any hand consisting of two suits, if he has four cards of the first suit headed by an honour, and an ace, king, or queen to fill up his hand. Where the hand consists of three or four suits, the cards that are not trumps should be aces or kings to make the call a prudent one.
Reverting to the game as played by four or five players, the novice may be advised to lead trumps against the caller when he only requires one more trick, and, as a general rule, to let trumps alone when
the caller has more than one trick to make to establish his declaration.
In conclusion, remember that on an ordinary call your first discard should be from your shortest and weakest suit, and bear the fact in mind as you note the discards of other players. In a Misery, your original discard should be your highest card of your shortest suit—a single card for preference, unless it be a deuce or tray.[[31]]
PIQUET.
Piquet is generally regarded as the best of card games for two players.
It is played with a pack of thirty-two cards, which is called a "piquet pack," all below the seven being excluded. The cards rank in Whist order—ace, king, queen, knave, ten, nine, eight, seven.
The score is made partly by combinations of cards held in the hand, and partly by points marked in the course of play.
The Deal.
The two players cut for deal, and in this cutting the ace ranks the highest. The player who cuts the higher card has the choice of first deal. After this the players deal alternately.
It is customary to use two packs of cards, and the first dealer has the choice which pack he will use. Each player has a right to shuffle both his own and the adversary's pack, the dealer shuffling last. After this the pack is "cut to the dealer" by the adversary, as at Whist.
It is customary to call the non-dealer the "elder hand."
The dealer must deal the cards by two at a time or by three at a time, giving the top cards to his adversary, the next to himself, and so on, until each has twelve cards.
The eight cards that remain (called the "stock") are placed face downwards between the players.
There are no trumps in this game.
Discarding and Taking in.
Before anything else is done, each player has a right to reject some of his cards, and take others in their place.
The elder hand begins. He has the privilege of discarding from his hand any number of cards not exceeding five (he must discard at least one), and taking a corresponding number from the top of the stock. If he does not take all his five, he may look at those he leaves, concealing them, however, from the other player.
The dealer may then discard and replace in like manner, taking the cards from the stock in the order in which he finds them. He is bound to discard one, and he may, if he pleases, take all that remain, or any number of them. He may look at any cards of his own portion of the stock he leaves behind; but if he does, the elder hand may demand to see them too, after playing his first card, or naming the suit he intends to play.
Calling.
The hands being thus made up, the elder hand proceeds to declare or "call" the scoring
combinations he may hold, in the following manner. There are three things in the hand that may be scored, namely (1) the point; (2) the sequence; (3) the quatorze or trio.
(1) The point is scored by the party who has the most cards of one suit. The elder hand states how many he has. If the dealer has not so many, he says "Good," and the elder hand scores one for each card; if the dealer has more, he says "Not good," and the elder hand, scoring nothing, passes on to the next item. If the dealer happens to have the same number, he says "Equal," and then the elder hand must count and declare the number of the pips—the ace counting eleven, the court cards ten each, and the others what they are. The highest number of pips makes the cards "good," and invalidates those of the other party. If the number of pips are equal, neither scores.
(2) The second item is scored by the party who has the best sequence, that is, the greatest number of consecutive cards, not less than three, of the same suit, or, if an equal number, those of the highest rank. Thus, ten, nine, eight, seven are better than ace, king, queen; but ace, king, queen are better than king, queen, knave; and so on. A sequence of three cards, no matter what, counts three; of four cards, four; beyond this ten are added, so that a sequence of five cards counts fifteen; of six cards, sixteen; and so on. The elder hand declares his best sequence. If the dealer has a better, he says "Not good"; if only inferior ones, he says "Good." In the latter case the holder scores not only for the best sequence, but for every other he holds in his hand; all the opposite party may hold being
invalidated. If the best sequences are equal, neither scores.
(3) The third item is called the quatorze, from the fact that four aces, four kings, four queens, four knaves, or four tens in one hand, if "good," score fourteen. Three of either kind (called a trio) score three. In deciding which party is to score, the higher cards are better than the lower, but any four like cards take precedence of the best three. Thus four tens are better than three aces; but three aces are better than three kings, and so on. The elder hand names his best quatorze or trio, to which the dealer says "Good" or "Not good," as the case may be; and, as with the sequence, the one who has the best scores all others he may hold, while those of the opponent are all destroyed.
The point and sequence, when scored by either party, must be shown to the other, if asked for.
The Play.
The items in the elder hand thus being counted, the holder lays down one card, thus beginning the "play." The dealer plays to this; but, immediately before doing so, he calls and counts all he has to score in his hand.
The play, the object of which is to gain tricks, follows the ordinary Whist rule; the second player being obliged to follow suit, if he can, and the best card winning. If he cannot follow suit, he loses the trick, throwing away any card he pleases.
The scoring of the play is peculiar. The first player to every trick counts one for the card he so plays; but if the second player wins the trick, he
also counts one. The player who takes the last trick counts an extra one for it.
If either player wins more than six tricks, he scores ten "for the cards," as it is called. If the two players win six tricks each, there is no score "for the cards" on either side.
Example.
What has been above described constitutes the simple or ordinary game. There are some additional scores for extraordinary cases; but before we mention them it will be well to illustrate the foregoing directions by an example of an imaginary hand, which will show that although the description may appear complicated, the practice is very easy.
A and B play at Piquet, B being the dealer, and A the elder hand. B deals out the following cards:
To A.
Spades—nine, seven.
Hearts—ace, nine, eight.
Clubs—knave, ten, seven.
Diamonds—knave, ten, nine, eight.
To B.
Spades—queen, ten, eight.
Hearts—queen, knave, seven.
Clubs—ace, king, queen, eight.
Diamonds—king, queen.
After the deal the stock contains cards in the following order:
Ace of diamonds (top card).
Nine of clubs.
Seven of diamonds.
Ace of spades.
King of hearts.
———
King of spades.
Ten of hearts.
Knave of spades (bottom card).
A has a poor hand, and must take all his five cards, in the hope of improving it. He must keep his diamond suit entire; so he discards the nine and seven of spades, the nine and eight of hearts, and the seven of clubs, taking in the five upper cards from the stock.
B's is already a good hand with the quatorze of queens—which he knows must be "good"—a fair chance for the point, and other favourable cards for trick-making. But he discards the ten and eight of spades and the seven of hearts with the hope of improvement, taking in the three remaining cards of the stock.
The two hands are then as follows: A (elder hand) has ace of spades, ace and king of hearts, knave, ten, nine of clubs, and ace, knave, ten, nine, eight, seven of diamonds. B (dealer) has king, queen, knave of spades; queen, knave, ten of hearts; ace, king, queen, eight of clubs, and king and queen of diamonds.
The following conversation may be supposed to take place:
A: My point is 6.
B: Good.
A (shows his diamonds, or says,—in diamonds; and then adds): My best sequence in the quint to the knave of diamonds.
B: Good.
A: I have also a tierce to another knave (shows knave, ten, nine of clubs, or says,—in clubs).
A: And I have three aces.
B: Not good.
A: Then I score 6 for the point, 15 for the quint sequence, and 3 for the tierce, making 24.
He then plays ace of diamonds, and says: 25.
B: I score 14 for four queens, and 3 for three kings—total 17.
B (plays queen of diamonds, and repeats): 17.
A (plays seven of diamonds): 26.
B (taking it with king): 18.
B (leads ace of clubs): 19.
A (follows with knave): 26.
B (plays king of clubs): 20.
A (ten of clubs): 26.
B (queen of clubs): 21.
A (nine of clubs): 26.
B (eight of clubs): 22.
A (throws away king of hearts): 26.
B (leads king of spades): 23.
A (takes it with ace): 27.
A (now leads knave of diamonds): 28.
B (anything): 23.
A (ten of diamonds): 29.
B (anything): 23.
A (nine of diamonds): 30.
B (anything): 23.
A (eight of diamonds): 31.
B (anything): 23.
A (ace of hearts): 32.
B (his last card): 23.
A: Then I score 1 for the last trick—33, and 10 for the cards;[[32]] that makes me in all 43.
B: And I score 23.
A note is made of these numbers, and the next deal is proceeded with. We shall hereafter explain how the final score is made up from the results obtained in the successive hands; but before doing this it will be well to complete the description of the scoring elements.
