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-The Project Gutenberg EBook of Foster's Complete Hoyle, by R. F. Foster
-
-This eBook is for the use of anyone anywhere in the United States and most
-other parts of the world 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. If you are not located in the United States, you'll have
-to check the laws of the country where you are located before using this ebook.
-
-Title: Foster's Complete Hoyle
- An encyclopedia of games
-
-Author: R. F. Foster
-
-Release Date: January 3, 2017 [EBook #53881]
-
-Language: English
-
-Character set encoding: UTF-8
-
-*** START OF THIS PROJECT GUTENBERG EBOOK FOSTER'S COMPLETE HOYLE ***
-
-
-
-
-Produced by Marilynda Fraser-Cunliffe, Juliet Sutherland
-and the Online Distributed Proofreading Team at
-http://www.pgdp.net
-
-
-
-
-
-Transcriber’s Note: In this text version, the illustrations from the
-original book (which may be found in the HTML version) have been
-reproduced where possible, using the Unicode characters for playing
-cards, dice, draughts etc. For best experience you should ensure that
-you have a font installed which supports these characters.
-
- FOSTER’S COMPLETE
- HOYLE
-
- AN ENCYCLOPEDIA OF GAMES
-
- Revised and Enlarged to
- October, 1914
-
- INCLUDING ALL INDOOR GAMES PLAYED TO-DAY. WITH
- SUGGESTIONS FOR GOOD PLAY, ILLUSTRATIVE HANDS
- AND
- ALL OFFICIAL LAWS TO DATE
-
- BY
- R.F. FOSTER
-
- _Author of “Royal Auction Bridge with Nullos,”
- “Cooncan,” and many other books
- on card games_
-
- ILLUSTRATED WITH NUMEROUS DIAGRAMS
- AND ENGRAVINGS
-
- NEW YORK
- FREDERICK A. STOKES COMPANY
- PUBLISHERS
-
- Copyright, 1914, by
- FREDERICK A. STOKES COMPANY
-
- Copyright, 1909, by
- FREDERICK A. STOKES COMPANY
-
- Copyright, 1897, by
- FREDERICK A. STOKES COMPANY
-
- _All Rights Reserved_
-
- FASC _October, 1914_
-
-
-
-
-PUBLISHERS’ NOTE.
-
-
-_=This book is entirely original.=_ It is the work of a single author,
-who has made the subject of games a life-long study, who keeps in touch
-with all new games, and with changes in old games. He has written the
-description of each game expressly for this book.
-
-The treatment is systematic and uniform. The description of each game
-begins with the apparatus and the players, and then follows the natural
-course of play, step by step, until the end. Each part of the game is
-described in a separate paragraph, and every paragraph is preceded by
-catch-words in heavy-faced type, so that the entire work is in the
-nature of a dictionary, in which any part of any game can be found
-immediately.
-
-All technical terms are accompanied by a full definition of their
-meaning, and are printed in full-face type.
-
-All disputed points have been settled in an entirely original manner.
-Instead of taking any one person as an authority, the history of each
-game has been traced from its source to its present condition, and its
-rules have been carefully compared with those of other members of the
-same family. The times and the reasons for the various changes have
-been ascertained, and the rules given are not only in strict accord
-with the true spirit of the game, but are based upon common sense and
-equity. When official laws for any game exist they are given in full.
-
-The list of technical terms is the most complete ever published.
-
-
-
-
-CONTENTS.
-
-
- page
-
- A list of terms, 674
-
- Ace in the Pot, _dice_, 617
-
- All Fours Family, 324
- All Fives, 329
- Auction Pitch, 330
- Blind All Fours, 325
- California Jack, 330
- Cinch, 334
- Commercial Pitch, 330
- Dom Pedro, 334
- Double Pedro, 334
- High Five, 334
- Old Sledge, 325
- Pedro, 333
- Pedro Sancho, 333
- Sell-out, 330
- Seven-up, 325
- Shasta Sam, 330
- Smudge, 333
- Snoozer, 334
-
- Ambigu, 259
-
- American Billiard Laws, 627
-
- American Laws of Bridge, 48
-
- American Pyramid Pool, 631
-
- American Skat, 434
-
- Auction Binocle, 407
-
- Auction Bridge, xxv
- Cards Played in Error, xxxi
- Declarer’s Play, 22
- Discarding, 21
- Ducking, 25
- Dummy, xxx
- Eleven Rule, 13
- Encouraging Discards, 22
- Exposed Cards, xxxi
- Finessing, 24
- Fourth-hand Play, 21
- Illustrative Auction Hands, 27
- Irregularities in Declaring, xxix
- Irregularities in the Deal, xxvii
- Leading High Cards, 6
- Leading Out of Turn, xxxi
- Leading Second Round, 9
- Leading Short Suits, 8
- Leading Small Cards, 9
- Leading Trumps, 11
- Making the Trump, xxvii
- No-trump Leads, 11
- Nullo, 26
- Scoring, 26
- Suggestions for Bidding, 26
- Suggestions for the Play, 26
- Opening Leads, 5
- Penalties, 1
- Playing against Dummy, 14
- Playing to the Score, 21
- Pone’s Lead, 11
- Rank of the Bids, xxviii
- Returning Suits, 14
- Revoke, xxx
- Scoring, xxxii
- Second-hand Play, 17
- Selecting the Suit to Lead, 6
- Suggestions for Good Play, 3
- Third-hand Play, 12, 19
-
- Auction Cinch, 340
-
- Auction Euchre, 279
-
- Auction Hearts, 354
-
- Auction Pitch, 330
-
- Authors, 500
-
- Baccara, 521
- Baccara Chemin de Fer, 526
-
- Backgammon, 590
- Opening Throws, 595
- English Game, 598
- American Game, 599
- The Laws, 601
- Russian Backgammon, 602
-
- Banking Games, 516
-
- Bank-shot Billiards, 626
-
- Base-ball with dice, 617
-
- Baulk-line Billiards, 625
-
- Bergen Game, _dominoes_, 609
-
- Bézique Family, 374
- Bézique, 375
- Chinese Bézique, 394
- Chouette Bézique, 394
- Penchant, 384
- Rubicon Bézique, 386
- Cinq-Cents, 383
- Four-handed, 382
- Polish Bézique, 382
- Three-handed, 382
-
- Bid Euchre, 287
-
- Bid Whist, 687
-
- Bierspiel, 319
-
- Billiards and Pool, 620
- American Game, 624
- Amer. Pyramid Pool, 631
- Baulk-line Billiards, 625
- Black Pool, 642
- Books on Billiards, 650
- Bottle Pool, 649
- Chicago Pool, 633
- Colour-ball Pool, 639
- Continuous Pool, 632
- Cow-boy Pool, 634
- Cushion Caroms, 626
- English Billiards, 643
- English Pool, 639
- English Pyramid Pool, 632
- English Billiard Laws, 644
- Fifteen-ball Pool, 629
- Forty-one Pool, 633
- High-low-jack Game, 633
- Laws of Billiards, American, 627
- Little Corporal, 648
- Pin Pool, 647
- Shell Out Pool, 632
- Snooker Pool, 636
- Spanish Game of Billiards, 649
-
- Binochle, 395
- Melds, 398
- Auction Binochle, 407
- Gaigel, 406
- Three-handed, 405
- Four-handed, 407
-
- Black Jack or Lady, 356
-
- Black Pool, English, 642
-
- Blind All Fours, 325
-
- Blind Cinch, 340
-
- Blind Euchre, 278
-
- Blind Hookey, 527
-
- Block Game, _dominoes_, 606
-
- Bluff, _poker_, 245
-
- Boodle, 507
-
- Books on Billiards, 650
-
- Boston, 165
- Payments, 171
- French Boston, 179
- Russian Boston, 183
-
- Boston de Fontainebleau, 174
-
- Bottle Pool, 649
-
- Bouillotte, 254
-
- Bowling Alley Laws, 662
-
- Brag, _poker_, 250
-
- Brelan, 254
-
- Bridge, xxv, 28
-
- Bridge Laws, 41
-
- Bridge Tactics, 28
- Doubling, 32
- Illustrative Hand, 34
- Making the Trump, 28, 31
- Opening Leads, 33
- Text Books, 59
-
- Bridge, Varieties of, 35
- Auction Bridge, xxv
- Bridge for Three, 36
- Bridge for Two, 36
- Double Dummy Bridge, 39
- Draw Bridge, 40
- Duplicate Auction, 35
- Duplicate Bridge, 38
- King’s Bridge, 40
- Misery Bridge, 37
- Pivot Bridge, 37
- Progressive Bridge, 38
- Reversi Bridge, 40
- Short Bridge, 40
- Six-hand Bridge, 39
- Three-hand Auction, 35
-
- Calabrasella, 489
-
- California Jack, 330
-
- Call-ace Euchre, 287
-
- Canfield, 693
-
- Cartomancie, 513
-
- Cassino, 478
- Spade Cassino, 485
- 21 Point Cassino, 484
- Royal Cassino, 485
- Draw Cassino, 485
-
- Catch the Ten, 159
-
- Cayenne, 138
-
- Centennial, _dice_, 618
-
- Chance, and its Laws, 651
- Concurrent Events, 654
- Conflicting Events, 654
- Dice Probabilities, 655
- Distribution of Suits, 656
- Distribution of Trumps, 656
- Doubling up Bets, 657
- Luck, 651
- Martingales, 657
- Maturity of the Chances, 652
- Playing Progression, 658
- Poker Probabilities, 655
- Successive Event, 652
- Whist Probabilities, 656
-
- Checkers, 577
- The Openings, 580
- The Four Positions, 582
- Theory of the Move, 584
- Illustrative Games, 586
- Devil and Tailors, 587
- Checker Laws, 588
- Losing Game, 587
- Polish Draughts, 587
-
- Chemin de fer, 526
-
- Chess, 546
- The Openings, 557
- The Endings, 567
- Games at Odds, 565
- Knights’ Tour, 570
- American Laws, 571
-
- Chicago Pool, 633
-
- Chinese Bézique, 394
-
- Chinese Fan Tan, 528
-
- Chinese Whist, 184
-
- Chouette Bézique, 394
-
- Chuck Luck, 540
-
- Cinch, 334
- Auction Cinch, 340
- Blind Cinch, 340
- Progressive Cinch, 340
- Sixty-three, 340
- Widow Cinch, 341
- Illustrative Hands, 342
- Cinch Laws, 344
- Razzle-Dazzle, 340
-
- Cinq-Cents, 383
-
- Colour-ball Pool, 639
-
- Commerce, 252
-
- Commercial Pitch, 330
-
- Commit, 503
-
- Compass Whist, 113
-
- Continuous Pool, 632
-
- Conquian, 486
-
- Cow-boy Pool, 634
-
- Cushion Carroms, 626
-
- Craps, _dice_, 614
-
- Cribbage, 442
- Five-card Cribbage, 460
- Six-card Cribbage, 444
- Seven-card Cribbage, 462
- Solitaire Cribbage, 700
- Three-hand Cribbage, 461
- Four-hand Cribbage, 461
-
- Cut-throat Euchre, 277
-
- Dice Games, 611
- Ace in the Pot, 617
- Base-Ball, 616
- Centennial, 618
- Chuck-Luck, 540
- Crap Shooting, 614
- Going to Boston, 617
- Help Your Neighbour, 619
- Law of Chances, 613
- Multiplication, 618
- Passe Dix, 619
- Poker Dice, 615
- Probabilities, 655
- Raffles, 613
- Round the Spot, 618
- Sweat, 540
- Ten Pins, 616
- Throwing Dice, 612
- Under and Over Seven, 543
- Vingt-et-un, 618
-
- Discard Hearts, 356
-
- Distribution of Suits, Whist, 657
-
- Distribution of Trumps, Whist, 657
-
- Division Loo, 319
-
- Doctrine of Chances, 651
-
- Domino Hearts, 357
-
- Dominoes, 605
- All Fives, 609
- All Threes, 610
- Bergen Game, 609
- Block Game, 606
- Draw Game, 608
- Domino Pool, 609
- Matadore, 608
- Muggins, 609
- Sebastopol, 609
-
- Dom Pedro, 334
-
- Double Dummy Bridge, 39
-
- Double Dummy Whist, 130
-
- Double Pedro, 334
-
- Doubling-up Bets, 657
-
- Draughts, 577
-
- Draw Bridge, 47
-
- Draw Cassino, 485
-
- Draw Game, _dominoes_, 608
-
- Draw Poker, 208
-
- Drive Whist, 687
-
- Dummy, 127
-
- Duplicate Bridge, 45
-
- Duplicate Whist, 100
- Apparatus Necessary, 102
- Club against Club, 103
- Compass Whist, 113
- Foster’s Pair System, 115
- Gilman’s Team System, 109
- Howell Pair System, 114
- Individual against Individual, 114
- Laws of Duplicate Whist, 119
- Married Couples System, 118
- Memory Duplicate, 110
- Pair against Pair, 110
- Safford’s Systems, 116
- Team against Team, 105
-
- Dutch Bank, 527
-
- Earl of Coventry, 502
-
- Ecarté, 293
- Jeu de règle, 299
- Pool Ecarté, 306
-
- Enflé, 370
-
- English Billiards, 643
-
- English Billiard Laws, 644
-
- English Following Pool, 639
-
- English Pyramid Pool, 632
-
- English Whist Laws, 196
-
- Euchre Family of Games, 263
-
- Euchre, 264
- Auction Euchre, 279
- Bid Euchre, or 500, 287
- Blind Euchre, 278
- Call-ace Euchre, 287
- Cut-Throat, 277
- Five-handed, 286
- French Euchre, 279
- Jambone, 283
- Jamboree, 283
- Laps, 283
- Laws of Euchre, 288
- Military Euchre, 281
- Penalty Euchre, 279
- Progressive Euchre, 280
- Railroad Euchre, 282
- Set-Back Euchre, 278
- Seven-handed Euchre, 284
- Slams, 283
-
- Fan Tan, 528
-
- Fan Tan with Cards, 509
-
- Farmer, or Ferme, 520
-
- Faro, 529
-
- Favourite Whist, 99
-
- Fifteen-ball Pool, 629
-
- Five-card Cribbage, 460
-
- Five-card Loo, 323
-
- Five-handed Euchre, 286
-
- Five Hundred, 287
-
- Five and Ten, 316
-
- Five or Nine, 509
-
- Flat Poker, 229
-
- Following Pool, 639
-
- Fortune Telling, 513
-
- Forty-five, 316
-
- Forty-one Pool, 633
-
- Four-ball Billiards, 626
-
- Four-handed Cribbage, 461
-
- ” ” Bézique, 382
-
- ” ” Binocle, 407
-
- ” ” Sixty-six, 413
-
- Four Jacks, 369
-
- Freeze-out, _poker_, 228
-
- French Boston, 179
-
- French Carrom Game, 624
-
- French Dummy, 133
-
- French Euchre, 279
-
- French Games:--
- Ambigu, 259
- Baccara, 521
- Bouillotte, 254
- Cinq-Cents, 383
- Ferme, 520
- Humbug Whist, 132
- Impérial, 476
- Macao, 520
- Mort, 133
- Nain Jaune, 505
- Rouge et Noir, 534
- Roulette, 536
- Trente et Quarante, 534
- Vingt-et-un, 517
-
- Frog, 441
-
- Gaigel, 406
-
- General Laws, Card Games, 671
-
- German Games:--
- Binocle, 395
- Kreutz Mariage, 413
- Schwellen, 370
- Sixty-six, 408
- Skat, 415
- Solo, 493
-
- Go-bang, 604
-
- Going to Boston, _dice_, 617
-
- Halma, 604
-
- Hazard, _dice_, 540, 614
-
- Hearts:--, 349
- Auction Hearts, 354
- Black Jack, 356
- Black Lady, 356
- Discard Hearts, 356
- Domino Hearts, 357
- Heartsette, 357
- Howell’s Hearts, 352
- Illustrative Hands, 366
- Joker Hearts, 355
- Laws of Hearts, 371
- Progressive Hearts, 356
- Spot Hearts, 355
- Sweepstake Hearts, 352
- Three-handed Hearts, 354
- Two-handed, 354
-
- Heart Solo, 498
-
- Heartsette, 357
-
- Help Your Neighbour, _dice_, 619
-
- High Five, 334
-
- High-low-jack, 325
-
- ” ” ” Pool, 633
-
- Howell Pairs, Whist, 114
-
- Howell’s Hearts, 352
-
- Humbug Whist, 132
-
- I Doubt It, 695
-
- Impérial, 476
-
- Irish Loo, 323
-
- Jack Pots, _poker_, 223
-
- Jambone, _euchre_, 283
-
- Jamboree, _euchre_, 283
-
- Jass, 696
- Two-hand Jass, 697
-
- Jeu de Règle, _écarté_, 299
-
- Jink Game, _spoil five_, 315
-
- Joker Hearts, 355
-
- Keno, or Lotto, 539
-
- King’s Bridge, 40
-
- Klondike, 512
-
- Kreutz Mariage, 413
-
- Lansquenet, 543
-
- Laps, _euchre_, 283
-
- Law of Chances, 651
-
- Laws of all Games, 671
-
- Laws, Official Codes for:--
- Backgammon, 601
- Billiards, American, 627
- Billiards, English, 644
- Bowling, or Ten Pins, 662
- Bridge, 41
- Chess, 571
- Checkers, 588
- Cinch, 344
- Euchre, 288
- Hearts, 371
- Poker, 238
- Skat, 435
- Ten Pins, or Bowling, 662
- Whist, American, 186
- Whist, Duplicate, 119
- Whist, English, 196
-
- Laws of Probabilities, 651
-
- Lift Smoke, 502
-
- Little Corporal, 648
-
- Loo, or Division Loo, 319
- Five-card Loo, 323
- Irish Loo, 323
-
- Losing Game, _draughts_, 587
-
- Lotto, 539
-
- Luck, 651
-
- Macao, 520
-
- Man-of-war Billiards, 644
-
- Martingales, 657
-
- Matadore, _dominoes_, 608
-
- Matrimony, 504
-
- Maturity of the Chances, 652
-
- Memory Duplicate, 110
-
- Military Euchre, 281
-
- Misery Bridge, 37
-
- Mistigris, _poker_, 216
-
- Monte Bank, 542
-
- Monte Carlo Betting Limit, 658
-
- Morelles, 604
-
- Mort, 133
-
- Muggins, _dominoes_, 609
-
- Multiplication, _dice_, 618
-
- My Bird Sings, 253
-
- My Ship Sails, 253
-
- Nain Jaune, 505
-
- Napoleon, 307
-
- National Games:--, 414
- America, Cassino, 478
- England, Cribbage, 442
- Germany, Skat, 415
- France, Piquet, 463
- Italy, Calabrasella, 489
- Mexico, Conquian, 486
-
- Newmarket, 507
-
- Nine Men’s Morris, 604
-
- Norwegian Whist, 688
-
- Odd Games, 497
-
- Old Maid, 501
-
- Old Sledge, 325
-
- Patience Games, 510
-
- Patience Poker, 698
-
- Pedro, 333
-
- Peep Nap, 312
-
- Penalty Euchre, 279
-
- Penchant, 384
-
- Pinochle, 395
-
- Pin Pool, 632
-
- Piquet, 463
- Piquet Normand, 473
- Piquet Voleur, 473
- Piquet a Ecrire, 474
- Rubicon Piquet, 475
-
- Pitch, 325
-
- Pivot Bridge, 37
-
- Playing Progression, 658
-
- Pochen, 508
-
- Poker Family of Games, 207
-
- Poker, 207
- Bluff, 245
- Bluffing, 237
- Cheating, 229
- Draw Poker, 208
- Eccentric Hands, 215
- Flat Poker, 229
- Freeze Out, 228
- Going In, 232
- Good Play, 231
- How to Win, 236
- Jack Pots, 223
- Joker Poker, 216
- Mistigris, 216
- Odds against Hands, 216
- Patience Poker, 698
- Poker Gin, 692
- Poker Rum, 691
- Poker Laws, 238
- Probabilities, 217, 233, 655
- Progressive Poker, 248
- Rank of Hands, 213
- Schnautz, 248
- Show-down Poker, 229
- Straight Poker, 245
- Stud Poker, 246
- Table Stakes, 227
- Text-books, 262
- Thirty-one, 248
- Whiskey Poker, 247
-
- Poker Dice, 615
-
- Polignac, 369
-
- Polish Bézique, 382
-
- Polish Draughts, 587
-
- Pool Games:--
- Amer. Pyramid Pool, 631
- Black Pool, English, 642
- Bottle Pool, 649
- Chicago Pool, 633
- Colour-ball Pool, 639
- Continuous Pool, 632
- Cow-boy Pool, 634
- English Pyramid Pool, 632
- Eng. Following Pool, 639
- Fifteen-ball Pool, 629
- Following Pool, 639
- Forty-one Pool, 633
- High-low-jack Pool, 633
- Little Corporal, 648
- Pin Pool, 647
- Shell Out, 632
- Spanish Pool, 649
-
- Pool with Dominoes, 609
-
- Pool Ecarté, 306
-
- Pope Joan, 505
-
- Preference, 496
-
- Probabilities, 651
-
- Progressive Bridge, 38
-
- Progressive Cinch, 340
-
- Progressive Euchre, 280
-
- Progressive Hearts, 356
-
- Progressive Poker, 248
-
- Progressive Whist, 119
-
- Prussian Whist, 98
-
- Purchase Nap, 311
-
- Pyramid Pool, 631
-
- Quatre Valets, 369
-
- Quinze, 521
-
- Raffles, _dice_, 613
-
- Railroad Euchre, 282
-
- Rams, 317
-
- Ranter Go Round, 508
-
- Razzle-Dazzle, 340
-
- Reversi, 603
-
- Reversi Bridge, 40
-
- Rondeau, 541
-
- Rouge et Noir, 534
-
- Roulette, 536
-
- Rounce, 319
-
- Round the Spot, _dice_, 618
-
- Royal Cassino, 485
-
- Rubicon Bézique, 386
-
- Rubicon Piquet, 475
-
- Rum, 689
- Double-pack Rum, 692
- Single-pack Rum, 689
- Poker Gin, 692
- Poker Rum, 691
-
- Russian Backgammon, 602
-
- Russian Boston, 183
-
- Sancho Pedro, 333
-
- Saratoga, 507
-
- Scat, see Skat, 415
-
- Schnautz, 248
-
- Schwellen, 370
-
- Scotch Whist, 159
-
- Sebastopol, _dominoes_, 609
-
- Sell Out, 330
-
- Set-back Euchre, 278
-
- Seven-handed Euchre, 284
-
- Seven-card Cribbage, 462
-
- Seven-up, 325
-
- Shasta Sam, 330
-
- Shell-out Pool, 632
-
- Shooting Craps, 614
-
- Short Bridge, 47
-
- Show-down Poker, 229
-
- Shuffle Board, 619
-
- Six-card Cribbage, 444
-
- Six-hand Bridge, 39
-
- Sixty-four Card Binocle, 375
-
- Sixty-three, _cinch_, 340
-
- Sixty-six, 408
- Four-handed, 413
- Kreutz Mariage, 413
- Three-handed, 413
-
- Skat, 415, 434
- Game Values, 421
- Scoring, 427
- Illustrative Hands, 432
- Skat Laws, 435
-
- Slams, _euchre_, 283
-
- Slobberhannes, 368
-
- Smudge, 333
-
- Snip-snap-snorem, 502
-
- Snooker Pool, 649
-
- Snoozer, 334
-
- Solitaires, 510, 693, 698, 700
-
- Solo, 498
- Three-handed Solo, 499
-
- Solo Whist, 144
-
- Spade Cassino, 485
-
- Spanish Monte, 542
-
- Spanish Pool, 649
-
- Speculation, 501
-
- Spin, 507
-
- Spoil Five, 312
-
- Spot Hearts, 355
-
- Stops, 507
-
- Straight Poker, 245
-
- Stud Poker, 246
-
- Sweat, _dice_, 540
-
- Sweepstake Hearts, 352
-
- Table Games, 544
-
- Table Stakes, _poker_, 227
-
- Technical Terms, 674
-
- Telling Fortunes, 513
-
- Ten Pins, or Bowling, 660
- American Ten Pins, 662
- Battle Game, 665
- Cocked Hat, 664
- Cocked Hat & Feather, 665
- “Don’ts” for Players, 669
- Duck Pin Game, 669
- Five Back, 668
- Four Back, 667
- Head Pin; four back, 666
- Head Pin Out, 667
- Kinsley Candle Pin, 669
- Newport Game, 668
- Nine Up and Nine Down, 666
-
- Ten Pins with Dice, 616
-
- Three-card Monte, 542
-
- Thirty-one, _poker_, 248
-
- Three-cushion Carroms, 626
-
- Three-handed Auction, 35
-
- ” ” Bézique, 382
-
- ” ” Bridge, 36
-
- ” ” Cribbage, 461
-
- ” ” Hearts, 354
-
- ” ” Binocle, 405
-
- ” ” Sixty-six, 413
-
- Throwing Dice, 612
-
- Trente et Quarante, 534
-
- Tric-trac, 590
-
- Twenty-one Point Cassino, 484
-
- Two-handed Bridge, 36
-
- ” ” Hearts, 354
-
- Under and over Seven, 543
-
- Varieties of Bridge, 42
-
- Vingt-et-un, 517
-
- Vingt-et-un with Dice, 518
-
- Vint, 493
-
- Whiskey Poker, 247
-
- Whist Family of Games, xvii
-
- Whist, 60
- American Laws, 186
- Auction Bridge, xxv
- Bridge, xxv, 28
- Bid Whist, 687
- Cayenne Whist, 138
- Chinese Whist, 184
- Double Dummy, 130
- Dummy, 127
- Dummy Laws, 206
- Drive Whist, 687
- Duplicate Whist, 100
- English Laws, 196
- Favourite Whist, 99
- French Whist, 164
- German Whist, 183
- Humbug Whist, 131
- Memory Duplicate, 110
- Mort, 133
- Norwegian Whist, 688
- Probabilities, 656
- Progressive Whist, 119
- Prussian Whist, 98
- Scotch Whist, 159
- Solo Whist, 144
- Text Books, 99
- Thirteen and the Odd, 132
- Whist Family Laws, 186
-
- Whist Tactics, 70
- Albany Lead, 86
- American Game, 94
- American Laws, 186
- American Leads, 88
- Conventional Plays, 70
- Deschapelles Coups, 91
- Discarding, 80
- Discard Signals, 90
- Echo in Plain Suits, 90
- Echo in Trumps, 86
- Eleven Rule, 79
- False Cards, 92
- Finessing, 92
- Forcing, 80
- Four-signal, 86
- Fourth-hand Play, 84
- General Directions, 60
- General Principles, 68
- High-card Leads, 72
- How to Study, 70
- Illustrative Hands, 97
- Inferences, 93
- Inviting a Ruff, 88
- Leader’s Partner, 78
- Leading Plain Suits, 72
- Leading Short Suits, 91
- Leading Trumps, 71
- Low Card Leads, 74
- Low’s Signal, 90
- Methods of Cheating, 67
- Method of Playing, 61
- Minneapolis Lead, 89
- Partner’s Duties, 78
- Placing the Lead, 92
- Plain-suit Echo, 90
- Playing to the Score, 92
- Returning Partner’s Suits, 80
- Scoring, 64
- Second-hand Play, 81
- Short-suit Game, 91-94
- Short-suit Leads, 74-61
- Signal Game, 85
- Stacking Tricks, 63
- Suggestions for Good Play, 67
- Tenace Positions, 91
- Third Hand Play, 78
- Trump Signals, 85
- Unblocking, 90
- Underplay, 91
- Using the Markers, 66
- Works on Whist, 99
-
- Widow Binocle, 408
-
- Widow Cinch, 341
-
- Yerlash, _see_ Vint, 493
-
-
-
-
-INTRODUCTION.
-
-
-The word “Hoyle” has gradually come to stand as an abbreviation for
-an “Encyclopedia of Indoor Games.” The common expression, “played
-according to Hoyle,” usually means “correctly played,” or “played
-according to the standard authorities.” The original Edmund Hoyle wrote
-on very few games, but his work was the first attempt to put together
-the rules for the most popular indoor games in one volume. Although
-Hoyle died more than a hundred years ago, his work has been constantly
-added to as new games came into vogue, which has led many to believe
-that he is the authority for games that he never heard of, such as
-pinochle and poker.
-
-Persons who have never given the subject much attention may be
-surprised to learn how little authority there is for the rules
-governing the majority of our popular games. If we except the table
-games, such as chess, checkers, billiards, backgammon and ten pins, and
-such card games as whist, bridge, auction, and skat, all of which are
-regulated by well-defined codes of laws, agreed upon by associations
-of prominent clubs, to govern championship contests, etc., we have
-very few games left which are not played in different ways in various
-localities.
-
-This is undoubtedly because such games are learnt at the card table and
-not from books. A person who is shown a new game cannot remember all
-its details, some of which may not have been explained to him even. If
-he tries to teach it to others while his knowledge is in this imperfect
-state, he will naturally invent rules of his own to cover the points he
-has forgotten, or has never learnt, usually borrowing ideas from games
-with which he is more familiar.
-
-The pupils of such a teacher pass on to others the game thus
-imperfectly learnt, and in a short time we have a number of corruptions
-creeping in, and the astonishing part of it is the insistence with
-which some persons will maintain that they alone have the right idea of
-the rules, just because so-and-so showed them the game, or because they
-and their immediate friends have “always played it that way.”
-
-This does not alter the fact that the fundamental principles of every
-game are known and can be readily found if one knows where to look for
-them. The author is in possession of several hundred works in various
-languages--English, French, German and Italian--on nothing but indoor
-games, comprising probably everything ever printed on the subject that
-is worth preserving.
-
-By tracing the history of a game and its development through the
-various books in which it is described, the game will always be found
-to belong to some distinct family, which has certain well-defined
-traits which must be preserved, no matter how much they may be altered
-in minor details. All games follow certain general principles, and the
-surest mark of error in the local rules of any game is inconsistency.
-
-Pinochle is a striking example of this. In many places the players will
-not allow the same cards to be counted twice in the trump sequence,
-so as to meld 190; but they will count them twice in four kings and
-queens. They insist on the rule of at least one fresh card from the
-hand for each additional meld in one case, but totally disregard it in
-another, as when they meld 240 for the round trip, instead of only 220.
-
-These local errors have crept into many of the Hoyles now upon the
-market, the works having probably been compiled from the individual
-knowledge of the author, limited by his experience in a certain
-locality. Many of these works devote much space to a certain game,
-which is evidently the compiler’s pet, and which is accurately
-described; while other and equally important games are full of errors
-and omissions, betraying a lamentable want of care in consulting the
-literature of the subject.
-
-While the author of this work does not believe it possible to compile a
-work that shall be universally accepted as the authority on all games,
-as a dictionary would be on spelling, he deems it at least possible to
-select what seems the most common usage, or the best rule, preserving
-the true spirit of the game, and to describe it accurately and bring
-the whole up to date.
-
-
-
-
-THE WHIST FAMILY.
-
-
-The most popular card games of the present day undoubtedly belong to
-the whist family, which embraces all those played with a full pack of
-fifty-two cards, ranking from the ace to the deuce, one suit being
-trumps, and the score being counted by tricks and honours, or by tricks
-alone.
-
-The oldest and most important of the group is whist itself. The game
-appears to be of English origin, its immediate parent being “ruff and
-honours.” This was an old English game in which twelve cards only were
-dealt to each player, the uppermost of the remaining four being turned
-up for the trump suit. Whoever held the ace of trumps could “ruff”
-or take in these four cards, discarding in their place any four he
-chose. As the game developed into whisk, or whist, this ruffing feature
-disappeared. There was no stock, the four deuces being discarded from
-the pack instead. Twelve cards were dealt to each player, and the last
-was turned up for the trump.
-
-About 1680 a variation of the game known as “swabbers” came into vogue.
-The swabbers were the heart ace, club jack, and the ace and deuce of
-trumps. The players to whom these cards were dealt were entitled to a
-certain share of the stakes or payments, independent of the play for
-tricks and honours. This variety of the game did not long remain in
-favor, but gave way to make room for one of the most important changes,
-the restoration of the deuces to the pack, which introduced the feature
-of the odd trick. This took place early in the last century, and seems
-to have so much improved the game that attention was soon drawn to its
-possibilities for scientific treatment.
-
-About this time whist was taken up by a set of gentlemen who met at the
-Crown Coffee House in Bedford Row, London; chief among whom was Sir
-Jacob de Bouverie, Viscount Folkestone. After considerable experiment
-and practice this little whist school laid down the principles of the
-game as being: “to play from the strong suit; to study the partner’s
-hand; never to force partner unnecessarily, and to attend to the
-score.” It is generally believed that Edmond Hoyle was familiar with
-the proceedings of this set, and on their experiences based his
-celebrated “Short Treatise on the Game of Whist,” which was entered at
-Stationers’ Hall in London Nov. 17, 1742.
-
-The only works previous to Hoyle touching upon whist were the “Compleat
-Gamester” of Cotton, which first appeared in 1674, and the “Court
-Gamester,” of Richard Seymour, 1719. One of Hoyle’s great points was
-his calculation of the probabilities at various stages of the rubber.
-This seems to have been looked upon as most important in guiding
-persons in their play, for we find that Abraham de Moivre, a famous
-mathematician, used to frequent the coffee houses, and for a small fee
-give decisions on questions of the odds at whist.
-
-Bath seems to have been the great rallying-point for the whist-players
-of the last century; but the passion for the game soon spread all over
-Europe. In 1767 Benjamin Franklin went to Paris, and it is generally
-believed that he introduced the American variety of the game known
-as Boston, which became the rage in Paris some time after the war of
-independence.
-
-So popular did whist become in Italy that we find the boxes at the
-opera in Florence provided with card tables in 1790. The music of the
-opera was considered of value chiefly as, “increasing the joy of good
-fortune, and soothing the affliction of bad.”
-
-A code of laws was drawn up about 1760 by the frequenters of White’s
-and Saunders’ in London. These seem to have remained the standard until
-“Cælebs” published, in 1851, the code in use at the Portland Club. In
-1863 John Loraine Baldwin got together a committee at the Arlington,
-now the Turf Club, and they drew up the code which is still in use all
-over the world for English whist. In the United States, laws better
-suited to the American style of play were drawn up by the American
-Whist League in 1891, and after several revisions were finally adopted,
-in 1893, as the official code for League clubs.
-
-The literature of whist saw its palmiest days at the beginning of this
-century. 7,000 copies of Bob Short’s “Short Rules for Whist” were sold
-in less than a year. Mathews’, or Matthews’, “Advice to the Young
-Whist-Player,” went through eighteen editions between 1804 and 1828.
-After these writers came Admiral Burney, who published his “Treatise”
-in 1821; Major A. [Charles Barwell Coles,] gave us his “Short Whist”
-in 1835. Deschapelles published his “Traité du Whiste” in 1839, but
-it gave little but discussions on the laws. “Whist, its History and
-Practice” by Amateur, appeared in 1843. General de Vautré’s “Génie du
-Whiste,” in 1847. “Cælebs” [Edward Augustus Carlyon] wrote his “Laws
-and Practice” in 1851. Then in rapid succession came “Cavendish” in
-1863, James Clay in 1864, Pole and “Cam” in 1865. Campbell-Walker’s
-“Correct Card” in 1876; Drayson’s “Art of Practical Whist,” with its
-new theories of trumps; Fisher Ames, “Modern Whist,” in 1879; “Whist,
-or Bumblepuppy?” by “Pembridge” [John Petch Hewby], in 1880; G.W.P.
-[Pettes], in 1881; Proctor’s “How to Play Whist,” in 1885; and the
-“Handbook of Whist,” by “Major Tenace,” 1885. Then began the long list
-of American authors (Pettes has already been mentioned): “Foster’s
-Whist Manual,” by R.F. Foster, appeared in 1890; “Practical Guide
-to Whist,” by Fisher Ames, in 1891; Hamilton’s “Modern Scientific
-Whist,” in 1894, and in the same year, Coffin’s “Gist of Whist,”
-and “Foster’s Whist Strategy.” In 1895, Milton C. Work’s “Whist of
-To-day,” and “Foster’s Whist Tactics,” giving the play in the first
-match by correspondence; and in 1896, Val Starnes’ “Short-suit Whist,”
-and Howell’s “Whist Openings.” In 1897, Mitchell’s “Duplicate Whist.”
-In 1898, Foster’s “Common Sense in Whist,” and in 1900, Fisher Ames’
-“Standard Whist.” Since then whist literature has given place to bridge.
-
-In periodical literature we find whist taken up in the pages of the
-“Sporting Magazine” in 1793. The London “Field” has had a card column
-since December 6, 1862. Proctor’s work first appeared in “Knowledge.”
-The “Westminster Papers” devoted a great deal of space to whist games
-and “jottings” every month for eleven years, beginning in April, 1868.
-“Whist,” a monthly journal devoted exclusively to the game, began
-publication in Milwaukee in 1891; but gave it up when bridge supplanted
-whist in popular favor.
-
-Whist rapidly became a “newspaper game.” The New York Sunday Sun
-devoted two columns every Sunday to the discussion and illustration
-of moot points in whist tactics, and the analysis of hands played in
-important matches. In a series of articles begun February 23, 1896,
-this paper gave to the world the first systematic statement of the
-theory and practice of the short suit game. In 1898 there were at least
-forty whist columns published in the United States. Two magazines
-devoted to whist and bridge are now published, one in Boston and the
-other in New York.
