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+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***
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