Piquet is remarkable for containing certain extraordinary chances, some of them of great scoring value. These are four in number, namely, the Carte Blanche, the Repique, the Pique, and the Capot.
Carte Blanche.
If the hand originally dealt to either player contains neither a king, a queen, nor a knave (no picture card, in fact, whence the name), it entitles the holder to score ten.
As soon as the player is aware that he has this, he is bound to inform his adversary; and after the adversary has discarded, he is bound to show his carte blanche by counting the cards, one by one, on the table.
The score for a carte blanche takes precedence of all other scores.
Repique.
When either player can score thirty or more by the contents of his hand alone, before his adversary can score anything, he gets what is called a repique, which enables him to add sixty to his score.
Thus, if the elder hand finds himself with, say—
| A good point of five | 5 |
| A good quint sequence | 15 |
| A good quatorze | 14 |
| 34 |
such a combination will enable him (if the dealer does not hold carte blanche) to score ninety-four.
Pique.
When the elder hand counts something less than thirty in hand, but can make it up to thirty by play before his adversary counts one, he adds thirty on this account to his score. This is a pique. It is obvious that a pique can never be gained by the dealer, as his adversary always counts one for the first card he plays.
Capot.
If either of the players gain all the tricks, he scores forty for them, instead of ten for the majority. This is called a capot.
Pique, repique, and capot are not unfrequent; but the occurrence of carte blanche is exceedingly rare, occurring only about once in nine hundred deals.
As an example of how these extraordinary chances tell, suppose that the elder hand, after discarding, should find himself with four major tierces in his hand, the dealer having only three cards of each suit, including at least one knave, so as to prevent a carte blanche; the elder hand would then score as follows:
| In the hand— | |
| Point | 3 |
| Four tierce sequences | 12 |
| Three quatorzes | 42 |
| 57 | |
| Add for the repique | 60 |
| In play— | |
| Twelve cards, all winning | 12 |
| For the last card | 1 |
| For the capot | 40 |
| Total score for one hand | 170 |
When it is considered that in some hands the score may be nothing, and that it may vary in all degrees between these, the variety obtainable will be strikingly evident.
The Final Score.
It is necessary now to explain what is done with the scores made in the successive hands, and how the final adjustment is effected.
According to the original mode of playing, the game consisted of 100 points; indeed, in early times the name Cent (corrupted into Sant or Saunt) appears to have been applied to it. Hoyle adhered to this, but at some later period the 100 was altered to 101. This was also the ordinary way of playing the game in France, and has been generally adhered to in England until the last few years. According to this, the score of each hand is registered, either by writing it down, or by some kind of marking contrivance, and the whole added up until the 100 limit is reached by one of the parties. The game may extend over several hands, or it may, by the aid of the extraordinary scores, be completed in one.
It will, however, often happen that both parties may arrive simultaneously near the 100 score, and it then becomes necessary to register carefully and in proper order the scores made at the different stages of the hand by the two parties respectively. The laws prescribe that the scores, whether obtained by the elder hand or by the dealer, shall be reckoned in the following order of precedence—viz.:
1. Carte blanche.
2. Point.
3. Sequences.
4. Quatorzes and trios.
5. Points made in play.
6. The cards.
Applying, therefore, the scores made by either player under each of these heads, in the order named, the one who first reaches 100 will have won the game.
This simple game of 100 may suffice for domestic amusement; but a few years ago an alteration was made in the practice of the clubs, by the introduction of what is called the Rubicon Game, which is as follows:
There is no definite number of points constituting a game, but the players play six deals, forming what is called a "partie." The scores made by each player in each deal are registered on a card, and at the end of the partie they are added together. The partie is won by the player who has made the highest aggregate score. The winner then deducts his adversary's score from his own, and 100 is added to the difference, which makes the number of points won.
Thus, suppose A has scored in the six deals 120
points, and B 102, A wins 120 - 102 + 100 = 118 points, for which he has to be paid.
But there is another condition, namely, the establishment of 100 as a "Rubicon." The law says that, if the loser fail to reach this amount, the winner reverses the rule, and instead of deducting the loser's score adds it to his own.
Thus, if A has scored 120, and B only 98, A wins 120 + 98 + 100 = 318, although the loser is only four short of his former score.
This mode of scoring has now superseded, at the clubs, the original 100 game. It certainly adds a new feature to the play; for if a player finds, towards the end of the partie, that he is not likely to reach the Rubicon, it is his interest to score as few points as possible, instead of trying to win.
Application of Skill.
The skill required in Piquet applies to the rejection of cards from the original hand, and to the subsequent play, both of which offer excellent scope for intelligence and judgment. It would be impossible, in the short space at our disposal, to enter into all the complicated considerations which influence this matter. These, therefore, must be studied in larger works on the game.[[33]] The essay by Hoyle, printed in the modern editions of his "Games," contains much useful instruction, though not very clearly conveyed. The following are some hints taken from it:
In discarding, it is a great object to retain such cards as will be likely to favour your winning "the
cards," i.e. making the majority of tricks, which will generally make a difference of twenty-two or twenty-three points to the score. Do not, therefore, throw out good trick-making cards for the hope of getting high counting sequences or quatorzes, the odds for which are considerably against you.
The next attention should be to your "point," which will induce you to keep in that suit of which you have the most cards, or that which is your strongest. Gaining the point generally makes ten difference in the score. Good authorities attach even more importance to the point than to the cards, because it scores earlier, and may save a pique or a repique.
Of course, you would retain a good sequence—good, that is, either in respect to length or to rank of cards. A sequence of four is especially valuable, because, if you happen to take in one card in addition to it, it may add ten to your score. And even a sequence of three is not to be despised, as that also invites useful increase from the take-in.
Of course, also, you would keep any quatorze if you have it, even if low, as it would destroy three aces in the adversary's hand.
A trio should also be kept, if it can be done without detriment to the cards or the point, as there is always a possibility of converting it into a quatorze. (If you take in five cards, it is only three to one against your doing so, i.e. you would probably succeed once in four times.)
But Hoyle gives a case to show caution in this respect. Suppose you have ace, king, queen, and seven of hearts, and two other queens, and that it was a question whether you should discard one of your queens or the seven of hearts. If you discard
the latter, it is three to one against your getting the queen quatorze; but if you discard the queen, it is five to two that you will take in another heart, which would probably give you not only the point, but also five certain tricks towards the "cards."
Suppose you, being elder hand, receive queen, ten, nine, eight, and seven of clubs, knave, ten of diamonds; king, queen and knave of hearts; ace and nine of spades, the natural impulse would be to retain the clubs intact for the point and sequence, and discard from the other suits. But Hoyle recommends you to discard all the clubs. It is true that if you took in the knave of clubs it would be a good thing, but it is three to one against it, whereas, if you keep the other suits intact, you will take in something that will give you a better chance of scoring than you could have made by the other course.
It may assist your discard to consider, by inference from your own hand, what the adversary can or cannot possibly hold. For example, if you are very short of a suit, he may have a long point or sequence in it. If you have any honour or ten, he cannot hold a quatorze of that rank, but if you are short of one, he may do so; also your holding a knave or ten, or some other combinations, will prevent him from holding a quint in that suit, and so on.
Beware how you unguard kings and queens. If, being elder hand, you reject a guard to a king, it is probable that in taking five cards you may replace it; but when you are younger hand, it is highly desirable to retain the guard, and for this purpose it is considered further advisable to keep a small card of a bad suit, that it may serve as a guard for a king if you should take one in.
In some positions you must regulate your discard according to the score. Thus, if you only want a few points, it would be foolish to lay out with a view to any large object; you would devote all your attention to what counts first, namely, the point and sequences; success in which might carry you out before your opponent could get in. On the other hand, if your adversary is much in advance of you, you can probably only retrieve your fortune by a large score, and you would discard with this view. To consider the "cards," unless with a view to a capot, would be useless.
It is considered desirable for you, if elder hand, to take all five of your cards, unless you have a chance of a great score, and there can be no repique against you. The consideration is not only whether the cards will benefit you, but also whether, if you leave them, they may not much more benefit your adversary.
If the younger hand should have dealt to him a hand which will enable him to make six tricks, Hoyle advises that he should not make such a discard as will incur the risk of losing the "cards," unless he should be very backward, and have a scheme for a great game.