-
-While the parent game has been pursuing this prosperous course, many
-variations have been introduced. One of the most radical changes in
-the game itself has been cutting down the points from ten to five,
-which occurred about 1810. Mathews mentions it in 1813 as having
-occurred since the publication of his first edition in 1804, and
-Lord Peterborough, the unlucky gambler, for whose benefit the change
-was introduced, died in 1814. Another great change took place in
-America, where they played for the tricks alone, the honours not being
-counted at all. Turning the trump from the still pack was first tried
-by a Welsh baronet, and is mentioned by Southey in his “Letters of
-Espriella.” This custom was revived for a time by the Milwaukee Whist
-Club, and is still sometimes seen in Europe under the name of “Prussian
-Whist.”
-
-Altogether we can trace nineteen games which are clearly derived from
-whist. Duplicate, Drive, and Progressive whist are simply changes
-in the arrangement of the players and in the methods of scoring.
-Prussian whist introduces the cutting of the trump from the still
-pack. Dummy and Double-dummy are simply whist with a limited number
-of players, necessitating the exposure of one or more hands upon
-the table. The French game of Mort is dummy with a better system of
-scoring introduced. Favourite Whist simply changes the value of the
-tricks in scoring, according to the trump suit. Cayenne and Bridge
-introduce the first changes of importance. In Cayenne, the dealer and
-his partner have the privilege of changing the trump from the suit
-turned up; in Bridge they name the trump suit without any turn-up, and
-play the hands as at dummy. In Boston, and Boston de Fontainebleau, in
-addition to making the trump suit instead of turning it up, further
-departures are introduced by naming the number of tricks to be played
-for, allowing the player to take all or none without any trump suit,
-and by ‘spreading’ certain hands, without allowing the adversaries to
-call the exposed cards. French and Russian Boston are simply varieties
-of Boston. Solo Whist is an attempt to simplify Boston by reducing the
-number of proposals and the complications of payments, and eliminating
-the feature of ‘spreads.’ Scotch Whist introduces a special object in
-addition to winning tricks--catching the ten of trumps; that card and
-the honours having particular values attached to them. This variety of
-whist may be played by any number of persons from two to eight; and its
-peculiarity is that when a small number play, each has several distinct
-hands, which must be played in regular order, as if held by different
-players. Humbug Whist is a variety of double-dummy, in which the
-players may exchange their hands for those dealt to the dummies, and
-the dealer may sometimes make the trump to suit himself. German Whist
-is played by two persons, and introduces the element of replenishing
-the hand after each trick by drawing cards from the remainder of the
-pack until the stock is exhausted. Chinese Whist is double-dummy for
-two, three, or four persons, only half of each player’s cards being
-exposed, the others being turned up as the exposed cards are got rid of
-in the course of play.
-
-All these varieties have been entirely supplanted and overshadowed by
-bridge. When they play whist at all, the English think there is nothing
-better than the original whist, counting honours, and playing to the
-score. The Americans think Duplicate superior to all other forms,
-especially when two tables are engaged, and four players are opposed
-by four others for a specified number of deals. We are inclined to
-agree with Clay that the French game of Mort is “charming and highly
-scientific.” He says English dummy is a “very slow game.”
-
-Whether it is because the game has been found ‘slow,’ or because its
-more attractive forms are little known, it is certainly true that
-writers on whist pay little or no attention to dummy. The English
-authors mention it only in connection with laws and decisions. No
-American text-book makes any allusion to the game, and there is no
-reference to it in the American Whist League’s code of laws.
-
-In the first edition of this work, written in 1895, the author ventured
-to prophesy that the day was not far distant when dummy would supersede
-all other varieties of whist among the most expert players; either
-in the form of the charming Mort or the fascinating Bridge. Very
-few persons who have played either of these games sufficiently to
-appreciate their beauties care to return to the platitudes of straight
-whist.
-
-At that time, bridge was unknown in America except to the members of
-The Whist Club of New York and their friends. In the short space of ten
-years it has become the card game of the world; but in spite of its
-present popularity it has its defects, and it would not be surprising
-to see its place usurped by another game, not a member of the whist
-family, which has been steadily gaining ground among those who have the
-intellectual capacity for card games of the highest class, and that is
-skat.
-
-The first text-book on bridge was a little leaflet printed in England
-in 1886, which gave the rules for “Biritch, or Russian Whist.” “Boax”
-came out with a little “Pocket Guide” in 1894, followed by “The Laws
-of Bridge” in 1895. The Whist Club of N.Y. published the American laws
-of bridge in 1897, and “Badsworth” came out with the English laws in
-1898. In the following year, 1899, Archibald Dunn, Jr., gave us “Bridge
-and How to Play It,” and John Doe published “Bridge Conventions,” A.G.
-Hulme-Beaman’s “Bridge for Beginners” appearing in the same year.
-In 1900, “Foster’s Bridge Manual” appeared in America, reprinted in
-England under the title of “Foster on Bridge.”
-
-In the years following, text-books on bridge came from the press by
-the dozen, the most notable authors being Dalton and “Hellespont” in
-1901; Elwell and Robertson in 1902; Street and Lister in 1903. Many of
-the writers already mentioned published later and more complete works,
-embodying the results of time and experience. Foster’s Self-playing
-Bridge Cards were brought out in 1903. Elwell’s “Advanced Bridge”
-appeared in 1904 and Foster’s “Complete Bridge” in 1905.
-
-While bridge has never been such a popular “newspaper game” as whist
-was in America, it has been much more so in England. Articles on
-bridge, for beginners chiefly, were published in 1905 and 1906 by the
-San Francisco Call, Pittsburgh Post Despatch, Cincinnati Commercial
-Tribune, Chicago Journal, St. Paul Despatch, Milwaukee Journal,
-Baltimore American, Houston Post, Indianapolis Star, and the N.Y.
-Globe. These were all edited by R.F. Foster.
-
-Bridge Tournaments, offering prizes for the best play of certain hands
-were run by the N.Y. Evening Telegram, the N.Y. Globe, the N.Y. Evening
-Mail, and the Chicago Journal. A number of the weekly magazines offer
-similar competitions in England, but as a rule the problems in that
-country are of very poor quality.
-
-About 1910 it became the fashion not to play spades, it being
-considered a waste of time to play a hand for such a small amount as
-2 points a trick, so the dealer was allowed to score 2 for the odd
-and 4 for honours, regardless of how the cards were distributed, the
-hand being abandoned. The objection to this practice was that many
-hands were worth much more than 2 points, and in some cases the spade
-make would have gone game at the score. This led to the practice of
-playing “royal spades,” which were played at 10 and then at 9 a trick,
-sometimes with a penalty of 20 if the declarer failed to make the odd.
-
-Shortly after this, later in 1910, there developed a decided rebellion
-against the dealer’s monopoly of the make, and in order to allow any
-player at the table who held good cards to get the benefit of them,
-whether he was the dealer or not, bidding for the privilege of making
-the trump came into vogue. This was the starting point of auction, its
-chief difference from the older game being that only the side that
-made the highest bid for the declaration could score toward game. The
-full number of tricks bid had to be made, and if they were not made,
-the adversaries scored in the honour column for penalties, the penalty
-being always the same, regardless of the trump suit.
-
-The great disparity in the values of the suits as then played
-practically confined the bidding to the hearts and royal spades. This
-soon brought about another change, which was to raise the values of all
-the suits except spades and to cut down the no-trumper. This was done
-in 1912, and made it possible for any suit to go game on the hand. All
-the well known writers on whist and bridge came out with text-books on
-auction, and the newspapers took up the subject in weekly articles.
-
-Although to many the game now seemed perfect, there were those that
-felt the helplessness of weak hands to offer any defence in the bidding
-against a run of no-trumpers or hearts and royals. To remedy this,
-F.C. Thwaites of the Milwaukee Whist Club suggested the introduction
-of the nullo. This was a bid to lose tricks, at no trump only, and its
-value was to be minus 10, that is, it was to be outranked only by a
-no-trumper to win. At first, this bid was largely used simply as an
-additional game-going declaration, and was strongly objected to by many
-leading players. But as its true place as a defensive bid became better
-understood it soon came into favour. In the nullo there are no honours,
-and the declarer scores the tricks over the book made by his opponents,
-which he forces them to take. Many interesting card problems have been
-built upon the nullo.
-
-Toward the end of 1913 still another change seems to have suggested
-itself to some of the English players who were familiar with the
-Russian game of vint, and that is to play auction just as it is played
-up to the point of the lead to the first trick, but that no dummy is
-exposed, the four players holding up their cards and following suit
-just as they would at whist. Whether or not this game will ever become
-as popular as the combination of dealer and dummy, it is difficult to
-say, but appearances are against it.
-
-There seems to be a growing tendency in America to adopt the English
-rule of cutting out the spade suit at 2 a trick, and making it always
-a royal spade, worth 9. The dealer is allowed to pass without making a
-bid, the lowest call being one club. If all pass, the deal goes to the
-left.
-
-
-BRIDGE.
-
-There are two principal varieties of this game; straight bridge, in
-which the dealer or his partner must make the trump, their opponents
-having nothing to say about it except to double the value of the
-tricks. The dealer’s partner is always the dummy, and either side may
-score toward game by making the odd trick or more. Auction bridge, in
-which the privilege of making the trump is bid for, the highest bidder
-playing the hand with his partner as dummy, regardless of the position
-of the deal, and his side being the only one that can score toward
-game, the adversaries scoring nothing but penalties in the honour
-column if they defeat the contract.
-
-As this is the more popular form of bridge at the present time, it will
-be given first. Since the adoption of the higher value for the spade
-suit under the name of royal spades, and the change in the value of the
-suits, the game gradually came to be known as royal auction, but as
-that change is now universal, the name has slipped back to its original
-title.
-
-
-AUCTION BRIDGE, OR AUCTION.
-
-_=CARDS.=_ Auction is played with a full pack of fifty-two cards,
-ranking A K Q J 10 9 8 7 6 5 4 3 2, the Ace being the highest in play,
-but ranking below the deuce in cutting. Two packs should be used, the
-one being shuffled while the other is dealt.
-
-_=MARKERS=_ suitable for scoring the various points made at Bridge have
-not yet been invented. Some persons use the bézique marker; but it is
-not a success. The score is usually kept on a sheet of paper, and it
-should be put down by each side, for purposes of verification.
-
-_=PLAYERS.=_ Auction is played by four persons, and the table is
-complete with that number. When there are more than four candidates for
-play, the selection of the four is made by cutting. These cut again for
-partners, and the choice of seats and cards.
-
-_=CUTTING.=_ The usual method of cutting for partners, etc., at
-auction, is to shuffle the cards thoroughly, and “spread” them face
-downwards on the table; each candidate drawing a card, and turning it
-face upwards in front of him. The four cutting the lowest cards playing
-the first game, or rubber.
-
-[Illustration: SPREADING THE PACK.]
-
-The four having been selected, the cards are again shuffled and spread,
-and partners are cut for; the two lowest pairing against the two
-highest; the lowest of the four is the dealer, and has the choice of
-cards and seats.
-
-_=TIES.=_ As between cards of equal value in cutting, the heart is the
-lowest, diamonds next, then clubs and then spades.
-
-_=POSITION OF THE PLAYERS.=_ The four players at the bridge table are
-indicated by letters; A and B are partners against Y and Z; Z always
-represents the dealer, who always makes the first bid, A being the
-second bidder, Y the third and B the fourth.
-
-[Illustration:
-
- +-----+
- | Y |
- |A B|
- | Z |
- +-----+
-]
-
-_=DEALING.=_ The cards having been properly shuffled the dealer, Z,
-presents them to the pone, B, to be cut. At least four cards must be
-left in each packet. Beginning at his left, the dealer distributes the
-cards one at a time in rotation until the pack is exhausted. When two
-packs are used, the dealer’s partner shuffles one while the other is
-dealt, and the deal passes in regular rotation to the left until the
-rubber is finished.
-
-_=IRREGULARITIES IN THE DEAL.=_ If any card is found faced in the pack,
-or if the pack is incorrect or imperfect, the dealer must deal again.
-If any card is found faced in the pack, or is exposed in any manner;
-or if more than thirteen cards are dealt to any player, or if the last
-card does not come in its regular order to the dealer, or if the pack
-has not been cut, there must be a new deal. Attention must be called to
-a deal out of turn, or with the wrong cards, before the last card is
-dealt, or the deal stands.
-
-There are no misdeals in auction. That is to say, whatever happens the
-same dealer deals again. Minor irregularities will be found provided
-for in the laws.
-
-The cards being dealt, each player sorts his hand to see that he has
-the correct number, thirteen; and the player or players keeping the
-score should announce it at the beginning of each hand.
-
-_=STAKES.=_ In auction, the stake is a unit, so much a point. The
-number of points won or lost on the rubber may be only two or three,
-or they may run into the hundreds. The average value of a rubber at
-auction is about 400 points. Any much larger figure shows bad bidding.
-In straight bridge the average is about 180. In settling at the end of
-the rubber, it is usual for each losing player to pay his right-hand
-adversary.
-
-_=MAKING THE TRUMP.=_ In auction, the dealer begins by naming any
-one of the four suits, or no trumps, for any number of tricks he
-pleases. Each player in turn to the left then has the privilege of
-passing, bidding higher, or doubling. When three players pass a bid,
-it is the highest made and is known as the _=Winning Declaration=_ or
-_=Contract=_.
-
-In order to understand the principles that govern the players in
-their declarations, one should be thoroughly familiar with the values
-attached to the tricks when certain suits are trumps. The first six
-tricks taken by the side that has made the winning declaration do not
-count. This is the “book,” but all over the book count toward making
-good on the contract, according to the following table:
-
- When Spades are trumps, each trick counts 2 points.
- ” Clubs ” ” ” ” ” 6 ”
- ” Diamonds ” ” ” ” ” 7 ”
- ” Hearts ” ” ” ” ” 8 ”
- ” Royal Spades ” ” ” ” ” 9 ”
- ” there are no trumps, ” ” ” 10 ”
-
-The game is 30 points, which must be made by tricks alone, so that
-three over the book, called three “by cards,” will go game from love
-at no trump, or four by cards at hearts or royals. These are called
-the _=Major=_ or _=Winning Suits=_. As it takes five by cards to go
-game in clubs or diamonds, and on account of the difficulty of such an
-undertaking, these are called the _=Minor=_ or _=Losing Suits=_. An
-original bid of one spade can be made only by the dealer, and it simply
-means, “I pass.” That is, the dealer has nothing to declare on the
-first round of the bidding. [See note at foot of page 58.]
-
-_=RANK OF THE BIDS.=_ In order to over-call a previous bid, whether
-of the partner or the opponent, the bidder must undertake to win the
-same number of tricks in a suit of higher value, or a greater number of
-tricks having the same aggregate value as the preceding bid. Players
-should restrict themselves to the same form of expression throughout,
-and all bids, even passing, must be made orally and not by gesture.
-
-Let us suppose this to be the bidding: The dealer, Z, begins with
-“One spade,” second player, A, says, “I pass,” or simply, “No.”
-Third bidder, Y, says, “One club,” fourth player, B, “No trump.” The
-dealer, starting on the second round, says, “Two clubs,” supporting
-his partner’s declaration. Next player, A, who passed the first time,
-says, “Two royals.” Both Y and B pass, but the dealer, Z, says, “Three
-clubs.” Observe that while three clubs is worth no more than two
-royals, 18, the club bid offers to win more tricks than the royals and
-therefore ranks as a higher bid. A doubles three clubs. Y passes and B
-says, “Two no trumps.” As will be explained presently, doubling does
-not affect the value of the declaration in bidding, so two no trumps,
-worth 20, over-calls three clubs. Z, A and Y all pass, so two no trumps
-becomes the winning declaration and B is the declarer, A being the
-dummy, with Z to lead for the first trick.
-
-In this example, had the bid been left at three clubs, doubled or not,
-that would have been the winning declaration, and the partner who first
-named that suit, Y, would be the declarer, Z being the dummy, although
-Z actually made the highest bid. It is only when the two players that
-have both named the winning suit are not partners that the higher
-bidder becomes the declarer.
-
-_=DOUBLING.=_ No player may double his partner, but he may redouble
-an opponent who has doubled. All doubling must be strictly in turn,
-like any other bid. Doubling does not affect the value of the bids,
-but simply doubles the value of the tricks or penalties when they are
-scored at the end of the hand. Suppose A bids two royals and Y doubles.
-B can take A out with three clubs, because, so far as the bidding goes,
-two royals are still worth only 18.
-
-Any over-call annuls the double, or redouble. Suppose A says two
-hearts, Y doubles, B redoubles, and Z says two royals. The doubling is
-all knocked out, and if A were to go three hearts and get the contract,
-hearts would be worth only 8 a trick in the scoring unless Y doubled
-all over again. A double reopens the bidding, just the same as any
-other declaration, allowing the player’s partner, or the player himself
-in his turn, to take himself out of the double by bidding something
-else.
-
-_=IRREGULARITIES IN DECLARING.=_ If any player declares out of turn,
-either in bidding a suit or in doubling, either opponent may demand
-a new deal, or may allow the declaration so made to stand, in which
-case the next player to the left must bid, just as if the declaration
-had been in turn. If a player pass out of turn there is no penalty,
-and the player whose turn it was must declare himself. The player who
-has passed out of his proper turn may re-enter the bidding if the
-declaration he passed has been over-called or doubled.
-
-If a player makes an insufficient or impossible declaration, either
-adversary may call attention to it. Suppose the last bid is three
-royals, and the next player says four clubs. This is not enough, as
-three royals is worth 27 and four clubs only 24. Unless the player in
-error correct himself at once, and make it five clubs, either adversary
-may demand that it be five clubs, and the partner of the corrected
-player cannot bid unless this five-club bid is over-called or doubled.
-A player correcting himself must stick to the suit named, not being
-allowed to say four diamonds when he sees that four clubs is not enough.
-
-If an insufficient declaration is passed or over-called by the player
-on the left, it is too late to demand any penalty, and the insufficient
-bid stands as regular. Suppose A bids three royals and Y says four
-clubs, B and Z passing. A can repeat his bid of three royals if he
-likes, as that is enough to over-call four clubs.
-
-If a player makes an impossible declaration, such as calling six
-diamonds over five no trumps, when it is clearly impossible to make any
-diamond declaration worth 50, either adversary may demand a new deal,
-or may insist that the last bid made by his own side, five no trumps,
-shall be the winning declaration, or he may force the player in error
-to declare a grand slam in diamonds and play it, his partner being
-forbidden to take him out.
-
-_=METHOD OF PLAYING.=_ The winning declaration settled, whether doubled
-or not, the player on the left of the declarer leads for the first
-trick, and dummy’s cards go down, the declarer playing the combined
-hands. The declarer gathers the tricks for his side, but either
-adversary may gather for the other. The first six tricks taken by the
-declarer make a book, and all over the book count toward his contract.
-The adversaries have a book as soon as they reach the limit of the
-tricks they may win without “setting” the contract. If the contract is
-four hearts, the declarer must win ten tricks, so that his opponents
-have a book when they get home three tricks. All tricks should be laid
-so that they may be readily counted by any player at the table.
-
-_=DUMMY.=_ Until a card is led by the proper player, the declarer’s
-partner has all the rights of any other player, but as soon as the
-player to the left of the declarer leads and dummy’s cards are laid on
-the table, dummy’s duties and rights are restricted to the following:
-
-He may call attention to few cards played to a trick; correct an
-improper claim of either adversary; call attention to a trick taken by
-the wrong side; ask his partner if he have none of a suit to which he
-renounces; correct an erroneous score; consult with the declarer as to
-which penalty to exact for a revoke; and, if he has not intentionally
-overlooked the hand of another player, he may call his partner’s
-attention to an established revoke made by the adversaries, or to a
-card exposed by them or a lead out of turn made by them.
-
-_=The Revoke.=_ Should a player fail to follow suit when able to do so,
-it is a revoke, and the revoke is established when the trick in which
-it occurs is turned down and quitted by the side that won it, or when
-the revoking player, or his partner, in his right turn or otherwise,
-has led or played to the following trick. If a player ask his partner
-if he has none of the suit led, before the trick is turned down, the
-revoke may be corrected, unless the player in error replies in the
-negative, or has led or played to the next trick.
-
-Dummy cannot revoke under any circumstances.
-
-The penalty for the revoke depends on the side in error. If the
-declarer revokes he cannot score anything but honours as actually held,
-while the adversaries take 100 points penalty in the honour column, in
-addition to any they may be entitled to for defeating the declaration.
-If an adversary revokes, they score honours only, and the declarer may
-either take the 100 points, or he may take three actual tricks and add
-them to his own. If he takes the tricks, they may aid him in fulfilling
-his contract, as the score is then made up as the tricks lie, but the
-declarer will not be entitled to any bonus in case he was doubled.
-
-Suppose Z is the declarer, and is playing three hearts doubled. He wins
-the odd trick only, but detects a revoke, for which he takes three
-tricks. This gives him four by cards, doubled, worth 64 points toward
-game, but he does not get any bonus for making his contract after being
-doubled, or for the extra tricks, because they were taken in penalty
-and not in play.
-
-_=Exposed Cards.=_ After the deal but before the winning declaration
-is settled, if any player exposes a card his partner is barred from
-bidding or doubling, and the card is subject to call. Should the
-partner of the offending player prove to be the leader to the first
-trick, the declarer may prohibit the initial lead of the exposed suit.
-
-All cards exposed by the declarer’s adversaries after the original lead
-are liable to be called and must be left on the table, face upward.
-Exposed cards are those played two at a time, dropped on the table face
-up, or so held that the partner might see them, or cards mentioned as
-being in the hand of the player or his partner. The declarer is not
-liable to any penalty for exposed cards.
-
-_=Leading Out of Turn.=_ If either adversary leads out of turn, the
-declarer may call the card exposed, or call a suit when it is the turn
-of either adversary to lead. If the declarer leads out of turn, from
-his own hand or dummy’s, there is no penalty, but he may not correct
-the error unless directed to do so by an adversary. If the second hand
-plays to the false lead, it must stand. If the declarer plays from his
-own hand or from dummy to a false lead, the trick stands. In case the
-dealer calls a suit and the player has none, the penalty is paid.
-
-_=Cards Played in Error.=_ If any player but dummy omits to play to a
-trick, and does not correct the error until he has played to the next
-trick, the other side may claim a new deal. If the deal stands, the
-surplus card at the end is supposed to belong to the short trick, but
-is not a revoke.
-
-_=OBJECT OF THE GAME.=_ The object in auction is for the declarer to
-fulfil his contract, and for the adversaries to defeat it. The highest
-card played to the trick, if of the suit led, wins the trick, and
-trumps win all other suits. At the end of the hand the declarer counts
-up the tricks he has won over the book and if he has made good on his
-contract he scores the value of those tricks toward game. As soon as
-either side reaches 30, it is a game, but the hands are played out, and
-all the tricks counted.
-
-_=RUBBERS.=_ Three games, 30 points or more each, make a rubber, but
-if the first two are won by the same partners the third game is not
-played. The side that first wins two games adds 250 rubber points to
-its score.
-
-_=SCORING.=_ Apart from the game score, which is made entirely by
-tricks won on successful declarations, there are several additional
-scores that have no influence in winning or losing the game, although
-they may materially affect the ultimate value of the rubber. These are
-all entered under the head of “honour scores,” or “above the line.”
-
-_=Honours=_ are the five highest cards in the trump suit, A K Q J 10;
-when there is no trump, they are the four Aces. The partners holding
-three, four or five honours between them, or four honours in one hand,
-or four in one hand and the fifth in the partner’s, or all five in one
-hand, are entitled to claim and score them, according to the following
-table. It will be seen that their value varies according to the trump
-suit; and it must be remembered that this value cannot be increased by
-doubling.
-
-
-TABLE OF HONOUR VALUES.
-
-Royal spades are indicated by “R.”
-
- -------------------------------+---+---+---+---+---+-------
- Declaration | ♠ | ♣ | ♢ | ♡ | R | No
- | | | | | | trump
- -------------------------------+---+---+---+---+---+-------
- Each Trick Above 6 | 2 | 6 | 7 | 8 | 9 | 10
- -------------------------------+---+---+---+---+---+-------
- H { 3 Honours | 4 |12 |14 |16 |18 | 30
- O { 4 Honours | 8 |24 |28 |32 |36 | 40
- N { 4 Honours (All in 1 hand) |16 |48 |56 |64 |72 |100
- O { 5 Honours |10 |30 |35 |40 |45 |
- U { 5 Honours (4 in 1 hand) |18 |54 |63 |72 |81 |
- R { 5 Honours (All in 1 hand) |20 |60 |70 |80 |90 |
- S {
-
- Rubber 250, Grand Slam 40, Little Slam 20.
-
-When one side has nothing but the odd honour, three out of the five, it
-is called _=simple honours=_. The value of simple honours is always the
-same as two tricks.
-
-_=Slams.=_ Little Slam is made by taking twelve of the thirteen tricks;
-it counts 20 points. Grand Slam is made by taking the thirteen tricks,
-and it counts 40. Either score must be exclusive of revoke penalties.
-
-_=PENALTIES.=_ If the declarer succeeds in making his contract, he
-scores below the line for tricks and above the line for honours
-according to the table of values already given, and he scores for as
-many tricks as he wins, regardless of the smaller number he may have
-bid.
-
-But if the declarer fails to make good on his contract he scores
-nothing but honours as actually held, while his adversaries score
-50 points penalty in the honour column for every trick by which the
-declaration falls short, no matter what the declaration was, but they
-never score anything toward game, no matter how many tricks they win,
-because they are not the declarers. They may, however, score slams.
-
-If we suppose the winning declaration to be three hearts, and the
-declarer makes the odd trick only, holding simple honours, he scores 16
-above the line, while the other side scores 100 points above the line
-for defeating the contract by two tricks, worth 50 each.
-
-If the dealer is left in with one spade, he cannot lose more than 100
-points, even if he is doubled, provided neither he nor his partner
-redouble. If the adversaries set the contract for one trick, the
-declarer loses 50 only, and even if he is set for six tricks, he can
-lose only the 100.
-
-If any other declaration is doubled and fails, the adversaries score
-100 points, instead of 50, for every trick by which they defeat the
-contract. If it is redoubled, they score 200. But if the declarer
-succeeds after being doubled, he not only scores double value for the
-tricks toward game, but he gets 50 points for fulfilling a doubled
-contract and 50 more for any tricks over his contract if he makes them.
-These figures are 100 in each case if he redoubles.
-
-Suppose the declaration is three no trumps, doubled, and the declarer
-makes five by cards. He scores 5 times 20 toward game, aces as held,
-and then 150 in penalties, 50 of which is for fulfilling his contract
-and twice 50 for the two tricks over his contract.
-
-_=KEEPING SCORE.=_ Two styles of score-pad are now in general use. In
-one the tricks and honours are entered in the same vertical column,
-one above the other, and are all added in one sum at the end. In the
-other style of pad the tricks are in one column and the honours and
-penalties in another, so that four additions are required to find the
-value of the rubber, which is always the difference between the total
-scores after giving the winners of two games 250 points. The following
-illustration will show both styles of pad:
-
- WE ||THEY
- || 36
- || 30
- 18 || 100
- 16 ||
- ====++====
- 8 ||
- || 40
- ----++----
- || 36
- ----++----
- || 250
- ----++----
- 42 || 492
- || 42
- |+----
- || 450
-
- WE || THEY
- 8 | 16 || |
- | 18 || | 100
- | || 40 | 30
- ----+----++----+-----
- | || 36 | 36
- ----+----++----+-----
- 8 | 34 || 76 | 166
- | 8 || | 76
- +----+| | 250
- | 42 || +-----
- | || | 492
- | || | 42
- | || +-----
- | || | 450
-
-The scoring on which this rubber is won and lost was as follows: WE
-started with a contract to win one heart and made it, with simple
-honours, scoring 8 toward game and 16 above for honours. Then THEY set
-a contract for two tricks, getting 100 in penalties, against simple
-honours in royals, scored as 18 above for WE and 100 for THEY. Then
-THEY made four odd at no trump and 30 aces, winning the first game,
-under which a line is drawn.
-
-On the next deal THEY made four odd in royals, with four honours, 36
-each way, winning the second game and also the rubber, for which they
-add 250 points. Both scores are now added up and the lower deducted
-from the higher, showing that THEY win 450 points on the balance.
-
-_=CUTTING OUT.=_ At the conclusion of the rubber, if there are more
-than four candidates for play, the selection of the new table is made
-by cutting; those who have just played having an equal chance with the
-newcomers. The reason for this is that a Bridge table is complete with
-four, and that a rubber is usually too long, with its preliminaries of
-making the trump, and its finalities of settling the score, for players
-to wait their turn. A rubber at Short Whist is often over in two hands;
-but a carefully played rubber at Bridge sometimes occupies an hour.
-
-_=CHEATING.=_ Most of the cheating done at the bridge table is of such
-a character that it cannot be challenged without difficulty, although
-there is enough of it to be most annoying.
-
-Some players will place an ace about four cards from the top when
-they shuffle the cards, so that when the pack is spread for the cut
-they can draw it and get the first deal. Second dealing is a common
-trick, especially on ocean steamers, marking the aces and slipping them
-back if they would fall to an adversary dealing them to the partner
-instead, who can go no trumps and score a hundred aces several times
-in an evening. Women are great offenders in trifling matters, such as
-asking the dealer if she passed it, when nothing has been said; looking
-over the adversaries’ hands as dummy, and then pushing dummy’s cards
-forward, as if arranging them, but in reality indicating which one to
-play. A great deal of petty cheating is done in putting down the score,
-and also in balancing it by cancellation. In large charity games, some
-women are so eager to win a prize that they will stoop to all manner
-of private signals, and some go so far as to make up a table and agree
-to double everything, so that some one of the four shall have a big
-score. Another common trick in so-called social games is to have a
-stool pigeon to overlook the hand of another and signal it up to the
-confederate who is playing.
-
-There may be some remedy for this sort of thing, but so far no one
-seems to have found it; or at least they lack the courage to put it in
-practice and expose the offenders.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ The great secret of success in auction
-lies in sound bidding, so that no bid shall have a double meaning and
-the partner may be able to rely absolutely on the information which
-the bid should convey. The complications of the situation are so
-numerous, owing to the variations introduced by each succeeding bid
-as the players over-call one another, that it would be impossible to
-cover them in a work of this kind, and the student would do well to
-consult some such work as “Whitehead’s Conventions,” which covers every
-situation that could possibly arise in the bidding.
-
-A few general hints may be of assistance in showing the principles that
-govern the more common situations.
-
-_=The Dealer’s Bids=_ may be divided into four parts; a spade, a losing
-suit, a winning suit, and no trumps. The one-spade bid simply means, “I
-pass,” but it does not signify that he will not be willing to bid on
-the second round. It has nothing whatever to do with the spade suit.
-
-The dealer should never call any suit on the first round of bids unless
-he has two sure tricks in it. If it is a losing suit, he may have just
-those two tricks and nothing else, and the shorter the suit the better,
-but the tricks must be A K, or K Q J, or A Q J. If it is a winning
-suit he must have at least five cards of it and a trick or two in some
-other suit to back it up.
-
-If the dealer bids two spades, he shows two sure tricks in a short
-spade suit and a sure trick outside. If he bids three spades he shows
-five or more spades and strength enough outside for royals, but denies
-two sure tricks in the spade suit itself. The dealer should bid no
-trumps when he has not length enough to bid hearts or royals, but has a
-hand as good as three aces, well protected in three suits.
-
-_=The Second Hand=_ should declare just as if he were the dealer when
-the dealer starts with one spade. He may even go no trump on a lighter
-hand. When the dealer bids a suit, second hand should over-call only
-when he can make his contract or wishes to indicate a lead in case
-third hand should go to no trumps. Second hand should never take the
-dealer out of a losing suit with a winning suit unless he has seven
-tricks in his own hand. If the dealer bids no trump, second hand should
-pass, unless he is prepared to over-call any further bid for three
-tricks.
-
-_=Third Hand=_ is not obliged to take the dealer out of a spade, and
-should not do so unless he is a trick or two stronger than he would
-have to be to declare as dealer. But the dealer must never be left in
-with a two or three spade bid. If third hand cannot do any better,
-he should declare a royal. When the dealer bids no trump, third hand
-should take him out with any weak five card suit and nothing else,
-simply to warn him that there are no winning cards in the hand. Always
-take him out with five cards in a winning suit, no matter how strong
-the rest of the hand.
-
-Take the dealer out of one suit with another suit only to deny his
-suit. Take him out of a winning suit with no trump, only to deny his
-suit and show strength in each of the three other suits. If the dealer
-bids no trump and second hand calls a suit, double if you can stop the
-suit twice, otherwise show any good suit of your own, but do not go
-two no-trumps unless you can do it all yourself. Leave that to your
-partner. Do not assist your partner’s suit bids with less than three
-tricks if second hand over-calls.
-
-_=Fourth Hand=_ bids on the bidding much more than on his cards. He
-should never take the dealer out of a spade that both second and third
-hand have passed unless he can go game. If the dealer bids a losing
-suit, second and third hands passing, leave him in unless you can go
-game and are not afraid of a shift. If the dealer bids a winning suit,
-second and third hands passing, make any sound declaration. If the
-dealer starts with no trumps, show any suit that might save the game
-if led at once by your partner.
-
-_=Subsequent Bids.=_ Any suit bid on the second round but not on the
-first, shows length without the tops. When a winning suit is taken out
-by the partner, a losing suit bid on the second round shows tops in it.
-Any suit rebid on the second round, without waiting for the partner’s
-assistance, shows six or seven sure tricks in hand.
-
-Never bid a hand twice, unless its strength is greater than indicated
-by the first bid. Having bid a club on ace king alone, that is the end
-of it. If you have an outside ace, which the club bid did not show,
-you can assist your partner once on that trick, but no more. Having
-assisted your partner’s suit bid with three tricks, do not bid again
-unless you have a fourth trick in hand, but if he rebids his suit
-without waiting for you, you may assist on one trick, especially a high
-honour in trumps.
-
-Do not double unless you have a certainty and are not afraid of a
-shift. Do not give up a fair chance for going game yourself just to
-double an adversary, unless you are sure of 200 in penalties at least,
-and do not give up the rubber game for less than 300. Always remember
-that a double may enable an adversary to go game, and will often show
-the declarer which hand to finesse against.
-
-_=Free Doubles=_ are opportunities to double when the declarer will go
-game anyhow if he makes his contract, but they should never be made if
-there is any chance that he may shift.
-
-_=Free Bids=_ are anything better than a spade by the dealer, or
-anything that over-calls a previous bid, because no one is forced to
-bid on the first round. A _=Shout=_ is a bid that is a trick more than
-necessary to over-call the previous bid. It shows a solid suit, or five
-or six sure tricks in hand. In a losing suit it is a loud call for the
-partner to go no trumps if he can. A free bid in a losing suit shows
-the high cards; in a winning suit it shows the tricks in hand.
-
-_=A Forced Bid=_ is one that is necessary to over-call, such as two
-diamonds over a heart. This does not mean that the caller would have
-bid two diamonds originally. A player who must indicate a lead against
-a no-trumper makes a forced bid.
-
-_=The Original Lead.=_ The first card must be played before dummy’s
-hand is exposed.
-
-_=OPENING LEADS.=_ The position which we have first to consider is that
-of the eldest hand, usually designated by the letter “A,” who sits on
-the declarer’s left.
-
-[Illustration:
-
- Pone
- +-------+
- | B |
- Dummy |Y Z| Declarer
- | A |
- +-------+
- Leader
-]
-
-_=Selecting the Suit to Lead.=_ If your partner has declared a suit,
-lead the best card you hold of it, regardless of number, unless you
-have an ace-king suit of your own, in which case lead the king first
-and have a look at dummy. If partner has not declared anything, lead
-your own suit. With high cards not in sequence, such as ace-queen,
-king-jack, or even queen-ten, in every suit but trumps, lead the trump.
-
-There is a great difference between playing against a trump declaration
-and against no-trumpers; because in the first case the leader is
-opposed to unusual trump strength and his object must be to make what
-he can of his winning cards, before the declarer gets into the lead
-and discards his weak suits, so as to be ready to trump them. But in
-the second case, there being no trumps, the leader’s object should
-be to get a suit established against the dealer, if he can, and the
-longer the suit is, the better. The dealer’s strength in a no-trumper
-is usually scattered, and he may often be found with a weak or missing
-suit, which is generally the suit in which the eldest hand or his
-partner is long.
-
-We shall first consider the leads against trump declarations, because
-they are more common and are also the more useful. If a player makes
-a trump-hand lead against a no-trump declaration, he will not do
-nearly so much harm as if he make a no-trump-hand lead against a trump
-declaration. For that reason, if a player cannot master both systems of
-leading, it is better for him to learn the leads against trumps than
-those against no-trumps.
-
-_=Rules for Leading High Cards.=_ With such a suit as A K Q 2, no one
-need be told not to begin with the deuce. Whenever a player holds two
-or more of the best cards of a suit he should play one of them. If he
-holds both second and third best, playing one of them will force the
-best out of his way, leaving him with the commanding card.
-
-The cards which are recognised by bridge players as high, are the A K Q
-J 10, and if we separate the various combinations from which a player
-should lead each of them, a study of the groups so formed will greatly
-facilitate our recollection of them.
-
-In the first group are those containing two or more of the best cards.
-In this and all following notation, the exact size of any card below a
-Ten is immaterial.
-
-[Illustration:
-
- 🂡 🂮 🂭 🂫 | 🂱 🂾 🂻 🂷
- 🃁 🃎 🃍 🃆 | 🃑 🃞 🃔 🃓
-]
-
-So far as trick-taking is concerned, it is of no importance which of
-the winning cards is first led; but good players lead the _=King=_ from
-all these combinations in order that the partner may be informed, by
-its winning, that the leader holds the Ace also.
-
-In the second group are those containing both the second and third
-best, but not the best.
