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diff --git a/39445-8.txt b/39445-8.txt new file mode 100644 index 0000000..e8f61ed --- /dev/null +++ b/39445-8.txt @@ -0,0 +1,15433 @@ +The Project Gutenberg eBook, Hoyle's Games Modernized, Edited by Louis +Hoffmann + + +This eBook is for the use of anyone anywhere at no cost and with +almost no restrictions whatsoever. You may copy it, give it away or +re-use it under the terms of the Project Gutenberg License included +with this eBook or online at www.gutenberg.org + + + + + +Title: Hoyle's Games Modernized + + +Editor: Louis Hoffmann + +Release Date: April 13, 2012 [eBook #39445] + +Language: English + +Character set encoding: ISO-8859-1 + + +***START OF THE PROJECT GUTENBERG EBOOK HOYLE'S GAMES MODERNIZED*** + + +E-text prepared by Orphaned Projects, Imran Ghory, Keith Edkins, and the +Online Distributed Proofreading Team (http://www.pgdp.net) + + + +Note: Project Gutenberg also has an HTML version of this + file which includes the original illustrations. + See 39445-h.htm or 39445-h.zip: + (http://www.gutenberg.org/files/39445/39445-h/39445-h.htm) + or + (http://www.gutenberg.org/files/39445/39445-h.zip) + + +Transcriber's note: + + A few typographical errors have been corrected: they are + listed at the end of the text. + + The original page numbers are shown in the text as numbers + enclosed by curly brackets (example: {3}) + + + + + +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 + + + + +{v} + +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 {vi} +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. + +{vii} + +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. + + + +{ix} + +CONTENTS + + PAGE + + ALL FOURS + 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 + {x} + + 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 + {xi} + 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 + {xii} + 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 + {xiii} + + 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 + {xiv} + + 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 + {xv} + 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 + {xvi} + 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 + + + +{1} + +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 + +{2} + + 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 {3} 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] + + * * * * * + + +{4} + +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_ {5} _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 {6} 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 {7} 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 {8} 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) {9} 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 {10} 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 {11} +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] + + * * * * * + + +{12} + +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. {13} + +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 + {14} + + 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 {15} 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 {16} 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 {17} 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 +{18} 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 + For the last trick 50 + +The procedure as to playing and drawing is the same as at ordinary Bézique, +save that the tricks are {19} 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 {20} 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 {21} 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 {22} 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. + +{23} + +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. {24} + +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 {25} 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, {26} 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 +{27} 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-- + + Carte Blanche scores 50 + Marriage in trumps " 40 + Marriage in plain suits " 20 + Sequence in trumps " 250 + Sequence in plain suits " 150 + Bézique " 40 + Double Bézique " 500 + Triple Bézique " 1500 + Quadruple Bézique " 4500 + Four Aces " 100 + {28} + Four Kings " 80 + Four Queens " 60 + Four Knaves " 40 + +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 {29} 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. {30} + +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 {31} 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. + + * * * * * + + +{32} + +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 {33} 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. + + * * * * * + + +{34} + +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. + +[Illustration: Cribbage Board.] + +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 {35} 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, {36} 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 {37} 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 {38} 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). {39} + +The following table indicates the method of counting some of the more +important combinations (including the start) of the hand at five-card +Cribbage:-- + + Points. + + Four fives (_Fifteen eight and a double pair-royal_) 20 + + Three fives and a ten (_Fifteen eight and a pair-royal_) 14 + + Two fives, a four, and a six } _Fifteen-four, pair, + Two fours, a five, and a six } and double run of + Two sixes, a four, and a five} three_ 12 + + Three threes and a nine } + Three sixes and a nine } + Three sixes and a three } + Three sevens and an eight} _Fifteen six and a pair-royal_ 12 + Three eights and a seven } + Three nines and a six } + Three sevens and an ace } + + Two eights, a six (or nine), and a seven } _Fifteen four, + Two sevens, a six, and an eight } pair, and double + Six, five, and two fours } run of three_ 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 {40} 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. + + Two fives, two fours, and a six } _Fifteen eight, two + Two fives, two sixes, and a four } pairs, and a run + Two fours, two sixes, and a five } of three four times + Two sevens, two eights, and a } repeated_ 24 + nine } + {41} + + 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 + + Three fours, a five, and a six } + Three sixes, a four, and a five } _Fifteen six, a + Three sevens, an eight, and a } pair-royal, and + nine } run of three + Three eights, a seven, and a } thrice repeated_ 21 + nine } + + Four twos and a nine } _Fifteen eight and a double + Four threes and a six } pair-royal_ 20 + + Two sixes, two sevens, and an } + eight } _Fifteen four, two + Two sevens, an eight, and two } pairs, and run + nines } of three four + Two eights, a seven, and two } times repeated_ 20 + nines } + + Three tens, or court cards of } + like denomination, and two } _Fifteen twelve, + fives } pair-royal, and + Three threes and two nines } pair_ 20 + Three sevens and two aces } + + 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] 11 + + 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. + +{42} + +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 {43} 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 {44} 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 {45} 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 {46} 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 {47} 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 {48} 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 {49} 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 {50} 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 {51} 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. + +[Illustration: Cribbage-board for Three-handed Game.] + +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 {52} 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. + + * * * * * + + +{53} + +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. + +{54} + +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 {55} 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 {56} 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 {57} 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, {58} 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. {59} + +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, {60} 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. {61} + +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 {62} 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. {63} + +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 {64} 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 {65} 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; {66} 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 {67} 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. + + * * * * * + + +{68} + +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] + +{69} + +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 {70} 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 {71} 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. {72} + +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 {73} 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. {74} + +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 {75} 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. {76} + +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. +{77} 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 {78} +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. + +{79} + +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, {80} always advisable to lead a trump; for, if the +elder hand hold a tenace, his duty is to manoeuvre 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 {81} 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. {82} + +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 +{83} 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. {84} + +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 {85} 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] + + * * * * * + + +{86} + +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 {87} 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 {88} 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 {89} 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 {90} 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. + +{91} + +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. + +{92} + +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, {93} 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. + + * * * * * + + +{94} + +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 {95} 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 {96} 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. {97} 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 {98} 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 {99} 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. {100} + +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 {101} 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. {102} + +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 {103} 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] + + * * * * * + + +{104} + +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." {105} + +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 {106} 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 {107} 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 +{108} 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. + {109} + 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. {110} + +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. {111} + +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. + +{112} + +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: {113} + + _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. {114} + +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 {115} 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 {116} 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 {117} 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. {118} + +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. {119} + +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] + + * * * * * + + +{120} + +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 {121} "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." + +[Illustration] + +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, {122} 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 {123} 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 {124} 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. +{125} + +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, {126} 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 {127} 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. {128} 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) {129} 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 {130} 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 1 + " fours 4,164 to 1 + " a full 693 to 1 + " a flush 507 to 1 + " a straight 254 to 1 + " triplets 45 to 1 + " two pairs 20 to 1 + " 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 {131} 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 {132} 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 {133} 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-- + +{134} + +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 {135} 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 {136} 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. + + * * * * * + + +{137} + +POPE JOAN. + +[Illustration: Pope Joan Board.] + +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 {138} 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 {139} 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 {140} 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 {141} 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. + + * * * * * + + +{142} + +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; {143} 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 {144} 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 {145} 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 {146} 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 {147} 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 {148} 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 {149} 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. {150} + +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 {151} 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 {152} 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. {153} + +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 {154} 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 +{155} 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 {156} 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] + + * * * * * + + +{157} + +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 {158} 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 {159} 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." {160} 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 +{161} 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. {162} + +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 {163} 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. + +There is no authoritative Code of Laws for Vingt-Un. A Code which covers, +we believe, all points as to which any difficulty is likely to arise will +be found in _The Book of Card and Table Games_. A slightly different Code, +which has received the approval of the Editors of the _Field_ and _Bell's +Life_, will be found in _Round Games at Cards_, by "Cavendish" (De la Rue +and Co.). + +FRENCH VINGT-UN. + +The game which goes by the above name is a variation of ordinary Vingt-Un. +The differences are as follow. + +The deal lasts during eight rounds, each played in a different way, as +under: + +1.--As ordinary Vingt-Un. + +2.--(Known as _Imaginary Tens_.) Each player stakes before receiving his +card. Whatever the value of such card, _ten points are added to it_, and +{164} the holder then decides, according to the total thereby made, whether +to draw or otherwise. The holder of an ace is considered to have a +"natural," the holder of a tenth card to have "twenty," and so on. + +3.--(Known as _Blind Vingt-Un_.) Each player, having made his stake, +receives two cards, but is not entitled to look at them. He may, if he +pleases, draw one or more cards, but does so at haphazard. + +4.--(Known as _Sympathy and Antipathy_) Each player, having made his stake, +is called upon to elect for Sympathy or Antipathy. Having made his +election, two cards are dealt to him. If they are of the same colour, +Sympathy is the winner; if of different colours, Antipathy; and the player +receives or pays as he has chosen correctly or otherwise. + +5.--_Rouge et Noir._ The player, having made his stake, declares for black +or red, at his option. The dealer gives him a card. If it is of the colour +named, the player wins; if otherwise, he loses. (In some circles the dealer +gives _three_ cards to the punter, two out of three deciding the winning +colour). + +6.--_Self and Company._ The stakes having been made, the dealer deals two +cards, face upwards, one for himself, and one for the company. If they are +alike, he wins. If not, he continues to deal, turning up the cards one by +one, face upwards, before him, until a card appears which pairs one or the +other of the two first exposed. If the card for "self" is first paired, the +dealer wins; if that for "company," he loses. + +7.--_Differences._ Two cards are dealt, face upwards, to each player, and +two to the dealer, who pays all hands which are higher, and receives from +{165} all which are lower than his own, at an agreed rate for each unit of +difference. Ties cancel. An ace in this case counts as "one" only. + +8.--_The Clock._ The full pack having been duly shuffled and cut, the +dealer begins to deal the cards, face upwards, saying, as he deals the +first, "One," as he deals the second, "Two," and so on up to king. If at +any point the card turned up accords with the number named, _e.g._ if the +fourth card is a four, or the tenth card a ten, he wins an agreed stake +from each of the company. If he reaches thirteen without any card having +responded to the call, he pays a like amount to each player. + + * * * * * + + +{166} + +WHIST. + +It is pretty safe to assume that every reader of these pages has some +general knowledge of the game of Whist, though comparatively few may be +conversant with the _minutiæ_ of Whist practice. Whist is governed by an +elaborate and carefully considered code of laws, which is universally +accepted by all English players. In this instance, therefore, contrary to +our usual course of procedure, we shall begin by stating these laws, which +should be carefully studied, as forming the best possible introduction to +further instruction in the game. + + + +THE LAWS OF WHIST. + +(Reprinted, by permission, from the Revised Code, 1900.) + +CARDS. + +1.--Two packs of cards are used, one being used by each side. + +2.--A card or cards torn or marked must be either replaced by agreement, or +new cards called for at the expense of the table. + +3.--Any player, before the pack is cut for the deal, may call for fresh +cards on paying for them. He must call for two new packs, of which the +dealer takes his choice. {167} + +CUTTING OR DRAWING. + +4.--The ace is the lowest card in cutting or drawing. + +5.--In all cases, every one must cut or draw from the same pack. + +6.--Should a player expose or draw more than one card, he must cut or draw +again. + +FORMATION OF TABLE. + +7.--(_a_) The candidates first in the room have the preference. When there +are more than six candidates, and there is a doubt or question as to the +preference of two or more of them, they determine their preference by +drawing. Those drawing the lower cards have the preference. The table is +complete with six players. On the retirement of any of those six players, +the candidates who, in the first draw, drew the lowest cards have the prior +right to enter the table. + +(_b_) If there are more than four players they all draw, and the four who +draw the lowest cards play first. + +(_c_) When two or more candidates or players draw cards of equal value they +draw again, if necessary, to determine their precedence. + +PARTNERS. + +8.--The four who play first again draw to decide on partners. The two +lowest play against the two highest. The lowest is the dealer and has +choice of cards and seats, and, having once made his selection, must abide +by it. {168} + +9.--Two players drawing cards of equal value, which are not the two +highest, draw again. If the equal cards are not the two lowest, the higher +in the new draw plays with the highest in the original draw; if the equal +cards are the two lowest, the new draw decides who is to deal.[49] + +10.--Three players drawing cards of equal value draw again; should the +fourth (or remaining) card be the highest in the original draw, the two +lowest of the new draw are partners, the lower of those two the dealer; +should the fourth card be the lowest, the two highest are partners, the +original lowest the dealer.[50] + +CUTTING OUT. + +11.--At the end of a rubber, should admission be claimed by any one, or by +two candidates, he who has, or they who have, played a greater number of +consecutive rubbers than the others is, or are, out; but when two or more +have played the same number, they must, when necessary, cut or draw to +decide upon the outgoers; the highest are out. + +{169} + +ENTRY AND RE-ENTRY. + +12.--A candidate wishing to enter a table must declare such intention prior +to any of the players having drawn a card, either for the purpose of +commencing a fresh rubber or of cutting out. + +12a.--Any candidate may declare into any table that is not complete. If he +do so he shall have priority over any candidate who has not previously +declared in. + +13.--In the formation of fresh tables, those candidates who have not played +at any other table have the prior right of entry; the others decide their +right of admission by drawing. + +14.--Any one quitting a table prior to the conclusion of a rubber may, with +consent of the other three players, appoint a substitute in his absence +during that rubber. + +15.--A player cutting into one table, whilst belonging to another, loses +his prior right of re-entry into that latter, and takes his chance of +cutting in, as if he were a fresh candidate, and last in the room. + +16.--If any one break up a table, the remaining players have the prior +right to him of entry into any other, and should there not be sufficient +vacancies at such other table to admit all those candidates, they settle +their precedence by drawing. + +SHUFFLING. + +17.--After the selection of cards for the first deal has been made, it is +the duty of an adversary to shuffle the pack selected, and of the player +who is about to deal, or of his partner, to shuffle the other pack. {170} + +18.--The pack must neither be shuffled below the table, nor so that the +face of any card be seen. + +19.--The pack must not be shuffled during the play of the hand. + +20.--A pack, having been played with, must not be shuffled by dealing it +into packets. + +21.--Each player has a right to shuffle once only, except as provided by +Law 24, prior to a deal, after a false cut,[51] or prior to a new deal.[52] + +22.--The dealer's partner must collect the cards for the ensuing deal, and +has the first right to shuffle that pack. + +23.--Each player, after shuffling, must place the cards, properly collected +and face downwards, to the left of the player about to deal them. + +24.--The dealer has always the right to shuffle last. Should a card or +cards be seen during his shuffling or whilst giving the pack to be cut, he +may be compelled to re-shuffle. + +THE DEAL. + +25.--The deal commences with the player who cut the original lowest card, +the next deal falls to the player on his left, and so on until the rubber +is finished. + +26.--When the pack has been finally shuffled, the player about to deal +shall present it to the adversary on his right, who shall cut it, and, in +dividing it, must not leave fewer than four cards in either packet; if in +cutting, or in replacing one of the two packets on the other, a card be +exposed,[53] or if there be any confusion of the cards, or a doubt as to +the exact {171} place in which the pack was divided, there must be a fresh +cut. + +27.--When the player whose duty it is to cut has once separated the pack, +he cannot alter his intention; he can neither re-shuffle nor re-cut the +cards. + +28.--When the pack is cut, should the dealer shuffle the cards, he loses +his deal. + +29.--There must be a new deal by the same dealer[54]-- + + I. If, during a deal, or during the play of a hand, the pack be proved + incorrect or imperfect. + + II. If any card, excepting the last, be faced in the pack. + + III. If a player takes up another player's hand. + +30.--If, whilst dealing, a card be exposed on or below the table by the +dealer or his partner, should neither of the adversaries have touched the +cards, the latter can claim a new deal; a card exposed by either adversary +gives that claim to the dealer, provided that his partner has not touched a +card; if a new deal does not take place, the exposed card cannot be called. + +31.--If, during dealing, a player touch any of his cards, the adversaries +may do the same, without losing their privilege of claiming a new deal, +should chance give them such option. + +32.--If, in dealing, one of the cards be exposed, and the dealer turn up +the trump before there is reasonable time for his adversaries to decide as +to a fresh deal, they do not thereby lose their privilege. + +33.--If a player, whilst dealing, look at the trump card, his adversaries +have a right to see it, and either may exact a new deal. + +34.--Any one dealing out of turn, or with the {172} adversary's cards, may +be stopped before the trump card is turned up, after which the game must +proceed as if no mistake had been made. + +35.--A player can neither shuffle, cut, nor deal for his partner, without +the permission of his opponents. + +36.--If the adversaries interrupt a dealer whilst dealing, either by +questioning the score or asserting that it is not his deal, and fail to +establish such claim, should a misdeal occur, he may deal again. + +A MISDEAL. + +37.--It is a misdeal[55]-- + + I. Unless the cards are dealt into four packets, one at a time in + regular rotation, beginning with the player to the dealer's left. + + II. Should the dealer place the last (which is called the trump) card, + face downwards, on his own or on any other packet. + + III. Should the trump card not come in its regular order to the dealer; + but he does not lose his deal if the pack be proved imperfect. + + IV. Should a player have fourteen or more cards, and any of the other + three less than thirteen;[56] unless the excess has arisen through the + act of an adversary, in which case there must be a fresh deal. + + V. Should the dealer touch, for the purpose of counting, the cards on + the table or the remainder of the pack. + + VI. Should the dealer deal two cards at once, or two cards to the same + hand, and then deal a third; but if, prior to dealing that third card, + the dealer can, by altering the position of one card only, rectify such + error, he may do so, except as provided by the second paragraph of this + Law. {173} + + VII. Should the dealer omit to have the pack cut to him, and his + adversaries discover the error, prior to the trump card being turned + up, and before looking at their cards, but not after having done so. + +38.--Should a player take his partner's deal, and misdeal, the latter is +liable to the usual penalty, and the adversary next in rotation to the +player who ought to have dealt then deals. + +39.--A misdeal loses the deal;[57] unless, during the dealing, either of +the adversaries touch the cards prior to the dealer's partner having done +so; but should the latter have first interfered with the cards, +notwithstanding either or both of the adversaries have subsequently done +the same, the deal is lost. + +40.--Should three players have their right number of cards--the fourth have +less than thirteen, and not discover such deficiency until the first trick +has been turned and quitted, the pack shall be assumed to be complete, and +the deal stands good; and he will be answerable for any revoke he may have +made, in the same way as if the missing card or cards had been in his hand. + +41.--If a pack, during or after a rubber, be proved incorrect or imperfect, +such proof does not alter any past score, game, or rubber; that hand in +which the imperfection was detected is null and void (except in the case of +such deficiency as is provided for by Law 40); the dealer deals again. + +THE TRUMP CARD. + +42.--The dealer, when it is his turn to play to the first trick, should +take the trump card into his hand; if left on the table after the second +trick be {174} turned and quitted, it is liable to be called.[58] His +partner may at any time remind him of the liability. + +43.--After the dealer has taken the trump card into his hand, it must not +be asked for; a player naming it at any time during the play of that hand, +is liable to have his highest or lowest trump called. Such call cannot be +repeated. Any player may at any time inquire what the trump suit is. + +44.--If the dealer take the trump card into his hand before it is his turn +to play, he may be desired to lay it on the table; should he show a wrong +card, this card may be called, as also a second, a third, &c., until the +trump card be produced. + +45.--If the dealer declare himself unable to recollect the trump card, his +highest or lowest trump may be called at any time during that hand, and, +unless it cause him to revoke, must be played; the call may be repeated, +but not changed (_i.e._ from highest to lowest, or _vice versâ_) until such +card is played. + +THE RUBBER. + +46.--The rubber is the best of three games. If the first two games be won +by the same players, the third game is not played. + +SCORING. + +47.--A game consists of five points. Each trick, above six, counts one +point. + +48.--Honours, _i.e._ Ace, King, Queen, and Knave of trumps, are thus +reckoned: + +{175} + +If a player and his partner, either separately or conjointly, hold-- + + I. The four honours, they score four points. + + II. Any three honours, they score two points. + +49.--Those players who, at the commencement of a deal, are at the score of +four, cannot score honours. + +50.--The penalty for a revoke[59] takes precedence of all other scores. +Tricks score next. Honours last. + +51.--Honours, unless claimed before the trump card of the following deal is +turned up, cannot be scored. + +52.--To score honours is not sufficient; they must be claimed at the end of +the hand; if so claimed, they may be scored at any time during the game. If +the tricks won, added to honours held, suffice to make game, it is +sufficient to call game. + +53.--The winners gain-- + + I. A treble, or game of three points, when their adversaries have not + scored. + + II. A double, or game of two points, when their adversaries have scored + one or two. + + III. A single, or game of one point, when their adversaries have scored + three or four. + +54.--The winners of the rubber gain two points (commonly called the rubber +points) in addition to the value of their games. + +55.--Should the rubber have consisted of three games, the value of the +losers' game is deducted from the gross number of points gained by their +opponents. + +56.--If an erroneous score be proved, such mistake can be corrected prior +to the conclusion of the game in which it occurred, and such game is not +{176} concluded until the trump card of the following deal has been turned +up. + +57.--If an erroneous score, affecting the value of the rubber,[60] be +proved, such mistake can be rectified at any time during the rubber. + +CARDS LIABLE TO BE CALLED. + +58.--The following are exposed cards:-- + + I. Two or more cards played at once, face upwards. + + II. Any card dropped with its face upwards, in any way on or above the + table, even though snatched up so quickly that no one can name it. + + III. Every card named by the player holding it. + +59.--All exposed cards are liable to be called, and must be left or placed +face upwards on the table. If two or more cards are played at once, the +adversaries have a right to call which they please to the trick in course +of play, and afterwards to call the remainder. A card is not an exposed +card, under the preceding Law, when dropped on the floor, or elsewhere +below the table. An adversary may not require any exposed card to be played +before it is the turn of the owner of the card to play; should he do so, he +loses his right to exact the penalty for that trick. + +60.--If any one play to an imperfect trick the winning card on the table, +and then lead without waiting for his partner to play, or lead one which is +a winning card as against his adversaries, and then lead again, without +waiting for his partner to play, or play several such winning cards, one +after the other, without waiting for his partner to play, the latter may be +called on to win, if he can, the first or any {177} other of those tricks, +and the subsequent cards thus improperly played are exposed cards. + +61.--If a player or players (not being all) throw his or their cards on the +table face upwards, such cards are exposed, and liable to be called, each +player's by the adversary; but no player who retains his hand can be forced +to abandon it. + +62.--If all four players throw their cards on the table face upwards, the +hands are abandoned; and no one can again take up his cards. Should this +general exhibition show that the game might have been saved or won by the +losers, neither claim can be entertained unless a revoke be established. +The revoking players are then liable to the following penalties: they +cannot under any circumstances win the game by the result of that hand, and +the adversaries may add three to their score, or deduct three from that of +the revoking players, for each revoke. + +63.--If a card be detached from the rest of the hand, which an adversary at +once correctly names, such card becomes an exposed card; but should the +adversary name a wrong card, he is liable to have a suit called when he or +his partner next have the lead. + +64.--If any player lead out of turn, his adversaries may either call the +card erroneously led, or may call a suit from him or his partner when it is +next the turn of either of them to lead. The penalty of calling a suit must +be exacted from whichever of them next first obtains the lead. It follows +that if the player who leads out of turn is the partner of the person who +ought to have led, and a suit is called, it must be called at once from the +right leader. If {178} he is allowed to play as he pleases, the only +penalty that remains is to call the card erroneously led. The fact that the +card erroneously led has been played without having been called, does not +deprive the adversaries of their right to call a suit. If a suit is called, +the card erroneously led may be replaced in the owner's hand. + +65.--If it is one player's lead, and he and his partner lead +simultaneously, the penalty of calling the highest or lowest card of the +suit properly led may be exacted from the player in error, or the card +simultaneously led may be treated as a card liable to be called. + +66.--If any player lead out of turn, and the other three have followed him, +the trick is complete, and the error cannot be rectified; but if only the +second, or the second and third, have played to the false lead, their +cards, on discovery of the mistake, are taken back; there is no penalty +against any one, excepting the original offender, whose card may be +called--or he, or his partner (whichever of them next first has the lead), +may be compelled to play any suit demanded by the adversaries. + +67.--In no case can a player be compelled to play a card which would oblige +him to revoke. + +68.--The call of a card may be repeated at every trick, until such card has +been played. + +69.--If a player called on to lead a suit have none of it, the penalty is +paid. + +IRREGULAR PLAY. + +70.--If the third hand play before the second, the fourth hand may play +before his partner. + +71.--Should the third hand not have played, and {179} the fourth play +before his partner, the latter may be called on to win or not to win the +trick. + +72.--If any one omit playing to a trick, and such error be not discovered +until he has played to the next, the adversaries may claim a new deal; +should they decide that the deal stand good, the surplus card at the end of +the hand is considered to have been played to the imperfect trick, but does +not constitute a revoke therein. + +73.--If any one play two cards to the same trick, or mix his trump, or +other card, with a trick to which it does not properly belong, and the +mistake be not discovered until the hand is played out, he is answerable +for all consequent revokes he may have made.[61] If, during the play of the +hand, the error be detected, the tricks may be counted face downwards, in +order to ascertain whether there be among them a card too many; should this +be the case they may be searched, and the card restored; the player is, +however, liable for all revokes which he may have meanwhile made. If no +revoke has been made, the card can be treated as an exposed card. + +THE REVOKE. + +74.--It is a revoke when a player, holding one or more cards of the suit +led, plays a card of a different suit. + +75.--The penalty for a revoke-- + + I. Is at the option of the adversaries, who, at the end of the hand, + may either take three tricks from the revoking player, and add them to + their own tricks, or deduct three points from his score, or add three + to their own score (the adversaries may consult as to which penalty + they will exact); + +{180} + + II. Can be claimed for as many revokes as occur during the hand, and a + different penalty may be exacted for each revoke; + + III. Is applicable only to the score of the game in which it occurs; + + IV. Cannot be divided, _i.e._ a player cannot add one or two to his own + score, and deduct one or two from the revoking player; + + V. Takes precedence of every other score--_e.g._, The claimants + two--their opponents nothing--the former add three to their score--and + thereby win a treble game, even should the latter have made thirteen + tricks, and held four honours. + +76.--If a player who has become liable to have the highest or lowest of a +suit called, or to win or not to win a trick (when able to do so), fail to +play as desired, or if a player, when called on to lead one suit, lead +another, having in his hand one or more cards of that suit demanded, he +incurs the penalty of a revoke. + +77.--A revoke is established, if the trick in which it occur be turned and +quitted, _i.e._, the hand removed from that trick after it has been turned +face downwards on the table--or if either the revoking player or his +partner, whether in his right turn or otherwise, lead or play to the +following trick. Throwing down the hand, or claiming game, constitute acts +of play within the meaning of leading or playing to the following trick. + +78.--A player may ask his partner whether he has not a card of the suit +which he has renounced, or whether he has played as desired or demanded; +should the question be asked before the trick is turned and quitted, +subsequent turning and quitting by the adversaries does not establish the +revoke, and the error may be corrected, unless the question be answered in +the negative, or unless the revoking player or his partner have led or +played to the {181} following trick; but if the revoking player or his +partner has turned the trick before the question is answered, the revoke is +established. + +79.--At the end of a hand, the claimants of a revoke may search all the +tricks.[62] + +80.--If a player discover his error in time to save a revoke, the +adversaries, whenever they think fit, may call the card thus played in +error, or may require him to play his highest or lowest card to that trick +in which he has renounced;--any player or players who have played after him +may withdraw their cards and substitute others; the cards withdrawn are not +liable to be called. + +81.--If a revoke be claimed, and the accused player or his partner, after +such claim has been made, mix the cards before they have been sufficiently +examined by the adversaries, the revoke is established. Prior to such +claim, the mixing of the cards renders the proof of a revoke difficult, but +does not prevent the claim, and possible establishment, of the penalty. + +82.--A revoke cannot be claimed after the cards have been duly cut for the +following deal. + +83.--The revoking player and his partner may under all circumstances, +require the hand in which the revoke has been detected to be played out. + +84.--If a revoke occur, be claimed and proved, bets on the odd trick, or on +amount of score, must be decided by the actual state of the latter, after +the penalty is paid. + +85.--Should the players on both sides subject themselves to the penalty of +one or more revokes, neither can win the game, and the revokes cancel each +other. + +{182} + +86.--In whatever way the penalty be enforced, under no circumstances can a +player win the game by the result of the hand during which he has revoked; +he cannot score more than four. + +EXACTION OF PENALTIES. + +87.--Where a player and his partner have an option of exacting from their +adversaries one of two penalties, they must agree who is to make the +election, and must not consult with one another which of the two penalties +it is advisable to exact; if they do so consult, they lose their right to +demand any penalty; and if either of them, with or without consent of his +partner, demand a penalty to which he is entitled, such decision is final. + + This rule does not apply in exacting the penalties for a revoke; + partners have then a right to consult. + +88.--Any player demanding a penalty which is not authorised for the offence +committed, forfeits all right to exact any penalty for the offence in +question. + +GENERAL RULES. + +89.--Any one during the play of a trick, or after the four cards are +played, and before, but not after, they are touched for the purpose of +gathering them together, may demand that the cards be placed before their +respective players. + +90.--If any one, prior to his partner playing, should call attention to the +trick--either by saying that it is his, or by naming his card, or, without +being required so to do, by drawing it towards him--the adversaries may +require that opponent's partner {183} to play the highest or lowest of the +suit then led, or to win or not to win the trick. + +91.--In all cases where a penalty has been incurred, the offender is bound +to give reasonable time for the decision of his adversaries. + +92.--If a bystander make any remark, before the stakes have been paid, +which calls the attention of a player or players to an oversight affecting +the score, he is liable to be called on, by the players only, to pay the +stakes and all bets on that game or rubber. + +93.--A bystander, by agreement among the players, may decide any question. + +94.--When a trick has been turned and quitted, it must not again be looked +at until the hand has been played out, except as provided by Law 73. A +violation of this Law renders the offender, or his partner, liable to have +a suit called when it is the next turn of either of them to lead. + +THE ETIQUETTE OF WHIST. + +The following rules belong to the established Etiquette of Whist. They are +not called Laws, as it is difficult, in some cases impossible, to apply any +penalty to their infraction. + +Any one having the lead should not draw a second card out of his hand until +his partner has played to the trick, such act being a distinct intimation +that the former has played a winning card. + +No intimation whatever, by word or gesture, should be given by a player as +to the state of his hand or of the game. + +A player who desires the cards to be placed, or {184} who asks what the +trump suit is, should do it for his own information only, and not in order +to invite the attention of his partner. + +No player should object to refer to a bystander, who professes himself +uninterested in the game and able to decide, any disputed question of +facts; as to who played any particular card, whether honours were claimed, +though not scored, or _vice versâ_, &c. &c. + +It is unfair to revoke purposely. Having made a revoke, a player is not +justified in making a second in order to conceal the first. + +Until the players have made such bets as they wish, bets should not be made +with bystanders. + +Bystanders should make no remark; neither should they, by word or gesture, +give any intimation of the state of the game, nor should they walk round +the table to look at the different hands. + +No one should look over the hand of a player against whom he is betting. + +DUMMY + +Is played by three players. + +One hand, called Dummy's, lies exposed on the table. + +The Laws are the same as those of Whist, with the following exceptions:-- + +1. Dummy deals at the commencement of each rubber. + +2. Dummy is not liable to the penalty for a revoke, as his adversaries see +his cards. Should he revoke, and the error not be discovered until the +trick is turned and quitted, it stands good. If Dummy's partner revokes, he +is liable to the usual penalties. {185} + +3. There is no misdeal. + +4. Dummy being blind and deaf, his partner is not liable to any penalty for +an error whence he can gain no advantage. Thus he may expose some or all of +his cards, or declare that he has the game or trick, &c., without incurring +any penalty; if, however, he lead from Dummy's hand when he should lead +from his own, or _vice versâ_, a suit may be called from the hand which +ought to have led. + +DOUBLE DUMMY + +Is played by two players, each having a Dummy or exposed hand for his +partner. + +The Laws of the game do not differ from those of Dummy Whist. + +HOW TO LEARN WHIST, AND TO BECOME A GOOD PLAYER. + +Whist is a game that has been played during so many years, and has occupied +the attention of so many clear-headed men, that certain principles of play +have been established from long experience, as those best suited to gain +success. + +The first step towards becoming a good whist-player is to learn the leads; +then what to play second and third in hand. These systems of play ought to +be so thoroughly known that there is never a moment's hesitation as to the +card to lead, or the card to play second or third in hand. + +The leads, &c., are merely what we may term {186} the mechanical portions +of the game, and do not require any reasoning on the part of the player. +They have already been reasoned out by long and continued investigation. +Immediately other cards have been played by the adversaries and the +partner, then reason and judgment come in, so as to draw inferences from +the cards played by each individual. + +The object of a lead is--first, to secure tricks; secondly, to give your +partner as much information as is desirable of the cards which you possess +in the suit you have led. You may give him a very fair idea of the +numerical strength or of the actual strength in high or court cards. It is +always correct to assume that a partner, if even a moderately good player, +leads from his strongest suit. Then comes the question, Of what does this +suit consist? By the card led, an approximate idea is conveyed. By the +cards played by the other players compared with those held in one's own +hand, a more accurate opinion may be formed. A second round of the same +suit often indicates exactly the cards held by the original leader. Such a +conclusion, however, could be formed only when the original leader is a +whist-player, and is not one of those persons who lead at random, according +as their fancy at the time impels them. + +In considering the lead, the selection, as a general rule, should be from +the strongest suit, and the strongest suit is that consisting of the +greatest number of cards. Thus five spades, consisting of knave, nine, +eight, four, and two, is a stronger suit than is another consisting of +king, queen, and one small card. + +What card to lead of the strong suit is the next question, one object being +to convey to the partner as much useful information as is possible. Two +{187} forms of lead now come under consideration, viz., first, when the +cards led are winning cards of the suit; second, when the cards led are not +winning cards. Winning cards will first be spoken of. + +Suppose a player led the ace of clubs. His partner would at once be +justified in concluding that the original leader did not hold the king of +that suit; and if this ace were trumped by the fourth player, the partner +would place the king in the hand of the original second player. If, +however, the king had been led originally, and had been similarly trumped, +it would be right to conclude that the ace was in the hand of the original +leader. + +Again, if the king of a suit were led, and won the trick, and the queen +were led, and also won, the ace would be placed in the hand of the original +leader. If, however, the king had been led originally, and followed by the +ace, then the queen would be placed by the leader's partner in the hand of +one of the adversaries. + +These simple cases serve to show the general principle on which leads +should be made. The first lead gives a preliminary indication; the second +lead reveals the whole or nearly the whole secret. + +This being the case, it is most remarkable to find that there are certain +persons at the present time who claim to be reasonable, and to play +scientific Whist, who yet strongly object to any extension of the +principles of leads beyond those to which they have been accustomed. These +objectors admit that to lead the king, with ace, king, is correct play, as +the lead of the king indicates that the leader holds the ace also. They +stop, however, at a certain point, and assert that to lead the penultimate +from {188} a suit of five, an anti-penultimate from a suit of six, to call +for trumps, or to echo to a partner's lead of trumps, is like kicking your +partner under the table. Why is it not like kicking your partner under the +table to lead the king, with ace, king, instead of leading the ace? The +cases are exactly similar, and are based on the same principles of play. + +The whist-player who wishes to hold his own with modern players _must_ +learn the modern leads. These leads are based on reason, and convey, by +each card, intimation to an intelligent partner as regards the number and +strength of the suit from which the card was originally led. + +As one among many examples of the information conveyed by a lead, the +following may be given:-- + +My partner being a good player, I conclude he leads from his strongest +suit. He is original leader, and leads the seven of spades, hearts being +trumps. + +In my hand there are the ace, queen, five, and two of spades. + +The second player plays the three; I play the queen; fourth player plays +the six. + +What do these cards mean? + +My right adversary is not asking for trumps, because asking for trumps is +playing an unnecessarily high card (as will be fully explained further on); +and the two of spades being in my own hand, the three is the next lowest +card. The three may be a single card, but single cards are the exception +oftener than the rule. + +Having won with the queen, I return the ace of spades. The second player +plays the eight, my partner plays the four, and the fourth player plays the +ten. {189} + +By these two rounds of spades I have obtained a considerable amount of +information. My partner led the seven, and his four dropped to my ace on +the second round. He therefore led the penultimate of a five suit; and he +holds three more spades which I can name--that is, the king, knave, and +nine. Neither of the adversaries holds another spade, because, as there are +two more in my hand, three more in my partner's, and eight spades played, +the thirteen of the suit are accounted for. To lead another spade, +therefore, would be folly, as one adversary would make a small trump, and +the other would discard a worthless card of another suit. + +My partner also would know that--as the eight was played by one adversary, +and the ten by the other, whilst he held king, knave, and nine--the two +other spades were in my hand. + +When, then, my partner obtained the lead, he would avoid playing his king +of spades, unless all the trumps were out, or he wished to force out the +best trump. + +A bad player distinguishes himself by not noticing such details as those +given above, and then, by jumping at erroneous conclusions, comes to utter +grief. A bad player would not perceive why a third round of spades was not +led by his partner, and would almost to a certainty imagine that it must be +because his partner held no more. At the very first opportunity, therefore, +he would lead his king of spades, and then discover that the second player +trumped with the two, and the fourth player discarded from another suit. + +Now, how was this information obtained? It was obtained by the original +leader starting from a {190} penultimate, or lowest card but one of a five +suit. If this original leader had led the lowest card his partner could not +have obtained the information described above. + +To lead, therefore, the correct card, according to the number and strength +of a suit, is one of the first and most important items connected with +Whist. + +In the most modern game of Whist the number of conventional leads has been +considerably increased; and, although only a few of the more advanced +players practise these at the present time, those who do so must be +reckoned with. It is, therefore, necessary for a player to ascertain the +amount of knowledge of the game possessed and practised by his partner, +otherwise he may be giving information as to the cards in his hand which +his partner fails to comprehend, but which is at once understood by the +adversaries. + +If the chance be offered, the game of the players who are playing should be +watched, so as to ascertain whether they are modern or old-fashioned +players. This fact can be discovered by noting the cards they lead. When +joining a rubber with strangers, it is uncertain what style of game they +play, and the first hand is played under great disadvantage. After two or +three hands have been played, a partner's strength or weakness ought to be +correctly estimated. + +If you find that your partner does not understand the scientific game, it +is worse than useless to attempt to play first-class Whist with him. He +fails to perceive the