In regard to the play of the hand, it is difficult to lay down rules, but an acquaintance with Whist play will be a very useful general guide to the student, showing him how to establish and bring in his suits, how to get tenaces led up to, how to preserve guard to second-best cards, and so on.
The most essential thing is to secure the seventh trick, which scores the "cards"; though, of course, every trick made is of importance to your score, the last counting two.
But the most important point in play is to discover and to take due advantage of the contents of the adversary's hand. The compulsory calling and showing of the various scoring elements give certain positive indications; but many others may be obtained by a skilful player, by inference from his own hand, and from the cards he may see of the stock, and these indications may often be used to considerable advantage.
For this reason, there is an antagonistic exercise of skill in concealing the contents of your hand from your adversary, in order to prevent his drawing correct inferences. For example, a clever player will sometimes refrain from claiming scoring-elements which he may hold, when he thinks that by concealing them he may gain greater advantage in the play. This is called "sinking."
With a bad hand great care is often necessary, by guarding second-best cards, or otherwise, to gain a single trick and so save the capot, which makes such a large score.
A more powerful aid to skill, both in discarding and playing, is to be found in the study of the laws of probabilities, which are peculiarly applicable at Piquet. Lengthy and elaborate statements of the chances will be found in "Cavendish" and in the earlier editions of "Hoyle"; and are well worth the attention of those who care to study the game fully.[[34]]
POKER.
There are several varieties of Poker, distinguished by the names of "Straight," "Draw," "Stud," and "Whiskey" Poker respectively. These, again, are played in different ways, varying with the locality, scarcely any two States of America, the home of the game, being fully agreed as to its correct form. So fully is this divergence recognised, that even in America a company, sitting down to play Poker together for the first time, usually begin by discussing how the game shall be played in respect of the various points of difference. We shall endeavour to give a clear idea of what (if any) may be called the standard games, with a few of the more important variations.
The most popular variety is Draw Poker, though the full name is rarely used, the single word "Poker" being usually understood to indicate the "Draw" game.
Draw Poker is played with the full pack of fifty-two cards. There is no set limit to the number of players, but five make the best game and six should be the maximum. As each player holds five cards at the outset, and has the right, if he so pleases, to
"draw" five more, it is obvious that if even six players exercised their right to the full extent, the pack would not suffice to supply their demands. As they never do fully exercise it, with six players there is a sufficient margin; but with seven the margin is inconveniently small.
The stakes are represented by counters, known in America as "chips." We will suppose that these are equivalent to pence. A certain amount, say twelve counters, is fixed upon as the limit of the stake. As will be seen hereafter, such limit is rather imaginary than real, applying merely to the successive stages by which the ultimate total is reached, the latter being (unless, by agreement, a limit is placed on this also) an unknown quantity.
The dealer having been selected, and the pack shuffled and cut, he proceeds to deal round, one at a time, five cards to each player. First, however, the elder hand, at this game known as the "Age," before seeing his cards, starts the pool with a preliminary stake known as the "ante."[[35]] This must not exceed one-half the limit. Thus, in the case supposed of the limit being twelve counters, the Age has the option of putting up any number from one to six, as he pleases. This stake, from the fact that it is made without seeing the cards, is known as a "blind."
We will suppose that five players are taking part, whom we may distinguish as A, B, C, D and E; that they are seated in the order indicated in the diagram, and that A is the dealer. The deal passes from A to B, and so on. B is in such case the Age,
and has put up, by way of ante a single counter.[[36]] Each player looks at his cards, whose value depends upon his possession of certain combinations, ranking in proportion to the rarity of their occurrence. C is the first to declare. If his cards are so bad that he has no hope of winning, he may "pass," i.e. go out of the game altogether for that hand. In such case, he throws his cards, face downwards, in front of the Age, who will in due course be the next dealer. If, on the other hand, C thinks his cards worth playing on, he "goes in," i.e. he puts in the pool double the amount staked by the Age. D, E and A in rotation do the same, either "passing" and throwing up their cards, or "going in" and placing in the pool a like amount to that just contributed by C. When the turn of B (the Age) is reached, he has to make a similar decision, and, if he decide to go in, must put in the pool a like amount to that
which he first staked, thereby placing himself on an equal footing with the other players.[[37]]
There is, however, another possible contingency. B has put up, by way of ante, the minimum, one counter only. If either of the players holds a hand which seems a probable winner, he may desire to put a heavier stake on it. In such case, he must first make good the ante (i.e. hand in two counters), and may then "go better," or offer a higher stake to the extent of the limit. C, we will suppose, has simply made good the ante. D not only does the same, but goes four better. He thus contributes in all, six counters to the pool, and any subsequent player who desires to "go in," must also hand in six counters. Having done so, such subsequent player has the option of again going better on his own account. We will suppose that E makes good D's "raise," and goes three better, making in all nine counters. A, we will assume, has but a poor hand, and sees small chance of winning. Such being the case, he passes out, and throws up his cards, still, however, retaining his functions as dealer. It is now the turn of B, the Age, who has to consider whether, under these conditions, it is worth his while to go in. Should he elect to do so, he must hand in eight counters, i.e. nine, less the single counter which he staked by way of ante. If C still elects to go in, he must pay seven counters, in addition to the two he has already paid. D, in like manner, three counters.
Having reached this stage, the standing players
proceed to draw to "fill their hands," i.e. discard their least valuable cards (throwing them face downwards on the table), and receive a like number from the dealer.
At this point, it may be convenient to state wherein the strength of a poker hand lies, and what, therefore, is the object of the players. A poker hand is valuable in so far as it contains certain cards, or combinations of cards, ranking as under. We begin with the highest.
1. A Straight Flush, i.e. a sequence of five cards, all of the same suit.
N.B.—As between two sequences, that beginning with the highest card has the preference. The ace may be treated at pleasure either as the highest card or the lowest, and will, therefore, form a sequence either with king, queen, &c., or with two, three, &c. Ace, king, queen, knave, ten is the highest possible sequence. Ace, two, three, four, five, the lowest.
2. Fours, i.e. four cards of the same denomination, with one indifferent card, the higher four having priority.
[Aces in this case count as highest, so that a four of aces is the best possible.]
3. A Full, i.e. three cards of the same denomination, and a pair.
[As between two fulls, the comparative value of the three cards in each case decides priority.]
4. A Flush, i.e. five cards of the same suit.
5. A Straight, i.e. five cards in sequence, but not of the same suit.
6. Threes, i.e. three cards of like denomination, with two indifferent cards.
7. Two Pairs, with an indifferent card.
8. A Pair, with three indifferent cards.
9. Highest Card. Where no hand has either of the above combinations, that containing the highest card is the winner.
[As between pairs or sequences in opposing hands, the highest wins. Where each holds two pairs, the two best are compared, and the highest wins. In the event of equality of pairs, the hand containing the highest indifferent card wins. In the event of absolute equality between the two best hands, the pool is divided.]
A study of the foregoing table will make clear the objects aimed at by each player, and the principles which regulate his discard. It may be taken for granted that a player, having received a scoring combination, however small, will certainly hold it. Thus with a pair and three indifferent cards, the player would certainly retain the pair and exchange the rest, in the hope of converting his pair into threes, or something better. With threes, he would, as a rule, exchange the two indifferent cards, in the hope of receiving a pair, and so transforming his "threes" into a "full." With two pairs, he would exchange the odd card, in the hope of receiving another of like denomination with one or other of his pairs, which again would give him a "full."
It may occasionally happen that a player receives in the first instance a hand so good that he is not likely to gain anything by drawing, and prefers,
therefore, to stand on the cards given him. Such a hand is known as a "pat" hand. The most obvious example of a hand which cannot gain by drawing is that of fours. This, as we have seen, is the second highest hand that can be held; indeed, a straight flush is of so rare occurrence, and the holding of two fours by different players so unlikely a contingency that a hand of "fours" is practically a safe winner. The odd card is in such case worthless, but nothing for which it could be exchanged would add to the value of the hand.
There is, however, another consideration to be taken into account in determining whether to draw or not. This we shall deal with hereafter. For the moment we will revert to our imaginary game. A has passed out; B, C, D and E have respectively raised or made good the raise (to the extent, including the ante, of nine counters each). We will now examine their cards. B's hand consists of ace of hearts, queen and three of diamonds, queen of clubs, and five of spades. He has thus a pair of queens, but the remaining cards are at present worthless. C has ace of clubs, three and four of spades, nine of hearts and two of diamonds, four out of the five cards being in sequence. D has ten and eight of hearts, ten of spades, knave of clubs, and eight of diamonds; a fairly good hand, for it contains two pairs. E has five cards without any scoring combination, say eight and three of clubs, king and four of hearts, and knave of spades.