-
-[Illustration:
-
- 🂮 🂭 🂫 🂪 | 🂾 🂽 🂺 🂸
- 🃎 🃍 🃋 🃄 | 🃞 🃝 🃗 🃖
-]
-
-The _=King=_ is the proper lead from these combinations. If it wins,
-the partner should have the Ace; if it loses, partner should know the
-leader holds at least the Queen.
-
-Both these groups, which contain all the King leads, may be easily
-remembered by observing that the King is always led if accompanied
-by the Ace or Queen, or both. Beginners should follow this rule for
-leading the King, regardless of the number of small cards in the suit.
-
-There is only one combination from which the _=Queen=_ is led,
-
-[Illustration:
-
- 🃝 🃛 🃗 🃖
-]
-
-when it is accompanied by the Jack, and there is no higher card of the
-suit in the hand. Whether the ten follows the Jack or not, does not
-matter. With any two high cards in sequence, the lead is a high card
-when playing against a declared trump.
-
-The _=Jack=_ is never led except as a supporting card. It is always the
-top of the suit, and the suit is usually short. The object of making
-such an opening is to avoid leading suits headed by two honours which
-are not in sequence. These are good Jack leads:
-
-[Illustration:
-
- 🂻 🂺 🂹 🂴
-
- 🂫 🂧
-]
-
-The _=Ten=_ is led from one combination only:--
-
-[Illustration:
-
- 🃎 🃋 🃊 🃆
-]
-
-The _=Ace=_ should not be led if it can be avoided; but it is better
-to lead it from suits of more than four cards, so as to make it at
-once. If the Ace is accompanied by the King, the King is the card to
-lead, not the Ace. If the Ace is accompanied by other honours, such as
-the Queen or Jack, it is better to avoid opening the suit, unless you
-have five or more cards of it. But if you do lead a suit headed by the
-Ace, _=without the King=_, be sure that you lead the Ace, when playing
-against a trump declaration, or you may never make it.
-
-All such combinations as the following should be avoided, if possible,
-as more can be made out of them by letting them alone:--
-
-[Illustration:
-
- 🃑 🃝 🃚 🃔 | 🃞 🃛 🃘 🃔
- 🂱 🂻 🂺 🂴 | 🂽 🂻 🂶 🂴
- 🂮 🂨 🂧 🂤 | 🂫 🂪 🂩 🂤
- 🃍 🃆 🃅 🃄 | 🃊 🃉 🃈 🃄
-]
-
-But with three honours, A Q J, the Ace should be led.
-
-_=Rules for Leading Short Suits.=_ It will sometimes happen that the
-only four-card suit in the leader’s hand will be trumps or a suit
-headed by honours not in sequence, which it is not desirable to lead.
-In such cases, if there is no high-card combination in any of the
-short suits, it is usual to lead the highest card, unless it is an Ace
-or King. Many good players will not lead the Queen from a three-card
-suit, unless it is accompanied by the Jack. All such leads are called
-_=forced=_, and are intended to assist the partner, by playing cards
-which may strengthen him, although of no use to the leader. The best
-card should be led from any such combinations as the following:--
-
-[Illustration:
-
- 🃝 🃛 🃖 | 🃊 🃉 🃄
- 🃋 🃊 🃅 | 🃙 🃘 🃔
- 🂫 🂥 🂣 | 🂷 🂶 🂴
-]
-
-_=Small-card Leads.=_ If the suit selected for the lead does not
-contain any combination of high cards from which it would be right
-to lead a high card, good players make it a rule to begin with the
-fourth-best, counting from the top of the suit. This is called the
-“card of uniformity,” because it indicates to the partner that there
-are remaining in the leader’s hand exactly three cards higher than the
-one led.
-
-Should the player be forced to lead any of the undesirable combinations
-shown on the last page, he would begin with the Ace if he held it;
-otherwise he would lead the fourth-best. In each of the hands shown
-this would be the four, and this card would be led, even if there were
-five or six cards in the suit. From this hand, for instance, the five
-is the proper lead:--
-
-[Illustration:
-
- 🃎 🃈 🃆 🃅 🃄 🃃 🃂
-]
-
-_=Rules for Leading Second Round.=_ If the leader wins the first trick,
-having the best of the suit in his hand, he should follow with the
-winning card; but if he has several cards which are equally winning
-cards, he should lead the lowest of them. This is an indication to the
-partner that the card led is as good as the best; therefore the leader
-must hold the intermediate cards. When a King wins, your partner knows
-you have the Ace, if he does not hold it. Then tell him what he does
-not know, that you have the Queen also.
-
-Suppose you have led the King from these combinations:--
-
-[Illustration:
-
- 🂱 🂾 🂽 🂻 | 🂡 🂮 🂭 🂢
-]
-
-Your partner knows you have the Ace, because your King wins. From the
-first, go on with the Jack, which is just as good as the Ace, but tells
-your partner you have not only the Ace but the Queen, still in your
-hand. From the second, go on with the Queen, the card your partner does
-not know, which tells him you still have the Ace, _=but not the Jack=_.
-If you have not the Queen, you will have to go on with the Ace, and
-your leading the Ace _=will deny the Queen=_.
-
-If you have not the best, lead one of the second and third-best, if you
-hold both:--
-
-[Illustration:
-
- 🃞 🃝 🃛 🃚 | 🂾 🂽 🂻 🂲
-]
-
-From the first of these, having led the King, if it wins, go on with
-the ten, whether you have any smaller cards or not. From the second,
-if the King wins, go on with the Jack, which denies the ten, but tells
-your partner you still have the Queen. No mistake is more common
-among beginners than leading a low card on the second round, on the
-assumption that the partner must have the Ace. If you have led from
-King and Queen only, you must go on with the fourth-best; because you
-have not both the second and third-best. This fourth-best is the card
-that was the fourth-best originally. Having led the King from this:--
-
-[Illustration:
-
- 🃎 🃍 🃈 🃆 🃅 🃃
-]
-
-the card to follow the King is the six, if the King wins the first
-trick.
-
-_=The Fourth-best.=_ From any combination of cards, if you have not the
-best, or both the second and third-best, in your hand for the second
-round, lead your original fourth-best. From all the following, the
-proper lead on the second round would be the fourth-best, in each case
-the four of the suit:
-
-[Illustration:
-
- 🂡 🂭 🂧 🂤 🂢 | 🂾 🂽 🂸 🂴
- 🃁 🃋 🃉 🃄 🃃 | 🂮 🂭 🂧 🂤
- 🃑 🃙 🃘 🃔 🃓 | 🃎 🃋 🃊 🃄
-]
-
-_=Leading Trumps.=_ A trump lead is sometimes adopted when all the
-plain suits are bad ones to lead away from, such as A Q, or A J, or K
-J in each and no length. If a player holds high cards which are not in
-sequence, such as the major tenace, ace and queen, it is very probable
-that the declarer holds the king. By refusing to lead such suits, and
-waiting for them to come up to the tenace, the declarer’s high card may
-be caught and a valuable trick saved. When a good player opens his hand
-with a trump, right up to the declaration, his partner should lead his
-best supporting cards boldly up to dummy’s weak suits.
-
-_=The Pone’s Leads.=_ When the pone gets into the lead, if he does not
-return his partner’s suit, he should open his own suits according to
-the rules already given for all the high-card combinations. If he has
-no high-card combination, it is usually better for him to lead some
-card that will beat Dummy than to lead his fourth-best. Suppose he
-wishes to lead a diamond, in which he holds Q 10 8 4 3; Dummy having
-the 9 and 6 only. It is better to lead the ten of diamonds than the
-fourth-best, because if the declarer does not follow with an honour,
-your partner will not have to sacrifice an honour to keep Dummy from
-winning the trick with the 9.
-
-After the opening lead, when Dummy’s cards are exposed, the knowledge
-of his cards may change the aspect of the game greatly; but the proper
-cards to lead to and through Dummy will be better understood in
-connection with the play against no-trumpers.
-
-_=No-trump Leads.=_ The chief difference in the leads against
-no-trumpers is, that there is no hurry to make your aces and kings, the
-chief thing being to make some of the smaller cards good for tricks.
-When you are long in a suit, if you lead out the winning cards first,
-your partner may have none to lead you later on, and if you cannot make
-every trick in the suit before you lose the lead, you may never make
-anything but your one or two high cards.
-
-The difference in the leads at no-trump is covered by a very simple
-rule; if you have only two honours in sequence, do not lead either of
-them, but begin with the fourth-best, even if your honours are the Ace
-and King. But if you have three honours in the suit, two of them in
-sequence, always lead an honour against a no-trumper.
-
-The exception to this rule is, that when you are so long in the suit
-that you may catch some high cards with your high cards, you lead them
-first. With six or seven in suit to the A K, for instance, lead the
-King, on the chance of dropping the Queen. With seven in suit headed
-by the Ace, lead the Ace, but never with less than seven without the
-King. With six in suit, you may lead the King from K Q, without either
-Jack or 10; but with less than six in suit never lead the King from K Q
-unless you have the 10 or the J also.
-
-_=THIRD HAND PLAY.=_ The leader’s partner must do his best to inform
-his partner as to the distribution of his suit. The method of doing
-this is entirely different when there is a trump from that which is
-adopted when there is no trump. In the first case, all your partner
-wants to know is, who is going to trump his suit if he goes on with it.
-In the second case, what he wants to know is his chance for getting his
-suit cleared or established.
-
-_=With a Trump.=_ When third hand makes no attempt to win the trick,
-either because his partner’s or Dummy’s card is better than any he need
-play, he plays the higher of two cards only, the lowest of three or
-more. This is called playing _=down and out=_. Suppose third hand holds
-7 and 2 only, and the lead is a King. The 7 is played. The leader goes
-on with the Ace, denying the Queen, and the third hand plays the deuce.
-If the Queen is not in the Dummy, the declarer must have it. In any
-case, the leader knows that if he goes on, his partner, the third hand,
-can trump that suit.
-
-With three cards, the lowest falling to the first round, followed by a
-higher card, will show the leader that the third hand still has another
-of that suit.
-
-It is not necessary to play down and out with an honour, because the
-leader can read the situation without it. Suppose third hand holds the
-J 5. He plays the 5 to the first round, because one of his two cards is
-an honour. The leader goes on with the Ace, and the Jack falls. Now
-the third hand must have the Queen or no more, and no matter which it
-is he can win the third round, with the Queen or with a trump.
-
-_=Against No-Trumpers.=_ When there is no trump, the third hand uses
-what is called the _=Foster echo=_. This consists in playing always the
-_=second-best=_ of the suit, when no attempt is made to win the trick.
-Suppose the leader begins with the King. Third hand holds 10 8 7 4, and
-plays the 8. This marks him with only one card higher than the 8, and
-is a great exposer of false cards played by the declarer.
-
-On the second round, the rule is, always to keep the lowest card of the
-suit until the last. If third hand held four originally, 10 8 7 4, his
-play to the second round is the 7, keeping the 4. If he held 10 8 7
-only, his play to the second round would be the 10, keeping the 7. This
-makes it clear to the leader how many and what he holds.
-
-_=High Cards Third Hand.=_ When the third hand tries to win his
-partner’s lead, he does so as cheaply as possible. That is, holding
-both King and Queen, he plays the Queen, not the King. If his cards are
-not in sequence, he should always play the best he has. With Ace and
-Queen, for instance, he must play the Ace if the King is not in the
-Dummy. To play the Queen would be to throw it away if the declarer has
-the King. If the leader has the King, third hand gets out of his way by
-giving up the Ace.
-
-_=FOSTER’S ELEVEN RULE.=_ In trying to win tricks as cheaply as
-possible, third hand may often be guided by the Eleven Rule, which can
-be applied to any lead of a small card.
-
-By deducting from eleven the number of pips on any low card led by his
-partner, the pone may ascertain to a certainty how many cards there are
-_=higher than the one led=_, which are not in the leader’s hand. This
-rule, which was invented by R.F. Foster in 1881, in connection with the
-game of whist, is now used by everyone with any pretensions to being a
-bridge player. The rule itself is this:--
-
-When the eldest hand leads any card which is not an honour, deduct the
-spots on it from eleven. From the remainder thus found, deduct the
-number of cards, _=higher than the one led=_, which are not in your own
-hand nor in Dummy’s in that suit. This final remainder is the number
-of cards which are in the declarer’s hand which are higher than the
-card led. The principal thing to remember is, that it is only the cards
-higher than the one led that you need trouble about. To illustrate:--
-
-Suppose you are third hand, and your partner leads the seven of clubs,
-Dummy lays down the Q 9 2, and you hold A J 3, thus:--
-
-[Illustration:
-
- 🃗
- Leader
-
- Dummy 🃝 🃙 🃒
-
- Third hand.
- 🃑 🃛 🃓
-]
-
-Deducting seven from eleven, you find it leaves four. These four cards,
-higher than the one lead, are all in sight, Q 9 in Dummy; A J in your
-own hand, therefore the declarer cannot have any card higher than the
-seven. If he has, your partner’s lead is not his fourth-best, as you
-will see if you lay out the cards.
-
-_=RETURNING SUITS.=_ When the third hand returns his partner’s suit, he
-should lead the higher of two cards, and the lowest of three, unless
-he has a card which will beat anything Dummy may hold in the suit, in
-which case he should _=always beat Dummy=_.
-
-_=PLAYING AGAINST DUMMY.=_ Some of the fine points in bridge arise in
-situations which require a careful consideration of the Dummy’s cards.
-
-There are three great principles in playing against Dummy:--
-
-1st. Lead through the strong suits, and up to the weak.
-
-2nd. Do not lead through a fourchette.
-
-3rd. Do not lead up to a tenace.
-
-These rules must not be blindly followed in every instance. They are
-simply general principles, and some of the prettiest _=coups=_ arise
-from the exceptional cases.
-
-_=Leading Through Dummy.=_ The eldest hand, when he does not deem it
-advisable to go on with his own suit, may be guided in his choice by
-the strength or weakness of certain suits in Dummy’s hand. The play
-against Dummy is especially important at no trumps.
-
-Suits which it is good policy to lead through are A x x x, K x x x, or
-any broken sequences of high cards.
-
-Suits in which Dummy is long, or holds any of the regular high-card
-combinations, should be avoided; winning or high sequences being
-especially dangerous. To lead such suits through Dummy’s strength is an
-invitation to partner to force you in the suit led.
-
-It is not necessary for you to be strong in a suit which you lead
-through Dummy; and if you are both weak, is often advantageous;
-especially if it avoids leading one of his strong suits.
-
-With A Q 10 x; Dummy having J x x x; play the 10. If partner has the
-King you make every trick in the suit.
-
-With A Q 10 x; Dummy having K x x; play the Q. If Dummy passes, you
-make two tricks; if he covers, you have tenace over the Jack.
-
-With A 10 9 x; Dummy having J x x x; play the 10. If partner has the K,
-your A 9 is tenace over the Q.
-
-With A J 10 x; Dummy having Q x x x; if the suit must be led, play the
-Jack; but such positions should be avoided, except in the end game, or
-when you play for every trick.
-
-With A J 10 x; Dummy having no honour in the suit; if you must lead the
-suit, play the 10.
-
-In trumps, with K Q x x; Dummy having A J x x; play the Queen. If Dummy
-wins with A, play a small card for the second round, and he may refuse
-to put on the J. The declarer not having the 10, would make Dummy
-cover; but nothing is lost if he does, and it marks the 10 with your
-partner.
-
-With King and others of a suit in which Dummy has not the Ace; avoid
-leading the suit until the Ace has fallen.
-
-With King alone, play it if Dummy has the Ace; keep it if he has not.
-
-_=Trumps.=_ If a player in this position is strong in trumps, he should
-keep quiet about it and let the maker of the trumps develop the suit.
-False-carding is perfectly legitimate in trumps, and will deceive the
-declarer more than your partner.
-
-_=End Games.=_ There are cases in which it is necessary to play as if
-partner was known to possess a certain card, for unless he has it the
-game is lost. For instance: You want one trick, and have Q 10 x x,
-Dummy having K x x, of an unplayed suit. The Queen is the best play;
-for if partner has any honour you must get a trick; otherwise it is
-impossible.
-
-You have K x in one suit, a losing card in another, and a winning card.
-You want all four tricks to save the game. Play the King, and then the
-small card; for if your partner has not the Ace and another winning
-card you must lose the game.
-
-You have a losing trump, and Q x x of a suit in which Dummy has K 10
-x. If you want one trick, play the losing trump, counting on partner
-for an honour in the plain suit. If you must have two tricks, lead the
-Queen, trusting your partner to hold Ace.
-
-_=Leading up to Dummy.=_ The best thing for the third hand, or pone, to
-do, when he does not return his partner’s suit, and has no very strong
-suit of his own, is to lead up to Dummy’s weak suits, and to lead a
-card that Dummy cannot beat, if possible.
-
-The general principle of leading up to weakness suggests that we should
-know what weakness is. Dummy may be considered weak in suits of which
-he holds three or four small cards, none higher than an 8; Ace and one
-or two small cards; or King and one or two small cards. In leading up
-to such suits, your object should be to give your partner a finesse,
-if possible; and in calculating the probabilities of success it must
-be remembered that there are only two unknown hands, so that it is an
-equal chance that he holds either of two unknown cards. It is 3 to 1
-against his holding both, or against his holding neither. Of three
-unknown cards, it is 7 to 1 against his holding all three, or none of
-them; or about an equal chance that he holds two of the three; or one
-only.
-
-If Dummy holds any of the weak suits just given, you holding nothing
-higher than the Ten, you should lead it. Suppose you have 10 9 6; Dummy
-having A 3 2. The K Q J may be distributed in eight different ways, in
-any of which your partner will pass your Ten if second hand does not
-cover. In four cases, second hand would cover with the King, and in one
-with the Queen and Jack. In the remaining three your partner’s hand
-would be benefited.
-
-If Dummy has King and one or two small cards, it is not so
-disadvantageous to lead up to the King as would at first appear;
-because it is forced out of his hand on the first round, unless
-declarer plays Ace, and it is usually good policy to force out Dummy’s
-cards of re-entry early in the hand.
-
-In leading from high-card combinations, the usual bridge leads should
-be followed; but exceptions must be made on the second round when
-certain cards are in Dummy’s hand. For instance: With A K J and others,
-it is usual to stop after the first round, and wait for the finesse
-of the Jack. This is obviously useless if the Queen is not in Dummy’s
-hand. So with K Q 10, unless Dummy has the Jack; or K Q 9, unless Dummy
-has the 10. The lead from A Q J should be avoided if Dummy has the King.
-
-With A Q 10 and others, J in Dummy’s hand, begin with the Queen.
-
-With A J 9 and others, 10 in Dummy’s hand, lead the Jack.
-
-With A J 10, Dummy having K Q x, play the Jack, and do not lead the
-suit again.
-
-In trumps, with K Q and others, if Dummy has the J singly guarded,
-begin with the King as usual, but follow it with the Queen instead of
-the smallest; for declarer may have passed in the hope of making a Bath
-coup with both Ace and Jack. In plain suits this is a dangerous lead,
-as declarer having Ace, and wishing to force Dummy, would hold his Ace
-as a matter of course.
-
-With short suits, such as K x, Q x; or even with King or Queen alone,
-the honour is a good lead if Dummy has no court cards in the suit. The
-Queen is rather a better lead than the King, the only danger being that
-second hand holds fourchette.
-
-With Q J x, or J 10 x, one of the high cards should be played. With Q
-10 x, Dummy having Ace or King, the Queen should be led.
-
-With K 10 x, Dummy having Jack, the suit should not be led.
-
-With such combinations as K x x x, Dummy having Q x, the suit should
-not be led.
-
-When you have a suit which is both long and strong, such as A K x x
-x, and Dummy has no honour in the suit, it is a common artifice to
-underplay, by beginning with the smallest, if playing against no-trumps
-and you have a card of re-entry. This should not be done unless you
-have the general strength to justify such a finesse.
-
-If you open a long suit, Dummy having only small cards, and your
-partner wins with Q, J, or 10, and does not return it, he has evidently
-a finesse in the suit and wants it led again.
-
-_=End Games.=_ In the end game there are several variations which are
-made possible by the fact that the cards on your right are exposed.
-
-With A J x, Dummy having Q x x, the small card should be led.
-
-With Q x, and an odd card, Dummy having K x x of the first suit; it is
-better to play the odd card; but if for any reason this should not be
-done, lead the Q, hoping to find A 10 with your partner.
-
-The state of the score must be a constant guide in all end games. For
-instance: You hold Q 10 x, Dummy having J 9 x. If you want only one
-trick, play the Queen; but if you want two, play the small card.
-
-_=SECOND HAND PLAY.=_ The easiest position to play as second hand, is,
-of course, with the Dummy on your left, because Dummy’s cards will
-show what is best to be done. If a small card is led, you having King,
-put it on if Dummy has not the Ace; unless you want partner to get the
-lead. If Dummy has only two cards of the suit, neither of them the Ace,
-always play your King.
-
-When the declarer leads a suit it is often important to count how many
-he and your partner can possibly hold. For instance: You have four, K
-x x x; Dummy has four, A J 10 x, and declarer leads the Queen. It is
-useless to play your King; for either the Queen is a singleton, and
-the declarer cannot continue the suit, which will compel Dummy to lead
-it to you eventually; or, the third round will be trumped, perhaps by
-your partner. If you have only two small cards with the King, put it on
-the Queen. You cannot save it, but you may establish your partner’s 9.
-
-In the last three tricks, if you find yourself with a doubtful card,
-and the best and a small card of a suit which the declarer leads
-through you, win the trick and lead the doubtful card, for if the
-declarer held the best of that suit he would have led it first, to be
-sure of a trick.
-
-_=Dummy on the Right.=_ When Dummy leads through you, your skill in
-avoiding any traps the declarer may be setting for you will depend on
-your knowledge of how he manages his hand, and your ability to infer
-what he holds.
-
-As a general principle, it may be assumed that any high card led by
-Dummy forms part of a combination, the unseen part of which is in the
-declarer’s hand. If Dummy leads a Queen from Q x x, you holding A J x,
-it is almost a certainty that the declarer holds the King. If you have
-A K x, the dealer must have J 10 and several others. If you have K x x,
-the declarer probably holds Ace, or a long suit headed by J 10.
-
-When Dummy leads strengthening cards, they must be to give the declarer
-a finesse. If he leads a small card from small cards, some high-card
-combination must be in the declarer’s hand. In such cases it is useless
-for you to finesse. If you have any sequence superior to the card
-led, cover with the lowest. There should be no false-carding in this,
-because your partner is the only one that can be deceived.
-
-With A K and others, play the King, whatever Dummy leads.
-
-With A Q and others, Dummy having nothing higher than the 9, play the
-Ace.
-
-With K Q 10, play the Queen on a small card led, unless Dummy has the
-Jack.
-
-With A J 10 x, play Ace if Dummy has no honour in the suit. But if
-Dummy leads the 9, cover with the 10; if it loses, you lie tenace over
-the declarer.
-
-With A J x, play the Jack on a 9 led. This prevents the finesse of the
-9, and retains command of the suit. If Dummy has both K and Q, play
-your Ace. It is useless to play the Bath coup, for the declarer knows
-your cards, and your partner only is deceived.
-
-With K x x, if Dummy has not the Ace, do not play the King, no matter
-what is led.
-
-With Q x x, unless Dummy has both A and K, do not play the Queen. If
-your partner has the Jack guarded, one of you must make a trick. If
-Dummy has A J, and leads J, put on the Queen; it may make the 9 or 10
-good in your partner’s hand.
-
-With A x x, Dummy leading Jack, play the Ace.
-
-With any fourchette, cover the card led.
-
-If Dummy remains with one or two small cards of a suit that has been
-led, and you have the best, play it on the second round. Dummy’s play
-is evidently for the ruff, and if the declarer has not the second best,
-your partner has.
-
-If you have King, and only one or two small cards, Dummy leading Queen
-from Q 10 x x, play your King. You cannot save yourself; but you may
-make the 9 good in partner’s hand. If you have three or more small
-cards, do not play the King, for either partner or the declarer must be
-short in the suit. So if Dummy leads Jack from J 10 and others, play
-the King with a short suit. If partner has Queen you establish it; if
-not, you cannot make a trick in the suit.
-
-With short suits it is usually best to cover an honour with an honour;
-but with several small cards, such as K x x x, Dummy leading a
-singleton Queen, you should pass.
-
-With K 10 x, Dummy having J and others, play honour on honour; small
-card on small card, whichever Dummy leads.
-
-It is often important for the second hand to cover with what is called
-an _=imperfect fourchette=_. A true fourchette is the card immediately
-above and below the one led; such as K J over the Q, or Q 10 over the
-J. An imperfect fourchette is the card above the one led, and another
-next but one below it; such as K 10 over a Q led, or Q 9 over a J led.
-Covering forces the opponents to play two honours to win one trick, and
-will often make an intermediate card good in your partner’s hand.
-
-_=THIRD HAND PLAY.=_ In addition to the methods of _=echoing=_ on the
-partner’s leads of high cards in the suit first opened, third hand must
-be ready to adapt himself and his play to any change of suit and will
-require constant practice in putting himself in his partner’s place,
-asking himself what the object is in leading certain cards through
-Dummy’s hand. The inferences from the conventional leads should be
-sufficiently familiar to need no further explanation; but even good
-players occasionally overlook indications that partner holds certain
-cards. For instance: A leads a small card; Y, Dummy, holds Q x x, and
-plays Q. You play the King and win the trick. This marks not only the
-Ace, but the _=Jack=_ in partner’s hand; because the declarer would not
-play a twice guarded Queen from Dummy’s hand if he had the Jack guarded
-himself.
-
-False cards should be avoided by the third hand as much as possible.
-The declarer will give your partner enough to puzzle over without your
-adding to the confusion. There are some exceptions in trumps. For
-instance: You have K Q x; Dummy has A J x x, and your partner leads.
-Unless Dummy plays Ace, you should put on the King, and change the suit.
-
-If you hold Ace and others in a plain suit, partner leading Jack, pass
-it if Dummy has no honour. Perhaps by winning the second round you can
-give the invited force. With any other honours than the Ace, pass a
-partner’s Jack led.
-
-If partner leads you a suit of which he knows, or should know, you have
-not the best, he must have a good finesse in the suit which he does not
-lead, and you should take the first opportunity to lead that suit to
-him.
-
-In returning partner’s suits, some modification may be suggested by the
-condition of Dummy’s hand. For instance: With K x x; Dummy having A Q
-J x; if you win, third hand, on Dummy’s finesse, you may be sure your
-partner’s lead was a weak suit. If Dummy is weak in the two other plain
-suits, your partner may have a good finesse in one or both of them.
-
-When your partner wins the first round of an adverse suit, and
-immediately returns it, he is inviting a force.
-
-_=Dummy on the Left.=_ When the player is third hand with Dummy on his
-left, his chief care will be to divine his partner’s object in leading
-certain cards up to Dummy.
-
-The general principles of inference are the same as in the preceding
-case, and cards may often be inferred in the same manner from the
-evident intention of partner. For instance: You hold K x x; partner
-leads J, declarer covering with Queen. A glance at Dummy’s cards shows
-him to have 10 x x; so your partner may be credited with A 9. You have
-x x; your partner leading Q, covered by declarer with K, and Dummy
-having J x x. You may credit your partner with A 10. You have x x; your
-partner leads Q and declarer wins with Ace; Dummy holding 10 x x. Your
-partner must have J 9 and others, and the declarer has the King.
-
-There are several cases in which you should not allow Dummy to win the
-trick. If you have only one card of a suit in which your partner leads
-Ace then Queen, and Dummy has the King twice guarded, trump at once, if
-you can to prevent Dummy from getting into the lead. Your partner leads
-Queen; you holding A 10 x, and Dummy having K x x. Let the King make on
-the first round.
-
-If your partner leads a small card up to strength in Dummy’s hand, he
-is either inviting a force, or trying to establish a long suit. Under
-such circumstances, if you have the Ace, play it, and lead a second
-round of the suit immediately, which will settle the question.
-
-If you have Q J 10 of a suit in which partner leads King, play the
-Jack, so that he will count you for Q or no more, and will not go on
-with the Ace.
-
-_=IN GENERAL.=_ Both the adversaries of Dummy should adopt the usual
-tactics for unblocking, etc., especially in no-trumpers, and in some
-cases Dummy’s exposed cards will make the matter more simple. For
-instance: You hold A Q alone, of a suit which partner leads. If you are
-the pone, and Dummy has not the King, play Ace and return the Queen.
-
-_=FOURTH HAND.=_ There is only one difference from the usual methods
-in playing fourth hand, and that is in indicating sequences by winning
-with the best and returning the lowest to show the intermediate
-cards. For instance: Fourth player, holding K Q J x, wins with King
-and returns the Jack. Or with A K Q, wins with Ace and returns the
-Queen. The reason for this is that the declarer gains nothing by the
-information, for he knows from the first what cards are out against
-him; but the information may be valuable to your partner, the second
-hand. If it is not the intention to return the suit at once, the lowest
-of the sequence should be played.
-
-_=PLAYING TO THE SCORE.=_ This is a most important element, and
-there is no surer indication of a careless or weak player than his
-inattention to the score.
-
-One cannot be too early impressed with the importance of saving the
-game before trying to win it; although great risks may be taken to win
-a game that cannot be lost that hand.
-
-Never risk a sure contract in the hope of making more; unless the two
-will win the game, and the odd trick will not win it. Never risk a
-trick that will save the game in the hope of winning more, and always
-set a contract while you can.
-
-_=DISCARDING.=_ This is one of the still unsettled questions of bridge
-tactics, some believing in discarding the weak suit always; others
-the strong suit always, and others one or the other according to the
-declaration. Against a trump declaration almost every one agrees that
-it is best to discard the best suit, so that if your partner gets in
-before you do, he may have something to guide him as to what your best
-chance is for any more tricks.
-
-Against no-trumpers, the majority of players hug every possible trick
-in their long suit and discard their weak suits, on the ground that
-it is folly to throw away cards that might win tricks. While this is
-true, it is also true that in discarding their weak suit they too
-often enable the declarer to win tricks that they might have stopped.
-For this reason, many players _=discard the suit they are not afraid
-of=_; that is, their best protected suit, and keep what protection they
-have in the weak suits, even if it is nothing but three to a Jack or
-ten. Unfortunately, no one has yet been able to advance any argument
-sufficiently convincing for either system to demonstrate that it is
-better than the other. Some of the best teachers of the game advocate
-the discard from strength against no-trumps; others teach the weak
-discard.
-
-_=ENCOURAGING DISCARDS.=_ In order to distinguish between discards
-from weakness and those from strength, many players use what is called
-an encouraging card. This is anything higher than a six, if they have
-protection in the suit, or want it led. A player with an established
-suit, and A 8 2 of another suit, for instance, would discard the 8, to
-encourage his partner to lead that suit and put him in. In case there
-is no card higher than the six, the _=reverse discard=_ is used. With
-A 4 2, the play would be the 4 and then the 2. Some use this reverse
-or encouraging card to induce the partner to continue the suit he is
-leading, but the practice is confusing.
-
-_=THE DECLARER’S PLAY.=_ The chief difference between the play of the
-Dummy and partner, and that of their adversaries, is that there is no
-occasion for the former to play on the probability of partner’s holding
-certain cards, because a glance will show whether he holds them or
-not. There is no hoping that he may have certain cards of re-entry, or
-strength in trumps, or that he will be able to stop an adverse suit,
-or anything of that sort, for the facts are exposed from the first.
-Instead of adapting his play to the slowly ascertained conditions of
-partner’s hand, the declarer should have it mapped out and determined
-upon before he plays a card. He may see two courses open to him; to
-draw the trumps and make a long suit, or to secure such discards as
-will give him a good cross-ruff. A rapid estimate of the probable
-results of each line of play, a glance at the score, and his mind
-should be made up. Several examples of this foresight will be found in
-the example hands.
-
-Another point of difference is, that the declarer should play false
-cards whenever possible. He has not a partner who, if he plays the
-King, might jump to the conclusion that he can trump a suit, or has
-not the Queen. The more thoroughly the adversaries are confused, the
-greater the advantage to the declarer, especially in the end game.
-
-_=With a Trump.=_ When the winning declaration is a suit for trumps,
-the declarer’s first consideration upon getting into the lead must be
-whether or not to lead trumps. As a rule, the trumps should be led
-at once, so as to exhaust the adversaries; but there are exceptional
-cases, the principal ones being:--
-
-Do not lead trumps from the strong trump hand if it would be to your
-advantage to put the other hand in the lead with a plain suit, so as to
-let the trump lead come from the weaker hand to the stronger, as when a
-finesse in trumps is desirable.
-
-Do not lead trumps if you have no good plain suit, and can make more
-tricks by playing for a cross-ruff.
-
-Do not lead trumps if the weaker hand can trump some of your losing
-cards first. It often happens that a _=losing trump=_ can be used to
-win a trick before trumps are led.
-
-_=At No-trump.=_ The declarer’s first care in a no-trumper must be to
-select the suit that he will play for. Four simple rules cover this
-choice:--
-
-1. Always lead from the weak hand to the strong if the suit is not
-already established.
-
-2. Play for the suit in which you have the greatest number of cards
-between the two hands, because it will probably yield the greatest
-number of tricks.
-
-3. If two suits are equal in number, play for the one in which you have
-the greatest number of cards massed in one hand. That is, if you have
-two suits of eight cards each, select the one that has six of those
-cards in one hand, in preference to the suit with four in each hand.
-
-4. Everything else being equal, play for the suit which is shown in the
-Dummy, so as to conceal from the adversaries as long as possible the
-strength in your own hand.
-
-A suit is said to be _=established=_ when you can win every remaining
-trick in it, no matter who leads it. As it is very important that the
-hand which is longer in the suit should be able to lead it without
-interruption when it is established, good players make it a rule always
-to _=play the high cards from the shorter hand=_ first, so as to get
-out of the way. With Q 10 and three others in one hand, K J and one
-other in the other hand, the play is the K and J from the short hand,
-keeping the Q 10 in the long hand.
-
-If there is any choice, that suit should be selected which contains the
-longest sequence, or the sequence with the fewest breaks. It should be
-noticed that the sequence need not be in one hand; for it is almost
-as valuable if divided, and it is especially advantageous to have the
-higher cards concealed in the declarer’s hand. Its continuity is the
-chief point. For instance: Declarer and Dummy hold between them one
-suit of K J 9 7 5 4 3, and another of Q J 10 9 8 7 5. The latter should
-be selected, because two leads must establish it.
-
-In establishing a long suit it is very important to note the fall
-of the missing cards in the sequences. In the first of the two
-combinations just given, the declarer should be as careful to watch for
-the fall of the 8 and 6 as for the A Q and 10.
-
-_=Leading.=_ It is quite unnecessary to follow any system of leads,
-further than to distinguish between the combinations from which high
-or low cards are led. But it is important to remember that although
-a high-card combination may be divided, it should be played as if in
-one hand. For instance: The declarer holds Q J x x x of a suit; Dummy
-having A x x. By leading Q or J, Dummy is enabled to finesse, as if he
-held A Q J. The declarer holds K J x x x; Dummy having Q x x. The play
-is to force the Ace, as if the combination of K Q J x x were in one
-hand.
-
-Many opportunities arise for leading the Ace first from a short suit,
-in order to secure a ruff on the second or third round.
-
-_=Second Hand Play.=_ If any card is led by the adversaries which the
-fourth hand cannot win, the second hand should cover it if possible;
-for unless he does so, his weakness will be exposed, and the suit will
-be continued. This is especially true of cases in which the second hand
-holds single honours, such as Jack and others, or Queen and others.
-Even the King should be played second hand in such cases, unless it is
-so well guarded that the Ace must fall before the King can be forced
-out.
-
-If the fourth hand can win the card led, it is seldom necessary to
-cover second hand. For instance: If the Jack of trumps is led, the
-dealer holding Q 9 7 4, and Dummy having A 6 3 2; there is no need to
-play the Queen. If the King is in third hand, such play would establish
-the Ten. If the King is with the leader, it or the Ten must make. If
-Dummy were second hand with the same cards, Jack being led, he should
-not play the Ace, for third hand must play the King to shut out the
-Queen.
-
-With A Q 9, partner having K and others, it is best to play A on J led.
-
-If the dealer has Ace and several others of a suit led, Dummy having
-only two small cards, a force may be certainly secured by passing the
-first round. If Dummy has the Ace, and passes second hand, the dealer
-failing to win the trick, the adversaries will of course see that the
-play is made in order to force the dealer on the third round.
-
-If Dummy is weak in trumps, and has only one card of a suit in which
-the dealer has Ace and others, the Ace should be played, and Dummy
-forced, unless there is a better game.
-
-It is a disadvantage to play in second hand from suits in which each
-has a guarded honour. If the dealer has Q x x, and Dummy has J x, they
-must make a trick in that suit if they play a small card second hand,
-and avoid leading the suit. The same is true of the adversaries; but
-they must play on the chance that the partner has the honour, whereas
-the dealer knows it.
-
-_=Finessing.=_ This is a very important part of the strategy of the
-game for the dealer. The adversaries of the dealer never finesse in
-bridge; but the dealer himself relies upon finessing for any extra
-tricks he may want.
-
-A finesse is any attempt to win a trick with a card which is not the
-best you hold, nor in sequence with it. Suppose you have Ace and Queen
-in the hand which is longer in the suit and lead from the shorter hand
-a small card. If you play the Queen, that is a finesse, because you
-hope to take a trick with it, although the King is against you.
-
-It is usually bad play to finesse when there are nine cards of the suit
-between the two hands, dealer’s and Dummy’s, because there is a good
-chance that the card you wish to finesse against may fall.