information you give him, or draws erroneous +conclusions from such information, and does the very thing he ought not to +do. With a bad partner and {191} strong adversaries, it is more likely that +success will be gained by playing incorrect cards than by playing those +which, with a good partner, would have been played. + +Having thus, we hope, established the importance of the lead, we proceed to +discuss the subject in detail. + +LEADS. + +In selecting a card for a first and original lead, this card should be from +the longest suit as a rule. _Numerical_ strength is the kind of strength +which is most to be considered. Thus a suit of five, though headed by a +ten, is a better suit than one containing ace, king, and one small card. +When a suit is headed by high court cards, the leads are different from +those which should be adopted when the highest card in the suit is a ten or +a single court card (not the ace). In the case of a long suit not headed by +the ace, and with only one court card, _the lead should be the fourth best +card of the suit_, that is, the fourth card counting from the top +downwards. + +When the suit from which a lead has to be selected is of three cards only, +the highest card of this suit should be led, unless such highest card be +ace, king, or queen; then lead the smallest. It frequently happens that the +leader holds four small trumps, and an honour, say king or ace, has been +turned up to his right. The original leader cannot lead from his +numerically strongest suit, which is trumps, up to this honour; he must +therefore open a weak suit, and he should select that in which he is +strongest. + +One of the first principles in leads is to lead through {192} the strong up +to the weak. At the first lead it is impossible to tell where the strength +and where the weakness may be, except in trumps when an honour is turned +up. After the first round of a suit, a fair idea may be formed as to the +position of the strength and weakness. + +When the original leader possesses two or more honours in a suit, the order +in which these are led conveys important information to an intelligent +partner. The second lead of the same suit will in some cases indicate the +number of cards in the suit, from which the original card was played. For +example, original leader plays knave of spades, which wins the trick. He +follows with king of spades. The leader's partner now knows (see Table of +Leads, _post_) that the original lead was from king, queen, knave, and at +least two small spades; because leading knave, then king, shows five at +least in the suit. If the leader held only four spades, he would have +commenced with the king. + +Another piece of valuable information may be gained by the lead of the +knave from king, queen, knave, and two others, which is as follows. The +leader's partner, if a good player, and holding the ace and one other spade +only, will take his partner's knave with the ace, and will then return the +small spade. He plays this ace to "unblock," or get out of the way of his +partner. If, however, he does not play his ace on the knave, but does play +it on the king, it may be assumed that he holds a third spade, and played +his ace to prevent blocking his partner's suit. Only a very feeble player, +with ace and one other, would fail to play this ace on the original lead of +knave. {193} + +The leader will now know whether either adversary holds another spade. If +he led from six spades, neither adversary holds a spade. If he led from +five, one adversary may hold a spade, unless his partner originally held +four; and, from the cards that fell from his partner's hand, he can tell +whether three or four were originally held. The partner knows that, as he +held, say, three originally, and the original leader showed five, one of +the adversaries, after two rounds of the suit, cannot hold a spade. This is +one among numerous cases proving the advantage of informing a partner, by +the lead, of the number of cards in the suit from which the original lead +was made. When the accepted leads are known and practised, a game of Whist +proceeds like a well-oiled machine, the intelligence being employed to take +advantage of the information given. When the leads are not known, and +incorrect cards are played, there are perpetual catastrophes, losses and +surprises, which usually culminate in losing a rubber which ought to have +been won. + +After the Laws of the game have been learnt, the next proceeding is to +learn the leads. No man can ever hope to be more than a very indifferent +player who does not know the leads; yet, from a long Whist experience, it +can be stated that at least one-third of those who have played the game of +Whist, probably during twenty or more years, have never become familiar +with them. + +The following Table gives the original leads now adopted, and the second +lead:[63]-- + +{194} + + +------------------------------+--------+------------------------+ + | Holding, in plain suits-- | First | Second lead. | + | | lead. | | + +------------------------------+--------+------------------------+ + | | | | + | Ace, king, queen, knave | king |knave | + | Ace, king, queen | king |queen | + | Ace, king, and others | king |ace | + | Ace, king only | ace |king | + | King, queen, knave, with one | king |knave | + | small one | | | + | King, queen, knave, and more | knave |king, if five; queen, | + | than one other | | if more than five | + | Ace and four or more small | ace |fourth best of those | + | | | remaining | + | King, queen, and others | king |if king wins, fourth | + | | |best of those remaining | + | Ace, queen, knave, with or | ace |queen | + | without one small one | | | + | Ace, queen, knave, with two | ace |knave | + | or more | | | + | King, knave, ten, nine | nine |king, if ace or queen | + | | | falls | + | King, knave, ten | ten | | + | Queen, knave, ten, nine | queen |nine | + | Queen, knave and one small | queen | | + | Queen, knave, and two or | fourth | | + | more | best | | + | | | | + | | | | + | In trumps. | | | + | Ace, king, queen, knave | knave |queen | + | Ace, king, queen | queen |king | + | Ace, king, and five others | king |ace | + | Ace, king, and fewer than | fourth | | + | five small | best | | + +------------------------------+--------+------------------------+ + +These leads give the majority of cases that occur; there are many other +combinations of the cards, but the general principle will be understood +from those which have been given. To deviate from these leads is to court +disaster, since random leads tend {195} to puzzle a good partner, and to +conceal from him the number and value of the cards in the leader's hand. +These leads refer primarily to the first lead of the suit only. When a +_second_ lead of that suit is adopted, the card to be played may depend on +the cards which fell in the first round. + +The first lead of a suit, and the card to lead, belong to the mere +elementary routine of Whist. These leads require no skill and no reason. +They may be learned as the alphabet is learned, and committed to memory. To +know them renders Whist a much more easy game to play than if they are not +known. A player whose turn it is to open the game with the lead ought to +know at once what card to lead. If he has to consider whether he ought to +commence with this, that, or the other card, he too often plays the game +from beginning to end in opposition to the well-established principles, +which have been proved to be those best adapted for gaining success. + +RETURN LEADS. + +When returning a partner's lead, the card to return him is the higher of +two remaining, the lowest of three or more remaining. Thus, if you held +originally ace, knave, and the three, and your partner led this suit, you +should play the ace third in hand, and return the knave. If you held ace, +knave, four, and three, you win with the ace, and return the three. + +It does not follow that you should return your partner's lead +_immediately_. You may wish him to abandon his suit, and to play for one of +your own. {196} If so, the correct card of this suit should be led, so that +your partner may be informed of the change of policy which you advocate. If +he has confidence in you, he will then abandon his own suit and play for +yours. To return your partner's lead at once means that you have no better +game of your own. + +Although, as a general rule, it is advisable to lead from a numerically +strong suit, yet to continue this suit when the partner is found to hold no +high card in it is not winning play. For example, a player holds six +diamonds, headed by the nine; one trump, the five (clubs); three spades, +headed by the queen; three hearts, headed by the knave. He leads the fourth +best diamond; his partner, third in hand, plays knave; fourth hand wins +with queen. The original leader may now feel confident that both the ace +and king of diamonds are against him; if, therefore, he win a trick with +the queen of spades, it would be useless to lead another diamond, unless he +is anxious to force his partner, which, with one trump only, would not be +sound play. + +SECOND IN HAND. + +After the lead, the card to play second in hand is the most important item +in Whist. The card played second hand may be to protect your partner, or to +inform him of the remaining cards of the suit in your hand. The play second +hand in trumps is different from what is adopted with other suits, for the +obvious reason that other suits may be trumped. The following Table shows +the cards to be played second hand:-- {197} + + +-------------------------+------------+--------------------+ + | Holding-- | Card led. | Play, second hand. | + +-------------------------+------------+--------------------+ + | Ace, king, queen | small | queen | + | Ace, king, knave | small | king | + | Ace, king, and others | small | king | + | Ace, queen, ten, &c. | small | queen | + | Ace, queen, ten, &c. | knave | ace | + | In trumps | small | ten | + | Ace, queen, and small | small | small | + | Ace, knave, ten, &c. | small | small | + | In trumps | small | ten | + | Ace and small | small | small | + | King, queen, knave, &c. | small | knave | + | King, queen, &c. | small | queen | + | Queen, knave, ten, &c. | small | ten | + | Queen, knave, and small | small | knave | + | Ace and small | queen | ace | + | King and others small | queen | small | + | King and one other | small | small | + | Queen and one other | small | small | + | Queen and one other |knave or ten| queen | + +-------------------------+------------+--------------------+ + +When a card is led by the original leader, the second player ought at once +to draw conclusions as to the other cards in the leader's hand. For +example, original leader plays the two of clubs, spades being trumps. The +first conclusion is, that the two is the lowest of a four suit. If it were +a five suit, the lowest card would not have been led. It may be a three +suit; if so, the leader probably holds four trumps, but considers he is not +strong enough to lead these. If he held a four suit, not trumps, he would +have commenced with the lowest of this four suit. + +Judging from the lead, as to the value of the suit from which the original +lead has been made, is the result first of observation, then of reason. +{198} + +In order to be able to derive all the advantages from observing the first +card led, a player should practise sorting his cards rapidly, so as to have +these ready before a card is led. Some players sort each suit separately, +and thus "go over" their cards four times, and take more than twice as long +to arrange their cards as would be required if the four suits were sorted +simultaneously. In consequence of this delay, they are looking at the cards +in their hand when they ought to be looking at those on the table; they are +so much occupied with the sorting of their cards whilst the game is being +played, that they cannot observe and draw conclusions from the cards which +fall from each player's hand. + +WHAT TO PLAY THIRD HAND. + +The play of the third hand is much more simple than is that of the second. +The third hand should play his best card, save under one or other of the +three following conditions, viz.:-- + +1. That the second hand plays a card higher than any card held by the third +hand; the lowest card is then played. + +2. If a sequence be held, such as king, queen, knave; queen, knave; ace, +king; &c., then play the lowest or lower card of the sequence. + +3. When a finesse is considered desirable. + +It is a remarkable fact, but no less a truth, that many persons who have +played the game of Whist during several years do not seem to realise what a +finesse is. + +To finesse is to play a card, not the best in the hand, on the chance that +the higher card which {199} might win the trick is on the right of the +third player. To take the most simple example, we will assume that the king +of spades is turned up to the right of the player A; B, who is A's partner, +obtains the lead, and plays a spade. Z, who was the dealer, plays a small +spade; A, third player, plays the queen, holding ace and queen of spades. +If A did not _know_ that Z held the king, he ought yet to play the queen +third in hand, on the chance that Z held the king; this would be +_finessing_ the queen. If, however, the king had not been turned to A's +right, and A led a small spade, which B, A's partner, won with the knave, +then A would know that the king of this suit could not be in the hand of +his right adversary; and if his partner returned this suit, A must play his +ace, third in hand, not his queen. To play his queen would not be a +finesse, but would be playing the queen to be taken by the king; when, +perhaps, his ace, if the suit were other than trumps, might be trumped in +the third round. + +When it is known that a certain high card cannot be in the hand of the +right-hand adversary, it is worse than useless to play as though it might +be there. + +Finesses are of two kinds, speculative and obligatory. + +The finesse speculative is as follows:--You hold ace, queen; or ace, queen, +knave of a suit, which your partner leads. Third in hand, you play the +queen, if you hold ace, queen; or knave if you hold ace, queen, knave. This +play is adopted on the chance that the king is to your right, and is +therefore a speculation. + +The finesse obligatory is as follows:--You hold king, ten, seven, and three +of a suit, and you lead {200} the three; your partner plays the queen, and +wins the trick, and returns a small card of the suit. From the fact of the +queen winning, you know the ace is not held by your right-hand adversary; +you also know your partner does not hold the knave. When your partner +returns a small card of the suit, you know he does not hold the ace. If +both the ace and knave are to your left, it matters not whether you play +king or ten third in hand. If, however, the knave be to your right, your +ten draws the ace, and you remain with the king, the best card of the suit. +Hence you are obliged to play the ten third in hand in order to give +yourself one chance--viz., that the knave is to your right; consequently, +this is called the finesse obligatory. + +Before a speculative finesse is attempted, the state of the score should be +considered; if only one trick is required to win the game, and you hold +ace, queen of a suit, the ace should be played, unless there is a certainty +of this ace being trumped. Also a player should consider whether it is +specially desirable that he obtain the lead, when he has the chance of a +finesse. If the lead is important, the finesse should not be made; if the +lead would be detrimental, it should generally be attempted. + +What a finesse really is should now be comprehended. It is not merely +playing the queen third in hand when holding ace, queen, but it is playing +the queen on the chance that the king may be in the hand of the second +player. If the second player hold none of the suit, no finesse can be made; +the ace _must_ be played by the third player, if second hand has not +trumped. It is curious how often bad players will commit the error of +playing queen third {201} hand, holding ace, queen, when the second player +has failed to follow suit, and has refused to trump. + +THE PLAY OF THE FOURTH HAND. + +The fourth player has to win the trick if he can, with the lowest card in +his hand. If he cannot win the trick, he plays his most worthless card. + +WHIST CONVENTIONS. + +From an examination of the leads, it will be seen that one main object is +to convey information to your partner. The king is led before the ace, so +that your partner may fairly conclude that, if the king wins the trick, you +hold the ace. If, after the king, the queen be led, he obtains an +additional piece of information. The science of Whist is in great measure +based on this principle of giving information to your partner by means of +the cards you play. + +Among the conventions now universally adopted, perhaps the most important +is-- + +THE CALL FOR TRUMPS. + +If a player be desirous to obtain a lead of trumps from his partner, he can +intimate such desire by playing _an unnecessarily high card_ to a trick. + +It must be distinctly understood that the play of an unnecessarily high +card means a demand on the partner to lead a trump. What, then, is an +unnecessarily high card? + +If a player, second or fourth in hand, play, say a six, and on the second +round of the same suit play a {202} two, three, four, or five, he has +played an unnecessarily high card, and has called for trumps. If a player +third in hand win with the ace, return the king, and then play a small +card, he has intimated, by playing the ace, that he wishes his partner to +lead a trump, the ace being an unnecessarily high card. + +The play by the second hand of a high, then a low, card may not indicate +that an _unnecessarily_ high card had been first played. For example, +second hand holds queen, knave, and two of a suit; the three is led, second +hand plays knave, and, on the return of the suit, plays the two. Some +unreasoning partners would at once jump at the conclusion that this was a +call for trumps, because a high, then a low, card was played by their +partner. If the second player wished to call for trumps, he would play his +queen, not the knave, under the above conditions. + +Some partners are so dense in these matters that it is dangerous to play a +protecting card second hand for fear they may assume this to be a call for +trumps. If one holds knave, ten, and a small card, and the ten, which is +the correct card to play second hand, be put on, a bad partner will +conclude, when he sees the small card played in the next round, that his +partner must have asked for trumps, because a ten, then a small card had +been played. This erroneous conclusion is usually arrived at when the +partner is only superficially acquainted with the card that ought to be +played second hand. + +The player who calls for trumps intimates to his partner that he is so +strong that if trumps are led to him he is prepared to undertake all +responsibility for the consequences. To ignore such a signal is +unjustifiable. {203} + +It is a serious step to call for trumps, even with five trumps and two +honours, if the other suits are very weak. When, however, the player holds +one or two queens, with such other cards in those suits as to render it +probable that the queen may be trumped in the third round by one of the +adversaries, then a "call" may be allowable. + +When calling for trumps, the card selected with which to call should, if +possible, be a middle card, so that, if necessary, the call may be +temporarily concealed. For example, suppose one holds the six, five, and +four of diamonds, and five or six trumps (clubs), and one is second player. +Original leader starts with the diamond suit; second player, wishing to +call, should play the five, not the six; third hand plays queen; partner +drops ten. Ace of diamonds is returned; partner drops knave, and thus shows +no more diamonds; original caller may now, with advantage, conceal his call +by playing the six. When the original caller obtains the lead, he may play +his four, thus allowing his partner to make a small trump, and, at the same +time, showing that the five which he originally played was a call. + +THE ECHO TO THE CALL. + +If partner has called for trumps, and you are able to lead trumps to him, +lead the highest of three, the lowest of four, unless the ace be one of the +four, when lead the ace, then the lowest. If your partner lead winning +trumps, and you hold four, play to his leads, first, the lowest but one, +then the lowest. This shows four trumps at least. Also if, before either +you or your partner obtain the lead, you have {204} the chance of playing +an unnecessarily high card which does not damage your hand, do so, if you +hold four or more trumps and your partner has called. If the adversaries +either "call" or lead trumps, then, conceal the fact that you hold four. It +is even sometimes advisable, if you know your partner is weak in trumps, +and the adversaries are leading trumps, and you hold only three, to play +these as though you held four; the strong hand may then draw his partner's +last trump, under the impression that you hold it. Such "false-carding," +however, should not be attempted until one has acquired proficiency in the +game. + +DISCARDING. + +It is a most important matter to know what to discard, when you hold none +of the suit led, and either cannot or do not think it desirable to trump. +The discard may be grouped under three heads:-- + +1. When trumps have not been led, nor have been called for by either +adversary. Then discard the lowest of the weakest suit. + +2. When your partner has led trumps, and you have to discard on a winning +card of his, throw away the lowest card of your weakest suit. + +3. If the adversaries have either led trumps or have called for trumps, +throw away the lowest card of the strongest suit. + +Simple as this system of discarding really is, and sound as it is, some +players never seem to comprehend it. They will too often do the very +opposite, and will throw away from their strong suit when their partner has +led trumps, and from their weak suit when the adversaries have led trumps. +{205} + +When a player has had the original lead, and has shown strength in one +suit, it is unnecessary that he tell his partner that he is strong in that +suit by discarding from it when the adversaries have led trumps; he may +then discard from a weak suit, unless he has to keep it guarded. + +Towards the end of a hand, and when only four or five cards remain, the +discard is often of vital importance, and should be carefully attended to +by a partner. + +Attention may be called to the occasional advisability of discarding +falsely, when one has mastered the principles of the game. Such false +discard may be understood by the following example. Suppose you hold ace, +queen, and two small clubs and two small spades. The adversaries have led +trumps, and your left-hand player has drawn the last trump from your +partner. According to rule, you ought to discard a club, to show your +partner your strong suit. As, however, your left adversary has the lead, he +would at once lead a spade up to your indicated weak suit. You may +therefore discard a spade, in the hope that he may lead a club up to your +ace, queen. + +THE USE AND ABUSE OF TRUMPS. + +The suit that is trumps is the most powerful suit of all. A two of trumps +will beat the ace of another suit. Consequently, it is of the utmost +importance that trumps be treated with the greatest respect. As a general +rule, the original leader with a strong numerical hand of trumps should +lead them, six or even five trumps being numerical strength, even though no +honour is held. If the original leader {206} hold six trumps, there are +only seven others against him; and if these be divided as they most +generally will be, viz. two each in two hands and three in one other, three +rounds of trumps will extract all the trumps except the three remaining in +the leader's hand; in which case three certain tricks are held by the +leader. If one player hold six trumps, it is probable that his partner +holds a long suit (not trumps); and if trumps be extracted, his partner may +make several tricks in this long suit. There is no fear of the adversaries +doing so, as the long suit would be trumped by the leader who held +originally five or six trumps. If, on the contrary, partner has no good +cards, a valuable score can hardly be made by any method of play. +Therefore, to lead trumps, if strong in them, is almost imperative, +although the leader may hold no winning card in any other suit. If the +partner only hold one trump, which will be discovered in the second round, +it is advisable to continue leading a trump in order to draw two of the +adversaries' trumps together, and thus to prevent them from making these +separately. + +One of the great difficulties which players only partially acquainted with +the game experience, is when to trump or not to trump a doubtful card. + +It has been laid down as a law not to trump a doubtful card if strong in +trumps, and many players will never trump a doubtful card if they hold only +four small trumps, as they seem to consider such a hand is strong. + +It must be remembered that refusing to trump a doubtful card is in reality +declining to make certain of a trick, in exchange for a possibility that +one's partner may hold the winning card of the suit. If {207} the adversary +hold the winning card, then a trick has been actually lost by declining to +trump. How, then, can the loss of this trick be recovered? It may be +recovered if the player who refused to trump is able to extract the +adversaries' trumps, and bring in one or more cards of a long suit, a +proceeding which he would have been unable to accomplish had he trumped the +doubtful card. Also, the player who refused to trump may get rid of a +worthless card of some other suit, which he may then be able to trump +should the winning card of that suit be against him. + +When, however, no card that is worthless can be thrown away, and when +strength in trumps has been indicated against him, a player can with +advantage trump a doubtful card, even though he hold four trumps, one of +which is an honour. + +Another important item in connection with trumping a doubtful card is +whether one desires the lead, or does not wish for it. If the lead would be +disadvantageous, then the doubtful card should _not_ be trumped, and _vice +versâ_. + +When one's partner has either led or has called for trumps, then the +doubtful card should be trumped without hesitation, and the best trump led +to the partner's call or lead of trumps. + +One very common and oft-repeated error of the bad player is to refuse to +trump a winning card merely because he holds four trumps with one honour. +He will refuse to trump more than once, and imagines he is playing a strong +winning game by discarding one or more worthless cards of a short suit, +which he believes he will be able to trump when this suit is led. {208} + +With a hand of trumps not sufficiently strong to make certain of extracting +all the trumps and remaining with the lead, it is advisable to consider how +many tricks are likely to be won by the trumps in one's own hand. For +example, the trumps held are queen, nine, four, and two. It is not likely +that more than one trump will make a trick, and possibly not one. We have +the chance of trumping a doubtful card, and we refuse to make even one of +our trumps, and throw away a certain trick if our partner does not hold the +winning card of that suit. If our partner does hold the winning card of the +suit, he may not be obliged to play it on our trump; and it is no severe +loss to make one trump out of four, even if the partner does hold the +winning card. + +It cannot be too strongly impressed on the young player that the great +object of Whist is to win tricks, and to refuse to win a trick when you can +do so is to accept a dangerous responsibility. + +UNDERPLAY. + +One of the worst forms of bad play is to repeatedly change the suit, and +thus, by continuing to make your partner third player, to incur the risk of +sacrificing the best cards of each suit that are in his hand. Instead, +therefore, of leading a fresh suit in which you may be very weak, it is +frequently safer to return the adversaries' lead, especially if it is +evident that you can lead through the strong hand up to the weak. + +In order to take full advantage of this lead, what is termed "underplay" +may be attempted. As an example of underplay, the following is given. A, +original leader, leads the two of spades, thus indicating {209} most +probably a four suit; A, it is evident by this lead, does not hold king, +queen of the suit. Y, the second player, plays the three of spades; B, +third player, plays the nine; and Z, fourth player, holding ace, ten, and +four of spades, wins the trick with the ten. + +Z, having no court card in the three remaining suits, fears to lead any one +of these. Z knows that he possesses the ace of spades, but this fact is not +known to A. Z then underplays by leading back the four of spades. A, who +holds king, knave, eight, plays knave second hand; Y wins with queen, and +now knows that his partner holds the ace, for had A held the ace he would +have played it second in hand. Y, now having the lead, can show his strong +suit, and may fairly assume that his partner has no good suit, because, had +he been strong in any suit, he would have led a card of it, instead of at +once resorting to underplay. + +FALSE CARDS. + +False cards are played either in consequence of ignorance, or for the +purpose of deception. A player who has never troubled himself to learn the +leads is perpetually playing false cards, and deceiving his partner. Thus, +with a suit of five headed by one honour (not the ace), a player who leads +the lowest of this suit, instead of the fourth best, has led a false card, +and has, according to Whist rules, told his partner a falsehood, viz. that +he holds only four instead of five cards in this suit. + +A player who holds ace, king, and queen of a suit, and leads king then ace, +also tells his partner a {210} falsehood, inasmuch as he makes the cards +say: "I don't hold the queen of this suit." + +False cards, played deliberately, are those which a player knows he ought +not to play according to rule; such, for example, as winning a trick with +the ace when it could have been won with the king, or playing the queen of +a suit on an adversary's king when the knave was held. + +The cases in which false cards can be played with advantage are rare, but +sometimes, especially in trumps, success may follow the play of a false +card. The following is an example:--A holds ace, king, ten, and eight of +diamonds (trumps). When Y, the left-hand adversary, obtains the lead, he +plays a small diamond; Z, the right-hand adversary, plays queen third in +hand. A may now win with ace, thus stating, in effect, that he does not +hold the king. + +Y may now conclude that his partner probably holds the king, and, on again +obtaining the lead, may play another diamond up to king, ten, eight, when A +is certain to make both king and ten. + +HOW TO PLAY WHIST. + +When a player has learnt the leads, and what to play second and third in +hand, he can play a fairly intelligent game. In the present day, when there +are so many ably written books on Whist, there is no excuse for an habitual +whist-player remaining ignorant of such elementary matters as the leads. +The skill and general principles of the game may then be studied. The +following suggestions should at this stage be attended to:-- + +Sort your hand as quickly as possible, so as to be {211} able to form some +idea of the style of game you ought to play before a single card is led. +Remember that an average hand contains four court cards, of honours, one in +each suit. If these four court cards be four knaves, the hand is below the +average; if four kings, or two kings, two queens, and a knave, it is about +the average. + +When the hand has been sorted, and the adversary's score his been examined, +a player can estimate his chances (or the certainty) of saving the game. If +the adversaries have nothing scored towards the game, and you hold ace, +king, queen of trumps, you know that you must win three tricks, and nothing +but a revoke can lose you the game. A bolder game may then be attempted +than would be advisable if you had not the saving of the game in your own +hand. It is always desirable to make certain of saving the game before you +attempt to win it. We frequently hear rash players remark, "I never dreamed +it possible that we could lose the game; if I had thought so I could have +easily saved it." The safer plan is to always think it possible to lose the +game, unless you have the saving of it in your own hand. + +Although it is correct play to lead from the longest numerical suit, +especially when strong in trumps, it is most detrimental to continue to do +so when very weak in trumps, and when you have found, by the card your +partner has played third in hand, that he has no winning or protecting card +in that suit. It frequently happens, if this lead be repeated, that one +adversary holds the winning cards of the suit; the other falls short, and +is consequently able to get rid of worthless cards on his partner's winning +cards. + +As we have already had occasion to remark, and {212} the fact should be +persistently borne in mind, the great object at Whist is _to win tricks_. +Many inexperienced players, who have superficially learnt certain rules, +seem to imagine that it is better to refuse to win tricks in order to +convey information to a partner, or to deceive one or both of the +adversaries. This proceeding is most commonly adopted when the unskilled +player holds four small trumps, and is not provided with a long suit, and +believes it to be good play to decline to trump a doubtful card second in +hand. With four small trumps, it is more than probable that not one of +these will win a trick except by trumping. To refuse to trump a doubtful +card indicates strength in trumps, and this strength ought not to be less +than five trumps, with or without an honour or honours, or four trumps with +two honours. + +UNBLOCKING. + +One of the most important results of the modern system of leading is that a +player may know when to unblock his partner's suit; that is, to avoid being +left with the winning card of a suit of which his partner holds the +remainder. The disasters that may result from not unblocking are of +frequent occurrence with those players who either do not know the leads, or +are incompetent to grasp the situation. The following is a simple +example:-- + +Y holds the ace, knave, 3 of clubs, and four losing cards in spades and +hearts. Z (Y's partner) has extracted all the trumps (diamonds), and leads +the king of clubs; A follows suit with the 2, Y plays the 3, B plays the 5. + +Z then leads the 4 of clubs; A plays the 9. Z, {213} knowing from his +partner's lead that the latter has the queen of clubs, ought to perceive at +once that, as regards winning the trick, his ace and knave are equal cards; +but that the former may obstruct Y's other clubs, whereas the latter +cannot. If Z mechanically plays his lower card (perhaps being even deluded +by the belief that he is "finessing"!), he has successfully blocked his +partner's suit; because, when he has played out his ace, he must lead +another suit, and his partner, who had king, queen, 10, 8, 4 of clubs, and +two small hearts, can never get in again to make his two remaining clubs. +If Y had won the second round of clubs with his ace, and returned the +knave, Z would have taken the knave with his queen, and would then have won +tricks with his ten and four. Consequently, Y and Z would have won five +tricks in clubs, instead of only three; Y therefore, by not unblocking his +partner's suit, lost two tricks in that one hand. + +Another form of not unblocking is the following:--Y leads the knave of +spades, which wins; he then leads the king of the same suit. Z, his +partner, held originally ace, three, and two of that suit. When Y leads the +king after the knave, Z ought to know that his partner led originally from +five spades headed by king, queen, knave. It is therefore Z's duty to play +his ace on his partner's king, and thus unblock his partner's suit. Z now +knows that, as his partner led originally from five spades, and he held +originally three, making eight, a third round of spades must be trumped by +one of the adversaries. Y, if he knows his partner to be a sound player, +will feel certain that his partner holds one more spade; because, had his +partner held ace and only one other spade, he would {214} have played the +ace on the knave, in order to unblock his partner's suit. + +To be able to thus aid a partner, the leads must be thoroughly known, so +that from a partner's original lead it may be fairly estimated what other +cards of the suit he holds in his hand, and when, consequently, it is +desirable to unblock his suit. + +ON PLACING THE LEAD. + +The player who has to play last has an advantage over the other players. If +this last player hold the king and one other card of a suit, he is certain +to make a trick with the king, unless it be trumped. If this last player +hold ace, queen of a suit, he is certain to make them both, unless one or +the other is trumped. Towards the end of a hand, and when a fairly correct +estimate may be formed of where certain cards are located, it is of the +utmost importance to place the lead either to the right or left, according +as you wish your partner or yourself to be led up to as last player. Some +simple examples such as the following will illustrate these cases. + +A player, Y, holds the king and one other trump (spades), and one trick is +required to win the game; he holds also a winning heart. His partner Z +plays a thirteenth diamond, which is not trumped by the second player, who +discards a heart. The ace and queen of spades are in hand somewhere, and +may both be held by an adversary. Y must therefore play his winning heart +on the thirteenth diamond, when the left adversary, after trumping, must +lead up to the king of spades guarded, when consequently the king must win +a trick, and the game. Simple {215} at this proceeding is, bad players will +frequently fail to grasp the situation, and will indulge in vain +imaginations, such as that their partner has played this thirteenth card in +order to ask for the best trump to be played on it. Or that the partner +holds the ace of trumps, and fears to play it out, lest he might catch his +partner's king, not perceiving that, if that is so, the game is a certainty +in any case. Such singular ideas are by no means uncommon with the bad +player. + +Each time a player leads a fresh suit in which he is weak, he is playing a +dangerous game, inasmuch as he is giving an adversary the advantage of +being last player. It is a common error of the bad player to change the +suit at random, when he finds his partner possesses little strength in the +one originally led by him. He thus continues to sacrifice his partner, and +loses trick after trick. The following is an example from actual play. A +held queen, eight, five, and two of spades, ten, eight, and three of +diamonds (trumps), knave, eight, five, and two of clubs, the six and four +of hearts. + +B, his partner, held king, and two small spades, king, and two small +diamonds (trumps), king, and three small clubs, king, and two small hearts. + +A led two of spades, B played king third in hand, which was captured by ace +in the fourth (Z's) hand. + +Z returned a spade, which A won with the queen. + +A now led two of clubs, B played king, which was also captured by Z with +ace. Z returned a small club, which Y, his partner, won with queen. + +Y then led a small heart, which Z won with queen, and returned ace, then a +small heart. A trumped the small heart, and B's king fell. A, after due +{216} consideration, now led one of his two remaining trumps. B's king was +captured by the ace; and thus, by his partner's changes of suit and +trumping, B, with four kings, did not win a trick with any one of them. + +It is an old and well-known maxim, that a player should be cautious how he +changes suits. If the adversaries hold the best cards of a suit, they must +make these, and it is far better to let them do so by playing a third round +of that suit, and thus placing the lead in the hand of one of the +adversaries, than to open another suit in which no high card is held. + +The following examples of placing the lead are useful, and should be +remembered, because either exactly such cases or others which are very +similar are perpetually recurring towards the end of a hand. + +You hold the losing trump--one other in against you and to your left +(trumps being spades)--the ace, queen of clubs, the ace, queen of hearts. + +The king of clubs and the king of hearts are somewhere in the other three +hands. Three tricks are required to win or save the game. The diamonds are +all out. To make a certainty of winning three tricks, play the losing +trump; you must then be led up to either in clubs, or hearts, and must win +three tricks out of your own hand. + +It is sometimes advisable to throw away what would be the best card in your +hand in order to place the lead, or at least to attempt to place it. The +following is an example of such a case. + +You hold four cards, the ace, queen of spades (trumps), the king and one +other heart. The king of spades was turned up to your right, and you know +{217} another trump guards the king; no trumps are in the other hands. + +Your left adversary leads the ace of hearts; when he leads another heart +you must win with the king and must lead up to the king of trumps, when you +win only two tricks. If you throw your king of hearts on the ace, you avoid +obtaining the lead, and your partner may hold the queen, and your ace, +queen of trumps will then both win tricks. Should your partner not hold the +queen, you lose nothing by this play, as you must make your ace, queen of +trumps if you have not the lead, and if you retained the king of hearts you +could not by any possibility win more than two tricks. + +Sometimes one holds what is called a trump too many; such a case is the +following. You hold ace, queen, and one small trump (spades), and a losing +diamond; your partner holds the best diamond. The king of spades is on your +right and is guarded, and this adversary has but two trumps. Your partner +has no trump, and leads the ace of hearts. If you discard your diamond on +this ace of hearts, you must trump the best diamond, and must then lead up +to the king of trumps, when you win only three tricks out of the four. If, +however, you trump your partner's ace of hearts, and lead the diamond, you +again transfer the lead to your partner, and you make all four tricks, as +the king of trumps cannot win. + +In order to thoroughly master these simple problems, it is advisable to +place the cards on the table before you, and examine such cases. They +frequently occur, and are, more frequently than not, quite overlooked by +bad players, who would think {218} it quite absurd to trump a partner's +ace, and who omit to notice the importance of placing the lead. + +It is by the manner in which the last four or five cards in a hand are +played that skill in Whist is shown; two and sometimes three or four tricks +are lost by bad play, when only five or six cards remain in each hand. + +THE PLAY OF THE TWELFTH AND THIRTEENTH CARDS. + +The play of a twelfth or a thirteenth card is one requiring careful +consideration. A player may hold the twelfth card, and he may know that his +partner does not hold the thirteenth. He may know, and ought to know, +whether his card is the higher or lower of the two remaining. He ought also +to know, from the leads and return leads, whether the right or left +adversary holds the other card of the suit. A player who does not note such +details would be better employed in a game of Beggar-my-neighbour than at +Whist, the former game being more suited to his intellectual capacity. + +The least dangerous form in which the twelfth card can be played is when it +is the better of the two, and when the thirteenth is in the hand of the +adversary on the right. The most dangerous, except when placing the lead +for a specific purpose, is when the twelfth card is the lower of the two, +and the best is held by the left-hand adversary. When the right adversary +holds the better card, to play the losing card affords the left-hand +adversary the opportunity of discarding a worthless card. A trick {219} is +frequently lost by the eagerness of an inexperienced player to play his +losing twelfth card in order to allow his partner to make a trump. Before +playing this twelfth card, winning cards should be played in order to +prevent the second player getting rid of a loser and then trumping the +winning card. For example, two rounds of hearts have been played, ace and +king being out. A holds the queen of hearts and a losing twelfth card. +Left-hand adversary holds small heart and small trump. When the losing +twelfth card is played, he discards his heart, and is thus enabled to trump +the queen. If the queen of hearts had been played first, an extra trick +would have been won. + +The play of a thirteenth card means one of two things. It is either a +demand on your partner to trump with his best trump, or it is an attempt to +place the lead. It is for the partner to use his judgment as to which of +these proceedings should be adopted. To lead a thirteenth card merely +because, as some persons assert, they "did not know what else to do," is an +exhibition of feebleness of intelligence. + +MAXIMS. + +Those persons who desire to become whist-players, and not mere players at +Whist, should bear in mind that Whist is a combination of well-established +rules, which should be obeyed; of observation, which is usually misnamed +memory, and of reason, which is one of the most essential items towards +becoming a whist-player. In order to put as little strain as possible on +the reasoning powers, it is advisable to {220} become acquainted with +certain maxims which can be committed to memory like proverbs, and can then +be acted on during the game. The following will be found useful:-- + +1. Note whether you hold a sufficient number of winning cards in your hand +to make certain of saving the game. If you do, you may run risks in order +to win it. + +2. Be very careful that you do not make a mistake and imagine that the game +cannot be lost, when, by some unusual combination of cards, it _may_ be +lost. + +3. Immediately your partner leads a card, examine the cards of the suit in +your own hand, and form a preliminary opinion of the strength of the suit +from which he led. For example, your partner leads the six of spades; you +hold ace, queen, and five. The second hand plays the two, you play the +queen, fourth hand plays the seven. You thus find the three and four have +not been played. Where are they? If the fourth player hold either, he is +calling for trumps. You return the ace of spades, the then second player +plays the ten, your partner plays the three, and the last player plays the +eight. You ought now to know just as well as if you had seen it, that your +partner led from king, knave, nine, six, four, and three, and started with +the fourth best card. To take a third round of this suit would be childish, +as one adversary would make a small trump, the other get rid of a worthless +card, and thus show his partner his weak suit. + +4. If very strong in two suits, and your partner lead from the third suit, +in which you are weak, lead him a trump immediately you gain the lead, +although you hold only one or two small trumps. {221} + +5. Never hesitate to give your partner the _chance_ of a ruff, unless he +has led trumps, or has "called." To refuse to give him this chance merely +because you are weak in trumps, is to play a losing game. + +6. At the end of a hand, consider the importance of placing the lead. For +example, you hold the losing, your partner the winning, trump (clubs), and +you hold ace, queen, ten of diamonds. Right-hand adversary leads a small +diamond, you play your ten, and it wins the trick; there are other diamonds +in your partner's hand, the value of which you do not know. Lead your +losing trump, and your partner wins this and returns a diamond, and you win +all four tricks. If the king of diamonds be to your right, you would lose a +trick by playing ace then queen of diamonds. Feeble players, however, would +be certain to lead the ace of diamonds, hoping that their partner would +trump the queen, and that thus the trumps would make separately. They give +up a certainty for a chance, and consider it safe play to do so. + +7. Do your best to help your partner, not to play in opposition to him. +Thus, if your partner call for trumps, lead him your best if you have less +than four, your lowest if you hold four, and your fourth best if you hold +more than four--the exception being when you hold the ace, which always +lead to your partner's call. Do not refuse to lead a trump to your +partner's call merely because there is a chance of your ruffing a suit. +This is selfish play, and usually results in a loss, the suit you wish to +trump not unusually being your partner's strong suit. + +When your partner, by his discard (or otherwise), has declared strength in +one suit and weakness in another, lead the best card of the suit in which +he {222} has declared strength. It is a criminal act to lead his weak suit, +unless you hold all the winning cards of that suit. + +It is towards the end of a hand that bad players display the greatest +ingenuity in selecting cards, which, when led or played, can alone lose the +game. Also revokes are more commonly committed by a player who holds only +two or three cards, than they are when he has in his hand seven or eight +cards. Never dash out a card, after you have won a trick, without examining +the card that both you and your partner have just previously played. + +When you have the game in your hand, play as calmly as though you had a +difficult hand to play. Time is rarely, if ever, saved by throwing down +your cards. The adversaries examine these deliberately as their only +chance, and too often it is found that, had the player played in the usual +manner, he must have won the game, but, in consequence of his cards being +called, he has just missed winning it. + +BOOKS ON WHIST. + +If the reader is ambitious to become a genuine whist-player, the following +should be studied--not glanced at and forgotten, but thoroughly +mastered--and their principles systematically practised: + + A TREATISE ON SHORT WHIST. By James Clay. + + CAVENDISH ON WHIST. + + THE ART OF PRACTICAL WHIST. By Major-General Drayson. + + THE PHILOSOPHY OF WHIST. By Dr. W. Pole. + + WHIST: (The Club Series). By Dr. W. Pole. + + THE PRINCIPLES AND PRACTICE OF WHIST. By + Ernest Bergholt and Leonard Leigh (Philadelphia). + + * * * * * + + +{223} + +BRIDGE. + +This is a recent development of the grand old game of Whist. Though +differing widely in many particulars from its prototype, it is still +essentially Whist, the innovations, while introducing a new speculative +element, affording even larger opportunities for the exercise of the +judgment and skill which Whist proper demands; and the best proof of its +merit lies in the fact that even by the "old stagers" of the London clubs +it is now generally played in preference to the classic game. + +The main elements of novelty in Bridge, as distinguished from Whist, may be +classed under the following heads:-- + +1. The manner of deciding the trump suit. + +2. Different values of tricks and honours according to the suit made +trumps. + +3. Licence to each party in turn to double and re-double the normal value +of tricks. + +4. The dealer playing two hands, his partner becoming a "dummy." + +Before proceeding to the Laws in detail, it should be premised that Bridge, +like ordinary Whist, is played by four persons, two against two, with the +full pack of fifty-two cards (two such packs being {224} used alternately). +The players cut for partners and for deal; the cards are shuffled, cut, and +dealt in the usual way, thirteen to each player; but no card is turned up, +the trump suit being named by the dealer, or by his partner, as hereafter +explained. + +Before perusing the following general remarks, the reader should study the +Club code of Laws, which will be found at the end of this chapter, and +which contains full particulars as to naming the trump suit, doubling and +re-doubling, revoke penalty, mode of reckoning up points, &c. + +THE SCORE IN ACTUAL PRACTICE. + +This is usually kept upon a scoring block, ruled as shown upon the +following page. Each column is intended to receive the score of one rubber. +It will be observed that the column is divided midway by a horizontal line. +The portion below this is for recording the value of the tricks won; the +portion above for the scoring of honours and the other subsidiary elements +affecting the ultimate value of the rubber. + +A practical example will best illustrate the working of the plan. A and B, +we will suppose, are playing against C and D. Diamonds have been declared +to be trumps, and A and B have won in the first deal nine tricks. The value +of each trick, when diamonds are trumps, being 6 points, A and B score in +their own column, immediately below the central line, 18. They have also +together held four honours, value in diamonds, 24. They accordingly mark 24 +above the line. + +{225} + +BRIDGE SCORING BLOCK. + + +------------+------------+------------+------------+ + | | | | | + | A. B. | C. D. | | | + +------------+------------+------------+------------+ + | | HON|OURS | | + | -- | 8 | | | + | -- | 100 | | | + | 16 | -- | | | + | | | | | + +------------+------------+------------+------------+ + | -- | 16 | | | + | -- | 30 | | | + | 24 | -- | | | + | | | | | + +============+============+============+============+ + | | TRI|CKS | | + | 18 | -- | | | + | -- | 24 | | | + | 16 | -- | | | + +------------+------------+ | | + | 4 | -- | | | + | 24 | -- | | | + | 2 | -- | | | + +------------+------------+ | | + | 104 | 178 | | | + | 100 | | | | + +------------+ | | | + | 204 | | | | + | 178 | | | | + +------------+ | | | + | 26 | | | | + +------------+------------+------------+------------+ + + NOTE.