B has the first claim to draw. He might very well discard all three of his non-scoring cards, but such a proceeding would be tantamount to an acknowledgement that he only had as yet a pair
and one of the main points at Poker is to keep the adversaries in the dark as to the strength of the player's hand. He has nearly as good a chance of making a three, or two pairs, by exchanging two cards only, and accordingly does so, retaining the pair and the ace of hearts. We will suppose that he draws the queen of hearts and nine of diamonds. He has now threes of queens. C exchanges the nine of hearts, in the hope of completing his sequence, but draws, say, the knave of diamonds, which makes him no better. D, having already two pairs, discards the odd card on the chance of drawing another eight or ten, either of which would make him a "full," but actually draws, say, the five of diamonds, which is useless. E's hand is absolutely worthless as it stands. He might exchange all five cards, in the hope of drawing better, but to do so would be to confess his weakness, and at Poker it is not always the best hand that wins. He exchanges one card only, leaving it to be inferred that he has either two pairs, threes, fours, or a flush or sequence lacking one card. He discards the three of clubs, and receives, say, the ace of spades, leaving his hand still worthless.
The betting is now resumed. In regular order it would be for B (the Age) to start it, but he has the privilege, if he so pleases, of "holding the age," i.e. reserving his stake till the other players have had their say.[[38]] C, therefore, is the first to declare. His cards are worthless, and he decides to pass out.
D has but a moderate hand, for two pairs may easily be beaten. On the other hand, they frequently win, and it would be foolish to show the white feather until he knows a little more about the hands of his adversaries. He goes five counters. E, as we have seen, has nothing. He has two alternatives, either to go out and sacrifice what he has already staked, or to endeavour to drive others out by a false pretence of strength. Deciding for the latter alternative, he not only makes good D's stake, but goes ten better, as though he held a capital hand. A has already passed out; and it is, therefore, B's turn. He has "threes," a much more than average hand, and far too good to be driven out of the field without a struggle. Under such circumstances two alternatives are open to him. He may simply make good the last raise, and say, "I'll see you" (in which case all turn up their cards, and, having the better hand, B wins the pool), or he may be inclined to speculate a little further. He makes good the raise, and goes five better. C, it will be remembered, has already passed out; and D, inferring from the persistence of E and B that they hold pretty strong hands, thinks discretion the better part of valour, and goes out also. The battle is now solely between B and E. B has a good hand, and E has nothing; but if he is a bold player, he may still win. B's last raise, which was to only half the limit, tends to indicate that he has not a very strong hand, and perhaps a little "bluffing" (as the betting upon a worthless hand is called) may frighten him out of the field. Accordingly, E not only makes good B's raise, but again goes the maximum (ten) better. Unless E has the reputation (a very undesirable one)
of a habitual bluffer, B will probably begin to feel alarmed. E's repeated raises, coupled with the fact that he only drew one card—a sign of a pretty strong hand—suggest that he holds probably fours, if not a "full," "sequence," or "flush," either of which would put B out of the running. He is again confronted with the same alternatives—viz. to make good E's raise and see him (in which case B would win); to go better, which seems hazardous; or to pass out, thereby avoiding the necessity of making good the last raise. If he is a timid player, he may possibly (either at this stage or later) adopt the latter course, in which case E takes the pool without showing his cards, thereby concealing the fact that they were worthless. This privilege is very important, for "bluffing" is an essential part of the game of Poker, and to bluff with success depends mainly on the adversaries' ignorance of the habitual tendencies of the player in this particular. If a player is known to be in the habit of bluffing, he does so at a great disadvantage. The man who can bluff most successfully is the steady-going player with whom high stakes are the usual indication of good cards. When such a one begins to "plunge," the other players are apt to place themselves in the position of the coon sighted by the crack marksman in the American story, "Don't fire; I'll come down." Obviously, to expose the cards on which a player has been steadily raising all competitors, and reveal the fact that, instead of the expected "full," or "flush," there is not even a solitary "pair" among them, would tend heavily to discount the effectiveness of the same player's bluffing in a subsequent round. Hence the
rule of not showing the cards in such a case, which is always adhered to.
The probabilities of receiving by the deal one or other of the Poker combinations are thus stated by "Cavendish:"
| Odds against | a straight flush | 649,999 to 01 |
| " | fours | 4,164 to 01 |
| " | a full | 693 to 01 |
| " | a flush | 507 to 01 |
| " | a straight | 254 to 01 |
| " | triplets | 45 to 01 |
| " | two pairs | 20 to 01 |
| " | one pair | 13 to 10 |
It is obvious that the privilege of filling the hands tends greatly to diminish these odds against any given hand (say by one-half, as the player may if he pleases have ten instead of five chances), but the relative frequency of the hands will remain pretty much the same. Bearing in mind the considerations above suggested, it is obvious that the ultimate chances are in favour of holding a pair, and as each player has the same chance, a pair, and particularly a low pair, is but a poor hand. From this to two pairs is a long step, and a player who invariably held triplets would, in the long run, be a heavy winner. A fortiori, any hand above this limit stands to win, and should be backed accordingly.
The smaller the number of players, the more freely may a fair hand be backed, as there is the less probability of its being surpassed by other players.
In drawing to a pair, if one of the indifferent cards should be an ace or court card, this card should be retained, and only the other two exchanged.
Holding "threes," the player may please himself whether to draw two cards or one only, but the
latter is preferable, as giving less information to the enemy.
With "fours," the odd card should always be exchanged, for the same reason. The hand cannot be improved by the exchange, but the adversaries are left in uncertainty as to its value.
Holding four of the needful cards to make a flush or straight, the player should go in, and exchange one card, in the hope of completing the desired combination. With less than five cards, the attempt has but little chance of success.
The Straddle.
In Poker as originally played, there was no "raise" prior to the filling of the hands. Each player who went in simply put up the double ante, and all further staking was suspended until the hands had been filled. But such a comparatively slow procedure did not suit the more go-ahead players, and the "straddle" was invented to accommodate them. This queer term is another name for "doubling." The privilege of starting a straddle was confined to the player to the left of the Age. Assuming that the Age had put up one counter by way of ante, the next player, instead of putting up two, would put up four, saying, "I straddle you." The next player may in like manner "straddle the straddler," putting up eight counters, and so on, up to the "limit," which must not be overpassed. Should any player, however, omit to exercise the right in his turn, it is thereby extinguished, and cannot be exercised by any subsequent player.
Where it is permitted to players to raise on the
ante before filling the hand, the straddle ceases to have any importance, and is not usually recognised.
Jack-Pots.
This is one of the latest innovations in the game of Draw Poker, and in New York is accepted as an integral part of the game. It was invented to meet the not unfrequent case of the whole table declining to "go in," in which case the Age simply repocketed his ante, and the deal passed, nobody being either the better or the worse. In such a case, instead of the Age withdrawing the ante, each of the other players puts up a like amount (single, not double). The cards are then dealt by the next player. There is in this case no Age, but any player who chances to hold a pair of jacks, or anything better (according to the scale already given), puts down any stake he pleases; thereby "opening the jack-pot," as it is called. The player to his left must either make good the stake or go out, and so on round the table in the usual way, any player having the privilege of raising, in which case the raise must be made good by the other standing players. And so the round proceeds, till some one brings it to an end by "calling," i.e. declaring that he will "see" his predecessors, when the best hand wins. Should no one "go in" save the original opener of the jack-pot, he takes the pool; but in this case he is bound to show, to preclude fraud, that his cards really did include a pair of jacks, or some higher combination.
It may, however, happen that the second round passes without any player holding the needful cards
to open the jack-pot.[[39]] In such case each player puts another chip in the pool, and there is a fresh deal by another player. This is repeated until the jack-pot is actually opened.
Table Stakes.
These are now made the rule by many players, and the practice is a wholesome one. The term signifies that each player puts on the table before him (either in cash, or in counters for which cash has been paid), the whole amount he intends risking, and cannot be "raised" to any greater amount. If a player has no money on the table, he must either make good the deficiency before taking up his cards, or retire from the game.