-
-When it will be necessary to take two finesses in the same suit, the
-lead must come twice from the weaker hand. Suppose the dealer holds A
-Q J and others. If the first finesse of the Jack wins, he should put
-Dummy in again, so as to take a second finesse of the Queen. Suppose
-the dealer holds A J 10, and finesses the ten the first time. If it
-falls to the Queen, he should get Dummy in again, so as to take the
-second finesse with the Jack. The idea is to take advantage of the
-fact that the odds are against both King and Queen being in one hand.
-If they are both on the right, one of them will be played on the small
-card led from Dummy, and then the dealer can win it with the Ace and
-force out the other high card with his Jack, which will have become one
-of the second and third-best of the suit.
-
-_=Re-entry Cards.=_ After a suit has been _=cleared=_, or established,
-it will be necessary to get into the lead with it. For this purpose the
-dealer must be careful to preserve a re-entry card in the hand which is
-longer in the suit. Suppose that Dummy’s long suit is clubs, but that
-the Ace is against him, and that his only winning card outside is the
-Ace of diamonds. If diamonds are led, and the dealer has the Queen,
-he must let the lead come up to his hand so as to keep Dummy’s Ace of
-diamonds for a re-entry to bring the clubs into play after the Ace has
-been forced out and the suit established. Many of the prettiest plays
-in bridge are in the management of re-entry cards.
-
-_=Underplay.=_ When the dealer is afraid of a suit which is opened
-against him, and has only one winning card in it, such as the Ace, he
-should hold up that card until the third hand has no more of the suit
-to lead to his partner. The original leader will then have to get in
-himself, because his partner cannot help him; but if the dealer gave up
-the Ace on the first trick, it would not matter which partner got into
-the lead, they would return to the suit first opened.
-
-_=Ducking.=_ This is a method of play by which the dealer hopes to make
-his own suit even when the hand that is longer in it has no re-entry
-card. Suppose Dummy holds six clubs to the Ace King, and not another
-trick in his hand. The dealer has two small clubs only to lead. If the
-two winning clubs are led right out, it is impossible to catch the Q J
-10, no matter how those cards lie, therefore the dealer leads a club,
-but makes no attempt to win the first round. No matter what is played
-by the adversaries he _=ducks=_ the first round, keeping his Ace and
-King. Next time the dealer gets in, he leads another club, and now
-he is able to win the second and third rounds of the suit, and will
-probably catch all the adverse cards and establish it.
-
-The dealer’s play always requires careful planning of the whole hand in
-advance.
-
-_=THE NULLO.=_ Although not yet in the official laws of the game, this
-bid seems to be a popular one with many players. It is a contract to
-lose tricks instead of winning them, and is primarily a defence against
-overwhelmingly strong no-trumpers. A bid of three nullos means that the
-declarer will force his opponents to win nine tricks, he winning four
-only, so that each trick _=under=_ seven counts for the nullo player on
-his side.
-
-_=SCORING.=_ There is some difference of opinion as to the proper value
-for the nullo, but the general verdict seems to be to put it just below
-the no-trumper at 10 a trick, no honours. Two no-trumps will outbid two
-nullos. If the adversaries of a nullo revoke, the declarer can give
-them three of his tricks, or take 100 in honours as penalty. If he
-revokes, they take 100 penalty as usual.
-
-_=SUGGESTIONS FOR BIDDING.=_ The dealer should never bid a nullo
-originally, as it gives his partner no information as to the
-distribution of the suits. When any player has one long suit good for
-either no trumps or nullos, such as A K Q 6 4 2, he should “shout,”
-bidding a trick more than necessary. Singletons and missing suits
-are valuable parts of a nullo hand, as they afford opportunities for
-discards. It is always dangerous to bid a nullo without the deuce of
-the longest suit. If the dealer bids a spade, his partner may safely
-bid one nullo, because the contract is seldom or never obtained for
-less than two or three, but he should not persist in the nullo if
-his partner does not assist it. The greater the opposition from a
-no-trumper, the more probable that the nullo will succeed, but it is a
-dangerous declaration in any case. The player with aces and kings is
-sure to win tricks, regardless of his partner’s hand, but deuces and
-treys are not sure to lose, as the partner may have all high cards,
-although not the tops.
-
-_=SUGGESTIONS FOR THE PLAY.=_ The declarer should count up the tricks
-he must win, and as a rule win them early, bunching his high cards as
-much as possible. Suits with two small cards and two high ones must
-win one trick, but should escape with that. The great point is to lead
-losing cards from one hand and discard dangerous cards in other suits
-from the other hand whenever possible.
-
-The opponents of a nullo should lead their shortest suits, so as to
-get discards later, keeping their eyes on the dummy and forcing it to
-win tricks whenever possible, but never allowing it to get a discard.
-The partner’s leads should be returned unless a singleton can be led
-at once. It is usual to lead the top of two cards, the intermediate of
-three or more, and to avoid leading suits that are safe, with small
-cards at the bottom.
-
-
-ILLUSTRATIVE AUCTION HANDS.
-
-Z is the dealer in both instances, but Y makes the winning declaration,
-so that B leads for the first trick. The first illustration is straight
-auction; the second is a nullo. The underlined card wins the trick and
-the card under it is the next one led.
-
- +------+-----+-----+----+ +------+-----+-----+-----+
- | A | Y | B | Z | | A | Y | B | Z |
- +------+-----+-----+----+ +------+-----+-----+-----+
- | _Q♠_| 2♠ | 9♠ |♣2 | 1 | _A♢_| Q♢ | J♢ | 9♢ |
- | _A♠_| 6♠ | 8♠ |♡3 | 2 | _K♢_| 6♢ | 8♢ | 5♢ |
- | _K♠_| 10♠ | 4♠ |♡7 | 3 | _10♢_| 4♢ | ♡A | 3♢ |
- | 5♠ | _J♠_| 3♠ |♡J | 4 | J♠ | 3♠ | 9♠ | _A♠_|
- | 2♢ | _Q♢_| 4♢ | 5♢ | 5 | 5♠ | Q♠ | _K♠_| 6♠ |
- | 10♢ | 9♢ | 7♢ |_J♢_| 6 | ♣Q | ♣6 | ♣J |_♣K_ |
- | ♡ 4 | 3♢ | 8♢ |_A♢_| 7 | 7♢ |_♡J_ | ♡5 |♡10 |
- | 7♠ | ♡5 |♡ 9 |_K♢_| 8 | 10♠ | ♡7 |_♡Q_ |♡ 9 |
- | ♡ 8 | ♣3 |♡ 2 |_6♢_| 9 |_♣ 5_ | ♣4 | ♣2 |♣ 3 |
- | ♣ 4 |_♣Q_ |♣10 |♣9 | 10 | _7♠_| 2♠ | 4♠ |♡ K |
- | ♣ 5 |_♣A_ |♡ 6 |♣7 | 11 | ♣10 | ♡4 |_♣A_ |♡ 8 |
- | ♣ 8 |_♣K_ |♡10 |♡Q | 12 | ♣ 8 | ♡3 |_♣9_ |♡ 6 |
- |_♣ J_ | ♣6 |♡ A |♡K | 13 | ♣ 7 | 2♢ | 8♠ |♡ 2 |
- +------+-----+-----+----+ +------+-----+-----+-----+
-
-In the first example the dealer, Z, bids a heart. A says one royal
-and Y two clubs. This bid of Y’s denies any support for his partner’s
-hearts, but shows a supporting minor suit, in case Z is strong enough
-to go on with the hearts. B bids two royals as he can stop the hearts
-twice and ruff the clubs. Z cannot pursue the hearts, but shows his
-supporting minor suit, bidding three diamonds. This says to Y, “Go no
-trumps if you can stop the spades.” When A passes, having bid his hand
-on the first round, Y goes two no trumps and makes game. B leads the
-top of his partner’s declared suit, and A leads a fourth round, hoping
-to get in with the club jack. At tricks 8 and 9, B signals control in
-hearts. A keeps the protection in clubs to the end and saves a trick by
-it. Y keeps two clubs in dummy, so that if club is led, he will have
-one to return after he has made his diamonds.
-
-In the second example, they are playing nullos, Y declaring. The points
-in the play are holding the spade queen, so as to lead a diamond or
-a spade at trick 6. This B prevents, hoping to force two clubs on Y
-and Z and set the contract. At trick 7, if the hearts are split, the
-queen must win the ten. If not, Z must win one heart trick. Y makes his
-contract, losing four odd.
-
-
-BRIDGE.
-
-The difference between straight bridge, as it is sometimes called,
-and auction is in the method of selecting the trump, which must be
-declared by the dealer or his partner, the opponents having nothing to
-say except to double the declaration if they think it will not win the
-odd trick. Another point is that either side can score toward game by
-getting the odd trick or more, there being no penalties for failure to
-make the odd except losing the value of the tricks because the dealer
-never declares to make any given number of tricks on the hand.
-
-There are some irregularities which are peculiar to straight bridge
-that would not apply to auction. These are fully covered by the
-following description of the game, all other matters, such as the
-correct card to lead and the manner of combining the hands, have been
-fully described in connection with auction.
-
-_=MAKING THE TRUMP.=_ This is the chief peculiarity in bridge. The
-trump is not turned up, but the suit is named by the dealer or his
-partner, after they have examined their cards. In order properly to
-understand the considerations which guide them in making the trump, one
-should first be familiar with the values attached to the tricks when
-certain suits are trumps. The first six tricks taken by one side do not
-count; but each trick above that number counts toward game according to
-the following table:--
-
- When Spades are trumps, each trick counts 2 points.
- ” Clubs ” ” ” ” ” 4 ”
- ” Diamonds ” ” ” ” ” 6 ”
- ” Hearts ” ” ” ” ” 8 ”
- ” there is no trump, ” ” ” 12 ”
-
-Better to understand the importance of this variation in value, it
-should be noticed that the game is 30 points; so that if two partners
-won 3 by cards with no trump, or 4 by cards with hearts for trumps,
-they would win the game in one deal. On the other hand, if either of
-the black suits were trumps, they could not lose the game, even if a
-slam were made against them.
-
-It will thus be evident that two considerations influence the player
-whose privilege it is to make the trump: First, to win as much as
-possible, if he has the cards to do it. Second, to save himself, if he
-is weak; or the game, if it is in danger. As a general proposition,
-it may be said that his decision will be indicated by the colour of
-the trump he names. If it is red, he is strong, and plays to win; if
-it is black, he is taking to the woods. A further element may enter
-into his calculations, the state of the score. If he feels sure of the
-few points necessary to win the game or the rubber with a black trump,
-there is no necessity to risk making it red. This is a part of the
-subject which we shall go into further when we come to the suggestions
-for good play.
-
-The dealer has the first say in making the trump. If he does not feel
-himself strong enough to make it no trump, or red, although his hand
-may be black enough to promise a good score in clubs or spades, he
-should transfer to his partner the privilege of making the trump by
-saying: “I leave it to you, partner.” Guided by this indication, his
-partner must fix on some suit for the trump or go no-trumps, and must
-announce it.
-
-Either the dealer or his partner may elect to play without a trump, if
-he has sufficient strength in all the suits to do so.
-
-_=IRREGULARITIES IN DECLARING.=_ If the dealer’s partner makes a
-declaration before being asked to do so, either adversary may demand
-that the declaration shall stand, or that there shall be a new deal.
-In England, only the eldest hand, A, may exact the penalty. If the
-dealer’s partner passes the declaration to the dealer, either adversary
-may claim a new deal or may insist that the player in error shall make
-the declaration. In England, the eldest hand exacts this penalty.
-
-Should an adversary of the dealer make a declaration, the dealer may,
-after looking at his own hand, either have a new deal or proceed as if
-nothing had been said.
-
-_=SETTLING THE VALUE OF THE TRICKS.=_ The trump suit having been
-announced, the first hand or leader, A, before he plays a card, has
-the privilege of doubling the value of the tricks if he thinks the
-opponents cannot win the odd trick with the trump named. To do this,
-he simply says: “I double.” If he does not feel justified in doubling,
-he transfers the opportunity to his partner, by asking him: “Shall I
-play?” That is to say, “shall we play without doubling?” If his partner
-will not double, he answers: “Yes.” Either A or B having doubled, it
-becomes the privilege of the player who made the trump to double him
-again; making the value of the trick four times greater than that given
-in the table. If he does not do so, he says: “I pass”; and his partner
-then has the privilege. If either the dealer or his partner doubles,
-the adversary who first doubled may repeat it; or if he passes, his
-partner may double. This doubling may be continued until the value of
-each trick over the book is 100 points, when it must cease.
-
-_=IRREGULARITIES IN DOUBLING.=_ If the pone doubles before his partner
-has asked him “Shall I play?” the maker of the trump shall say whether
-or not the double shall stand. If he allows it to stand it may be
-redoubled. Should a player redouble out of turn, the one whom he
-redoubles shall have the right to say whether or not the redouble shall
-stand.
-
-Any consultation between partners as to doubling or redoubling will
-entitle their adversaries to insist on a new deal.
-
-If the eldest hand leads without asking his partner’s permission to
-play, the pone cannot double without the consent of the maker of the
-trump. Should the pone ask the eldest hand, “Shall I play?” that does
-not deprive the eldest hand of the right to double.
-
-_=METHOD OF PLAYING.=_ The trump suit and the value of the tricks
-settled, the player on the dealer’s left begins by leading any card he
-pleases. After he has played, the second player, Y, lays his hand face
-up on the table, and takes no further part in the play beyond availing
-himself of the privilege of asking his partner if he has none of a suit
-to which he renounces. From the moment that Y’s cards are exposed the
-game becomes Dummy, the dealer, Z, playing Y’s cards for him.
-
-The dealer gathers the tricks for his side; either adversary may gather
-for the other. The first six tricks taken by one side make a “book” and
-all over six count toward game. The tricks should be so laid that they
-can be readily counted by any player at the table.
-
-_=The Revoke.=_ Should a player fail to follow suit when able to do
-so, it is a revoke. Dummy cannot revoke under any circumstances; but
-the penalty for any other player is the loss of three tricks for each
-revoke made, which are taken from the side in error at the end of the
-hand. In England, the penalty may be exacted in any of three ways;
-three tricks, or the value of three tricks in points, or the addition
-of a like amount to opponent’s score. A slam cannot be scored if the
-tricks necessary to make it were taken for the revoke penalty. The
-side making a revoke cannot win the game that hand, no matter what
-they score; but they may play the hand out, and count all they make to
-within two points of game, or 28. Players cannot score a slam in a hand
-in which they have revoked.
-
-_=Exposed Cards.=_ If the dealer or his partner exposes a card before
-the declaration has been made, either adversary may claim a new deal.
-If any player exposes a card before the first card is led, his partner
-forfeits the right to double or redouble. If the pone exposes a card in
-this manner, the dealer may call it an exposed card, or he may require
-the eldest hand not to lead that suit.
-
-If, during the play of the hand, either adversary of the dealer exposes
-a card, by playing two cards at once, dropping one face up on the
-table, or holding it so that his partner can see any portion of its
-face, the card so exposed must be left face upward on the table, and is
-liable to be called.
-
-Exposed cards can be called by the dealer at any time, but he cannot
-compel the play of a card which would constitute a revoke.
-
-_=Leading Out of Turn.=_ If either of the dealer’s adversaries lead
-out of turn, the dealer may either call the card exposed, or may call
-a suit when it is the turn of either adversary to lead. If the dealer
-leads out of turn, there is no penalty, but he cannot correct the error
-if the second hand has played.
-
-_=Cards Played in Error.=_ If any player but the Dummy omits to play
-to a trick and does not correct the error until he has played to the
-next trick, his adversaries may claim a new deal. If any one, excepting
-Dummy, plays two cards to a trick and does not discover it, he is
-responsible for any revokes that he may make in consequence of not
-having the card in his hand.
-
-_=OBJECT OF THE GAME.=_ As in all members of the whist family, the
-object in Bridge is to win tricks, the highest card played of the suit
-led winning, and trumps, if any, winning against all other suits. At
-the end of each hand the side that has won any tricks in excess of the
-book, scores them, after multiplying their number by the unit of value
-settled upon by the doubling, if any took place. As soon as either side
-reaches or passes 30, they win the game; but the hand must be played
-out, and all tricks taken must be counted. The total is written on the
-score-sheet; the score of the losers standing to their credit until the
-final accounting at the end of the rubber.
-
-_=RUBBERS.=_ Three games, of 30 points each, constitute a rubber; but
-if the first two are won by the same players, the third is not played.
-The side winning the majority of the games adds 100 (rubber) points to
-its score.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ The points which the beginner may
-profitably study in Bridge are chiefly in making the trump, and in the
-methods by which the hands of the partners are combined, so as to work
-together.
-
-_=Making the Trump.=_ The bridge player’s first consideration should be
-the state of the score, which will show how many points he needs to win
-the game. Let us suppose this number to be 12, he having already scored
-18. These 12 points can be made by winning six by cards with spades for
-trumps; three by cards with clubs; or two by cards with diamonds or
-hearts. But if the hand can be played without a trump, the odd trick
-wins the game.
-
-It is hardly necessary to say that a player would be very foolish to
-engage himself to win six by cards if the odd trick would equally
-answer his purpose; nor would he undertake to win three by cards with
-clubs for trumps, if he had as good a chance of making two by cards
-with diamonds or hearts. In other words, the player should not make the
-trump which promises the greatest number of tricks, but should select
-that which will yield the largest number of points.
-
-It is for this reason that every good player first considers
-the advisability of making it “no-trump,” and if he thinks that
-injudicious, hearts or diamonds, leaving the black suits as a last
-resort.
-
-It is the custom invariably to make it no-trump with three Aces, unless
-the hand is strong enough for a heart make, or holds great honour value
-in red.
-
-In estimating the probabilities of trick-taking, it is usual to count
-the partner for three tricks on the average. Conservative players do
-not depend on him for more than two. Generally speaking, the maker of
-the trump should have four pretty certain tricks in his own hand.
-
-The dealer should seldom announce a black trump unless he has a
-certainty of the game in his own hand, without any assistance from
-his partner, or unless he has such a poor hand that he must make it
-a “defensive spade.” If he cannot safely make it no-trump or red, he
-should pass, and allow his partner the chance. With such a hand as
-seven clubs, including four honours, and absolutely worthless cards
-otherwise, the dealer should make it clubs, except when the adversaries
-have won the first game, and are about 20 points in the second. This
-makes it not unlikely that they will win the rubber on the next hand
-with their deal. Under such circumstances the dealer must invariably
-leave it to his partner, in the hope that he can save the rubber by
-making it no-trump.
-
-The dealer’s partner should be aware that there cannot be any
-reasonable hope of four tricks in red in the leader’s hand, or a red
-trump would have been announced; and unless he has at least five
-probable tricks in his own hand he should not make it red. With three
-Aces he should make it no-trump. Four Aces is always a no-trumper,
-no matter what the rest of the hand may be. If he is obliged to make
-it black, and has three or four probable tricks, he should announce
-whichever suit he is best in. Attention should be paid to the score;
-for in many instances the suit must be selected so that the adversaries
-cannot win the game with the odd trick, even if they double.
-
-_=Doubling.=_ The dealer or his partner having announced the trump,
-the adversary should carefully consider the score before doubling or
-playing. Most players consider themselves justified in doubling when
-they have six reasonably certain tricks in their own hands, trusting
-partner for one only. Great caution should be used in doubling
-no-trumpers, the position of the lead being carefully studied; because
-the odd trick usually settles the fate of the game when a no-trumper is
-doubled. While a player with the lead, and seven certain tricks in one
-suit, should double a no-trumper, his partner would be very foolish to
-do so, unless he had, in addition to his long suit, the heart ace; for
-it is a conventionality of the game for A to lead hearts if B doubles a
-no-trumper.
-
-The original maker of the trump should be very strong to justify him in
-redoubling the adversary. If he had four probable tricks originally, he
-may count the adversary who doubles for five, and of the four doubtful
-tricks remaining, the odds are against partner having the three which
-would be necessary to win the odd trick.
-
-_=Opening Leads.=_ The first lead must necessarily be made in the dark,
-but the selection of the suit will often depend on the trump, and
-whether it was named by the dealer or by his partner.
-
-If the dealer has made it red, and A has the A K of any plain suit, he
-should play the King, so as to retain the lead until Dummy’s hand is
-exposed.
-
-If the dealer passes it to his partner, he is probably weak in red. If
-Y makes it hearts, A should lead a supporting diamond, unless he has
-strength in another suit. If Y has made it diamonds, A should lead a
-supporting heart. But in either case, if A has in his hand such cards
-as A K, even of a black suit, he should play the King, and wait to see
-the Dummy’s hand. If Y has made it black, A must be guided by his own
-cards, but should give a red suit the preference for his opening lead.
-
-Details as to the correct card to lead and the play after the opening
-lead have been fully covered in connection with auction bridge, which
-see.
-
-The discard is usually coupled with the system of opening against a
-doubled no-trumper. If your partner says he is “_=heart and strong=_”
-he means that if you double a no-trumper and he is eldest hand, he will
-lead you his best heart, and that he will discard his strong suit when
-playing against a no-trumper. If he says he is “_=heart and weak=_,”
-he will lead the top heart; but he will discard his weak suit. If he
-says he is “_=weak and weak=_,” he means that he will lead the shortest
-or weakest suit in his hand, if you double no-trumps, that being the
-almost universal custom in England.
-
-All the situations which have been covered in the play of the second,
-third and fourth hands at auction can be studied with advantage by
-the bridge player, as the manner of securing the best results from
-certain distributions of the cards is the same in both games. The chief
-difference lies in the value of the tricks, because at bridge the
-opponents of the declaration can score toward game, and it is therefore
-frequently advisable to take a finesse or make a play that would be
-quite unjustifiable at auction, if there is any chance that such a play
-may win a game that would be otherwise impossible.
-
-Close attention to the score is an important factor in bridge which
-does not operate in auction, because in that game any previous score
-toward game is seldom of any use, eighteen out of every twenty deals
-being game hands or nothing, and the dealer having no more advantage in
-the selection of the trump than any other player. In bridge, one always
-calculates that the dealer will go out if he is 18 or 20 up on the
-score, as almost any suit will do. This prompts the side that has the
-deal, or a chance to go game, to lose no opportunity to win at once,
-before the other side gets a chance at it.
-
-
-ILLUSTRATIVE BRIDGE HANDS.
-
-The dealer is Z in both instances. In the first example, he makes it
-no-trump. In the second, Dummy, Y, makes it no-trump. A leads in both
-cases:--
-
- ------------------------------+ +------------------------------
- A Y B Z | | A Y B Z
- +------+------+-------+-------+--+-------+-------+------+------+
- | 7♢ | 3♢ | J♢ | _K♢_ | 1| ♡6 | _♡A_ | ♡7 | ♡3 |
- | ♣Q | ♣2 | _♣K_ | ♣J | 2| ♣5 | _♣K_ | ♣3 | ♣2 |
- | _A♢_ | 8♢ | 6♢ | 2♢ | 3| ♣8 | ♣10 | ♣7 | _♣J_ |
- | 4♢ | _Q♢_| 2♠ | 5♢ | 4| 5♢ | 3♢ | _♣A_ | ♣4 |
- | ♣4 | ♣3 | _♣A_ | ♣10 | 5| _♡K_ | ♡2 | ♡9 | ♡J |
- | ♡3 | ♡5 | ♡J | _♡A_ | 6| ♡5 | ♡4 | 6♢ | _♡Q_ |
- | 8♠ | _♣9_ | ♡2 | ♣8 | 7| 5♠ | 3♠ | 6♠ | _♣Q_ |
- | 9♠ | _♣7_ | 3♠ | ♡4 | 8| 7♢ | 4♠ | 8♠ | _♣9_ |
- | ♡6 | _♣6_ | 4♠ | ♡Q | 9| 9♢ | 4♢ | 10♠ | _♣6_ |
- | ♡9 | _♣5_ | ♡8 | 7♠ |10| _A♠_ | 9♠ | J♠ | 7♠ |
- | 9♢ | J♠ | 5♠ | _Q♠_ |11| _♡10_ | Q♠ | 8♢ | 2♠ |
- | 10♢ | ♡7 | 6♠ | _A♠_ |12| _♡8_ | K♠ | 10♢ | 2♢ |
- | ♡K | ♡10 | _K♠_ | 10♠ |13| K♢ | _A♢_ | Q♢ | J♢ |
- +------+------+-------+-------+--+-------+-------+------+------+
-
-
-The first of these examples shows the importance of playing for the
-suit which is longest between the two hands. Observe that the dealer
-plays the high cards from the hand which is shorter in the suit, and
-on the second round of clubs is careful to give up the higher of two
-cards, so as to get out of Dummy’s way and clear, or establish, the
-suit. B, hoping to get his partner into the lead again, leads a heart
-up to Dummy’s weakness, and leads a heart which will beat Dummy’s best
-heart. At the eleventh trick, unless the dealer can make two tricks in
-spades by the finesse, he cannot win the game.
-
-The second example shows the importance of preserving a re-entry card
-in the hand which is longer in the suit the dealer intends playing for.
-If the dealer lets the heart come up to him, it is true that he will
-make win the first trick with the Jack; but he will never win a trick
-with the Queen, and therefore he can never get in to make his clubs,
-even if he establishes them. By putting up the Ace of hearts, and
-keeping both Q and J in his own hand, he is certain of a re-entry in
-hearts. On the second round of clubs, the adversary still holding up or
-underplaying, the dealer must be careful to overtake Dummy’s ten with
-his own Jack, so as to continue the suit without losing the lead.
-
-
-VARIETIES OF BRIDGE.
-
-_=THREE HAND AUCTION.=_ This is a game for three active players only,
-but four may form a table. Each player is for himself, there being no
-partnerships except the temporary combination against the declarer for
-each deal. The player who cuts the lowest card chooses his seat and
-cards and the player with the next lower cut sits on his left, the
-other on his right.
-
-The cards are dealt one at a time into four packets, of thirteen
-each, just as in the ordinary game of auction, the odd hand remaining
-untouched until the winning declaration is decided. The dealer
-makes the first bid and then each bids in turn until two pass. The
-penalty for bidding out of turn is 50 points added to the score of
-each opponent, for doubling out of turn it is 100. If both pass the
-irregularity there is no penalty, but if only one passes, the third may
-call attention to it.
-
-The highest bidder takes up the dummy hand, sorts it and lays it on the
-table opposite him, face up, as soon as the eldest hand leads a card.
-If there is a player sitting opposite the highest bidder, he moves to
-the vacant seat.
-
-The game is 30 points, and the winner of a game adds 125 points to his
-score at once. The first player to win two games not only adds the 125
-for the second game, but 250 more for winning the rubber. Honours are
-scored by each player separately, every honour being worth as much as a
-trick in that suit. Four or five in one hand count double. At no trump,
-the aces count for 10 each to the holders, four in one hand 100. The
-declarer scores his dummy’s honours.
-
-At the end of the rubber, each wins from or loses to each of the
-others. The score is usually made up in this way, the final amounts to
-the credit of each being shown in the top line:
-
- A, 240 B, 980 C, 456
- ----------------------------
- -740 +740 +215
- -215 +524 -524
- ---- ---- ----
- -955 +1264 -309
-
-_=DUPLICATE AUCTION.=_ This game may be played in any of the ways
-described for the movement of trays and players under the head of
-duplicate whist. Tricks and honours are scored as usual, but there are
-no games or rubbers. Should the declarer make 30 or more points on a
-single hand he gets 125 points bonus in the honour column. This game is
-now covered by the official laws for auction, which see.
-
-_=BRIDGE FOR THREE.=_ Sometimes called _=Dummy Bridge=_, or
-_=Cut-Throat=_. The lowest cut deals the first hand and plays the
-Dummy. If the dealer will not declare on his own cards, he passes,
-and Dummy must declare according to a fixed schedule. With three or
-four aces; no-trumps, no matter what the rest of the hand may be.
-With less than three aces, Dummy cannot make it no-trumps under any
-circumstances; but must name the longest suit. If two suits are equal,
-the pips on each are counted, reckoning aces as 11 each, other honours
-at 10 each, and the larger number of pips is the suit. If this is still
-equal, the more valuable suit must be declared.
-
-No one but the eldest hand may double, and no one but the dealer may
-redouble. In order to make this fair for both sides, it is usual to let
-the pone sort and declare on Dummy’s cards, so that the dealer shall
-not see them until the first card is led.
-
-No matter what points are made for tricks, the dealer only can score
-them below the line, to count toward game. If the adversaries make the
-odd trick, they score above the line, in the honour column, so that no
-one can go out except on his own deal.
-
-After the deal is finished and scored, the players move, so as to
-bring about a change of partners. The one on the left of the vacant
-place moves into it, and the player on his right deals. Three of these
-movements bring about the original position.
-
-Each player’s score is kept individually, and when one of the three has
-won two games, the scores are added up and balanced, after giving the
-winner 100 rubber points. Each then pays the difference to the others.
-Suppose the winner to be A, with 320; B having 80 and C 64. A wins 240
-from B and 256 from C; while B wins 16 from C.
-
-_=BRIDGE FOR TWO.=_ Sometimes called “_=Chinese Bridge=_.” The dealer
-gives his adversary four cards face down, and then deals four to
-himself, also face down. He then distributes the remainder of the pack
-by dealing to his adversary and himself alternately, one card at a
-time, keeping them separate from the first four. Without lifting or
-looking at any of these twenty-two cards, each player places eleven of
-them in two rows, face down, and then the other eleven on the top of
-the first, but face up. This gives each player eleven cards face up on
-the table, covering eleven face down under them, and a separate hand of
-four cards.
-
-The dealer looks at his four cards, without showing them to his
-adversary, and after due consideration of what he sees on the table,
-declares. His adversary can double if he likes, or he can simply play a
-card. Tricks and honours count as in the ordinary rubber.
-
-The declaration made, the non-dealer leads any card he pleases, from
-the four in his hand or from the eleven face up on the table, and
-the dealer must follow suit if he can, either from his hand or from
-the table. The moment a card is played from the table, the card under
-it must be turned face up, and becomes playable; but no card which is
-on the top of another card can be shifted, so that the card under it
-cannot be turned up until its covering card is legitimately played away.
-
-The second player having played to the trick, the original leader must
-play to it in his turn, and then his adversary plays the fourth card,
-completing the trick. The winner of the trick takes it in, turns it
-down, and leads for the next trick, and so on until all thirteen tricks
-have been played. The winner of the rubber scores 100 points extra.
-
-_=MISERY BRIDGE.=_ This is a game for two players, who sit opposite
-each other. Four hands of thirteen cards each are dealt, the dealer
-beginning on his left. Before declaring, the dealer may discard any
-number of cards from one to four, laying them on the table at his left,
-but face up, where they so remain during the play of the hand.
-
-In place of this discard, the dealer takes an equal number of cards
-from the top of the hand on his left. These are not shown to the
-adversary. Having discarded and drawn, the dealer declares. There is no
-doubling; but the dealer himself may undertake to win at least eight of
-the thirteen tricks, and if he announces “eight tricks,” he can score
-them at double value if he succeeds. If he fails to get the full eight,
-his adversary scores ten points penalty, the dealer scoring nothing at
-all. No matter what the trump suit, the penalty of ten points remains
-the same.
-
-After discarding, drawing and declaring, the stock hand is laid aside,
-still face down, and the non-dealer takes up and sorts the hand on his
-left, turning it face up on the table, like a Dummy. This hand belongs
-to the non-dealer, who leads first and plays both hands, so that the
-dealer is practically opposed to two hands of thirteen cards each.
-
-If the dealer does not want to discard and draw, he can play
-_=misery=_, which is a no-trumper, but played to lose tricks, instead
-of to win them. If the dealer takes more than one trick, his adversary
-scores five points penalty for each so taken. But if the dealer
-succeeds in taking only one trick, or none at all, he scores five
-points for every trick his adversary has taken over the book of six.
-
-_=PIVOT BRIDGE.=_ This is simply a movement of the players, very
-popular in social games, which requires that the four originally
-seated at a table shall remain at that table until the game is ended,
-and shall not cut for partners after the first rubber, but change in
-regular order. The usual way is for the first dealer to sit still all
-the time, the three other players moving round her in a circle at the
-end of each rubber. This will compel the player on her left to pass
-behind her and take the seat on her right. At the end of three rubbers,
-each will have had each of the others for a partner. When there are
-a number of tables in play, it will be necessary to have a prize for
-each, giving the first choice to the player who has the highest score
-in the room.
-
-When this method is adopted, it is not necessary to deduct the lower
-score from the higher at the end of each rubber, so that each player
-can keep what she gets, the comparative result being the same if the
-players remain at the same table. This method is open to the objection
-that if two strong players are opposed to weak ones all the time, it is
-a great advantage. It is also liable to abuse, if four players agree to
-double everything, so that some one at the table shall be high score.
-
-_=PROGRESSIVE BRIDGE.=_ This is simply a movement of the players from
-table to table, much as described under the heading of _=compass
-whist=_. The players may either agree that all the N & S pairs shall
-sit still, all the E & W pairs moving one table; or they may arrange
-for the winners to move in a certain direction. In all progressive
-games, sometimes called _=Drive Bridge=_, there are no rubbers or
-games, as one table would keep all the others waiting. An even number
-of deals, usually four, is the rule for each round before moving.
-
-_=DUPLICATE BRIDGE.=_ This is bridge with the hands kept separate and
-put into trays to be carried from table to table. The methods will be
-found fully described under the titles for duplicate whist. In order
-to prevent the players from giving too much attention to the honours
-in declaring, it is sometimes the rule to add a certain number of
-points to the trick scores, as a bonus. This is called _=Bridge to the
-Score=_. Four deals is a round, before changing adversaries, and fifty
-points are added to the score of the side having the greater trick
-score. Another method is to add fifty points to the side winning a
-game, if a game is won before moving, and then to add a definite number
-of points for every trick point that one side may be ahead of the other
-on unfinished games; or as many points as the higher score below the
-line.
-
-None of these methods have proved attractive enough to be popular,
-however, although the first is the one commonly adopted for club
-tournaments, adding fifty points bonus for the higher trick score,
-regardless of any games or rubbers. All the additions of percentages
-require special score cards and the services of some alleged expert to
-run the game, and even then they are not attractive. The problem of
-duplicate bridge remains as yet unsolved, so far as a popular game is
-concerned.
-
-_=SIX-HAND BRIDGE.=_ This is played by six persons, sitting with two
-card tables pushed together so as to make one. Each dealer sits at the
-long end of the table, the two dealers being partners. On each side of
-one sits a pair of adversaries so that the initial arrangement, if pair
-A had the deal, would be this:--
-
-[Illustration:
-
- B C
- +-----+-----+
- | 5 | 6 |
- | | |
- A |1 | 4| A
- | | |
- | 2 | 3 |
- +-----+-----+
- B C
-]
-
-Numbers are placed on the tables to indicate the positions to which the
-players shall move after each deal. The player at 6 goes to 5; 4 to 3;
-3 to 2; 2 to 1, and 1 to 6. Each pair of partners, as they fall into
-the end seats, have the deal.
-
-If the dealer at either end will not declare on his own cards, he
-passes it, and the Dummy hand opposite him must be handed to the dealer
-that sits at the other end of the long table, who must declare for his
-partner. The usual four hands are dealt and played at each table, and
-scored as usual.
-
-Three scores must be kept, because there are three separate rubbers
-going on at once,--that between A and B; between A and C, and between
-B and C. If one pair wins its rubber against one of the others, three
-players will be idle at one end of the table for one deal, but then all
-will come into play again, for the next deal. Some persons think this
-is better than four playing a rubber while two look on.
-
-_=DOUBLE DUMMY BRIDGE.=_ In this form of the game, the dealer always
-deals for himself. His adversary sits next him on the left for the
-first deal, and leads for the first trick before the Dummies are
-exposed. There is no doubling. On the next deal, the adversary must
-sort his Dummy’s hand and must lead from it, before looking at his own.
-If the declaration is passed, Dummy must make it on the lines laid down
-for passed makes in Bridge for Three, which has already been described.
-There is no penalty for a revoke made by either Dummy; but otherwise
-the laws of bridge govern.
-
-_=DRAW BRIDGE.=_ This is double Dummy; but instead of laying Dummy’s
-cards face up on the table, each player is provided with a holder in
-which he places his partner’s cards in such a manner that his adversary
-cannot see them. As it comes to Dummy’s turn to play to each trick,
-a card is drawn from the holder. All four hands are responsible for
-revokes.
-
-_=KING’S BRIDGE.=_ This is sometimes called _=Four Hand Bridge=_, each
-player being for himself. The movements of the players are the same as
-those described in Pivot Bridge, one player sitting still all the time,
-while each of the others in turn becomes his partner for four deals.
-
-The dealer declares. If he passes, the player sitting opposite him must
-make it according to the mechanical rules given in Bridge for Three.
-There is no doubling. The score of each player is kept in a separate
-column, and the trick and honour score is put down in one lump, plus or
-minus, the new score being added to or deduced from the previous one.
-It is simpler, however, to put down nothing but the plus scores, so
-that when the declaration is defeated, the points are credited to each
-of the three other players. Suppose the dealer wins 16 and 16. He is
-put down as 32 plus. If he should lose 12 and 30, his score would not
-be touched, but each of the others would be put down 42 plus.
-
-There are no games or rubbers. At the end of four deals the players
-change partners by the pivot system. At the end of twelve deals, each
-has played four deals with each of the others. The scores are then
-added up and balanced by the method described in connection with the
-game of Skat.
-
-_=REVERSI BRIDGE.=_ This is playing bridge to lose, and the object of
-the declaration is to pick out the make which is likely to win the
-least tricks. At the end of the hand, each side scores what the other
-makes; so that if the dealer declares no-trumps, and loses two by
-cards, and finds thirty aces against him, he scores 24 and 30 to his
-own credit. The adversaries can double if they wish to, and all the
-rules of regular bridge apply, except that if a revoke is made the
-usual penalty is reversed, the player in error taking three tricks
-instead of losing them.