--Scoring Blocks of this pattern, but usually of larger size, are + issued by all card-making stationers at low prices. + +{226} + +The next deal is played _sans atout_. C and D are the winners by two +tricks, and between them hold three aces. The value of the two tricks is +24, which is scored below the line, and the value of the three aces 30, +which is scored above the line. + +In the third deal, hearts are trumps. A and B win two tricks, value 16 +points. This, added to their previous 18, makes them 32, and therefore +gives them the game. But C and D hold three honours, value in hearts 16: +these they score above their previous 30. The points are not yet added up, +but a pencil line is drawn above and below the scores of both parties, to +indicate that they represent a completed game. + +In the next deal, clubs are trumps. A and B win the odd trick, value 4 +points. They have also four honours (divided), value in clubs 16. + +The next hand is played _sans atout_. A and B win two tricks, value 24, but +D holds four aces, value 100. + +In the next hand, spades are trumps, and A and B make the odd trick, value +2 points. This makes them game, giving them the rubber as well, but C and D +hold between them four honours, value in spades 8, which number is +accordingly placed to their credit. + + + +We are now in a position to assess the value of the rubber. Each column is +added up. The total of A and B's score is 104, while that of C and D is +178. But the 100 points for the rubber have yet to be taken into +consideration. These are accordingly added to the score of A and B, +bringing it up to 204. From this total is deducted the 178 standing to the +credit of C and D, and the difference, {227} 26, is the number of points by +which A and B are the gainers. + +As the points at Bridge frequently run into high figures, it is as well to +keep their individual value small, or a loser may find himself let in for +an amount which he had not intended risking. + +HINTS FOR PLAY. + +So far as the science of the game is concerned, the main point, in so far +as it differs from Whist, is to be able to judge correctly what suit should +be made trumps; whether to play without trumps; or, lastly, whether to pass +the option to one's partner. Hands are, of course, capable of almost +infinite variety, and it is difficult to lay down rules which shall govern +all cases. The novice may, however, safely take to heart the following +maxims:-- + +1. Holding four aces, the dealer plays _sans atout_, inasmuch as he thereby +secures four certain tricks, besides one hundred for his aces. + +2. Holding three aces, he should do likewise, unless he has a strong red +suit, giving assurance of a high score without risk, while the No-trump +call involves dangerous weakness in one suit. In this case, the strong red +suit should be declared. + +3. Early in the game, if he cannot safely declare No-trumps or a red suit, +and is not exceptionally strong in clubs, he should pass the option to his +partner. + +4. When the score of the dealer and his partner is approaching game, if the +dealer can make game a certainty by declaring a black suit trumps, he +should usually do so. {228} + +For more detailed advice as to Bridge tactics, the reader may be referred +to two handy little works by W. Dalton, entitled _Bridge at a Glance_ and +_Bridge Abridged_, published by Messrs. De la Rue & Co. By the courtesy of +these gentlemen, we are enabled to reprint the authoritative Laws of the +game, as revised by a joint committee of the Portland and Turf Clubs. It +will be observed that they follow very closely the Laws of Whist; but the +special features of Bridge have been minutely considered and provided for, +and a careful study of the Laws will form the best possible introduction to +a knowledge of the game. + + + +THE LAWS OF BRIDGE (1904). + +(Reprinted, by permission, _verbatim_ from the Club Code.) + +THE RUBBER. + +1. The Rubber is the best of three games. If the first two games be won by +the same players, the third game is not played. + +SCORING. + +2. A game consists of thirty points obtained by tricks alone, exclusive of +any points counted for Honours, Chicane, Or Slam. + +3. Every hand is played out, and any points in excess of the thirty points +necessary for the game are counted. + +4. Each trick above six counts two points when spades are trumps, four +points when clubs are trumps, six points when diamonds are trumps, eight +points when hearts are trumps, and twelve points when there are no trumps. +{229} + +5. Honours consist of ace, king, queen, knave, and ten of the trump suit. +When there are no trumps they consist of the four aces. + +6. Honours in trumps are thus reckoned: + +If a player and his partner conjointly hold-- + + I. The five honours of the trump suit, they score for honours five + times the value of the trump suit trick. + + II. Any four honours of the trump suit, they score for honours four + times the value of the trump suit trick. + + III. Any three honours of the trump suit, they score for honours twice + the value of the trump suit trick. + +If a player in his own hand holds-- + + I. The five honours of the trump suit, he and his partner score for + honours ten times the value of the trump suit trick. + + II. Any four honours of the trump suit, they score for honours eight + times the value of the trump suit trick. In this last case, if the + player's partner holds the fifth honour, they also score for honours + the single value of the trump suit trick. + +The value of the trump suit trick referred to in this Law is its original +value, _e.g._ two points in spades and six points in diamonds; and the +value of honours is in no way affected by any doubling or re-doubling that +may take place under Laws 53 to 56. + +7. HONOURS, when there are no trumps, are thus reckoned: + +If a player and his partner conjointly hold-- + + I. The four aces, they score for honours forty points. + + II. Any three aces, they score for honours thirty points. + +If a player in his own hand holds-- + + The four aces, he and his partner score for honours one hundred points. + +{230} + +8. CHICANE is thus reckoned: + + If a player holds no trump, he and his partner score for Chicane twice + the value of the trump suit trick. The value of Chicane is in no way + affected by any doubling or re-doubling that may take place under Laws + 53 to 56. + +9. SLAM is thus reckoned: + +If a player and his partner make, independently of any tricks taken for the +revoke penalty-- + + I. All thirteen tricks, they score for Grand Slam forty points. + + II. Twelve tricks, they score for Little Slam twenty points. + +10. Honours, Chicane, and Slam are reckoned in the score at the end of the +rubber. + +11. At the end of the rubber, the total scores for tricks, honours, Chicane +and Slam obtained by each player and his partner are added up; one hundred +points are added to the score of the winners of the rubber, and the +difference between the two scores is the number of points won, or lost, by +the winners of the rubber. + +12. If an erroneous score affecting tricks be proved, such mistake may be +corrected prior to the conclusion of the game in which it occurred, and +such game is not concluded until the last card of the following deal has +been dealt, or, in the case of the last game of the rubber, until the score +has been made up and agreed. + +13. If an erroneous score affecting honours, Chicane, or Slam be proved, +such mistake may be corrected at any time before the score of the rubber +has been made up and agreed. {231} + +CUTTING. + +14. The ace is the lowest card. + +15. In all cases, every player must cut from the same pack. + +16. Should a player expose more than one card, he must cut again. + +FORMATION OF TABLE. + +17. If there are more than four candidates, the players are selected by +cutting, those first in the room having the preference. The four who cut +the lowest cards play first, and again cut to decide on partners; the two +lowest play against the two highest; the lowest is the dealer, who has +choice of cards and seats, and, having once made his selection, must abide +by it. + +18. When there are more than six candidates, those who cut the two next +lowest cards belong to the table, which is complete with six players; on +the retirement of one of those six players, the candidate who cut the next +lowest card has a prior right to any after-comer to enter the table. + +19. Two players cutting cards of equal value, unless such cards are the two +highest, cut again; should they be the two lowest, a fresh cut is necessary +to decide which of those two deals. + +20. Three players cutting cards of equal value cut again; should the fourth +(or remaining) card be the highest, the two lowest of the new cut are +partners, the lower of those two the dealer; should the fourth card be the +lowest, the two highest are partners, the original lowest the dealer. {232} + +CUTTING OUT. + +21. At the end of a rubber, should admission be claimed by any one, or by +two candidates, he who has, or they who have, placed a greater number of +consecutive rubbers than the others is, or are, out; but when all have +played the same number, they must cut to decide upon the out-goers; the +highest are out. + +ENTRY AND RE-ENTRY. + +22. A candidate, whether he has played or not, can join a table which is +not complete by declaring in at any time prior to any of the players having +cut a card, either for the purpose of commencing a fresh rubber or of +cutting out. + +23. In the formation of fresh tables, those candidates who have neither +belonged to nor played at any other table have the prior right of entry; +the others decide their right of admission by cutting. + +24. Any one quitting a table prior to the conclusion of a rubber may, with +consent of the other three players, appoint a substitute in his absence +during that rubber. + +25. A player joining one table, whilst belonging to another, loses his +right of re-entry into the latter, and takes his chance of cutting in, as +if he were a fresh candidate. + +26. If any one break up a table, the remaining players have the prior right +to him of entry into any other; and should there not be sufficient +vacancies at such other table to admit all those candidates, they settle +their precedence by cutting. {233} + +SHUFFLING. + +27. The pack must neither be shuffled below the table, nor so that the face +of any card be seen. + +28. The pack must not be shuffled during the play of the hand. + +29. A pack, having been played with, must neither be shuffled by dealing it +into packets, nor across the table. + +30. Each player has a right to shuffle once only (except as provided by Law +33) prior to a deal, after a false cut, or when a new deal has occurred. + +31. The dealer's partner must collect the cards for the ensuing deal, and +has the first right to shuffle that pack. + +32. Each player, after shuffling, must place the cards, properly collected +and face downwards, to the left of the player about to deal. + +33. The dealer has always the right to shuffle last; but should a card or +cards be seen during his shuffling, or whilst giving the pack to be cut, he +may be compelled to re-shuffle. + +THE DEAL. + +34. Each player deals in his turn; the order of dealing goes to the left. + +35. The player on the dealer's right cuts the pack, and, in dividing it, +must not leave fewer than four cards in either packet; if in cutting, or in +replacing one of the two packets on the other, a card be exposed, or if +there be any confusion of the cards, or a doubt as to the exact place in +which the pack was divided, there must be a fresh cut. {234} + +36. When a player, whose duty it is to cut, has once separated the pack, he +cannot alter his intention; he can neither re-shuffle nor re-cut the cards. + +37. When the pack is cut, should the dealer shuffle the cards, the pack +must be cut again. + +38. The fifty-two cards shall be dealt face downwards. The deal is not +completed until the last card has been dealt face downwards. There is no +misdeal. + +A NEW DEAL. + +39. There must be a new deal-- + + I. If, during a deal, or during the play of a hand, the pack be proved + to be incorrect or imperfect. + + II. If any card be faced in the pack. + + III. Unless the cards are dealt into four packets, one at a time and in + regular rotation, beginning at the player to the dealer's left. + + IV. Should the last card not come in its regular order to the dealer. + + V. Should a player have more than thirteen cards, and any one or more + of the others less than thirteen cards. + + VI. Should the dealer deal two cards at once, or two cards to the same + hand, and then deal a third; but if, prior to dealing that card, the + dealer can, by altering the position of one card only, rectify such + error, he may do so. + + VII. Should the dealer omit to have the pack cut to him, and the + adversaries discover the error prior to the last card being dealt, and + before looking at their cards; but not after having done so. + +40. If, whilst dealing, a card be exposed by either of the dealer's +adversaries, the dealer or his partner may claim a new deal. A card +similarly exposed by the dealer or his partner gives the same claim to each +adversary. The claim may not be made by a player {235} who has looked at +any of his cards. If a new deal does not take place, the exposed card +cannot be called. + +41. If, in dealing, one of the last cards be exposed, and the dealer +completes the deal before there is reasonable time to decide as to a fresh +deal, the privilege is not thereby lost. + +42. If the dealer, before he has dealt fifty-one cards, look at any card, +his adversaries have a right to see it, and may exact a new deal. + +43. Should three players have their right number of cards--the fourth have +less than thirteen, and not discover such deficiency until he has played +any of his cards, the deal stands good; should he have played, he is as +answerable for any revoke he may have made as if the missing card or cards +had been in his hand; he may search the other pack for it, or them. + +44. If a pack, during or after a rubber, be proved incorrect or imperfect, +such proof does not alter any past score, game, or rubber; that hand in +which the imperfection was detected is null and void; the dealer deals +again. + +45. Any one dealing out of turn, or with the adversary's cards, may be +stopped before the last card is dealt, otherwise the deal stands good, and +the game must proceed as if no mistake had been made. + +46 A player can neither shuffle, cut, nor deal for his partner without the +permission of his opponents. + +DECLARING TRUMPS. + +47. The dealer, having examined his hand, has the option of declaring what +suit shall be trumps, {236} or whether the hand shall be played without +trumps. If he exercise that option, he shall do so by naming the suit, or +by saying "No trumps." + +48. If the dealer does not wish to exercise his option, he may pass it to +his partner by saying "I leave it to you, Partner," and his partner must +thereupon make the necessary declaration, in the manner provided in the +preceding Law. + +49. If the dealer's partner make the trump declaration without receiving +permission from the dealer, the eldest hand may demand: + + I. That the declaration so made shall stand. + + II. That there shall be a new deal. + +But if any declaration as to doubling or not doubling shall have been made, +or if a new deal is not claimed, the declaration wrongly made shall stand. +The eldest hand is the player on the left of the dealer. + +50. If the dealer's partner pass the declaration to the dealer, the eldest +hand may demand: + + I. That there shall be a new deal. + + II. That the dealer's partner shall himself make the declaration. + +51. If either of the dealer's adversaries makes the declaration, the dealer +may, after looking at his hand, either claim a fresh deal or proceed as if +no such declaration had been made. + +52. A declaration once made cannot be altered, save as provided above. + +DOUBLING AND RE-DOUBLING. + +53. The effect of doubling and re-doubling, and so on, is that the value of +each trick above six is doubled, quadrupled, and so on. {237} + +54. After the trump declaration has been made by the dealer or his partner, +their adversaries have the right to double. The eldest hand has the first +right. If he does not wish to double, he shall say to his partner, "May I +lead?" His partner shall answer, "Yes," or "I double." + +55. If either of their adversaries elect to double, the dealer and his +partner have the right to re-double. The player who has declared the trump +shall have the first right. He may say, "I re-double," or "Satisfied." +Should he say the latter, his partner may re-double. + +56. If the dealer or his partner elect to re-double, their adversaries have +the right to again double. The original doubler has the first right. + +57. If the right-hand adversary of the dealer double before his partner has +asked "May I lead?" the declarer of the trump shall have the right to say +whether or not the double shall stand. If he decide that the double shall +stand, the process of re-doubling may continue as described in Laws 55, 56, +58. + +58. The process of re-doubling may be continued until the limit of 100 +points is reached--the first right to continue the re-doubling on behalf of +a partnership belonging to that player who has last re-doubled. Should he, +however, express himself satisfied, the right to continue the re-doubling +passes to his partner. Should any player re-double out of turn, the +adversary who last doubled shall decide whether or not such double shall +stand. If it is decided that the re-double shall stand, the process of +re-doubling may continue as described in this and foregoing Laws (55 and +56). If any double or re-double out of turn be not accepted, there shall +{238} be no further doubling in that hand. Any consultation between +partners as to doubling or re-doubling will entitle the maker of the trump +or the eldest hand, without consultation, to a new deal. + +59. If the eldest hand lead before the doubling be completed, his partner +may re-double only with the consent of the adversary who last doubled; but +such lead shall not affect the right of either adversary to double. + +60. When the question, "May I lead?" has been answered in the affirmative, +or when the player who has the last right to continue the doubling +expresses himself satisfied, the play shall begin. + +61. A declaration once made cannot be altered. + +DUMMY. + +62. As soon as a card is led, whether in or out of turn, the dealer's +partner shall place his cards face upwards on the table, and the duty of +playing the cards from that hand, which is called Dummy, and of claiming +and enforcing any penalties arising during the hand, shall devolve upon the +dealer, unassisted by his partner. + +63. After exposing Dummy, the dealer's partner has no part whatever in the +game, except that he has the right to ask the dealer if he has none of the +suit in which he may have renounced. If he call attention to any other +incident in the play of the hand, in respect of which any penalty might be +exacted, the fact that he has done so shall deprive the dealer of the right +of exacting such penalty against his adversaries. + +64. If the dealer's partner, by touching a card, or {239} otherwise, +suggest the play of a card from Dummy, either of the adversaries may, but +without consulting with his partner, call upon the dealer to play or not to +play the card suggested. + +65. When the dealer draws a card, either from his own hand or from Dummy, +such card is not considered as played until actually quitted. + +66. A card once played, or named by the dealer as to be played from his own +hand or from Dummy, cannot be taken back, except to save a revoke. + +67. The dealer's partner may not look over his adversaries' hands, nor +leave his seat for the purpose of watching his partner's play. + +68. Dummy is not liable to any penalty for a revoke, as his adversaries see +his cards. Should he revoke, and the error not be discovered until the +trick is turned and quitted, the trick stands good. + +69. Dummy being blind and deaf, his partner is not liable to any penalty +for an error whence he can gain no advantage. Thus, he may expose some, or +all of his cards, without incurring any penalty. + +EXPOSED CARDS. + +70. If after the deal has been completed, and before the trump declaration +has been made, either the dealer or his partner expose a card from his +hand, the eldest hand may claim a new deal. + +71. If after the deal has been completed, and before a card is led, any +player shall expose a card, his partner shall forfeit any right to double +or re-double which he would otherwise have been entitled to exercise; and +in the case of a card being so exposed by the leader's partner, the dealer +may, instead of calling the card, {240} require the leader not to lead the +suit of the exposed card. + +CARDS LIABLE TO BE CALLED. + +72. All cards exposed by the dealer's adversaries are liable to be called, +and must be left face upwards on the table; but a card is not an exposed +card when dropped on the floor, or elsewhere below the table. + +73. The following are exposed cards:-- + + I. Two or more cards played at once. + + II. Any card dropped with its face upwards, or in any way exposed on or + above the table, even though snatched up so quickly that no one can + name it. + +74. If either of the dealer's adversaries play to an imperfect trick the +best card on the table, or lead one which is a winning card as against the +dealer and his partner, and then lead again, without waiting for his +partner to play, or play several such winning cards, one after the other, +without waiting for his partner to play, the latter may be called on to +win, if he can, the first or any other of those tricks, and the other cards +thus improperly played are exposed cards. + +75. Should the dealer indicate that all or any of the remaining tricks are +his, he may be required to place his cards face upwards on the table; but +they are not liable to be called. + +76. If either of the dealer's adversaries throws his cards on the table +face upwards, such cards are exposed, and liable to be called by the +dealer. + +77. If all the players throw their cards on the table face upwards, the +hands are abandoned, and the score must be left as claimed and admitted. +The hands may be examined for the purpose of establishing a revoke, but for +no other purpose. {241} + +78. A card detached from the rest of the hand of either of the dealer's +adversaries, so as to be named, is liable to be called; but should the +dealer name a wrong card, he is liable to have a suit called when first he +or his partner have the lead. + +79. If a player, who has rendered himself liable to have the highest or +lowest of a suit called, or to win or not to win a trick, fail to play as +desired, though able to do so, or if when called on to lead one suit, lead +another, having in his hand one or more cards of that suit demanded, he +incurs the penalty of a revoke. + +80. If either of the dealer's adversaries lead out of turn, the dealer may +call a suit from him or his partner when it is next the turn of either of +them to lead, or may call the card erroneously led. + +81. If the dealer lead out of turn, either from his own hand or from Dummy, +he incurs no penalty; but he may not rectify the error after the second +hand has played. + +82. If any player lead out of turn, and the other three have followed him, +the trick is complete, and the error cannot be rectified; but if only the +second, or the second and third, have played to the false lead, their +cards, on discovery of the mistake, are taken back; and there is no penalty +against any one, excepting the original offender, and then only when he is +one of the dealer's adversaries. + +83. In no case can a player be compelled to play a card which would oblige +him to revoke. + +84. The call of a card may be repeated until such card has been played. + +85. If a player called on to lead a suit have none of it, the penalty is +paid. {242} + +CARDS PLAYED IN ERROR, OR NOT PLAYED TO A TRICK. + +86. Should the third hand not have played, and the fourth play before his +partner, the latter (not being Dummy or his partner) may be called on to +win, or not to win, the trick. + +87. If any one (not being Dummy) omit playing to a former trick, and such +error be not discovered until he has played to the next, the adversaries +may claim a new deal; should they decide that the deal stand good, or +should Dummy have omitted to play to a former trick, and such error be not +discovered till he shall have played to the next, the surplus card at the +end of the hand is considered to have been played to the imperfect trick, +but does not constitute a revoke therein. + +88. If any one play two cards to the same trick, or mix a card with a trick +to which it does not properly belong, and the mistake be not discovered +until the hand is played out, he (not being Dummy) is answerable for all +consequent revokes he may have made. If, during the play of the hand, the +error be detected, the tricks may be counted face downwards, in order to +ascertain whether there be among them a card too many: should this be the +case they may be searched, and the card restored; the player (not being +Dummy) is, however, liable for all revokes which he may have meanwhile +made. + +THE REVOKE. + +89. Is when a player (other than Dummy), holding one or more cards of the +suit led, plays a card of a different suit. {243} + +90. The penalty for a revoke-- + + I. Is at the option of the adversaries, who, at the end of the hand, + may, after consultation, either take three tricks from the revoking + player and add them to their own--or deduct the value of three tricks + from his existing score--or add the value of three tricks to their own + score; + + II. Can be claimed for as many revokes as occur during the hand; + + III. Is applicable only to the score of the game in which it occurs; + + IV. Cannot be divided--_i.e._ a player cannot add the value of one or + two tricks to his own score and deduct the value of one or two from the + revoking player. + + V. In whatever way the penalty may be enforced, under no circumstances + can the suit revoking score Game, Grand Slam or Little Slam, that hand. + Whatever their previous score may be, the side revoking cannot attain a + higher score towards the game than twenty-eight. + +91. A revoke is established, if the trick in which it occurs be turned and +quitted--_i.e._ the hand removed from that trick after it has been turned +face downwards on the table--or if either the revoking player or his +partner, whether in his right turn or otherwise, lead or play to the +following trick. + +92. A player may ask his partner whether he has not a card of the suit +which he has renounced; should the question be asked before the trick is +turned and quitted, subsequent turning and quitting does not establish the +revoke, and the error may be corrected, unless the question be answered in +the negative, or unless the revoking player or his partner have led or +played to the following trick. + + [NOTE.--A negative answer to the question does not _in itself_ + establish the revoke, apart from turning and quitting the trick, or + some subsequent act of play.--ED.] + +{244} + +93. At the end of the hand, the claimants of a revoke may search all the +tricks. + +94. If a player discover his mistake in time to save a revoke, any player +or players who have played after him may withdraw their cards and +substitute others, and their cards withdrawn are not liable to be called. +If the player in fault be one of the dealer's adversaries, the dealer may +call the card thus played in error, or may require him to play his highest +or lowest card to that trick in which he has renounced. + +95. If the player in fault be the dealer, the eldest hand may require him +to play the highest or lowest card of the suit in which he has renounced, +provided both of the dealer's adversaries have played to the current trick; +but this penalty cannot be exacted from the dealer when he is fourth in +hand, nor can it be enforced at all from Dummy. + +96. If a revoke be claimed, and the accused player or his partner mix the +cards before they have been sufficiently examined by the adversaries, the +revoke is established. The mixing of the cards only renders the proof of a +revoke difficult, but does not prevent the claim, and possible +establishment, of the penalty. + +97. A revoke cannot be claimed after the cards have been cut for the +following deal. + +98. If a revoke occur, be claimed and proved, bets on the odd trick, or on +amount of score, must be decided by the actual state of the score after the +penalty is paid. + +99. Should the players on both sides subject themselves to the penalty of +one or more revokes, neither can win the game by that hand; each is +punished at the discretion of his adversary. {245} + +CALLING FOR NEW CARDS. + +100. Any player (on paying for them) before, but not after, the pack be cut +for the deal, may call for fresh cards. He must call for two new packs, of +which the dealer takes his choice. + +GENERAL RULES. + +101. Any one during the play of a trick, or after the four cards are +played, and before, but not after, they are touched for the purpose of +gathering them together, may demand that the cards be placed before their +respective players. + +102. If either of the dealer's adversaries, prior to his partner playing, +should call attention to the trick--either by saying that it is his, or by +naming his card, or, without being required so to do, by drawing it towards +him--the dealer may require that opponent's partner to play his highest or +lowest of the suit then led, or to win or lose the trick. + +103. Should the partner of the player solely entitled to exact a penalty, +suggest or demand the enforcement of it, no penalty can be enforced. + +104. In all cases where a penalty has been incurred, the offender is bound +to give reasonable time for the decision of his adversaries. + +105. If a bystander make any remark which calls the attention of a player +or players to an oversight affecting the score, he is liable to be called +on, by the players only, to pay the stakes and all bets on that game or +rubber. + +106. A bystander, by agreement among the players, may decide any question. +{246} + +107. A card or cards torn or marked must be either replaced by agreement, +or new cards called at the expense of the table. + +108. Once a trick is complete, turned, and quitted, it must not be looked +at (except under Law 88) until the end of the hand. + +BOOKS ON BRIDGE. + +The greater number of these have come into existence quite unnecessarily. +All that the student need know will be found in the following:-- + + BADSWORTH.--The Laws and Principles of Bridge, with Cases and Decisions + reviewed and explained. (G. P. Putnam's Sons.) + + BERGHOLT, ERNEST.--Double Dummy Bridge: [an exhaustive collection of + card-problems by living composers]. (Thos. De la Rue & Co., Ld.) + + DALTON, WILLIAM.--Bridge at a Glance: an Alphabetical Synopsis. (Thos. + De la Rue & Co., Ld.) + + ---- Bridge Abridged; or, Practical Bridge. (Do.) + + ---- "Saturday" Bridge. (The West Strand Publishing Co., Ld.) + + DOE, JOHN.--The Bridge Manual. (Frederick Warne and Co.) + + HOFFMANN, Professor.--Bridge. (Chas. Goodall & Son, Ld.) + + _For American Views on the Game._ + + ELWELL, J. B.--Bridge.--Advanced Bridge.--Practical Bridge. (Chas. + Scribner's Sons, New York; and George Newnes, Ld., London.) + + STREET, C. S.--Bridge Up to Date. Dodd, Mead & Co., New York. + + _For Anglo-Indian Views._ + + HELLESPONT.--The Laws and Principles of Bridge. (De la Rue, London) + + ACE OF SPADES.--The Theory and Practice of Bridge. (_Times of India_ + Press, Bombay.) + + LYNX.--Bridge Topics. (W. Newman & Co., Calcutta.) + + ROBERTSON and WOLLASTON.--The Robertson Rule and other Bridge Axioms. + (Calcutta.) + + * * * * * + + +{247} + +AUCTION BRIDGE. + +A lively offshoot from the preceding game, which has recently become very +popular in some of the London Clubs. So highly is it ranked in many +quarters, that a well-known player has given it as his opinion that "in a +year or two we shall only remember Bridge as the son of Whist and the +father of Auction." Having in view the strong element of gambling which the +latter game contains, and the expectedly heavy losses which may be incurred +by the unwary player, the writer opines that a good many impecunious folk +are likely to remember it only as being connected with their "uncle." + +It is, in fact, a combination of Bridge and Poker. In all that takes place +after the declaration has been finally determined, it is pure Bridge, with +an extra infusion of "double dummy," due to inferences from the course of +the bidding. In the bidding itself, which leads up to the final +declaration, the qualities of the Poker-player are pre-eminent--cool but +rapid judgment, shrewd reading of character, a happy instinct when to "lie +low" and when to "bluff"; when to make a spurt forward for game, and when +to egg the opponents on beyond the limits of discretion, and to leave them +in the lurch! + +By the adherents of the new game--who are head {248} over ears in love with +it, and are consequently blind to all its weak points--it is contended that +the "gambling" argument brought against it is as fallacious as it was when +urged against Bridge proper, and that, to redress the balance, it is only +necessary to readjust the value of the points. This is not true. Poker is +an excellent game, but no readjustment of values will ever place it on the +same plane as games of science, because the qualities of brain and +temperament upon which it is based are essentially distinct from the +qualities of analysis and combination such as go to the making of (say) a +first-class Chess-player. There is, undoubtedly, a greater difference in +kind between Auction Bridge and Bridge than there is between Bridge and +Whist; whether that difference renders Auction "inferior" or "superior," +however, is a moot question which every card-player must decide for +himself. There are many who regard the additional spice of hazard, not as a +defect, but as a merit. + +The Laws of the game, which for some time were in a state of flux, have now +been settled as authoritatively as those of Bridge or Whist. It will only +be necessary to set out _verbatim_ those Laws which differ from the Laws of +Bridge. As regards the remainder, the reader is referred to the preceding +Bridge Code. + + + +THE LAWS OF AUCTION BRIDGE. + +(Framed by a Joint Committee of the Portland and Bath Clubs, 1908; and +reprinted, by permission, so far as they differ from the Laws of Bridge.) + +1. _As in Bridge._ + +2. A game consists of thirty points obtained by {249} tricks alone, when +the declarer fulfils his contract, which are scored below the line, +exclusive of any points counted for Honours, Chicane, Slam, or +under-tricks, which are scored above the line. + +3. _As in Bridge._ + +4. When the declarer fulfils his contract, each trick above six counts, &c. +(_as in Bridge_). + +5 to 10. _As in Bridge._ + +11. At the end of the rubber, the total scores for tricks, Honours, +Chicane, and Slam obtained by each player and his partner are added up, 250 +points are added to the score of the winners of the rubber, and the +difference between the two scores is the number of points won, or lost, by +the winners of the rubber. + +12 to 46. _As in Bridge._ + +47. The dealer, having examined his hand, must declare to win at least one +odd trick, either with a trump suit, or at "no trumps." + +48. After the dealer has made his declaration, each player in turn, +commencing with the player on the dealer's left, has the right to pass the +previous declaration, or to double, or re-double, or to overcall the +previous declaration by making a call of higher value. A call of a greater +number of tricks in a suit of lower value, which equals the previous call +in value of points, shall be considered a call of higher value--_e.g._ a +call of two tricks in Spades overcalls one trick in Clubs, or "Two +Diamonds" overcalls "One No Trump." + +49. A player may overbid the previous call any number of times, and may +also overbid his partner. The play of the two combined hands shall rest +with the partners who make the final call. Where two partners have both +made calls in the same suit, the {250} one who made the first such call +shall play the hand, his partner becoming Dummy. + +50. When the player of the two hands (hereafter termed the declarer) wins +the number of tricks which were declared, or a greater number, he scores +below the line the full value of the tricks won (see Laws 2 and 4). When he +fails, his adversaries score, above the line, 50 points for each +under-trick, _i.e._ each trick short of the number declared; or, if the +declaration was doubled or re-doubled, 100 or 200 points respectively for +each such trick. Neither the declarer nor the adversaries score anything +below the line for that hand. + +51. The loss on the declaration of "One Spade" shall be limited to 100 +points in respect of tricks, whether doubled or not. + +52. If a player makes a trump declaration out of turn, the adversary on his +left may demand a new deal, or may allow the declaration so made to stand, +when the bidding shall continue as if the declaration had been in order. + +53. If a player, in bidding, fails to call a sufficient number of tricks to +overbid the previous declaration, he shall be considered to have declared +the requisite number of tricks in the call which he has made, and his +partner shall be debarred from making any further declaration, unless +either of his adversaries overcall, or double. + +54. After the final declaration has been accepted, a player is not entitled +to give his partner any information as to a previous call, whether made by +himself or by either adversary; but a player is entitled to inquire, at any +time during the play of the hand, what was the value of the final +declaration. {251} + +55. Doubling and re-doubling affect the score only, and not the value in +declaring--_e.g._ "Two Diamonds" will still overcall "One No Trump," +although the "no trump" declaration has been doubled. + +56. Any declaration can be doubled, and re-doubled once, but not more. A +player cannot double his partner's call, or re-double his partner's double, +but he may re-double a call of his partner's which has been doubled by an +adversary. + +57. The act of doubling re-opens the bidding. When a declaration has been +doubled, any player, including the declarer or his partner, can in his +proper turn make a further declaration of higher value. + +58. When a player, whose declaration has been doubled, fulfils his contract +by winning the declared number of tricks, he scores a bonus of 50 points +above the line, and a further 50 points for every additional trick which he +may make. If he, or his partner, have re-doubled, the bonus is doubled. + +59. If a player doubles out of turn, the adversary on his left may demand a +new deal. + +60. When all the players have expressed themselves satisfied, the play +shall begin, and the player on the left of the declarer shall lead. + +61. A declaration once made cannot be altered, unless it has been +overcalled or doubled. + +62. As soon as a card is led, whether in or out of turn, the declarer's +partner shall place his cards face upwards on the table, &c. (_as in +Bridge_). + +63 to 69. _As in Bridge._ + +70. If, after the cards have been dealt, and before the trump declaration +has been finally determined, any player exposes a card from his hand, the +adversary {252} on his left may demand a new deal. If the deal is allowed +to stand, the exposed card may be picked up, and cannot be called. + +71. If, after the final declaration has been accepted, and before a card is +led, the partner of the player who has to lead to the first trick exposes a +card from his hand, the declarer may, instead of calling the card, require +the leader not to lead the suit of the exposed card. + +72 to 89. _As in Bridge._ + +90. The penalty for each revoke shall be-- + + (_a_) When the declarer revokes, his adversaries add 150 points to + their score above the line,[64] in addition to any liability which the + revoking player may have incurred for failure to fulfil his contract. + + (_b_) When either of the adversaries revoke[s], the declarer may add + 150 points to his score above the line,[64] or may take three tricks + from his opponents and add them to his own. Such tricks, taken as + penalty, may assist the declarer to fulfil his contract, but they shall + not entitle him to score any bonus above the line, in the case of the + declaration having been doubled or re-doubled. + +Under no circumstances can a side score anything, either above or below the +line, except for Honours or Chicane, on a hand in which one of them has +revoked. + +91 to 108. _As in Bridge._ + +HINTS TO PLAYERS. + +_The "One-Spade" Convention._ + +In certain club circles where the game has been somewhat extensively +played, a fixed idea has arisen that to be the first to make an effectual +declaration is a positive disadvantage. Hence the "convention" {253} has +been established that (except in certain cases defined below) the dealer +must begin with a nominal or fictitious call of One Spade, in order to +obtain information from the opponents' calls as to the contents of their +hands, or to induce them to undertake a contract which they are unable to +carry out. + +As it would never do for the dealer, under such a convention, to be left to +play the hand at One Spade--which may be the very last thing that he +desires--it is a further understanding that the dealer's partner must +_never_ fail to overcall. If he has nothing better to say, he must call +"Two Spades," thus re-opening the bidding for the dealer to make a fresh +start, in case the opponents also "lie low." + +The effect of this convention, plainly, is as follows:-- + +The second player (by which is meant the player on the dealer's left) is +quite certain that the bidding will come round to him again; therefore he +never opens his mouth unless he is sure that it is to his advantage to do +so. All that the dealer has done, therefore, is to shift on to his +partner's shoulders the _onus_ of opening, which is disadvantageous for the +double reason that the new opener is debarred from One Spade, and that the +second player has been given an unnecessary option. + +The exceptional cases in which, under the convention, it is agreed that the +dealer shall make a genuine call are (1) when he has a _moderate_ or +"guarded" No-trumper, when he is to declare One No-trumps; (2) when he has +a strong suit to the ace, king, of Spades or Clubs, when he is to declare +two in the strong suit as an invitation to partner to make a No-trumper. + +Now, as it is conceded that to call first under such {254} circumstances is +an advantage, why give second player the option of enjoying the same +advantage, which he might not otherwise have had? + +By this convention, if it be adopted, the limitation of loss, under Law 51, +is voluntarily annulled. + +GENERAL REMARKS. + +It will be noticed that, if the player of Dummy fulfils his contract, his +reward increases as in ordinary Bridge with the value of the declaration. +If he fails, however, by the same number of tricks, he loses no more on a +declaration of No-trumps than on a declaration of Spades, the penalty for +failure being always 100 or 50 per trick, according as the opponents have, +or have not, doubled. Assuming that your chance of winning tricks is the +same, it is always better to play a high call than a low one. Conversely, +it is very frequently wiser to leave the opponents to play out a black +call, which you think you can defeat, than to incur risk of failure +yourself by overbidding. + +Do not forget that to double a call is to warn the opponents of their +danger and to drive them to make another call which may not suit you so +well. If dealer declares One No-trumps, and you, being second player, have +eight clubs to tierce major, and you keep your mouth shut, and let +No-trumps be played, you may be pretty sure of 100 above for two tricks +"under." If you double, and they make it Two Hearts and win the odd trick, +you are 50 points to the bad. A high declaration (Four, or even Three, in a +red suit), which the opponents cannot get out of, may be doubled more +freely, though the penalty under Law 58 must be borne in mind. Such doubles +are often advisable on {255} high-card strength in the plain suits, even +when weak in trumps. Still more politic is what is known as a "free" +double, that is, the double of a call which in any case will give the +opponents game if they fulfil their contract. Conversely, a double which +gives the opponents a game that they would not otherwise have secured is +the worst double of all. + +The most important point of all in the game is to remember that, in the +majority of cases, it is more profitable to let your opponents fail than to +score below the line yourself. The efforts of the skilled player are being +always directed to driving the other side into a contract which they cannot +bring off, and then _leaving them to play it_. It is in this kind of +strategy that the Poker-player is pre-eminent: to know when to "bluff" the +enemy into an indiscretion, and when to avoid a similar snare set for +oneself, are gifts of nature not to be acquired from a book. + +Suppose you have a strong hand, and call Two No-trumps, and win the first +game from love with four by cards, and score 30 Aces, you have won 66 +points, and have improved your chance of winning the 250 points for the +rubber. If we reckon your chance of the rubber as 5 to 3 on (it certainly +is not more), it is worth about 63 points more--say 130 in all. + +This you may think a great success. But if you can get the opponents to +overbid your Two No-trumps with Three Hearts, and you see that they can +only get the odd trick, you will be better off if you double and let them +play, even if they score 16 for honours. For 200 less 16 leaves you 184 +points--and you are still 54 to the good. + +As player of Dummy, aim first at fulfilling your {256} contract. When this +is accomplished, you may try for game. + +As player against Dummy, aim first at saving the game. When there is no +risk of that being lost, devote yourself to defeating the dealer's +contract. + + * * * * * + + +{257} + +FIVE HUNDRED. + +This is a game largely played in the United States and in Canada, but not +so well known in this country as it deserves to be, though one variety of +it has been played in London clubs. It is primarily and specifically a game +for three players; and this is one of its greatest merits, for good +three-handed games are rare. + +"Five Hundred" has been characterised as a "patchwork" or "mosaic" game; +but such expressions do not do it justice, as tending to create the +impression that it is a thing of shreds picked up here and there, and +indifferently joined together. It does, indeed, borrow its elements from +sundry older games: Euchre, Loo, Nap, and Auction Bridge: but by combining +these elements into a new and harmonious whole, it achieves a sum total +that produces the effect of novelty without taxing our brains to assimilate +unfamiliar and bizarre ideas. + +It appears to many people to contain all the merits of Auction Bridge +without the patent defects of the latter--the interminable length of the +rubber, the undefined limits of loss, and the supersession of skill by +"bluff." + +In the following description, the typical form of the game is assumed, in +which three players take part, each being opposed to both the others. The +pack used is the piquet pack of thirty-two cards (cards below the seven +being omitted) _plus_ the Joker--thirty-three cards in all. {258} + +Those who are not Euchre-players must begin by familiarising themselves +with the functions of the Joker, and with the peculiar rank and attributes +of the Right and Left Bower. + +When there are trumps, the Joker is the master trump; then follows the +knave of trumps (the "Right Bower"); then the other knave of the same +colour (the "Left Bower"); after which come the ace, king, queen, ten, +nine, eight, seven of trumps, in descending order. The trump suit thus +consists of _ten_ cards; the plain suit of the same colour consists of +_seven_ only; the other two plain suits consist of eight each. The knaves +of the latter two suits take their ordinary Whist and Bridge rank, between +the queen and the 10. + +When there are no trumps, all the cards, except the Joker, rank as in Whist +or Bridge. The Joker remains the master card of the pack; if it is led, the +leader names the suit which he elects it to represent, and the other +players must follow suit accordingly. + +In cutting for deal, the Joker is the lowest card, and an ace the next +higher. After which come the 7, &c., upwards to the king. + +After shuffling and cutting, the dealer distributes three rounds of three +cards each to the three players, followed by one round of one card each. +The remaining three cards are laid face downwards on the table, and +constitute the "widow." + +The bidding then begins. The eldest hand has the first right to declare how +many tricks (not fewer than six) he will contract to win. At the same time, +he must either name a trump suit or declare No-trumps. The eldest hand is +not bound to bid, but may pass. Each successive player, in the usual Bridge +order, may {259} either overbid, or may also pass. A player who has once +"passed" cannot subsequently bid. With this exception, the bidding and +overbidding continue, until every one is content. If no player bids, the +cards are played No-trumps, and in this case the "widow" remains +unappropriated, the eldest hand has the first lead, and each player scores +10 points for each trick that he may make. + +When the bidding, if any, is completed, the player who bid the +highest,--thenceforward known as "the bidder,"--has the first lead. + +The bidder, before playing, takes the "widow" into his own hand, and then +discards any three cards out of the thirteen. These rejected cards are to +be laid face downwards on the table, and may not be inspected by any one. +There are penalties for discarding too many or too few cards, and for +illegally looking at the discard. + +The value of any bid depends, as in Auction Bridge, partly on the number of +tricks contracted for, and partly on the declaration as to trumps. The best +and most modern schedule (known as the "Avondale") is as follows:-- + + +--------------+--------+--------+--------+--------+--------+ + | | 6 | 7 | 8 | 9 | 10 | + | Bids | Tricks | Tricks | Tricks | Tricks | Tricks | + +--------------+--------+--------+--------+--------+--------+ + | In Spades | 40 | 140 | 240 | 340 | 440 | + +--------------+--------+--------+--------+--------+--------+ + | In Clubs | 60 | 160 | 260 | 360 | 460 | + +--------------+--------+--------+--------+--------+--------+ + | In Diamonds | 80 | 180 | 280 | 380 | 480 | + +--------------+--------+--------+--------+--------+--------+ + | In Hearts | 100 | 200 | 300 | 400 | 500 | + +--------------+--------+--------+--------+--------+--------+ + | In No-trumps | 120 | 220 | 320 | 420 | 520 | + +--------------+--------+--------+--------+--------+--------+ + +{260} + +The scale is uniform, and easy to remember. The numbers increase downwards +by 20 at a time, and horizontally by 100 at a time. It will be noticed that +no two bids are numerically equal. + +There are certain restrictions on the power of the Joker in the case of +No-trumps. The leader of it cannot nominate it to be of a suit in which he +has previously renounced; and if he plays it (not being the leader) to the +lead of a suit in which he has previously renounced, it has no winning +value. + +When there are trumps, the Joker and both Bowers form part of the trump +suit in the order of precedence already explained. + +If the bidder fulfils his contract, or makes any greater number of tricks +fewer than ten, he scores the number of points set out in the above table, +_but no more_. If he wins all the ten tricks, he scores a _minimum_ of 250; +but if his bid be worth more than 250, he scores nothing extra. Should he +fail in his contract, the value of his bid is set down in his _minus_ +column, and has to be deducted from his past or future _plus_ score. In +every case, each opponent of the bidder scores 10 points for every trick +that he wins. + +The winner of the game is he who first scores 500 points (hence the title +of the game). If two players score more than 500 each in the same deal, one +of them being the bidder, the latter is the winner. If neither is the +bidder, he who first makes the trick that brings his score over 500 is the +winner. + +Each player keeps his score in three columns, one for _plus_ points (headed +"WON"), one for _minus_ points (headed "LOST"), and the third for the net +total. {261} + +REVOKES. + +The American rule is as follows:-- + +"Upon the revoke being claimed and proved, the hands shall be immediately +abandoned. If it is an adversary of the bidder who has revoked, the bidder +scores the full amount of his bid, while the side in error scores nothing." + +Professor Hoffmann's rule is as follows:-- + +"If the bidder be the offender, he shall be set back the amount of his bid +[_i.e._ the amount shall be scored in his _minus_ column], each of the +opponents scoring as usual for any trick or tricks he may have made, +including any which, but for the revoke, would have fallen to him. + +"If one of the opponents be the offender, the cards of the trick in which +the revoke occurred, and of any subsequent trick, shall be taken back by +their respective holders, and the hand played anew from that point. The +bidder and the opponent not in fault shall each score according to the +result of the play, but the offender can score nothing for that hand, and +shall further be set back 100 points." + +If a player finds that he holds the Joker, two knaves of the same colour, +and any two other cards of the same suit as one of the knaves, he has four +tricks certain, by declaring the three-suit trumps, unless all the other +five trumps be in the same hand. Should he hold two more tricks in the side +suits, he will be quite justified in bidding six. + +The chances of getting another trump, by taking in the "widow," are an +important element in arriving at sound decisions. The odds evidently vary +with the number of trumps already held by the player. {262} The following +figures should be carefully borne in mind: + +If a player holds four trumps, it is 8 to 5 on his finding one more at +least in the "widow." + +If he holds five trumps, the odds are only 7 to 6 in favour. + +If he has six, he must not reckon on getting another, the odds being 6 to 5 +_against_. + +BOOK ON FIVE HUNDRED. + + HOFFMANN, PROFESSOR.