For the reasons previously stated, there is no universally accepted code of Laws for Poker. For a code which is believed to represent the most usual practice in the cases for which it provides, the reader may be referred to The Book of Card and Table Games. Another set of laws will be found in Round Games, by "Cavendish" (De La Rue & Co.).
We now proceed to discuss the alternative versions of the game. First in order comes—
Straight Poker.
This game, sometimes known as "Bluff," differs from "Draw" Poker in several particulars—viz.:
1. There is no filling of hands, each player retaining the cards first dealt to him.
2. Each person puts up an agreed amount by way of ante. As a matter of convenience, it is frequently arranged that each player in turn puts in for all. To avoid dispute as to whose turn it may be a pocket-knife, known as the "buck," is passed round, resting with the player whose turn it is to "chip" for the remainder. Having done his duty, he passes the buck to his neighbour on the left, who chips for the next deal, and passes the buck to his next neighbour, and so on in rotation.
3. The elder hand, or "Age," has no privilege.
4. The deal passes, not in rotation, but to the player who takes the pool.
5. Any player may "pass," and come in again, unless some other player has raised in the meantime, in which case he is excluded.
6. If all pass, or if there is a misdeal, there is a fresh contribution to the pool, and the elder hand deals. The pool is then known as a "double header."
In all other respects (as to raising, seeing, &c.), the game is played precisely as Draw Poker.
Stud Poker.
This is a special form of Straight Poker. Its essential difference is that one card only of each
hand is dealt face downwards, the remaining four being dealt face upwards. Of course, the value of the hand depends in great degree on the nature of the concealed card. The players, beginning with the elder hand, make their stakes, raise, &c., as at the ordinary game, till either all but one have passed out, or some player decides to "see" his adversaries. The concealed cards are then turned up, and the strongest hand takes the pool.
Whiskey Poker.
This is a family version of Poker. Each player puts in the pool an agreed amount by way of ante. Five cards are then dealt to each player, with an extra hand, known as "the widow." The elder hand may either play his own hand, pass, or take the widow. If he adopts either of the former alternatives, the next player has a similar option, and so on till some one elects to "take the widow." He takes the spare hand, and lays his own on the table face upwards. The next in order is entitled to take in either of the exposed cards, discarding in its place one of his own, which is added to the remaining four on the table. The next player has a like choice, and so on round and round, till some player is content with his hand, which he signifies by a knock on the table. Each of the other players may still make one more exchange, after which the cards are exposed, and the best hand takes the pool.
Should any player knock before the widow is taken, the five cards are turned up, and each player (other than the one who knocked) has one draw from them. Should the round of the table have
been made without any one taking the widow, the five cards are turned up, and the players draw from them in rotation until some one expresses himself content.
There is in this case no "raising" or betting on the hands, the stakes consisting solely of the amount originally placed in the pool.
Mistigris.
This is a variation which may be introduced into any version of Poker. Mistigris is the "blank" card usually sold with a pack to show its pattern. This is shuffled with the rest, and the fortunate player to whom it falls is entitled to "make" it represent any suit and value he pleases. Thus if he has three sevens and mistigris, mistigris will represent the missing seven, and make him "fours." In conjunction with two pairs, it makes the hand a "full." If the player has four hearts and mistigris, he can claim a flush; and should his four hearts be in sequence, he is considered to hold a straight flush, the mystic mistigris representing the particular card required to complete it.
The Tiger.
The Tiger consists of the lowest "straight" that can be made, and reckons as one degree better than an ordinary straight. It is a recent innovation, and is wisely ignored by the majority of players.
POPE JOAN.
This was formerly a very favourite round game, but of late years is rarely met with. It is played with a pack of fifty-two cards, from which the eight of diamonds (for a reason which will presently appear) has been removed, and with a special board, consisting of a circular tray revolving round a centre pillar, and divided into eight compartments, as shown in the illustration, respectively marked
Pope (the nine of diamonds), Matrimony, Intrigue, Ace, King, Queen, Knave and Game. "Matrimony" signifies the combination in the same hand of king and queen of the trump suit; "Intrigue" that of knave and queen. Each player is provided with three or four dozen counters bearing an agreed value. There is a preliminary deal round with faced cards, and the player to whom the first knave falls becomes first dealer, and has the privilege of "dressing" the board, i.e. of paying from his own store, and distributing between the various divisions fifteen counters, as under: Six to Pope, two to Matrimony, two to Intrigue, and one each to Ace, King, Queen, Knave and Game.[[40]]
The cards, having been shuffled and cut, are dealt round one by one, but with an extra hand, this last towards the centre of the table, facing the dealer. The last card of the pack is turned up to decide the trump suit. Should the turn-up be Pope (nine of diamonds), or an ace, king, queen or knave, the dealer is entitled to all the counters in the corresponding compartment of the board.
The player to the left of the dealer leads any card he pleases, at the same time naming it. We will suppose that such card is the three of diamonds. The player who chances to hold the four thereupon plays and names it; then the persons holding the five, six and seven play them in like manner. In any other suit it would be possible to continue with the eight, but the eight of diamonds, as we have stated, is removed from the pack. This makes the
seven what is called a "stop," i.e. the run of that particular lead can be continued no further, and the player of the seven is entitled to lead again. But besides the permanent removal of the eight of diamonds, it will be remembered that a certain number of cards were dealt as an extra hand. We will suppose that such cards were the two, five and nine of spades, the six and ten of hearts, the knave of diamonds, and the king of clubs. These being withdrawn from circulation make the cards immediately preceding them (viz., the ace, four and eight of spades, the five and nine of hearts, the ten of diamonds, and the queen of clubs) "stops" also.[[41]] As play proceeds other cards also will become "stops," by reason of the cards next following them having been already played. Thus, in the case supposed, of the three of diamonds being led, the two of diamonds thenceforth becomes a stop, and the holder should note the fact for his subsequent guidance. All kings are necessarily stops, as being the highest cards of their respective suits.
Whenever, in course of play, the ace, king, queen or knave of the trump suit appears, the holder is entitled to the counters in the corresponding compartment of the board. Should knave and queen, or queen and king of trumps fall from the same hand, the holder is entitled to the proceeds of Intrigue or Matrimony, as the case may be. Any one playing "Pope" is entitled to all the counters in the
corresponding division. Unless actually played, the above cards have no value, save that the holding of Pope (unplayed) exempts the possessor from paying for any surplus cards as hereinafter mentioned.
The game proceeds as above described until some one of the players is "out," i.e. has got rid of all his cards. By so doing he becomes entitled to all the counters in the "Game" compartment of the board, and to receive in addition from each of the other players one counter for each card such player may have left in hand, save that the holder of Pope is exempt from payment. If Pope is played, the exemption ceases.
The skill of the player will be shown in his keenness to note, on the one hand, which of the cards are or become "stops," and on the other, what cards cannot be led to, and which, therefore, it is expedient to get rid of as soon as possible. At the outset, the only known cards which cannot be led to are the four aces, Pope (the removal of the eight of diamonds being purposely designed to place the nine in that position), and the card next higher than the turn-up (the next lower being a "stop"). But the list increases as the game goes on. If the nine of hearts is declared to be a stop by reason of the ten being in the surplus hand, it is clear that the knave cannot be led to, and must itself be led in order to get rid of it.
Sequences are valuable, inasmuch as they enable the player to get rid of two, three or more cards simultaneously. Nearly, but not quite, as useful are alternate sequences, as seven, nine, knave. The lowest should, of course, be led. Whether the card proves to be a "stop" or not, the leader can still
continue the sequence, subject to the contingency of some other player going "out" with one of the intermediate cards. A sequence or alternate sequence terminating with king forms a very strong lead. Next to these, and to known stops, the lower of two pretty close cards of the same suit (as three and six, three and seven, or four and eight) should be led; especially if the higher is known or believed to be a "stop." After these the lowest card of the longest suit, especially if an ace.
"Pope," as we have seen, can only be played when the holder has the lead; and it is usually well, therefore, to play it at the first opportunity, first, however, playing out any known stops.