-
-_=SHORT BRIDGE.=_ This is bridge without any doubling or rubbers,
-and is played for so much a game instead of for so much a point, the
-winners being the side that has the higher score for tricks and honours
-combined when either side reaches thirty points below the line. It is
-a good game for occasions upon which the players may be interrupted at
-any time, or have not time to finish a full rubber.
-
-
-THE AMERICAN LAWS OF BRIDGE.
-
-REVISED TO NOVEMBER, 1913.
-
-_Reprinted and Copyrighted, 1913, by permission of The Whist Club of
-New York._
-
-
-THE RUBBER.
-
-1. The partners first winning two games win the rubber. When the first
-two games decide the rubber, a third is not played.
-
-
-SCORING.
-
-2. Each side has a trick score and a score for all other counts,
-generally known as the honour score. In the trick score the only
-entries made are points for tricks won (see Law 3), which count both
-toward the game and in the total of the rubber.
-
-All other points, including honours, penalties, slam, little slam, and
-under-tricks, are recorded in the honour score, which counts only in
-the total of the rubber.
-
-3. When the declarer wins the number of tricks bid or more, each above
-six counts on the trick score; two points when spades are trumps, six
-when clubs are trumps, seven when diamonds are trumps, eight when
-hearts are trumps, nine when royal spades are trumps, and ten when the
-declaration is no trump.
-
-4. A game consists of thirty points made by tricks alone. Every deal
-is played out, whether or not during it the game be concluded, and any
-points made (even if in excess of thirty) are counted.
-
-5. The ace, king, queen, knave, and ten of the trump suit are the
-honours; when no trump is declared, the aces are the honours.
-
-6. Honours are credited to the original holders; they are valued as
-follows:
-
-_When a Trump is Declared._
-
- 3[1] honours held between partners equal value of 2 tricks.
- 4 ” ” ” ” ” ” 4 ”
- 5 ” ” ” ” ” ” 5 ”
- 4 ” ” in 1 hand ” ” 8 ”
- 4 ” ” ” 1 ” { 5th in } ” ” 9 ”
- 5 ” ” ” 1 ” {partner’s} ” ” 10 ”
-
-_When No Trump is Declared._
-
- 3 aces held between partners count 30
- 4 ” ” ” ” ” 40
- 4 ” ” in one hand ” 100
-
-7. Slam is made when partners take thirteen tricks.[2] It counts 40
-points in the honour score.
-
-8. Little slam is made when partners take twelve tricks.[3] It counts
-20 points in the honour score.
-
-9. The value of honours, slam, or little slam, is not affected by
-doubling or redoubling.
-
-10. At the conclusion of a rubber the trick and honour scores of each
-side are added and 250 additional points added to the score of the
-winners of the rubber. The size of the rubber is the difference between
-the completed scores. If the score of the losers of the rubber exceed
-that of the winners, the losers win the amount of the excess.
-
-11. When a rubber is started with the agreement that the play shall
-terminate (_i.e._, no new deal shall commence) at a specified time,
-and the rubber is unfinished at that hour, the score is made up as it
-stands, 125 being added to the score of the winners of a game. A deal
-if started must be finished.
-
-12. A proved error in the honour score may be corrected at any time
-before the score of the rubber has been made up and agreed upon.
-
-13. A proved error in the trick score may be corrected at any time
-before a declaration has been made in the following game, or, if it
-occur in the final game of the rubber, before the score has been made
-up and agreed upon.
-
-
-CUTTING.
-
-14. In cutting the ace is the lowest card; between cards of otherwise
-equal value the heart is the lowest, the diamond next, the club next,
-and spade the highest.
-
-15. Every player must cut from the same pack.
-
-16. Should a player expose more than one card, the highest is his cut.
-
-
-FORMING TABLES.
-
-17. Those first in the room have the prior right to play. Candidates of
-equal standing decide their order by cutting; those who cut lowest play
-first.
-
-18. Six players constitute a complete table.
-
-19. After the table has been formed, the players cut to decide upon
-partners, the two lower play against the two higher. The lowest is
-the dealer, who has choice of cards and seats, and, having made his
-selection, must abide by it.[4]
-
-20. The right to succeed players as they retire is acquired by
-announcing the desire to do so, and such announcements, in the order
-made, entitle candidates to fill vacancies as they occur.
-
-
-CUTTING OUT.
-
-21. If, at the end of a rubber, admission be claimed by one or two
-candidates, the player or players who have played the greatest number
-of consecutive rubbers withdraw; when all have played the same number,
-they cut to decide upon the outgoers; the highest are out.[5]
-
-
-RIGHT OF ENTRY.
-
-22. At the end of a rubber a candidate is not entitled to enter a table
-unless he declare his intention before any player cut, either for
-partners, for a new rubber, or for cutting out.
-
-23. In the formation of new tables candidates who have not played at an
-existing table have the prior right of entry. Others decide their right
-to admission by cutting.
-
-24. When one or more players belonging to an existing table aid in
-making up a new one, which cannot be formed without him, he or they
-shall be the last to cut out.
-
-25. A player belonging to one table who enters another, or announces a
-desire to do so, forfeits his rights at his original table, unless the
-new table cannot be formed without him in which case he may retain his
-position at his original table by announcing his intention to return as
-soon as his place at the new table can be filled.
-
-26. Should a player leave a table during the progress of a rubber, he
-may, with the consent of the three others, appoint a substitute to
-play during his absence; but such appointment becomes void upon the
-conclusion of the rubber, and does not in any way affect the rights of
-the substitute.
-
-27. If a player break up a table, the others have a prior right of
-entry elsewhere.
-
-
-SHUFFLING.
-
-28. The pack must not be shuffled below the table nor so the face of
-any card be seen.
-
-29. The dealer’s partner must collect the cards from the preceding
-deal and has the right to shuffle first. Each player has the right to
-shuffle subsequently. The dealer has the right to shuffle last, but
-should a card or cards be seen during his shuffling or while giving the
-pack to be cut, he must reshuffle.
-
-30. After shuffling, the cards, properly collected, must be placed
-face downward to the left of the next dealer, where they must remain
-untouched until the end of the current deal.
-
-
-THE DEAL.
-
-31. Players deal in turn; the order of dealing is to the left.
-
-32. Immediately before the deal, the player on the dealer’s right cuts,
-so that each packet contains at least four cards. If, in or after
-cutting and prior to the beginning of the deal, a card be exposed,
-or if any doubt exist as to the place of the cut, the dealer must
-reshuffle and the same player must cut again.
-
-33. After the pack has been properly cut, it should not be reshuffled
-or recut except as provided in Law 32.
-
-34. Should the dealer shuffle after the cut, his adversaries may also
-shuffle and the pack must be cut again.
-
-35. The fifty-two cards must be dealt face downward. The deal is
-completed when the last card is dealt.
-
-36. In the event of a misdeal, the same pack must be dealt again by the
-same player.
-
-
-A NEW DEAL.
-
-37. There _must_ be a new deal:
-
- (_a_) If the cards be not dealt, beginning at the dealer’s left
- into four packets one at a time and in regular rotation.
-
- (_b_) If, during a deal, or during the play the pack be proved
- incorrect.
-
- (_c_) If, during a deal, any card be faced in the pack or
- exposed, on, above, or below the table.
-
- (_d_) If more than thirteen cards be dealt to any player.[6]
-
- (_e_) If the last card does not come in its regular order to
- the dealer.
-
- (_f_) If the dealer omit having the pack cut, deal out of turn
- or with the adversaries’ cards, and either adversary call
- attention to the fact before the end of the deal and before
- looking at any of his cards.
-
-38. Should a correction of any offence mentioned in 37 _f_ not be made
-in time, or should an adversary who has looked at any of his cards be
-the first to call attention to the error, the deal stands, and the
-game proceeds as if the deal had been correct, the player to the left
-dealing the next. When the deal has been with the wrong cards, the
-next dealer may take whichever pack he prefers.
-
-39. If, prior to the cut for the following deal, a pack be proved
-incorrect, the deal is void, but all prior scores stand.[7]
-
-The pack is not incorrect when a missing card or cards are found in the
-other pack, among the quitted tricks, below the table, or in any other
-place which makes it possible that such card or cards were part of the
-pack during the deal.
-
-40. Should three players have their proper number of cards, the
-fourth, less, the missing card or cards, if found, belong to him,
-and he, unless dummy, is answerable for any established revoke or
-revokes he may have made just as if the missing card or cards had been
-continuously in his hand. When a card is missing, any player may search
-the other pack, the quitted tricks, or elsewhere for it.
-
-If before, during or at the conclusion of play, one player hold more
-than the proper number of cards, and another less, the deal is void.
-
-41. A player may not cut, shuffle, or deal for his partner if either
-adversary object.
-
-
-THE DECLARATION.
-
-42. The dealer, having examined his hand, must declare to win at least
-one odd trick,[8] either with a specified suit, or at no trump.
-
-43. After the dealer has declared, each player in turn, beginning on
-the dealer’s left, must pass, make a higher declaration, double the
-last declaration, or redouble a declaration which has been doubled,
-subject to the provisions of Law 54.
-
-44. A declaration of a greater number of tricks in a suit of lower
-value, which equals the last declaration in value of points, is a
-higher declaration; _e.g._, a declaration of “three spades” is higher
-than “one club.”
-
-45. A player in his turn may overbid the previous adverse declaration
-any number of times, and may also overbid his partner, but he cannot
-overbid his own declaration which has been passed by the three others.
-
-46. The player who makes the final declaration[9] must play the
-combined hands, his partner becoming dummy, unless the suit or no trump
-finally declared was bid by the partner before it was called by the
-final declarer, in which case the partner, no matter what bids have
-intervened, must play the combined hands.
-
-47. When the player of the two hands (hereinafter termed “the
-declarer”) wins at least as many tricks as he declared, he scores the
-full value of the tricks won (see Law 3).[10]
-
-47_a_. When the declarer fails to win as many tricks as he declares,
-neither he nor his adversaries score anything toward the game, but his
-adversaries score in their honour column 50 points for each under-trick
-(_i.e._, each trick short of the number declared). If the declaration
-be doubled, the adversaries score 100 points; if redoubled, 200 points
-for each under-trick.
-
-48. The loss on the dealer’s original declaration of “one spade” is
-limited to 100 points, whether doubled or not, unless redoubled.
-Honours are scored as held.
-
-49. If a player make a declaration (other than passing) out of turn,
-either adversary may demand a new deal, or may allow such declaration
-to stand, in which case the bidding shall continue as if the
-declaration had been in turn.
-
-If a player pass out of turn, the order of the bidding is not affected,
-_i.e._, it is still the turn of the player to the left of the last
-declarer. The player who has passed out of turn may re-enter the
-bidding in his proper turn if the declaration he has passed be overbid
-or doubled.
-
-50. If a player make an insufficient or impossible declaration,
-either adversary may demand that it be penalized. The penalty for an
-insufficient declaration is that the bid is made sufficient in the
-declaration named and the partner of the declarer may not further
-declare unless an adversary subsequently bid or double. The penalty for
-an impossible declaration is that the bid is made seven in the suit
-named and the partner of the declarer may not further declare unless
-an adversary subsequently bid or double. Either adversary, instead of
-penalizing an impossible declaration, may demand a new deal, or that
-the last declaration made on behalf of his partnership become the final
-declaration.
-
-50_a_. If a player who has been debarred from bidding under Laws 50 or
-65, during the period of such prohibition, make any declaration (other
-than passing), either adversary may decide whether such declaration
-stand, and neither the offending player nor his partner may further
-participate in the bidding even if the adversaries double or declare.
-
-50_b_. A penalty for a declaration out of turn (see Law 49), an
-insufficient or impossible declaration (see Law 50), or a bid when
-prohibited (see Law 50_a_) may not be enforced if either adversary
-pass, double, or declare before the penalty be demanded.[11]
-
-50_c_. Laws which give to either adversary the right to enforce a
-penalty, do not permit unlimited consultation. Either adversary may
-call attention to the offence and select the penalty, or may say,
-“Partner, you determine the penalty,” or words to that effect. Any
-other consultation is prohibited,[12] and if it take place, the right
-to demand any penalty is lost. The first decision made by either
-adversary is final and cannot be altered.
-
-51. At any time during the declaration, a question asked by a player
-concerning any previous bid must be answered, but, after the final
-declaration has been accepted, if an adversary of the declarer inform
-his partner regarding any previous declaration, the declarer may
-call a lead from the adversary whose next turn it is to lead. If the
-dummy give such information to the declarer, either adversary of the
-declarer may call a lead. A player, however, at any time may ask what
-declaration is being played and the question must be answered.
-
-52. A declaration legitimately made cannot be changed after the next
-player pass, declare, or double. Prior to such action a declaration
-inadvertently made may be corrected. If, prior to such correction, an
-adversary call attention to an insufficient or impossible declaration,
-it may not thereafter be corrected nor may the penalty be avoided.
-
-
-DOUBLING AND REDOUBLING.
-
-53. Doubling and redoubling doubles and quadruples the value of each
-trick over six, but it does not alter the value of a declaration;
-_e.g._, a declaration of “three clubs” is higher than “two royal
-spades” doubled or redoubled.
-
-54. Any declaration may be doubled and redoubled once, but not more;
-a player may not double his partner’s declaration nor redouble his
-partner’s double, but he may redouble a declaration of his partner
-which has been doubled by an adversary.
-
-The penalty for redoubling more than once is 100 points in the adverse
-honour score or a new deal; for doubling a partner’s declaration, or
-redoubling a partner’s double it is 50 points in the adverse honour
-score. Either adversary may demand any penalty enforceable under this
-law.
-
-55. Doubling or redoubling reopens the bidding. When a declaration has
-been doubled or redoubled, any one of the three succeeding players,
-including the player whose declaration has been doubled, may, in his
-proper turn, make a further declaration of higher value.
-
-56. When a player whose declaration has been doubled wins the declared
-number of tricks, he scores a bonus of 50 points in his honour score,
-and a further 50 points for each additional trick. When he or his
-partner has redoubled, he scores 100 points for making the contract
-and an additional 100 for each extra trick.
-
-57. A double or redouble is a declaration, and a player who doubles or
-redoubles out of turn is subject to the penalty provided by Law 49.
-
-58. After the final declaration has been accepted, the play begins; the
-player on the left of the declarer leads.
-
-
-DUMMY.
-
-59. As soon as the player on the left of the declarer leads, the
-declarer’s partner places his cards face upward on the table, and the
-declarer plays the cards from that hand.
-
-60. The partner of the declarer has all the rights of a player
-(including the right to call attention to a lead from the wrong hand),
-until his cards are placed face upward on the table.[13] He then
-becomes the dummy, and takes no part whatever in the play, except that
-he has the right:
-
- (_a_) To call the declarer’s attention to the fact that too
- many or too few cards have been played to a trick;
-
- (_b_) to correct an improper claim of either adversary;
-
- (_c_) to call attention to a trick erroneously taken by either
- side;
-
- (_d_) to participate in the discussion of any disputed question
- of fact after it has arisen between the declarer and either
- adversary;
-
- (_e_) to correct any erroneous score;
-
- (_f_) to consult with and advise the declarer as to which
- penalty to exact for a revoke;
-
- (_g_) to ask the declarer whether he have any of a suit he has
- renounced.
-
-The dummy, if he have not intentionally looked at any card in the hand
-of a player, has also the following additional rights:
-
- (_h_) To call the attention of the declarer to an established
- adverse revoke;
-
- (_i_) to call the attention of the declarer to a card exposed
- by an adversary or to an adverse lead out of turn.
-
-61. Should the dummy call attention to any other incident in the play
-in consequence of which any penalty might have been exacted, the
-declarer may not exact such penalty. Should the dummy avail himself
-of rights (_h_) or (_i_), after intentionally looking at a card in
-the hand of a player, the declarer may not exact any penalty for the
-offence in question.
-
-62. If the dummy, by touching a card or otherwise, suggest the play of
-one of his cards, either adversary may require the declarer to play or
-not to play such card.
-
-62_a_. If the dummy call to the attention of the declarer that he is
-about to lead from the wrong hand, either adversary may require that
-the lead be made from that hand.
-
-63. Dummy is not subject to the revoke penalty; if he revoke and the
-error be not discovered until the trick be turned and quitted, whether
-by the rightful winners or not, the trick must stand.
-
-64. A card from the declarer’s hand is not played until actually
-quitted, but should he name or touch a card in the dummy, such card
-is played unless he say, “I arrange,” or words to that effect. If he
-simultaneously touch two or more such cards, he may elect which to play.
-
-
-CARDS EXPOSED BEFORE PLAY.
-
-65. After the deal and before the declaration has been finally
-determined, if any player lead or expose a card, his partner may not
-thereafter bid or double during that declaration,[14] and the card is
-subject to call.[15] When the partner of the offending player is the
-original leader, the declarer may also prohibit the initial lead of the
-suit of the exposed card.
-
-66. After the final declaration has been accepted and before the lead,
-if the partner of the proper leader expose or lead a card, the declarer
-may treat it as exposed or may call a suit from the proper leader. A
-card exposed by the leader, after the final declaration and before the
-lead, is subject to call.
-
-
-CARDS EXPOSED DURING PLAY.
-
-67. After the original lead, all cards exposed by the declarer’s
-adversaries are liable to be called and must be left face upward on the
-table.
-
-68. The following are exposed cards:
-
- (1) Two or more cards played simultaneously;
-
- (2) a card dropped face upward on the table, even though
- snatched up so quickly that it cannot be named;
-
- (3) a card so held by a player that his partner sees any
- portion of its face;
-
- (4) a card mentioned by either adversary as being held in his
- or his partner’s hand.
-
-69. A card dropped on the floor or elsewhere below the table, or so
-held that it is seen by an adversary but not by the partner, is not an
-exposed card.
-
-70. Two or more cards played simultaneously by either of the declarer’s
-adversaries give the declarer the right to call any one of such cards
-to the current trick and to treat the other card or cards as exposed.
-
-70_a_. Should an adversary of the declarer expose his last card before
-his partner play to the twelfth trick, the two cards in his partner’s
-hand become exposed, must be laid face upward on the table, and are
-subject to call.
-
-71. If, without waiting for his partner to play, either of the
-declarer’s adversaries play or lead a winning card, as against the
-declarer and dummy and continue (without waiting for his partner to
-play) to lead several such cards, the declarer may demand that the
-partner of the player in fault win, if he can, the first or any other
-of these tricks. The other cards thus improperly played are exposed.
-
-72. If either or both of the declarer’s adversaries throw his or their
-cards face upward on the table, such cards are exposed and liable to be
-called; but if either adversary retain his hand, he cannot be forced to
-abandon it. Cards exposed by the declarer are not liable to be called.
-If the declarer say, “I have the rest,” or any words indicating the
-remaining tricks or any number thereof are his, he may be required
-to place his cards face upward on the table. He is not then allowed
-to call any cards his adversaries may have exposed, nor to take any
-finesse not previously proved a winner unless he announce it when
-making his claim.
-
-73. If a player who has rendered himself liable to have the highest or
-lowest of a suit called (Laws 80, 86, and 92) fail to play as directed,
-or if, when called on to lead one suit, he lead another, having in his
-hand one or more cards of the suit demanded (Laws 66, 76, and 93), or
-if, when called upon to win or lose a trick, he fail to do so when he
-can (Laws 71, 80, and 92), or if, when called upon not to play a suit,
-he fail to play as directed (Laws 65 and 66), he is liable to the
-penalty for revoke (Law 84) unless such play be corrected before the
-trick be turned and quitted.
-
-74. A player cannot be compelled to play a card which would oblige him
-to revoke.
-
-75. The call of an exposed card may be repeated until it be played.
-
-
-LEADS OUT OF TURN.
-
-76. If either adversary of the declarer’s lead out of turn, the
-declarer may either treat the card so led as exposed or may call a suit
-as soon as it is the turn of either adversary to lead. Should they lead
-simultaneously, the lead from the proper hand stands, and the other
-card is exposed.
-
-77. If the declarer lead out of turn, either from his own hand or
-dummy, he incurs no penalty, but he may not rectify the error unless
-directed to do so by an adversary.[16] If the second hand play, the
-lead is accepted.
-
-78. If an adversary of the declarer lead out of turn, and the declarer
-follow either from his own hand or dummy, the trick stands. If the
-declarer before playing refuse to accept the lead, the leader may be
-penalized as provided in Law 76.
-
-79. If a player called on to lead a suit have none of it, the penalty
-is paid.
-
-
-CARDS PLAYED IN ERROR.
-
-80. Should the fourth hand, not being dummy or declarer, play before
-the second, the latter may be required to play his highest or lowest
-card of the suit led, or to win or lose the trick. In such case, if the
-second hand be void of the suit led, the declarer in lieu of any other
-penalty may call upon the second hand to play the highest card of any
-designated suit. If he name a suit of which the second hand is void,
-the penalty is paid.[17]
-
-81. If any one, except dummy, omit playing to a trick, and such error
-be not corrected until he has played to the next, the adversaries or
-either of them may claim a new deal; should either decide that the deal
-stand, the surplus card (at the end of the hand) is considered played
-to the imperfect trick, but does not constitute a revoke therein.[18]
-
-82. When any one, except dummy, plays two or more cards to the same
-trick and the mistake is not corrected, he is answerable for any
-consequent revokes he may make. When the error is detected during the
-play, the tricks may be counted face downward, to see if any contain
-more than four cards; should this be the case, the trick which contains
-a surplus card or cards may be examined and such card or cards restored
-to the original holder.[19]
-
-
-THE REVOKE.[20]
-
-83. A revoke occurs when a player, other than dummy, holding one or
-more cards of the suit led, plays a card of a different suit. It
-becomes an established revoke when the trick in which it occurs is
-turned and quitted by the rightful winners (_i.e._, the hand removed
-from the trick after it has been turned face downward on the table),
-or when either the revoking player or his partner, whether in turn or
-otherwise, leads or plays to the following trick.
-
-84. The penalty for each established revoke is:
-
- (_a_) When the declarer revokes, he cannot score for tricks and
- his adversaries add 100 points to their score in the honour
- column, in addition to any penalty which he may have incurred
- for not making good his declaration.
-
- (_b_) When either of the adversaries revokes, the declarer
- may either add 100 points to his score in the honour column
- or take three tricks from his opponents and add them to his
- own.[21] Such tricks may assist the declarer to make good his
- declaration, but shall not entitle him to score any bonus in
- the honour column in case the declaration has been doubled
- or redoubled, nor to a slam or little slam not otherwise
- obtained.[22]
-
- (_c_) When, during the play of a deal, more than one revoke is
- made by the same side, the penalty for each revoke after the
- first is 100 points.
-
-The value of their honours is the only score that can be made by a
-revoking side.
-
-85. A player may ask his partner if he have a card of the suit which he
-has renounced; should the question be asked before the trick be turned
-and quitted, subsequent turning and quitting does not establish a
-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.
-
-86. If a player correct his mistake in time to save a revoke, any
-player or players who have followed him may withdraw his or their cards
-and substitute others, and the cards so withdrawn are not exposed. If
-the player in fault be one of the declarer’s adversaries, the card
-played in error is exposed, and the declarer may call it whenever he
-pleases, or he may require the offender to play his highest or lowest
-card of the suit to the trick, but this penalty cannot be exacted from
-the declarer.
-
-87. At the end of the play the claimants of a revoke may search all the
-tricks. If the cards have been mixed, the claim may be urged and proved
-if possible; but no proof is necessary and the claim is established
-if, after it is made, the accused player or his partner mix the cards
-before they have been sufficiently examined by the adversaries.
-
-88. A revoke cannot be claimed after the cards have been cut for the
-following deal.
-
-89. Should both sides revoke, the only score permitted is for honours.
-In such case, if one side revoke more than once, the penalty of 100
-points for each extra revoke is scored by the other side.
-
-
-GENERAL RULES.
-
-90. A trick turned and quitted may not be looked at (except under Law
-82) until the end of the play. The penalty for the violation of this
-law is 25 points in the adverse honour score.
-
-91. Any player during the play of a trick or after the four cards are
-played, and before the trick is turned and quitted, may demand that the
-cards be placed before their respective players.
-
-92. When an adversary of the declarer, before his partner plays, calls
-attention to the trick, either by saying it is his, or, without being
-requested to do so, by naming his card or drawing it toward him, the
-declarer may require such partner to play his highest or lowest card of
-the suit led, or to win or lose the trick.
-
-93. An adversary of the declarer may call his partner’s attention to
-the fact that he is about to play or lead out of turn; but if, during
-the play, he make any unauthorized reference to any incident of the
-play, the declarer may call a suit from the adversary whose next turn
-it is to lead.
-
-94. In all cases where a penalty has been incurred, the offender is
-bound to give reasonable time for the decision of his adversaries.
-
-
-NEW CARDS.
-
-95. Unless a pack be imperfect, no player has the right to call for one
-new pack. When fresh cards are demanded, two packs must be furnished.
-When they are produced during a rubber, the adversaries of the player
-demanding them have the choice of the new cards. If it be the beginning
-of a new rubber, the dealer, whether he or one of his adversaries call
-for the new cards, has the choice. New cards cannot be substituted
-after the pack has been cut for a new deal.
-
-96. A card or cards torn or marked must be replaced by agreement or new
-cards furnished.
-
-
-BYSTANDERS.
-
-97. While a bystander, by agreement among the players, may decide any
-question, he should not say anything unless appealed to; and if he make
-any remark which calls attention to an oversight affecting the score,
-or to the exaction of a penalty, he is liable to be called upon by the
-players to pay the stakes (not extras) lost.
-
-
-[1] Frequently called “simple honours.”
-
-[2] Law 84 prohibits a revoking side from scoring slam, and provides
-that tricks received by the declarer as penalty for a revoke shall not
-entitle him to a slam not otherwise obtained.
-
-[3] Law 84 prohibits a revoking side from scoring little slam, and
-provides that tricks received by the declarer as penalty for a revoke
-shall not entitle him to a little slam not otherwise obtained. If a
-declarer bid 7 and take twelve tricks he counts 20 for little slam,
-although his declaration fails.
-
-[4] He may consult his partner before making his decision.
-
-[5] See Law 14 as to value of cards in cutting.
-
-[6] This error, whenever discovered, renders a new deal necessary.
-
-[7] A correct pack contains exactly fifty-two cards, one of each
-denomination.
-
-[8] One trick more than six.
-
-[9] A declaration becomes final when it has been passed by three
-players.
-
-[10] For amount scored by declarer, if doubled, see Laws 53 and 56.
-
-[11] When the penalty for an insufficient declaration is not demanded,
-the bid over which it was made may be repeated unless some higher bid
-have intervened.
-
-[12] The question, “Partner, will you select the penalty, or shall I?”
-is a form of consultation which is not permitted.
-
-[13] The penalty is determined by the declarer (see Law 66).
-
-[14] See Law 50_a_.
-
-[15] If more than one card be exposed, all may be called.
-
-[16] The rule in Law 50_c_ as to consultations governs the right of
-adversaries to consult as to whether such direction be given.
-
-[17] Should the declarer play third hand before the second hand, the
-fourth hand may without penalty play before his partner.
-
-[18] As to the right of adversaries to consult, see Law 50_a_.
-
-[19] Either adversary may decide which card shall be considered played
-to the trick which contains more than four cards.
-
-[20] See Law 73.
-
-[21] The dummy may advise the declarer which penalty to exact.
-
-[22] The value of the three tricks, doubled or redoubled, as the case
-may be, is counted in the trick score.
-
-
-ETIQUETTE OF AUCTION.
-
-In the game of Auction slight intimations convey much information. The
-code succinctly states laws which fix penalties for an offence. To
-offend against etiquette is far more serious than to offend against a
-law; for in the latter case the offender is subject to the prescribed
-penalties; in the former his adversaries are without redress.
-
-1. Declarations should be made in a simple manner, thus: “one heart,”
-“one no trump,” “pass,” “double”; they should be made orally and not by
-gesture.
-
-2. Aside from his legitimate declaration, a player should not show by
-word or gesture the nature of his hand, or his pleasure or displeasure
-at a play, bid, or double.
-
-3. If a player demand that the cards be placed, he should do so for his
-own information and not to call his partner’s attention to any card or
-play.
-
-4. An opponent of the declarer should not lead until the preceding
-trick has been turned and quitted; nor, after having led a winning
-card, should he draw another from his hand before his partner has
-played to the current trick.
-
-5. A card should not be played with such emphasis as to draw attention
-to it, nor should a player detach one card from his hand and
-subsequently play another.
-
-6. A player should not purposely incur a penalty because he is willing
-to pay it, nor should he make a second revoke to conceal a first.
-
-7. Conversation during the play should be avoided, as it may annoy
-players at the table or at other tables in the room.
-
-8. The dummy should not leave his seat to watch his partner play. He
-should not call attention to the score nor to any card or cards that he
-or the other players hold.
-
-9. If a player say, “I have the rest,” or any words indicating that the
-remaining tricks, or any number thereof, are his, and one or both of
-the other players expose his or their cards, or request him to play out
-the hand, he should not allow any information so obtained to influence
-his play.
-
-10. If a player concede, in error, one or more tricks, the concession
-should stand.
-
-11. A player having been cut out of one table should not seek admission
-in another unless willing to cut for the privilege of entry.
-
-12. A player should not look at any of his cards until the end of the
-deal.
-
-
-THE LAWS OF THREE HAND AUCTION.
-
-The Laws of Auction govern the three-hand game except as follows:
-
-(1) Three players take part in a game and four constitute a complete
-table. Each plays for himself; there are no partners, except as
-provided in Law 7.
-
-(2) The player who cuts lowest selects his seat and the cards with
-which he deals first. The player who cuts next lowest sits on the
-dealer’s left.
-
-(3) The cards are dealt in four packets, one for each of the three
-players and one for the dummy.[23] The dummy hand is not touched until
-after the final declaration has been made.
-
-(4) The dealer declares, and the bidding continues as in Auction,
-except that each player bids exclusively on his own account.
-
-(5) The penalty for a declaration out of turn is that each of the
-other players receives 50 points in his honour score. A declaration
-out of turn does not affect the right of the player whose turn it is
-to declare, unless both he and the other player, either by passing or
-declaring, accept the improper declaration.
-
-(6) If a player declare out of turn, and the succeeding player either
-pass or declare, the third player may demand that the mistake be
-corrected as is provided in Law 5. In such case the player who first
-declared out of turn is the only one penalized.
-
-(7) The player making the final declaration, _i.e._, a declaration that
-has been passed by both of the others, plays his own hand and that of
-the dummy against the two others, who then, and for that particular
-hand, assume the relationship of partners.
-
-(8) It is advisable that the game be played at a round table so that
-the hand of the dummy can be placed in front of the declarer without
-obliging any player to move; but, in the event of a square table being
-used, the two players who become the adversaries of the declarer should
-sit opposite each other, the dummy being opposite the declarer. At the
-end of the play the original positions should be resumed.
-
-(9) If, after the deal has been completed and before the conclusion
-of the declaration, any player expose a card, each of his adversaries
-counts 50 points in his honour score, and the declarer, if he be not
-the offender, may call upon the player on his left to lead or not to
-lead the suit of the exposed card. If a card be exposed by the declarer
-after the final declaration, there is no penalty, but if exposed by
-an adversary of the declarer, it is subject to the same penalty as in
-Auction.
-
-(10) If a player double out of turn, each of his adversaries counts
-100 points in his respective honour score, and the player whose
-declaration has been doubled may elect whether the double shall stand.
-The bidding is then resumed, but if the double shall be disallowed, the
-declaration may not be doubled by the other player.
-
-(11) The rubber continues until two games have been won by the same
-player; it may consist of two, three, or four games.
-
-(12) When the declarer fulfils his contract, he scores as in Auction.
-When he fails to do so, both of his adversaries score as in Auction.
-
-(13) Honours are scored by each player separately, _i.e._, each player
-who holds one honour scores the value of a trick; each player who holds
-two honours scores twice the value of a trick; a player who holds three
-honours scores three times the value of a trick; a player who holds
-four honours scores eight times the value of a trick; and a player who
-holds five honours scores ten times the value of a trick. In a no-trump
-declaration, each ace counts ten, and four held by one player count
-100. The declarer counts separately both his own honours and those held
-by the dummy.
-
-(14) A player scores 125 points for winning a game, a further 125
-points for winning a second game, and 250 points for winning a rubber.
-
-(15) At the end of the rubber, all scores of each player are added
-and his total obtained. Each one wins from or loses to each other the
-difference between their respective totals. A player may win from both
-the others, lose to one and win from the other, or lose to both.
-
-[23] This hand is generally dealt opposite to the dealer.
-
-
-THE LAWS OF DUPLICATE AUCTION.
-
-Duplicate Auction is governed by the Laws of Auction, except in so far
-as they are modified by the following special laws:
-
-A. _Scoring._ In Duplicate Auction there are neither games nor rubbers.
-Each deal is scored just as in Auction, with the addition that whenever
-a pair makes 30 or more for tricks as the score of one deal, it adds as
-a premium 125 points in its honour column.
-
-B. _Irregularities in the Hands._ If a player have either more or
-less than his correct number of cards, the course to be pursued is
-determined by the time of the discovery of the irregularity.
-
- (1) When the irregularity is discovered before or during the
- original play: There must be a new deal.
-
- (2) When the irregularity is discovered at the time the cards
- are taken up for overplay and before such overplay has begun:
- It must be sent back to the table from which it came, and the
- error be there rectified.
-
- (3) When the irregularity is not discovered until after the
- overplay has begun: In two-table duplicate there must be a new
- deal; but in a game in which the same deals are played at more
- than two tables, the hands must be rectified as is provided
- above and then passed to the next table without overplay at
- the table at which the error was discovered; in which case,
- if a player have less than thirteen cards and his adversary
- the corresponding surplus, each pair takes the average score
- for that deal; if, however, his partner have the corresponding
- surplus, his pair is given the lowest score and his opponents
- the highest score made at any table for that deal.
-
-C. _Playing the cards._ Each player, when it is his turn to play, must
-place his card, face upward, before him and toward the centre of the
-table. He must allow it to remain upon the table in this position until
-all have played to the trick, when he must turn it over and place it
-face downward, nearer to himself; if he or his partner have won the
-trick, the card should point toward his partner and himself; otherwise
-it should point toward the adversaries.
-
-The declarer may either play dummy’s cards or may call them by name
-whenever it is dummy’s turn to play and have dummy play them for him.
-
-A trick is turned and quitted when all four players have turned and
-ceased to touch their respective cards.
-
-The cards must be left in the order in which they were played until the
-scores of the deal have been recorded.
-
-D. _The Revoke._ A revoke may be claimed at any time before the last
-trick of the deal in which it occurs has been turned and quitted and
-the scores of that deal agreed upon and recorded, but not thereafter.
-
-E. _Error in Score._ A proved error in the trick or honour score may
-be corrected at any time before the final score of the contestants for
-the deal or deals played before changing opponents has been made up and
-agreed upon.
-
-F. _A New Deal._ A new deal is not allowed for any reason, except
-as provided in Laws of Auction 36 and 37. If there be an impossible
-declaration some other penalty must be selected.[24] A declaration
-(other than passing) out of turn must stand;[25] as a penalty, the
-adversaries score 50 honour points in their honour column and the
-partner of the offending player cannot thereafter participate in the
-bidding of that deal.
-
-The penalty for the offence mentioned in Law 81 is 50 points in the
-adverse honour score.
-
-G. _Team Matches._ A match consists of any agreed number of deals, each
-of which is played once at each table.
-
-The contesting teams must be of equal size, but each may consist of any
-agreed number of pairs (not less than two). One half of each team, or
-as near thereto as possible, sits north and south; the other half east
-and west.
-
-In case the teams are composed of an odd number of pairs, each team, in
-making up its total score, adds, as though won by it, the average score
-of all pairs seated in the positions opposite to its odd pair.
-
-In making up averages, fractions are disregarded and the nearest whole
-numbers taken, unless it be necessary to take the fraction into account
-to avoid a tie, in which case the match is won “by the fraction of a
-point.” The team making the higher score wins the match.
-
-H. _Pair Contests._ The score of a pair is compared only with other
-pairs who have played the same hands. A pair obtains a plus score for
-the contest when its net total is more than the average; a minus score
-for the contest when its net total is less than the average.
-
-NOTE.--Some players in America are adopting the English rule, which
-allows the dealer to pass, without making any declaration. The usual
-expression is, “No bid.” Each player to the left may then pass in
-turn, and if no bid is made the deal passes to the left. The lowest
-declaration is one club, as spades have a constant value of nine and
-are always “royals.”
-
-The English rule is to score 50 for little slam and 100 for grand slam,
-and some American players have adopted that rule.
-
-[24] See Law 50. The same ruling applies to Law 54.
-
-[25] This includes a double or redouble out of turn. See Law 57.
-
-
-TEXT BOOKS.
-
- Bridge, and How to Play It, by A. Dunn, Jr., 1899.
- Foster’s Bridge Manual, by R.F. Foster, 1900.
- Foster on Bridge, by R.F. Foster, 1900.
- The Bridge Manual, by John Doe, 1900.
- Bridge Abridged, by W. Dalton, 1901.
- Elwell on Bridge, by J.B. Elwell, 1902.
- Foster’s Bridge Tactics, by R.F. Foster, 1903.
- Foster’s Self-playing Bridge Cards, 1903.
- The Bridge Book, by A. Dunn, Jr., 1903.
- Bridge Up to Date, by C.S. Street, 1903.
- Sixty Bridge Hands, by C.S. Street, 1903.
- Laws and Principles of Bridge, by “Badsworth,” 1903.
- Bridge Whist in Brief, by Fisher Ames, 1904.
- Bridge at a Glance, by W. Dalton, 1904.
- The Gist of Bridge, by R.F. Foster, 1904.