--Five Hundred: the popular American Card Game. + Goodall & Son, Ld. + + * * * * * + + +{263} + +QUINTO. + +This game is the invention of Professor Hoffmann. It has achieved immediate +popularity in circles where it has been experimentally introduced, and it +has been thought that it may even be destined to supplant Bridge. Waiving +discussion, however, of the question whether Bridge is on the point of +immediate deposition from its throne, no impartial person would deny that +games could be devised that might run it very close, and bid fair to +imperil its popularity. To invent such a game Professor Hoffmann, with his +long and close experience of social pastimes of every kind, is +exceptionally well qualified; and, whether or no we shall all leave off +being Bridge-players and become Quinto-players, there is no denying that in +the latter game there are several new and interesting elements, that it +carefully avoids the fatal error of excessive complexity--the ruin of +"Vint" and "Skat," for instance--and that it is compounded of skill and +chance in very happy proportions. + +It is a game of two partners against two, as at Bridge and Whist. The pack, +however, consists of fifty-three cards instead of fifty-two. The place of +the extra card (five "crowns"--known as "Quint Royal") which is included by +Messrs. Goodall & Son in their "Quinto" packs can be supplied equally well +by the "Joker," which all ordinary packs now contain. Similarly, the +score-sheets (which resemble {264} those of Bridge, except that no +horizontal division is necessary) may be dispensed with, and their place +supplied by ordinary paper and pencil, or by an ordinary cribbage-board. + +After settling partners and deal in the usual way, the cards are shuffled +and cut, and the dealer then lays aside the five top cards, face downwards, +to form what is known as the "cachette." The remaining forty-eight cards +are dealt out as at Whist, so that each hand contains twelve cards; but no +trump card is turned up. + +The players in rotation, commencing with the eldest hand, have then the +option of once doubling the value of each trick, and of once re-doubling an +opponent's double. The option passes round the table once only, and does +not affect the value of the "quints," as defined below. + +The normal value of each trick, reckoned irrespective of its contents, and +counting to the side which wins it, is five points. Each side scores the +number of tricks that it actually wins. If A B win 11 tricks, and Y Z 2, A +B score 55, and Y Z 10. These values may, however, be doubled or quadrupled +before the play begins, as previously explained. The winners of the twelfth +trick take the "cachette," which itself counts as an extra trick. Thus the +winning of the twelfth trick bears a double value. + +So far as regards "trick" scoring. The "honours" are known as "Quints," and +are (1) The five of any suit, a fifth "honour" being the "Joker" or "Quint +Royal"; (2) An ace and four, or a deuce and trey, of the same suit, falling +to the same trick. "Quints" count not to the side to which they are +originally dealt, but to the side that wins the trick containing {265} +them. They are marked as they occur in course of play, according to the +following scale: Quint Royal, 25; Quint in Hearts, 20; in Diamonds, 15; in +Clubs, 10; in Spades, 5. The contents of the "cachette" (if of any value) +are similarly scored by the side that takes it. + +The play of Quint Royal is peculiar. It has no trick-taking value at all, +and can be scored by the holder only if he can throw it on a trick won by +his partner. This he is always allowed to do, whether he holds one of the +suit led or not. + +With the preceding exception, every player, having one of the suit led, +must follow. If he has not, he may trump or over-trump. No selection is +made of any particular suit for trumps, but for trumping purposes the suits +ascend in power, in Bridge order, from spades to hearts. Thus any spade may +be trumped by the deuce of clubs, which may be over-trumped by any other +club or by the deuce of diamonds--and so on up to the one card, the ace of +hearts, which is a winner against all the rest. + +Game is 250 up. A distinction between quints and tricks is that the former +are marked up as they occur in course of play, and that, as soon as the +scoring of them brings either side up to or beyond 250, that game is at an +end, and the rest of the hand is abandoned. The value of the "cachette" may +make the winners of it game; if so, the tricks are not counted. If neither +side is 250 up after counting all quints, the value of the tricks won is +added in. Should such addition bring both parties beyond 250, the higher of +the two totals wins. Those who first win two games win the rubber, and +score 100 points extra therefor. + +There is another method of scoring--by "single," {266} "double," and +"treble" games--but the former way has been preferred wherever the writer +has seen the game played. + +Before Quint Royal has been played, a player who does not hold it should be +always on the alert to give his partner the chance of making it. The +original leader, therefore (not holding Quint Royal himself), is always +expected to start with the ace of spades, if he has it. If not, with the +ace of clubs. The ace of hearts is certainly, and the ace of diamonds +probably, too valuable to be led out in this way. + +The establishment of a black suit is obviously a hopeless task, for both +red suits cannot be got out of the way. Hearts, however, may sometimes be +extracted for the benefit of a good long suit of diamonds. + +DUMMY (OR THREE-HANDED) QUINTO. + +In the case of three players only, one plays a Dummy hand in combination +with his own. This being a very decided advantage, the Dummy-player is +handicapped 25, that number of points being scored to his opponents' credit +before the game begins. Rubbers are not played, each game being settled for +separately, and the three players take Dummy in rotation, game by game. The +partner of Dummy always takes first deal of each game. When either of +Dummy's opponents deals, the Dummy-player must look first at the hand from +which he has to lead, and must double or re-double from his knowledge of +that one hand only. + +BOOK ON QUINTO. + + HOFFMANN, PROFESSOR.--Quinto: A new and original card game. Goodall & + Son, Ld. + + * * * * * + + +{267} + +POKER PATIENCE. + +This game, which has recently come into favour among card-players, consists +essentially of the task of laying out twenty-five cards face upwards on the +table, in five rows of five cards each. A full whist pack of 52 cards is +shuffled and cut, and the cards are dealt by the player, one by one, in +order from the top. + +Each card, after the first, must be laid down, as it is dealt, next to one +already on the table, either vertically, horizontally, or diagonally. That +is to say, it must be placed immediately above, or below; to the right, or +to the left; or corner to corner. The resultant oblong is considered as +comprising ten Poker hands (of five cards each), five hands being reckoned +horizontally (which we will call the rows) and five vertically (which we +will call the columns). The object is to lay out the cards so that the +aggregate total score of the ten Poker hands shall be as large as possible. +The score-table is as follows (for definition of terms, see page 124):-- + + Straight flush 30 | Threes 6 + Fours 16 | Flush 5 + Straight 12 | Two pairs 3 + Full 10 | One pair 1 + +(It will be noticed that the relative values differ from those in Poker +proper.) {268} + +The game may be played by two or more players, each against all. Each +player is provided with a separate pack. One is appointed dealer; his pack +is shuffled and cut in the ordinary way. The packs of the other players +should, for convenience, be sorted out previously into suits. As a card is +dealt, the dealer names it aloud; each of the other players then selects +the same card from his own pack. Every one uses his own judgment as to the +laying-out of the cards; and when the twenty-five are all played, and the +_tableaux_ are complete, the total scored by each player is added up, and +the losers pay the winners on an agreed scale. + +Supposing five players have scored as follows.-- + +A, 87; B, 81; C, 78; D, 78; E, 65. A is paid 6, 9, 9, 22 points by B, C, D, +E respectively. B is paid 3, 3, 16 points by C, D, E respectively. C and D +are each paid 13 points by E. Thus A, B, C, D win 46, 16, 1, 1 points +respectively; and E loses 64. + +Or we may proceed by adding all the scores together (making 389), +multiplying each player's score by 5 (the number of players), and paying +for the _differences_, above or below the total. If we multiply each +player's total, as given above, by 5, we get A, 435; B, 405; C and D, 390; +E, 325. The differences (by excess or defect) between these and 389 give +the same result as before. + +SERPENT POKER PATIENCE. + +This is a "problem" variety of the above game introduced by Ernest +Bergholt. In the preceding game, {269} the cards are dealt "blind"--that is +to say, when we lay down any given card, we are in ignorance of those that +are to follow. + +In "Serpent Poker Patience," the twenty-five cards are dealt, in fixed +order, _face upwards_, and are all known to the player before he begins to +lay them out. This is a pastime for one player only. + +If there were no limitation of the rule for laying out the cards, the +analysis would be too complicated to be practicable; hence the added +restriction, which forbids the _corner to corner_ contact, and enjoins that +each card must be laid _vertically or horizontally_ next to the one _last_ +played. We have, in fact, to make a "rook's path" on a chess-board of +twenty-five squares, beginning and ending where we please. + +While analysis is thus simplified, there still remains considerable scope +for variation in the total score obtained. The art of play often consists +in the sacrifice of valuable combinations in order to obtain others which, +in the aggregate, will count a higher number of points; and curious results +may thus be sometimes exhibited. I give the following by way of +illustration: it is not difficult. + +The twenty-five cards are dealt in the order specified:-- + +D.6, S.5, C.Q, D.Q, H.Q, H.10, C.10, H.6, C.3, H.J, H. ace, H.5, H.8, H.K, +S.Q, H.4, C.2, D.2, H.7, S.J, S.3, H.3, D.3, S.6, H.2. + +_What is the highest score that can be made by laying out the above cards +in serpentine order?_ + +A few trials will suggest the following arrangement, with two straight +flushes, intersecting in the ace of hearts, whereby a total of 78 may be +secured:-- {270} + + +-----+-----+-----+-----+-----+ + | H.8 | H.5 | C.3 | H.6 | C.10| + +-----+-----+-----+-----+-----+ + | H.K | H.A | H.J | H.Q | H.10| + +-----+-----+-----+-----+-----+ + | S.Q | H.4 | C.2 | D.Q | C.Q | + +-----+-----+-----+-----+-----+ + | S.6 | H.2 | D.2 | H.7 | S.5 | + +-----+-----+-----+-----+-----+ + | D.3 | H.3 | S.3 | S.J | D.6 | + +-----+-----+-----+-----+-----+ + +The rows count a straight flush (30), threes (6), a pair (1), threes (6); +the columns count a straight flush (30), two pairs (3), pair (1), pair (1). +Total, 78. + +But the correct solution is as follows (abandoning one of the straight +flushes):-- + + +-----+-----+-----+-----+-----+ + | H.8 | H.5 | C.3 | H.6 | C.10| + +-----+-----+-----+-----+-----+ + | H.K | H.A | H.J | H.Q | H.10| + +-----+-----+-----+-----+-----+ + | S.Q | S.J | S.3 | D.Q | C.Q | + +-----+-----+-----+-----+-----+ + | H.4 | H.7 | H.3 | D.6 | S.5 | + +-----+-----+-----+-----+-----+ + | C.2 | D.2 | D.3 | S.6 | H.2 | + +-----+-----+-----+-----+-----+ + +The rows count a straight flush (30), threes (6), a straight (12), threes +(6). The columns count fours (16), full hand (10), pair (1). Total, 81. + + * * * * * + + +{271} + +BACKGAMMON. + +[Illustration: FIG. 1.] + +Backgammon is played by two persons, on a special "board" with thirty +"men," fifteen white and fifteen black (or red), similar to those used for +the game of Draughts. The board (see Fig. 1) is square, usually of wood, +lined with leather, and is divided into two equal compartments, each with a +raised wall or border. It is usually made in two portions, {272} hinged so +as to fold together, and bearing on their outward surfaces the necessary +squares for draughts or chess, so that the one board may answer both +purposes. + +The board is so placed in use that the two compartments, known as "tables," +shall lie longitudinally between the players. One of these is known as the +"outer," the other as the "inner" or "home" table. Which of the two is for +the time being the inner and which the outer table is governed by the +arrangement of the men at starting. With the men placed as in Fig. 1, the +right hand is the inner or home table, and the left hand consequently the +outer table. The portions of the two latter nearest to each player are +known as _his_ inner and outer tables respectively. + +Each table is marked with twelve "points," six at either end. They are +alternately of black and white, black and red, or other distinctive +colours. The two points in the inner table farthest from the dividing +partition or "bar" are known as the "ace" points, and those next in order +as the two or "deuce" points, followed in succession by the three or +"trois" points, the four or "quatre" points, the five or "cinque" points, +and finally the "six"[65] points, next the bar. The points in the outer +tables are designated in like manner, but starting in this case from the +dividing partition. The ace point in the outer table is more commonly known +as the "bar" point. + +A pair of dice (or sometimes a pair for each player) and a couple of +dice-boxes complete the apparatus of the game. + +The men are arranged at starting as shown in {273} Fig. 1--viz., two of +White's men are placed on the ace point in Black's inner table, five are +placed on the six point in Black's outer table, three on the deuce point in +White's outer table, and five on the six point in White's inner table. +Black's men are placed in like manner on the points immediately facing +these. + +PLAYING. + +The game is commenced by each player throwing on the centre of the board a +single die, the higher throw of the two giving the right to begin. In the +event of a tie, the players throw again. All subsequent throws are with +both dice. + +The thrower of the higher number may either adopt the points shown by the +two dice as his own throw, or throw again. After throwing, he calls the +number of the throw, the higher number first, as "six deuce," "cinque +trois," "quatre ace," or as the case may be, and then proceeds to make his +move in accordance with it. The movement of the men of each player is from +the ace point in his opponent's home table towards the like point in his +own, though for many purposes it suffices if he can play them into his own +table, independently of their reaching any particular point therein, the +object of the game being first to get all the player's men into his own +inner table, and then to play them out of it again, according to certain +rules to be hereafter stated. The number uppermost on each die entitles the +player to move one man forward a corresponding number of points. Thus if he +threw "six trois," he is entitled to move one man six points onward, and +then the same or another man {274} three points onward. In the event of his +throwing the same points with both dice (known as "doublets"), he is +entitled to play the throw twice over. Suppose, for example, that he throws +two aces; he may move one or more men forward to an aggregate extent of +four points. If he throw double deuces, he may move to an aggregate extent +of eight points; if double threes, twelve points, and so on. + +The right to move is subject to a certain qualification--viz., that a man +can only be played to a point which is either vacant or occupied by one or +more men of the player, or by one man only of the adversary. A player +getting two men on a given point is said to "make" such point, and as he +thereby secures such men from capture, and at the same time impedes the +onward march of the enemy, it is always an object to do this. A single man +on a given point is known as a "blot," and not only does not prevent the +enemy playing to that point, but in the event of its being "hit"--_i.e._, +reached by an adverse throw, it is "taken up" (placed on the bar between +the two tables), and, however far advanced it may have been, has to begin +its journey anew from the inner table of the adversary. Nor can such man +again start on its journey until its owner is fortunate enough to make a +throw corresponding with a vacant point or blot in such table. Until he +does this, the play of his other men is suspended. If the adverse player's +home table is completely full--_i.e._, each point occupied by two or more +men, his play is altogether suspended, the adversary continuing to throw +and move until the course of play again throws open one or more points in +his table. {275} + +Any part of a throw which cannot be played is lost to the thrower, but +every player is compelled to play the whole of his throw if it is possible +to do so. + +BEARING OFF THE MEN. + +[Illustration: FIG. 2.] + +When either player has succeeded in getting all his men into his home +table, he proceeds to "bear them off"--_i.e._, to remove them from the +board. When the game has reached this stage, each throw entitles the player +either to move forward a man or men (to the extent indicated by the throw) +within the limits of his own table, or to remove men from the corresponding +points. Thus, suppose that the player's men are thus distributed in his +table: five men on the cinque point, three on the quatre point, three on +the deuce, and four on the ace point, the trois and six points being +unoccupied (see Fig. 2). Suppose that the player throws "quatre trois." For +the quatre, he may either remove a man from the quatre point or advance a +man from the "cinque" {276} to the "ace" point. In the case of the trois, +he has no man on that point, and therefore _must_ play forward, either by +advancing a man from the cinque to the deuce, or from the quatre to the ace +point. If, however, he throws a number which he cannot deal with after +either of these fashions--_e.g._, a six, he is entitled to bear off a man +from his highest occupied point, in this case the cinque. + +Doublets have, as in the earlier stage of the game, a twofold value, and +may be played either wholly by moving men forward, wholly by bearing off, +or partly by the one method and partly by the other, as may be desirable. +Suppose, for instance, that the player, having his men as shown in the +figure, throws deuces; having only three men on the deuce point, he can +only bear off that number; the fourth man must be played forward, either +from the cinque or quatre point. + + + +The player who first succeeds in removing all his men from the board wins +the game, but the _value_ of the game depends upon the stage reached by the +adverse player, as follows:-- + +If the adversary has got all his men into his own home table, and has begun +to bear off, the game of the winner is known as a "hit." + +If the winner has borne off all his men before his adversary has begun to +do the same, the game is known as a "gammon." The loser is said to be +"gammoned," and pays double the agreed stake. + +If the winner has borne off all his men while the adversary has still a man +or men "up" (_i.e._, on the bar) or in his (the winner's) home table, the +game is a "backgammon," and the loser pays {277} either thrice or four +times (as may have been agreed) the amount of the single stake. + + + +Where several games are played in succession, the winner of a "hit" throws +first in the game next following. After a gammon or backgammon, the players +throw again for the right to begin, as at starting. + +HINTS FOR PLAY. + +A leading principle is to "make points" whenever you fairly can, especially +in or close to your home table. A second general principle is to avoid the +leaving of "blots," particularly where they are likely to be "hit" by the +adversary.[66] This latter principle is, however, subject to many +qualifications. The advantages of spreading your men, in readiness to make +points, may more than counterbalance the risk, and in certain critical +conditions of the game it is sometimes even desirable to be "hit," inasmuch +as it enables you to make a fresh start from your adversary's home table, +and so get the opportunity in turn of taking _him_ up. + +At the opening of a game the men on both sides are in a uniform position, +and it is, consequently, possible to lay down specific rules as to the best +method of playing any given throw. We will go _seriatim_ through all the +possible throws. In some instances alternative methods will be given, +according as the player aims merely at securing a hit, and is content, +therefore, to play for safety, or elects to {278} play a more risky game +upon the chance of securing a gammon. This case often arises where the +player has already lost the first hit of a rubber, in which case, if he +loses the next game, he has lost the rubber also; but if he can secure a +gammon (reckoning as a double game), he becomes the winner of the rubber. + +ACES.--(The best possible throw at starting.) Play two men on your "bar" +point, and two on your cinque point.[67] + +DEUCE ACE.--For a hit, play the deuce from the five men in your adversary's +outer-table, and the ace from the ace point in his inner table. For a +gammon, play the ace from the six to the ace point in your own table. + +DEUCES.--For a hit, play two from the six to the quatre point in your own +table, and the other two from the ace to the trois point in your opponent's +inner table. For a gammon, play the second pair from the five men in his +outer table. + +TROIS ACE.--Make your cinque point. + +TROIS DEUCE.--The approved play is to carry two men from the five in your +adversary's outer table to the quatre and cinque points in your own outer +table. This, of course, makes two blots. To avoid this, some, for a hit, +play one man from the same {279} point to the _deuce_ point in the +above-mentioned table, but the bolder play is to be preferred. + +DOUBLE TROIS.--There are three ways of playing this throw. Some players +make the bar point. The more usual play is, for a hit, to play two to the +cinque point in the player's own, and the other two to the quatre point in +the adversary's table. For a gammon, play the last two from the six to the +trois point in your own table. + +QUATRE ACE.--Play the quatre from the five men in your opponent's outer +table, and the ace from his ace point. (Timid players, fearing to leave two +blots, sometimes play the whole throw from the first-mentioned point, but +the plan is not to be recommended.) + +QUATRE DEUCE.--Make your quatre point. + +QUATRE TROIS.--Play two men from the five in your adversary's outer table. + +DOUBLE QUATRE.--Play two men from the ace to the cinque point in the +adversary's inner table, and two from the five in his outer table. For a +gammon, play two men only, from the point last mentioned to the cinque +point in your own table. + +CINQUE ACE.--Play the cinque from the five men in your adversary's outer +table, and the ace from the ace point in his inner table. For a gammon, +play the ace from the six to the cinque point in your own table. + +CINQUE DEUCE.--Play both men from the five in your adversary's outer table. + +CINQUE TROIS.--Make your trois point. + +CINQUE QUATRE.--Move one man from your adversary's ace point to the trois +point in his outer table. {280} + +DOUBLE CINQUE.--Carry two men from the five in the adversary's outer table, +and make your trois point. + +SIX ACE.--Make your bar point. + +SIX DEUCE.--Move a man from the five in your adversary's outer table to the +cinque point in your own table. + +SIX TROIS, SIX QUATRE, SIX CINQUE.--Carry one man from your adversary's ace +point as far as the throw will permit. + +SIXES.--Place two men on your adversary's bar point, and two on your own. + +Of the above throws (at the outset of the game), double aces are reckoned +the best, and double sixes next best. Double trois comes third, followed by +trois ace and six ace. Doublets, if playable, are good, as covering greater +distance. + +Any throw in which the higher of the two numbers is _two in advance of the +other_ (as cinque trois, trois ace) is also good, as enabling you to make a +point in your table.[68] + + * * * * * + + +{281} + +BAGATELLE. + +[Illustration: FIG. 1.--Arrangement of the Holes.] + +Bagatelle is played with nine ivory balls on a special table or board, +oblong in shape, from 6 to 10 ft. long, and in width about one-fourth of +its length, as shown in Fig. 2. At that end of the board which in use is +farthest from the player are sunk nine hemispherical holes or cups, one as +a {282} centre, with the others in a circle round it. Each hole bears a +number, as shown in Fig. 1. + +[Illustration: FIG. 2.--Bagatelle Board.] + +[Illustration: FIG. 3.--Playing off the Cushion.] + +Of the nine balls one is black, four are white, and four are red. Whatever +the diameter of the balls, that of the cups must exactly correspond with +it. {283} The sides of the board are furnished with a continuous cushion, +such cushion at the upper end forming a semi-circle, concentric with the +circle made by the cups. The upper edge of each side of the board is +pierced with a double row of small holes, sixty in each row, arranged in +groups of five. The score is marked by inserting little ivory pegs in these +holes, each player using one side of the board. To score the number +obtained, the player removes his hinder peg for the time being, and places +it the required number of holes in front of the foremost peg. + +[Illustration: FIG. 4.--The Cue.] + +[Illustration: FIG. 5.--The Mace.] + +The balls are propelled, at the option of the player, either with a cue +(Fig. 4) or with the mace (Fig. 5). The cue is a reproduction in miniature +of that used at Billiards. The mace consists of an oblong "shoe," or block +of wood, slightly curved, attached to a long thin tapering handle. + +The cue is used as at Billiards. The mace is handled in a different manner. +The shoe at its foot is placed in actual contact with the ball, the handle +pointing over the right shoulder of the player, grasped, about one-third +from the top, between the thumb and second and third fingers of the right +hand. The ball is then pushed forward in the desired direction. At best the +mace is but a clumsy implement, and would never be used by any one who had +acquired {284} even the most elementary skill in handling the cue. + +At starting, the black ball is placed on the spot marked _a_ (Fig. 2). The +player, taking the remaining balls, places one of them on the spot marked +_b_, and impels it in the direction of the black ball. If he hits this +latter, the stroke is good, and he plays another ball, continuing till the +whole eight have been played. If, however, the first ball played miss the +black, it is removed from the table (whether it fall into a hole or not), +and is lost to the player for that turn, as also any succeeding ball until +the black ball is hit, after which the obligation to strike it ceases. If +any ball is so struck as to be driven back towards the player more than +half-way down the board, it is in like manner removed. After the black ball +is once struck, the player is no longer obliged to place his own ball on +the spot _b_, but may place it at any point behind such spot. He continues +till the whole of the eight balls have been played. + +The object of the player is to "hole" as many of his balls as possible, +preferably in the cups bearing the higher numbers. The black ball counts +double, and a good player will, therefore, endeavour to get this into the +centre hole. This, however, is somewhat difficult, for, if struck directly +towards the 9, it must pass over the 1, and is very likely to hole itself +therein. It is, therefore, safer play to strike it lightly on the right +side, and so drive it towards the 8, into which it may probably be coaxed +by a subsequent ball. When the black ball has found a resting-place, the +efforts of the player are directed to place his remaining balls to the best +advantage. {285} The approved methods of play for doing this, as to holes +4, 5, 6, 7, 8, 9, are indicated by the dotted lines in Fig. 3, the ball +being so struck as to go "off the cushion" into the desired hole. The best +mode of playing a given ball will, however, be greatly governed by the +positions occupied by preceding balls. + +It frequently happens that a number of balls lie at distances less than +their own diameter from the semicircular cushion at top. In such case, a +ball sent slowly round the cushion will strike them all in succession, and, +driving them towards the centre, may hole one or more of them. If, on the +other hand, the balls in question are _more_ than their own diameter from +the cushion, the ball sent in pursuit of them will run harmlessly round, +and very probably be lost by overpassing the half-way line. Or, again, the +balls may be lying close under the cushion, and the impact of the ball in +play may simply drive them further round. + +It frequently happens that a ball lies just on the brink of a hole, and +that a discreet touch in the right place will cause it to drop therein. For +such strokes as these the instructions given for securing winning hazards +at Billiards may be studied with advantage. + + + +The game is usually 120 points--_i.e._, up and down the board. This number, +is, however, not absolute, the player who first reaches it continuing to +play until the whole of his eight balls are exhausted, and scoring the +whole number obtained. If he be the second player, the game is then at an +end, but if he was the first to play, the second player is entitled to +{286} play his eight balls also, and the player attaining the larger total +is the winner. + +If, when the game is won, the loser has not turned the corner--_i.e._, +begun to score on the downward journey, the game is a "double," and if +there was any stake, the loser pays double accordingly. + +Where four persons take part, two play as partners against the two others, +one of each side playing alternately the whole of the eight balls.[69] + + * * * * * + + +{287} + +BILLIARDS. + +The best introduction to an account of Billiards will be a brief +explanation of the implements of the game and the terms used in connection +with it. + +The bed of a full-sized table (see Fig. 1) is 12 ft. long, and 6 ft. 1½ +inches wide. The pockets are 3-5/8 inches across. The billiard spot, S, is +12¾ inches from the centre of the top cushion, opposite to the baulk. The +pyramid spot, P, is placed at the intersection of two lines drawn from the +two middle pockets to the opposite top pockets. The centre spot, M, is +exactly between the middle pockets. The "baulk" is the space behind a line +drawn across the table, 29 inches from the face of the bottom cushion, and +parallel to it. The "half-circle," or "D," is 23 inches in diameter, its +centre, K, coinciding with the centre of the baulk-line. + +The game is played with three balls of equal size and weight, one _red_, +one _white_, and one _spot-white_. The diameter of a ball must be not less +than 2-1/16 inches, nor more than 2-3/32 inches. The diameter of a match +ball, under National Rules, is 2-5/64 inches. + +{288} + +[Illustration: FIG. 1.] + +{289} + +The choice of balls and order of play is, unless mutually agreed upon, +determined by "stringing" (_i.e._, playing from baulk up the table, so as +to strike the top cushion). The striker whose ball stops nearest the lower +cushion may take which ball he likes, and play, or direct his opponent to +play, as he may deem expedient. In stringing, under National Rules, the +players must both play at the same time. + +The red ball is, at the opening of every game, placed on the billiard spot, +and must be replaced after being pocketed or forced off the table. If the +billiard spot be occupied, the red ball must be placed on the pyramid spot, +or, if that also be occupied, on the centre spot. + +When any player plays from baulk, he must place his ball within the +half-circle, or on the line that contains it. + +Whoever breaks the balls (_i.e._, leads off) must play out of baulk, though +it is not necessary that he shall strike the red ball, and he may give a +miss in or out of baulk. But, if in baulk, he must first strike a cushion +out of baulk. No player who is in hand is allowed to strike any ball in +baulk, or on the baulk-line, unless his ball has first struck a cushion out +of baulk. Should, however, a ball be out of baulk, the player in hand may +strike any part of that ball without his own ball necessarily going out of +baulk. + +The player continues to play until he ceases to score, when his opponent +follows on. + +The various strokes are as under: + +1.--A _winning hazard_ is made by the player causing his own ball to hit an +object ball and forcing the latter into a pocket. + +2.--A _losing hazard_ is made by the player causing his own ball to hit an +object ball and forcing his own ball into a pocket. {290} + +3.--A _cannon_ is made by causing the player's ball to strike the two +object balls. By Billiard Association rules, when two object balls are +struck simultaneously, the stroke shall be scored as if the white had been +struck first. Under National Rules, such a stroke counts as if the red were +struck first. + +4.--A _coup_ is made by forcing the player's own ball into a pocket without +first striking another ball. + +A _miss_ counts one, a _coup_ three, to the opposite player. + +The scores are counted as follows:-- + +A.--A two stroke is made by pocketing an opponent's ball--_i.e._, a winning +hazard; or by pocketing the striker's ball off his opponent's--_i.e._, a +losing hazard; or by making a cannon. + +B.--A three stroke is made by pocketing the red ball--_i.e._, a red winning +hazard; or by pocketing the striker's ball off the red--_i.e._, a red +losing hazard. + +C.--A four stroke may be made by pocketing the white and spot-white balls; +or by making a cannon and pocketing an opponent's ball; or by making a +cannon and pocketing the striker's ball, the opponent's ball having been +first hit. + +D.--A five stroke may be made by scoring a cannon and pocketing the red +ball; or by a cannon and pocketing the striker's ball, after having struck +the red ball first or both balls simultaneously; or by pocketing the red +ball and the opponent's ball without cannoning, or by making a losing +hazard off the white and pocketing the red ball. + +E.--A six stroke is made by the red ball being struck first, and the +striker's and the red ball {291} pocketed; or by a cannon off an opponent's +ball on to the red and pocketing the two white balls. + +F.--A seven stroke is made by striking an opponent's ball first, pocketing +it, making a cannon, and pocketing the red also; or by making a cannon and +pocketing the red and an opponent's ball; or by playing at an opponent's +ball first and pocketing all the balls without making a cannon; or by +playing at the red first, cannoning, and pocketing your own and the +opponent's ball. + +G.--An eight stroke is made by striking the red ball first, pocketing it, +making a cannon, and pocketing the striker's ball; or by hitting the red +first and pocketing all the balls without making a cannon. + +H.--A nine stroke is made by striking an opponent's ball first, making a +cannon, and pocketing all the balls. + +I.--A ten stroke is made by striking the red ball first, making a cannon, +and pocketing all the balls. + + + +Reverting to the terms used in the game, the "cue" is the stick with which +the player strikes the ball. It varies in length from 4 ft. 6 inches to 5 +ft. The thick end or butt has a diameter of about 1½ inches. The small end +or tip varies from ½ to ¼ inch in diameter. The average is about 3/8 of an +inch. + +The tip is formed of two pieces of leather glued together. When the tip +gets greasy or too smooth, it should be rubbed with a piece of chalk. + +THE REST.--The real "rest," that is, the support on which the cue is raised +in order to strike the ball, is the left hand. This, however, is more {292} +generally termed the "bridge"; what is known as the "rest," or "jigger," is +a cross of wood fixed at right angles to a handle about the same length as +the cue, in order to enable a player to strike a ball when it is too far +away to allow him to use his hand as a bridge. Special rests, and cues of +extra length, are made to meet exceptional positions of the balls. + +IN HAND.--A ball is said to be in hand when it is off the table, and the +player has to play from the half-circle or D. + +BREAKING THE BALLS.--Whoever plays, being in hand, when the red ball is on +the spot and the other ball also is in hand, is said to break the balls. + +IN BAULK.--A ball is said to be in baulk when it is between the baulk-line +and the bottom cushion. + +BREAK.--The series of scores terminating with the stroke in which the +player fails to score is called a break. + +SCREW AND SCREW-BACK.--This is putting a rotatory motion on a ball, causing +it to spin on a horizontal axis backwards. Screw is put on by striking the +ball _below the centre_. + +FOLLOWING STROKE.--This is putting a rotatory motion on a ball, causing it +to spin on a horizontal axis forwards instead of backwards. The stroke is +made by striking the ball high up _above the centre_. + +SIDE.--This is a rotatory motion put on a ball, making it spin on a +perpendicular axis. + +In each of the foregoing cases the ball is made to take, after striking +another ball, or a cushion, a direction different from that which it would +take did no such rotatory motion exist. + +In order that the learner may the better understand the meaning of screw, +screw-back, following stroke, {293} and side, we will illustrate them by +means of a diagram. + +In Fig. 1 we will suppose the red ball to be placed on the middle spot in +the table, M. The player places his own ball in the centre spot in the +baulk-line, K, and aims his ball, first of all, so as to strike the object +ball with the ordinary HALF-BALL STROKE--that is, the centre of his ball +advances towards the extreme edge of the object ball. + +In Fig. 2, O is the object ball; S, the striker's ball. In order to play +the half-ball stroke, it is necessary that the player should aim at the +point E, the extreme edge of the horizontal diameter of the object ball. Of +course, as the diagram shows, he will not strike the ball in the point at +which he aims (this is never done save in the case of the ball being struck +exactly in the centre), but as S_1, in the point C. When the object ball is +thus struck, the striker's ball, supposing there is no screw on the ball, +will take the direction indicated in Fig. 2 as S_2. This angle is called +the natural angle; about this natural angle we shall have to say more +by-and-by. Suppose the stroke played thus. After playing, the ball will +follow the line M P (Fig. 1). Now suppose some strong screw had been put on +the ball by hitting it low down. The ball, owing to the _hit_, and to its +after-contact with the ball at M, would follow the line M P; but, owing to +the rotatory motion making the ball revolve or spin backwards, it has a +tendency to run back again towards K, the point from which it started. +Under the influence of these two forces, the ball takes the medium course +shown by the dotted line M P_1. In other words, the striker, although he +hits the object ball a half-ball stroke, screws into the middle pocket. +{294} + +[Illustration: FIG. 2.] + +Now suppose, instead of hitting the ball _below_ the centre, he hits it +high up above the _centre_, so as to make the ball rotate forwards. After +the balls have come in contact, the rotatory motion forwards has a tendency +to make the striker's ball run onwards {295} towards the top cushion and +away from K, the point from which it started; but the contact with the +object ball would--did no rotatory motion exist--cause it to follow the +direction of the line M P. Under the influence of these two forces the ball +takes a medium course, and follows the line M P_2. + +If the player hit the ball at M full, that is, played at it quite straight +and hit the ball at M in its nearest point, then, if he put on screw, his +own ball would, after striking the ball at M, stop and run back towards K, +fast or not according to the amount of rotatory motion he succeeded in +putting on his own ball when he struck it. + +If the player hit the ball at M full, and hit his own ball high up and +above the centre--the following stroke--his ball, after striking the ball +at M, would _follow on_, and, if he hit it exactly, would go on in the +direction of the spots, P and S. + +In putting on _side_, the ball is caused to rotate on a perpendicular axis. +For instance (_vide_ Fig. 1), suppose the player places his ball on the +centre spot in baulk, K, and hits the cushion in the point T without +putting on any side, then the ball would rebound in the direction of T R, +just as the angles of incidence and reflection are equal. Suppose, however, +the player strikes his ball on the right-hand side, causing it to rotate on +a perpendicular axis. When the ball touches the cushion at T, this +rotation, owing to the friction between the ball and the cushion, causes +the ball to take the direction shown in the diagram by the line T R_1. If, +on the other hand, the player hits his ball on the left-hand side, the ball +will rebound in the contrary direction shown by line T R_2. This latter +stroke is what every player {296} has to make when he wishes to give a miss +in baulk. + +When a great deal of _side_ is put on a ball, this side has but little +effect till the ball touches a cushion. + +FLUKE.--When a player plays for one thing, misses it, and gets another, the +stroke is called a fluke. Thus, if a man plays for a cannon, misses the +cannon and his ball runs into a pocket off the other ball instead, it is a +fluke. If, however, he plays for the cannon and _makes_ it, and _then_ his +ball runs into a pocket, it is not regarded as a fluke, although he gets +what he did not play for. + +A JENNY is a losing hazard into one of the middle pockets off a ball near +to one of the lower-side cushions. A long jenny is a losing hazard off a +ball similarly placed into one of the top pockets. + +SPOT STROKE.--A stroke by which a player pockets the red ball from the +billiard spot, at the same time bringing his own ball into position to +pocket the red again, when the latter is replaced on the billiard spot. + +ALL-IN GAME.--A game in which, by prior agreement, any number of spot +strokes may be consecutively scored. + +SPOT-BARRED GAME.--By the Billiard Association Rules, "if the red ball be +pocketed from the billiard spot twice in consecutive strokes by the same +player, and not in conjunction with any other score, it shall be placed on +the centre spot; if a ball prevent this, then on the pyramid spot, and if +both centre and pyramid spots be covered, then on the billiard spot. When +the red ball is again pocketed it shall be placed on the billiard spot." + +Furthermore, "if when the billiard spot is {297} occupied, a player pocket +the red ball from the pyramid spot twice in consecutive strokes, and not in +conjunction with any other score, it shall be placed on the centre spot. +Should the player, with his next stroke, pocket it again, it shall be +placed on the pyramid spot." + +TO GET ON THE SPOT.--When a player gets his own ball into an easy position +for playing the spot stroke, he is said to get "on the spot." + +KISS.--When the balls come in contact a second time they are said to kiss. + +A NURSERY.--A series of cannons made when all three balls are very close +together is called a nursery of cannons. + +SAFETY.--When any one plays simply to leave the balls in such a position +that his opponent cannot score by his next stroke, he is said to play for +safety. + +TWIST.--Another name for screw. + +STAB, OR STICK-SHOT.--When any one plays to put a ball in and leave his own +ball exactly on the spot where the object ball was, or only a very little +way beyond it, the stroke is called a stab. + +LINE BALL.--A ball whose centre is exactly on the baulk-line. + +FOUL.--A stroke which infringes any rule of the game. + +OBJECT BALL.--The ball upon which the striker's own ball impinges. + +JAMMED.--When the two object balls touch in the jaws of a pocket, and each +touches a different cushion at the same time. + +STEEPLECHASE STROKE.--When the striker's own ball is forced off the surface +of the table on to, or over, {298} one or both of the object balls. By the +Billiard Association Rules, this stroke, "if properly made, is fair, and +the referee is the proper person to decide the matter." + + + +One of the most important points for the beginner, as well as for the more +experienced player, is the selection of a thoroughly good and reliable cue. +Strangely enough, this matter generally receives very little attention, the +neophyte being content to take the first that comes to hand. What is even +worse, he will change about from day to day,--or from hour to hour,--using +cues of different shapes, weight, and balance; and is then surprised that +he does not make the progress that he expected. + +Reverting to the subject of the half-ball stroke, it is of the greatest +importance that all beginners should understand how much depends upon their +being able to hit the object ball in the way shown in Fig. 2. Their whole +future success as billiard-players will depend upon the accuracy with which +they learn to hit the object ball in this particular manner. + +First of all, the beginner must learn to hit his own ball freely. We would +recommend him to take his first practice-lesson by learning simply how to +hit a ball hard--_i.e._, have only one ball to play with. After he has +gained a certain amount of what is called freedom of cue, he must next +learn to aim at the object ball, so that he always hits it in what we have +described as the half-stroke. To ascertain whether he has acquired +sufficient "freedom of cue," let him see how many times he can send his own +ball up and down the table. {299} + +In learning to simply strike your own ball, it is important to learn to +strike it hard _without putting on side_. Place your ball in baulk, say +nearly in the centre of the half-circle; now play straight up at the top +cushion _hard_. If you hit your ball fairly in the centre, the ball will +come back straight; if you don't you will put on side, and you can tell how +much by the angle at which the ball will rebound from the top cushion. +Commence learning, therefore, by hitting your own ball hard enough to send +it four to five times up and down the table without side. This is not so +easy as many persons would think. + +Having learnt to hit his own ball fairly in the centre, the beginner must +next learn to hit the object ball a half-ball stroke; and for this purpose +it is a very good exercise, at the commencement, to place the red ball on +the spot, S (_vide_ Fig. 3), and the striker's ball in position A, that is, +just in front of the middle pocket, an inch or two along an imaginary line +drawn from the centre of the middle pocket to the edge of the object ball +placed on the spot. + +The losing hazard off the red into the right-hand top pocket ought now to +be a certainty, it being a simple half-ball stroke. After making the +hazard, the red ball should, after striking the top cushion, rebound in a +line right down the centre of the table (as shown by the dotted line W W). + +By watching the direction of the red ball after striking, the beginner will +be able to see if he has struck the ball correctly. If he hits it too fine, +the red ball will come down the table on the left of the centre line, W W. +Should he strike the red ball too full, the red will come down the table on +the right-hand side of the line W W. {300} + +When the beginner has practised this stroke till he can make a certainty of +it, he may then begin to learn how to play what may be called "forcing +hazards." For this purpose he can gradually place his own ball lower and +lower down the table, as shown in Fig. 3. Suppose, for instance, he places +his own ball at B. There is still an easy losing hazard off the red into +the top corner pocket, the only difference being that the stroke must be +played _harder_. When the ball was placed at A, the losing hazard could be +made by simply what is called dropping on to the ball. In fact, the stroke +could be played so slowly, that the red ball, after striking the top +cushion, would not rebound more than a foot down the table. As, however, +the striker's ball is placed lower and lower down the table in the +positions shown by the letters B and C, so the stroke must be played harder +and harder. + +Another perfect half-ball stroke that can be played either slowly or fast, +is shown by the two lines, in Fig. 3, drawn from the spot S to the two top +pockets. Suppose a ball to be placed in the centre of either top pocket, or +a few inches along the line drawn from the pocket to the spot. Then it is a +simple half-ball stroke to go in off the red into the other top pocket. + +Place the white ball an inch or two away from the top pocket along the line +drawn, and place the red ball on the spot. Then drop on to the ball +quietly. The hazard is easy, and, supposing you play from, say, the +left-hand top pocket, you will not only make the losing hazard, but you +will leave the red ball in a position for another easy hazard into the +middle pocket. Your own ball, the white, for the next stroke will be in +baulk; the red ball will, if you play the stroke correctly, travel along +the dotted line shown in the diagram, and stop somewhere about R, thus +leaving an easy hazard next time into the right-hand middle pocket. + +{301} + +[Illustration: FIG. 3.] + +{302} + +Having thus practised the half-ball stroke with slow strength and fast +strength, the next point to be considered is losing hazards into the top +pockets from baulk. These losing hazards may be called the very backbone of +the game. + +The chief difficulty experienced by a beginner will be to know where to +spot his ball in baulk. This will only come with practice. The eye will +gradually accustom itself to the angle. A good player can tell at a glance +whether or not a stroke is easy. We would recommend any one learning the +game to make one or two spots on the table as follows. First place a card +or thin piece of wood upright against the top cushion, and then measure +down the table 3 ft. 9½ in. Make a mark on the cloth (a little cross is +best), and then place the red ball on this spot. Next let him place the +white ball at K (Fig. 4), the centre spot in baulk. The red ball is placed +on the spot A, which, as we have said, is just 3 ft. 9½ in. from the face +of the top cushion. Now there is an easy losing hazard, if the stroke be +played with the ordinary half-ball stroke, into either top pocket off the +red ball. + +This stroke is capital practice for the beginner, as it gets his eye used +to the angle which we have called the "natural" angle. + +The advantage of playing the natural angle is that, supposing you fail to +hit the ball _exactly_ as you intended, a very slight error in aiming does +not alter materially the direction of your own ball after it has come in +contact with the object ball. {303} + +[Illustration: FIG. 4.] + +{304} + +Suppose, now, the beginner has succeeded in going into first one top pocket +and then the other several times, let him take the red ball off the spot +marked A in Fig. 4, and place it on M, the centre spot in the table. Now +let him place his own ball in baulk on the proper spot to go into, say, the +left-hand top pocket off M. The proper spot is B in the diagram, but then, +where is B? B _ought_ to be seven and a half inches from K, the centre spot +in baulk. Similarly, if the player wished to go into the right-hand top +pocket off the red ball at M, he would have to spot his own ball on a spot +seven-and-a-half inches to the right of K. + +As a rule, beginners all make the same mistake. They will, as a rule, spot +their ball too near to K, and, of course, the further they are out in their +reckoning, the more they have to learn. It would be as well, however, to +let a beginner play the stroke. Suppose, for instance, that instead of +spotting his ball at B, seven and a half inches to the left of K, he spots +his ball only five inches to the left of K. Let him play his stroke, and +instead of going into the left-hand top pocket, his ball will strike the +left-hand upper cushion several inches below the pocket. Now let him +measure the correct seven and a half inches, and, although he will think he +is going to miss the stroke, to his own surprise he will make it. It is +very good practice to go in off a ball placed on the middle spot M, first +into one top pocket, and then into another, being careful always to watch +the direction taken by the red ball after the stroke, with {305} an eye to +playing the right strength to leave an easy losing hazard next time. + +We next come to-- + +MIDDLE-POCKET HAZARDS. + +We will suppose that the beginner has now fairly learned how to play losing +hazards in the top pockets, and also how to spot his ball for the natural +angle. In playing losing hazards into the middle pockets, it is quite as +important that this angle, and this only, should be used. In Fig. 5 we give +two illustrations of simple hazards into the middle pockets. The hazards +themselves are, comparatively speaking, easy; but the chief point to be +borne in mind is position--that is, having made the hazard, how can we +leave the red ball so that there shall be another easy hazard next time? +The endeavour should be to keep the red ball _in the centre of the table_ +as much as possible. As a rule, the game is to play to bring down the red +ball over the middle pocket again. Now, in Fig. 5, suppose the player at H +tries to go into the right-hand middle pocket off a ball at D, the proper +play would be to strike the red ball so that it goes up the table, and, +following the dotted lines, returns to D_1. If the player hits the red a +trifle too fine the red ball would travel to the left of this dotted line, +and a losing hazard would be left off the red into one of the top pockets. +If, however, in playing the stroke, the player hits his ball a trifle too +full, the red ball would then probably travel along the dotted line +terminating in D_2, and there would be no score left next time. {306} + +[Illustration: FIG. 5.] + +{307} + +A similar stroke is shown in the left-hand middle pocket. The striker spots +his ball at B, and goes into the middle pocket off a ball at A. The +endeavour should be to send the red ball up the table in the direction +shown by the dotted line A C. + +If the red is sent up the table to the left of this line, unless very +accurate strength is played, there will be probably no score left next +time. If, however, the player is careful not to hit the ball at A too full, +the ball will travel rather to the right of the line A C, and then, being +in the middle of the table, if the strength is insufficient to bring the +ball over the _middle_ pocket, there will still be a losing hazard left +into one of the top pockets. This is the chief point to be considered in +making losing hazards in the middle pockets, and naturally introduces that +all-important subject for consideration in learning to play Billiards, +viz.