The unclaimed counters in each compartment are left to accumulate. In the case of Matrimony and Intrigue, a whole evening may occasionally pass without the necessary combinations of cards being played from the same hand, and these compartments therefore frequently become very rich. The counters in "Pope," or one or more of the Ace, King, Queen and Knave compartments may in like manner be unclaimed during several rounds. The best method of disposing of any such unclaimed counters at the close of the game is to deal a final round face upwards (without the surplus hand); the holders of Pope, and of the ace, king, queen and knave of the diamond suit (which in this case is regarded as the trump suit) being entitled to the counters in the corresponding compartments. The holder of the queen takes, in addition, half the amount in Matrimony and in Intrigue, the remaining halves going to the holders of the king and knave respectively.
SOLO WHIST.
Solo Whist has features in common with both Whist and Napoleon, and as both these games are described in the present volume, it will only be necessary to briefly state the points of resemblance. Like Whist, it is played with the full pack of fifty-two cards, which range in value from ace, highest, to deuce, lowest; the last or fifty-second card being turned up to fix the trump suit. Tricks are made as at Whist, and form the basis of the score. The affinity to Napoleon is traceable in the various calls that the players make, and in the further fact that every hand is a separate game, upon which stakes are won and lost. Solo Whist, however, possesses special features of its own—viz., that the partnerships or combinations are always changing round after round, and that there is a special call named Misère,[[42]] which is a declaration to lose the whole of the thirteen tricks.
Description of the Game.
The objects of Solo Whist are—to make eight tricks out of the thirteen in conjunction with a partner;
to make five or nine tricks out of your own hand against the other three players in combination; or to play your own hand so as to avoid taking a trick, however strenuously your three adversaries may endeavour to force you to do so.
The cards are dealt round to the four players, three cards at a time, until there are only four remaining. Then these are dealt singly, the last card being turned up as the trump, and being the property of the dealer. The eldest hand, i.e. the player on the dealer's left, has the first call. He can propose, i.e. ask for a partner with the object of making with that partner eight of the thirteen tricks; he can call a solo, which is a declaration to make five of the thirteen tricks without having a partner; he can declare misère, i.e. to lose all the thirteen tricks—in this phase of the game all the four suits are equal, the trump suit being annulled; or he can call abondance, when, making whatever suit he likes trumps, and declaring the suit before the first card is led, he endeavours to make nine tricks out of the thirteen. The call of abondance is, however, superseded by any other player declaring to make abondance in trumps, i.e. with the trump suit as it stands.
Further than this, he may call an open misère, or misère ouverte, thereby undertaking not only to lose all the thirteen tricks, but to expose his own cards on the table as soon as the first trick is played to and turned. Or—the supreme call of all—he may announce his intention of taking the whole thirteen tricks by saying, "Abondance declarée." In this case as in the simple abondance, he names his own trump suit, and in the case of this declaration, and this only, he leads, wherever he may chance to sit, the
original lead to the first trick in all other cases coming from the eldest hand.
There are thus six things the eldest hand may do after he has examined his cards, and in showing what the eldest hand can do we have explained what the various calls are. Recapitulating them in due order of value, they are—proposition and acceptance when two players (wherever they sit), undertake to make eight of the thirteen tricks against the other two in partnership; a solo, where the caller to win must take five tricks at least, the suit originally turned up being trumps; the misère, the abondance, and the two exceptional calls, which have already been sufficiently described. The eldest hand may not, however, have cards that would justify his attempting either of the things specified. In that case he says, "I pass;" and here it may be observed that, in the case of the eldest hand, and to the eldest hand only who has passed, there is extended the privilege of accepting a proposition made by the second, third, or fourth players, such proposition, of course, not having been previously accepted or superseded by a higher call.
The second hand, whose turn it now is to declare, may accept a proposal if one has been made, may propose if the eldest hand has passed, or may make any better call than the eldest hand has made. Of course, an inferior call is nugatory, i.e. a player cannot call a solo if a previous hand has called a misère. The higher call always supersedes the lower one, but a player, having once called, can, if he is over-called, increase his call up to the highest limit—the abondance declarée.
The third hand can accept a proposition if one
has been made and has not been accepted or superseded, can propose if no proposition or higher call has been made, or can make any call superior to those previously declared.
The fourth player—the dealer—may accept a proposition coming from any quarter under the previously announced stipulations; or he may propose, in which case only the eldest hand can accept; or he may make an independent call, provided it is better than any preceding call.
The matter may be thus illustrated: suppose the eldest hand passes, the second proposes, the third and fourth pass, and the eldest hand accepts, then—calling them A, B, C, D, according to their order at table—A, B would be partners against C, D, and would be obliged to make eight of the thirteen tricks. They would occupy their original seats and play in their proper order, B following A to the first trick, and the regular progression from left to right being observed all through the hand. Again we will suppose that A proposed, B passed, C called misère, and the fourth player (D) called an abondance. The calls of A and C would be superseded, unless, indeed, A should call an abondance in trumps, which would supersede the abondance of D in a plain suit; or C should call a misère ouverte, which would supersede the other calls; though D would still have the option, if his hand were strong enough to justify it, of making the supreme call of abondance declarée. We will assume that D's call of abondance was left unchallenged, and in that case he would then, but not before, announce the suit that he made trumps, and A, the player on his left, would lead out for the first trick. A, B, and C playing together
in concert, but not, of course, being allowed to see each other's cards, or in any way to acquaint each other with the cards held, except by the legitimate and proper means afforded by the play of the hand. D's object is now to make nine tricks unaided, and the aim of his opponents is to score more than four tricks between them. Sometimes, indeed, an abondance, like a solo or a proposition, succeeds with two or three tricks to spare. These are called "over tricks," and are paid for according to an agreed-upon scale. On the other hand, any tricks short of the number required by the caller are known as under tricks, and are paid for by the caller in the manner we will shortly describe.
Before passing to other matters, it is necessary to draw attention to some important facts to be impressed upon the memory: (1) that no player, after having "passed," can make an independent call or a proposition; (2) that only the eldest hand can accept a proposition after having once passed; (3) that a superior call always annuls and supersedes a call of inferior value; and (4) that a player having once made a call, may increase it to anything up to the supreme call. It should be understood that a caller, in increasing his declaration, can make any higher call he chooses. Thus, should he propose, or even accept, and be overcalled by a solo, he would be at liberty to at once call an abondance declarée, and "skip" all the declarations of intermediate value.
In the case of all the players passing, the cards are thrown up, and there is a fresh deal by the next player in rotation. It is sometimes arranged, however, rather than throw up a hand that has been
dealt, to play what is called a general misère. This is very simple in its form, but by no means so easy to play as it appears to be. There are no trumps. The tricks are led and followed to in the usual way, and the player who takes the last or thirteenth trick pays an agreed stake, equal as a rule to the stake of a solo, to each of his adversaries. Generally speaking, the big cards are thrown away, but it is often necessary to keep one or more leading cards to force through a suit in which you may be dangerous.
The Stakes.
These are proportioned to the value of the calls; that is to say, they progress from low to high, just as the various calls progress from low to high. It is customary, and distinctly advisable, to play Solo Whist for small regular stakes. One form of the game is known as "six, twelve, and eighteen." This means that propositions and solos are paid for at 6d. each, misères at 1s., and abondances at 1s. 6d. The proposition and acceptance being played and succeeding, the partners receive 6d. each if they make eight tricks, and 1d. each for every trick over eight. If they, however, make a "slam," that is to say, get the whole thirteen tricks, they would receive 1s. 4d., that is, double for the over-tricks—five over-tricks at 2d. each = 10d., and 6d. for the original declaration. Should they fail to make eight tricks, they pay their opponents 6d. each, and 1d. for each under-trick, that is, every trick under eight. It will be seen that they can each win the 6d. exactly, but if they lose they must lose 7d. each, or more. It is
quite understood that, in the case of a proposition and acceptance, each partner only receives or pays once—that is, suppose A and B are playing against C and D, A pays to or receives from C, and B pays to or receives from D. This proposition is the only joint call, all other phases of the game being individual calls, in which one player, the declaring hand, pits himself against the other three. In these cases, therefore, the stakes are paid to or by every one of the three adversaries.
The lowest of the individual calls, the solo, would therefore earn him who made it 1s. 6d., or more—that is, the three sixpences, with over-tricks or not, as the case might be; and in the event of his failing to make five tricks, it would cost him 1s. 9d., or more, that is, three sixpences, with 3d. (or more) for the under-tricks.