- Bridge Developments, by Robertson and Wallaston, 1904.
- Advanced Bridge, by J.B. Elwell, 1904.
- Auction Bridge, by John Doe, 1904.
- Bridge that Wins, by A. Metcalfe, 1905.
- Foster’s Complete Bridge, by R.F. Foster, 1905.
- Foster’s Bridge Maxims, by R.F. Foster, 1905.
- The Bridge Blue Book, by P.F. Mottelay, 1906.
- Good Bridge, by C.S. Street, 1907.
- Practical Bridge, by J.B. Elwell, 1908.
- Auction Bridge Up to Date, by W. Dalton, 1909.
- Principles of Auction Bridge, by “Badsworth,” 1910.
- Auction Bridge Up to Date, by R.F. Foster, 1910.
- Advanced Auction Bridge, by R.F. Foster, 1911.
- Auction Bridge, by “Bascule,” 1911.
- New Auction and Dummy Play, by J.B. Gleason, 1912.
- Fine Points of Bridge, by Florence Irwin, 1912.
- Auction Bridge, by J.B. Elwell, 1912.
- Royal Auction Bridge, by R.F. Foster, 1912.
- Scientific Auction Bridge, by E.V. Shepard, 1913.
- Auction of To-day, by Milton Work, 1913.
- Royal Auction and Nullos, by R.F. Foster, 1914.
- Auction Developments, by Milton Work, 1914.
- Whitehead’s Conventions of Auction Bridge, by Wilbur C. Whitehead, 1914.
-
-
-WHIST.
-
-_=CARDS.=_ Whist is played with a full pack of fifty-two cards, ranking
-A K Q J 10 9 8 7 6 5 4 3 2; the Ace being the highest in play, but
-ranking below the deuce in cutting. Two packs are generally used, the
-one being shuffled while the other is dealt.
-
-_=MARKERS=_ are necessary to keep the score. The most common are red
-and white circular counters; the white being used for the points
-in each game, and the red for the games themselves, or for rubber
-points. It is better to have two sets, of different colours, each set
-consisting of four circular and three oblong counters, the latter being
-used for the rubber points, or for games.
-
-_=PLAYERS.=_ Whist is played by four persons. When there are more than
-four candidates for play, five or six may form a “table.” If more than
-six offer for play, the selection of the table is made by cutting.
-
-The table being formed, the four persons who shall play the first
-rubber are determined by cutting, and they again cut for partners, and
-the choice of seats and cards.
-
-_=CUTTING.=_ The methods of cutting are the same as those described in
-connection with Bridge, and ties are decided in the same manner.
-
-_=PLAYERS’ POSITIONS.=_ The four players at a whist table are usually
-distinguished by the letters A, B, Y, Z; the first two letters of the
-alphabet being partners against the last two, and their positions at
-the table being indicated as follows:--
-
-[Illustration:
-
- Y
- +-----+
- | |
- A | | B
- | |
- +-----+
- Z
-]
-
-Z is always the dealer; A the original leader, or first hand; Y the
-second hand; B the third hand; and Z the fourth hand. After the first
-trick, some other player may become the leader; the one on his left
-being the second hand; his partner the third hand, and the player on
-his right the fourth hand. B is the pone.
-
-_=DEALING.=_ The cards having been properly shuffled, the dealer
-presents them to the _=pone=_ to be cut. The American laws require that
-after separating the pack, the pone shall place the cut part, which
-he lifts off, nearer the dealer. Beginning at his left, the dealer
-distributes the cards one at a time in rotation, until the pack is
-exhausted. The last card is turned face up on the table, and the suit
-to which it belongs is the trump for that hand.
-
-When two packs are used, one is shuffled by the dealer’s partner while
-the other is dealt, and the shuffled pack is placed on the left of the
-player whose turn it will be to deal next. Each player deals in turn
-until the conclusion of the game or rubber.
-
-_=IRREGULARITIES IN THE DEAL.=_ The following rules regarding the deal
-should be strictly observed:--
-
-If any card is found faced in the pack, the dealer must deal again.
-Should the dealer turn over any card but the trump, while dealing, the
-adversaries may, if they please, demand a new deal. A player dealing
-out of turn may be stopped before the trump card is turned; but after
-that, the deal must stand, afterwards passing to the left in regular
-order. On the completion of the deal, each player should take up and
-count his cards to see that he has thirteen; if not, it is a misdeal,
-and unless the pack is found to be imperfect, the deal passes to the
-player on the misdealer’s left. The dealer loses the deal:--if he
-neglects to have the pack cut; if he deals a card incorrectly, and
-fails to remedy the error before dealing another; if he counts the
-cards on the table, or those remaining in the pack; if he looks at the
-trump card before the deal is complete; or if he places the trump card
-face down, on his own or on any other player’s cards.
-
-_=STAKES.=_ When stakes are played for, it should be distinctly
-understood at the beginning whether the unit is for a game, for
-a rubber, for rubber points, or for tricks. The English game is
-invariably played for so much a rubber point; sometimes with an extra
-stake upon the rubber itself. In America, it is usual to play for so
-much a game; but in some cases the tricks are the unit, deducting
-the loser’s score from seven, or playing the last hand out and then
-deducting the loser’s score. A very popular method is to play for a
-triple stake: so much a trick, playing each hand out; so much a game;
-and so much a rubber. These three stakes are usually in the proportion
-of 10, 25, and 50. In clubs it is customary to have a uniform stake
-for whist, and to fix a limit for all betting on the game beyond the
-“club stake.” Good usage demands that those at the table should have
-the refusal of any bet made by a player, before it is offered to an
-outsider.
-
-_=METHOD OF PLAYING.=_ The player on the dealer’s left begins by
-leading any card he chooses, and the others must all follow suit if
-they can. Failure to follow suit when able is called _=revoking=_; the
-penalty for which, under the American laws, is the loss of two tricks;
-under the English laws, three tricks or points. Any player having none
-of the suit led may either trump it or throw away a card of another
-suit, which is called _=discarding=_. When it is the dealer’s turn to
-play to the first trick, he should take the trump card into his hand.
-After it has been taken up it must not be named, and any player naming
-it is subject to a penalty, (see Laws;) but a player may ask what the
-trump _=suit=_ is. If all follow suit, the highest card played wins
-the trick; trumps win against all other suits, and a higher trump wins
-a lower. The winner of the trick may lead any card he pleases for the
-next trick, and so on until all thirteen tricks have been played.
-
-_=Cards Played in Error=_, or dropped face upward on the table, or
-two or more played at once, are called _=exposed cards=_, and must be
-left on the table. They can be _=called=_ by the adversaries; but the
-fact of their being exposed does not prevent their being played when
-the opportunity offers. Some persons imagine that the adversaries can
-prevent an exposed card from being played; but such is not the case.
-
-_=Leading out of Turn.=_ Should a player lead out of turn, the
-adversaries may call a suit from the player in error, or from his
-partner, when it is next the turn of either of them to lead. American
-laws require the call to be made by the player on the right of the one
-from whom the suit is called. The English laws give the adversaries
-the option of calling the card played in error an exposed card. If
-all have played to the trick before discovering the error, it cannot
-be rectified; but if all have not played, those who have followed the
-false lead must take back their cards, which are not, however, liable
-to be called.
-
-_=Revoking Players=_ cannot win the game that hand, no matter what they
-score; but they may play the hand out, and score all points they make
-to within one point of game.
-
-Any player may ask the others to _=draw cards=_ in any trick, provided
-he does so before they are touched for the purpose of gathering them.
-In answer to this demand, each player should indicate which of the
-cards on the table he played.
-
-In the English game, any player may look at the last trick turned and
-quitted; in the American he may not.
-
-_=Taking Tricks.=_ As the tricks are taken, they should be neatly laid
-one upon the other in such a manner that any player at the table can
-count them at a glance. There are several methods of stacking tricks;
-the first shown being probably the best.
-
-[Illustration]
-
-When six have been taken by one side they are usually gathered together
-to form a _=book=_; any subsequently taken being laid apart, as they
-are the only ones that count. It is customary for the partner of the
-player winning the first trick on each side to gather the tricks for
-that deal. In some places it is the custom for the partner of the
-winner of each trick to gather it, so that at the end of the hand each
-player has tricks in front of him. Although this method saves time,
-the practice is not to be recommended, as it hinders the players in
-counting the tricks already gained by each side.
-
-Immediately upon the completion of the play of a hand, the score should
-be claimed and marked. Any discussion of the play should be postponed
-until this has been attended to. The adversaries must detect and claim
-revokes before the cards are cut for the following deal.
-
-The laws of whist should be carefully studied.
-
-_=OBJECT OF THE GAME.=_ The object of all whist play is to take tricks,
-of which there are thirteen in each hand or deal. The first six tricks
-taken by one side are called a _=book=_, and do not count; but each
-trick above that number counts one point towards game. The seventh
-trick is called the _=odd=_; and two or more over the book are called
-_=two=_, _=three=_, etc., _=by cards=_. At the conclusion of each hand,
-the side that has won any tricks in excess of the book, scores them;
-the opponents counting nothing. As soon as either side has scored the
-number of points previously agreed upon as a game, which must be 5,
-7, or 10, the cards are again shuffled and spread for the choice of
-partners, etc., unless it has been agreed to play a rubber.
-
-_=SCORING.=_ There are several methods of scoring at whist. The English
-game is 5 points, rubbers being always played. Besides the points
-scored for tricks, honours are counted; the games have a different
-value, according to the score of the adversaries; and the side winning
-the rubber adds two points to its score.
-
-In scoring, the revoke penalty counts first, tricks next, and honours
-last.
-
-_=The Revoke.=_ Should the adversaries detect and claim a revoke before
-the cards are cut for the following deal, they have the option of three
-penalties: 1st. To take three tricks from the revoking player, adding
-them to their own. 2nd. To deduct three points from his game score.
-3rd. To add three points to their own game score. The penalty cannot be
-divided. A revoke may be corrected by the player making it before the
-trick in which it occurs has been turned and quitted. The card played
-in error must be left face up on the table, and must be played when
-demanded by the adversaries, unless it can be got rid of previously, in
-the course of play. In America, the revoke penalty is two tricks.
-
-_=The Honours=_ are the four highest trumps, A, K, Q, and J; and
-_=after tricks have been scored=_, partners who held three honours
-between them are entitled to count two points towards game; four
-honours counting four points. If each side has two honours, neither can
-count them. It is not enough to score them; after the last card has
-been played, they must be claimed by word of mouth. If they are not
-claimed before the trump is turned for the following deal, they cannot
-be scored. Partners who, at the beginning of a deal, are at the score
-of four, cannot count honours; they must get the odd trick to win the
-game. Should one side be out by tricks, and the other by honours, the
-tricks win the game, the honours counting nothing.
-
-_=Rubber Points.=_ At the conclusion of each game, the rubber points
-are scored, either with the oblong counters, or on the small keys of
-the whist-marker. If the winners of a game are five points to their
-adversaries’ nothing, they win a _=treble=_, and count three rubber
-points. If the adversaries have scored, but have one or two points
-only, the winners mark two points, for a _=double=_. If the adversaries
-have reached three or four, the winners mark one, for a _=single=_. The
-rubber points having been marked, all other scores are turned down. The
-side winning the rubber adds two points to its score for so doing. The
-value of the rubber is determined by deducting from the score of the
-winners any rubber points that may have been made by their adversaries.
-The smallest rubber possible to win is one point; the winners having
-scored two singles and the rubber, equal to four; from which they
-have to deduct a triple made by their adversaries. The largest rubber
-possible is eight points, called a _=bumper=_, the winners having
-scored two triples and the rubber, to their adversaries’ nothing.
-
-It is sometimes important to observe the order of precedence in
-scoring. For instance: if, at the beginning of a hand, A-B have three
-points to Y-Z’s nothing, and A-B make two by honours, Y-Z winning three
-by cards, Y-Z mark first; so that A-B win only a _=single=_, instead
-of a _=treble=_. On the contrary, should A-B make two by cards, Y-Z
-claiming four by honours, A-B win a treble; as their tricks put them
-out before it is Y-Z’s turn to count.
-
-In America, where rubbers are played without counting honours, it is
-not usual to reckon rubber points; but simply to add some agreed value
-to the score of those winning the odd game.
-
-Where single games are played, whether 5, 7, or 10 points, some persons
-consider the game as finished when the agreed number of points is
-reached. Others play the last hand out, and count all the tricks made;
-so that if two partners were at the score of 6 in a 7-point game, and
-made five by cards, they would win a game of 11 points. When this is
-done, it is usual to deduct the score of the losers from the total,
-and to call the remainder the value of the game. In the American Whist
-League, the rule is to stop at seven points, and to determine the value
-of the game by deducting the loser’s score from seven.
-
-When long sittings occur without change of partners or adversaries,
-it is a common practice to count the tricks continuously, and on the
-conclusion of the play, to deduct the lower score from the higher, the
-winners being credited with the difference.
-
-_=CUTTING OUT.=_ If rubbers are played, there is no change of partners,
-or of rotation in the deal, until one side has won two games, which
-ends the rubber. If the first two games are won by the same partners,
-the third is not played. If more than four players belong to the table,
-those who have just played cut to decide which shall give place to
-those waiting; those cutting the highest cards going out. If six belong
-to the table, there will be no further cutting out; as those who are
-out for one rubber re-enter for the next, taking the places of those
-who have played two consecutive rubbers. If five belong to the table,
-the three who remained in for the second rubber must cut to allow the
-fifth player to re-enter. At the end of the third rubber, the two cut
-that have not yet been out; and at the end of the fourth rubber, the
-one who has played every rubber goes out without cutting. After this,
-it is usual to spread the cards, and to form the table anew. In all the
-foregoing instances, partners and deal must be cut for, after the cut
-has decided which are to play.
-
-_=MARKING.=_ There are various methods of using the counters. At
-the beginning of the game they may be placed at the left hand, and
-transferred to the right as the points accrue. Another method is to
-stack the four circular counters one upon the other at the beginning
-of the game, and to count a point by placing one of them beside the
-others; two points by placing another upon the first; three points by
-placing a third beyond these two, and four points by placing them all
-in line.
-
-[Illustration: Nothing. One. Two. Three. Four.]
-
-In the seven point game, the score is continued by placing one counter
-above, and to the right or left of the other three, to indicate five
-points; and above and between them to indicate six.
-
-[Illustration: Five. Or this. Six.]
-
-When counters are not used, one of the standard forms of whist-marker
-is employed, the most legible and convenient being the “Foster Whist
-Marker,” in which the counting keys are always level with the surface
-and can be seen equally well from any position at the table.
-
-[Illustration: The Foster Whist Marker.]
-
-The four large keys on one side are used to count single points, the
-single large key on the opposite side being reckoned as five. The three
-small keys are used for counting rubber points, or games.
-
-In ten point games, the scoring to four points is the same; but beyond
-four, a single counter placed _=below=_ two or more others, is reckoned
-as three; and _=above=_ two or more others, as five.
-
-[Illustration: Five. Six. Seven. Eight. Nine.]
-
-When proper markers are not obtainable, many persons cut eight slits in
-a visiting card, and turn up the points.
-
-[Illustration: Visiting-Card Marker.]
-
-Whatever the apparatus employed, it should be such that every player
-at the table can distinctly see the state of the score without drawing
-attention to it.
-
-_=METHODS OF CHEATING.=_ Whist offers very few opportunities to the
-card-sharper. When honours are counted, he may be able to keep one on
-the bottom of the pack until the completion of the deal by _=making
-the pass=_ after the cards have been cut. A _=greek=_ who possessed
-sufficient skill to do this without detection would be very foolish to
-waste his talents at the whist table; for, however large the stakes,
-the percentage in his favour would be very small.
-
-When whist is played with only one pack, a very skillful shuffler may
-gather the cards without disturbing the tricks, and, by giving them a
-single _=intricate=_ shuffle, then drawing the middle of the pack from
-between the ends and giving another single intricate shuffle, he may
-occasionally succeed in dealing himself and his partner a very strong
-hand in trumps, no matter how the cards are cut, so that they are not
-shuffled again. A hand dealt in this manner is framed on the walls of
-the Columbus, Ohio, Whist Club; eleven trumps having been dealt to
-the partner, and the twelfth turned up. In this case the shuffling
-dexterity was the result of fifteen years’ practice, and was employed
-simply for amusement, the dealer never betting on any game, and making
-no concealment of his methods.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ Although whist is a game of very simple
-construction, the immense variety of combinations which it affords
-renders it very complicated in actual practice; there being probably
-no game in which there is so much diversity of opinion as to the best
-play, even with the same cards, and under similar conditions. It has
-been repeatedly remarked that in all the published hands at whist which
-have been played in duplicate, or even four times over, with the same
-cards, no two have been alike.
-
-It would be useless to formulate rules intended to cover every case
-that might arise, because the conditions are frequently too complicated
-to allow the average human intellect to select the exact rule which
-would apply. All that can be done to assist the beginner is to state
-certain general principles which are well recognised as fundamental,
-and to leave the rest to experience and practice at the whist table.
-
-_=GENERAL PRINCIPLES.=_ Nothing obstructs the progress of the beginner
-so much as his attempts to cover all the ground at once. The more
-ambitious he is, the greater his necessity for keeping in view the
-maxim; “One thing at a time: all things in succession.” One must master
-the scales before he can produce the perfect melody.
-
-The novice should first thoroughly understand the object, and the
-fundamental principle of the game.
-
-_=The Object=_ is to win tricks. Not to give information, or to count
-the hands, or to remember every card played; but simply and only to win
-tricks.
-
-_=The Principle=_ is to secure for certain cards a trick-taking value
-which does not naturally belong to them; either by getting higher cards
-out of the way of lower, or by placing the holder of intermediate cards
-at a disadvantage with regard to the lead.
-
-If any person will take the trouble to deal out four hands, and after
-turning them face up on the table, count how many tricks each side
-will probably take with its high cards and trumps, he will find that
-the total will hardly ever be exactly thirteen tricks. Let us suppose
-the following to be one of the hands so dealt; Z turning up the ♡6 for
-trumps:--
-
-[Illustration:
-
- ♡Q J 8
- ♣6
- ♢K J 6 5 3
- ♠A 9 8 6
- ♡4 3 2 +-------+ ♡A K 10 5
- ♣A K Q 8 7 4 3 | Y | ♣J 9
- ♢7 |A B| ♢A 8 4
- ♠Q 7 | Z | ♠K 5 4 2
- +-------+
- ♡9 7 6
- ♣10 5 2
- ♢Q 10 9 2
- ♠J 10 3
-]
-
-On looking over this hand it would appear that A could only make one
-trick in Clubs, of which the second round would be trumped. His
-partner can count on five tricks: the two best and the fourth trumps;
-the ♢A, and the ♠K; a total of six tricks. On counting the adversaries’
-probable tricks, Y should make one of his three trumps, and the ♠A.
-Diamonds will not go round twice without being trumped, so we cannot
-count on his ♢K. We cannot see any sure tricks for Z. Where are the
-five other tricks necessary to bring our total up to thirteen? They
-must be there, for there are thirteen tricks taken in every hand played.
-
-If we play over the hand, we shall find that A-B may make six, seven,
-nine, or ten tricks, according to their good management, and the good
-or bad play of their adversaries. In _=Foster’s Whist Tactics=_,
-Illustrative Hand No. 13, may be found the various ideas of sixteen of
-the best players in the American Whist League with regard to the proper
-management of this hand. They played it in four different ways, and
-with very different results in the score.
-
-This must show that the accidental distribution of the Aces, Kings,
-and trumps is not everything in whist, and that there must be ways and
-means of securing tricks which do not appear on the surface.
-
-There are four ways of taking tricks at whist:
-
-1st. By playing high cards, the suit of which the others must follow.
-This A does, in the example, on the first round of the Club suit.
-
-2nd. By playing low cards, after the higher ones have been exhausted,
-and the adverse trumps are out of the way. This Y will do with his
-Diamonds, or A with his Clubs, according to circumstances.
-
-3rd. By trumping winning cards played by the adversaries. This Y will
-do if Clubs are led a second time, or A will do if Diamonds are led
-twice.
-
-4th. By being able to take tricks with cards which are not the best
-of the suit, the player who holds better cards having already played
-smaller. This B will do with the ♡10 if A leads trumps, and Y does not
-play either Q or J. If B leads trumps he will lose this advantage.
-
-These four methods of winning tricks suggest four systems of play,
-which are those in common use by experts at the present day:
-
-1st. Playing high cards to the best advantage, so as to secure the best
-results from such combinations as may be held. This is the basis of all
-_=systems of leading=_.
-
-2nd. Leading from the longest suit, in order that higher cards may
-be forced out of the way of smaller ones, leaving the smaller ones
-“established,” or good for tricks after the adverse trumps are
-exhausted. This is called the _=long-suit game=_.
-
-3rd. Trumping good cards played by the adversaries. This is called
-_=ruffing=_. When two partners each trump a different suit, it is
-called a _=cross-ruff=_, or _=saw=_.
-
-4th. Taking advantage of the _=tenace=_ possibilities of the hand by
-placing the lead with a certain player; or by avoiding the necessity of
-leading away from tenace suits. For example: A player holds A Q 10 of
-a suit, his right hand adversary holding K J 9. These are known as the
-_=major=_ and _=minor=_ tenaces. Whichever leads makes only one trick;
-but if the holder of the major tenace can get the suit led twice, he
-makes all. This is called the _=short-suit game=_, or _=finesse and
-tenace=_. Its resources may be added to by finessing against certain
-cards. For example: Holding A Q 3 of a suit led by the partner, to play
-Q is a finesse against fourth hand having the King.
-
-Each of these systems has its advantages, and almost every hand will
-offer opportunities for practice in all of them.
-
-The most important thing to impress on the beginner is that whist
-cannot be played by machinery. Some authorities would have us believe
-that certain theories alone are sound; that certain systems of play
-alone are good; and that if one will persevere in following certain
-precepts, in such matters as leading, management of trumps, etc., that
-the result will be more than average success at the whist table.
-
-Nothing can be further from the truth. As in all other matters largely
-controlled by chance, there is no system, as a system, which will win
-at whist. One cannot succeed by slavish adherence to either the long or
-the short-suit game; by the invariable giving of information, or the
-continual playing of false cards. The true elements of success in whist
-lie in the happy combination of all the resources of long and short
-suits, of finesse and tenace, of candour and deception, continually
-adjusted to varying circumstances, so as to result in the adversaries’
-losing tricks.
-
-_=HOW TO STUDY WHIST.=_ Any person, anxious to become an expert whist
-player, may attain to considerable proficiency in a short time, if he
-will content himself with mastering the following general principles
-one at a time; putting each into practice at the whist table before
-proceeding to the next.
-
-The science of modern whist may be divided into two parts: 1st.
-_=Tactics=_; or the purely conventional rules for leading, second and
-third hand play, returning partner’s suits, etc., all of which may be
-learnt from books, or gathered from more experienced players. 2nd.
-_=Strategy=_; or the advantageous use of the information given by the
-conventional plays. This is largely dependent on personal ability to
-judge the situation correctly, and to select the methods of play best
-adapted to it.
-
-_=CONVENTIONAL PLAYS.=_ These may be divided into two parts: those used
-by the partners who attack, either with their strong suits, or by
-leading out trumps; and those employed by their adversaries, who are
-defending themselves against such suits, or wishing to prevent their
-trumps being drawn. We shall first consider the conventionalities used
-in attack.
-
-_=Leading.=_ The player with the original lead should have a double
-object in view; to secure the best results for his own hand, and to
-indicate to his partner where he is in need of assistance.
-
-The first matter for his consideration will be whether to begin with a
-trump or with a plain suit. There are two principal uses for trumps.
-The most attractive to the beginner is that of ruffing the adversaries’
-winning cards; and the most important to the expert is leading trumps
-to prevent this. No matter how strong or well established a plain
-suit may be, it is of uncertain value as long as the adversaries have
-any trumps with which to stop it. A suit is established when you can
-probably take every trick in it. If a player with a good established
-suit is sufficiently strong to make it probable that he can, with
-his partner’s assistance, exhaust the adverse trumps, he should do
-so by leading trumps. If they are probably stronger than he, he must
-_=force=_ them, by leading the established suit which they will be
-compelled to trump, weakening their hands and gradually reducing their
-trump strength until it is possible to exhaust what remains by leading.
-It being to the advantage of the player with a good suit to exhaust
-the trumps, it must be desirable to his adversaries to keep theirs, if
-possible, for the purpose of ruffing this good suit.
-
-Trumps are also useful as cards of re-entry, when a player has an
-established suit, but has not the lead; their most important use,
-however, is in defending or stopping established suits.
-
-_=Rules for Leading Trumps.=_ With five or more trumps, the beginner
-should always begin by leading them, regardless of the rest of his
-hand. With three or less he should never lead them, unless he has very
-strong cards in _=all=_ the plain suits. With four trumps exactly, he
-should lead them if he has an established suit and a card of re-entry
-in another suit. A card of re-entry in plain suits is one which is
-pretty sure to win a trick, such as an Ace, or a guarded King. The
-following are examples of hands from which trumps should be led
-originally by a beginner;--
-
-Hearts are trumps in every case.
-
- ♡ J 8 6 4 2; ♣ K 3 2; ♢ 10 9 2; ♠ 7 5.
- ♡ Q 10 2; ♣ A K 5; ♢ K Q 10 9; ♠ A Q 3.
- ♡ K J 8 3; ♣ A K Q 10 7 3; ♢ 3; ♠ A 7.
-
-The following are examples of hands from which trumps should not be
-led:--
-
- ♡ A K Q; ♣ J 8 7 5 3; ♢ Q 4; ♠ K 4 2.
- ♡ Q J 10 2; ♣ 5 2; ♢ A K Q 2; ♠ 6 4 3.
- ♡ A Q 5 4; ♣ K Q J 6 3; ♢ A 9 2; ♠ K.
-
-If at any later stage of the hand, a player finds himself with an
-established suit and a card of re-entry, he should lead trumps if he
-has four. For instance: The player with the last example should lead
-trumps if the first round of Clubs either forced the Ace out of his
-way, or found it with his partner.
-
-_=Rules for Leading Plain Suits.=_ It is safest for the beginner
-to select his longest suit for the original lead; unless he has a
-four-card suit which is much stronger. Length and high cards, the two
-elements of strength, are often very nearly balanced. In the following
-examples the player should begin with the longest suit:--
-
- ♡ A 4 3; ♣ J 10 9 8 3; ♢ A K Q; ♠ K 2.
- ♡ K 10 8 3; ♣ 4 2; ♢ K Q 10 8 2; ♠ A Q.
-
-In the following the four-card suit should be selected:--
-
- ♡ J 3; ♣ 6 5 4 3 2; ♢ J 10 5 3; ♠ Q 8.
- ♡ Q 4 2; ♣ 7; ♢ 10 6 4 3 2; ♠ A K Q 10.
-
-The principle which should guide in the selection of a plain suit for
-the original lead is, that if there are a number of small cards in one
-suit, and a few high cards in another, by leading the long suit first,
-the higher cards in it are forced out of the way, and the high cards in
-the shorter suit will then bring the holder of the established small
-cards into the lead again. But if the high cards of the short suit are
-first led, the long suit of small cards is dead.
-
-Having determined whether to lead the trump or the plain suit, the next
-point is to select the proper card of the suit to lead. At first the
-beginner need not trouble himself about making any distinction between
-trumps and plain suits; that will come later.
-
-_=Rules for Leading High Cards.=_ Having a strong suit, but without
-cards of re-entry or trump strength to support it, the best policy
-is to make tricks while you can. With such a suit as A K Q 2, no one
-need be told not to begin with the deuce. Whenever a player holds two
-or more of the best cards of a suit he should play one of them. If he
-holds both second and third best, playing one of them will force the
-best out of his way, leaving him with the commanding card.
-
-The cards which are recognised by whist players as high, are the A K Q
-J 10, and if we separate the various combinations from which a player
-should lead each of them, a study of the groups so formed will greatly
-facilitate our recollection of them.
-
-In the first group are those containing two or more of the best cards.
-In this and all following notation, the exact size of any card below a
-Ten is immaterial.
-
-[Illustration:
-
- 🂡 🂮 🂭 🂫 | 🂱 🂾 🂻 🂷
- 🃁 🃎 🃍 🃆 | 🃑 🃞 🃔 🃓
-]
-
-So far as trick-taking is concerned, it is of no importance which of
-the winning cards is first led; but for the past hundred years it has
-been the custom for good whist players to lead the _=King=_ from all
-these combinations, in order that the partner may be informed, by its
-winning, that the leader holds the Ace also.
-
-In the second group are those containing both the second and third
-best, but not the best.
-
-[Illustration:
-
- 🂮 🂭 🂫 🂪 | 🂾 🂽 🂺 🂸
- 🃎 🃍 🃋 🃄 | 🃞 🃝 🃗 🃖
-]
-
-The _=King=_ is the proper lead from these combinations. If it wins,
-the partner should have the Ace; if it loses, partner should know the
-leader holds at least the Queen.
-
-Both these groups, which contain all the King leads, may be easily
-remembered by observing that the King is always led if accompanied
-by the Ace or Queen, or both. Beginners should follow this rule for
-leading the King, regardless of the number of small cards in the suit,
-unless they hold the sequence of K Q J, and at least two other cards.
-
-[Illustration:
-
- 🂮 🂭 🂫 🂪 🂤 | 🃎 🃍 🃋 🃄 🃃
-]
-
-From this combination the _=Jack=_ is the usual lead, in order to
-invite partner to put on the Ace, if he has it, and get out of the
-way, thus establishing the suit in the leader’s hand. This is the only
-high-card combination from which the Jack is led.
-
-There is only one combination from which the _=Queen=_ is led,
-regardless of the number of the small cards.
-
-[Illustration:
-
- 🂭 🂫 🂪 🂦 🂥
-]
-
-This may be remembered by observing that there is no higher card in the
-suit than the one led, and that it contains a sequence of three cards,
-Q J 10. This lead is an indication to the partner that the leader holds
-neither Ace nor King.
-
-There is only one combination from which the _=Ten=_ is led, regardless
-of the number of small cards.
-
-[Illustration:
-
- 🂾 🂻 🂺 🂵
-]
-
-The Ten led is an indication to partner that both Ace and Queen are
-against the leader.
-
-Combinations from which the _=Ace=_ is led contain at least five cards
-in suit, or both Queen and Jack.
-
-[Illustration:
-
- 🂱 🂷 🂶 🂴 🂲 | 🃑 🃝 🃛 🃖
-]
-
-This lead is an indication to partner that the leader has not the King,
-and that the suit is either long, or contains three honours.
-
-_=Rules for Leading Low Cards.=_ If the suit selected for the lead
-contains none of the combinations from which a high card should be led,
-it is customary with good players to begin with the 4th-best, counting
-from the top of the suit. This is called the card of uniformity;
-because it indicates to the partner that there are remaining in the
-leader’s hand exactly three cards higher than the one led. From any of
-the following combinations the proper lead would be the Four:--
-
-[Illustration:
-
- 🃞 🃛 🃘 🃔 🃓 | 🃑 🃝 🃚 🃔
- 🂽 🂻 🂶 🂴 🂲 | 🂱 🂻 🂺 🂴
-]
-
-[Illustration:
-
- 🂫 🂪 🂩 🂤 🂢 | 🂮 🂨 🂧 🂤
- 🃊 🃉 🃈 🃄 🃃 | 🃍 🃆 🃅 🃄
-]
-
-_=Rules for Leading Short Suits.=_ It will sometimes happen that the
-only four-card suit in the leader’s hand will be trumps, which it
-is not desirable to lead. In such cases, if there is no high-card
-combination in any of the short suits, it is usual to lead the highest
-card, unless it is an Ace or King. Many good players will not lead the
-Queen from a three card suit, unless it is accompanied by the Jack.
-All such leads are called _=forced=_, and are intended to assist the
-partner, by playing cards which may strengthen him, although of no use
-to the leader. The best card should be led from any such combinations
-as the following:--
-
-[Illustration:
-
- 🃝 🃛 🃖 | 🃊 🃉 🃄
- 🃋 🃊 🃅 | 🃙 🃘 🃔
- 🂫 🂥 🂣 | 🂷 🂶 🂴
-]
-
-All these rules for leading apply equally to any position at the table
-when a player opens his own suit for the first time.
-
-_=Rules for Leading Second Round.=_ On the second round of any suit,
-the player holding the best card should play it; or having several
-equally the best, one of them. If he is Fourth Hand, he may be able to
-win the trick more cheaply.
-
-If the original leader has several cards, equally the best, such as
-A Q J remaining after having led the King, he should continue with
-the lowest card that will win the trick. This should be an indication
-to his partner that the card led is as good as the best, and that
-therefore the leader must have the intermediate cards.
-
-_=Following King=_, which has been led from these combinations:--
-
-[Illustration:
-
- 🂡 🂮 🂭 🂫 | 🂱 🂾 🂻 🂷
- 🃁 🃎 🃍 🃆 | 🃑 🃞 🃔 🃓
-]
-
-Leading the Jack on the second round would show both Ace and Queen
-remaining. Leading Queen would show Ace, but not the Jack. Leading Ace
-would show that the leader had not the Queen.
-
-In combinations which do not contain the best card, the lead may be
-varied in some cases to show the number remaining in the leader’s hand,
-or to indicate cards not shown by the first lead.
-
-_=Following King=_, which has been led from these combinations:--
-
-[Illustration:
-
- 🃎 🃍 🃋 🃊 | 🃞 🃝 🃛 🃖
-]
-
-Leading the Ten on the second round would show both Queen and Jack
-remaining. Leading the Jack would show the Queen; but not the ten.
-
-_=Following the Jack=_, led from this combination:--
-
-[Illustration:
-
- 🂾 🂽 🂻 🂷 🂶
-]
-
-Leading King on the second round would show five cards in the suit
-originally. Leading the Queen would show more than five.
-
-_=Following the Queen=_, led from this combination:--
-
-[Illustration:
-
- 🃍 🃋 🃊 🃄 🃃
-]
-
-Leading Jack on the second round shows the suit to have originally
-contained only four cards; the Ten would show more than four.
-
-_=Following the Ace=_, led from these combinations:--
-
-[Illustration:
-
- 🃑 🃝 🃛 🃖 | 🂡 🂭 🂫 🂦 🂥
-]
-
-Leading the Queen shows the suit was short. Leading the Jack shows that
-it contained at least five cards.
-
-When a player holds both the second and third-best of a suit on the
-second round, he should always play one of them, whether he is First,
-Second, or Third Hand. This protects him, by forcing the command of
-the suit, if it does not win the trick. Having led the Ten from K J 10
-x, if the Ace or Queen wins the first trick, the K should be next led.
-Having led the Four from Q J 6 4 2, if Ace or King falls to the first
-trick, the Queen should be led. If the Jack, Queen, and Ace fall to the
-first trick, a player holding both Ten and Nine should lead the Ten.
-
-After leading high cards from some combinations, and winning the trick,
-they may no longer contain either the best or the second and third
-best. Such are the following:--
-
-[Illustration:
-
- 🂡 🂭 🂧 🂤 🂢 | 🂾 🂽 🂺 🂴
- 🃁 🃋 🃉 🃄 🃃 | 🂮 🂭 🂧 🂤
- 🃑 🃙 🃘 🃔 🃓 | 🃎 🃋 🃊 🃄
-]
-
-The rule in all such cases is to follow with the card of uniformity,
-the original fourth-best.
-
-If the combinations are those from which the fourth-best had been led
-originally, and the leader has neither the best, nor both second and
-third best to go on with, he should continue with the lowest card in
-his hand, unless he had six or more in suit; in which case he may go on
-with the remaining fourth-best.
-
-_=AVOID CHANGING SUITS.=_ A player having once begun with a suit,
-either for the purpose of establishing it, or of taking tricks in
-it, should not change it until he is forced to do so. Running off to
-untried suits is one of the beginner’s worst faults. There are five
-good reasons for changing suits, and unless one of them can be applied,
-the suit should be continued:
-
-1st. In order to lead trumps to defend it.
-
-2nd. In order to avoid forcing partner.
-
-3rd. In order to avoid forcing both adversaries.
-
-4th. Because it is hopeless, and there is some chance in another.
-
-5th. To prevent a cross ruff, by leading trumps.
-
-_=Simple Inferences=_ from the fall of the cards usually supply the
-best guide in the matter of changing suits.
-
-If the Jack is led from K Q J x x, and wins the trick, partner may be
-credited with the Ace; and if the original leader has four trumps,
-and a card of re-entry, he should quit his established suit, and lead
-trumps to defend it.
-
-If the King and Ace have been led from A K x x, partner dropping
-the Queen on the second round, the suit should be changed, unless
-the original leader is strong enough to risk weakening his partner
-by forcing him to trump the third round. Four trumps are generally
-considered to be sufficiently strong to justify a force in this
-position. Some players will force, even with a weak hand, if the two
-cards played by the partner are small, and he has not availed himself
-of an artifice known as _=calling for trumps=_, which we shall consider
-presently.
-
-If the King and Ten have been led from K Q J 10, and on the second
-round one adversary has dropped the Eight, the other the Nine; the
-suit should be changed, as partner must have the Ace, and neither of
-the adversaries have any more. To lead such a suit again is called
-_=forcing both adversaries=_; as it allows one to make a small trump
-and the other to get rid of a losing card.
-
-If the Four has been led from J 8 6 4, and the adversaries have won the
-first trick with the Nine or Ten, A K Q must be against the leader and
-his partner, and the suit should be abandoned as hopeless, unless it is
-feasible to force the partner.
-
-If at any time there is a strong indication that the adversaries will
-have a cross-ruff, it is usually best to stop leading plain suits, and
-attempt to get out the trumps.