-- + +POSITION. + +There are thousands of men who have played Billiards all their lives, but +are still very poor players, because in learning to play they never studied +position. They play simply for the stroke, and never give a thought to what +will happen in the next stroke. If you watch a first-class player make a +break, you will probably see him make a long series of very easy strokes, +any one of which you yourself could have made with the greatest ease. The +one difference, in fact, between your play and his would have been +this--that you would make the easy stroke, and fail to leave another easy +stroke next time, whereas he would _not_ fail; hence _his_ break--a series +of easy strokes; hence _your_ break--one easy stroke, and a breakdown. + +Space will not allow us to give a long series of {308} diagrams, explaining +the various ways of playing for position, but we will indicate a few +general principles. First-- + +LOSING HAZARDS. + +In playing for any losing hazard, it should be remembered that the position +of one ball after the stroke is fixed: the striker's own ball will be "in +hand." Hence, he has only to consider the position of the object ball, +which we will suppose to be the red. Now, the object of the player is to +leave an easy stroke next time. As a rule, the red ball must be hit in a +certain spot to ensure the hazard, the only exception being when the red +ball is close to the pocket, and the player's ball close to the red. In +this latter case it is often the best plan to just touch or graze the red +ball so as hardly to move it, and--supposing, of course, it is not one of +the bottom pockets--to leave the red ball over the pocket where it is. If, +however, you are some way off the red ball, you will have to hit it in one +place in order to make certain of the hazard. Consequently, position will +simply depend upon _strength_. It is as well to remember that if a ball is +left anywhere near the middle of the table, there is always an easy hazard +left next time. + +No player can leave a ball on a certain spot _exactly_. The greatest expert +cannot do more than leave it "there or thereabouts." In fact, very often, +in playing a losing hazard, all we have to do is not so much to play where +to leave the red, but _where not_ to leave the red. + +Sometimes it may be the best play to try and leave the red ball close to +the white ball, so that the {309} next stroke will be an easy cannon. As a +rule, however, the best play is to leave the red ball over a pocket, so +that you can go in off it again next time. All the best "all-round" breaks +are made by a series of losing hazards with occasional cannons. It is in +playing cannons that the chief difficulty arises in getting position, but +before we discuss cannons, a few words about-- + +WINNING HAZARDS. + +It is evident that after playing a winning hazard the position of the +object ball is known--viz., as a rule, on the spot. Should the player put +in the white, his only excuse must be to make a baulk; otherwise it is bad +play. His opponent, next time he plays, can spot his ball anywhere he likes +in the semicircle, and if the other balls are out of baulk, he is almost +certain to score. Consequently, the only winning hazards worth discussing +are red winning hazards. In making a winning hazard, the player, as a rule, +should try and get near the spot himself, so as to play for the spot, or +else play to leave his own ball where there would be an easy losing hazard +off the red on the spot next time. In Fig. 6 we give two illustrations. +Suppose, first of all, the red ball is over the right-hand middle pocket at +H. The proper professional play would be to put the ball in the pocket, and +then run up the table towards L, and try and get into position for the +spot, but the ordinary amateur, who, when he gets into position for the +spot, can only make one hazard and then breaks down, had better not play +for the spot at all. In the position given in the diagram, it would be +better play to put the red ball in the pocket, and try and leave your own +ball at H_1; then there is a certain losing hazard next time off the red +into the left-hand top pocket. {310} + +[Illustration: FIG. 6.] + +{311} + +Again, suppose the balls are left in the position W (the white ball), and X +(the red ball), many beginners would play for the six stroke, but it would +be very bad play, as the red ball would be on the spot, and the striker in +hand. The proper play is to put the red ball in the pocket and leave your +own ball in the jaws of the pocket, thus leaving a certain losing +hazard--in off the red into the opposite top pocket--next time; a stroke, +too, in which it is always easy to leave the red ball over the middle +pocket in the stroke following. + +However, as we have said, the chief difficulty in getting good position is +when playing-- + +CANNONS. + +Here the player has to consider the position of all three balls at the end +of the stroke. There are two ways of getting position in playing a cannon. +We can leave the red over a pocket, or play to bring the balls together. It +is obvious that when all the balls are close together, it is almost a +certainty that there is an easy score left. + +Suppose, in Fig. 6, the red ball is on the spot S, the white ball at B, and +the player in hand. There is, of course, an easy cannon left, but how ought +he to play it so as to leave an easy score next time? + +The game here is to leave the balls together at the end of the stroke. The +striker spots his ball at A in baulk, so as to strike B the ordinary +half-ball stroke. The stroke should be played slowly, so that the white +ball rebounds off the left-hand upper side cushion at C, and travels +towards D. The player's own ball hits the red gently, and all three balls +are left close together, near the top of the table, one of the best +positions possible. + +[Illustration: FIG. 7.] + +[Illustration: FIG. 8.] + +{314} + +In playing to leave the red ball over a pocket, a good deal depends upon +whether you play a cannon off the red on to the white, or off the white on +to the red. For instance, in Fig. 7, suppose the striker in hand, and the +two other balls stationed at A and R. If A is the red ball, the stroke is +played one way, and if A is the white ball it is played another way. If A +is the red you should play to make the cannon with just sufficient strength +to double the red across the table, and leave it in position A_1, over the +middle pocket. If R was the red ball, you ought to play with just +sufficient strength, and also sufficiently accurately, to hit the red ball +full and leave it in position R_1, over the left-hand top pocket. + +Another important point in playing cannons is to play what is called +"outside" the balls when they are close together. Suppose, in Fig. 7, the +balls are in the position shown in C, D, and E. C is the player's ball. If +he hits D and makes the cannon hitting E full, he separates the balls, but +if he plays so as to just touch D and E, hitting them on the extreme edge, +he keeps them together. + +[Illustration: FIG. 9.] + +[Illustration: FIG. 10.] + +{317} + +We will, in conclusion, give a brief explanation of the spot stroke in the +"all-in game." This is in fact, as we have already seen, a series of spot +hazards.[70] We must, however, warn the beginner that though nothing looks +more simple, nothing really is more difficult. The simplest position for +the spot stroke is when the striker's ball is in a direct line with the red +ball and the pocket (Fig. 8). Of course, the proper play is to screw back +and bring your own ball into the same place. Were this a "certainty," the +striker would go on scoring for ever. Sooner or later, however, he will +find his ball will not come back quite straight. It will come back slightly +nearer the top cushion, or rather more away from it. In the first of these +cases (position 2, Fig. 9), the best plan is to follow through the red +ball. This can be done simply by a following stroke. A is the striker's +ball; B the position of the striker's ball after the stroke. When the balls +are nearly, but not quite straight, this is done by means of a stab shot. + +In position 3 (Fig. 10) the striker's ball is at A. The play now is to drop +on to the red ball with sufficient strength to put it in, and get position +at B off the top cushion. Sometimes a little side is necessary. + +In position 4 (Fig. 11) the striker's ball A is nearly, but not quite, in a +line with the red ball and the opposite pocket. When this is the case, the +only way to get position is to run through the red and get position off the +two cushions. You must play to hit your ball very high and with a great +deal of freedom of cue. It is a stroke in which a beginner would probably +fail. + +[Illustration: FIG. 11.] + +[Illustration: FIG. 12.] + +{320} + +It is as well to know within what limits the spot stroke can be played. +Suppose we draw a line, X Y (Fig. 12), through the spot S, parallel with +the top cushion. If the striker's ball is within this line or nearer to the +top cushion, it is no use putting in the red gently, as position would be +lost. The only plan to recover position is to play all round the table. +Suppose the striker's ball is within the line at A, he now plays to put the +red ball in the right-hand top pocket and recover position by going right +round the table till his ball stops at B. This is a very difficult stroke, +but is often played for and obtained by a first-class player. + + + +THE BILLIARDS CONTROL CLUB RULES. + +These Rules (issued in February, 1909) are specially applicable to +professional matches, and,--like the Rimington-Wilson Code, on which they +are based,--have particularly in view the reduction of safety misses to a +minimum and the imposition of one definite penalty for each and every kind +of foul stroke or illegitimate miss. In issuing the Code, the Secretary +lays stress on the following provisions:-- + +A player may not make two misses in successive innings, unless he or the +opponent scores after the first miss, or a double baulk intervenes. (_Rule +9._) + +When striker's ball remains touching another ball, red ball shall be +spotted, and non-striker's ball, if on the table, shall be placed on the +centre spot; striker shall play from the D; if non-striker's ball is in +hand, red shall be spotted, and striker shall break the balls. (_Rule 10._) + +Consecutive ball-to-ball cannons are limited to 25; on the completion of +this number the break shall only be continued by the intervention of a +hazard or indirect cannon. (_Rule 13._) + +PENALTIES. + +If, after contact with another ball, striker's or any other ball is forced +off the table, the non-striker shall add two points to his score. (_Rule +18._) {321} + +For a foul stroke the striker cannot score, and his opponent plays from +hand. His ball shall be placed on the centre spot, the red ball shall be +spotted, and his opponent shall play from the D. + +For refusing to continue the game when called upon by the referee or marker +to do so, or for conduct which, in the opinion of the referee or marker, is +wilfully or persistently unfair, a player shall lose the game. (_Rule 18._) + +PYRAMIDS. + +This game is played by two persons with sixteen balls,--one white, and +fifteen red. The latter are arranged in the form of a solid triangle, with +its apex on the Pyramid spot (P in Fig. 1), and its base towards the top +cushion and lying parallel thereto. + +At the commencement of the game, one player leads off from the half-circle, +and plays at any one of the red balls. Should he pocket one or more balls, +he scores one for each red ball pocketed. He continues playing till he +fails to score. + +If a player gives a miss, or pockets the white ball, a point is taken off +his score and he must replace one of the red balls he has previously +pocketed; on the Pyramid spot, if unoccupied, or, if that be occupied, as +near to it as possible in a line directly behind it. If he has not +previously pocketed a ball, he _owes_ one, and must pay it by replacing the +first ball that he pockets later on. + +After a miss, the opponent follows on from where the white ball stopped; +but after a pocketing of the white ball, the opponent follows on from the +{322} half-circle. In playing at a red ball, baulk is no obstacle. + +If a striker pockets the white ball, and at the same time pockets one or +more of the red balls, he gains nothing by the stroke, but one is deducted +from his score; the red balls pocketed must be spotted on the table, as +well as one of the striker's red balls previously pocketed. The opponent +follows on from the half-circle. + +When the red balls have all been pocketed but one, the player making the +last score continues playing with the white ball, and his opponent uses the +other. If a striker now make a miss, or pocket the ball he is playing with, +the opponent adds one to his score, and the game is over. + +SHELL OUT. + +This is a name given to Pyramids when played by more than two persons. + +When a striker pockets a red ball he receives from each of the other +players a stake previously agreed on. No ball is ever replaced on the table +after a miss, or after pocketing the white. Should any player miss or +pocket the white, he pays for each of the other players as well as for +himself whenever the next red ball is pocketed. When only one red ball is +left in play, each player continues playing with the white. Pocketing the +red is now paid double all round; and if a striker miss, or pocket the +white, he pays double all round. + +The order of play is drawn for at the beginning of each game. {323} + +WORKS OF REFERENCE. + + BILLIARDS EXPOUNDED. By J. P. Mannock, assisted by S. A. Mussabini. + Grant Richards, 2 vols., 15s. + + PRACTICAL BILLIARDS. By C. Dawson. To be had from the author, "Thorns," + Hook Road, Surbiton, Surrey. 12s. 6d. + + HINTS ON BILLIARDS. By J. Buchanan. Geo. Bell and Sons. + + MODERN BILLIARDS. By J. Roberts. C. Arthur Pearson, Limited. + + BILLIARDS FOR EVERYBODY (Oval Series). By Charles Roberts. Routledge. + 1s. + + BILLIARDS. By Joseph Bennett. Edited by Cavendish. De la Rue and Co. + 10s. 6d. + + BILLIARDS (Badminton Library). By Major W. Broadfoot, R.E., and others. + Longmans. 10s. 6d. + + PYRAMIDS AND POOL (Oval Series). By J. Buchanan. Routledge. 1s. + + * * * * * + + +{324} + +POOL. + +The game of Pool is the most sociable form of Billiards, as any number of +persons can take part in it. There are several varieties of the game. The +rules which we append (by kind permission of Messrs. Burroughes & Watts) +are those of ordinary Pool. These rules sufficiently describe the game, but +a few words of warning may be necessary to beginners. It is obvious that, +as only the two players left in at the finish win the pool, it is of far +greater consequence to save your own life than take another's. +Consequently, the chief point for consideration is how to play for +safety--that is, how to play to leave your own ball so that the player who +follows on cannot put you in. + +At starting, for instance, the white ball is placed on the spot. The red +plays from baulk. Now red has no chance of putting white in, consequently +he plays gently to drop on to the white ball, and leave his own ball, the +red, under the top cushion. + +If, however, white were close over the pocket, then the proper play, +supposing the winning hazard was a _certainty_, would be to put white in +and play for a position, so that you could take another life. In other +words, you play to put white in, and get into some position where there is +another easy {325} hazard on another ball. After putting that in, another, +and so on. A good pool-player, if he has a certain hazard, will sometimes +what is called "clear the table;" that is, put in every ball. + +The most common stroke in Pool is a _chance_ of taking a life--_i.e._, +where there is a difficult winning hazard left off the ball you play on. In +this case never hesitate. Play, if you can, for the chance of the hazard +and to _get safe_. If you cannot do both, simply play for safety, and for +nothing else. + + + +THE NATIONAL RULES OF POOL. + +1. This game is played with coloured balls, which (or small duplicate ones) +are dealt out from a pool basket or bag indiscriminately to the players at +the beginning of each game. Cues and rests of any description may be used. + +2. The players must play progressively, as the colours are placed on the +pool marking-board, and the first stroke of each player--excepting +White--is made from the half-circle, as also the succeeding strokes of +every player when in hand. + +3. Each player has three lives at starting, the object being throughout the +game to pocket the ball played on. White places his ball on the upper spot; +Red plays at White, Yellow at Red, and so on, each player playing at the +last ball, unless it be in hand; in that case the player plays at the +nearest ball. + +4. Each player pays into the pool the amount decided on and starts with +three lives (excepting a less number is agreed on for any particular +player). Each pays forfeit for each life lost. {326} + +5. When the striker takes a life, he must continue to play on the nearest +ball as long as he can take a life, till all the other balls are off the +table; his own must then be placed on the spot, as at the commencement. + +6. The first player who loses his three lives is entitled to purchase a +star by paying into the pool the same sum as at the commencement, for which +he receives lives equal in number to the lowest number on the board. The +player, however, must decide whether he will star or not before the next +stroke is played. + +7. If the first player out refuse to star, the second may do so; if the +second refuse, the third may do so; and so on, until only two are left in +the pool, in which case the privilege ceases. + +8. If before a star two or more balls be pocketed by the same stroke, +including the ball played at, each having one life, the owner of the ball +first struck has the option of starring; but if he refuse, and more than +one remain, the persons to whom they belong must draw lots for the star. If +the balls pocketed do not include the ball played at, their owners must +draw lots for the star. + +9. Only one star is allowed in a pool up to six. + +9a. Only two stars are allowed in a pool up to seven or more. + +10. The two last players cannot star. + +11. If a life is lost, the next player plays at the nearest ball to his +own; but if the next player's ball be in hand, he plays at the nearest ball +to the centre spot of the half-circle. + +12. If a doubt arise respecting the distance of balls, the distance must, +if the player's ball be in {327} hand, be measured from the centre spot on +the half-circle; but if the player's ball be not in hand, the measurement +must be made from his ball to the other; and in both cases the doubt must +be decided by the majority of the players; but if the distance be equal, +then the owners of the balls at equal distances must draw lots. + +13. The baulk is no protection. + +14. A life is lost by a ball being pocketed by the player in its proper +turn. + +15. The player loses a life by any one of the following means.--By +pocketing his own ball; by running a _coup_; by missing a ball; by forcing +his own ball off the table; by playing with a wrong ball; by playing out of +his turn; by stopping or touching his own ball before it has done rolling; +or by his ball striking another ball before hitting the one he ought to +have played at. + +16. If the striker pocket a ball, and by the same stroke lose a life in any +way, the player whose ball is pocketed does not lose a life. + +17. A player losing a life in any way pays forfeit to the player whose ball +he plays upon or should have played upon. If a player plays out of turn or +with the wrong ball, he loses a life to the player who precedes him. + +18. If the striker miss the ball he ought to play at and strike another +ball and pocket it, he loses a life, and his ball must be taken off the +table, and both balls must remain in hand until it be their turn to play. + +19. Fouls are also made thus: striking a ball twice with the cue, lifting +both feet from the floor when striking; touching another ball, either in +the {328} act of striking or before the balls have become stationary, the +penalty being that the player cannot take a life. + +20. If the player, either in taking aim or in any manner whatever, except +when in hand, touch his own ball, it is a foul. If the striker pocket a +ball by a foul stroke, the owner of that ball does not lose a life, but the +ball remains in hand until it is his turn to play. + +21. If the striker's ball touch the one he has to play at, he is at liberty +either to play at it or at any other ball on the table; and he may take a +life by pocketing any balls so played on. + +22. If a ball or balls touch the striker's ball, or be in line between it +and the ball he has to play at, so as to prevent him hitting _any part of +the object ball he wishes_, it or they, whether nearer to the striker's +ball than the object ball or not, may be taken up until the stroke has been +played; and after the balls have ceased running those taken up must be +replaced, but a ball cannot be taken up in order to strike a ball from off +a cushion, except in the case of Rule 24. + +23. If the ball or balls be in the way of a striker, or the striker's cue, +so that he cannot play at his ball without a reasonable chance of making a +foul, he can have them taken up. + +24. If the corner of the cushion prevent the striker from playing in a +direct line, he can have any ball removed for the purpose of playing at a +cushion first, or he may have the ball moved out a few inches, but cannot +then take a life. If, however, only two players be left in, as in Rule 32, +the ball cannot be moved out. {329} + +25. If the striker have a ball removed, and any other than the next +player's ball stop on the spot it occupied, the ball removed must remain in +hand till the one on its place be played, unless it should happen to be the +turn of the one removed to play before the one on its place; in which case +that ball must give place to the one originally taken up; after which it +must be replaced. If two balls were taken up from the same spot, the one +last taken up has to be replaced first. + +26. If the striker have the next player's ball removed, and his ball stop +on the spot the other occupied, the next player must give a miss from the +baulk to any part of the table he thinks proper, for which miss he does not +lose a life. + +27. If the striker's ball stop on the spot of a ball removed, the ball +which has been removed must remain in hand until the spot is unoccupied, +and then be replaced. + +28. If information be required by the player as to which is his ball, or +when it is his turn to play, or which ball he ought to play at, or which +ball is to follow his, he has a right to an answer; should he be +misinformed he does not lose a life; the balls must in this case be +replaced, and the stroke played again. + +29. If the player be misled as to which ball is to play on him by a ball +which is dead being wrongly marked on the board as still alive, he does not +lose a life to his player. + +30. If the striker force another ball off the table, neither he nor the +owner of that ball loses a life, but the ball remains in hand until it is +the owner's turn to play. {330} + +31. If the striker's ball miss the ball played at, no person is allowed to +stop it till it has ceased running, whether it has struck another ball or +not. + +32. Should the player preceding the two last players make a miss, _coup_, +or losing hazard, and decline to star, they divide the pool if they have an +equal number of lives. The exception to this rule is when a pool originally +consisted of not more than three players. + +33. All disputes must be decided by the referee, whose decision upon being +appealed to by the players is final. + +34. The charge for the play is to be taken out of the pool before it is +delivered up to the winners. + + * * * * * + + +{331} + +SNOOKER POOL. + +This increasingly popular version of the game of Pool is in fact a +combination of Pool and Pyramids. The fifteen coloured Pyramid balls are +placed on the table by means of the "triangle," in the same way as for +Pyramids, whilst the white ball is used by each player as the cue-ball +throughout the game. Six Pool balls are used, viz., the Black, Pink, Blue, +Brown, Green and Yellow balls, the positions and values of which are set +out in Rule 2 (_vide infra_). + +Each player is bound to play at a Red ball first, and, having taken it (or +another Red ball or balls), then at a Pool ball, and again, if successful, +at a Red ball, and so on. Whilst any Red balls remain on the table the Pool +balls, after having been pocketed, are replaced on their respective spots; +but after all the Red balls have been taken, the players play at each Pool +ball in rotation in their order as coloured on the marking board, viz., +Yellow, Green, Brown, Blue, Pink, and Black, until every ball has been +pocketed, when the game is ended. + +Much amusement is often caused by a player being "snookered"--in other +words, by his ball being so obstructed by other balls that he cannot hit a +Pool or Pyramid ball direct, but has to play it off a cushion, when, in the +event of a miss, the value of the ball played at is counted to each of the +other players' scores. (_Vide_ Rules 7 and 11.) {332} + +At "Snooker" safety-play is of little or no use. A player must try to get +on the Pool balls, particularly on those of highest value, as often as he +can. Still, safety-play can be indulged in to some extent at the end of the +game, when only the Pool balls are left on the table, and a player should +remember to play for hazards with a fair amount of strength, and thus avoid +leaving a ball over a pocket for an opponent to profit by. + +Bad hazard strikers should think twice before joining in Snooker Pool, even +for small stakes, with better players than themselves, as, with the high +values of the Pool balls, large scores can be run up by an expert, and +those players who own the lowest scores at the end of the game have to make +heavy disbursements, as they have to pay every one whose score is higher +than their own. The scores are best kept on a slate. + + + +THE NATIONAL RULES OF SNOOKER POOL. + +(Reprinted _verbatim_, by permission of Messrs. Burroughes and Watts, +Limited.) + +1. This game is played on a Billiard Table, and may be played by any number +of players. Any one wishing to join after the commencement of the game may +do so at the end of a round, but does not play until last. Any player +wishing to leave off during the game must declare his intention of doing so +in lieu of playing, when it shall be his turn to play, but shall be counted +as a player until another round be played. + +2. Fifteen red balls are placed on the table as in {333} "Pyramids," and +six coloured[71] balls, placed thus: Yellow on left-hand spot of D [the +half-circle], Green on centre spot of D, Brown on right-hand spot of D, +Blue on middle spot of table, Pink at apex of triangle, Black on the +billiard spot. The value of the balls shall be: Red 1, Yellow 2, Green 3, +Brown 4, Blue 5, Pink 6, Black 7. + +3. The player must first play at a Red ball, and may not play at a coloured +ball until he shall have first pocketed a Red ball, but after taking a +coloured ball, shall again play on and take a Red ball before he can again +play on any coloured ball. + +4. A player having taken a Red ball, and then pocketed a coloured ball, +must replace the latter on the original spot before playing another stroke. +For every coloured ball not replaced each player shall pay a penalty of one +point for each stroke made by him, until such ball be replaced. + +5. A player is responsible that all the balls are in their proper place +before he plays. He is liable to a penalty of one point for every ball not +in its right place previous to making a stroke. The striker may be called +upon to replace any ball not in its right place. + +6. When all the Red balls have been pocketed, the coloured balls shall be +played at according to their value. (_Vide_ Rule 2.) + +7. For each ball pocketed by the striker he shall receive its value from +each player, all forfeits having been first deducted; and if he has +incurred any penalties pay their value to each player. + +8. If the player shall strike one or more balls, and {334} then pocket his +own ball, he shall pay the value of the ball first struck, and shall +forfeit any points he may have gained during that stroke. + +9. If a striker shall pocket a ball, and then cannon on to one or more +coloured balls and pocket them, he shall receive the value of the ball he +originally played at, and shall pay the value of the highest coloured ball +he may have pocketed in the same stroke. This does not apply in the case of +Red balls, any number of which may be pocketed in the same stroke. + +10. If a Red ball is covered by a coloured ball, and such coloured ball be +pocketed, it shall count, provided the player was entitled to play at that +coloured ball. Only the coloured ball aimed at may be taken. It counts even +if it goes in off other balls. Only one coloured ball may be taken at the +same stroke. + +11. For making a miss, or making a miss and running in, the striker shall +lose one point, except when he must play on a coloured ball, when he loses +the value of that ball. + +12. When playing on a Red ball, if the striker misses, and hits a coloured +ball, and at the same stroke accidentally pockets one or more Red balls, he +loses the value of the coloured ball first hit, and cannot score. The Red +balls so pocketed shall be replaced on the table. + +13. For striking a wrong ball, the striker shall pay the value of the ball +hit. + +14. When the Red balls are all pocketed, if the player shall pocket a +coloured ball, and then cannon on to one or more coloured balls and pocket +them, he shall receive the value of the ball he first played at, and shall +pay the value of the highest coloured ball he may have pocketed in the same +stroke. {335} + +15. When the Red balls are all pocketed, if the player pocket his own ball +as well as the coloured ball played at, the ball which is pocketed shall be +placed on the table, and the player shall lose the value of the coloured +ball. + +16. If the White ball be touching a coloured ball, the striker cannot +score; he must play his stroke and shall be liable to any penalties +incurred. + +17. If more than one error be committed in the same stroke, the highest +penalty only shall be exacted. Penalties shall not hold good after one +complete round shall have been played. + +18. If a player force a ball off the table, he shall pay the value of that +ball, or, in the case of the White ball, as if he had made a _coup_.[72] + +19. For making a foul stroke, or fouling another ball, a player cannot +score. + +20. For playing out of turn, the striker shall pay one point to each player +besides any penalties incurred, but shall not receive any points he may +have won. + +21. No ball may be temporarily taken up. No Red ball shall be replaced on +the table except when forced off, or for a foul stroke, or under Rules 12 +and 15. + +22. When it is required to replace a coloured ball and its spot is +occupied, it is to be placed on the nearest vacant spot. In the case of the +Brown, if the green and yellow spots are vacant, it is to be put on the +green spot; if all the spots are occupied, then as near as possible to its +own spot in the direction of the top of the table. + +23. All disputes are to be decided by a majority of the players or by the +referee. + + * * * * * + + +{336} + +CHESS.[73] + +The game of Chess is a battle between two armies, numerically equal, of +which the two players are the generals. The battle-field upon which this +mimic warfare takes place is called the chess-board. This is a square board +divided into sixty-four equal alternate white and black squares, and should +be so placed that each player shall have a white square at his right. + +THE MEN. + +The forces consist of thirty-two "men," each side having eight Pieces and +eight Pawns, of a light and dark colour (known as "white" and "black"), to +distinguish the opposing forces from each other. + +In print the pieces and pawns are pictorially represented as on p. 337. + +At the commencement of the game, the pieces are placed as shown in Fig. 1. +It is to be noticed {337} that the white king occupies a black square, and +the black king a white square. + +The horizontal divisions are called "rows," and the vertical divisions are +called "files." + + WHITE'S FORCES. BLACK'S FORCES. + + ^K One King = K. #K + ^Q One Queen = Q. #Q + ^R ^R Two Castles, or Rooks = R. #R #R + ^B ^B Two Bishops = B. #B #B + ^Kt ^Kt Two Knights = Kt. #Kt #Kt + Eight Pawns = P. + ^P ^P ^P ^P #P #P #P #P + ^P ^P ^P ^P #P #P #P #P + +THE MOVEMENTS OF THE MEN AND THEIR POWER TO TAKE. + +A piece or pawn has the power to take any adverse piece or pawn, according +to the laws which govern its movements. The King alone, as will presently +be seen, is inviolable. If the King is attacked, the fact must be notified +by the warning {338} "Check," and if the King cannot by some means escape +from the attack, the game is at an end. + + Black. + +---------------------------------------+ + | #R | #Kt| #B | #Q | #K | #B | #Kt| #R | + |---------------------------------------| + | #P | #P | #P | #P | #P | #P | #P | #P | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | ^P | ^P | ^P | ^P | ^P | ^P | ^P | ^P | + |---------------------------------------| + | ^R | ^Kt| ^B | ^Q | ^K | ^B | ^Kt| ^R | + +---------------------------------------+ + White. + + FIG. 1.--The Men in Position. + +1. THE KING. + +The King, as the name denotes, is the most important piece on the board, +inasmuch as the object of the game is to capture the King. It is, however, +never actually "taken," the game ending whenever (the opposing player +having the move) the King {339} remains liable to capture. The King may +move from any square upon which it stands to any adjoining square not +occupied by any piece or pawn of its own colour. If one of such adjoining +squares is occupied by an undefended piece or pawn of the opposite colour, +it may take such piece or pawn. + +An additional privilege of the King ("castling") will be explained in its +proper place. + +2. THE ROOK. + +The Rook (or Castle) moves upon straight lines only, in a horizontal or +vertical direction, to any square not occupied by any piece or pawn of its +own colour. If the line on which it operates terminates in a piece or pawn +of the opposite colour, it can take such piece or pawn. + +3. THE BISHOP. + +The Bishops move and take upon diagonals only: the King's Bishop upon the +diagonals of its own colour, the Queen's Bishop on those of the opposite +colour; stopping short, however, when it reaches a square occupied by any +piece or pawn of its own colour. + +4. THE QUEEN. + +The Queen combines the power of Rook and Bishop--_i.e._, the Queen may move +and take horizontally or vertically like a Rook, or upon diagonals like a +Bishop. It is, therefore, the most powerful piece on the board, because not +only has it the power of Rook and Bishop, but it has also the privilege to +move like either of the two Bishops, according to the colour of the +diagonal it may for the time being stand upon. {340} + +5. THE KNIGHT. + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | Q6 | | #Kt| | | + |---------------------------------------| + | | | QB5| #R | #Q | #P |KKt5| | + |---------------------------------------| + | | | | ^R | ^Kt| #P | | | + |---------------------------------------| + | | | QB3| ^B | ^P | #B | #P | | + |---------------------------------------| + | | | | ^Q | | KB2| | | + |---------------------------------------| + | | | | | | | | | + +---------------------------------------+ + White. + + FIG. 2.--The Knight's Move. + +The movement of the Knight is more complicated than that of any other +piece. One move of the Knight combines two King's moves: one square +straight, and one square diagonally to any but the adjoining squares to its +starting-point. Unlike any other piece, it may leap over any piece or pawn +of its own or the opposite colour intervening between {341} its +starting-point and the square to which it moves. Thus, in Fig. 2, the white +Knight may move to K B 2, K Kt 5, Q 6, Q B 5, or Q B 3, but not to Q 2, +that square being occupied by a piece of its own colour.[74] It may take +the black pawn at K Kt 3, or the black Knight at K B 6. It will be noticed +that with every move the Knight changes colour--viz., from a white to a +black square, and _vice versâ_. + +6. THE PAWN. + +The pawn, in spite of its limited power of movement, plays a most important +_rôle_ amongst the forces. The pawns are the rank and file of the array. +The pawn, is, so to speak, the _tirailleur_; it engages the enemy, advances +into the opponent's camp, and clears the road for the officers who follow +in its wake to the attack; the pawn is mostly the first victim, and in the +large majority of cases the pawn decides the game. Like the private +soldier, who is supposed "to carry the marshal's baton in his knapsack," +the pawn may be promoted to the highest rank. If it reaches the "eight" +square, it may be converted, according to the choice of the player, into a +Bishop, Knight, Rook, or Queen. Even though the player has still his full +complement of pieces, any pawn may be so converted. Thus a player may have +at the end of a game as many new pieces as pawns reach the eight squares. + +The pawn may only move one square at a time, straight forward on the file +on which it is placed, with the option of moving _two_ squares at first +starting. Thus in Fig. 3, section _a_, the pawn at K 2 has the {342} choice +of moving either to K 3 or at once to K 4. But the pawn _takes_ on +_diagonals_ only; thus, in section _b_ of the same figure, the pawn at K 7, +having the move, can take either the black Bishop at K B 8 or the black +Queen at Q 8, and in either case it must be converted into some piece of +its own colour (other than a King), according to the choice of the player, +when the converted piece will act immediately in its new capacity. It is +against the laws of the game to leave it still a pawn. + + Black. + +-----------------------------------------------+ + | | * * #Q | K8 | #B | | | + |-----------*-----*-----------------------------| + | | (c) * * | ^P | (b) | | | + |-----------*-----******************************| + | QR6 | * | | | | | | + |-----------*-----------------------------------| + | #P | ^P * | | | | | | + |************-----------************************| + | | | | * K4 | | | | + |******************-----*-----------------------| + | | #P | * * K3 | (a) | | | + |-----------------*-----*-----------------------| + | #P | ^P | (d) * * ^P | | | | + |-----------------*-----*-----------------------| + | | | * * | | | | + +-----------------------------------------------+ + White. + + FIG. 3.--The Pawn's Moves. + +{343} + +The pawn cannot move backwards nor sideways, but only forward along the +"file" on which he stands. The pawn is also restricted in his power of +taking. Thus any adverse piece or pawn standing on the adjacent squares to +a pawn (other than forward diagonals) cannot be taken. Pawns placed as +shown in section _c_ or _d_ of Fig. 3 could not take each other. + +The pawn may also take "_en passant_," which means that if a pawn moves two +squares at starting, thus "passing" an adverse pawn which could have taken +it had it moved only one square, such adverse pawn has the option of taking +it as if it had moved one square only; but the taking _en passant_ must +form the next move of the adversary. Thus in section _c_ of the diagram, +supposing the black pawn to have just moved from Q R 2 to Q R 4, it may be +taken by the white pawn at Q Kt 5; the white pawn standing, after the move, +at Q R 6. Such a move would be recorded thus: P takes P _e.p._ + +CHESS NOTATION. + +It is necessary that the novice be thoroughly familiar with the original +position of each piece, this being the foundation of what is called Chess +Notation, or the system by which moves are recorded, and without which it +would be impossible to convey written instruction in the game. Various +systems are employed in different countries, but what is called the English +notation is the only one with which our readers need trouble themselves. +{344} + +Each square in the two outer rows is named (see Fig. 4) after the piece +which occupies it, and the other squares by reference to these. For +instance, the square upon which the King stands is called the + + Black. + +-----------------------------------------------+ + | QR8 | QKt8| QB8 | Q8 | K8 | KB8 | KKt8| KR8 | + |-----------------------------------------------| + | QR7 | QKt7| QB7 | Q7 | K7 | KB7 | KKt7| KR7 | + |-----------------------------------------------| + | QR6 | QKt6| QB6 | Q6 | K6 | KB6 | KKt6| KR6 | + |-----------------------------------------------| + | QR5 | QKt5| QB5 | Q5 | K5 | KB5 | KKt5| KR5 | + |-----------------------------------------------| + | QR4 | QKt4| QB4 | Q4 | K4 | KB4 | KKt4| KR4 | + |-----------------------------------------------| + | QR3 | QKt3| QB3 | Q3 | K3 | KB3 | KKt3| KR3 | + |-----------------------------------------------| + | QR2 | QKt2| QB2 | Q2 | K2 | KB2 | KKt2| KR2 | + |-----------------------------------------------| + | QRsq|QKtsq|QBsq | Qsq | Ksq | KBsq|KKtsq|KRsq | + +-----------------------------------------------+ + White. + + FIG. 4.--English Notation (shown for white - for black invert each file). + +King's Square, or more shortly K sq., or K 1. The square in front of it is +K 2; the next K 3, and so on throughout the file. In like manner with the +other files. The pieces on the right side of the King are called the King's +pieces--_i.e._, King's Bishop, {345} K B; King's Knight, K Kt; King's Rook, +K R; and the pieces on the left of the Queen are called Queen's +pieces--_i.e._, Queen's Bishop, Q B; Queen's Knight, Q Kt; Queen's Rook, Q +R. The same rule applies to the black pieces; so that each square has two +names, as it may be necessary to describe it with reference to the one or +the other player. Thus White's King's square would be Black's King's eight +(K 8), whilst Black's King's square would be White's King's eight (K 8), +and so on with all the other squares. + +METHOD OF RECORDING GAMES. + +The following are the abbreviations in use in scoring with the aid of the +English notation: + +K = King; Q = Q; R = Rook; K R = King's Rook; Q R = Queen's Rook; B = +Bishop; K B = King's Bishop; Q B = Queen's Bishop; Kt = Knight; K Kt = +King's Knight; Q Kt = Queen's Knight; P = Pawn; ch. = check; dis. ch. = +discovered check; _e.p._ = _en passant_; Castles, or o--o = Castles on the +King's side; and Castles Q R, or o--o--o = Castles on the Queen's side. To +take may be noted "takes," or shorter thus, ×; (!) indicates a good move; +(?) a bad or indifferent move; + the better game; - the inferior game; = an +even game. To familiarise himself with the system the reader is recommended +to study, with the aid of the board, the following example, a "Ruy Lopez" +game, recorded according to the English notation. + +{346} + + WHITE. BLACK. + X. Z. + 1. P to K 4 1. P to K 4 + 2. Kt to K B 3 2. Kt to Q B 3 + 3. B to Kt 5 3. P to Q R 3 + 4. B to R 4 4. Kt to B 3 + 5. Castles 5. P to Q Kt 4 + 6. B to Kt 3 6. B to K 2 + 7. P to Q 4 7. P to Q 3 + 8. P to B 3 8. B to Kt 5 + 9. B to K 3 9. Castles + 10. Q Kt to Q 2 10. P to Q 4 + 11. K P takes P 11. K Kt takes P + 12. Q to B 2 12. P takes P + 13. B takes P 13. Kt takes B + 14. Kt takes Kt 14. Q to Q 2 + 15. Q Kt to B 3 15. B to B 3 + 16. Q to K 4 16. K B takes Kt + 17. B takes Kt 17. B takes Kt + 18. Q takes Q B 18. Resigns. + +A variation of this is the "fractional" notation, in which White's move is +recorded above the line, and Black's below the line--_e.g._: + + P to K 4 Kt to K B 3 B to Kt 5 + 1. -------- 2. ----------- 3. ---------- &c. + P to K 4 Kt to Q B 3 P to Q R 3 + +The moves may be recorded in columns or in lines, according to individual +choice. "To" is frequently represented by a dash--_e.g._, instead of P to K +4, P--K 4. A single move of Black is recorded thus: 1. ... P to K 4 (or, +P--K 4); 16. ... K B takes Kt (or, K B × Kt); the dots standing in lieu of +White's preceding move. + + + +Having mastered the notation, the student should next familiarise himself +with-- {347} + +THE TECHNICAL TERMS USED IN THE GAME. + +The more important of these are as under: + +CHECK AND CHECKMATE.--The whole object of the game is the capture of the +opponent's King, though, as we have said, the King is never actually taken, +the game coming to an end when the next move, if made, would result in his +capture. If the King is attacked, the attack must be accompanied with the +warning, "Check." A check may be met in three different ways. The player +may either interpose one of his own pieces[75] (or pawns) between the King +and the attacking piece; he may move it out of the range of the attacking +piece; or he may take the attacking piece with the King or any other of his +forces which may be available for that purpose. If he cannot resort to +either of these three defences, he is checkmated, or more shortly, "mated," +and the game is lost. + +"Discovered" check is given when, by moving a piece, another piece is +unmasked which attacks the adversary's King. + +DRAWN GAME.--Beside the more decided issue of checkmate, there is another +possible termination of a game--viz., the "drawn game," or "draw." + +A draw ensues: 1. If neither side can give checkmate. + +2. If both sides remain with King only, or with a single Bishop, or single +Knight only in addition. + +3. If both players repeat the same series of moves three times, thereby +tacitly admitting that they are {348} not strong enough to give checkmate, +or that they do not intend to venture upon another line of play. + +4. If a player under certain specified conditions is unable to give mate in +fifty moves. + + Black. + +---------------------------------------+ + | | #K | | | | | | | + |---------------------------------------| + | | | #P | | | | | | + |---------------------------------------| + | ^Q | #P | ^B | | | | | | + |---------------------------------------| + | | ^P | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | ^P | | | #B | | | | | + |---------------------------------------| + | | ^P | | | | | | | + |---------------------------------------| + | ^K | | #Kt| | | | | | + +---------------------------------------+ + White. + + FIG. 5. (Drawing by perpetual check.) + +5. Through "perpetual check"; for instance, if a player, having otherwise a +lost game, can save it by constantly forcing the opponent to move his King +by repeated checks. In Fig. 5 Black is threatened with checkmate by Q to R +8, or Q to Kt 7. But, {349} it being Black's move, he would play Kt to Kt +6: ch.; White _must_ play K to R 2; Black returns to his old position +again, checking, and as there is nothing to prevent his repeating these two +moves _ad infinitum_, the game is drawn. + + Black. + +---------------------------------------+ + | | #K | | | | | | | + |---------------------------------------| + | | ^P | | | | | | | + |---------------------------------------| + | | ^K | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + +---------------------------------------+ + White. + + FIG. 6. (Illustration of stalemate.) + +6. In case of a "stalemate"--_i.e._, when the player whose turn it is to +move cannot make a move without violating the laws of the game. For +instance, in Fig. 6, Black (having the move) would be {350} "stalemate," as +his King (his only piece) cannot move without placing itself in check, the +white pawn guarding the squares Q B 8 and Q R 8, and the King guarding the +squares Q B 7 and Q R 7. + +CASTLING.--Once in the game the King has the privilege of making a double +move in conjunction with either Rook. This move is called "Castling." In +castling on the King's side, the King is moved to K Kt square, and the Rook +is placed next to it on K B square; in castling on the Queen's side, the +King is moved to Q B square, and the Queen's Rook placed next to it upon Q +square. + +The right to castle is subject to the following conditions: + +1. That no piece of its own or the opponent's colour be between the King +and the Rook with which the King is to be castled. + +2. That neither the King nor the Rook with which it is to castle has yet +moved. + +3. The King cannot castle if in check, or into check; neither can he cross +a square which is commanded by any of the opponent's pieces. + +COMMAND.--A piece is said to "command" a given square if it can take any +adverse piece placed on such square. + +DEVELOP.--To move a piece from its original position is to develop it or +bring it into play. The quicker the development of the pieces the better. +If a player can concentrate upon a given point a greater number of pieces +than his opponent is enabled to develop for its defence, he must obtain an +advantage. + +DOUBLE PAWN.--Two pawns on the same file. A "double pawn" is weaker than +two pawns in the {351} same row, because in the former case they must be +independently defended, whilst in the latter case either can be made to +defend the other. + +EN PRISE.--A piece or pawn is _en prise_ if so placed as to be liable to be +taken by any other. Sometimes the same phrase is applied to a piece or pawn +insufficiently defended. + +TO EXCHANGE.--Is to give up a piece or pawn for another of equal value. + +THE EXCHANGE.--A player gaining a Rook for a minor piece (Bishop or Knight) +is said to "win the exchange." His opponent loses the exchange. + +FORCED MOVE.--Is where the player has only one move at his disposal; for +instance, in case of a check with a Knight, where the Knight cannot be +taken, and the King has only one square to which he can move. + +FORK.--This term is chiefly used where, by advancing a pawn, two pieces are +attacked. (In Fig. 3, _b_, the white pawn forks K & B.) But it may also be +used to express that any one piece attacks two others simultaneously. + +ISOLATED PAWN.--Is a single pawn, the pawns of same colour on the right and +left being off the board. A pawn is said to be "passed" when there is no +pawn of the opposite colour which can bar its progress. + +GAMBIT.[76]--Any opening in which a pawn is sacrificed by the first player +in order to obtain a quicker development of his pieces is called a gambit. +The pawn so sacrificed is called the "gambit-pawn." A counter-gambit is +where the second player sacrifices a pawn with a similar object. + +{352} + +J'ADOUBE.--("I adjust") is said by a player, to inform his opponent, +_before_ touching a piece or pawn of his own or his adversary's, that such +piece or pawn is only to be adjusted, but not played. + +PIN.--A piece is said to be "pinned" if it is attacked by an adverse piece +in such manner that, by moving the attacked piece, a more valuable piece +would be "unmasked," and left _en prise_; but chiefly if it is unable to +move because it guards the King from being in check. + +VALUE OF THE PIECES. + +The approximate value of the pieces, as they stand on their respective +squares at the beginning of a game, is estimated to be as follows: Taking +the pawn as unit, the value of the Knight is 3.05; of the Bishop, 3.05; of +the Rook, 5.48; and of the Queen, 9.94. German authorities estimate (taking +also the pawn as unit), Bishop = 3; Knight = 3; Rook = 4½; and Queen = 9. +The King in the End game is worth 4. Obviously the value of piece or pawn +changes as the game advances, according to the position it occupies for the +time being. There are, however, general principles which hold good in a +large majority of cases. For instance, two Bishops are more serviceable +than two Knights in the End game.[77] Bishop and Knight are also preferable +to two Knights, but a single Knight is more serviceable, in most cases, in +the End game than a single Bishop. + +{353} + +THE OPENINGS. + +A game of Chess consists of three phases: the Opening; the Middle game; and +the End game. It need not, however, pass through all three stages, but may +come to a conclusion at either of them. + +THE OPENING is the development of the pieces. A quick and judicious +development of the forces is half the battle won. From a mistake in the +beginning of a game--assuming both players to be of equal strength--it is +difficult to recover. The Openings, therefore, should be studied carefully. + +THE MIDDLE GAME is entirely a matter of practice, and its proper management +can only be acquired by experience. Both players are here thrown upon their +own resources, as the analysis does not reach beyond the opening. + +THE END GAME is a study in itself, and one which will repay the most +careful attention. There are certain positions which occur frequently at +the end of a game; these have been systematically arranged by eminent +specialists, and may be committed to memory; but the larger number (like +the Middle game) depend upon ingenuity and individual skill. + +The Openings are divided into _Open Games_--_i.e._, where White plays 1. P +to K 4, and Black replies 1. ... P to K 4; and _Close Games_--_i.e._, where +White's first move is any other than 1. P to K 4. The _Open Games_ will be +first dealt with. + +The first opening which we shall describe is the Giuoco Piano, "the slow, +or steady, opening," so {354} called because it is a quiet strategical +development of the forces. + +The game is presented to the reader just as if it were played over, and +explained by the professor over the board. The reasons for each move are +given in language adapted to the perception of the student who plays a game +of chess for the first time. + +THE GIUOCO PIANO. + + WHITE. BLACK. + 1. P to K 4 ... + +This move allows most scope for the development of two pieces. P to Q 4 +also allows this, but it gives less scope to the Queen. + + ... 1. P to K 4 + +The same observations apply to Black's first move. + + 2. Kt to K B 3 ... + +The aim of the player being a quick development of his forces, it is +advisable to bring each piece into play by attacking an adverse piece or +Pawn immediately, if possible. The Kt here attacks Black's K P. + + ... 2. Kt to Q B 3 + +This move not only defends the attacked Pawn, but at the same time brings a +piece into play, and thus establishes an equilibrium in the development. 