The misère costs 1s., neither more nor less, therefore the caller risks losing 3s. in calling misère. If he makes the declaration, he receives 1s. from each of the others; if he fails, he pays 1s. each. There are in this case no over or under-tricks, the misère having to be played right out to win, and being defeated directly the caller has to take a trick.
Next in importance comes the abondance, in which the stake is 1s. 6d., and it is not uncommon here to double the value of the over-tricks, but not of the under-tricks. This must be a matter of arrangement. A player making ten tricks would, with double over-tricks, receive 1s. 8d. from each, and, if he only made eight tricks, would pay 1s. 7d. each. An abondance in trumps is of the same money value as another abondance, though the trump call supersedes the call in plain suits. With
it we reach the limit of ordinary calls; but it should be said that the misère ouverte is double the price of the ordinary misère, and the abondance declarée double the price of the ordinary abondance. There are no under-tricks at the call of an abondance declarée, as the caller is beaten directly he loses a trick.
You can make the stakes whatever you like, only it is well to preserve the proportions just laid down. Thus you can have propositions and solos 1d., misères 2d., and abondances 3d.; or you can make them 1s., 2s., and 3s. respectively, with 3d. each for over-tricks. We need scarcely say that you can substitute sovereigns for shillings, but not to the advantage of the game in general company.
A Digest of the Laws.
Solo Whist is not yet fortunate enough to possess an established code of laws having universal authority. Probably the best and fullest rules for the game are those given in How to Play Solo Whist, by Abraham S. Wilks and Charles F. Pardon (Chatto and Windus). We append, however, an epitome of their more important provisions.
The cards must be shuffled by the player on the dealer's left; the dealer may then shuffle if he likes, and the pack is cut by the player to the right of the dealer.
A fresh deal is necessary if a card is exposed or faced in the pack, or if there is a misdeal. This new deal is by the same player, and there is no penalty.
The trump card must be left exposed on the table until after the first trick is turned and quitted, but the dealer may play it to the first trick if he can legally do so.
When the trump card has been taken up, it must not be named, although—except when a misère is being played—any one may ask, and must be told, what is the trump suit.
There is no penalty if the caller of a solo, misère, or abondance exposes any or all of his cards, the exposure being in this case to his own disadvantage. There are, however, penalties if any one playing against a single caller, or for or against a proposition, exposes any of his cards.
If a card is exposed by one of the adversaries of a misère or misère ouverte, the misère-caller can immediately claim the stakes, and is regarded as having won the declaration, the stakes being paid by the offender for himself and his partners. The misère-caller can enforce the same penalty if a card is led out of turn against him, or if a revoke is made against him, or, indeed, if any one follows suit out of turn.
It should be said that an exposed card is a card that is placed face upwards on the table, or the face of which can be seen by any of the players except him to whom the card belongs. The aggrieved party can demand that the card be played or not be played, i.e. he can say, "Follow suit or play the ——" (naming the exposed card), and this demand can be repeated as long as the exposed card remains unplayed. If the exposed card is a trump, and trumps are not led, the adversary may say, "Follow suit or pass the trick," when the holder of the
exposed card must not trump, but must renounce a card of another suit if he cannot follow.
The offender cannot be prevented from throwing away an exposed card if he has not a card of the led suit, or from leading it when it is his turn to lead, except against a solo or abondance, when he may be repeatedly prohibited from leading it. When the suit exposed is led by some one other than the offender, the adversary may say to him who exposed the card, "Play"—or "Don't—play that card;" or he can make him play either the highest or lowest of his suit to the lead.
A suit cannot be called for exposing a card; the penalty known as calling a suit is exacted when a man leads out of his turn.
If a player does lead out of his turn, the card may be treated as an exposed card by the adversaries if they choose, or they may call a suit from either the man who exposed the card or his partner when next either of them has to lead; and any such demand must be complied with, under penalty of a revoke.
In exacting any of these penalties, the partners against whom the offence has been committed may decide which of them shall exact the penalty, but must not consult, save in the case of a revoke, as to what that penalty shall be.
Where a man follows suit out of turn, i.e. plays before one of his partner who ought to have played before him, that partner can be compelled to play his highest or lowest of the suit, or to trump or not to trump at the adversaries' option.
If all the four men have played to the trick before any irregularity is discovered, there is no
penalty. This, however, does not apply to a revoke.
Now, as to revokes. No revoking player or partnership can win a declaration.
The penalty for every revoke is the loss of three tricks from the score of the revoking side.
A revoke is established when the trick containing it is turned and quitted, i.e. is covered up and turned over, and the hand has left it. The offender or his partner leading, or following the lead, to the succeeding trick, also establishes a revoke.
If, after the three tricks for a revoke are taken from the score of the offending side, he or they still have enough tricks to win the declaration, then he simply loses the declaration—i.e. supposing a solo-caller revokes, and he has made eight or nine tricks, he would, after the penalty was paid, have made enough to win the solo. He then only pays 6d., at the stakes which we have been explaining, to each of his opponents.
If, however, the forfeiture of the tricks brings the offender's number down below the score required by the declaration, then for each trick short the agreed-upon price of an under-trick must also be paid.
The actual offender pays the stakes in all cases of a revoke, except in the instance of a proposer and acceptor, who, being voluntary partners, pay the fine between them.
If a revoke is suspected, those who wish it may, at the close of the hand, examine all the tricks for proof of their assertion; and if the other side do not allow this examination to be properly made, the revoke is established.
It is essential, after a misère is defeated, that the opposing hands be instantly exposed to prove that no revoke has been made.
In case of a revoke on both sides, the deal is void.
In order to prevent revokes as far as possible, the rule should be stringently observed of calling a player's attention to the fact that he renounces upon or trumps a led suit. The general question is, "You have no spade, partner?" or whatever the suit may be to which he has not followed. These remarks do not apply to a misère, because in the case of that declaration an exposed card is as fatal as a revoke itself.
If one man proposes, and another man, not hearing or not noticing, also says, "I propose," the second declaration cannot be amended to an acceptance, but any other player may accept, or the original proposer may amend his call to anything better.
In the same way, a player may call one thing when he intends something else. If he correct himself instantly, it is courteous to let the change be made; but he cannot claim this indulgence.
What we have said about improper calls applies with increased strength to improper remarks or suggestions.
As a general rule, it may be said that any remark made conveying an unfair intimation to partners entitles the other side to throw up the cards and demand a fresh deal.
As at Whist, however, a player may ask for the cards on the table to be "placed" when it is his turn to play, just as he may ask to see the last trick, or to know what suit are trumps. This demand to
see the last trick holds good at all declarations except a misère.
A trick once turned in a misère must not be looked at or referred to; but in the other phases of the game, any player at the table, whether it is his turn to play or not, may ask to see the last trick, and must be shown it, but he can never see more than eight cards, and if there are no cards on the table he can only see the last trick. He can never see two tricks that have been turned.
Should the cards be improperly divided, the declaring hand or hands win the stakes if their own cards are correct, and any person or partnership with the incorrect number of cards must, whatever has happened, lose the stake, unless the error is discovered before the first call is announced.
A Few Maxims.
If you have to commence the game against a misère, it is wise to lead from your shortest and weakest suit, and to lead a medium card if you have one—such as six or seven—and certainly not to commence by leading a deuce, unless, indeed, it is a single card, and even then it is not always advisable.
Against other declarations it is well to commence with your longest suit.
When you and your partner sit side by side, you should never finesse in a lead coming from him if he be sitting on your right, and if your partner and then an adversary have to play after you, you should win the trick with the highest of a sequence; i.e. holding king, queen, put on the
king, otherwise your partner will think the king is against you.
It is much better that your lead should be up to your partner than through him; although, should you be proposing and accepting, the latter contingency should not prevent your leading trumps.
It is a general principle in propositions and acceptances that trumps should be used to draw trumps in order to establish plain suits.
Never force your partner to trump if you are weak in trumps yourself. If, however, a cross ruff looks probable, go on with it, and do not change to the more orthodox game.
Except under extreme circumstances do not lead trumps against a solo call. But if the caller refuses to lead trumps, an adversary should, if possible, put the lead with the player on the caller's right, to give him an opportunity of leading trumps through him.