-
-_=THE LEADER’S PARTNER=_, or the Third Hand, has several conventional
-plays to remember; the most important of which are the following:
-
-_=When Partner Leads High Cards=_, the Third Hand has usually little to
-do but to play his lowest of the suit. The exceptions are:
-
-If he holds A J alone, on a King led, the Ace should be played.
-
-If he holds A Q alone on a Ten led, the Ace should be played. With
-A Q x, the Ten should be passed. With Ace and small cards, the Ace
-should be played on the Ten. With Queen and small cards the Ten should
-be passed. When Third Hand plays Queen on a Ten led, it should be a
-certainty that he has no more of the suit.
-
-If he holds A K and only one small card, the King should be played on a
-Queen led.
-
-If he holds Ace and only one small card, the Ace should be played on
-the Jack led. If Third Hand has four trumps and a card of re-entry, the
-Ace should be played on Jack led, regardless of number, in older to
-lead trumps at once, to defend the suit.
-
-_=When Partner Leads Low Cards=_, the Third Hand should do his best
-to secure the trick. If he has several cards of equal trick-taking
-value, such as A K Q, or K Q J, he should win the trick as cheaply
-as possible. The only _=finesse=_ permitted to the Third Hand in his
-partner’s suit, is the play of the Queen, when he holds A Q and others;
-the odds being against Fourth Hand having the King.
-
-_=Foster’s Eleven Rule.=_ By deducting from eleven the number of pips
-on any low card led, the Third Hand may ascertain how far his partner’s
-suit is from being established. For instance: if the card led is the
-Seven, Second Hand playing the Eight, and Third Hand holding A J 6 3,
-from which he plays Ace, Fourth Hand playing the Five; the only card
-against the leader must be the King or Queen; he cannot have both, or
-he would have led one. If the Second Hand has not the missing card, he
-has no more of the suit. The number of inferences which may be made in
-this manner by observant players is astonishing. A great many examples
-and exercises in them are given in _=Foster’s Whist Manual=_.
-
-_=Third Hand having None of the Suit=_, should trump anything but an
-Ace or a King on the first round. On the second round, if there is only
-one card against the leader, his partner should pass with four trumps,
-and allow the suit to be established. For instance: If the leads have
-been Ace, then Jack, Third Hand holding only one of the suit; he should
-pass if the Second Hand does not play King.
-
-_=Third Hand on Strengthening Cards.=_ Unless Third Hand has both Ace
-and King of the suit, he should pass any forced or strengthening lead
-which is not covered by the Second Hand. This obliges the Fourth Hand
-to open another suit, or to continue at a disadvantage.
-
-Third Hand winning first round has the choice of four lines of play:
-
-1st. To lead trumps, if he is strong enough.
-
-2nd. To return the best card of his partner’s suit if he has it. This
-is imperative before opening any other suit but trumps.
-
-3rd. To lead his own suit, if he can do anything with it. It is
-considered better play for the Third Hand to return the original
-leader’s suit than to open a long weak suit of his own such as one
-headed by a single honour.
-
-4th. To return his partner’s suit even with a losing card, in
-preference to changing.
-
-When the original lead is a trump, it should be returned in every case,
-either immediately, or as soon as the player can obtain the lead.
-
-The same reasons for changing suits as those given for the original
-leader will apply to the Third Hand.
-
-_=RULES FOR RETURNING PARTNER’S SUITS.=_ When the original leader’s
-suit is returned by his partner, either immediately or upon his
-regaining the lead, it is usual to show, if possible, how many cards
-remain in the Third Hand, so that by adding them to his own, the leader
-may estimate the number held by his adversaries. This consideration is
-secondary to the return of the best, or one of the second and third
-best; but in the absence of such cards, the Third Hand should always
-return the higher of only two remaining, and the lowest of three or
-more, regardless of their value.
-
-In addition to the foregoing conventionalities, which are proper to
-the leader of a suit and his partner, there are two usages which apply
-equally to any player at the table. These are discarding and forcing.
-
-_=Discarding.=_ When a player cannot follow suit, and does not wish to
-trump, his safest play is to discard whatever seems of least use to
-him. It is not considered good play to unguard a King or to leave an
-Ace alone; but this may be done if the partner is leading trumps, and
-there is a good established suit to keep. Beginners should be careful
-to preserve cards of re-entry, even if they have to discard from their
-good suit in order to do so.
-
-When the adversaries have shown strength in trumps, or are leading
-them, there is little use in keeping a long suit together. It is much
-better to keep guard on the suits in which they are probably strong,
-letting your own and your partner’s go.
-
-A player having full command of a suit, may show it to his partner
-by discarding the best card of it. Discarding the second-best is an
-indication that the player has not the best; and in general, the
-discard of any small card shows weakness in that suit.
-
-_=Forcing.=_ We have already observed that a player who is weak himself
-should not force his partner. An exception may be made in cases where
-he has shown weakness, or has had a chance to lead trumps and has not
-done so. On the contrary, an adversary should not be forced unless he
-has shown strength, or the player forcing him is weak. The hope of a
-player with a good suit is to defend it by leading and exhausting the
-trumps. His adversary tries to keep his trumps in order to stop that
-suit; at the same time forcing the strong hand, by leading cards which
-he must trump, hoping that such a force may so weaken him that he will
-be unable to continue the trump lead.
-
-It is usually very difficult to convince the beginner that the weaker
-he is himself, the more reason he has for forcing the adversaries
-to trump his good cards. He is constantly falling into the error of
-changing from a good suit, which the adversaries cannot stop without
-trumping, to a weak suit, which allows them to get into the lead
-without any waste of trump strength. If an adversary refuses to trump
-a suit, it is imperative to keep on with it until he does; for it is
-always good play to force an adversary to do what he does not wish to
-do.
-
-Any person may convince himself of the soundness of this theory of
-forcing, by giving himself the six highest cards in any suit, three
-small cards in the others, and four trumps; giving another player the
-four best trumps, and nine of the highest cards in two suits. If the
-first player forces the second with his good suit, and continues every
-time he gets the lead, he must win six tricks; if he does not, the
-second player makes a slam.
-
-A deliberate force from a partner should always be accepted, if he is a
-good player.
-
-We may now turn our attention to the conventionalities used by players
-who are opposed to the establishment of suits in the hands of the
-leader and his partner. These are divided between the Second and the
-Fourth Hand, the former being the more important. Generally speaking,
-they are the tactics of defence.
-
-_=SECOND HAND PLAY.=_ The player who is second to play on any trick
-is called the Second Hand. It is his duty to protect himself and his
-partner, as far as possible, in the adversaries’ strong suits. The
-chief point for the beginner to observe in Second Hand play, is the
-difference between the circumstances requiring him to play high cards,
-and those in which he should play low ones.
-
-_=High Cards Led.=_ When a card higher than a Ten is led on the first
-round of a suit, the Second Hand has usually nothing to do but to play
-his lowest card, and make what inference he can as to the probable
-distribution of the suit. But if he holds the Ace, or cards in sequence
-with it, such A K, he should cover any card higher than a Ten. If he
-holds K Q he should cover a J, 10, or 9 led; but it is useless for him
-to cover an honour with a single honour, unless it is the Ace.
-
-_=Low Cards Led.=_ High cards are played by the Second Hand when he
-has any combination from which he would have led a high one if he had
-opened the suit. The fact that a player on his right has already laid
-a small card of the suit on the table should not prevent the Second
-Hand from making the best use of any combinations he may hold. The only
-difference between leading from such combinations, and playing them
-Second Hand, is that in the latter case no attempt is made to indicate
-to the partner the exact nature of the combination held. The general
-rule is to win the trick as cheaply as possible, by playing the lowest
-of the high cards which form the combination from which a high card
-would be led. Such are the following:--
-
-[Illustration:
-
- 🂡 🂮 🂭 🂫 | 🂾 🂽 🂻 🂸
- 🂱 🂾 🂽 🂳 | 🃞 🃝 🃘 🃔
- 🃑 🃞 🃕 🃒 | 🃎 🃋 🃊 🃅
- 🃁 🃍 🃋 🃂 | 🂭 🂫 🂪 🂣
-]
-
-The beginner must be careful with these:--
-
-[Illustration:
-
- 🂡 🂮 🂫 🂢 | 🃎 🃍 🃊 🃆
-]
-
-The combination which makes the first of these a high-card lead is the
-A K, and the King must be played Second Hand. The Jack has nothing
-to do with it. In the second, the Ten does not form any part of the
-combination, and the Queen is the card to play Second Hand. Some
-players will not play a high card second hand with K Q x x unless weak
-in trumps.
-
-An exception is generally made with these combinations, from which the
-proper lead is the Ace.
-
-[Illustration:
-
- 🃑 🃝 🃘 🃔 🃓 | 🂡 🂩 🂨 🂧 🂤
-]
-
-Many will not play Ace Second Hand in any case, and will play the Queen
-with the first combination only when they are weak in trumps. The
-reason for this exception is the importance of retaining command of the
-adverse suit as long as possible.
-
-_=On the Second Round=_, the Second Hand should follow the usual
-rule for playing the best of the suit if he holds it; or one of the
-second and third best, if he holds them. He should also be careful
-to estimate, by the eleven rule, how many cards are out against the
-leader, which will sometimes guide him to a good finesse. For instance:
-first player leads Ace, then Eight. If the Second Hand holds K J 9 2,
-instead of playing the best card to the second round, which would be
-King, he should finesse the Nine.
-
-_=With Short Suits.=_ When Second Hand holds such short-suit
-combinations as:--
-
-[Illustration:
-
- 🂽 🂻 🂷 | 🂻 🂺 🂵
-]
-
-and a small card is led, his proper play is one of the high cards,
-because he cannot save both of them.
-
-_=On Strengthening Cards Led.=_ This is a difficult point for the
-beginner, and his best plan is to follow the rules already given for
-covering cards higher than the Ten. One of the most common errors is
-to cover a Jack led with a Queen, when holding A Q and others. The Ace
-should be put on invariably. To play the Queen in such a position is
-called _=finessing against yourself=_.
-
-_=Singly Guarded Honours.=_ Many players put on the King Second Hand,
-if they hold only one small card with it, and a small card is led. This
-will win the trick as often as it will lose it; but it betrays the hand
-to the adversary, and enables him to finesse deeply if the suit is
-returned. It may be done in order to get the lead, and in trumps the
-practice is very common, and generally right. With Queen and only one
-small card, it can be demonstrated that it is useless to play the Queen
-Second Hand, except as an experiment, or to get the lead in desperate
-cases.
-
-With any combination weaker than J 10 x, it is useless to attempt to
-win the trick Second Hand, and only makes it difficult for the partner
-to place the cards correctly.
-
-_=The Fourchette.=_ When the Second Hand has cards immediately above
-and below the one led, he should cover. The beginner may have some
-difficulty in recognising the fact that he holds fourchette if the suit
-has been round once or twice, and the intermediate cards have been
-played. Such cards as a Queen and a Seven may be fourchette over a
-Nine, if Jack, Ten and Eight have been played.
-
-_=Second Hand Having None=_ of the suit led, on either first or second
-round, must decide whether or not to trump it. If the card led is the
-best of the suit, he should certainly do so; but if it is not, and
-there is any uncertainty as to who will win the trick, it is usual for
-the Second Hand to pass when he has four trumps. With five trumps,
-there should be some good reason for keeping the trumps together, as a
-player with so many can usually afford to trump. If he does not trump,
-his play comes under the rules for discarding.
-
-_=FOURTH-HAND PLAY.=_ The Fourth Hand is the last player in any trick.
-He is the partner of the Second Hand, but has not so many opportunities
-for the exercise of judgment, his duties being simply to win tricks
-if he can, and as cheaply as possible. If he cannot win the trick, he
-should play his lowest card.
-
-A bad habit of Fourth-Hand players is holding up the tenace A J when
-a King or Queen is led originally. This is called the _=Bath Coup=_,
-and the suit must go round three times for it to succeed in making two
-tricks. The holder of the tenace should equally make two tricks by
-playing the Ace at once, provided he does not lead the suit back.
-
-_=The Turn-up Trump.=_ When trumps are led by the adversaries, it is
-a common practice to play the turn-up as soon as possible, unless it
-is a valuable card. On the contrary, it is usual to keep it as long as
-possible when the partner leads trumps.
-
-_=Changing Suits.=_ If the Second or Fourth Hand wins the first or
-second round of the adversaries’ suit, it is seldom right to return
-it, as that would probably be playing their game. The player should
-open his own suit, as if he were the original leader. If he is strong
-enough to lead trumps under ordinary circumstances, he may be deterred
-from so doing if the adversaries have declared a strong suit against
-him. The same consideration may prevent his leading trumps in the hope
-of making a suit of his own, as the adversaries might reap the benefit
-by bringing in their suit instead. On the contrary, when the Second or
-Fourth Hand holds command of the adverse suit, they may often risk a
-trump lead which would otherwise be injudicious. Having once started a
-suit, it should not be changed, except for one of the reasons already
-given for the guidance of the First Hand.
-
-_=When the Adversaries Lead Trumps=_, and the Second Hand has a chance
-either to establish a suit against them or to force his partner, he
-should stop the trump lead if he can. If his partner has led trumps,
-the Second Hand should generally play his winning cards on his right
-hand opponent’s plain-suit leads, to stop them; and continue the trumps.
-
-These are about all the conventionalities necessary for the beginner.
-After at least a year’s practice with them, he will either discover
-that he has no aptitude for the game, or will be ready to go into
-further details. A beginner who attempts to handle the weapons of the
-expert simply plays with edged tools, which will probably cut no one
-but himself and his partner.
-
- * * * * *
-
-_=THE SIGNAL GAME.=_ Having become thoroughly familiar with the
-elementary conventionalities of the game, so that they can be used
-without the slightest hesitation at the whist table, the player may
-proceed to acquaint himself with the details of what is commonly
-known as the Signal Game, which comprises all the various methods of
-signalling up hands between partners, according to certain arbitrary
-and pre-arranged systems of play. Many players object to these methods
-as unfair; but they are now too deeply rooted to yield to protest; and
-the best thing for a player to do is to familiarise himself with his
-adversaries’ weapons.
-
-_=The Trump Signal.=_ A player anxious to have trumps led, but who has
-no immediate prospect of the lead, may call on his partner to lead
-trumps at the first opportunity, by playing any two cards of a suit
-led, the higher before the lower. Let us suppose him to hold five good
-trumps, with the Six and Two of a suit of which his partner leads King,
-then Jack. By playing first the Six, and then the Two, he calls upon
-his partner to quit the suit, and lead a trump.
-
-Among some players, the lead of a strengthening card when an honour is
-turned, is a call for trumps to be led through that honour at the first
-opportunity, but it is not good play.
-
-Passing a certain winning card is regarded by most players as an
-imperative call for trumps.
-
-The discard of any card higher than a Seven is known as a
-single-card-call. Even if it was not so intended, it is assumed that a
-trump lead cannot injure a player with nothing smaller than a Nine in
-his hand.
-
-_=Answering Trump Signals.=_ In response to partner’s call, a player
-should lead the best trump if he holds it; one of the second and third
-best if he holds them; the highest of three or less; the lowest of
-four; and the fourth-best of more than four. Holding any of the regular
-high-card combinations in trumps, he should lead them in the regular
-way in answer to a call.
-
-_=After a Force.=_ If the player is forced before he can answer the
-call, he may indicate the number of trumps originally held by playing
-them in this manner:--
-
-With 3 or less; trumping with the lowest; leading the highest.
-
-With 4 exactly; trumping with the 3rd-best; leading the highest.
-
-With 5 or more; trumping with the 3rd-best; leading the 4th-best.
-
-These methods of taking the force must not be carried to extremes.
-For instance: A player holding K J 10 2, would hardly be justified in
-trumping with the 10 to show number. Some experts, holding the best
-trump with at least four others, will not lead it; preferring to show
-number first, by leading the fourth-best. Others, holding four, lead
-the lowest after trumping with the third-best.
-
-_=The Echo in Trumps.=_ When the partner leads high trumps, the Third
-Hand should echo with four or more, by signalling in the trump suit.
-The universal form of the echo is to play first the third-best, then
-the fourth-best. When a player has called, and his partner leads, it
-is unnecessary for the caller to echo. Players seldom echo on adverse
-trump leads, even with five trumps.
-
-_=The Four-Signal.=_ There are several ways of showing four or more
-trumps without asking partner to lead them. Among some players the
-original lead of a strengthening card is an evidence of four trumps,
-and is called an _=Albany Lead=_. A player holding three cards of any
-plain suit, such as the 3, 4, 5, may show the number of his trumps by
-playing these small cards as follows:--
-
- No of trumps. 1st trick. 2nd trick. 3rd trick.
- 3 or less 3 4 5
- 4 exactly 4 5 3
- 5 ” 4 3 5
- 6 ” 5 3 4
- 7 or more 5 4 3
-
-The second of these is the four-signal; the last three are trump
-signals. They are used only in following suit.
-
-The four-signal is sometimes used in the trump suit as a _=Sub-echo=_,
-to show three trumps exactly.
-
-Apart from signalling, trump strength may often be inferred, especially
-from player’s passing doubtful tricks, forcing their partners, etc.
-
-_=Trump Suit Leads.=_ When trumps are not led for the purpose of
-exhausting them immediately, but simply as the longest suit, the
-fourth-best may be led from the following:--
-
-[Illustration:
-
- 🂱 🂾 🂷 🂶 🂴 | 🃎 🃍 🃆 🃅
- 🂡 🂨 🂧 🂤 🂢 | 🃞 🃛 🃚 🃖
-]
-
-If the Ten accompanies the King and Queen, in the third combination, it
-is best to adhere to the usual lead of the King.
-
-In leading trumps from combinations containing a winning sequence, such
-as the following:--
-
-[Illustration:
-
- 🂱 🂾 🂽 🂻 🂷 | 🃁 🃎 🃍 🃄 🃃
-]
-
-many players begin with the lowest of the winning cards, continuing
-with the next above it.
-
-_=Speculative Trump Leads.=_ The whist player will often find himself
-with a single good suit, a card of re-entry, and few trumps. Certain
-conditions of the score may prompt him to make a speculative trump
-lead from such a hand. If his trumps are high, such as A K x, he may
-safely begin by leading them; but if they are weak, and he is depending
-largely on his partner’s possible strength, he should show his suit
-first by leading it once.
-
-_=Over-trumping=_ is generally regarded as bad policy when a player has
-a good suit, and sufficient trump strength to justify him in hoping
-to do something with it. The refusal to over-trump, unless the trump
-played is a high one, should be regarded by the partner as a call.
-
-It is sometimes necessary to over-trump partner in order to get the
-lead. For instance: A player holds the two best trumps, and all winning
-cards of a plain suit, while the player on his right has a losing
-trump. In such a position the player with the two best trumps should
-trump any winning card his partner leads, or over trump him if he
-trumps, so as to prevent the adversary from making that losing trump.
-
-_=Under-trumping, or the Grand Coup=_, is playing a low trump on a
-trick that partner has already trumped with a higher, in order to avoid
-the lead. For instance: A player holds major tenace in trumps with a
-small one, and knows that the minor tenace is on his right. Four cards
-remain in each hand. The player on the left leads; Second Hand trumps;
-Third Hand follows suit. If the Fourth Hand keeps his three trumps, he
-must win the next trick, and lose the advantage of his tenace.
-
-A player will sometimes have the best card in two suits, and a small
-trump, and will know that the two best trumps and an unknown card are
-on his right. If the missing suit is led, and the player on the right
-trumps, his unknown card must be one of the two other suits, and the
-player with the command of them should keep both, and throw away his
-small trump. The discards on the next trick may enable him to determine
-the suit of the losing card on his right.
-
-_=The Last Trump.=_ If two players have an equal number of trumps, each
-of them having an established suit, it will be the object of both to
-remain with the last trump, which must bring in the suit. The tactics
-of each will be to win the third round of trumps; and then, if the best
-trump is against him, to force it out with the established suit, coming
-into the lead again with the last trump. So often is it important
-to win the third round of trumps that few good players will win the
-second round, unless they can win the third also. With an established
-suit, a card of re-entry, and four trumps King high, a player should
-lead trumps; but if his partner wins the first round and returns a
-small trump, the King should not be put on, no matter what Second Hand
-plays, unless the card next below the King is fourchette. Some of the
-most brilliant endings in whist are skirmishes for the possession of
-the last trump; the player who is at a disadvantage often persistently
-refuses the fatal force, hoping the leader will be compelled to change
-his suit, or will lose the lead.
-
-_=Drawing the Losing Trump.=_ It is usually best to draw losing trumps
-from the adversaries, unless a player can foresee that he may want the
-best to stop a strong adverse suit.
-
-_=A Thirteenth Card=_, played by the partner, is usually considered an
-invitation to put on the best trump. The Second Hand should not trump a
-thirteenth card unless he is weak in trumps.
-
-_=AMERICAN LEADS.=_ Advanced players, who have had so much practice
-that they can infer the probable position of the cards without devoting
-their entire attention to it, have adopted a new system of leading from
-the four combinations following, in order to show the number of small
-cards in the suit:--
-
-[Illustration:
-
- 🃑 🃞 🃝 🃛 🃖 | 🂱 🂾 🂶 🂴 🂲
- 🃁 🃎 🃍 🃆 🃅 | 🂮 🂭 🂧 🂤 🂢
-]
-
-From these the King is never led if there are more than four cards in
-the suit. Having more than four, the lowest of the sequence of high
-cards is led. From the first this would be the Jack; from the second
-the Queen; from the third the Ace, (because the King is barred;) and
-from the fourth the Queen. The Ten is not ranked among the high cards
-in American Leads.
-
-On the second round, with the first two combinations, the difference
-between a suit of five or one of six cards may be indicated by
-following with the Ace if five were held originally; the King, if more
-than five. Seven cards may be shown with the first combination, by
-leading the Queen on the second round.
-
-The chief difference these leads make in the play of the Third Hand is
-that he should not trump any court card led, even if weak in trumps.
-The misunderstanding as to the meaning of the first lead, especially if
-it is a Queen, often occasions confusion and loss; but this is claimed
-to be offset by the value of the information given. Some lead 10 from Q
-J 10; 4th-best from K J 10.
-
-To the adversaries these leads are often of value, as they are
-frequently enabled to place the cards very accurately from the
-information given by the lead itself, regardless of the fall of the
-cards from the other hands. For instance: Second Hand holds A J of a
-suit in which King is led; Third Hand plays the Four; Fourth Hand plays
-the Nine. The leader remains with Q 3 2; Third Hand still has 8 7 6 5;
-and if he has also the 10, Fourth Hand has no more. Again: The leader
-shows a suit of six; Second Hand holding two only. If the suit is led
-a third time it is a doubtful trick, and with four trumps the Second
-Hand should pass. If the leader shows the exact number of the suit
-originally led, and then changes to a four-card suit, the adversaries
-know at least nine of his cards.
-
-So obvious is this that it is an almost invariable rule for a player,
-on quitting his suit, to conceal the length of the second suit led by
-leading the highest card of a short suit.
-
-If it were allowable to exercise some judgment in using these leads,
-they might not be open to so many objections; but they are worse than
-useless unless the partner can depend on their being uniformly adopted.
-
-_=The Minneapolis Lead.=_ This is another variation in the leads, which
-is confined to one combination; that of Ace and any four other cards,
-not including the King. With strength in trumps the fourth-best is led
-instead of the Ace, the theory being that the Ace is more likely to be
-valuable on the second or third round of such a suit than on the first,
-and that the trump strength justifies the finesse of the original lead.
-With weak trumps the Ace is led. Some players extend this principle to
-the Second Hand, and play Ace on a small card led, when holding A x x
-x x with weak trumps. This is open to the objection that it gives up
-command of the adverse suit too early in the hand; but it saves many a
-trick.
-
-_=The Plain-suit Echo.=_ This is another device for giving information
-as to number. When the original leader begins with a high card, the
-Third Hand should play his third-best if he holds four or more; and
-on the second round his second best, always retaining his fourth-best
-and any below it. The value of this echo is much disputed, and the
-adversaries can usually render it ineffective by holding up small
-cards; a practice very much in vogue with advanced players.
-
-_=Low’s Signal.=_ This is the latest system of indicating to the leader
-the number of cards in his suit held by the Third Hand. With four or
-more of the suit, the third-best is played to the lead of a high card,
-or when no attempt is made to win the trick. In retaining the suit, the
-second-best is led if three or more remain, and on the third round, or
-in a discard, the highest is played, always retaining the fourth-best
-and those below it. For instance: With the 8 7 5 2 of a suit which
-partner leads, the 5 is played to the first round. If the suit is
-returned, the 7 is played; and next time the 8. Holding only three
-originally, the lowest is played to the first round, and the higher of
-two returned, in the usual way. The chief value of this signal is that
-the return of the lowest of a suit shows absolutely no more, instead of
-leaving the original leader in doubt as to whether it is the only one,
-or the lowest of three remaining. It is also a great exposer of false
-cards.
-
-_=Discard Signalling=_ is another method of indicating plain suits.
-When a player is known to have no trumps, and therefore cannot be
-calling for them, he may use the trump signal in any plain suit which
-he wishes led to him. As a general rule, a player should not use this
-signal unless he has a certain trick in the suit in which he signals.
-Some players use what is called the reverse discard; a signal in one
-suit meaning weakness in it, and an invitation to lead another. This
-avoids the necessity for using the good suit for signalling purposes.
-
-_=Unblocking.=_ When the original leader shows a suit of five cards,
-and the Third Hand has four exactly, the latter should keep his lowest
-card, not for the purpose of echoing, but in order to retain a small
-card which will not block the holder of the longer suit. If the Third
-Hand has three cards of the suit led, and among them a card which
-may block his partner, he should give it up on the second round. For
-instance: Holding K 4 3, and partner showing a five-card suit by
-leading Ace then Jack, Third Hand should give up the King on the second
-round. Again: Holding Q 9 3, partner leading Ace then Eight; Second
-Hand playing King second round, Third Hand should give up the Queen.
-Again: Holding K Q, partner leading the 8 originally, won by Fourth
-Hand with Ace; the King should be discarded or otherwise got rid of at
-the first opportunity.
-
-_=Short-suit Leads.=_ Many players will not lead a long weak suit
-unless they have sufficient strength to justify them in hoping to
-establish, defend, and bring it in, with _=reasonable=_ support from
-the partner. With a long suit, headed by a single honour, weak trumps,
-and no cards of re-entry, they prefer selecting a strengthening card
-for the original lead, hoping it may be of some assistance to partner
-by affording a successful finesse. It is claimed that it is better for
-a person, especially with a strong hand, to play with the knowledge
-that his partner is weak, than under the impression that he may be
-strong. Such an opening lead should warn the Third Hand to finesse
-deeply, to hold any tenaces he may have, and to let nothing pass him
-which might be too much for his weak partner to attend to. This is a
-very difficult game to play well, and is seldom resorted to except by
-the most expert.
-
-_=Deschapelles Coups.=_ It often happens that after the adverse trumps
-are exhausted, a player will find himself with the lead, but unable
-to give his partner a card of his established suit. In such cases the
-best course is to sacrifice the King or Queen of any suit of which he
-has not the Ace, in the hope that it may force the best of the suit,
-and leave partner with a card of re-entry. For instance: The leader
-has established the Club suit; his partner has exhausted the trumps,
-Hearts; and having no Clubs, leads the King of Spades from K x x x. If
-the holder of the Club suit has Spade Queen, and the King forces the
-Ace, the Club suit will be brought in. If he has not the Queen, the
-Clubs are probably hopeless. The _=coup=_ risks a trick to gain several.
-
-Players should be careful not to fall into this trap in the end-game;
-and it is generally right to hold up the Ace if the circumstances are
-at all suspicious.
-
-_=Tenace Positions.=_ Many expert players will not lead away from a
-suit in which they hold tenace. Having two suits, one containing a
-tenace, and the other without it, they will select the latter, although
-it may be much weaker. It is noteworthy that players who disregard the
-value of holding a tenace in the opening lead, are well aware of its
-importance toward the end of the hand. When one player holds tenace
-over another, the end game often becomes a struggle to place the lead;
-and players frequently refuse to win tricks in order to avoid leading
-away from tenaces, or to compel another player to lead up to them.
-
-_=Underplay=_ is often resorted to by the Fourth Hand in suits in which
-the Third Hand has shown weakness. For instance: A small card is led;
-Third Hand playing the Ten, and Fourth Hand holding A Q J x. It is
-a common artifice to win with the Queen, and return the small card.
-When the original leader is underplayed in his own suit, he should
-invariably put up his best card.
-
-_=Finessing.=_ The expert may finesse much more freely than the
-beginner. Having led from such a suit as K J x x and partner having
-won with Ace and returned a small card, the Jack may be finessed with
-strong trumps. If the adversaries lead trumps, and the Ace wins the
-first round, a player holding the King second hand on the return, may
-finesse by holding it up, trusting his partner for the trick.
-
-In all cases that mark the best of the suit against a player, and on
-his left, he may finesse against the third best being there also. For
-instance: A player leads from K 10 x x x. Third Hand plays Queen and
-returns a small card. The Ten should be finessed, regardless of trump
-strength, as the Ace must be on the left, and the finesse is against
-the Jack being there also. Many varieties of this finesse occur.
-
-_=Placing the Lead.=_ This is usually a feature of the end-game A
-player may have an established suit, his adversary being the only
-person with any small cards of it. If the lead can be placed in the
-hand of this adversary, he must eventually lead the losing cards.
-
-A player begins with a weak suit of four cards, on the first round
-of which it is evident that his partner has no more, the adversaries
-having all the high cards. The suit is not played again, and for the
-last six tricks the original leader finds himself with three cards of
-it, and the Q x x of another suit. If the adversaries play King and Ace
-of the latter suit, the Queen should be given up, trusting partner for
-the Jack, for the Queen will force the holder of the three losing cards
-into the lead. It is sometimes necessary to throw away an Ace in order
-to avoid the lead at critical stages of the end-game.
-
-_=False Cards.=_ It requires more than ordinary skill to judge when a
-false card will do less harm to the partner than to the adversaries.
-There are some occasions for false-card play about which there is
-little question. Having a sequence in the adverse suit, the Second or
-Fourth Hand may win with the highest card, especially if the intention
-is to lead trumps. Holding K Q only, Second Hand may play the King,
-especially in trumps. Holding A K x, the Fourth Hand should play Ace
-on a Queen led by an American leader. With such a suit as K J 10 x,
-after trumps have been exhausted, the Ten is not a safe lead; Jack or
-fourth-best is better. Holding up the small cards of adverse suits
-is a common stratagem; and it is legitimate to use any system of
-false-carding in trumps if it will prevent the adversaries who have led
-them from counting them accurately.
-
-_=Playing to the Score.=_ The play must often be varied on account of
-the state of the score, either to save or win the game in the hand. If
-the adversaries appear to be very strong, and likely to go out on the
-deal, all conventionalities should be disregarded until the game is
-saved; finesses should be refused, and winning cards played Second Hand
-on the first round. If the adversaries are exhausting the trumps, it
-will often be judicious for a player to make what winning cards he has,
-regardless of all rules for leading, especially if they are sufficient
-to save the game.
-
-It often happens that the same cards must be played in different ways
-according to the state of the score, and the number of tricks in front
-of the player. A simple example will best explain this. Hearts are
-trumps; you hold two small ones, two better being out against you, but
-whether in one hand or not you cannot tell. You have also two winning
-Spades, one smaller being still out. The game is seven-point whist. The
-importance of playing to the score will be evident if you consider your
-play in each of the following instances, your score being given first:
-
- Score 6 to 6; you have 5 tricks in front of you.
- Score 6 to 6; you have 4 tricks in front of you.
- Score 6 to 5; you have 4 tricks in front of you.
- Score 5 to 4; you have 5 tricks in front of you.
-
-_=INFERENCES.=_ The great strength of the expert lies in his ability to
-draw correct inferences from the fall of the cards, and to adapt his
-play to the circumstances.
-
-Inferences from the various systems of leads and returns are too
-obvious to require further notice; but attention may be called to some
-that are often overlooked, even by advanced players:
-
-If a suit led is won by Third Hand with King or Ace; and the original
-leader wins the second round with King or Ace, the adversaries must
-have the Queen.
-
-If the Third Hand plays Ace first round, he has neither King nor Queen.
-If he plays Queen on a Ten led, he has no more. If he plays Ace on a
-King led, he has the Jack alone, or no more.
-
-If the Second Hand plays King first round on a small card led, he has
-Ace also, or no more. If he plays Ace under the same conditions, he has
-no more. [See Minneapolis Lead.]
-
-If a suit is led, and neither Third nor Fourth Hand has a card in it
-above a Nine, the original leader must have A Q 10, and the second
-player K J. When neither Third nor Fourth Hand holds a card above the
-Ten, the major and minor tenaces are divided between the leader and the
-Second Hand. If it can be inferred that the leader held five cards in
-the suit originally, he holds the minor tenace.
-
-When a player, not an American leader, begins with a Jack and wins the
-trick, the adversaries may conclude that his partner had two small
-cards with the Ace, and had not four trumps and another winning card.
-
-When a good player changes his suit, he knows that it will not go
-round again, or that the command is against him. This is often a
-valuable hint to the adversaries. When he quits his original suit and
-leads trumps, without his partner having called, the adversaries may
-conclude that the suit has been established.
-
-When a player puts Ace on his partner’s Jack led, and does not lead
-trumps, the adversaries may count on him for only one small card of the
-suit led.
-
-When an adversary finesses freely, he may be credited with some
-strength in trumps.
-
-When a player changes his suit, the adversaries should note carefully
-the fall of the cards in the new suit. As already observed, the leader
-almost invariably opens the new suit with the best he has. Suppose a
-player to lead two winning cards in one suit, and then the Eight of
-another, which the Second Hand wins with the Ten; The four honours in
-the second suit must be between the Second and Fourth Hands.
-
-Having won the first or second round of the adverse suit, and having no
-good suit of his own, the Second or Fourth Hand may be able to infer a
-good suit with his partner, by the play. For instance: A player opens
-Clubs, showing five, his partner wins second round, and opens the
-Diamond suit with the Jack, on which Second Hand plays Ace, his partner
-dropping the 9. Having now the lead, and no good suit, it is evident
-that the play should be continued on the assumption that partner is all
-Spades and trumps.
-
- * * * * *
-
-_=THE AMERICAN GAME.=_ Since the revolt against the invariable opening
-from the longest suit, which was the style of game advocated by the old
-school of Pole and “Cavendish,” many systems have been tried out by
-the various clubs that meet at our national tournaments. E.C. Howell
-was the first to attempt to set the short-suit game in order, but his
-methods have long since been superseded by more elastic tactics.
-
-The fundamental principle of the short-suit game, as first explained to
-the world by the New York _Sun_, is to use the original or opening lead
-to indicate the general character of the hand rather than any details
-of the individual suit. In the long-suit game the original leader is
-always assuming that his partner may have something or other, and
-playing on that supposition. The short-suit player indicates the system
-of play best adapted to his own hand, without the slightest regard to
-the possibilities of his partner. It is the duty of the partner to
-indicate his hand in turn, and to shape the policy of the play on the
-combined indications of the two.
-
-This does not mean that the player shall always lead a short suit,
-but that he should combine the best features of both systems, without
-slavish adherence to either. This idea has been brought to perfection
-in practice by the famous American Whist Club of Boston, and under the
-able leadership of its captain, Harry H. Ward, it has demonstrated that
-he can take any kind of a team and beat any of the old style long-suit
-players, no matter how skilful they may be. The following is a brief
-outline of the American game, as given by Captain Ward in _Whist_ for
-May, 1906:--
-
-_=Five-trump Hands.=_ With five trumps, and the suits split, 3, 3, 2,
-we always open a trump, unless we have a tenace over the turn-up card.
-From five trumps and a five-card plain suit, we open the suit if it is
-one that will require some help to establish; otherwise the trump. From
-five trumps with a four-card plain suit, we open the trump with hands
-of moderate strength; otherwise the plain suit.
-
-_=Four-trump Hands.=_ From four-trump hands we invariably open a suit
-of five cards or more, but prefer to avoid a four-card suit headed by
-a single honor. These are the suits in which the best chance for a
-single trick usually occurs when the suit is led by some one else. For
-example: Hearts trumps:--
-
- ♡ 8 7 6 3 ♣ 9 8 ♢ K 8 3 2 ♠ K 4 2
-
-The best opening from such a hand is the club nine.
-
-When forced to open single-honor suits, the lead of the lowest card
-shows an honor as good as the Queen, while the lead of an intermediate
-card denies such an honor, as in the following examples: hearts
-trumps:--
-
- ♡ 10 8 3 2 ♣ K 6 ♢ Q 7 6 4 ♠ Q 5 4
-
-From this we should lead the four of diamonds; but holding
-
- ♡ 10 8 3 2 ♣ K 6 ♢ J 8 7 4 ♠ Q 5 4
-
-we should lead the seven of diamonds.
-
-From hands containing four trumps and three three-card suits, we use
-our own judgment, sometimes leading the trump, and sometimes a plain
-suit. We prefer the plain suit if it is a desirable one to open, such
-as hearts trumps:--
-
- ♡ K 8 3 2 ♣ J 10 4 ♢ A 10 3 ♠ 8 4 3
-
-From this we would open the Jack of clubs; but from
-
- ♡ K 8 3 2 ♣ J 3 2 ♢ A 10 3 ♠ Q 6 3
-
-we should lead the deuce of trumps. If in this hand the club suit were
-Q J 3, the Queen of clubs would be the best opening.
-
-It may seem paradoxical that a weaker hand should call for a trump
-lead; but the opening is not an attack. It is a move to await
-developments.