2. +... Q or K 2, or 2. ... Q to B 3, would be unfavourable defences, because +the former move would prevent the development of the K B, and the latter +the _sortie_ of the Knight, besides exposing {355} the Queen to attack. It +may be taken as a general rule that it should be avoided as much as +possible to defend pieces of less value with pieces of greater value. Black +could also play here 2. ... P to Q 3, which is called Philidor's Defence, +or reply, by 2. ... Kt to K B 3, with an attack upon White's K P, which is +called Petroff's Defence. These will be treated later on. + + 3. B to B 4 ... + +Clearing the King's side for castling, and posting the Bishop ready for +attacking the present weakest point in Black's position--viz., the K B P; +weakest because defended by the King only. + + ... 3. B to B 4 + +No immediate danger being apprehended, Black brings a piece into play. +These three moves on either side constitute the opening called the Giuoco +Piano, whatever be the moves that may follow. + + 4. P to Q 3 4. P to Q 3 + 5. B to Q 3 5. B to Kt 3 + +Better than 5. ... B takes B, because in that case White would obtain an +"open Bishop's file," and double his Rooks upon it after castling; and the +"double pawn," which is in the majority of positions a weakness, is strong +in the centre. + + 6. Q Kt to Q 2 ... + +The object being to play this Knight to K B sq., and then to Kt 3. This +could also be done if White had played 6. Kt to B 3, then Kt to K 2, and Kt +to Kt 3. The manoeuvre in the text is generally adopted, because if 6. Kt +to B 3, Black could "pin" it with 6. ... B to R 4. {356} + + ... 6. Kt to B 3 + 7. P to B 3 ... + +Intending to advance the Q P, and thus prepare the formation of a strong +centre. + + ... 7. B to Q 2 + +Threatening to attack and exchange White's Bishop, by playing upon his next +move, if feasible, 8. ... Kt to Q R 4. He could not have done so before, +because of White's reply, 8. B to Kt 5: ch., forcing the Knight back to B +3, or leaving it at R 4 out of play. + + 8. B to Kt 3 ... + +White, who does not want to exchange his Bishop for Knight, retires it, so +that he may play, should Black attack it (with 8. ... Kt to R 4), 9. B to B +2. + + ... 8. Q to K 2 + +In the Giuoco Piano it is not advisable for either player to castle early, +and Black wisely makes a waiting move. He is now able to castle on either +side, according to circumstances. + + 9. Q to K 2 9. P to K R 3 + +This move is strictly defensive. Black might also have played 9. ... Q Kt +to Q sq., and then from Q sq. to K 3, which would have been a better +manoeuvre. + + 10. Kt to B sq. 10. B to K 3 + 11. B to R 4 11. B to Q 2 + 12. Kt to Kt 3 12. P to Kt 3 + +Black's defence is somewhat timid. At a previous stage he intended to +exchange his Q Kt against White's B, and now when White "pins" the {357} +Knight with 11. B to R 4, he retires the Bishop, so as to avoid a double +pawn. Now he has to prevent White's Knight from moving to B 5, attacking +the Queen, but in doing so he weakens his King's position for the purpose +of castling on the King's side. _The student should bear in mind that these +pawns are strongest in their original position._ + + 13. B to B 2 ... + +The Bishop is better placed now at B 2. At R 4 it was, owing to the changed +position, less useful. At its new post it strengthens the centre. + + ... 13. P to Q 4 + +Black anticipates White's possible P to Q 4 by himself advancing. + + 14. Castles 14. P takes P + 15. P takes P 15. Kt to Q sq. + +Black now executes the manoeuvre which was suggested at his ninth move. But +it is not so good at this stage. The position is now as shown in Fig. 7. + + Black. + +---------------------------------------+ + | #R | | | #Kt| #K | | | #R | + |---------------------------------------| + | #P | #P | #P | #B | #Q | #P | | | + |---------------------------------------| + | | #B | | | | #Kt| #P | #P | + |---------------------------------------| + | | | | | #P | | | | + |---------------------------------------| + | | | | | ^P | | | | + |---------------------------------------| + | | | ^P | | ^B | ^Kt| ^Kt| | + |---------------------------------------| + | ^P | ^P | ^B | | ^Q | ^P | ^P | ^P | + |---------------------------------------| + | ^R | | | | | ^R | ^K | | + +---------------------------------------+ + White. + + FIG. 7. + [POSITION AFTER BLACK'S 15TH MOVE.] + + 16. Q R to Q sq. ... + +It is always good to occupy an open file with a Rook. + + ... 16. K to B sq. + +Black cannot play 16. Kt to K 3, because he would thereby leave his K P _en +prise_; he cannot castle, because then his K R P would be _en prise_; and +if he were to return with the Kt to B 3, he would have lost a move. +Therefore he has nothing better than to move his King into safety to B sq., +and then to Kt 2. + + 17. Q to Q 2 (?) 17. K to Kt 2 + 18. P to K R 3 ... + +{358} + +To prevent Black from playing 18. ... B takes B; Q takes B, Kt to Kt 5, +attacking the Queen. + + ... 18. Kt to B 3 + 19. Kt to R 4 19. Q R to Q sq. + +Occupying the "open file" and defending the Bishop, so as to free his K Kt, +which was before fixed, as it had to defend the Bishop. + + 20. B takes B 20. R P takes B + +{359} + +It is, in the majority of these cases, better to take with the R P, because +it gives an additional "open file" for the entry of the Rook. + + 21. Q to K 2 ... + +White has now lost the attack, and is virtually on the defensive. He is +obliged to move his Queen, because Black threatens 21. ... B takes P, +discovering an attack upon the Queen with his Rook. + + ... 21. B to K 3 + 22. R takes R 22. R takes R + 23. B to Kt 3 23. K to R 2 + +A good move, because White threatens, in case Black should exchange +Bishops, to win the Queen with either Kt to B 5: ch., P takes Kt; Kt takes +P: ch., K moves; Kt takes Q. + + 24. B takes B 24. Q takes B + +White, having failed in his attack, exchanges pieces, so as to simplify the +position, hoping thus to be able to draw the game. + + 25. P to R 3 25. Q to Q 3 + +Doubly occupying the "open file," and so preventing White from moving 26. R +to Q sq., and forcing his Rook off the "file," or an exchange of Rooks. But +he would have done better to play 25. ... Q to Q 2, as White's next move +will show. + + 26. Q to B 3 26. Q to K 3 + +Black has lost a move by not playing 25. ... Q to Q 2, for now he cannot +move his Queen away from the protection of the Knight, and the Knight {360} +he cannot move, because his K B P would then remain _en prise_. If he moved +26 ... K to Kt 2, defending Kt and P, White would win his Queen by playing +either Kt to B 5: ch., &c., as pointed out after Black's 23rd move; he is +consequently forced to move as in the text. + +{361} + + 27. Q to K 3 ... + +To prevent Black from playing 27.... R to Q 7, which would be a powerful +move, as it would attack White's pawns on the Queen's side. + + ... 27. Q to B 5 (?) + 28. Kt (R 4) to B 5 ... + + Black. + +---------------------------------------+ + | | | | #R | | | | | + |---------------------------------------| + | | #P | #P | | | #P | | #K | + |---------------------------------------| + | | #P | #Kt| | | #Kt| #P | #P | + |---------------------------------------| + | | | | | #P | ^Kt| | | + |---------------------------------------| + | | | #Q | | ^P | | | | + |---------------------------------------| + | ^P | | ^P | | ^Q | | ^Kt| ^P | + |---------------------------------------| + | | ^P | | | | ^P | ^P | | + |---------------------------------------| + | | | | | | ^R | ^K | | + +---------------------------------------+ + White. + + FIG. 8. + [POSITION AFTER WHITE'S 28TH MOVE.] + +(The position being highly instructive, it is illustrated in Fig. 8. White +sacrifices a piece on the chance of Black not seeing the right defence. In +which case the subtle threat is as follows-- + + ... 28. P takes Kt + 29. Kt takes P 29. Kt to Kt sq. + + Defending the threatened R P. + + 30. Q to Kt 3 ... + + And wins, as the mate with Q to Kt 7 cannot be prevented.) + + ... 28. P takes Kt + +Black would have done better not to take the Knight, but to play 28. ... Kt +to Kt sq. + + 29. Kt takes P 29. Kt to K sq. (!) + + (As pointed out above, if Black had made what seems to be the obvious + move, viz., to defend the R P with 29.... Kt to Kt sq., White would win + with 30. Q to Kt 3 and mate to follow at Kt 7 with the Queen.) + + 30. Q takes P: ch. 30. K to Kt sq. + 31. Q to Kt 5: ch. 31. K to R 2 + +And the game is drawn by White giving "Perpetual check." That is the utmost +he can hope, being a piece _minus_. {362} + + SECOND VARIATION. THIRD VARIATION. + + First three moves as before. First three moves as before. + + P to B 3[78] Castles + 4. ------------- 4. --------- + Kt to B 3[79] Kt to B 3 + + P to Q 4 P to Q 3 + 5. --------- 5. --------- + P takes P P to Q 3 + + P takes P B to K Kt 5 (?) + 6. ------------------ 6. --------------- + B to Kt 5: ch. (!) P to K R 3 + + B to Q 2 (!) B to R 4 + 7. -------------- 7. ---------- + B takes B: ch. P to K Kt 4 + + Q Kt takes B B to K Kt 3 + 8. ------------ 8. ------------ + P to Q 4[80] P to K R 4 + + P takes P Kt takes Kt P + 9. ------------ 9. ------------- + K Kt takes P P to R 5 + + Q to Kt 3 Kt takes P + 10. ----------- 10. ----------- + Q Kt to K 2 P takes B + + Castles Kt takes Q[81] + 11. ------- 11. -------------- + Castles B to K Kt 5 + + With an even game. Kt to B 7 + 12. --------- + R to R 4 + + Q takes B + 13. ---------- + Kt takes Q + + R P takes P + 14. ----------- + Kt to Q 5 + + Kt to B 3 + 15. --------- + P to B 3 + + {363} + + And Black should win, as he threatens + to play 16. ... P to Q 4, attacking Bishop + with pawn and Knight with King, &c. + + +FOURTH VARIATION. + + First three moves as before. + + P to B 3 P takes Kt + 4. --------- 9. ---------- + Kt to B 3 B takes P + + P to Q 4 Q to Kt 3 + 5. --------- 10. --------- + P takes P B takes R + + P takes P B takes P: ch. + 6. -------------- 11. -------------- + B to Kt 5: ch. K to B sq. + + Kt to B 3 12. B to Kt 5 + 7. ------------ + Kt takes K P + + Castles + 8. ----------- + Kt takes Kt + +And wins, for Black can only play 12. ... Kt to K 2, to which White replies +13. R takes B, or R to K sq., or Kt to K 5, &c. This variation should be +carefully studied, for Black will frequently fall into the trap thus laid +for him. + +From considerations of space, it is only possible to give two or three +variations of each opening, and these in a very condensed form. For further +examples the reader is referred to Hoffer's _Chess_ (see note on first page +of this article). + +THE EVANS GAMBIT. + +The Evans Gambit is in reality only a sub-variation of the Giuoco Piano, +but might aptly be called, {364} in contradistinction to it, Giuoco Presto, +the former being slow, the latter lively. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to K B 3 2. Kt to Q B 3 + 3. B to B 4 3. B to B 4 + 4. P to Q Kt 4 ... + +The first three moves are those of the Giuoco Piano. The last move +constitutes the Evans Gambit. The object of sacrificing the Kt P is to +establish a centre through the advance of the Q B P and Q P; to open an +outlet for the Q and Q B, and so obtain a quick development of the pieces, +and consequently a powerful attack. + + 4. B takes P + + If 4. ... Kt takes P, White replies with 5. P to B 3, and after 5. ... + Kt to Q B 3 the position is the same. + + 5. P to B 3 5. B to Q B 4 + + The Bishop may also retire to R 4, to Q 3, or to K 2. The two last + mentioned moves cannot be recommended, and may be dismissed; but it is + desirable to know the variations arising from 5. ... B to R 4, which is + preferred by many eminent players. + + 6. P to Q 4 6. P takes P + 7. Castles ... + + White may also play here 7. P takes P, to which Black's best reply is + 7. ... B to Kt 3, and not 7. ... B to Kt 5; ch. + + ... 7. P to Q 3 + +This is the only safe move in this variation. 7. ... P takes P, would be +bad unless, on the fifth move, Black had played B to R 4, when the +so-called "compromised" defence would have ensued. {365} + + 7. ... Kt to B 3, which seems a plausible move here, would involve the + probable loss of the game--_e.g._: + + 7. ... 7. Kt to B 3 + 8. P takes P 8. B to Kt 3 + 9. P to K 5 9. P to Q 4 + 10. P takes Kt 10. P takes B + 11. R to K sq.: ch. 11. K to B sq. + 12. B to R 3: ch. 12. K to Kt sq. + 13. P to Q 5 13. Kt to R 4 + 14. B to K 7 14. Q to Q 2 + 15. P takes P 15. K takes P + 16. Q to Q 2 16. Q to Kt 5 + 17. Q to B 3: ch. 17. K to Kt sq. + 18. Q takes R: ch. 18. K takes Q + 19. B to B 6: ch. 19. K to Kt sq. (or Q to Kt 2) + 20. R to K 8: checkmate + + 8. P takes P 8. B to Kt 3 + 9. P to Q 5 9. Kt to R 4 + +The best move. It is the Normal Defence to the previous move, which +constitutes the Normal Attack. + + 9. ... Kt to K 4 would be unfavourable, because of 10. Kt takes Kt, P + takes Kt; 11. B to R 3, B to Q 5 (?); 12. Kt to Q 2, B takes R; 13. Q + takes B, P to K B 3; 14. P to B 4, and should win. The alternative + Knight's move--viz., 9. ... Q Kt to K 2, is also inferior, because of + 10. P to K 5, Kt to R 3 (!); 11. Kt to B 3, Castles; 12. Kt to K 4, + with a good attack. + + 10. B to Kt 2 10. Kt to K 2 (!) + +One of the chief points of the Evans Gambit is that Black's Q Kt is driven +to Q R 4, and has to remain there for some time inactive, so that Black is, +for the time being, practically a piece _minus_ for the defence. White +must, therefore prevent as long as possible this Knight from coming into +play. It will be seen that Black could not have played 10. ... Kt takes B, +because in such case 11. B takes K Kt P, winning the exchange. + + 11. B to Q 3 ... + +{366} + + If White had here played 11. B takes P instead of the text move, the + continuation might probably have been-- + + 11. B takes P 11. R to K Kt sq. + 12. B to B 6 12. Kt takes B + 13. Q to R 4: ch. 13. Q to Q 2 + 14. Q takes Kt 14. R takes P: ch. + 15. K takes R 15. Q to Kt 5: ch. + 16. K to R sq. 16. Q takes Kt: ch. + 17. K to Kt sq. 17. B to R 6, and wins. + + ... 11. Castles + 12. Kt to B 3 12. Kt to Kt 3 + 13. Kt to K 2 13. P to Q B 4 + +White concentrates his forces for an attack on the King's side, whilst +Black, being stronger on the Queen's side, must try to create a diversion +on that side. + + 14. Q to Q 2 14. P to B 3 + 15. K to R sq. ... + +The King's move is necessary, else Black could play 15.... Kt to K 4; 16. +Kt takes Kt, B P takes Kt, and White could not reply 17. P to B 4 (an +essential move for the attack), because Black would then win a piece with +17.... P to B 5; discovering check, and attacking the Bishop at the same +time. + + ... 15. B to B 2 + +This Bishop being now comparatively useless at Kt 3, since the White King +has quitted the black diagonal, retires, in order to make room for the +advance of the pawns. + + 16. Q R to B sq. 16. R to Kt sq. + +To support the advance of the Kt P. + + 17. Kt to Kt 3 17. P to Kt 4 + 18. Kt to B 5 18. P to B 5 + + It is an essential point in the defense to prevent White's Knight from + being posted at K 6. If White is able to {367} accomplish this, his + attack becomes so powerful that it cannot be withstood. It would, + therefore, be bad for Black to play, instead of the move given in the + text, 18.... B takes Kt, because of 19. P takes B, Kt to K 4; 20. B + takes Kt, B P takes B; 21. Kt to Kt 5, followed by 22. Kt to K 6 (the + dangerous move just pointed out). + + Black. + +---------------------------------------+ + | | #R | #B | #Q | | #R | #K | | + |---------------------------------------| + | #P | | #B | | | | #P | #P | + |---------------------------------------| + | | | | #P | | #P | #Kt| | + |---------------------------------------| + | #Kt| #P | | ^P | | ^Kt| | | + |---------------------------------------| + | | | #P | | ^P | | | | + |---------------------------------------| + | | | | | | ^Kt| | | + |---------------------------------------| + | ^P | ^B | | ^Q | ^B | ^P | ^P | ^P | + |---------------------------------------| + | | | ^R | | | ^R | | ^K | + +---------------------------------------+ + White. + + FIG. 9. + [POSITION AFTER WHITE'S 19TH MOVE.] + + 19. B to K 2 ... + +Not 19. B to Kt sq. White wants to keep a pressure upon Black's pawns. The +position is now as shown in Fig 9. Neither side has as yet gained any +marked advantage. {368} + +SECOND VARIATION. + +Repeat Opening to Black's eighth move inclusive. + + Kt to B 3 + 9. ------------- + B to Kt 5[82] + + B to Q Kt 5 + 10. -------------- + K to B sq.[83] + + B to K 3 + 11. -------- + K Kt to K 2 + + P to Q R 4[84] + 12. -------------- + Kt to R 4[85] + + P to Q 5 + 13. --------- + B takes B + + P takes B + 14. ---------- + Kt to Kt 3 + + K to R sq.[86] + 15. -------------- + P to K R 3 + + Kt to K 2 + 16. ---------- + P to Q B 4 + + With the better game. + +THIRD VARIATION. + +Repeat Second Variation up to White's ninth move inclusive. + + ... B takes Kt + 9. --------- 16. ---------- + Kt to R 4 R takes Kt + + B to Kt 5 Kt takes R + 10. ---------- 17. ---------- + Kt to Kt 2 Q takes B + + Kt to Q 5 Kt to Kt 5 + 11. ---------- 18. ---------- + P to K B 3 K to Kt 3 + + B takes P Kt to B 3 + 12. --------- 19. --------- + P takes B B to Kt 5 + + Kt takes P: ch. Kt to K 5: ch. + 13. --------------- 20. -------------- + K to B sq. K to R 4 + + Kt to Kt 5 Kt takes B + 14. ------------ 21. ---------- + Kt to Kt sq. Q takes Kt + + Kt(Kt5) takes P: ch. Even game. + 15. -------------------- + K to Kt 2 + +{369} + +FOURTH VARIATION. + +Repeat Third Variation up to Black's tenth move inclusive. + + B takes P: ch. Q to R 5 + 11. -------------- 15. ---------- + K takes B P to K R 3 + + Kt to Q 5 Q to Kt 6 + 12. ---------- 16. ---------- + R to K sq. P takes Kt + + B takes Kt Kt to B 6: ch. + 13. ---------- 17. -------------- + R takes B K to B sq. + + Kt to Kt 5: ch. Kt to R 7: ch. + 14. --------------- 18. -------------- + K to Kt sq. K to Kt sq. + +And White draws by perpetual check. + +THE "COMPROMISED" DEFENCE TO THE EVANS GAMBIT. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to K B 3 2. Kt to Q B 3 + 3. B to B 4 3. B to B 4 + 4. P to Q Kt 4 4. B takes P + 5. P to B 3 5. B to R 4 + +By retiring the Bishop to R 4, instead of to B 4 as in the previous +variations, Black reserves the option of adopting either the "Compromised" +or the "Normal" Defence. {370} + + 6. P to Q 4 6. P takes P + 7. Castles 7. P takes P + +The capture of this, the third Pawn, constitutes the "Compromised" Defence, +so called because it was formerly considered that this capture compromised +Black's game. + + 8. Q to Kt 3 8. Q to B 3 + 9. P to K 5 9. Q to Kt 3 + + If 9. ... Kt takes P, White would win with 10. R to K sq., P to Q 3. + 11. Kt takes Kt, P takes Kt. 12. Q to R 4, or Kt 5: ch., winning a + piece. + + 10. Kt takes P 10. K Kt to K 2 + 11. B to R 3 11. Castles + 12. Kt to Q 5 12. Kt takes Kt + 13. B takes Kt ... + + If White were to capture the Rook, the course of the game would + probably be as follows-- + + 13. B takes R 13. Kt to B 5 (!) + 14. Kt to R 4 14. Q to Kt 5 + 15. Q to Kt 3 15. P to Q 4 + 16. Q takes Q 16. B takes Q + + And White must lose one of the two attacked Bishops. + + ... 13. P to Q 3 + 14. P takes P 14. P takes P + 15. Q R to Q sq. 15. R to Q sq. + 16. Q to R 4 ... + +Threatening to win a piece with 17. B takes Kt. + + ... 17. B to Kt 3 + 18. B takes Kt 18. P takes B + 19. Q takes B P 19. R to Kt sq. + 20. R takes P 20. B to K 3 + +The only defence, for Queen and Rook are {371} attacked, and he cannot play +20. ... R takes R, because of 21. Q to K 8 mate. + + 21. K R to Q sq. + +Threatening 22. R takes R: ch., R takes R: 23. R takes R: ch., B takes R; +24. Q to K 8: mate. + + ... 21. P to K R 3 + +The position being perfectly even, the game should result in a draw. There +is no danger now for Black to lose a piece, because after 22. R takes R: +ch., R takes R: 23. R takes R: ch., B takes R; 24. Q to K 8: ch., K to R 2, +White cannot play 25. Q takes B, because of 25. ... Q to Kt 8: mate. + +SECOND VARIATION. + +Repeat the opening from preceding game up to White's 9th move. + + B to Kt 5[87] Q takes B + 9. ------------- 11. ------------ + Q to Kt 3 P to B 3[88] + + Kt takes P B to B 4 + 10. ---------- 12. -------- + B takes Kt P to Q 3 + + With the better game. + +THE EVANS GAMBIT DECLINED. + +From the foregoing illustrations of the Evans Gambit, it will be seen that +this opening is exceedingly complicated both for the attack and the +defence. It is safer for Black to _decline_ accepting the gambit, which is +done by playing 4. ... B to {372} Kt 3. The opening is then reduced to a +Giuoco Piano, White having (theoretically speaking) compromised his pawns +on the Queen's side by having advanced them prematurely, which advance may +prove a weakness in the ending. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to K B 3 2. Kt to Q B 3 + 3. B to B 4 3. B to B 4 + 4. P to Q Kt 4 4. B to Kt 3 + 5. P to Q R 4 + + The best move. 5. P to Kt 5 is inferior, as shown exhaustively in the + following variations:-- + + 5. P to Kt 5 5. Kt to R 4 + 6. Kt takes P 6. Kt to R 3 (!) + 7. P to Q 4 7. P to Q 3 + 8. B takes Kt 8. P takes B + + Not 8. ... P takes Kt, because of 9. B takes P, R to K Kt sq.; 10. B + takes P: ch., K takes B; 11. B takes P, Q to Kt 4; 12. P to Kt 3, B to + Kt 5; 13. P to B 3, with four pawns for a piece, which is more than an + equivalent. + + 9. Kt takes P ... + + Not 9. B takes P: ch., because of 9. ... K to K 2; 10. Q to B 3, R to B + sq. (!); 11. Kt to Q B 3, B to K 3; 12. Q to B 5, B takes B (if 12. ... + B takes Q; 13. Kt to Q 5, mate), and wins; or 12. Q to R 5, then P + takes Kt, and wins. + + ... 9. Q to B 3 + 10. Q to R 5 ... + + Not 10. Kt takes R, became of 10. ... B takes P; 11. Q to R 5: ch., K + to K 2; 12. Q to B 7: ch., Q takes Q; 13. B takes Q, B takes R, and + wins. Equally bad would be 10. P to K 5, P takes P; 11. Kt takes P, Kt + takes B; 12. Kt takes Kt, B takes P, and wins. + + ... 10. Castles (quite legal) + 11. Kt takes R P: dble. ch. 11. K to Kt 2 + 12. Kt to Kt 4 12. B takes Kt + 13. Q takes B: ch. 13. K to R sq. + 14. Q to K 2 14. B takes P, and wins. + +{373} + + ... 5. Q P to R 3 + +Not 5. ... Kt takes P, which would be met by 6. P to R 5, with a winning +attack. And not 5. ... P to Q R 4, which is inferior to the text move, and +weakens the pawns on the Queen's side for the End game. + + 6. Castles 6. P to Q 3 + 7. P to B 3 7. Kt to B 3 + 8. P to Q 3 + +The position is now equivalent to the Giuoco Piano, except that White has +advanced his Queen's side pawns, which is a slight disadvantage. + +THE TWO KNIGHTS' DEFENCE. + +Reverting to the opening moves of the Giuoco Piano, in answer to 3. B to B +4, Black may play (instead of 3. ... B to B 4), 3. ... Kt to B 3. This +constitutes the _Two Knights' Defence_. White may continue with 4. P to Q +3, or Kt to B 3, or adopt a more spirited line of play with 4. Kt to Kt 5. +Black's defences being 4. ... P to Q 4. or 4. ... Kt takes P. We append one +or two leading variations: + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to K B 3 2. Kt to Q B 3 + 3. B to B 4 3. Kt to B 3 + 4. Kt to Kt 5 ... + +In the Giuoco Piano, where Black's Knight would be still at Kt sq., this +advance would be bad, because Black could reply 4. ... Kt to R 3, {374} +defending the K B P. Here, however, it is the best move. Black's best +defence is + + ... 4. P to Q 4 + 5. P takes P 5. Kt. takes P (?) + +Not to be recommended. The best move is 5. ... Kt to Q R 4. + + 6. Kt takes B P (!) 6. K takes Kt + 7. Q to B 3: ch. 7. K to K 3 + +{375} In order to defend the Knight, which is twice attacked. 7. ... Q to B +3 would be bad policy, for in such case White would play 8. B takes Kt: +ch., B to K 3; 9. B takes Kt, P takes B; 10. Q takes P, with three Pawns +ahead. + + 8. Kt to B 3 8. Kt to K 2 + +White attacking the Knight once more, and Black defending it again. + + 9. P to Q 4 9. P to B 3 + +And we have the position depicted in Fig. 10. Black could not play 9. ... P +takes P, for fear of 10. Q to K 4: ch., winning back the piece. + + Black. + +---------------------------------------+ + | #R | | #B | #Q | | #B | | #R | + |---------------------------------------| + | #P | #P | | | #Kt| | #P | #P | + |---------------------------------------| + | | | #P | | #K | | | | + |---------------------------------------| + | | | | #Kt| #P | | | | + |---------------------------------------| + | | | ^B | ^P | | | | | + |---------------------------------------| + | | | ^Kt| | | ^Q | | | + |---------------------------------------| + | ^P | ^P | ^P | | | ^P | ^P | ^P | + |---------------------------------------| + | ^R | | ^B | | ^K | | | ^R | + +---------------------------------------+ + White. + + FIG. 10. + [POSITION AFTER BLACK'S 9TH MOVE.] + + 10. B to K Kt 5 ... + +Pinning the Knight, so as to take off one of the defences of the Kt at Q 4. + + ... 10. K to Q 2 + 11. P takes P 11. K to K sq. + 12. Castles Q R 12. B to K 3 + 13. Kt takes Kt 13. B takes Kt + 14. R takes B 14. P takes R + 15. B to Kt 5: ch. 15. Kt to B 3 + 16. B takes Q 16. R takes B + 17. P to K 6, and wins. + +SECOND VARIATION. + +Repeat as far as White's 8th move inclusive. + +Should Black play, instead of 8. ... Kt to K 2, 8. ... Kt to Kt 5, the +following variations may ensue: + +{376} + + 9. Q to K 4 9. P to Q Kt 4 + 10. B to Kt 3 10. P to B 4 + 11. Kt takes P 11. B to R 3 + 12. P to Q R 4 12. R to B sq. + 13. P to Q 3 13. B to K 2 + 14. Castles ... + +White threatens now a formidable attack with 15. P to K B 4, to be followed +by attacking the Knight with the Q B P, and so to win back the piece. + + ... 14. B to Kt 2 + 15. P to Q B 3 15. P to Q R 3 + + If 15. ... Kt to R 3, White would win with 16. P to K B 4. + + 16. Q to Kt 4: ch. 16. K to B 2 + 17. P to K B 4 17. R to B sq. (best) + 18. P takes P: dis. ch. 18. K to Kt sq. + 19. B to R 6 (!) 19. R takes R: ch. + 20. R takes R 20. B to B sq. + 21. Kt to Q 6, and wins. + +For the immediate threat, 22. Q to K 6: ch., or Kt takes B, is fatal. + +THIRD VARIATION. + +Repeat the Opening up to Black's 5th move. + +{377} + + ... Q to K 2 + 5. --------------- 14. -------- + Kt to Q R 4[89] Castles + + B to Kt 5: ch. P takes B + 6. -------------- 15. ---------- + P to B 3 R to K sq. + + P takes P Castles + 7. --------- 16. --------- + P takes P R takes P + + B to K 2[90] B to K B 4 + 8. ------------ 17. -------------- + P to K R 3 Q to Kt 3: ch. + + Kt to K B 3 Q to B 2 + 9. ----------- 18. -------------- + P to K 5 Q takes Q: ch. + + Kt to K 5 R takes Q + 10. --------- 19. ------------- + Q to B 2 R to K 8: ch. + + P to K B 4 R to B sq. + 11. ---------- 20. -------------- + B to Q 3 R takes R: ch. + + P to Q 4 K takes R, &c. + 12. ---------------- 21. -------------- + P takes P _e.p._ ... + + B takes P White has the better pawn + 13. ---------- position on the Queen's side. + B takes Kt + +THE RUY LOPEZ. + +This Opening, invented by the Spaniard Ruy Lopez in the sixteenth century, +is still resorted to in tournaments and matches, where caution and safety +are essential. Instead of developing the Bishop to Q B 4 with the intention +of an attack upon Black's weakest point--viz., the K B P, White plays 3. B +to Q Kt 5, threatening 4. B takes Kt, and 5. Kt takes P. In answer to 3. B +to Kt 5, Black may play 3. ... P to Q R 3; 3. ... K Kt to B 3 (best); 3. +... K Kt to K 2 (not so good); 3. ... B to B 4; 3. ... Kt to Q 5 (not to be +recommended); 3. ... P to Q 3 (a safe, but dull defence); 3. ... P to B 4 +(risky); and 3. ... P to K Kt 3, the latter involving the development of +the K B to Kt 2. + +White's replies are, in answer to 3. ... P to Q R 3; 4. B takes Kt; or 4. B +to R 4. And in answer to 3. ... Kt to B 3; 4. Kt to B 3; 4. P to Q 3; 4. Q +to K 2; 4. P to Q 4, or 4. Castles. {378} + +The main defences are 3. ... P to Q R 3, and 3. ... Kt to B 3. The latter +is to be preferred; for to a certain extent the White Bishop is not in such +a favourable position at Kt 5 as at R 4; it should, therefore, not be +driven into a better one. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to K B 3 2. Kt to Q B 3 + 3. B to Kt 5 + +These moves complete the Ruy Lopez Opening. + + ... 3. P to Q R 3 + 4. B to R 4 ... + + White could here temporarily win a pawn with 4. B takes Kt, Q P takes + B, 5. Kt takes P. But 5. ... Q to Q 5 wins it back for Black; it is, + therefore, useless to exchange the powerful King's Bishop. + + ... 4. Kt to B 3 + 5. P to Q 3 5. P to Q 3 + +This is the quietest form of the Lopez and may be adopted with safety. + + 6. Kt to B 3 6. B to Q 2 + 7. Castles 7. B to K 2 + 8. P to Q 4 8. P to Q Kt 4 + 9. P takes P 9. Q Kt takes P + 10. Kt takes Kt 10. P takes Kt + 11. B to Kt 3 11. Castles + 12. B to Kt 5 12. P to Q R 4 + +A good move, as it anticipates White's advance of the Q R P, and thus +renders the Queen's side safe. + + 13. B takes Kt 13. B takes B + 14. P to Q R 4 14. P to Kt 5 + +It would be bad to play here 14. ... P takes P, {379} because it not only +would give White an open Rook's file, but also _isolate_ Black's R P and Q +B P, a weakness from which he could not recover against the best play. + +Neither side has so far gained any material advantage. + +SECOND VARIATION. + +Repeat the first five moves on either side. + + P to B 3 Kt to Kt 3 + 6. ----------- 9. ----------- + P to K Kt 3 P to Q Kt 4 + + Q Kt to Q 2 B to B 2 + 7. ----------- 10. -------- + B to Kt 2 P to Q 4 + + Kt to B sq. Castles + 8. ----------- 11. -------- + Castles Q to Q 3 + + Even game. + +THIRD VARIATION. + +Repeat first four moves on either side. + + P to Q 3 B takes Kt + 5. -------- 9. ------------ + B to B 4 Kt P takes B + + P to B 3 Kt takes P + 6. ------------ 10. ---------- + Q to K 2 (!) Kt takes P + + Castles R to K sq. + 7. ------- 11. ---------- + Castles P to K B 4 + + P to Q 4 Kt to Q 2 + 8. --------- 12. --------- + B to Kt 3 Q to B 3 + + Even game. + +FOURTH VARIATION. + +Repeat first four moves as above. + + Castles + 5. ---------- + Kt takes P + + P to Q 4 + 6. ----------- + P to Q Kt 4 + + {380} + Kt takes P + 7. --------------- + Kt takes Kt[91] + + P takes Kt + 8. ------------ + P to Q 3[92] + + P takes P + 9. -------------- + Kt takes P[93] + + B to Kt 3 + 10. --------- + B to K 2 + + Q to B 3 + 11. ------------- + R to Q Kt sq. + +Not 11. ... B to Kt 2, because of 12. B takes P ch., Kt takes B; 13. Q +takes B, &c. + +About an even game. + +At the present day, however, as we have said, the defence of 3. ... P to Q +R 3 is discarded by the best authorities in favour of 3. ... Kt to K B 3. +The game may then proceed as follows: + + 4. Castles 4. Kt takes P + 5. P to Q 4 5. B to K 2 + 6. Q to K 2 6. Kt to Q 3 (!) + 7. B takes Kt 7. Kt P takes B (!) + + If 7. ... Q P takes B, White would obtain an advantage by 8. P takes P, + Kt to B 4; 9. R to Q sq., B to Q 2; 10. P to K 6 (!), P takes P; 11. Kt + to K 5, Kt to Q 3 (or B to Q 3); 12. Q to R 5; ch., P to Kt 3; 13. Kt + takes Kt P, and wins. + + 8. P takes P 8. Kt to Kt 2 (!) + 9. Kt to B 3 9. Kt to B 4 + 10. Kt to Q 4 10. Castles + + The tempting move 10. ... B to R 3, winning the exchange, would be + unsound, because of White's reply 11. Q to Kt 4, Castles; 12. B to R 6, + &c. + +Another variation proceeds as follows: + +{381} + + 4. P to Q 4 4. P takes P + 5. Castles 5. B to K 2 + 6. P to K 5 6. Kt to K 5 + 7. R to K sq. 7. Kt to B 4 + 8. B takes Kt 8. Q P takes B (!) + 9. Kt takes P 9. Castles + 10. B to K 3 10. R to K sq. + 11. Kt to Q B 3 11. Kt to K 3 + 12. Kt to B 5 12. Kt to B sq. + Even game. + +The remaining Openings, though not less important, we shall be compelled to +deal with more briefly. It must, however, be remembered that it is only the +first three or four moves on either side (or even less) which constitute a +given Opening. All beyond these are optional, though in many instances the +best moves in continuation on either side have been ascertained by careful +analysis, and these are consequently known, among players, as "book" moves. + +PHILIDOR'S DEFENCE. + +After 1. P to K 4, P to K 4; 2. Kt to K B 3, Black may defend the attacked +King's pawn with 2.... P to Q 3, and this constitutes _Philidor's Defence_. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to K B 3 2. P to Q 3 + 3. P to Q 4 3. P takes P + 4. Kt takes P ... + +If 4. Q takes P, Black replies 4.... Kt to Q B 3 (best); 5. B to Q Kt 5, B +to Q 2; 6. B takes Kt, B takes B; 7. B to Kt 5, Kt to B 3; 8. B takes Kt. +{382} Q takes B; 9. Q takes Q, P takes Q; 10. Kt to B 3, and Black has two +Bishops against two Knights, and an open Kt and K file for his Rooks, and +consequently the advantage. + + ... 4. Kt to K B 3 + 5. B to Q B 4 5. B to K 2 + +Equal game. + +SECOND VARIATION. + + P to K 4 + 1. -------- + P to K 4 + + Kt to K B 3 + 2. ----------- + P to Q 3 + + B to B 4 + 3. -------------- + P to K B 4[94] + + P to Q 4 + 4. ----------- + K P takes P + + Kt to Kt 5 + 5. ----------- + Kt to K R 3 + + Kt takes P + 6. ------------ + Q to K 2[95] + + Q to R 5: ch. + 7. ------------- + K to Q 2 + + B to Kt 5 + 8. -------------- + Q takes P: ch. + + K to Q 2 + 9. --------- + Q to Kt 5 + + Q to Kt 6 + 10. ---------- + R takes Kt + + B to Q 5 + 11. ------------ + P to B 3[96] + + P to K R 3 + 12. -------------- + Winning the Q. + +THIRD VARIATION. + +Repeat the opening of second variation up to Black's fourth move. + +{383} + + ... + 4. ----------- + B P takes P + + Kt takes P + 5. ---------- + P takes Kt + + Q to R 5: ch. + 6. ------------- + K to Q 2 + + Q to B 5: ch. + 7. ------------- + K to B 3 + + Q takes P (K 4)[97] + 8. ------------------- + P to Q R 3 + + P to Q 5: ch. + 9. ------------- + K to Kt 3 + + B to K 3: ch. + 10. ------------- + B to B 4[98] + + B takes B: ch. + 11. -------------- + K takes B + + Q to R 5: ch. + 7. ------------- + K to Q 2 + + B to Kt 5 + 8. -------------- + Q takes P: ch. + + K to Q 2 + 9. --------- + Q to Kt 5 + + P to Kt 4: ch. + 12. -------------- + K takes P [99] + + Kt to Q 2 + 13. --------- + Q to B 3 + + R to Kt sq.: ch. + 14. ---------------- + K to R 5 + + P to Q B 3 + 15. --------------- + P to Q R 4[100] + + B to Kt 5: ch. + 16. -------------- + K to R 6 + + Kt to B 4: ch. + 17. -------------- + K takes P + + R to Kt 2: ch. + 18. -------------- + K to R 8 + + Castles: checkm. + 19. ---------------- + +This variation has been selected to illustrate mate being given by +castling. + +THREE KNIGHTS' GAME. + +The _Three Knights' Game_ is brought about if, after 1. P to K 4, P to K 4; +2. Kt to K B 3, Kt to Q B 3, White plays 3. Kt to B 3, The following is an +example: + +{384} + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to K B 3 2. Kt to Q B 3 + 3. Kt to B 3 3. B to Kt 5 + 4. B to Kt 5 4. K Kt to K 2 + 5. P to Q 4 5. P takes P + 6. Kt takes P 6. Castles + +Even game. + +FOUR KNIGHTS' GAME. + +If Black moves 3. ... Kt to B 3, the previous moves being the same as in +the Three Knights' Game, it is called the _Four Knights' Game_. It is +convertible into a Ruy Lopez, if White plays 4. B to Kt 5; and into a +Double Ruy Lopez, if Black replies 4. ... B to Kt 5. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to Q B 3 2. Kt to K B 3 + 3. Kt to B 3 3. Kt to B 3 + 4. B to Kt 5 4. B to Kt 5 + 5. Castles 5. Castles + 6. Kt to Q 5 6. Kt takes Kt + 7. P takes Kt 7. P to K 5 + 8. P takes Kt 8. P takes Kt + 9. Q takes P + +If White had played 9. P takes Q P, Black's best reply would have been 9. +... P takes P, attacking the Rook; if 9. P takes Kt P, Black replies 9. ... +B takes Kt P, with a promising attack. + + ... 9. Q P takes P + 10. B to K 2 10. B to Q 3 + +Even game. + +{385} + +THE VIENNA OPENING. + +If, after 1. P to K 4, P to K 4, White plays 2. Kt to Q B 3, the _Vienna +Opening_ is the result. The Q Kt does not act immediately, but rather seems +to relinquish the advantage of the first move; but this is only apparently +so. For in all Openings the Q Kt plays an important rôle, and, having this +piece in play, White soon resumes the attack, and with increased vigour in +certain variations. + +The defences for Black are--2. ... B to B 4; 2. ... B to Kt 5; 2. ... Kt to +Q B 3; 2. ... Kt to K B 3. The latter yields the most satisfactory results. +2. ... Kt to Q B 3 may lead to the Steinitz Gambit, a difficult game for +both sides; whilst 2. ... B to Kt 5 is the least satisfactory variation of +all. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to Q B 3 2. Kt to K B 3 + 3. P to B 4 3. P to Q 4 (best) + +In this variation it is not advisable to take the offered Gambit pawn, +though Black might have done so if he had played 2. ... Kt to Q B 3 instead +of 2. ... Kt to K B 3. + + 4. B P takes P 4. Kt takes P + 5. Q to B 3 5. Kt to Q B 3 + 6. B to Kt 5 ... + + If 6. Kt takes Kt, Black would win with 6. ... Kt to Q 5; 7. Q to Q 3 + (best), P takes Kt; 8. Q takes P, B to K B 4, to be followed by Kt + takes P: ch. &c. + +{386} + + ... 6. Kt takes Kt + 7. Kt P takes Kt (!) 7. B to K 2 + 8. P to Q 4 8. B to K 3 + 9. Kt to K 2 9. Castles + 10. Castles + With a very good game. + + SECOND VARIATION. THIRD VARIATION. + + P to K 4 P to K 4 + 1. -------- 1. -------- + P to K 4 P to K 4 + + Kt to Q B 3 Kt to Q B 3 + 2. ----------- 2. ----------- + B to B 4 Kt to Q B 3 + + P to B 4 P to K Kt 3 + 3. -------- 3. ----------- + P to Q 3 B to B 4 + + Kt to B 3 B to Kt 2 + 4. ----------- 4. --------- + Kt to K B 3 P to Q 3 + + B to B 4 Kt to R 4 + 5. --------- 5. --------- + Kt to B 3 B to Kt 3 + + P to Q 3 Kt takes B + 6. ----------- 6. ------------ + B to K Kt 5 R P takes Kt + + Kt to Q R 4 Kt to K 2 + 7. ----------- 7. --------- + B to Kt 3 P to B 4 + + Kt takes B P to Q 3 + 8. ------------ 8. --------- + R P takes Kt Kt to B 3 + + Even game. Even game. + +THE STEINITZ GAMBIT. + +This gambit is an offshoot of the Vienna Opening. It leads to a very +difficult game, and the student will be well advised to avoid it. It is, +however, desirable that he should know the moves of the Opening. {387} + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to Q B 3 2. Kt to Q B 3 + 3. P to B 4 3. P takes P + 4. P to Q 4 ... + +This constitutes the Steinitz Gambit. The White King becomes exposed to a +violent attack; but if the attack fails, White is able to exchange pieces, +and so obtain a superior End game, his King (an essential factor in the +ending) being in better play than the Black King. + +THE SCOTCH GAME AND SCOTCH GAMBIT. + +Next in importance to the Ruy Lopez and the Vienna Opening is the _Scotch_, +an Opening very frequently adopted in matches and tournaments. If after 1. +P to K 4, P to K 4; 2. Kt to K B 3, Kt to Q B 3; White plays 3. P to Q 4, +it is called the _Scotch Game_. Black's best move is 3. ... P takes P (not +3. ... Kt takes P), and White can either retake the Pawn or leave it. In +the latter case the Opening becomes the _Scotch Gambit_. The former Opening +is considered sounder than the latter, and for that reason is met with more +frequently nowadays. Formerly, when Gambits generally were more in vogue, +the Scotch Gambit enjoyed corresponding popularity. A few of the most +essential variations of this interesting Opening follow. First, of the +Scotch game. + +{388} + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to K B 3 2. Kt to Q B 3 + 3. P to Q 4 3. P takes P + 4. Kt takes P 4. Kt to B 3 + 5. Kt to Q B 3 5. B to Kt 5 + 6. Kt takes Kt 6. Kt P takes Kt + 7. Q to Q 4 7. Q to K 2 + 8. P to B 3 8. P to B 4 + 9. Q to K 3 9. Castles. + Even game. + +SECOND VARIATION. + +Repeat the Opening up to Black's 4th move. + + ... P takes B + 4. -------- 8. --------- + B to B 4 P to Q 4 + + B to K 3 Kt to B 3 + 5. -------- 9. --------- + Q to B 3 P takes P + + P to Q B 3 P to Q 5 + 6. ----------- 10. ------------ + K Kt to K 2 Kt to Kt sq. + + Q to Q 2 Kt takes P + 7. ---------- 11. ---------- + B takes Kt ... + + Even game. + +THIRD VARIATION. + +Repeat Opening as before. + + ... B to K 3 + 4. ----------- 7. --------- + Kt takes Kt Q takes Q + + Q takes Kt B takes Q + 5. ---------- 8. --------- + Q to B 3 ... + + P to K 5 + 6. ----------- + Q to Q Kt 3 + + Even game. + +{389} + +THE SCOTCH GAMBIT. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. Kt to K B 3 2. Kt to Q B 3 + 3. P to Q 4 3. P takes P + 4. B to Q B 4 ... + +The Pawn not being re-taken, as in the Scotch Game, constitutes the Scotch +Gambit. + + ... 4. B to B 4 + 5. Kt to Kt 5 5. Kt to R 3 + +Not 5. ... Kt to K 4, which most beginners are in the habit of playing, +because White would still proceed exactly as after the move given in the +text, and after the exchanges Black would have the K Kt not developed. + + 6. Kt takes B P 6. Kt takes Kt + 7. B takes Kt: ch. 7. K takes B + 8. Q to R 5: ch. 8. P to Kt 3 + 9. Q takes B 9. P to Q 4 (best) + 10. P takes P ... + + If 10. Q takes P: ch., then 10. ... Q takes Q; 11. P takes Q, Kt to Kt + 5; 12. Kt to R 3, R to K sq.: ch.; 13. K to Q sq., Kt takes Q P, &c. + + ... 10. R to K sq.: ch. + 11. K to Q sq. ... + +Forming the position shown in Fig. 11. + + Black. + +---------------------------------------+ + | #R | | #B | #Q | #R | | | | + |---------------------------------------| + | #P | #P | #P | | | #K | | #P | + |---------------------------------------| + | | | #Kt| | | | #P | | + |---------------------------------------| + | | | ^Q | ^P | | | | | + |---------------------------------------| + | | | | #P | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | ^P | ^P | ^P | | | ^P | ^P | ^P | + |---------------------------------------| + | ^R | ^Kt| ^B | ^Q | | | | ^R | + +---------------------------------------+ + White. + + FIG. 11. + [POSITION AFTER WHITE'S 11TH MOVE.] + + ... 11. R to K 4 + 12. P to Q B 4 12. Q to R 5 + 13. Q to R 3 13. Q takes B P + 14. Q to B 3: ch. 14. Q takes Q + 15. P takes Q ... + Black has the better game. + +{390} + +SECOND VARIATION. + +Repeat the Opening up to White's 6th move. + + Q to R 5 P to K R 3 + 6. -------- 9. ---------- + Q to K 2 B to Q 2 + + Castles P to K B 4 + 7. --------- 10. ---------- + Kt to K 4 Kt to B 3 + + B to Kt 3 And, after Black has castled + 8. --------- Q R, he has the better game. + P to Q 3 + +{391} + +THE DANISH AND CENTRE GAMBITS. + +The opening moves in each case are 1. P to K 4, P to K 4; 2. P to Q 4, P +takes P. If White continue 3. P to Q B 3, it is called the _Danish Gambit_, +which is rarely played now. The _Centre Gambit_ is a modification of the +Scotch, and similar to it in many of the continuations. 3. Q takes P +constitutes this Gambit. (Strictly speaking, it is not a _Gambit_, the pawn +not being sacrificed.) Latterly the Centre Gambit has been somewhat +neglected. + +THE DANISH GAMBIT. + + WHITE. BLACK. + 1. P to K 1. P to K 4 + 2. P to Q 4 2. P takes P + 3. P to Q B ... + +These moves constitute the Danish Gambit. + + ... 3. P takes P + 4. B to Q B 4 4. Kt to K B 3 + 5. Kt takes P 5. B to Kt 5 + 6. Kt to K 2 6. Castles + 7. P to K 5 7. Kt to K 5 + +(Or 7. ... P to Q 4, equally good, and leading to a livelier game.) + + 8. Castles 8. Kt takes Kt + 9. P takes Kt 9. B to B 4 + +And White is better developed, for the pawn _minus_. Still Black has a +tangible advantage. + +THE CENTRE GAMBIT. + +{392} + + WHITE. BLACK. + 1. P to K 4. 1. P to K 4 + 2. P to Q 4 2. P takes P + 3. Q takes P 3. Kt to Q B 3 + 4. Q to K 3 ... + + Formerly the continuation was 4. Q to Q sq., Kt to B 3; 5. B to Q 3, P + to Q 4, &c., but the text-move is now considered superior to the + retreat of a developed piece, especially as from K 3 the range of the + Queen's action on both sides should prove more advantageous to White. + + ... 4. Kt to B 3 + 5. Kt to Q B 3 5. B to Kt 5 + + If 5. P to K 5, Black's best reply is 5. ... Kt to K Kt 5; 6. Q to K 4, + P to Q 4; 7. P takes P _e.p._: ch., B to K 3; 8. P takes P, Q to Q 8: + ch., followed by 9. ... Kt takes P: ch. and 10. ... Kt takes Q, with + the better game. + +PETROFF'S DEFENCE. + +Here, after 1. P to K 4, P to K 4; 2. Kt to K B 3, Black, instead of +defending the K P with 2. ... Kt to Q B 3, plays Kt to K B 3, attacking the +opponent's K P. This mode of defence is sometimes adopted if the second +player wishes to avoid the Ruy Lopez, Scotch Opening, or Evans Gambit. On +the whole it yields a safe defence, although somewhat tame in the majority +of variations. + +THE KING'S GAMBITS. + +The reader has already had several examples of Gambits, but others still +remain to be described. A pawn is sacrificed in order to get a compensating +advantage in a rapid development of the pieces, and an immediate attack. +Formerly the Gambits were played very frequently, but more perfect +knowledge of the possible defences has caused the less speculative Openings +to be resorted to in preference--a {393} tacit admission that the Gambits +are for the most part hazardous for the first player, though they give rise +to ingenious combinations and interesting positions. + +The principal Gambits (apart from the "Evans") are the King's Knight's and +King's Bishop's Gambits. From the former spring other well-known Gambits, +such as the Kieseritzky, Allgaier, Muzio, &c. + +THE KING'S KNIGHT'S GAMBIT. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. P to K B 4 2. P takes P + 3. Kt to K B 3 ... + +This move completes the Gambit. + + ... 3. P to K Kt 4 + +This move has a double object. First, it protects the Gambit pawn, which +would be attacked after White's necessary P to Q 4, and then it enables +Black to post his B at Kt 2, which is essential, as in some variations +White might play P to K R 4, when without the B at Kt 2, Black could not +reply P to K R 3, because his Rook would not then be protected, and his +pawns on the King's side would be broken up. + + 4. B to B 4 4. B to Kt 2 + 5. P to Q 4 5. P to Q 3 + 6. P to K R 4 6. P to K R 3 + +See previous remark. Of course, were Black now to advance the attacked +pawn, he would weaken the Gambit pawn. {394} + + 7. P takes P 7. P takes P + 8. R takes R 8. B takes R + 9. Q to Q 3 ... + +The intention being to play P to K 5 and Q to R 7, attacking two pieces, +and threatening mate. Black prevents this by-- + + ... 9. Kt to K R 3 + +White has not as yet gained any marked advantage to compensate for the +sacrificed pawn. + +Black's best defence in the King's Knight's Gambit is to play 4. ... P to +Kt 5, thereby forcing White to adopt either the Muzio or the Salvio attack, +in either of which cases Black should get the best of the game, as we +proceed to show. + +THE MUZIO GAMBIT. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. P to K B 4 2. P takes P + 3. Kt to K B 3 3. P to K Kt 4 + 4. B to B 4 4. P to Kt 5 + 5. Castles ... + +The Knight cannot go back to Kt sq., consequently White must either give it +up or play Kt to K 5, which will be treated in the Salvio Gambit. Leaving +the Knight _en prise_ constitutes the Muzio Gambit. + + ... 5. P takes Kt + +The position is now as represented in Fig. 12. + + Black. + +---------------------------------------+ + | #R | #Kt| #B | #Q | #K | #B | #Kt| #R | + |---------------------------------------| + | #P | #P | #P | #P | | #P | | #P | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | ^B | | ^P | #P | | | + |---------------------------------------| + | | | | | | #P | | | + |---------------------------------------| + | ^P | ^P | ^P | ^P | | | ^P | ^P | + |---------------------------------------| + | ^R | ^Kt| ^B | ^Q | | ^R | ^K | | + +---------------------------------------+ + White. + + FIG. 12. + [POSITION AFTER BLACK'S 5TH MOVE.] + + 6. Q takes P 6. Q to B 3 + 7. P to K 5 ... + +{395} + +This further sacrifice may be regarded as compulsory. White gains time to +develop his pieces, as Black has, after the capture of the K P, both King +and Queen in an exposed position. + + ... 7. Q takes P + 8. P to Q 3 8. B to R 3 + 9. B to Q 2 ... + +{396} + +Threatening 10. R to K sq.; or if Black plays 9. ... Q takes P; 10. B to B +3, &c. White has gained no material advantage. + +SECOND VARIATION. + +Reverting to the position after Black's 5th move (Fig. 12), instead of, as +in the preceding variation, 6. Q takes P, let White play-- + + 6. P to Q 4 ... + +This attack, if not properly met, is extremely embarrassing for Black; but, +against the correct play, it is inferior to the one already given. + + ... 6. P to Q 4 (best) + 7. B takes P 7. Q B to Kt 5 + 8. R to B 2 8. P to Q B 3 + 9. B to B 4 9. B to Kt 2 + 10. P to B 3 10. B to R 3 + 11. Kt to Q 2 11. Kt to K 2 + 12. Kt takes P 12. Kt to Kt 3 + +And Black even without Castling may assume the counter-attack with R to Kt +sq., bringing the Queen into play as soon as feasible. + +THE SALVIO GAMBIT. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. P to K B 4 2. P takes P + 3. Kt to K B 3 3. P to K Kt 4 + 4. B to B 4 4. P to Kt 5 + 5. Kt to K 5 ... + +This move constitutes the Salvio attack. White {397} attacks Black's K B P, +intending to obtain a compensating advantage for being compelled to move +his King without castling. + + ... 5. Q to R 5: ch. + 6. K to B sq. 6. Kt to Q B 3 + 7. B takes P: ch. 7. K to K 2 + +Better here, as in most cases, than 7.... K to Q sq., for it keeps an +attack upon the B in case the Kt has to move. + + 8. Kt takes Kt: ch. 8. Q P takes Kt + 9. B to Kt 3 9. Kt to B 3 + 10. P to Q 3 10. Kt to R 4 + +Black has by far the better position. + +THE KIESERITZKY GAMBIT. + +Here the opening moves are again: 1. P to K 4, P to K 4; 2. P to K B 4, P +takes P; 3. Kt to K B 3, P to K Kt 4. If White plays 4. B to B 4, Black can +play either 4. ... B to Kt 2, thus consolidating his King's pawns, which +are difficult to break up, or 4. ... P to Kt 5, with the consequences shown +in the Muzio and Salvio. To obviate this, White plays now 5. P to K R 4. +Black's Knight's pawn cannot be defended with P to K R 3, the Bishop not +being yet at Kt 2. Therefore Black's best course (B to K 2 not being good) +is 5. ... P to Kt 5, to which White replies 6. Kt to K 5--the Kieseritzky, +or 6. Kt to Kt 5, the Allgaier, to be considered subsequently. + +{398} + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. P to K B 4 2. P takes P + 3. Kt to K B 3 3. P to K Kt 4 + 4. P to K R 4 4. P to Kt 5 + 5. Kt to K 5 5. B to Kt 2 + +Black has various defences here, the best being the text-move and 5. ... Kt +to K B 3. + + 6. P to Q 4 ... + + If 6. Kt takes Kt P, Black replies 6. ... P to Q 4; 7. Kt to B 2, Kt to + K 2; 8. P takes P, Castles; 9. B to K 2, Kt to B 4, with the better + game. + + ... 6. Kt to K B 3 + 7. Kt to Q B 3 7. P to Q 3 + 8. Kt to Q 3 8. Kt to R 4 + 9. Kt takes P 9. Kt to Kt 6 + 10. R to R 2 10. Castles + 11. Q to Q 3 11. Kt takes B + 12. K takes Kt 12. Kt to B 3 + +And Black has a good game. + +THE ALLGAIER GAMBIT. + +Here, as in the Muzio, a piece is sacrificed for an early and strong +attack. The opening moves are-- + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. P to K B 4 2. P takes P + 3. Kt to K B 3 3. P to K Kt 4 + 4. P to K R 4 4. P to Kt 5 + 5. Kt to Kt 5 ... + +This move involves the sacrifice of the Knight, and constitutes the +Allgaier. + +{399} + + ... 5. P to K R 3 + 6. Kt takes K B P 6. K takes Kt + 7. B to B 4: ch. 7. P to Q 4 + +Black gives up this pawn to free his Bishop and protect the pawn at Kt 5. + + 8. B takes P: ch. 8. K to Kt 2 + 9. B takes Q Kt P 9. B takes B + 10. Q takes P: ch. 10. K to B 2 + 11. Q to R 5: ch. 11. K to K 2 + 12. Q to K 5: ch. 12. K to Q 2 + 13. Q takes R 13. Kt to K B 3 + + Threatening to win the Queen by 14. ... Q to K 2, and 15. ... B to Kt + 2. + + 14. P to Q Kt 3 ... + + To be able to play, in reply to 14. ... Q to K 2; 15 B to R 3. This + avoids the immediate danger, but White has no tangible advantage. + +An important modification of this is the Allgaier-Thorold, in which White +at move 7 advances the Queen's pawn, instead of at once checking after the +sacrifice of the Knight. The following is an example of this Gambit, and a +probable continuation. + + 1. P to K 4 1. P to K 4 + 2. P to K B 4 2. P takes P + 3. Kt to K B 3 3. P to K Kt 4 + 4. P to K R 4 4. P to Kt 5 + 5. Kt to Kt 5 5. P to K R 3 + 6. Kt takes P 6. K takes Kt + 7. P to Q 4 7. P to B 6 + 8. B to B 4: ch. 8. P to Q 4 + 9. B takes P: ch. 9. K to Kt 2 + 10. P takes P 10. Kt to K B 3 + +Black has slightly the advantage. {400} + +THE CUNNINGHAM GAMBIT. + +This should rather be called the Cunningham Defence to the King's Knight's +Gambit. The opening moves are: 1. P to K 4, P to K 4; 2. P to K B 4, P +takes P; 3. Kt to K B 3, B to K 2. This defence is less favourable than +either the Muzio or the Salvio. + +The game may proceed as follows-- + + WHITE. BLACK. + 4. B to B 4 4. B to R 5: ch. + 5. K to B sq. ... + + This is the best move, which should give the advantage to White. Less + favourable is Cunningham's own line of play: 5. P to K Kt 3, P takes P; + 6. Castles, P takes P: ch.; 7. K to R sq., P to Q 4, 8. B takes P, Kt + to K B 3; 9. B takes P. ch., K takes B; 10. Kt takes B, R to B sq.; 11. + P to Q 4, K to Kt sq., with a good game for Black. + + 5. ... 5. P to Q 4 + 6. B takes P 6. Kt to K B 3 + +THE BISHOP'S GAMBIT. + +Here the opening moves are: 1. P to K 4, P to K 4; 2. P to K B 4, P takes +P; 3. B to B 4. The Bishop being developed at this stage, instead of the +King's Knight, gives the Opening its name. Its special feature is that +White exposes himself to a check, which compels him to move his King, and +thus loses the privilege of castling without gaining such an immediate +attack as in the Salvio. But though White thus gives up the attack +temporarily, he is able to reassume it with intensified vigour, owing to +the exposed position of the Black Queen. The check with the Queen is +therefore now only {401} resorted to in conjunction with 4. ... P to Q 4, a +counter-gambit which furthers Black's development. + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. P to K B 4 2. P takes P + 3. B to B 4 3. P to Q 4 + +Or 3. ... Q to R 5: ch., followed by 4. ... P to Q 4. + + 4. B takes P ... + + Not 4. P takes P, because of 5. ... Q to R 5: ch.; 6. K to B sq., B to + Q 3; 7. Kt to K B 3, Q to R 4; 8. P to Q 4, Kt to K 2; 9. Kt to B 3, + Castles, with the better game. + + ... 4. Q to R 5: ch. + 5. K to B sq. 5. P to K Kt 4 + 6. Kt to K B 3 6. Q to R 4 + 7. P to K R 4 ... + +Upon the same principle as in the other Gambits (or, indeed, as in every +strong pawn position), viz., to attempt to break the force of the united +pawns. + + ... 7. B to Kt 2 + +SECOND VARIATION. + +Reverting to the position after Black's 5th move, White has two other +attacks here--viz., 6. Q to B 3, and 6. P to K Kt 3. + + Q to B 3 + 6. ---------- + P to Q B 3 + + Q to Q B 3[101] + 7. --------------- + P to B 3 + + B takes Kt + 8. ---------- + R takes B + + Q takes P + 9. --------- + B to K 2 + + {402} + Q to B 3 + 10. --------- + P to Kt 5 + + P to Q 4[102] + 11. ------------- + P to B 6 + + B to K 3[103] + 12. ------------- + B to K 3 + + Kt to Q 2 + 13. --------- + Kt to Q 2 + + With advantage for Black. + +THIRD VARIATION. + +(First five moves as before.) + + P to K Kt 3 Kt to K B 3 + 6. ----------- 11. ------------- + P takes P B to R 6: ch. + + K to Kt 2[104] K takes B + 7. -------------- 12. -------------- + B to Q 3 P to Kt 5: ch. + + P to K 5 K to Kt 2 + 8. --------- 13. --------------- + B takes P P takes Kt: ch. + + Q to K sq. K takes P + 9. ---------- 14. ----------- + Q to Q 5 Kt to K B 3 + + B takes P: ch. And wins. + 10. -------------- + K takes B + +Two other continuations for Black should be noted by the student--viz., 3. +... P to K B 4, and 3. ... Kt to K B 3. + +FOURTH VARIATION. + +{403} + + ... P to Q 4 + 3. ---------- 7. ----------- + P to K B 4 Kt to K B 3 + + Q to K 2 Q takes B P + 4. ------------- 8. ----------- + Q to R 5: ch. Q takes Q + + K to Q sq. B takes Q + 5. ---------- 9. --------- + P takes P ... + + Q takes P: ch. Even game. + 6. -------------- + B to K 2 + +FIFTH VARIATION. + + ... P to Q 3 + 3. ----------- 7. --------- + Kt to K B 3 Kt to K 4 + + Kt to Q B 3 B to Kt 3 + 4. ----------- 8. --------- + Kt to B 3 B to Kt 5 + + Kt to B 3 Q B takes P + 5. --------- 9. ----------- + B to Kt 5 ... + + Castles Even game. + 6. -------- + P to Q 3 + +THE GAMBIT DECLINED. + +Although, in the majority of Gambits, the defence should obtain, if not an +advantage, at least an even game, some players (fearing to give their +opponent the chance of a sudden and vigorous attack) decline to accept the +Gambit. + +There are various modes of refusing the Gambit; the one most frequently +resorted to being by playing B to B 4. The game may proceed as under: + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. P to K B 4 2. B to B 4 + 3. Kt to K B 3 3. P to Q 3 + 4. P to B 3 ... + +{404} Intending to establish a centre with 5 P to Q 4. + + ... 