As a general rule, your discards should be from your weakest and shortest suits. You should not, however, leave a king unguarded, and it is dangerous to leave a queen only singly guarded. With a long plain suit headed by ace, king, queen, it is sometimes advisable to inform your partner of the fact by first discarding the ace. In other cases, your first discard should be from your weakest suit. Subsequent renounces convey no information, as they may be from strength.
While returning your partner's suit is generally a wise thing to do, you should be careful to act as far as possible upon the good old maxim of playing through the strong hand up to the weak one.
It it soon learned by experience that the safest
places in which to call are as first or last player, while a long way the most dangerous place is when you are the second player. Many a second hand that seemed at first sight of almost commanding strength has been cut up by a clever or lucky initial lead.
There are two varieties of the game that must be just mentioned before dismissing the subject. These are Solo Whist for five players, and Solo Whist for three players.
Where the table consists of five, one man stands out every round, the person chosen being he who sits to the dealer's right. The person standing out neither pays nor receives on that round.
Solo Whist for three players is not quite so simple. There is in this no proposal and acceptance, the solo being the lowest call. There are two very good ways of playing, the best being to throw out the twos, threes, and fours from the various suits, and to turn up the fortieth card as trump, but not regarding that card as belonging to any individual. The tricks, of course, consist of three cards each. The other plan is to play with three suits only, leaving the fourth suit out altogether. The former method, however, makes the more scientific game.[[43]]
VINGT-UN.
Vingt-Un derives its name from the fact that each player aims at making, by the cards he holds, "twenty-one." Any number may play. The full pack of fifty-two cards is used. After they have been duly shuffled and cut, the dealer[[44]] distributes one card, face downwards, to each of the other players (whom we will call the punters), and one to himself. The punters look at their cards, and each places on, or beside his card, the coin (or counters representing coin) he proposes to stake. A maximum and minimum stake are usually fixed beforehand, and a prudent player will make a practice of always
staking, according to the nature of his hand, either the maximum or the minimum, never an intermediate amount. The reason of this is obvious. With certain cards,[[45]] say, eight, nine, ten (or a tenth card), or ace, the holder has the chances in his favour, as a tenth card, of which there are sixteen, will give him a good hand. With any other as his first card, the chances are against him, and he should therefore risk as little as possible.
The dealer also looks at his card, and, if he thinks fit, says, "I double you," or simply "Double," the effect of his so doing being that he will receive or pay, as the case may be, double the stakes offered by the punters. In deciding whether to double or not, he has two points to consider, viz. (1) the fact of himself holding an exceptionally good card, and (2) the absence or rarity of high stakes among the punters, indicating that their cards are not such as they feel safe in backing freely. It must, however, be remembered that the dealer has the important advantage of receiving from ties, also from all players who overdraw. These two points make a considerable percentage in his favour. With an ace, tenth card, nine, or eight, he should always double; and the weighty authority of "Cavendish" is in favour of his doubling with a seven, or even a lower card. In these latter cases, however, we think the amounts of the stakes should be taken into consideration, as affording some gauge of the probable strength of the enemy.
All court cards at this game count ten; an "ace," eleven or one, at the option of the holder; all other
cards according to the number of their pips. Differences of suit are not recognized.
The object of the game is, as we have said, to make twenty-one, and this may be made either by the conjunction of an ace and a court or other tenth card, called a "natural," or by three or more cards, say a five, six and ten; ace, five, seven, eight; or ace, seven, three.
The ace is, as will readily be perceived, the most valuable card; not merely from the fact that there are sixteen cards out of the fifty-two that will form a "natural" with it, but from the fact that (counting as eleven or one at pleasure), it gives the holder a double chance of making a winning number.
The stakes having been made, and the dealer having decided whether to "double" or not (in the latter case, silence is a sufficient negative), he deals a second round of cards, still face downwards.
Each player again looks at his cards. If those of the dealer form a "natural," he turns them up, and receives from each player double the amount of his stake, or, if he has "doubled," quadruple.[[46]] (The proportionate increase in the latter case will henceforth be taken for granted.) What cards the other players may hold is, in this case immaterial, save in the event of some one of them holding a second "natural," in which case the two cancel, neither paying nor receiving.
We will now take the case of the dealer finding that his two cards do not constitute a "natural."
If there be any such among the punters, the holder turns up his cards, and receives double the amount of his stake. To all other players, beginning with the elder hand, the dealer is bound to offer cards. This he does by the interrogative, "Do you stand?" or "Card?" The elder hand looks at his cards. If he has sixteen points or more, he will usually decide not to draw, conveying his decision by the word, "Stand," or "Content."[[47]] If he has less than sixteen, which is generally accepted as the average limit, he will probably draw a card, intimating his desire to do so, by replying, "Card," "Please," or "Yes." He may now be in three different positions. The card given him (as where, holding a six and an eight, he has received a ten), may make his total more than twenty-one. In such case he is "over," and at once hands his stake to the dealer, and throws his cards, face downwards, in the middle of the table, where they are collected by the player to the right of the dealer, known as the pone.[[48]]
The dealer then asks the same question of the next player. We will suppose that his hand consists of an ace and a two.
This, according to the value put upon the ace, will represent either three or thirteen. Thirteen is not good enough to stand upon, and the player accordingly draws a card. (This third card, and all following, are dealt face upwards.) He receives, say, a second "two," making him fifteen. Not
caring to stand on this amount, he draws another card, and receives a "seven," making him twenty-two, or twelve. With twenty-two he would be over, and with twelve he is worse off than when he started. Again he says, "Card," and receives, say, a "three," making him still only fifteen. He draws again, and this time receives, we will suppose, a "five," when he of course "stands."
And so the game proceeds, all who overdraw paying and throwing up their cards forthwith. Last comes the turn of the dealer himself. If his cards are eighteen or upwards, he will "stand." At seventeen, he should usually stand. At fifteen, or sixteen, it is an open question, to be decided partly by the number of punters who may be still standing (and who, if numerous, will probably have some low hands amongst them), partly by his knowledge of the idiosyncrasies of his opponents, and partly by the nature of the cards which have been "drawn" by the other players. Should he go "over," he pays all, with the exception of those who, having overdrawn, have already paid up their stakes. If otherwise, he pays or receives as the cards of the punter, or his own, are nearest to the critical "twenty-one." Should the cards of any punter amount to exactly twenty-one, he will receive double the amount of his stake. In like manner, should the dealer's cards make exactly twenty-one points, each of the punters pays double the amount of his stake. In the event of "ties" (twenty-ones included), the punter pays the dealer. It must, however, be remembered that a natural vingt-un always takes precedence over one made by drawing.
Should a punter, on receiving his second card, find that both are alike, e.g. two aces, two kings, or two queens, he may, if he pleases, go on both. In such case, he places the second card parallel to the first, at a few inches' distance, and on it a separate stake, of the same amount as staked on the first card. When it becomes his turn to draw, he says, "I go on both," and the dealer then gives him another card, face downwards, on each. The player then draws as he pleases to complete each hand, but must finish the drawing on one, before beginning on the other. Should the third card dealt be the same as the first two, i.e. a third ace, king, or queen, he can go on all three in like manner. Likewise on a fourth, should the first four be alike. Each hand pays or receives on its own merits, as though belonging to an independent punter.
Where the two first cards are aces, it is a matter of course to go on both. With a pair of tenth cards, it is more prudent to stand. Two nines, or two eights (from the probability of a tenth card being dealt to one or both of them) are favourable cards whereon to go double.
The occurrence of a natural in any hand but the dealer's usually terminates the deal. By way of a sort of grace, however, it does not have this effect in the first round of a deal. Sometimes, by agreement, the deal is made to consist of a given number of rounds; say, till all the pack is exhausted, or till two packs are exhausted, the two being shuffled together. Where the first mentioned rule prevails, the pone collects the cards thrown up at the end of each hand, and shuffles them in readiness for the
use of the dealer, but does not hand them to him till the first supply is exhausted. Should the dealer have gone right through the pack without the occurrence of a natural, he throws the last card, face upwards, on the table, and, receiving the remade cards from the pone, gives them a final shuffle, offers them to be cut, and proceeds as before.
In some circles the deal does not pass in rotation, but the holder of a natural (other than in the first round of a deal) becomes thereby entitled to the next deal. The practice, however, is a bad one, for the deal being an advantage, it is but fair that each should enjoy such advantage in turn.