4. B to K Kt 5 + 5. B to K 2 ... + + 5. P to K R 3, B takes Kt; 6. Q takes B, may also be played. + + ... 5. B takes Kt + 6. B takes B 6. Kt to Q B 3 + 7. P to Q Kt 4 7. B to Kt 3 + 8. P to Kt 5 8. Q Kt to K 2 + 9. P to Q 4 ... + +And White has, so far, carried out his plan of establishing a centre. The +position is about even. + +The following defence is known as the _Falkbeer Counter-Gambit_, after its +author: + + WHITE. BLACK. + 1. P to K 4 1. P to K 4 + 2. P to K B 4 2. P to Q 4 + 3. K P takes P ... + +Not 3. B P takes P, because of 3. ... Q to R 5: ch., which would give Black +a winning game. + + ... 3. P to K 5 + +Black gives up a pawn for the attack, and a spirited game. It would be +disadvantageous for Black to play 3. ... Q takes P, because White would +then develop his pieces quicker, which it is the object of Black's +counter-gambit to prevent. + + 4. B to Kt 5: ch. 4. P to B 3 + +Both White's and Black's moves are the best available. + + 5. P takes P 5. P takes P + +{405} + +Black takes with the pawn in order to maintain the attack, for which he +gave up a pawn. + + 6. B to B 4 6. Kt to B 3 + + Again the best moves for both sides. Black could not play 6. ... B to Q + B 4, because of 7. B takes P: ch., K takes B; 8. Q to R 5: ch., P to Kt + 3; 9. Q takes B, &c. + +CLOSE GAMES. + +All games which commence with any other move than 1. P to K 4, or in which +Black replies with any other move than 1. ... P to K 4, are called Close +Games. These Openings are resorted to either by the first player, if he has +to meet an opponent who is well versed in book knowledge, or by the second +player, if he is afraid to trust himself in the wide field of the Open +Games, with all the numerous variations and combinations, which the first +player, knowing what Opening he proposes to adopt, might have prepared. + +The Close Games require a considerable knowledge of pawn-play, which is a +specialty, only to be acquired by long experience. In the Open Games the +attack is mostly made with pieces, while in close or irregular games the +pawns are pushed forward, and the pieces are posted behind them in +strategical positions, and only come into action after the dispositions of +the plan of campaign are matured. Any attempt at full treatment at the +Close Games would therefore be out of place in an elementary treatise. + +The French Defence and the Sicilian Defence are, however, exceptions. They +are very frequently played. To these, therefore, it will be necessary to +devote special attention. {406} + +THE FRENCH DEFENCE. + + WHITE. BLACK. + 1. P to K 4 1. P to K 3 + +This move of Black constitutes the _French Defence_. It gives a safe but +dull game, with the exception of a few variations. The game may continue as +follows: + + 2. P to Q 4 2. P to Q 4 + 3. P to K 5 3. P to Q B 4 + +To prevent the establishment of a centre. It may be taken as a +principle--always try to prevent or break the formation of a centre. + + 4. P to Q B 3 4. Kt to Q B 3 + 5. P to K B 4 ... + +In anticipation of Black's probable 5. ... Q to Kt 3, when White would have +to develop his K Kt. + + ... 5. Q to Kt 3 + 6. Kt to B 3 6. B to Q 2 + 7. P to Q Kt 3 ... + +In order to play his Bishop to K 3, which he cannot do now, because the Kt +P would be _en prise_. + + ... 7. R to B sq. + 8. B to K 3 8. Kt to R 3 + 9. B to Q 3 ... + +To prevent 9. ... Kt to B 4, attacking Bishop and Queen's Pawn. 9. ... Kt +to K Kt 5 would be loss of time, as White would play 10. B to Kt sq., and +then drive the Knight back. {407} + + ... 9. P takes P + 10. P takes P 10. Kt to Q Kt 5 + 11. P to K R 3 ... + +The White Bishop cannot move, because of Kt to B 7: ch., and if 11. +Castles, Black would win the exchange with 11. ... Kt takes B; 12. Q takes +Kt, B to Kt 4. + + ... 11. Kt takes B: ch. + 12. Q takes Kt 12. B to Kt 5: ch. + 13. K to B 2 (or Q Kt to Q 2) ... + +With a very good game for Black. + +SECOND VARIATION. + + WHITE. BLACK. + 1. P to K 4 1. P to K 3 + 2. P to Q 4 2. P to Q 4 + 3. Kt to Q B 3 3. Kt to K B 3 + 4. P to K 5 + +P to K 5 on White's third move having been found unsatisfactory, the +modified form here given is now fashionable. + + ... 4. K Kt to Q 2 + 5. P to B 4 5. P to Q B 4 + +Again the attempt to break the centre. + + 6. P takes P 6. Kt to Q B 3 + +As the pawn cannot be defended, Black utilises his time by bringing an +additional piece into play. + + 7. Kt to B 3 7. B takes P + 8. B to Q 3 8. P to B 3 + +Again an attack upon the centre. + +{408} + + 9. P takes P 9. Kt takes P + 10. Q to K 2 10. Castles + 11. P to Q R 3 11. P to Q R 3 + The game is so far even. + +THE SICILIAN DEFENCE. + + WHITE. BLACK. + 1. P to K 4 1. P to Q B 4 + +This move of Black constitutes the _Sicilian Defence_, its main object +being to prevent White from establishing a centre. + + 2. Kt to Q B 3 2. Kt to Q B 3 + +White might also play 2. B to B 4, or 2. Kt to K B 3; the development of +the Q Kt is, however, generally adopted. + + 3. Kt to B 3 3. P to K 3 + 4. P to Q 4 4. P takes P + 5. Kt takes P 5. Kt to B 3 + 6. Kt (Q 4) to Kt 5 6. B to Kt 5 + 7. P to K R 3 7. B takes Kt: ch. + 8. Kt takes B 8. P to Q 4 + +Black remains with an isolated Queen's pawn after the exchanges which +follow; but as in most forms of the Sicilian Defence, Black's Queen's pawn +is weak, the position arising from Black's text-move is not inferior to any +other he can obtain. + + 9. P takes P 9. Kt takes P + 10. Kt takes Kt 10. Q takes Kt + 11. Q takes Q 11. P takes Q + 12. B to K B 4 12. Castles + 13. Castles 13. B to K 3 + Even game. + +{409} + +THE QUEEN'S GAMBIT. + +The _Queen's Gambit_, 1. P to Q 4, P to Q 4; 2. P to Q B 4, P takes P; 3. P +to K 3, or 3. P to K 4, or 3. Kt to K B 3, &c., is rarely played, because +the Gambit pawn cannot, as in the King's Gambit, be defended by Black with +the Knight's pawn; therefore the offered Gambit is usually declined (say, +by 2. ... P to K 3), and the games take the form of close openings. The +Queen's Gambit Declined is a very popular Opening in tournaments. + +THE FIANCHETTO.[105] + +The Fianchetto takes various form--viz., the _King's Fianchetto_, wherein +White commences with 1. P to K Kt 3, and 2. B to Kt 2; and the _Queen's +Fianchetto_, where White plays 1. P to Q Kt 3, and 2. B to Kt 2; the +_King's Fianchetto Defence_, where Black defends with 1. ... P to K Kt 3, +and 2. ... B to Kt 2; and the _Queen's Fianchetto Defence_, where Black +defends with 1. ... P to Q Kt 3, and 2. ... B to Kt 2. The _Double +Fianchetto_ is where either White or Black develops both Bishops at Kt 2. +The shape of White's development against either Fianchetto defence should +be as under: + +{410} + + WHITE. BLACK. + 1. P to K 4 1. P to K Kt 3 + 2. P to K B 4 2. P to K 3 + 3. P to Q 4 3. B to Kt 2 + 4. Kt to K B 3 4. P to Kt 3 + 5. P to B 3 5. B to Kt 2 + 6. B to Q 3 6. Kt to K 2 + 7. B to K 3 7. P to Q 4 + 8. P to K 5 8. Kt to Q 2 + 9. Q Kt to Q 2, &c. + +All kindred Openings should be treated after this manner--viz., the +opposing player should aim at the formation of a strong centre, so as to +close the diagonal occupied by the Bishop. + +THE END GAME. + +As before stated, the game of Chess consists of three parts: + +The OPENING, _i.e._, the strategical disposition of the forces; the MIDDLE +GAME, _i.e._, the campaign, and the END GAME. + +The Middle part of the game commences where the Opening ceases, and here +the player is thrown upon his own resources. + +The End Game commences where the Middle Game ceases, and this latter stage +of the game is a study in itself. In the majority of cases the treatment of +the End Game is a matter of intuition. The student may, however, be +assisted by the knowledge of general principles, and by familiarity with +certain standard positions, which frequently occur in practice. Examples of +these positions, and the methods of dealing with them, will be given in the +following pages. + +KING AND PAWN AGAINST KING. + +{411} + + Black. + +---------------------------------------+ + | #R | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | #Q | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | ^P | | | | | | #K | + |---------------------------------------| + | | ^R | | | | | | | + |---------------------------------------| + | | | | | | | ^Q | ^K | + +---------------------------------------+ + White. + + FIG. 13. + [BLACK TO MOVE AND DRAW.] + +In the majority of games, either one or the other player remains at the +close with a pawn, which has to be queened. Fig. 13 illustrates an ending +in which White is a pawn ahead, and if he had the move, would win with 1. R +to R 2, checkmate. It being, however, Black's turn to move, he is able to +exchange both Queen and Rook, and if he can stop White's pawn from reaching +the 8th square and becoming a Queen, he may draw the game. There {412} is a +simple method of ascertaining this at a glance without calculation (by +means of the imaginary "square" depicted in Fig. 14). Black forces the +exchange of pieces thus: + +{413} + + WHITE. BLACK. + ... 1. Q to B 3: ch. + 2. Q to Kt 2: ch. 2. Q takes Q: ch. + 3. R takes Q 3. R to R 8: ch. + 4. R to Kt sq. 4. R takes R: ch. + 5. K takes R ... + + Black. + +---------------------------------------+ + | | +-|----|----|----|----|-+ | | + |-------|-----------------------|-------| + | | | | | | | | | | | + |-------|-----------------------|-------| + | | | | | | | | | | | + |-------|-----------------------|-------| + | | | | | | | | | | | + |-------|-----------------------|-------| + | | | | | | | | | | | + |-------|-----------------------|-------| + | | ^P-|----|----|----|----|-+ | #K | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | ^K | | + +---------------------------------------+ + White. + + FIG. 14. + [BLACK TO MOVE AND DRAW.] + +Producing the position shown in Fig. 14; and Black draws; for the Black +King can reach the pawn before the White King can approach to defend it. +Consequently White can only advance the pawn; but the Black King will be +able to stop it from queening, for his next move will bring him _within_ +{414} _the square_ (indicated above) in which the pawn stands, and in such +case he can always overtake it. Thus-- + + WHITE. BLACK. + ... 5. K to Kt 6 + 6. P to Kt 4 6. K to B 5 + 7. P to Kt 5 7. K to K 4 + 8. P to Kt 6 8. K to Q 3 + 9. P to Kt 7 9. K to B 2 + +And the pawn is lost. It will be seen that the Black King remains with +every move _within the square_ of the pawn. + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | #K | | | | | | | + |---------------------------------------| + | | | | | | | ^P | | + |---------------------------------------| + | | | ^K | | | | | | + +---------------------------------------+ + White. + + FIG. 15. + [WHITE TO MOVE AND WIN.] + +Fig. 15 illustrates a position in which the pawn can be supported by the +King. Here if White were at once to advance the pawn, the Black King would +move _within the square_ of the pawn and capture it. Therefore the King +must go to protect it. + + 1. K to Q 2 1. K to B 5 + 2. K to K 3 2. K to Q 4 + 3. K to B 4 3. K to K 3 + 4. K to Kt 5 4. K to B 2 + 5. K to R 6 5. K to Kt sq. + 6. P to Kt 4 6. K to R sq. + 7. P to Kt 5 7. K to Kt sq. + 8. K to Kt 6 8. K to R sq. + 9. K to B 7 ... + +If Black had played 8. ... K to B sq., White would have played 9. K to R 7. + + ... 9. K to R 2 + 10. P to Kt 6: ch. + +And the pawn cannot be prevented from queening. {415} + +KING AND QUEEN AGAINST KING. + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | #K | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | ^K | ^Q | | | | | | | + +---------------------------------------+ + White. + + FIG. 16. + +The position being as in Fig. 16, the shortest way to checkmate the Black +King is as given below: + +{416} + + WHITE. BLACK. + 1. K to Kt 2 1. K to Q 4 + 2. K to B 3 2. K to K 4 + 3. Q to K Kt 6 3. K to B 5 + 4. K to Q 4 4. K to B 6 + 5. Q to Kt 5 5. K to B 7 + 6. Q to Kt 4 6. K to K 8 + 7. K to K 3 7. K to B 8 + 8. Q to Kt 7 ... + +Not 8. Q to Kt 3, because Black would then be stalemate, a contingency +which White must carefully guard against in similar positions. + + ... 8. K to K 8 + 9. Q mates at Kt sq. or R sq. + +{417} + +TWO ROOKS AND KING AGAINST KING. + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | #K | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | ^K | ^R | ^R | | | | | | + +---------------------------------------+ + White. + + FIG. 17. + +Fig. 17 shows the most unfavourable position for White's two Rooks. The +shortest way to checkmate the Black King is as follows: + +{418} + + WHITE. BLACK. + 1. R to K sq. 1. K to Q 5 + 2. R (Kt sq.) to Q sq.: ch. 2. K to B 6 + 3. R to K 2 3. K to B + 4. R to B 2: ch. 4. K to Kt 6 + 5. R to B 8 5. K to R 6 + 6. R to Q Kt sq. 6. K to R 5 + 7. R to R 8, mate. + +KING AND ROOK AGAINST KING. + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | #K | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | ^K | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | ^R | | | | | | | + +---------------------------------------+ + White. + + FIG. 18. + +Fig. 18 represents the most unfavourable position for White. The shortest +way to checkmate the Black King is-- + + WHITE. BLACK. + 1. K to B 4 1. K to K 5 + 2. R to K sq.: ch. 2. K to B 4 + 3. K to Q 4 3. K to B 5 + 4. R to B sq.: ch. 4. K to Kt 4 + 5. K to K 4 ... + +It will be noticed that the White King always approaches at the distance of +a Knight's move, whilst the Black King moves either on diagonals, or takes +the "opposition" to the White King. + + ... 5. K to Kt 3 + 6. K to K 5 6. K to Kt 4 + 7. R to Kt sq.: ch. 7. K to R 5 + 8. K to B 5 8. K to R 6 + 9. K to B 4 9. K to R 7 + 10. R to Kt 3 10. K to R 8 + 11. K to B 3 11. K to R 7 + 12. K to B 2 12. K to R 8 + 13. R to R 3, mate. + +N.B.--The Rook can only checkmate on an outer row or file of the board. +{419} + +KING AND TWO BISHOPS AGAINST KING. + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | #K | ^B | ^B | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | ^K | | | | | | | | + +---------------------------------------+ + White. + + FIG. 19. + [WHITE TO MOVE AND WIN.] + +To checkmate with two Bishops is comparatively easy. Fig. 19 illustrates +the most unfavourable position for White, and the solution given is the +shortest attainable. + +{420} + + WHITE. BLACK. + 1. B to Q sq. 1. K to K 6 + 2. K to Kt 2 2. K to Q 7 + 3. B to Q B 2 3. K to K 6 + 4. K to B 3 4. K to B 6 + 5. K to Q 4 5. K to Kt 5 + 6. B to K sq. 6. K to B 6 + 7. B to Q 3 7. K to B 5 + 8. B to K 4 8. K to Kt 4 + 9. K to K 5 9. K to Kt 5 + 10. B to K B 2 10. K to Kt 4 + 11. B to K B 5 11. K to R 3 + 12. K to B 6 12. K to R 4 + 13. B to K 6 13. K to R 3 + 14. B to Kt 4 14. K to R 2 + 15. K to B 7 15. K to R 3 + + White must he careful not to stalemate the Black King. For instance, if + Black were to play here 15. ... K to R sq., White could not play 16. B + to K B 5; but must play 16. B to K 3, K to R 2; 17. B to B 5: ch., K to + R sq.; 18. B to Q 4 mate. + + 16. B to K 3: ch. 16. K to R 2 + 17. B to B 5: ch. 17. K to R sq. + 18. B to Q 4, checkmate. + +KING, BISHOP, AND KNIGHT AGAINST KING. + +{421} + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | ^K | | #K | | | | | ^B | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | ^Kt| | | | | | | | + +---------------------------------------+ + White. + + FIG. 20. + [WHITE TO MOVE AND WIN.] + +To checkmate with Bishop and Knight is a very difficult process. Checkmate +can only be forced if the Black King is driven to one of the Rook squares +of the same colour as the Bishop. In the position shown in Fig. 20 the +Black King must be driven either to Q R sq., or K R 8. Frequently the +Bishop and Knight are separated from the White King; in that case the Black +King cannot be prevented from moving to a Rook square of the opposite +colour to the Bishop. Then the forces must be brought together to act in +concert with the White King; when, by combined action, the Black King can +be forced on to a corner square of the same colour as White's Bishop, and +checkmated as shown in the appended solution. Mate can be forced in the +most {422} unfavourable position (see Fig. 20) in about thirty or +thirty-one moves. + + WHITE. BLACK. + 1. Kt to Kt 3: ch. 1. K to B 3 + + If 1. ... K to B 5; then 2. B to Q sq., K to B 6; 3. K to Kt 5, K to Q + 6; 4. K to B 5, K to K 5; 5. B to B 2: ch., K to K 4; 6. Kt to Q 4, K + to B 3; 7. K to Q 6, K to B 2; 8. Kt to B 3, K to B 3; 9. Kt to K 5, K + to Kt 2; 10. K to K 6, and the King is gradually forced on to the last + row. + + 2. K to Kt 4 2. K to Q 4 + 3. B to B 3: ch. 3. K to Q 3 + 4. Kt to Q 4 4. K to K 4 + 5. K to B 5 5. K to B 3 + 6. K to Q 5 6. K to B 2 + 7. Kt to B 5 7. K to B 3 + 8. Kt to Q 6 8. K to Kt 3 + 9. K to K 5 9. K to Kt 2 + 10. B to K 4 10. K to Kt sq. + 11. K to B 6 11. K to R sq. + +The King is now on the Rook square of opposite colour to the Bishop, and +must be driven to K R 8, or Q R square, in order to be checkmated. + + 12. Kt to B 7: ch. 12. K to Kt sq. + 13. B to B 5 ... + +Purposely losing a move (_coup de repos_); it is immaterial where the +Bishop moves to so long as it remains on the same diagonal, the object +being to force Black to move, without altering White's position. + + ... 13. K to B sq. + 14. B to R 7 ... + +To prevent the King from returning to Kt sq. if the Kt moves. {423} + + ... 14. K to K sq. + 15. Kt to K 5 15. K to Q sq. + 16. B to K 4 16. K to B 2 + 17. Kt to B 4 ... + +The Black King is now gradually forced on to the fatal White corner. + + ... 17. K to Q 2 + 18. K to B 7 18. K to Q sq. + 19. B to B 6 19. K to B 2 + 20. B to Kt 5 ... + +Not to R 4, because at Kt 5 the Bishop guards the additional square R 6. + + ... 20. K to Q sq. + 21. K to K 6 21. K to B sq. + 22. K to Q 6 22. K to Q sq. + 23. Kt to R 5 23. K to B sq. + 24. B to Q 7: ch. 24. K to Kt sq. + +If 24. ... K to Q sq., then 25. Kt to B 6, checkmate. + + 25. K to B 6 25. K to R 2 + 26. Kt to B 4 26. K to R 3 + 27. K to B 7 27. K to R 2 + 28. B to B 8 28. K to R sq. + 29. Kt to R 5 29. K to R 2 + 30. Kt to B 6: ch. 30. K to R sq. + 31. B to Kt 7, checkmate. + +END GAME WITH TWO KNIGHTS. + +With two Knights alone no mate can be forced, except through incorrect play +on the part of the defence. Consequently the remaining with two {424} +Knights should be avoided. If the player has the option to change off +pieces, he should keep Bishop and Knight rather than two Knights. + +GENERAL OBSERVATIONS. + +A good system for the student is to practise one Opening only, attack and +defence alternately, till it is thoroughly well mastered, and so on with +every other Opening. The student should not get into the habit of playing +with one colour only, or he will find himself at a disadvantage when he +cannot have his favourite colour. He must not make a move without carefully +weighing the possible replies. If he finds _a good move_, let him still try +to find a _better one_. When his opponent makes a move, he must try to +discover the object of such move, whether it is immediately menacing, or +only indirectly so. In the first case, a suitable defence must be found; in +the latter case, he may profit by the respite to bring a piece into play. + +The first principle is to develop the pieces quickly, and never to commence +an attack with insufficient forces. If a player is able to bring more +pieces into play than his opponent, it is obvious that he must be stronger. +The Opening correctly played is frequently half the battle won. + +Avoid useless checks. Avoid useless exchanges. Bear in mind that it is +disadvantageous to be left with two Knights only, as mate cannot be given +with them. If the player has the better game, he should avoid remaining +with a Bishop of different colour from a like piece of his opponent, as +Bishops of different colour frequently lead to a draw. {425} + +The student should further accustom himself to an elegant style of +play--viz., strictly to adhere to the laws of the game; never to take back +a move; never to touch a man until he has determined where to move it; and +to move his pieces quietly. + +BIBLIOGRAPHY OF CHESS. + +The literature of chess is very extensive, but many of the best works would +be practically useless to a beginner, as too advanced for his capabilities. +Any of the works mentioned next below may be studied with advantage by the +learner. + + CHESS[106] (Oval Series). By L. Hoffer. Routledge, 1s. + + COMMON SENSE IN CHESS. By E. Lasker. Bellairs & Co. 2s. 6d. nett. + + CHESS. By R. F. Green. Bell & Sons. 1s. + + THE CHESS-PLAYER'S MENTOR. By F. J. Lee and G. H. D. Gossip. Ward & + Downey. 1s. + + THE CHESS-PLAYER'S VADE MECUM. By G. H. D. Gossip. Ward & Downey. 1s. + + THE CHESS OPENINGS. By I. Gunsberg. Bell & Sons, 1s. + + THE CHESS-PLAYER'S POCKET BOOK. By James Mortimer. Sampson Low & Co. + 1s. + + SIX PRACTICAL CHESS OPENINGS. Anon. British Chess Company. 6d. + + SIX CHESS LESSONS FOR JUNIOR PLAYERS. By S. Tinsley. British Chess + Company. 6d. + + FIFTY PAWN PUZZLES. Anon. British Chess Company. 4d. + +To more advanced players may be recommended, in addition-- + + THE CHESS-PLAYER'S HANDBOOK. By Howard Staunton. Bell & Sons. 5s. {426} + + THE CHESS-PLAYER'S COMPANION. By Howard Staunton. Bell & Sons. 5s. + + MORPHY'S GAMES OF CHESS. By J. Löwenthal. Bell and Sons. 5s. + + CHESS OPENINGS, ANCIENT AND MODERN. By E. Freeborough and C. E. Ranken. + Kegan Paul & Co. 8s. + + CHESS ENDINGS. By E. Freeborough. Kegan Paul & Co. 7s. 6d. + + SELECT CHESS END-GAMES. By E. Freeborough. Kegan Paul & Co. 1s. 6d. + nett. + + CHESS STUDIES AND END GAMES. By J. Kling and B. Horwitz. Bell & Sons. + 7s. 6d. + + SYNOPSIS OF THE CHESS OPENINGS. By William Cook. Simpkin, Marshall & + Co. 4s. + + THE CHESS-PLAYER'S MANUAL. By G. H. D. Gossip. Routledge. 7s. 6d. + + THE PRINCIPLES OF CHESS. By James Mason. Horace Cox. 2s. 6d. + + THE ART OF CHESS. By James Mason. Horace Cox. 5s. nett. + + CHESS OPENINGS. By James Mason. Horace Cox. 2s. net. + + CHESS MASTERPIECES. By H. E. Bird. Dean & Sons. 3s. + + CHESS PRACTICE. By H. E. Bird. Sampson Low & Co. 2s. 6d. + + CHESS NOVELTIES. By H. E. Bird. Warne & Co. 3s. 6d. + + MODERN CHESS BRILLIANCIES. By G. H. D. Gossip. Ward & Downey. 1s. + + THE HASTINGS CHESS TOURNAMENT BOOK (1895). Edited by Horace Cheshire. + Chatto & Windus. 7s. 6d. net. + + * * * * * + + +{427} + +DRAUGHTS. + + "In friendly contention, the old men + Laughed at each lucky hit or unsuccessful manoeuvre-- + Laughed when a man was crowned, or a breach was made in the king-row." + LONGFELLOW--_Evangeline._ + +The game of Draughts is played on a board of sixty-four squares of +alternate colours, and with twenty-four pieces, called men (twelve on each +side), also of opposite colours. It is played by two persons; the one +having the twelve black or red pieces is technically said to be playing the +_first side_, and the other, having the twelve white, to be playing the +_second side_. Each player endeavours to confine the pieces of the other in +situations where they cannot be played, or both to capture and fix, so that +_none can be played_; the person whose side is brought to this state loses +the game. + +The essential rules of the game are as under-- + +The board shall be so placed that the bottom corner square on the left hand +shall be black. + +The men shall be placed on the black squares.[107] + +{428} + +The black men shall be placed upon the supposed first twelve squares of the +board; the white upon the last twelve squares. + +Each player shall play alternately with black and white men. Lots shall be +cast for the colour at the commencement of a match, _the winner to have the +choice of taking_ black _or_ white. + +The first move must _invariably_ be made by the person having the black +men. + +At the end of five minutes "Time" may be called; and if the move be not +completed on the expiry of another minute, the game shall be adjudged lost +through improper delay. + +When there is only _one way_ of taking one or more pieces, "Time" shall be +called at the end of one minute; and if the move be not completed on the +expiry of another minute, the game shall be adjudged lost through improper +delay. + +After the first move has been made, if either player arrange any piece +without giving intimation to his opponent, he shall forfeit the game; but, +if it is his turn to play, he may avoid the penalty by playing that piece, +if possible. + +After the pieces have been arranged, if the person whose turn it is to play +_touch_ one, he must either play that piece or forfeit the game. When the +piece is not playable, he is penalised according to the preceding law. + +If _any part_ of a playable piece be played over an {429} angle of the +square on which it is stationed, the play must be completed in _that +direction_. + +A capturing play, as well as an ordinary one, is completed the moment the +hand is withdrawn from the piece played, even though two or more pieces +should have been taken. + +When taking, if a player remove one of his own pieces, he cannot replace +it, but his opponent can either play or insist on his replacing it. + +Either player making a false or improper move shall forfeit the game to his +opponent, without another move being made. + +The "Huff" or "Blow" is, _before one plays his own piece_, to remove from +the board any of the adverse pieces that might or should have taken. The +"Huff" does not constitute a move. + +The player has the power either to _huff_, _compel the take_, or to _let +the piece remain on the board_, as he thinks proper.[108] + +When a man first reaches any of the squares on the opposite extreme line of +the board, it becomes a "King." It must be crowned (by placing a man of the +same colour on the top of it) by the opponent, and can afterwards be moved +backwards or forwards as the limits of the board permit. + +A Draw is when neither of the players can force a win. When one of the +sides appears stronger than the other, the stronger party may be required +to {430} complete the win, or to show a decided advantage over his opponent +_within forty of his own moves_--counted from the point at which notice was +given--failing in which, he must relinquish the game as a draw. + + White. + +---------------------------------------+ + | | W | | W | | W | | W | + |---------------------------------------| + | W | | W | | W | | W | | + |---------------------------------------| + | | W | | W | | W | | W | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | B | | B | | B | | B | | + |---------------------------------------| + | | B | | B | | B | | B | + |---------------------------------------| + | B | | B | | B | | B | | + +---------------------------------------+ + Black. + + FIG. 1. + +The above diagram (Fig. 1) shows the board set for play, and Fig. 2 shows +the draught-board numbered for the purpose of recording moves. {431} + + White. + +---------------------------------------+ + | | 32 | | 31 | | 30 | | 29 | + |---------------------------------------| + | 28 | | 27 | | 26 | | 25 | | + |---------------------------------------| + | | 24 | | 23 | | 22 | | 21 | + |---------------------------------------| + | 20 | | 19 | | 18 | | 17 | | + |---------------------------------------| + | | 16 | | 15 | | 14 | | 13 | + |---------------------------------------| + | 12 | | 11 | | 10 | | 9 | | + |---------------------------------------| + | | 8 | | 7 | | 6 | | 5 | + |---------------------------------------| + | 4 | | 3 | | 2 | | 1 | | + +---------------------------------------+ + Black. + + FIG. 2. + +The men being placed as shown in Fig. 1, the game is begun by each player +moving alternately one of his men along the diagonal on which it is +situated. The men can only move forward either to right or left one square +at a time, unless they have attained one of the four squares on the extreme +further side of the board (technically termed the "crown-head"). This done, +they become Kings, and can move either forward or backward. The {432} +pieces take in the direction they move, by leaping over any opposing man +that may be immediately contiguous, provided there be a vacant square +behind it. If several men should be exposed by having open spaces behind +them alternately, they may be all taken at one capture, and the capturing +piece is then placed on the square beyond the last man. + +To explain the mode of capturing by a practical illustration, let us begin +by placing the men as for a game. You will perceive that Black, who always +plays first, can only move one of the men placed on 9, 10, 11, or 12; +supposing him, then, to play the man on 11 to 15, and White to answer this +by playing 22 to 18, Black can take the white man on 18 by leaping from 15 +to 22, and removing the captured piece from the board. Should Black not +take the man on 18, but make another move--say 12 to 16, for instance--he +is liable to be "huffed"; that is, White may remove the man (that on 15) +with which Black should have taken, off the board for not taking. When one +party "huffs" the other in preference to compelling the take, he does not +replace the piece his opponent moved, but simply removes the man huffed +from the board, and then plays his own move. + +GENERAL ADVICE. + +It is generally better to keep your men in the middle of the board than to +play them to the side squares, as in the latter case one-half of their +power is curtailed. + +When you have once gained an advantage in the number of your pieces, you +increase the proportion by exchanges, but in forcing them you must take +care not to damage your position. Open your game {433} at all times upon a +regular plan; by so doing you will acquire method in both attack and +defence. Accustom yourself to play slowly at first, and, if a beginner, +prefer playing with better players than yourself. Note their methods of +opening a game, and follow them when opportunity presents itself. + +If playing against an inferior, it is as well to keep the game complicated; +if with a superior, to simplify it. Avoid scattering your forces; as they +get fewer, concentrate them as much as possible. + +Never touch the squares of the board with your fingers; and accustom +yourself to play your move off-hand, when you have once made up your mind. + +Do not lose time in studying when you have only one way of taking, but take +quickly. + +Pay quite as much attention to the probable plans of your adversary as to +your own. + +Remember that the science of the game consists in so moving your pieces at +the commencement as to obtain a position which will compel your adversary +to give his men away. One man ahead with a clear game should be a certain +_win_. + +In conclusion, the student is strongly advised to study and master the +theory and practice of the play embraced in the First, Second, Third, and +Fourth Positions (see _post_). These endings, in different forms, are of +very frequent occurrence, and should be thoroughly mastered. + +THE NAMES OF THE VARIOUS OPENINGS AND HOW FORMED. + +1. The "Ayrshire Lassie" is formed by the first four moves (counting the +play on both sides): 11 to 15, 24 to 20, 8 to 11, 28 to 24. {434} + +2. The "Bristol" is formed by the first three moves: 11 to 16, 24 to 20, 16 +to 19. It was so named in compliment to the players of that city for +services rendered to the late Andrew Anderson, one of the greatest masters +of the game. + +3. The "Cross" is formed by the first two moves: 11 to 15, 23 to 18. It is +so named because the second move is played across the direction of the +first. + +4. The "Defiance" is formed by the first four moves: 11 to 15, 23 to 19, 9 +to 14, 27 to 23. It is so named because it defies or prevents the formation +of the "Fife" game. + +5. The "Dyke" is formed by the first three moves: 11 to 15, 22 to 17, 15 to +19. + +6. The "Fife" is formed by the first five moves: 11 to 15, 23 to 19, 9 to +14, 22 to 17, 5 to 9. It has been so called since 1847, when Wyllie, +hailing from Fifeshire, played it against Anderson. + +7. The "Glasgow" is formed by the first five moves: 11 to 15, 23 to 19, 8 +to 11, 22 to 17, 11 to 16. It has been known by this name since Sinclair, +of Glasgow, played it against Anderson at a match in 1828. + +8. The "Laird and Lady" is formed by the first five moves: 11 to 15, 23 to +19, 8 to 11, 22 to 17, 9 to 13. It was so called from its having been the +favourite opening of Laird and Lady Cather Cambusnethan, Lanarkshire. + +9. "The Maid of the Mill" is formed by the first five moves: 11 to 15, 22 +to 17, 8 to 11, 17 to 13, 15 to 18. It was so named in compliment to a +miller's daughter, who was an excellent player, and partial to this +opening. {435} + +10. The "Old Fourteenth" is formed by the first five moves: 11 to 15, 23 to +19, 8 to 11, 22 to 17,4 to 8. It was so named through being familiar to +players as the fourteenth game in Joshua Sturge's _Guide to the Game of +Draughts_, published in 1800, which for many years was the leading +authority on the game. + +11. The "Second Double Corner" is formed by the first two moves: 11 to 15, +24 to 19. It is so named because the first move of the _second_ player is +from the one double corner towards the other. + +12. The "Single Corner" is formed by the first two moves: 11 to 15, 22 to +18. It is so named from the fact of each of these moves being played from +one single corner towards the other. + +13. The "Souter" is formed by the first five moves: 11 to 15, 23 to 19, 9 +to 14, 22 to 17, 6 to 9. The game was so named owing to its being the +favourite of an old Paisley shoemaker (_Scotticé_, souter). + +14. The "Whilter" is formed by the first five moves: 11 to 15, 23 to 19, 9 +to 14, 22 to 17, 7 to 11. "Whilter" or "Wholter," in Scotch, signifies an +overturning, or a change productive of confusion. + +15. The "Will-o'-the-Wisp" is formed by the first three moves: 11 to 15, 23 +to 19, 9 to 13. + +N.B.--The reader should observe, in studying the position following, that +the numbering of the squares always starts from the _black_ side of the +board, whether black occupy the upper or the lower rows. {436} + +END GAMES. + +TWO KINGS TO ONE. + +_Position._ + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | BB | | | | | | | | + |---------------------------------------| + | | | | | | WW | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | WW | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + +---------------------------------------+ + White. + + FIG. 3. + [WHITE TO MOVE AND WIN.] + +To win with two Kings against one in the double corner (see Fig. 3) is +often a source of difficulty to the learner, and yet, once known, nothing +is more simple. The following shows how to force the win: {437} + +_Solution._ + + 22.18 1.5 1.5 + 5.9 10.6 9.13 + 11.15 5.1 10.15 + 9.6 14.10 13.17 + 18.14 1.5 15.18 + 6.1 6.1 17.13 + 15.10 5.9 18.22 + W. wins. + +THREE KINGS TO TWO. + +This, again, is a state of things of very frequent occurrence, and the +novice, even with the stronger game, may find it somewhat difficult to deal +with. + +The proper course for White is either to pin one of Black's men, and then +go for the other, or to force an exchange, so as to be left with two Kings +to one, when the game, as we have seen, is a foregone conclusion. To avoid +this, Black naturally endeavours to reach the two double corners, so as to +have his men as far apart as possible, and to divide the attacking force. +Where Black adopts these tactics the proper play, on the part of White, is +to get his three Kings in a line on the same diagonal as Black's two. Thus, +if Black is at 32 and 5, White must manoeuvre to place his men upon squares +23, 18 and 14. If Black occupies 28 and 1, White must secure 19, 15 and 10. +In this position, however Black may play, he is compelled, on White's next +move, to accept the offer of an exchange. White has then two Kings to one, +and the game is practically at an end. {438} + +_Position._ + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | BB | | | | | | | | + |---------------------------------------| + | | | | | | WW | | | + |---------------------------------------| + | | | | | WW | | | | + |---------------------------------------| + | | | | WW | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | BB | + |---------------------------------------| + | | | | | | | | | + +---------------------------------------+ + White. + + FIG. 4. + [WHITE TO MOVE AND WIN.] + +THE ELEMENTARY POSITIONS. + +There are four often recurring situations known as the First, Second, +Third, and Fourth Positions. It is highly desirable that the student should +make himself well acquainted with them. {439} + +FIRST POSITION. + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | | | | | | | WW | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | B | | | | | | + |---------------------------------------| + | | | | | | B | | | + |---------------------------------------| + | | | W | | | | | | + +---------------------------------------+ + White. + + FIG. 5. + [BLACK TO MOVE AND WIN.] + +{440} _Solution._ + + 27.32 6.1 14.18 9.14 + 8.11 22.18 9.6 1.5 + 32.27 1.6 18.15 14.17 + 11.7 18.15 30.25 S--15.10 + 27.23 6.1 15.18 17.22 + 7.10 15.10 6.10 10.14 + 22.26 1.5 5.1 22.25 + V.1--10.6 10.6 25.21 5.1 + 26.31 5.1 1.5 25.22 + 6.9 14.13 10.6 1.6 + 31.26 1.5 18.15 22.25 + 9.6 6.1 21.17 6.10 + 26.22 5.9 5.1 25.22 + 6.10 1.5 6.9 10.15 + 23.18 9.13 15.18 22.25 + 10.6 10.14 17.13 15.18 + 18.14 13.9 18.15 25.21 + B. wins. + +VARIATION 1. + + 30.25 22.18 5.9 15.18 + 23.18 1.5 10.15 9.5 + 10.6 18.15 V.2--9.5 18.22 + 18.14 5.1 15.18 17.14 + 6.1 15.10 5.9 1.6 + 26.30 1.5 1.5 5.1 + 25.21 10.6 9.6 6.2 + 30.25 5.1 18.15 1.5 + 1.5 14.10 21.17 22.17 + 25.22 1.5 5.1 14.9 + 5.1 6.1 6.9 B. wins. + +VARIATION 2. + + 9.14 17.13 Continue as + 1.5 1.5 trunk at + 21.17 14.17 S. + 5.1 15.10 B. wins. + +{441} + +SECOND POSITION. + + Black. + +---------------------------------------+ + | | | | | | B | | | + |---------------------------------------| + | BB | | B | | | | | | + |---------------------------------------| + | | | | | | WW | | W | + |---------------------------------------| + | W | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + +---------------------------------------+ + White. + + FIG. 6. + [BLACK TO MOVE AND WIN.] + +{442} + +_Solution._ + + 5.9 23.18 14.10 + 11.15 28.24 19.24 + 9.14 18.14 10.15 + 15.11 24.19 24.28 + 14.18 6.10 15.19 + 11.16 19.23 28.32 + 18.15 10.15 19.24 + 16.20 23.27 32.28 + 15.11 15.19 11.16 + 20.24 27.32 28.19 + 3.7 19.24 16.23 + 24.19 32.28 12.8 + 7.10 24.27 23.18 + 19.23 28.24 8.4 + 10.15 27.32 18.14 + 23.27 24.28 4.8 + 15.19 32.27 6.1 + 27.32 28.32 8.11 + 19.24 27.24 14.9 + 32.28 32.28 13.6 + 24.27 24.19 1.10 + 28.32 28.32 11.16 + 27.31 19.15 10.15 + 32.28 32.28 16.20 + 31.27 15.10 15.19 + 28.32 28.24 B. wins. + 27.23 10.6 + 32.28 24.19 + +{443} + +THIRD POSITION. + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | B | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | BB | | WW | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | BB | | WW | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + +---------------------------------------+ + White. + + FIG. 7. + [BLACK TO MOVE AND WIN.] + +_Solution._ + +{444} + + 13.9 14.18 11.15 + 22.18 5.9 25.22 + 9.6 10.6 23.27 + 18.22 9.13 22.26 + 6.1 6.10 27.24 + V.1--22.18 26.31 26.22 + 21.25 10.14 24.20 + V.2--18.15 31.27 22.26 + 1.6 18.22 20.16 + 14.17 27.23 26.22 + 6.2 V.3--22.25 16.12 + 17.14 2.7 22.26 + 25.22 25.22 12.8 + 15.10 7.11 26.22 + 22.26 V.4--22.25 8.3 + +VARIATION 1. + + 14.18 10.15 26.31 + 5.9 30.26 18.22 + 18.23 15.19 31.27 + 1.6 26.30 21.17 + 23.26 19.23 27.31 + 6.10 22.26 9.14 + 26.30 23.18 B. wins. + +VARIATION 2. + + 14.17 5.14 25.21 + 5.9 30.26 17.22 + A--17.21 14.18 21.17 + 9.14 B. wins. 22.6 + 18.9 -- 1.19 + 1.5 A B. wins. + 21.30 18.15 + +VARIATION 3. + + 14.10 10.14 14.9 + 23.19 19.15 15.10 + B. wins. + +{445} + +VARIATION 4. + + 22.18 22.26 22.26 + 23.27 27.24 20.16 + 18.22 26.22 26.22 + 11.15 24.20 16.12 + + B. wins. Very critical, and requires extreme care in forcing the win. + +FOURTH POSITION. + + Black. + +---------------------------------------+ + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | | | | | | | | | + |---------------------------------------| + | B | | BB | | BB | | | | + |---------------------------------------| + | | | | | | | | BB | + |---------------------------------------| + | | | W | | WW | | WW | | + +---------------------------------------+ + White. + + FIG. 8. + [BLACK TO MOVE AND [WHITE TO MOVE AND + WIN.] DRAW.] + +{446} + +_Solution_. + + Black to move. White to move. + + 28.24 32.27 31.27 22.18 + 32.28 24.28 23.19 31.27 + 24.20 27.32 27.31 28.24 + 28.32 18.22 19.24 27.31 + 22.18 31.27 32.27 18.23 + 31.27 22.26 24.20 31.26 + 23.19 30.23 27.32 Drawn. + 27.31 28.24 + 19.24 B. wins. + +For further information as to the science of the game, see the article +"Draughts" in _The Book of Card and Table Games_, of which the above +account is an abridgment. The reader desirous of still more minute +information will find it in _The Game of Draughts Simplified_, by Andrew +Andersen. The fifth edition (1887) of this standard work (James Forrester, +2s. 6d.) is edited by Mr. Robert McCulloch, the writer of the +above-mentioned article. Mr. McCulloch has also produced a book of his own, +_The Guide to the Game of Draughts_ (Bryson & Co., Glasgow, 2_s_. 6d.). +These are thoroughly up-to-date publications. We may mention in addition +the _American Draughtplayer_, by H. Spayth, the accepted authority in +America, and two valuable works by Mr. Joseph Gould, _The Problem Book_, +and _Match Games_. + + * * * * * + + +{447} + +ROULETTE AS PLAYED AT MONTE CARLO. + +BY CAPTAIN BROWNING. + +("Slambo" of _The Westminster Gazette_.) + +[Illustration: FIG. 1.] + +The Roulette table, which is covered with a green padded cloth, and marked +out as shown in Fig. 1, is divided into two portions, the Roulette, or +Wheel as it is commonly called, itself being let into the centre of the +table between these two portions. + +Fig. 1 is an illustration of one-half of the table, the other half being +marked in exactly a similar manner. It will be seen that the cloth is +divided into three long columns of figures, marked from 1 to 36. At the +bottom end of these columns there are three spaces, representing all the +numbers in the first, second, and third column respectively. There are +three similar spaces both on the right and on the left, marked 12 D, 12 M, +12 P, indicating the third (_Dernière_), the second (_Milieu_), and first +(_Première_) twelve (_Douzain_) numbers. + +On either side of the column of figures are further spaces to mark the +_Rouge_ (or Red numbers); _Impair_ (or odd numbers), _Manque_ (all numbers +from 1 to 18 inclusive) on the one side; and the _Noir_ (or Black numbers), +_Pair_ (or even numbers), and _Passe_ (all {448} numbers from 19 to 36 +inclusive) on the other side; at the top of all is the space reserved for +zero. + +The Roulette, or Wheel, itself (Fig. 2) consists of a narrow circular ledge +(A. A.) fixed in the table, and sloping downwards. Within this ledge is a +brass cylinder (C. C.), suspended on a pin at its centre, and capable of +being made to revolve by means of a cross-head or handle (H. H.). + +The outer edge of the brass cylinder is divided into thirty-seven small +compartments, numbered in irregular order from 1 to 36, and coloured +alternately Red and Black; the 37th compartment being the zero. + +The game is played in the following manner. A croupier--styled the +_Tourneur_--calls out, "_Messieurs, faites vos jeux_," when the players +place their stakes on that portion of the cloth which indicates the chance +they wish to play upon. The _tourneur_ then says, "_Les jeux sont fait_," +and throws a small ivory ball round the inclined ledge (A. A.) in one +direction and turns the cylinder in the opposite direction. When the ball +is coming to rest the croupier calls out, "_Rien ne va plus_," after which +no further stakes can be made. As the ball comes to rest it gradually slips +down the ledge, and finally lodges in one of the compartments in the +cylinder. The number of this compartment is the winning number, and upon +its colour, figure, &c., depend the results played for. It is announced by +the _tourneur_ in this way, "_Onze, noir, impair, et manque_," which means +that number 11, the Black, the uneven, and the _manque_ (numbers 1 to 18) +win. The losing stakes are first raked into the Bank, then the winnings are +paid, after which the _tourneur_ again says, "_Messieurs, faites vos +jeux_," and the game proceeds as before. + +[Illustration: FIG. 2.] + +{449} + +There are no less than eight different methods of staking at Roulette. +Besides the three even chances: Red, Black; _Pair_, _Impair_; _Passe_ or +_Manque_, one single number may be backed. This is called staking _en +plein_. Or two numbers may be coupled (_à cheval_); or three numbers +(_transversale pleine_); or four numbers (_carré_); or six numbers +(_transversale simple_, or _sixaine_). In addition, the first, second, or +third dozens of numbers (_Douzaine Première_, _Milieu_, or _Dernière_), and +the first, second, or third column each of twelve numbers may be staked +upon. The odds offered by the Bank against backing a single number _en +plein_ is 35 to 1, and the odds against the other chances in proportion: +thus against either of two numbers appearing 17 to 1 is paid; against +either of three numbers, 11 to 1; against either of four, 8 to 1, and so +on; while obviously against each dozen, or column, 2 to 1 is paid; the Red, +Black, _Pair_, _Impair_, _Passe_, or _Manque_ being even money chances. + +A player wishing to stake on any of the even chances, or the dozens, or the +columns, places his money on the portion of the cloth marked out for that +chance. To back a single number, the stake is placed where that number is +painted on the cloth; to back both of two numbers, the stake is placed _à +cheval_--that is, on the line between these two numbers. To stake on three +numbers with one coin, the amount is placed on the border-line of the +outside number of three numbers. Four numbers are backed when the coin is +so placed that it touches all four numbers, and six numbers are combined in +one bet by placing the stake on the outside of the line dividing these six +numbers. Zero may also be staked upon by placing the coin in the zero area; +also zero, {450} 1, 2, 3 (_quatre premières_), by putting the stake on the +outside of the line dividing zero from 1, 2, 3; or zero coupled with 1 and +2; or 2 and 3 in a similar manner. In the illustration (Fig. 1) an example +is given of staking in all these various ways. It will be noticed that +consecutive numbers on the table can only be staked upon in combination, +not consecutive numbers on the Wheel. Thus to combine the three _voisins_, +or adjacent numbers, 0, 26, 15 on the Wheel, three separate stakes would be +required. + +Any two dozens may be combined, or any two columns, by placing the stake on +the line between the two; and the player, when successful, receives +one-half of the amount risked. Also any two even chances, such as _Rouge_ +and _Impair_, whose position is adjacent on the cloth, may be combined with +one stake by placing the coin on the dividing line between the two; the +player is paid even money when both events turn up, and he only loses when +neither event appears. But to bet on both _Passe_ and _Noir_ or _Rouge_ and +_Manque_ at the same time, two separate states would be required. + +The maximum stake allowed on the even chances is 6000 francs (£240)--on a +single number 180 francs is the highest possible stake; the maximum stakes +on the other chances are in proportion--thus 3000 francs on a dozen or +column, and 720 francs on a _carré_ of four numbers. In each case the +minimum stake is 5 francs, except when two dozens or two columns are +combined with one stake, when at least 10 francs must be risked. + +Each table is presided over by two _chefs-de-partie_, who sit on elevated +chairs on either side of the Wheel. There are four croupiers, who sit at +the _Banque_ (one {451} being the _tourneur_), whose duty it is to pay out +the winners and rake in the losings. In addition, there is a croupier +sitting at either end of the table, who looks after the interests both of +the players and of the Bank generally. + +There being thirty-seven compartments in the Wheel, and as the odds of 35 +to 1 only are paid on the winning number, it follows that on all stakes on +numbers, or combination of numbers, the Bank has one chance in +thirty-seven, or a percentage of slightly under 3 per cent. in its favour. + +The percentage in favour of the Bank on all monies staked on the even +chances, however, is only one-half of this amount. On the appearance of +zero, all the money at stake is swept into the Bank, with the exception of +that on zero itself--which is paid at the same rate as any other +number--and the amounts on the even chances--_Rouge_, _Pair_, _Manque_, +&c.: these stakes are placed on the lines on the outside of the table (see +Fig. 1), and are then said to be in prison. + +On the next coup, if the stakes happen to be on the winning chance, they +are allowed to be withdrawn by the player. The reader will please notice +that this is theoretically exactly the same thing as if the punter halved +his stake with the Banker, and this he is allowed to do if he chooses. +Should two zeros appear consecutively the stakes are placed still further +over these lines; they are now doubly in prison, and have to be doubly +released therefrom before the player gets his own money back. + +Thus it will be seen that, theoretically, once in every thirty-seven spins +the Bank wins _half_ of all money staked on the even chances; on which +chances, consequently, the Bank may be said to have a percentage {452} of +slightly under 1½ per cent. in its favour. This difference in the +percentage in favour of the Bank is either unknown to, or totally +disregarded by, the great majority of punters at Monte Carlo; but the +player, by judicious methods of staking, to a great extent, can despoil the +Bank of its higher percentage. An examination of the illustration (Fig. 1) +will show that the following are Red numbers, viz. 1, 3, 5, 7, 9, 12, 14, +16, 18, 19, 21, 23, 25, 27, 30, 32, 34, and 36. Thus _Impair_ contains 10 +Red numbers, and but 8 Black ones. The first column includes 6; the second +column 4; and the third column 8 Red numbers. Thus a player staking on +Black and _Impair_ has no less than twenty-eight numbers in his favour, on +eight of which he wins both his stakes, and on twenty he neither wins nor +loses. Or a punter staking on the third column and Black, is guarded by +twenty-six numbers, on four of which (the four Black numbers in column 3) +he receives 1½ times his stakes, on eight (the eight Red numbers in column +3) he receives ½ times his stakes, and on the remainder he neither wins nor +loses. Similar wagers can of course be made by combining Red and _Pair_, or +the first column and Red, and so on. Now a player wishing to stake on a +great many numbers (which is a very frequent occurrence, and is popularly +known as "plastering the table"), instead of placing his money on the +various _transversales_, _carrés_, and _en pleins_, by which method he +loses all his money if zero appears, should rather stake the equivalent +amount on Black and _Impair_, or Red and _Pair_, which, as explained, +covers twenty-eight numbers. By this method he loses only one-half of his +money if zero appears. Nothing is more usual than to see a player stake _à +cheval_ on two dozens. A more idiotic method {453} of gambling cannot be +conceived. The equivalent amounts (supposing the _douze_ P and the _douze_ +M are selected) should be staked on _Manque_, and the _transversale_ of 19 +to 24. Now if zero appears half the stake on _Manque_ is saved, but in the +former case the entire stake would be lost! + +Many similar instances of good and bad staking could be quoted, but the +average player at Monte Carlo considers the percentage against him to be so +insignificant that it is scarcely worthy of his notice. However, as its +_insignificance_ represents a gain of some hundreds of thousands of pounds +sterling per annum to the Administration, it should be worthy of a passing +thought at any rate. + +Nearly every player at Monte Carlo has a system of some sort, generally +played on the even chances. There are, however, systems for playing on +numbers, dozens, &c., but these for the most part are of the most fantastic +and insane order. The writer has actually known a player whose system was +to back thirty-five out of the thirty-six numbers, on the principle that, +having but two numbers against him, he would be very unlucky not to win one +unit per coup! + +Hundreds of people play on one particular number after the appearance of +some other particular number, and are confident in themselves that, for +example, 3 always turns up after 25; or 10 after 0. A very favourite stake +is zero _et les quatre premiers_--that is, zero _en plein_, and zero +coupled with 1, 2, 3. Another very general stake is _les voisins de +zéro_--or zero and the numbers on either side of it on the Wheel. This is a +simple bet to make by putting one coin _à cheval_ between 0 and 3, one +between 32 and 35, and one each on 26 and 15. The underlying idea of these +{454} zero bets is that the Bank cheats; that it wants zero to turn up; and +that the _tourneur_ is skilful enough to throw zero when he wishes. A more +ridiculous assumption could not be made--in the first place, because the +_tourneur_ cannot throw the ball even to a particular section of the Wheel, +much less into zero itself; and in the second place, because the gambling +could not possibly be carried out in a more straight-forward manner than it +is by the Administration at Monte Carlo. If the _tourneur_ could throw the +ball into any compartment he chose, he could, through his friends, ruin the +Bank whenever he wished. + +If I had space I could tell a story of how M. Blanc offered to give a +certain player a year's practice at spinning the Wheel, and then to allow +him to be his own croupier and stake as he chose. This is a fact; and yet I +have often heard the following class of whispered conversation in the +rooms: "Now's our time--there's a lot of money on the even chances--wait +till the ball is spun and then bet on zero." + +Some players back their age, when not too old--an eventuality that can +occur only to the sterner sex. A sweet and blushing maiden of some fifty +summers may be observed always to place her stake on No. 28--"Because it's +my age, my dear, and to-day is my birthday!" Others back the number of +their cloak-room ticket, or the number of the hymn for the day (if they +should happen to have been present at church to hear it sung)--indeed +everybody has a pet number; and why not? One number is just as likely to +appear as any other. These are not systems in the true sense of the word, +but they constitute a systematic method of staking, which is always +advisable for play--be they ever so weird and fantastic--as they keep the +player {455} within certain limits, and prevent him from losing his head, +and making wild plunges to retrieve all his losses by one lucky spin of the +Wheel. + +The more business-like systems are played on the even chances. Many are +exceedingly ingenious, and on paper would appear certain to "break the Bank +at Monte Carlo!" + +The underlying principle of all such systems is to play a Martingale--that +is, after each loss to increase the stake in various proportions until all +previous losses have been recouped, and a profit is shown. The commonest +and simplest to play is the "_Montant et demontant_," which consists in +increasing the stake after a loss by one unit per coup until the player is +one unit to the good. Thus if the first stake be lost, the next stake would +be two units, which is also lost, as is the next one of three units. The +player would now have lost six units in all. His next stake becomes 4, +which, supposing it to be won, would leave him a net loser of two units. +The stake would now be dropped to three units; for the object is to be but +one unit to the good. Should this stake win, the game would be started all +over again with one unit. On the other hand, if the 3 had been lost, the +next stake would be 4, and so on. There are many other systems. The general +principle of them all is exactly the same; the calculations and paper +results being nothing more nor less than an ingenious method of juggling +with figures. + +The Fitzroy system aims at winning one unit per coup played. For the +working of this system it is necessary to keep a column in which +_imaginary_ losses are written down: the player assuming that he loses one +unit more and wins one unit less than he actually does. The stakes are +increased by unity as in the {456} "_Montant et demontant_" system, with +the exception of the second stake, which (after a loss) is three instead of +two units, until the _imaginary_ losses column comes out clear. Here is an +example of ten coups played on the Fitzroy system:-- + + +--------+-------+--------+--------++--------+-------+--------+--------+ + | Stake. | W. | Net | Imagy. || Stake. | W. | Net | Imagy. | + | | or L. | + or - | Loss. || | or L. | + or - | Loss. | + +--------+-------+--------+--------++--------+-------+--------+--------+ + | 1 | L.1 | -1 | -2 || 6 | W.6 | -3 | -9 | + | 3 | L.3 | -4 | -6 || 7 | W.7 | +4 | -3 | + | 4 | W.4 | 0 | -3 || 4 | L.4 | -0 | -8 | + | 4 | L.4 | -4 | -8 || 5 | W.5 | +5 | -4 | + | 5 | L.5 | -9 | -14 || 5 | W.5 | +10 | ±0 | + +--------+-------+--------+--------++--------+-------+--------+--------+ + + Showing ten units won for ten coups played, the imaginary + loss column now reading ±0. + +Another very ingenious scheme is that known as the "_Labouchere_" system. +To play this so many figures are written down that their total equals the +"_grand coup_"[109] that is being played for. Ten is the customary coup, +and the figures 1, 2, 3, 4 are written down on a piece of paper. The method +of play is to stake the sum of the extreme figures, and if a win is scored, +these two figures are erased; while if a loss is incurred the amount of the +stake is written down at the end of the row of figures, and the next stake +is the sum of the new extremes. When all the figures have been erased the +coup is made, and the player either begins a fresh game or retires from the +table. Here is an example: 1, 2, 3, 4: first stake 5, which is lost. The +row now reads 1, 2, 3, 4, 5; and the next stake (6) is won, the row reading +=1=, 2, 3, 4, =5=; the next stake (2+4) is lost, when we have =1=, 2, 3, 4, +=5=, 6. {457} The next stake is 8, which is won, and we read =1=, =2=, 3, +4, =5=, =6=; the next stake being 7, which is won, the 4 and 3 are erased, +when it will be found that the net profit is 10 units. + +Example of a bad run at a "_Labouchere_" system. The "_grand coup_" is 10; +so the starting figures are 1, 2, 3, 4. The player is supposed to stake on +Red throughout. The dot shows which colour wins. + + The Figures. The Stake. R. B. Net + or - + =1= 1 + 4 5 · +5 + =2= 2 + 3 5 · ±0 + =3= 2 + 5 7 · -7 + =4= 2 + 7 9 · +2 + =5= 3 + 5 8 · -6 + =7= 3 + 8 11 · +5 + =8= 5 5 · ±0 + =5= 5 + 5 10 · -10 + =10= 5 + 10 15 · -25 + =15= 5 + 15 20 · -45 + =20= 5 + 20 25 · -70 + =25= 5 + 25 30 · -40 + =25= 5 + 20 25 · -15 + =35= 10 + 15 25 · -40 + 10 + 25 35 · -75 + 10 + 35 45 · -30 + =40= 15 + 25 40 · -70 + 55 15 + 40 55 · -125 + =70= 15 + 55 70 · -195 + 15 + 70 85 · -110 + 80 25 + 55 80 · -190 + =105= 25 + 80 105 · -295 + 25 + 105 130 · -165 + 120 40 + 80 120 · -285 + 160 40 + 120 160 · -445 + =200= 40 + 160 200 · -645 + 40 + 200 240 · -405 + 215 55 + 160 215 · -620 + 270 55 + 215 270 · -890 + +Showing 29 coups, of which the player wins 9, with a net loss of 890 units. +The next stake would have to be 55 + 270 (325), _i.e._ if the game had been +played {458} with a one louis unit, a heavier stake than is allowed at +Roulette. + +Systems are very amusing and profitable to play, provided nothing abnormal +occurs. But something abnormal will occur sooner or later, and the amounts +staked and lost become colossal, and finally the maximum is reached: no +higher wager can be made, so the system fails. The flaw in all systems is +that the losses on an unfavourable run are out of all proportion to the +gains on a favourable one. A "_Labouchere_" runs into hundreds in no time, +and is in fact one of the most treacherous systems to play for this reason. +Let the reader dissect the play of a _Labouchere_ on such a run as that on +p. 460, which is a far from uncommon one. + +This tableau, in which the player only wins 9 out of 29 coups--or, say, one +in three--may be said to be far out of proportion, as the player is +"entitled" to win as many coups as he loses (leaving zero out of the +question). Let it be noted at this point that zero does not affect a system +played on the even chances in any degree whatsoever. Any system worthy of +the name can withstand zero, even two or three zeros. It is the Bank's +limit, and the limit alone, that proves the downfall of all systems. To +resume. Of course a player "ought" to win two coups out of four, and so he +will as a rule, and systems are devised so that a player may be a winner, +even if he loses three and four times as many coups as he wins. A glance at +those figures not yet erased in the example quoted will show that had the +punter not been debarred from staking, owing to the Bank's limit, with +three successive wins he would have got all his money back and been ten +points to the good on the whole transaction, and {459} still have only won +twelve times against the Bank's twenty. What no system, played with a +Martingale, has yet been able to accomplish, is to prevent the stakes +becoming colossal when the series of losses turn up in some particular +sequence or disposition. + +The best method to keep the stakes within reasonable limits, and to guard +against arriving at the Bank's maximum on an adverse run, is to employ a +varying unit. Thus after a net loss of so many single units, operations are +re-started with a double unit; if an equal number of double units are lost, +the play is re-started with a triple unit, and so on; the same unit being +employed until all previous losses have been retrieved, and a gain of one +"single" unit made. + +A "_Montant et demontant_" system can be played very easily in this manner, +by increasing the unit employed after each complete loss of ten +units--_e.g._ after a loss of 10 single units, the system is started afresh +with a double unit; when 10 double units have been lost, or a net loss of +30, the system is started afresh with a 3 unit stake, and so on. + +This system may be varied by changing the unit after successive losses of +10, 20, 30, 40, &c., and by staking sufficient to show a net win of the +amount of the unit employed. Thus when playing with a double unit, to try +and win 2; or if playing with a unit of 5, to try and win 5 units net. + +Every system has its Waterloo--it will succeed for days, possibly weeks, +and small gains be made; but finally the occasion must and will arrive when +all previous profits and the system player's capital will be swamped. At +the end of this article will be found a scheme devised by the writer +whereby the punter puts himself into the position of the Banker as nearly +{460} as possible, and consequently is enabled to win such vast stakes as +are lost by a system player in the ordinary course, when that particular +sequence of events occur which demolishes his system. + +Here is an example of a "_Montant et demontant_" played in the usual +method, and played with an increasing unit after each net loss of 10 units. +The player is supposed to stake on the Red throughout; and the dot +indicates which colour wins. + + +-------------------+-------------------+------------------------------+ + | Ordinary | A varying Unit | | + | Method. | employed. | Remarks. | + +-------------------+-------------------+ | + | R. | B. | Net | R. | B. | Net | | + | | | +or- | | | +or- | | + +------+-----+------+------+-----+------+------------------------------+ + | 1 | · | -1 | 1 | · | -1 | | + | 2 | · | -3 | 2 | · | -3 | | + | 3 | · | -6 | 3 | · | -6 | | + | 4 | · | -10 | 4 | · | -10 | Having lost 10 single units, | + | | | +------+-----+------+ the system is re-started | + | 5 | · | -15 | 2 | · | -12 | with a double unit. | + | 6 | · | -21 | 4 | · | -16 | | + | 7 · | | -14 | 6 · | | -10 | | + | 8 | · | -22 | 8 | · | -18 | | + | 9 · | | -13 | 10 · | | -8 | | + | 10 | · | -23 | 9 | · | -17 | As the object is to be +1, | + | 11 | · | -34 | 11 | · | -28 | 9 is a sufficiently high | + | | | | | | | stake. | + | 12 | · | -46 | 2 | · | -30 | As not more than 30 may | + | | | +------+-----+------+ be lost while employing | + | 13 | · | -59 | 3 | · | -33 | a double unit, 2 is the | + | 14 · | | -45 | 6 · | | -27 | highest stake allowed. | + | 15 · | | -30 | 9 · | | -18 | | + | 16 · | | -14 | 12 · | | -6 | | + | 15 | · | -29 | 7 | · | -13 | As explained before. | + | 16 · | | -13 | 10 · | | -3 | | + | 14 · | | +1 | 4 · | | +1 | As explained before. | + +------+-----+------+------+-----+------+------------------------------+ + +Had the player lost 60 units, he would have re-started the system and +played 4, 8, 12, &c.; and if this play showed a net loss of 100 units, 5, +10, 15, &c., {461} would have been staked, and continued with until either +the net loss was 150, or the net gain 1 unit, in which case the player +would begin all over again with a single unit. + +Another style of play is to bet on the prospect of the colour, or even +chances, running in a particular way. Some people play for an intermittence +of colour, consequently always stake on the opposite colour to that which +turned up last. Others play for the run, and so always stake on the colour +that last appeared. A very popular wager is to stake on the "_Avant +dernièr_," or on the colour that turned up the last time but one. By this +means there is only one combination of events by which the player loses, +and this is if the colours go two of one kind, followed by two of the +other; but the weak point about it is that the player may miss his first +stake and his last one, although the series goes in his favour. Yet another +common method of staking is to play "the card"--that is, to play in +expectation of previous events repeating themselves. Thus if the previous +throws have given three Blacks, followed by three Reds, the expectation is +if three Blacks immediately occur, that three Reds will also occur.[110] +Such theories, of course, have absolutely no scientific basis, and, in the +opinion of the writer, are only vexatious and a cause of trouble to the +player, who should invariably stake on the chance that is most convenient +to where he is sitting. He has an equal chance of winning, and by this +means will save himself the trouble of reaching across the table, both to +place his stake and to retrieve his winnings. + +{462} + +There may be, however, some reason in playing for a run on one colour or +chance, but _not staking_ until after this colour or chance has appeared. +By this means the player, if he plays flat stakes, is square on all runs of +two, wins one on all runs of three, two on all runs of four, and so on. He +loses one unit on every _intermittence_, but against this he loses nothing +at all on all runs of the opposite colour or chance. + +Had this method of staking been followed in the example given on p. 460, it +will be seen that the player would have won 2 units on Red and 4 units on +Black, and the highest stake necessary on any coup would have been 3 units; +and had it been adopted in the example given on p. 457, only 70 units would +have been lost on the Red side, and the highest stake risked 16; while on +the Black, 41 units would have been won, with 9 as the highest stake. + +It is advisable, when playing a system, to play on both sides of the table +at once. The calculations for both Red and Black are kept, and the +differences staked on the Red or Black as the case may be. The writer has +actually seen a player stake the full requisite amount demanded by his +system on both Red and Black _at the same time_. This of course gives the +same net result as staking the difference on one colour, provided zero does +not turn up. If it does, however, the player loses one-half of two large +stakes in the one case, instead of only one-half of a small stake in the +other case. + +The advantage of playing a system on both sides of the table at the same +time is that double as much can be won with the same capital that is +required for playing on one side only. Indeed, slightly less capital is +required, for obviously the player must {463} be winning something on one +side to go against his loss on the other. The objection, of course, to this +dual system of play is, that there is a double chance of striking an +adverse run. + +While on the subject of where to stake one's money, the reader, if a novice +at Monte Carlo, is recommended to hand the amount of his wager to one of +the croupiers to place on the table for him. This will ensure both the +money being placed exactly as the punter desires, and the receipt of any +winnings, without disputes on the part of other players. Unless one's +French accent is above reproach, it is advisable to talk English to the +croupiers. The writer, wishing to stake on Nos. 3, 12, and 15 on one +occasion, handed the _chef-de-partie_ three 5-franc pieces, saying, "_Sur +le 3, 12, 15, s'il vous plaît._" After a short conversation on the subject +the _chef_ said in perfect English, "If monsieur will please speak English, +I will see that his money is correctly staked." + + * * * * * + + +{464} + +TRENTE ET QUARANTE. + +BY CAPTAIN BROWNING. + +TRENTE ET QUARANTE is played with six packs of cards on a table marked out +as in the illustration (Fig. 3); this represents one-half of the table, the +other half being marked out in an exactly similar manner. There are but +four chances--_Rouge_, _Noir_, _Couleur_, and _Inverse_, which are played +on in the following manner. The six packs of cards, having been well +shuffled, are cut, and so many cards dealt out face upwards in a row until +the sum of the pips (Aces, Kings, Queens, Knaves, and tens counting ten +each, and the Ace one) _exceeds_ 30 in number. Then a second row is dealt +out in a similar manner, below the first one, until the number of the pips +in this second row also _exceeds_ 30. The top row is called "Black," the +second or underneath row "Red," and the Red or Blacks win according to +which row contains the fewer number of pips--_e.g._ whichever row of cards +adds up nearest to 30. + +The number to which each row adds up is called "the point," and it will be +plain that the best point possible is 31, and the worst point possible 40. +It is customary, when calling out the "point" of Black and Red to drop the +"thirty" and say simply 2 and 6, which would mean that the point of Black +amounts to 32, and the point of Red 36, in which case the Black or top row +would win. The Black "point" is always called out first. + +[Illustration: FIG. 3.] + +{465} The other chance, the _Couleur_ and _Inverse_, is decided by the +colour of the _first_ card turned up. If the colour of this card +corresponds with the colour of the winning row, then _Couleur_ wins; if it +is of the opposite colour, then _Inverse_ wins. Thus suppose the top or +Black row of cards amounts to 35, and the _first_ card in this row is a +_Black_ card, and the Red row amounts to 36, then Black and _Couleur_ would +win; had the first card in the Black row been a Red card, then _Inverse_ +would have won, being of the opposite colour to the winning row (Black). + +The players wishing to back any particular chance place their stakes on +that portion of the table reserved for Black, Red, _Couleur_, or _Inverse_, +as shown in the illustration (Fig. 3). There are two _chefs-de-parties_ +employed to supervise the game, and four croupiers to receive the losing +stakes and pay the winning ones, one of the croupiers also being the +_tailleur_, or dealer of the cards. The _tailleur_ calls the game by +saying, "_Messieurs, faites vos jeux_," when the players stake on the +different chances. He then says, "_Les jeux sont fait. Rien ne va plus_," +after which no further stakes may be made. He then deals out the cards, and +when both rows are complete he calls the result thus, "_Deux, six, Rouge +perds et Couleur gagne_," or "_Rouge perds et Couleur_," as the case may +be, meaning that the point of Black is 32 and that of Red 36, so that Black +and the colour win; or Black wins and the colour loses. It should be noted +that the "_tailleur_" never mentions the words "Black" or "_Inverse_," but +always says that _Red_ wins or _Red_ loses, and that _the colour_ wins or +_the colour_ loses. On the conclusion {466} of each coup both rows of cards +are swept into a small basket called the "_talon_," which is let into the +centre of the table, and the game begins again. When the six packs of cards +are exhausted, the "_tailleur_" says, "_Monsieur, les cartes passent_," +when all the cards are collected out of the _talons_, re-shuffled and cut, +and a fresh deal is started. + +All four chances--Red, Black, _Couleur_, and _Inverse_--are of course even +chances, and are paid as such by the Bank; but should the total (or point) +of both rows of cards be exactly 31 each, the same procedure occurs as upon +the appearance of the zero at Roulette--that is to say, the stakes are put +_en prison_; then another deal is made, and those stakes which are on the +winning chances are allowed to be withdrawn by the players. Or, as at +Roulette, the stakes, at the players' option, may be halved with the Banker +in the first instance. + +Saving 31, all other identical points made by the Red and Black cause that +deal to be null and void, the player being at liberty to remove his stake +or otherwise, as he chooses. The condition of affairs (both rows coming to +31 each) which corresponds to the Roulette zero is called a "_Refait_," and +is announced, as are all other identities of the points, by the word +"_après_." Thus suppose the Black row counts up to 38, and the Red row to +the same figure, the _tailleur_ announces "_Huit, huit après_." If it +happens to be a _Refait_, he says, "_Un, un après_," and the stakes are put +into prison. + +The _Refait_ is _said_ to occur once in 38 deals on the average; and if +this were true, the Bank would have a slightly less advantage at Trente et +Quarante than it has at Roulette. To arrive at the mathematical odds in +favour of the Bank would involve an exceedingly {467} complicated +calculation, and it is doubtful if they have ever been exactly computed. At +a glance it would seem that the odds against both rows being 31 each is 81 +to 1; there being 10 possible points for each row, the chances against any +named point appearing would seem to be 9 to 1, in which case, of course, +the chances against _both_ points being identical would be 9 × 9, or 81 to +1. But as the point of 31 can be formed in 10 ways--for the last card may +be of any value, while the point of 32 can only be formed in 9 ways--for +now the last card cannot be an ace; and to form a point of 33 the last card +can be neither an ace nor a deuce, and so on with every point up to 40, +which can only be formed in one way--viz. when the last card is a 10--it is +obvious that 31 is the easiest possible point to arrive at, and the exact +chances against its formation have, as far as the writer's information +goes, never been calculated.[111] + +In actual play, however, the punter may insure against the _Refait_ by +paying a premium of 1 per cent. on his stake (at a minimum cost of five +francs); thus it is safe to assume that for all practical purposes the +percentage in favour of the Bank is exactly 2 percent.[112] Thus it would +seem that once in 38 is an underestimate of the appearance of a _Refait_. + +The maximum and minimum stakes allowed at Trente et Quarante are 12,000 +francs and 20 francs respectively. Much heavier amounts are to be seen at +stake at this game than at Roulette. This probably arises from two facts: +because the games are generally {468} carried out in a quieter manner and +the coups are more quickly played than is the case at Roulette, and because +there is unquestionably a prevailing idea amongst the gamblers at Monte +Carlo that the Bank's advantage is not so great at Trente et Quarante as it +is at Roulette. The latter consideration is probably wrong; and, as far as +the writer's experience goes, it is a very paying business to insure the +stake at Trente et Quarante. If this really is so, it follows that the +percentage in favour of the Bank is over 2 per cent., or something like 1 +per cent. _more_ than it is at Roulette. + +Any system that is applicable to the even chances at the Roulette table can +of course be played at Trente et Quarante; but for some reason or other it +is unusual to see any system properly worked at this game, possibly because +too large a capital would be required. + +The almost universal method of play is to follow the "_tableau_"--that is, +to follow the pattern of the card on which the game is marked. If there +have been two Reds followed by two Blacks, ninety-nine people out of a +hundred will stake on Red, in the expectation of two Reds now appearing, +while if there is a run of one colour, thousands of francs will be seen on +that colour, and not a single 20-franc piece on the other. Sometimes the +colours do run in the most inexplicable manner at Trente et Quarante. The +writer has played at a table where there were 17 consecutive Blacks, then 1 +Red, to be followed by 16 consecutive Blacks. When such runs occur, the +Banks of course lose heavily, and are constantly broken. To break the Bank +in the true sense of the word is of course an impossibility. When a Bank +gets into low water the _chef-de-partie_ {469} sends for some more money, +which is "_Ajouter à la banque_," and to this extent only is it possible to +"break the Bank at Monte Carlo." + +The game of Trente et Quarante is sometimes called "Rouge et Noir." + + + +The method of play on the even chances that will now be explained is based +on the three following assumptions:-- + +First. That every system at present played is successful only for a certain +time, when an adverse run, long enough to defeat the progression adopted, +is almost certain to occur, whereby the Bank reaps a rich harvest. + +Secondly. That only on rare occasions does the system show the desired +profit, without the player having been at some period of the game a very +heavy loser. + +Thirdly. That the failure of systems is not due to zero, but to the Bank's +maximum. + +These conditions are _assumed_, though in the first two cases they +undoubtedly are realities, and within the experience of every system +player. The third one may be true or not; it is not vastly important.[113] + +Now as regards maxim No. 1, it may be taken for granted that for all +practical purposes the system player makes his "_grand coup_"[114] on not +more than {470} (say) twenty occasions, and on the twenty-first he meets +such an adverse run that he loses his entire profits plus his entire +capital; or say, for argument, he had already spent his profits and so +loses only his entire capital. The proportion of the coup played for to the +capital employed is generally some 2½ per cent.; consequently after twenty +good days' play, and one bad one, a system player is a loser of 50 per +cent. of his money. (This is a very low estimate.) + +Now supposing a player had played stake for stake on the opposite chance to +that played on by the system player, it is obvious that he would have lost +on twenty days, and won on the twenty-first sufficient to recoup all his +previous losses, with 50 per cent. profit. + +The mathematician will say "No" to this--"the Bank will have reaped its +zero percentage from each spin of the Wheel during the progress of the +play." But why? A, who is playing the system, stakes 10 louis on Red; B +(who is playing against him) stakes 10 louis on Black, and zero crops up. +They are both put in prison, and A comes out safely, so B is now 10 louis +worse off than A. But in a short time A and B again both stake 10 louis, +and zero appears. But this time B comes out safely, in which case A must +write this down as a losing coup, and his next stake will be say, for +example, 15. To meet this B has only to add 5 louis to the 10 he has just +retrieved out of prison--so his profit and loss account due to zero is +exactly square, as far as it affects his transactions with A. And surely +during the course of a game A and B will both get out of prison the same +number of times. (And A does not fear zero--he only fears reaching the +maximum--consequently B {471} does fear for zero; he but awaits the time +when his stake gets to the maximum.) + +Is it not desirable to be B? He requires no capital--or very little--and +yet is in a position to win all that A is eventually going to lose--as he +most certainly _must_ lose. To play on this method is exceedingly simple. +All that has to be done is to take _any_ system, and play it in reverse +order to what it is designed to be played in. The effect of this is, in a +word, to compel the Bank to play this system in its correct order against +the punter. The writer has always employed a _Labouchere_ to play on this +method, and it is the simplest one by which to explain the procedure. + +A reference to p. 456 will show that the _Labouchere_ system, is played by +writing down so many figures, so that their sum amounts to the _grand +coup_--or stake being played for--and that it is usual to write down the +figures 1, 2, 3, 4; so that the _grand coup_ is 10 units. To play this +system in the usual manner it is generally assumed that a capital of 400 or +500 units is required. By reversing matters in play the first important +advantage gained to the player is that he needs but a capital of 10 units, +and his _grand coup_ becomes 400 or 500 units. Very well. The figures 1, 2, +3, 4 are written down, and the first stake is the sum of the extreme +figures--5. This sum is lost; but now the 5 is not written down after the +4, but the _1 and the 4 are erased_. The next state is again 5 (2 + 3), and +is again lost, the 2 and 3 are erased and the player retires. Suppose this +second stake of 5 had been won, then instead of erasing the 2 and 3, the +figure 5 would be written down on the paper, so the row would read =1=, 2, +3, =4=, 5, and the next stake would be (5 + 2) 7. Should this be lost the 5 +and 2 are {472} erased, the next stake being 3. Suppose it is won, this +figure is written down, and the row now reads =1=, =2=, 3, =4=, =5=, 3, and +the next stake is 3 + 3 (6), and so on. But the moment all figures are +erased, the player will have lost 10 units and must retire. This he will +have to do a great many times, but finally such a run as the following will +occur. The Red is staked on throughout--the dot indicating which colour +wins. + + Figures. Stake. R. B. + or - + =1= 1 + 4 5 · -5 + =2= 2 + 3 5 · 0 + =3= 2 + 5 7 · +7 + =4= 2 + 7 9 · +16 + =5= 2 + 9 11 · +27 + =7= 2 + 11 13 · +14 + =9= 3 + 9 12 · +2 + =11= 5 + 7 12 · +14 + =12= 5 + 12 17 · +31 + =17= 5 + 17 22 · +53 + =22= 5 + 22 27 · +80 + =27= 5 + 27 32 · +48 + 7 + 22 29 · +19 + =29= 12 + 17 29 · +48 + =41= 12 + 29 41 · +89 + 12 + 41 53 · +36 + =46= 17 + 29 46 · +82 + 17 + 46 63 · +19 + =29= 29 29 · +48 + 58 29 + 29 58 · +106 + =87= 29 + 58 87 · +193 + 29 + 87 116 · +77 + =87= 29 + 58 87 · +164 + 29 + 87 116 · +48 + 58 58 58 · +106 + 116 58 + 58 116 · +222 + 174 58 + 116 174 · +396 + 232 58 + 174 232 · +628 + 290 58 + 232 290 · +918 + +This shows a run of 29 coups, of which the player wins 20 and loses 9. +{473} + +He is 918 units to the good, and his next stake would be 348![115] + +Assuming a player had been working a _Labouchere_ on this run in the usual +manner, on Black with a capital of 500 units, he would have had to retire +after the 27th coup through lack of capital; and assuming him to have been +playing with a 20-franc unit, he would have had to retire from Roulette on +the 28th coup, and from Trente et Quarante after a few more coups if the +bad sequence continued, no matter how large his capital had been. + +It has been stated that the Bank beats the system player only on account of +its limit. This is not quite true; it has also one more great advantage +over the player, and this is the fact of its being a machine, while the +punter is human; and although a player will stake his all to retrieve his +previous losses, he will not--nature will not allow him to--risk his +winnings to win still more. + +This is a psychological fact that cannot be explained. It must be to the +knowledge of most people who have visited Monte Carlo, that a player will +stake as much as 500 francs to retrieve a loss of a single 5-franc piece. +Yet the same player, having turned a 5-franc piece into as little as 50 +francs, will refuse to adventure another stake, and retire from the +gaming-table. When the player is having his bad run, the Bank cannot help +playing their winnings to the maximum stake--they _must_ do so; but the +player on his good run is not compelled to play up his winnings, and really +cannot be expected to do so. Theoretically {474} he should, and I firmly +believe there is a lot of money awaiting the player who has the patience to +wait for such a run--which must come to him, equally as it must and does, +we know, come to the Bank--and then play on and on until he is prohibited +by the Bank from staking any higher. To play a system upside-down, or in +reverse order, requires great patience and equanimity, until the favourable +run occurs, when indomitable pluck and perseverance are the necessary +qualifications. + +The writer feels bound to take the reader into his confidence so far as to +acknowledge that he himself has never had such pluck, but has always +retired on winning between 200 and 300 units. But he has always watched the +future run of the table, and on no less than five occasions would have +reached the maximum stake and won over 1000 units. He has, however, always +had the patience, and lost his _petit coup_ time after time with perfect +equanimity, and only wishes he had had the other qualifications as well. + +Referring for one moment to the assumed fact No. 2 on which this method is +based--that a player more often than not is in deep water before bringing +off his _grand coup_; which he must be, owing to the losses being so +disproportionate in magnitude to the gains--it might be a good plan to +discover what the average highest loss of a system player is before the +system shows a profit, and then to play the same system in reverse or +upside-down order, making this figure the _grand coup_. Playing in this +manner, a visitor will have a cheap and enjoyable visit to Monte Carlo, and +may be assured of one of the most exciting little periods of his career +when this favourable run of luck does come his way. {475} + +One final word of advice to all system players. Play on the chance that is +most convenient to your seat at the table. It is as likely to win as any +other. Never get flurried with your system or calculations. It is not at +all necessary to stake on every coup. You are just as likely to win if you +postpone staking until the day after to-morrow, as if you stake on the very +next spin of the Wheel--the Rooms are open for twelve hours per diem, which +should allow ample time for the number of coups you wish to play. + +There may or not be such a thing as "luck." There can, however, be no harm +in giving its existence the benefit of the doubt. If on some particular +occasions you find you cannot do right, _assume_ you are out of luck, and +stop playing. Do not consider either that you owe a grudge to the Bank +because you have lost, or that it is absolutely necessary to retrieve your +fortune then and there! Postpone playing until the following day, or week, +or year, when you may be in _good luck_, and can easily recoup yourself. + +Always bear the clever gambler's great maxim well in mind: "Cut your +losses--play up your gains!" + + + +The writer's only object has been to try and explain how the games of +chance are played at Monte Carlo, and to point out that the player is at a +disadvantage on each occasion that he stakes, though that disadvantage may +be increased or reduced by bad or good staking. It now remains for the +reader to decide whether the pleasure he derives from gambling is likely to +recompense him for his probable losses. + + Printed by BALLANTYNE, HANSON & CO. + Edinburgh & London + + * * * * * + + +NOTES + +[1] This is the old-fashioned rule, but at the present day the Whist rule +of "lowest card deals" is frequently followed. + +[2] See note on last page. + +[3] For the accepted Laws of All-Fours, see _The Book of Card and Table +Games_ (Routledge). + +[4] Pronounced _Báck[)a]rah_. + +[5] The number is not absolute, sometimes four packs, sometimes two only, +being used; but three is the more usual number. + +[6] For the Laws of _Baccarat Banque_, and some suggestions for play, see +_The Book of Card and Table Games_. + +[7] Some players do not score _brisques_ till the close of the hand. The +better rule, however, it to score them when the trick is won. + +[8] In some circles, when the Whist tricks are reached, the ten reverts to +its Whist rank, _i.e._ below the knave, but the practice is not +recommended. + +[9] _Carte blanche_ is scored at the outset of the game, and before the +player has drawn a card. He must prove his title by exhibiting his nine +cards, one after another (as rapidly as he pleases), face upwards on the +table. Should the first card he draws not be an honour, he may show the +card, and again score _carte blanche_, and so on, as often as this may +happen; but _carte blanche_ cannot be scored after the player has once held +a court card. + +[10] The first marriage scored is necessarily in trumps. + +[11] It will be observed that this rule is directly contrary to that +prevailing at ordinary Bézique. + +[12] Roughly, the value of all the brisques in the four packs. There are +actually 32, which at ten each would be 320; but as the odd 20 are not +reckoned, this reduces the value to 300. + +[13] As a matter of fact, this arrangement is no guarantee whatever against +pre-arranged fraud. For the methods employed by card-sharpers at this game, +see _Les Filouteries du Jeu_ (Cavaillé). Tit. "Les Petits Paquets." + +[14] Court cards, though they all count as of the same value--_i.e._ +"ten"--retain their distinctive rank for pairing purposes. Thus a knave can +only be paired with a knave, and so on. + +[15] A single fifteen is spoken of as fifteen two, two fifteens as fifteen +four, three as fifteen six, and so on. Four (fifteen eight) is the largest +number of fifteens that can be made with four cards. + +[16] If the knave and start be of different suits, the score is +twenty-eight. With four fives in the crib, and the knave turned up, the +value of the show will be twenty-eight only, but the dealer will already +have scored "two for his heels," so that the total value is thirty. + +[17] The score is made up as follows. Each of the sixes combines with each +nine to make a fifteen, giving fifteen four. Again, each of the threes +combines with the two sixes, bringing the score to fifteen ten. The pair +and pair-royal make it eighteen. + +[18] If the three tenth cards make neither pair nor sequence, the score +will be fourteen only. + +[19] In the case supposed, it would be very unwise for A to pair the eight, +as, in the event of B's holding a second eight, he would make a +"pair-royal" and "go" simultaneously. + +[20] There is no authoritative code of Cribbage Laws, and there is +considerable divergence of opinion on sundry minor points. For the rules +generally accepted, the reader may be referred to the _Book of Card and +Table Games_ (Routledge), tit. "Cribbage." + +[21] De la Rue & Co. + +[22] The elder hand may "propose," _i.e._ ask for cards, as often as he +pleases. If the dealer is not content with his own hand, he will give +cards, but after the first proposal, it is entirely at his own option +whether or not to do so. + +[23] For some further rules, defining the position and obligations of +bystanders betting on the game, see the work of "Cavendish" referred to at +p. 53. + +[24] A still higher trump is sometimes by agreement introduced in the shape +of a blank card, backed like the rest of the pack which in this case +consists of thirty-three cards. This is known as the "Joker," or "Best +Bower," and takes precedence even of Right Bower. If the "Joker" chance to +be turned up, the card next in order decides the trump suit. + +[25] Under the more modern practice the player having the later call _can_ +play alone in place of his partner. Only a very strong hand, however, would +justify his doing so. + +[26] There is no English Code of Laws for Euchre. The accepted American +Code was compiled in 1888 for the Somerset Club, Boston, Massachusetts, by +Messrs. H. C. Leeds and James Dwight. It will be found reprinted at length, +by their permission, in the _Book of Card and Table Games_. + +[27] This is usually done by dealing a preliminary round, face upwards, the +first knave turned up entitling the holder to the deal. + +[28] As, for instance, where the player holds the seven and nine of trumps, +the eight having been turned up; the seven and nine are then of equal +value. + +[29] Sometimes the preference is given to the elder hand, irrespective of +the value of the cards. + +[30] The words between brackets apply of course to three-card loo. +Sometimes the dealer is allowed, after dealing one card to each player, to +deal three together for a miss, but the practice is irregular. + +At five-card Loo the _Écarté_ method of dealing (first by threes, and then +by twos, or _vice versâ_) is sometimes adopted. + +[31] For an instructive series of illustrative hands at Napoleon, see the +_Book of Card and Table Games_. + +[32] A having made seven out of twelve. + +[33] See in particular the excellent treatise on the game by "Cavendish," +published by Messrs. De La Rue & Co. + +[34] For the authorised Laws of the Game, in its modern form, see _The Book +of Card and Table Games_, or the treatise of "Cavendish" before mentioned. + +[35] As the game is sometimes played, the dealer, and not the Age, puts up +the _ante_, but the contrary is the more usual practice. + +[36] This being a compulsory stake on an unknown hand, it is prudent to +make it as small as possible. + +[37] The Age, as a rule, goes in, even with poor cards; if he passes, he is +bound to lose the half stake already put up, and it is, therefore, +generally worth his while to risk the other half. + +[38] Should B have already thrown up his cards, the privilege does _not_ +pass to C. There is a maxim on this point, "The Age never passes." + +[39] Some players on a second round only allow the jack-pot to be opened by +a pair of queens, or better; on a third, only by a pair of kings, or +better; and on a fourth, only by a pair of aces, or better; but the +practice is not recommended. + +No player, even though holding the needful cards, is bound to open the +jack-pot unless he pleases. + +[40] Strictly speaking, each dealer in rotation should himself dress the +board, but it will be found more convenient to depute some one player to do +so throughout the game. + +[41] By some players the dealer is allowed the privilege of looking at the +extra cards (sometimes, but incorrectly, themselves spoken of as "the +stops"), and to act as a kind of referee as to whether a given card is a +stop or otherwise, but the practice is not recommended. + +[42] The Misère is now introduced into Napoleon. See p. 96. + +[43] For more minute information, and for a number of illustrative hands, +see _The Book of Card and Table Games_. + +[44] The right to deal is usually decided by a preliminary deal of faced +cards, the first ace, or first knave, as may be agreed, having the +preference. + +In some circles, after the cards are cut, the dealer is allowed to look at +the bottom card, and if such card prove to be an ace or tenth card, he also +looks at the top card. If the two form a "natural," he is entitled to +receive double the _minimum_ stake all round. + +This privilege is known as the _brûlet_, from the fact that it is dependent +on the nature of the bottom card, which is always, in the French phrase, +_brûlé_ (literally, "burnt") _i.e._ thrown aside when reached in the course +of the deal, and not dealt to any player. + +The _brûlet_ has never been recognised as an essential part of the game, +and is now generally abandoned. + +[45] Some players risk the maximum stake on a seven, but we question the +expediency of doing so. + +[46] This amount is the same as is paid for an ordinary Vingt-Un, _i.e._ +one made with more than two cards. Sometimes, by agreement, a "natural" +receives double the amount of an ordinary. + +[47] Many players habitually stand at fifteen, and if the dealer is a +reckless player, with a tendency to overdraw, it may be good policy to +stand upon an even smaller figure. "Cavendish" is in favour of standing, as +a rule, on fifteen. + +[48] Pronounced like _pony_. + +[49] _Example._ A three, two sixes, and a knave are drawn. The two sixes +draw again, and the lower plays with the three. Suppose, at the second +draw, the two sixes draw a king and a queen, the queen plays with the +three. + +If at the second draw, a lower card than the three is drawn, the three +still retains its privileges as original low, and has the deal and choice +of cards and seats. + +[50] _Example._ Three aces and a two are drawn. The three aces draw again. +The two is the original high, and plays with the highest of the next draw. + +Suppose, at the second draw, two more twos and a king are drawn. The king +plays with the original two, and the other pair of twos draw again for +deal. + +Suppose, instead, the second draw to consist of an ace and two knaves. The +two knaves draw again, and the higher plays with the two. + +[51] _Vide_ Law 26. + +[52] _Vide_ Law 29. + +[53] After the two packets have been re-united, Law 30 comes into +operation. + +[54] _Vide_ also Laws 36 and 41. + +[55] _Vide_ also Law 28. + +[56] The pack being perfect. _Vide_ Law 41. + +[57] Except as provided in Law 36. + +[58] It is not usual to call the trump card if left on the table. + +[59] _Vide_ Law 75. + +[60] _E.g._, If a single is scored by mistake for a double or treble, or +_vice versâ_. + +[61] _Vide_ also Law 40. + +[62] _Vide_ Law 81. + +[63] The more complicated forms of the so-called "American" leads are not +set out, as they never gained general acceptance. + +[64] This penalty is not affected by a double. + +[65] Pronounced _tray_, _kater_, _sank_, and _size_, respectively. + +[66] This applies more particularly towards the close of the game. The +leaving of a blot at the outset, when five out of six of the points in the +adversary's table are still open, is a comparatively unimportant matter. + +[67] This leaves a blot on the deuce point in your outer table, but this is +a trifling disadvantage as compared with the gain of at once securing four +points side by side. There are only three throws, six ace, cinque deuce, +and quatre trois, that will enable the adversary to hit the blot; and your +next throw will in all probability enable you to place it beyond the reach +of danger, either by playing another man on the same point, or by +transferring the solitary man to one of the points already made. + +[68] For further information as to the game and its chances, see the +article on Backgammon in _The Book of Card and Table Games_ (Routledge), of +which the present paper is an abridgment. + +[69] For a description of other forms of the game, see _The Book of Card +and Table Games_ (Routledge). + +[70] See p. 296. + +[71] Throughout these rules, "coloured balls" mean the six balls (not Red) +specified in Rule 2. + +[72] _Vide_ page 290, Definition 4. + +[73] For fuller information on the subject of the game, see Mr. L. Hoffer's +excellent treatise on Chess in _The Book of Card and Table Games_ +(reprinted separately in the Oval Series, Routledge. 1''s.''), of which +this section is a much condensed abridgment. + +[74] For the meaning of these letters and figures, see Chess Notation (p. +343). + +[75] This is possible in case of a check with Queen, Rook, or Bishop, but +not in case of check with a Knight or pawns. + +[76] From the Italian _Gambetto_, "a trip up." + +[77] With two Bishops checkmate can be forced, whilst with two Knights only +checkmate cannot be given against the best defence. + +[78] Intending to establish a centre at once. + +[79] Considered the best reply. Black develops a piece and attacks a pawn. + +[80] Or 8. ... Kt takes P; 9. Kt takes Kt, P to Q 4; 10. B to Q 3; P takes +Kt; 11. B takes P, Kt to K 2, &c. + +[81] If 11., Kt takes R, Black would proceed with 11. ... Q to K 2; 12. Kt +to B 7, B takes P; ch.; 13. R takes B, P takes R; ch.; 14. K takes P, Kt to +Kt 5; ch.; 15. K to Kt 3, Q to B 3; 16. Q to B 3, Q to Kt 2, &c., with a +powerful attack. + +[82] A safe defence, though troublesome for a time. + +[83] The best move, White threatening with 11. P to Q 5 to win a piece. + +[84] 12. B to K 2 is a sounder move. + +[85] The best move. 12. ... P to Q R 3 may also be played; but not 12. ... +P to Q R 4, because it weakens the pawns on the Queen's side for the End +game. + +[86] Because Black threatens 15. ... Kt to K 4, and after 16. ... B or Kt +takes Kt; 17. P takes Kt, Q to Kt 4: ch., winning the K P. + +[87] This move is inferior to 9. P to K 5. + +[88] The best move. 11. ... Kt to B 3 would be inferior. + +[89] Black gives up a pawn for a temporary counter-attack: It is a safer +defence than 5. ... Kt takes P. + +[90] The only right square for the Bishop, because it secures a retreat for +the Knight on both sides, as will be seen by the sequel. + +[91] If 7. ... P takes B, White gets the piece back with 8. Kt takes Kt, P +takes Kt; 9. R to K sq., &c. + +[92] Here again, if 8. P takes B, White replies 9. Q to Q 5, &c. + +[93] As before, if 9. ... P takes B; 10. Q to Q 5 follows. + +[94] The original move upon which the opening was based. But it is unsound, +as the two specimens given sufficiently prove. The alternative continuation +is 3. ... B to K 2; 4. P to Q 3, followed by 5. Kt to B 3, &c. + +[95] If 6. ... R takes Kt, then 7. Q to R 5: ch., K to Q 2; 8. B takes Kt, +R takes B; 9. Q takes P: ch., and wherever the King moves the Queen mates. + +[96] If instead of the text move 11. ... P to B 5, White wins with 12. R to +K sq. + +[97] Threatening 9. Q to Kt 5; ch., K to Q 3; 10. B to B 4: ch. and 11. Q +to K 5: ch., &c. + +[98] 10. ... P to B 4 would be immediately fatal. + +[99] If 12. ... K takes B, then 13. Q takes K P: ch., K to Kt 4; 14. Kt to +B 3. ch., K to Kt 3; 15. Q to Q 4; ch., &c. + +[100] If 15. ... Q takes Q: then 16. R to R 4: ch., K moves; 17. Kt mates +either at Kt 3 or at Kt sq. accordingly. + +[101] Attacking the Rook. + +[102] 11. P to K Kt 3 would be bad, because of 11. ... P takes P; 12. Q +takes P, R to B sq.: ch.; 13. K to Kt 2, Q to R 4, threatening 14. ... B to +R 5, winning. + +[103] Not 12. P takes P, because in such case Black replies 12. ... P to Kt +6, and wins. + +[104] If 7. Q to B 3, Black replies 7. ... P to Kt 7: ch.; 8. K takes P, P +to K B 3; 9. B takes Kt, R takes B; 10. Q takes P, B to K 2; 11. Q to K B +3, R to B sq., with the better position. + +[105] Meaning _Flank_. + +[106] The work of which the present article is an abridgment. The Openings +here given will be found treated in this book at much greater length, with +others scarcely less valuable, and a fund of general Chess information. + +[107] In England it was formerly the custom to play on the white squares, +but the Scottish practice of using the black squares is now generally +adopted. So far as the course of play is concerned, the one plan is as good +as the other; and in all treatises on the game the men are, for +typographical reasons, shown on the _white_ squares. This involves a +corresponding alteration of the position of the board, which is shown with +a _white_ bottom square on the left hand. + +[108] A player may be huffed for not taking the full number of men he +should have taken by the play adopted. Thus if he takes one man only, where +by the same play, duly continued, he could have taken two, he is liable to +the huff. If, however, he has the choice of two moves, by one of which he +would take a larger number of men taken than by the other, he is under no +obligation to adopt that move. + +[109] See p. 469, footnote. + +[110] This is a more common method of play at "Trente et Quarante" (see p. +468). + +[111] A German mathematician is said to have calculated the percentage in +favour of the Banks to be 1.28 per cent. + +[112] It must be remembered that as the player is at liberty to withdraw +half his stake when there is a _Refait_, he is really paying a premium of 1 +per cent. to insure only _half_ his stake. + +[113] If there were no limit every one could win at Monte Carlo, by the +simple method of doubling up after each loss. Hence sans maximum, zero does +not prevent the Bank from losing. + +[114] Most system players try to win a percentage of their capital per +diem. Having done so, they retire from the table. By "_grand coup_" is +meant this amount of daily winnings. There is no reason why a player should +not play his system _ad infinitum_. He, however, instinctively knows the +grave risk he is running by continuing his game, and is generally very +pleased to retire after having made a certain daily profit. + +[115] In the series shown on p. 457, had a player been fortunate enough to +have played a "_Labouchere_ reversed" on Black, he would have won 890 +units. + + + + + * * * * * + + + + +Transcriber's note: + +Corrections made to printed original: + + P. 41 (Score for Three tenth cards in sequence and two + fives):--"17", printed as "11" in original. + + P. 127 (in "a flush or sequence lacking one card"):--"card", + printed as "care" in original. + + P. 354 (in "The Kt here attacks Black's K P"):--"Black", + printed as "White" in original. + + P. 371 in "he cannot play 20. ... R takes R" the first R + is missing in printed copy and has been restored by + considering the position. + + +Additional material for Project Gutenberg Edition + + Forsyth-Edwards Notation for Chess and Draughts figures + + CHESS + + Fig. 5. Drawing by perpetual check. + 1k6/2p5/QpB5/1P6/8/P2b4/1P6/K1n5 + + Fig. 6. Illustration of stalemate. + 1k6/1P6/1K6/8/8/8/8/8 + + Fig. 7. Giuoco Piano. Position after Black's 15th move. + r2nk2r/pppbqp2/1b3npp/4p3/4P3/2P1BNN1/PPB1QPPP/R4RK1 + + Fig. 8. Giuoco Piano. Position after White's 28th move. + 3r4/1pp2p1k/1pn2npp/4pN2/2q1P3/P1P1Q1NP/1P3PP1/5RK1 + + Fig. 9. Evans Gambit. Position after White's 19th Move. + 1rbq1rk1/p1b3pp/3p1pn1/np1P1N2/2p1P3/5N2/PB1QBPPP/2R2R1K + + Fig. 10. Two Knights' Defence. Position after Black's 9th move. + r1bq1b1r/pp2n1pp/2p1k3/3np3/2BP4/2N2Q2/PPP2PPP/R1B1K2R + + Fig. 11. Scotch Gambit. Position after White's 11th Move. + r1bqr3/ppp2k1p/2n3p1/2QP4/3p4/8/PPP2PPP/RNBQ3R + + Fig. 12. Muzio Gambit. Position after Black's 5th Move. + rnbqkbnr/pppp1p1p/8/8/2B1Pp2/5p2/PPPP2PP/RNBQ1RK1 + + Fig. 13. White pawn advantage. Black to Move and Draw. + r7/8/q7/8/8/1P5k/1R6/6QK + + Fig. 14. King and pawn against King. Black to Move and Draw. + 8/8/8/8/8/1P5k/8/6K1 + + Fig. 15. King and pawn against King. White to Move and Win. + 8/8/8/8/8/1k6/6P1/2K5 + + Fig. 16. King and Queen against King. White to Move and Win. + 8/8/4k3/8/8/8/8/KQ6 + + Fig. 17. Two Rooks and King against King. White to Move and Win. + 8/8/8/3k4/8/8/8/KRR5 + + Fig. 18. King and Rook against King. White to Move and Win. + 8/8/8/4k3/8/2K5/8/1R6 + + Fig. 19. King and two Bishops against King. White to Move and Win. + 8/8/8/8/5kBB/8/8/K7 + + Fig. 20. King, Bishop, and Knight against King. White to Move and + Win. 8/8/8/K1k4B/8/8/8/N7 + + DRAUGHTS + + Fig. 3. Two Kings to One. White to Move and Win. + WK11,K22:BK5 + + Fig. 4. Three Kings to Two. White to Move and Win. + WK11,K15,K18:BK5,K28 + + Fig. 5. First Position. Black to Move and Win. + W30,K8:B22,27 + + Fig. 6. Second Position. Black to Move and Win. + W12,13,K11:B3,6,K5 + + Fig. 7. Third Position. Black to Move and Win. + WK14,K22:B5,K13,K21 + + Fig. 8. Fourth Position. Black to Move and Win, or White to Move and + Draw. + W30,K31,K32:B21,K22,K23,K28 + + + +***END OF THE PROJECT GUTENBERG EBOOK HOYLE'S GAMES MODERNIZED*** + + +******* This file should be named 39445-8.txt or 39445-8.zip ******* + + +This and all associated files of various formats will be found in: +http://www.gutenberg.org/dirs/3/9/4/4/39445 + + + +Updated editions will replace the previous one--the old editions +will be renamed. + +Creating the works from public domain print editions means that no +one owns a United States copyright in these works, so the Foundation +(and you!) can copy and distribute it in the United States without +permission and without paying copyright royalties. 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