-
-_=Three-trump Hands.=_ From hands containing three trumps or less, our
-opening leads vary from the ordinary player’s game more than in any
-other particular. We always open a long suit from three-trump hands
-if the suit is a good one, such as A K and others, K Q and others, or
-even Q J and others. But without such strength in the long suit, we let
-it severely alone, and develop the hand with a short-suit or “gambit”
-opening.
-
-With three trumps and a five-card suit containing two honors not in
-sequence, we still open the long suit if we have a sure re-entry in
-another suit. This, for example, hearts trumps:--
-
- ♡ K 6 2 ♣ 8 6 2 ♢ A Q 6 4 3 ♠ A 10
-
-The trey of diamonds is the best opening. If there were no re-entry,
-such as only 10 2 of spades instead of A 10, we should open the 10 of
-spades.
-
-Although we open a great many short suits, we avoid weak three-card
-suits except in rare instances.
-
-While our system, like all others, entails losses at times, it seems to
-avoid many of the pitfalls that confront the player who always opens
-his long suit, regardless of the possibilities of ever bringing it
-in. In many instances we find he places himself in the worst possible
-position for any chance to make even one trick in the suit he opens.
-
-We admit that if a team adopts straight American leads, it is much
-easier for them to count the partner’s hand accurately; but it seems
-to me that this advantage is more than overcome by the fact that in
-our openings we have a clear idea as to the general character of the
-partner’s hand while there is still time to take advantage of the
-knowledge. In the long-suit game this element is entirely wanting.
-
-_=IN CONCLUSION.=_ The first-class whist-player is usually developed
-gradually. If he possess the faculty of paying close attention to the
-game while he is playing, nothing should prevent his rapid progress.
-At first he may care little or nothing for “book” whist, but after
-some experience with book players, he is rather in danger of running
-to the other extreme, and putting more book into his game than it
-will carry. Having passed that stage, his next step is usually to
-invent some system of his own, and to experiment with every hand he
-plays. By degrees he finds that all special systems of play have
-some serious defects which over-balance their advantages, and this
-discovery gradually brings him back to first principles. If he gets
-so far safely, his game for all future time will probably be sound,
-common-sense whist, without any American leads, plain-suit echoes, or
-four-signals, and free from any attempts to take fourteen tricks with
-thirteen cards.
-
-When a whist-player reaches that point, he is probably as near the
-first class as the natural limitations of his mental abilities will
-ever permit him to go.
-
-_=THE LAWS=_ will be found at the end of the Whist Family of Games.
-
-
-ILLUSTRATIVE WHIST HANDS.
-
-A and B are partners against Y and Z. A is always the original leader,
-and Z is the dealer. The underlined card wins the trick, and the card
-under it is the next one led.
-
- _=No. 1. Long Suits=_; | T| _=No. 3. Short Suits=_;
- ♡5 turned. | R| ♡Q turned.
- | I|
- --------------------------------+ C+--------------------------------
- A Y B Z | K| A Y B Z
- +-------+-------+-------+-------+--+-------+-------+-------+-------+
- | _♣K_ | ♣5 | ♣7 | ♣3 | 1| Q♢ | K♢ | _A♢_ | 2♢ |
- | ♡10 | ♡J | _♡Q_ | ♡5 | 2| 2♠ | _A♠_ | J♠ | 5♠ |
- | _♣Q_ | ♣J | ♣2 | ♣10 | 3| 4♢ | 10♢ | 3♢ | _J♢_ |
- | ♡7 | ♡3 | _♡9_ | ♡8 | 4| ♡2 | ♡5 | ♡3 | ♡Q |
- | _J♠_ | 9♠ | 2♠ | 5♠ | 5| ♡6 | _♡A_ | ♡4 | ♡J |
- | ♣A | ♡4 | _♡6_ | 5♢ | 6| ♣8 | ♣2 | ♣3 | ♣K |
- | 4♠ | _♡K_ | A♠ | 6♠ | 7| _♡7_ | 8♢ | 5♢ | 7♢ |
- | J♢ | 7♢ | 2♢ | _K♢_ | 8| _♡K_ | 4♠ | 6♢ | ♡9 |
- | _♡2_ | 3♢ | 4♢ | A♢ | 9| _K♠_ | 7♠ | 6♠ | 8♠ |
- | _♣9_ | 6♢ | 3♠ | 8♢ |10| _Q♠_ | ♣4 | ♣5 | 10♠ |
- | _♣8_ | 9♢ | 7♠ | 8♠ |11| 9♠ | ♣Q | ♣6 | ♡10 |
- | _♣6_ | 10♢ | K♠ | 10♠ |12| _♡8_ | 9♢ | ♣7 | ♣J |
- | _♣4_ | Q♢ | _♡A_ | Q♠ |13| _3♠_ | ♣A | ♣10 | ♣9 |
- +-------+-------+-------+-------+--+-------+-------+-------+-------+
- --------------------------------+ +--------------------------------
- _=No. 2. American Game=_; | T| _=No. 4. Play to Score=_;
- ♡8 turned. | R| ♡J turned.
- | I|
- --------------------------------+ C+--------------------------------
- A Y B Z | K| A Y B Z
- +-------+-------+-------+-------+--+-------+-------+-------+-------+
- | 6♢ | J♢ | _A♢_ | 9♢ | 1| K♠ | 4♠ | 3♠ | _A♠_ |
- | _♡3_ | 3♢ | 2♢ | 10♢ | 2| ♡3 | ♡9 | _♡Q_ | ♡2 |
- | ♣9 | ♣K | _♣A_ | ♣3 | 3| 2♠ | 7♠ | 5♠ | _♡4_ |
- | _♡6_ | 4♢ | 5♢ | ♣4 | 4| ♣2 | _♣K_ | ♣6 | ♣3 |
- | _♣Q_ | ♣8 | ♣2 | ♣7 | 5| ♡5 | ♡7 | ♡8 | _♡J_ |
- | ♣6 | ♡4 | _♡9_ | ♣10 | 6| ♡10 | ♣5 | ♡K | _♡A_ |
- | _♡10_ | 7♢ | 8♢ | ♣J | 7| ♣8 | _♣J_ | 3♢ | ♣4 |
- | ♣5 | ♡K | _♡A_ | 7♠ | 8| 5♢ | J♢ | _A♢_ | 2♢ |
- | 4♠ | Q♢ | _♡Q_ | ♡5 | 9| 10♠ | 9♠ | 8♠ | _♡6_ |
- | 2♠ | 5♠ | _♡J_ | ♡7 |10| ♣Q | ♣7 | 4♢ | _♣A_ |
- | _A♠_ | 6♠ | Q♠ | K♠ |11| Q♠ | J♠ | 6♠ | _♣10_ |
- | _J♠_ | 9♠ | 3♠ | 10♠ |12| 10♢ | 7♢ | 6♢ | _♣9_ |
- | _8♠_ | K♢ | ♡2 | _♡8_ |13| Q♢ | 8♢ | 9♢ | K♢ |
- +-------+-------+-------+-------+--+-------+-------+-------+-------+
-
-_=No. 1.=_ This is a fine example of the _=Long-suit Game=_. The leader
-begins with one of the high cards of his long suit. Missing the 2, he
-knows some one is signalling for trumps, and as it is very unlikely
-that the adversaries would signal while he was in the lead, he assumes
-it is his partner, and leads his best trump. His partner does not
-return the trump, because he holds major tenace over the king, which
-must be in Y’s hand. At trick 5 B still holds major tenace in trumps,
-and leads a small card of his long suit to try to get A into the lead
-again. If A leads trumps again, his only possible card of re-entry for
-his club suit is gone. At trick 7, if B draws Y’s king, he kills A’s
-card of re-entry at the same time.
-
-_=No. 2.=_ This is an excellent example of the _=American Game=_. A has
-a three-trump hand, but his long suit is not headed by two honors in
-sequence, and the Queen of clubs cannot be considered as a re-entry,
-so A makes the gambit opening of the singleton diamond. His partner,
-having nothing in plain suits, immediately returns the diamond. A now
-leads an intermediate club, and B forces him again. At trick 6, A
-avoids changing suits. If the long spade suit is opened, and Z returns
-the diamond 10, A-B will make four tricks less on this hand.
-
-_=No. 3.=_ This example of the _=Short-suit Game=_ is from Val Starnes’
-Short-Suit Whist. This is sometimes called the Gambit opening. The
-leader, having no reason to lead trumps, even with five, and not having
-three honours in his long suit, prefers the gambit opening of the
-singly guarded queen. Y holds what is called a potential or imperfect
-fourchette, and covers, in order to make A-B play two honours to get
-one trick. B also makes a gambit opening by returning a supporting
-spade. Three tricks are gained by the two leads of the supporting
-cards, and five would have been made but for Y’s covering on the first
-trick.
-
-_=No. 4.=_ This is an example of _=Playing to the Score=_. The game is
-English Whist, 5 points, counting honours. The first lead of trumps
-shows Z that honours are divided, and that he must make 11 tricks to
-win the game. At trick 3, he must trump; to discard clubs would be
-inconsistent with refusing to trump in order to bring them in. At trick
-4, if Y cannot win a trick in clubs and give Z a finesse in trumps, Z
-cannot win the game. At trick 7, both black queens are against Z, and
-he must take the best chance to win if the diamond ace is also against
-him. The adversaries cannot place the club ace, and so Z underplays in
-clubs as his only chance for the game.
-
- * * * * *
-
-_=PRUSSIAN WHIST.=_ This is the ordinary 5, 7 or 10 point whist, with
-or without honours, except that instead of turning up the last card for
-trump, the player to the left of the dealer cuts a trump from the still
-pack, which is shuffled and presented to him by the dealer’s partner.
-
-_=FAVOURITE WHIST.=_ This is the regular 5, 7 or 10 point whist, with
-or without honours, except that whichever suit is cut for the trump on
-the first deal of the rubber is called _=the favourite=_. Whenever the
-suit turns up for trump, after the first deal, tricks and honours count
-double towards game. There must be a new favourite at the beginning of
-each rubber, unless the same suit happens to be cut again.
-
-A variation is to attach a progressive value to the four suits; tricks
-being worth 1 point when Spades are trumps; when Clubs 2; when Diamonds
-3; and when Hearts 4. Honours do not count, and the game is 10 points,
-made by tricks alone. The hands are played out; the winners score all
-tricks taken, and the winners of the rubber add 10 points for bonus.
-The value of the rubber is the difference between the scores of the
-winners and that of the losers. For instance: If the rubber is in A-B’s
-favour with the score shown in the margin A-B win a rubber of 8 points.
-
- 1st game; 10 to 6
- 2nd game; 4 to 16
- 3rd game; 14 to 8
- Rubber; 10
- --------
- Totals 38 to 30
-
-This is a good game for superstitious people, who believe that certain
-trump suits are favourable to them.
-
-
-TEXT-BOOKS.
-
-The following list of works on _=whist=_, alphabetically arranged,
-contains the principal standard text-books on the game. Those marked *
-are especially for the beginner. Those marked x are chiefly devoted to
-the Short-suit game.
-
- Art of Practical Whist, by Major Gen. Drayson.
- * Foster’s Whist Manual, by R.F. Foster.
- * Foster’s Whist Tactics, by R.F. Foster.
- x Foster’s Common Sense in Whist, by R.F. Foster.
- * Foster’s Self-Playing Cards, by R.F. Foster.
- x Foster’s Duplicate Whist, by R.F. Foster.
- Foster’s American Leads, by R.F. Foster.
- * Foster’s Whist at a Glance, by R.F. Foster.
- * Gist of Whist, by C.E. Coffin.
- x Howell’s Whist Openings, by E.C. Howell.
- Laws and Principles of Whist, by “Cavendish.”
- Modern Scientific Whist, by C.D.P. Hamilton.
- Philosophy of Whist, by Dr. W. Pole.
- * Practical Guide to Whist, by Fisher Ames.
- x Short-Suit Whist, by Val. W. Starnes.
- * Short Whist, by James Clay.
- * Theory of Whist, by Dr. W. Pole.
- * Whist, or Bumblepuppy, by “Pembridge.”
- Whist Developments, by “Cavendish.”
- * Whist of To-day, by Milton C. Work.
- * _Whist à Trois_, by Ch. Lahure. [Dummy.]
- x Whist, and its Masters, by R.F. Foster.
- * Whist, A monthly journal; pub. Milwaukee, Wis., U.S.A.
-
-
-DUPLICATE WHIST.
-
-Duplicate whist is not a distinct game, but is simply the name given to
-that manner of playing whist in which a number of hands are played over
-again with the same cards, but by different persons.
-
-_=CARDS.=_ The cards have the same rank as at whist; they are dealt in
-the same manner, and the same rules apply to all irregularities in the
-deal, except that a misdealer must deal again. The objects of the game
-are the same, and so are all the suggestions for good play. The only
-differences that require attention are the positions of the players,
-the manner of counting the tricks, and the methods of keeping and
-comparing the scores.
-
-_=THEORY.=_ It may briefly be stated that duplicate proceeds upon the
-principle that if two partners have made a certain number of tricks
-with certain cards, under certain conditions with respect to the lead,
-distribution of the other cards in the adversaries’ hands, etc., the
-only way to decide whether or not two other players could have done
-better, or cannot do so well, is to let them try it, by giving them the
-same cards, under exactly similar conditions.
-
-This comparison may be carried out in various ways; but in every
-instance it depends entirely upon the number and arrangement of the
-players engaged. The most common forms are: club against club; team
-against team; pair against pair; or man against man. The reason for
-the arrangement of the players will be better understood if we first
-describe the method.
-
-_=METHOD OF PLAYING.=_ There is no cutting for partners, and choice of
-seats and cards as at whist, because the players take their places and
-deal according to a pre-arranged schedule.
-
-The player to the left of the dealer begins by placing the card he
-leads face up on the table, and in front of him. The second player
-follows by placing his card in front of him in the same manner; and so
-the third, and so the fourth. The four cards are then turned face down,
-and the dealer takes up the trump. The partners winning the trick place
-their cards lengthwise, pointing towards each other; the adversaries
-place theirs across. At the end of the hand, the number of tricks taken
-by each side can be seen by glancing at any player’s cards. If there is
-any discrepancy, a comparison of the turned cards will show in which
-trick it occurs, and the cards can be readily faced and examined.
-
-[Illustration:
-
- +--------+-+-+-+-+-+-+-+-+-+-+-+-+
- | | | | | | | | | | | | | |
- | | | | | | | | | | | | | |
- +-------++-+-+-+ +-+ | | +-+-+ | |
- | | | | | | |
- +--------+---+-+ +-----+-+
-
- N
- +-------+ +----------+
- | | | |
- +-------+ | |
- | | | |
- +-------+--+ +----------+
- | | | |
- +----------+ +----------+
- | | | |
- +-------+ | +----------+
- | | | | |
- +-------+ | +--+-------+
- | | | | | |
- +-------+ | | +-------+
- | | | | |
- +-------+--+ W E +--+-------+
- | | | | |
- +-------+ | | +-------+
- | | | | | |
- +-------+--+ | +-------+
- | | |X |
- +----------+ +----------+
- | | | |
- +----------+ +----------+
- | | | |
- +----------+ +--+-------+
- | | | |
- | | +-------+
- | | | |
- +----------+ +-------+
- S
-
- +-+-----+-+-+---+--------+
- | | | | | | |
- | | +-+-+ | | +-+ +-+-+-++-------+
- | | | | | | | | | | | | | |
- | | | | | | | | | | | | | |
- +-+-+-+-+-+-+-+-+-+-+-+-+--------+
-]
-
-N & S 6; E & W 7. East has made a mistake in turning the fifth trick.
-
-_=COUNTERS.=_ In some places 13 counters are placed on the table,
-the winner of each trick taking down one. This system often leads to
-disputes, as there can be no check upon it, and there is nothing to
-show in which trick the error occurred.
-
-_=COUNTING TRICKS.=_ At the end of each hand, the players sitting North
-and South score the _=total=_ number of tricks they have taken; instead
-of the number in excess of a book. Their adversaries, sitting East and
-West, do the same. Each player then slightly shuffles his 13 cards;
-so as to conceal the order in which they were played, and the four
-separate hands of 13 cards each are then left on the table, face down;
-the trump being turned at the dealer’s place.
-
-_=TRAYS.=_ When any apparatus is used for holding the cards, such
-as trays, boxes, or envelopes, each player puts his 13 cards in the
-compartment provided for them. Each tray has a mark upon it, usually
-an arrow, showing which end of the tray should point toward a given
-direction, usually the North. The pocket into which the dealer’s cards
-go is marked “dealer,” and it is usual to provide a trump slip for
-each tray. When the hand is first dealt, the trump is recorded on this
-slip, which travels round the room with the tray. After the dealer has
-turned up the designated trump, he places the trump slip in the tray,
-face down. When the play of the hand is finished and the cards replaced
-in the tray, the dealer puts his trump slip on the top of his cards.
-The four hands can then be conveniently carried or handed to any other
-table to be overplayed.
-
-[Illustration: VARIOUS APPARATUS FOR DUPLICATE.]
-
-_=SCORING.=_ There should be two score-cards at each table. The various
-methods of putting down and comparing the scores can best be described
-in connection with the variety of competition to which they belong. It
-is a common practice to note the trump card on the score sheets.
-
-_=POSITION OF THE PLAYERS.=_ The four players at each table are
-distinguished by the letters N S E W; North and South being partners
-against East and West. West should always be the dealer in the first
-hand, North having the original lead. In all published illustrative
-hands, North is the leader, unless otherwise specified.
-
-The deal passes in rotation to the left, and the number of hands played
-should always be some multiple of four, so that each player may have
-the original lead an equal number of times. 24 hands at each table
-is the usual number, and is the rule at all League tournaments. The
-partners and adversaries should be changed after each eight hands.
-Three changes in 24 hands will bring each member of a set of four into
-partnership with every other member for an equal number of hands.
-
-[Illustration:
-
- N leads
- +---------+
- | |
- Dealer, W | | E
- | |
- +---------+
- S
-]
-
-If two teams of four on a side, A B C D, and W X Y Z, play against
-each other, the arrangement in a League tournament would be as
-follows:--that A B C D should represent the players of the visiting
-club, or challengers, and W X Y Z the home club, or holders; and that
-the positions of the players should be changed after every four hands.
-It is usual to play 24 hands in the afternoon, and 24 more at night.
-
- A | A | A | A | A | A |
- W X | Y Z | W Y | X Z | X Y | W Z |
- B | B | C | C | D | D |
- | | | | | |
- 1st. | 2nd. | 3rd. | 4th. | 5th. | 6th. |
- | | | | | |
- Y | W | X | W | W | X |
- C D | C D | B D | B D | B C | B C |
- Z | X | Z | Y | Z | Y |
-
-If more than four players are engaged on each side, this arrangement
-must be repeated with every additional four; the tables being always in
-sets of two each, but in such cases, and in fact in anything but League
-matches, it is usual to play only the 1st, 3rd and 5th sets.
-
-_=CLUB AGAINST CLUB.=_ The smaller club should put into the field as
-many multiples of four as it can; the larger club presenting an equal
-number to play against them. The opposing sides are then so arranged
-that half the members of each club sit North and South, the other half
-East and West. If we distinguish the clubs by the marks O and X, and
-suppose 16 to be engaged on each side, they would be arranged at 8
-tables, thus:--
-
- O | O | O | O
- X 1 X | X 3 X | X 5 X | X 7 X
- O | O | O | O
- | | |
- 1st set | 2nd set | 3rd set | 4th set
- | | |
- X | X | X | X
- O 2 O | O 4 O | O 6 O | O 8 O
- X | X | X | X
-
-If apparatus is used, the players may sit still for four hands, putting
-the trays aside, and then exchanging them for the four trays played at
-the other table in their set. If not, the cards are left on the table,
-as already described, and the fours change places; those at table No. 1
-going to table No. 2, while those at No. 2 go to No. 1, the other sets
-changing in the same manner. This brings them into this position:--
-
- X | X | X | X
- O 1 O | O 3 O | O 5 O | O 7 O
- X | X | X | X
- | | |
- O | O | O | O
- X 2 X | X 4 X | X 6 X | X 8 X
- O | O | O | O
-
-The two O’s that have just played the N & S hands at table No. 1,
-proceed to play at table No. 2, the N & S hands which have just been
-played by two X’s; while the two O’s that played the E & W hands at
-table No. 2, overplay at table No. 1, the E & W hands just held by the
-two X’s.
-
-It is now evident that the four O’s have held between them all the 52
-cards dealt at each table; for the first pair have held all the N & S
-hands dealt at both tables, and the second pair have held all the E &
-W hands. The same is true of the four X players; and if there is any
-difference in the number of tricks taken by the opposing fours, it is
-supposed to be due to a difference in skill, other matters having been
-equalised as far as the limitations of the game will permit.
-
-The overplay finished, the cards are gathered, shuffled, cut, and dealt
-afresh, East now having the original lead. It must be remembered that
-the deal can never be lost, and that no matter what happens, the player
-whose proper turn it is to deal must do so.
-
-_=NUMBERING HANDS.=_ The hands simultaneously played are scored under
-the same number, but distinguished by the number of the table at which
-they are first dealt. Each pair of partners in a team play two No. 1
-hands, in one of which they are N & S; in the other E & W.
-
-_=SCORING.=_ The result of the hand is entered upon the score sheets,
-which the opposing players at each table should then compare, and turn
-them face down, leaving them on the table when they change places.
-
-Let us suppose the N & S partners of the O team to make 7 tricks at
-table No. 1; the E & W partners of the X team making 6. Each pair
-enters on its own score-card the number it makes. The E & W partners
-of the O team now come to table No. 1, and play the 26 cards which the
-other members of their team did not hold. They are not permitted to
-look at the score-card until the hand has been overplayed. Then they
-enter the result, which should be 6 tricks. If the total of the tricks
-taken by the same team on the N & S and the E & W hands is not 13, it
-must be a loss or a gain. At the end of the 24 hands, the result of the
-match can be immediately ascertained by laying side by side the score
-cards of the East and West hands played at the same table. The North
-and South scores are not compared, because the laws say they may be
-incorrect, but the East and West must be, officially, right.
-
-We give on the two preceding pages an illustration of the full score of
-a match. The check marks in the 6th column show that the N & S players
-compared the score with the E & W before turning down their cards.
-The figures in the 2nd column are the gains on the various hands. The
-figures in the 7th column show which of the four players whose names
-appear at the top of the score-card were partners for that series of
-hands. The result shows that the O team had a majority of one trick at
-table No. 1, while the X team had a majority of three tricks at table
-No. 2, leaving them the winners of the match by two tricks.
-
-If sixteen players were engaged, it would be necessary to institute
-a similar comparison between each set of tables, and there would be
-sixteen score-cards to compare, two at a time, instead of four.
-
-_=TEAM AGAINST TEAM.=_ The methods just described for a match of
-club against club are identical with those which are used in a
-contest between two teams of four; the only difference being that of
-proportion. In the latter case there will be only one set, of two
-tables, and only four score-cards to compare.
-
-The change of partners should be exhaustive in team matches; which will
-require six sets.
-
-_=TEAMS AGAINST TEAMS.=_ When several quartette teams compete with one
-another, Howell’s system of arrangement will be found the best. There
-are two methods; for odd and for even numbers of teams.
-
-_=Odd Numbers of Teams.=_ This is the simplest form of contest. Let us
-suppose five teams to offer for play, which we shall distinguish by the
-letters, _=a=_, _=b=_, _=c=_, _=d=_, _=e=_, arranging each at its own
-table thus:--
-
- N a b c d e
- W + E a 1 a b 2 b c 3 c d 4 d e 5 e
- S a b c d e
-
-[Illustration:
-
- +---------------------------------+ +---------------------------------+
- | MANHATTAN WHIST CLUB | | MANHATTAN WHIST CLUB |
- |Table No 1 May 6 1895 | |Table No 1 May 6 1895 |
- | O Team | | X Team |
- | 1 Chinery 3 Bullock | | 1 D. Jones 3 M. Boyce |
- | 2 Lewis 4 Izard | | 2 E. Wilson 4 H. Jones |
- +---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
- |E-W|Gain|Trump|HAND|N-S|Check| | |E-W|Gain|Trump|HAND|N-S|Check| |
- +---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
- | 6 | | DK | 1 | 7 | ✓ | | | 6 | | DK | 1 | 7 | ✓ | |
- | 8 | | H7 | 2 | 4 | ✓ |1&2| | 9 | 1 | H7 | 2 | 5 | ✓ |3&4|
- | 2 | | HJ | 3 | 9 | ✓ | | | 4 | 2 | HJ | 3 |11 | ✓ | |
- | 6 | 1 | S4 | 4 | 8 | ✓ |---| | 5 | | S4 | 4 | 7 | ✓ |---|
- | 3 | | S9 | 5 |10 | ✓ | | | 3 | | S9 | 5 |10 | ✓ | |
- | 8 | 1 | D3 | 6 | 6 | ✓ |1&3| | 7 | | D3 | 6 | 5 | ✓ |2&4|
- |10 | 1 | C5 | 7 | 4 | ✓ | | | 9 | | C5 | 7 | 3 | ✓ | |
- | 8 | | HQ | 8 | 4 | ✓ |---| | 9 | 1 | HQ | 8 | 5 | ✓ |---|
- | 5 | 1 | DK | 9 | 9 | ✓ | | | 4 | | DK | 9 | 8 | ✓ | |
- | 4 | 1 | SA | 10 |10 | ✓ |1&4| | 3 | | SA | 10 | 9 | ✓ |1&4|
- | 7 | | S3 | 11 | 5 | ✓ | | | 8 | 1 | S3 | 11 | 6 | ✓ | |
- |11 | 1 | C2 | 12 | 3 | ✓ |---| |10 | | C2 | 12 | 2 | ✓ |---|
- | |--- | | 13 | | | | | |--- | | 13 | | | |
- | | +6 | | 14 | | | | | | +5 | | 14 | | | |
- | | | | &c | | | | | | | | &c | | | |
- +---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
-]
-
-[Illustration:
-
- +---------------------------------+ +---------------------------------+
- | MANHATTAN WHIST CLUB | | MANHATTAN WHIST CLUB |
- |Table No 2 May 6 1895 | |Table No 2 May 6 1895 |
- | O Team | | X Team |
- | 1 Chinery 3 Bullock | | 1 D. Jones 3 M. Boyce |
- | 2 Lewis 4 Izard | | 2 E. Wilson 4 H. Jones |
- +---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
- |E-W|Gain|Trump|HAND|N-S|Check| | |E-W|Gain|Trump|HAND|N-S|Check| |
- +---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
- | 5 | 1 | CJ | 1 | 9 | ✓ | | | 4 | | CJ | 1 | 8 | ✓ | |
- | 8 | | S3 | 2 | 5 | ✓ |1&2| | 8 | | S3 | 2 | 5 | ✓ |3&4|
- | 5 | 2 | CA | 3 |10 | ✓ | | | 3 | | CA | 3 | 8 | ✓ | |
- | 7 | | HQ | 4 | 6 | ✓ |---| | 7 | | HQ | 4 | 6 | ✓ |---|
- |10 | 3 | D4 | 5 | 6 | ✓ | | | 7 | | D4 | 5 | 3 | ✓ | |
- |10 | | D7 | 6 | 2 | ✓ |1&3| |11 | 1 | D7 | 6 | 3 | ✓ |2&4|
- | 4 | | C6 | 7 | 7 | ✓ | | | 6 | 2 | C6 | 7 | 9 | ✓ | |
- | 5 | | S4 | 8 | 7 | ✓ |---| | 6 | 1 | S4 | 8 | 8 | ✓ |---|
- | 1 | | C7 | 9 |11 | ✓ | | | 2 | 1 | C7 | 9 |12 | ✓ | |
- | 8 | | S4 | 10 | 2 | ✓ |1&4| |11 | 3 | S4 | 10 | 5 | ✓ |1&4|
- | 9 | | D3 | 11 | 4 | ✓ | | | 9 | | D3 | 11 | 4 | ✓ | |
- | 4 | | DQ | 12 | 8 | ✓ |---| | 5 | 1 | D2 | 12 | 9 | ✓ |---|
- | |--- | | 13 | | | | | |--- | | 13 | | | |
- | | +6 | | 14 | | | | | | +9 | | 14 | | | |
- | | | | &c | | | | | | | | &c | | | |
- +---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
-]
-
-The names of the N & S and the E & W members of each team should first
-be entered on the score-cards; then all the N & S players move to the
-next table East; those at table 5 going to table 1; and each table
-dealing and playing four hands, afterwards putting them away in trays.
-
- e | a | b | c | d
- a 1 a | b 2 b | c 3 c | d 4 d | e 5 e
- e | a | b | c | d
- | | | |
- Hands:--1 to 4 | 5 to 8 | 9 to 12 | 13 to 16 | 17 to 20
-
-The peculiarity of this system is in the movement of the trays; those
-at the middle table always going to the extreme West of the line, the
-others moving up as many tables at a time as may be necessary to follow
-them. In this instance the trays at table 3 go to 1, all others moving
-up two tables. At the same time the N & S players all move one table
-further East, bringing about this position:--
-
- 2nd set. d | e | a | b | c
- a 1 a | b 2 b | c 3 c | d 4 d | e 5 e
- d | e | a | b | c
- | | | |
- Hands:--9 to 12 | 13 to 16 | 17 to 20 | 1 to 4 | 5 to 8
-
-This movement of the trays and players is continued for two more sets,
-which completes the round:--
-
- 3rd set. c | d | e | a | b
- a 1 a | b 2 b | c 3 c | d 4 d | e 5 e
- c | d | e | a | b
- | | | |
- Hands:--17 to 20| 1 to 4 | 5 to 8 | 9 to 12 | 13 to 16
-
- 4th set. b | c | d | e | a
- a 1 a | b 2 b | c 3 c | d 4 d | e 5 e
- b | c | d | e | a
- | | | |
- Hands:--5 to 8 | 9 to 12 | 13 to 16 | 17 to 20 | 1 to 4
-
-If we now take any two of the teams engaged, _=a=_ and _=d=_ for
-instance, we shall find that the E & W _=a=_ and the N & S _=d=_ pairs
-of those teams have played hands 9 to 12 at table 1, in the 2nd set;
-and that N & S _=a=_ and E & W _=d=_ pairs have overplayed the same
-hands at table 4, in the 3rd set; so that we have really been carrying
-out a number of matches simultaneously, between five teams of four
-players each.
-
-If there are 5, 7, 9 or 11 tables in play, the movement of the trays
-must be 2, 3, 4 or 5 tables at a time; but the movement of the players
-remains the same; one table at a time, in the direction opposite to the
-trays.
-
-_=Gilman’s System.=_ Another method, recommended by Charles F. Gilman,
-of Boston, which prevents any possibility of players giving hints to
-their friends as they pass the trays, is to have each team play at its
-own table first, so as to get an individual score. The E & W players
-then move to the next table but one, in either direction, going from 11
-to 9; from 9 to 7, etc., the N & S players sitting still. This movement
-is continued until the E & W players have gone _twice_ round. The trays
-move in the _same direction as the players_, but only one table at a
-time; going from 11 to 10, 9 to 8, etc. This brings about the same
-result as the Howell’s system.
-
-_=Even Numbers of Teams.=_ The present method of arranging even numbers
-of teams is also Gilman’s; but it requires considerable care in the
-movement of the trays, because half of them lie idle during each round,
-which is the same as skipping a table in other methods.
-
-Suppose we have ten tables, arranged in two rows thus, with a team of
-four players at each:
-
- 1 2 3 4 5
- 6 7 8 9 10
-
-Taking 30 deals as the number to be played, we place trays No. 1, 2,
-3, to be played and overplayed by tables 1 and 6, which are opposite
-each other in the rows. Trays 4, 5, 6, we lay aside. Trays 7, 8, 9,
-are to be played and overplayed by tables 2 and 7; while 10, 11, 12,
-are laid aside, and so on until we get to tables 5 and 10, which play
-and overplay trays 25, 26, 27. The easiest way to manage this is to
-give tray No. 2 to table 6, while tray 1 is at table 1, and then to let
-table 1 take tray 2, while table 6 plays tray 3. Then table 1 will get
-tray 3, while table 6 overplays tray 1. This will make all the trays
-come in numerical order to table 1, and will act as a check.
-
-The play of the first round, three deals, finished, the E & W players
-all move one table, 2 going to 1, 3 to 2, etc. The umpire now brings
-into play the trays that were idle, giving trays 4, 5, 6, to tables 1
-and 6; trays 10, 11, 12, to tables 2 and 7, and so on down the line,
-all the trays that were used in the first round lying idle.
-
-Again the players move, and now table 1 gets the 7, 8, 9, set of trays
-to overplay with table 6, and so on; so that all the sets move up a
-table after each intervening round, and table 1 will get all the trays
-from 1 to 30 in order.
-
-_=SCORING.=_ In both the foregoing systems, each pair should have its
-own score-card, and should mark the name of the team it plays against
-for each series of four hands. These score-cards are more for private
-reference than anything else in tournaments; because there is always
-a professional scorer, for whose use small slips are filled out and
-collected from the tables at the end of each round. The winner is
-the team that wins the most matches; not the one that gains the most
-tricks. In case of ties, the number of tricks won must decide. If the
-number of tricks taken by each side is a tie in any match, the score
-is marked zero, and each team counts half a match won. We give an
-illustration of the final score in a match between five teams. The
-_=c=_ and _=d=_ teams are tied for a second place in the number of
-matches; but the _=c=_ team takes third place, because it has lost one
-more trick than the _=d=_ team. The _=b=_ and _=c=_ teams score a half
-match; so do the _=c=_ and _=e=_ teams.
-
-[Illustration:
-
- +-----+----+----+----+----+----++-------+------+
- |Teams| a | b | c | d | e ||Matches|Tricks|
- +-----+----+----+----+----+----++-------+------+
- | a | \ | +5 | -1 | +1 | +4 || 3 | +9 |
- +-----+----+----+----+----|----++-------+------+
- | b | -5 | \ | 0 | -1 | +2 || 1½ | -4 |
- +-----+----+----+----+----|----++-------+------+
- | c | +1 | 0 | \ | -2 | 0 || 2 | -1 |
- +-----+----+----+----+----|----++-------+------+
- | d | -1 | +1 | +2 | \ | -2 || 2 | 0 |
- +-----+----+----+----+----|----++-------+------+
- | e | -4 | -2 | 0 | +2 | \ || 1½ | -4 |
- +-----+----+----+----+----+----++-------+------+
-]
-
-_=PAIR AGAINST PAIR.=_ This is the most interesting form of
-competition, especially for domestic parties, as the arrangement of the
-players will allow of great latitude in the number engaged, table after
-table being added as long as players offer to fill them.
-
-_=Two Pairs.=_ When only four players are engaged at a single table,
-the game is called Memory Duplicate; which is forbidden in all
-first-class clubs. The players retain their seats until they have
-played an agreed number of hands, which are laid aside one by one in
-trays. No trump is turned in Memory Duplicate; one suit being declared
-trumps for the entire sitting.
-
-Instead of the players changing positions for the overplay, the trays
-are reversed. If the indicators pointed N & S on the original deals,
-they must lie E & W for the overplay.
-
-[Illustration:
-
- A A
- +---------+ +---------+
- | ^ | | |
- | | | | |
- B| | |B B| DE ---> |B
- | | | AL |
- | DEALER| | ER |
- +---------+ +---------+
- A A
-
- ORIGINAL POSITION OF TRAYS. POSITION FOR OVERPLAY.
-]
-
-_=Scoring.=_ The E & W hands only are scored, the card being laid aside
-after the original play is completed, and a new card used for the
-overplay. The difference in the totals of these two sets of score-cards
-will show which pair gained the most tricks.
-
-_=Four Pairs.=_ These should be arranged at two tables, changing
-adversaries after every 8 hands. The third set will exhaust the
-combinations, and it will then be found that each pair has played and
-overplayed an equal number of hands against every other pair.
-
- 1st set | 2nd set | 3rd set
- | |
- b | c | d
- a a | a a | a a
- b | c | d
- | |
- Hands:--1 to 8 | 9 to 16 | 17 to 24
- | |
- d | b | c
- c c | d d | b b
- d | b | c
-
-Four hands are dealt at each table in each set, and then exchanged. The
-trump card is turned for every original deal.
-
-_=Scoring.=_ Each pair carries its own score-card with it from table to
-table, until the 24 hands have been played. The 7th column is used to
-designate the pair played against. The pairs at the second table should
-begin scoring with hands Nos. 5, 13 and 21 respectively; as they will
-presently receive from the first table the series beginning 1, 9 and
-17 respectively. Eight hands complete a match, and the result must be
-tabulated in the same manner as for teams of four, ties being decided
-by the majority of tricks won. We give an example.
-
-[Illustration:
-
- +-------+----+----+----+----++---------+--------+
- | Pairs | a | b | c | d || Matches | Tricks |
- +-------+----+----+----+----++---------+--------+
- | a | \ | +3 | -2 | +5 || 2 | +6 |
- | |----+----+----+----++---------+--------+
- | b | -3 | \ | +4 | -1 || 1 | 0 |
- | |----+----+----+----++---------+--------+
- | c | +2 | -4 | \ | -2 || 1 | -4 |
- | |----+----+----+----++---------+--------+
- | d | -5 | +1 | +2 | \ || 2 | -2 |
- +-------+----+----+----+----++---------+--------+
-]
-
-The _=a=_ pair wins the tie with _=d=_, being 6 tricks plus.
-
-_=Six Pairs.=_ This is a very awkward number to handle, and should
-be avoided if possible. The whole could be played at three tables
-simultaneously; but such a course would necessitate their changing
-places ten times, following a very complicated schedule in so doing.
-The simplest way to handle six pairs is to arrange them at three
-tables, two of which are constantly in play, the third only half the
-time. This is the first position:--
-
- b d f
- a 1 a c 2 c e 3 e
- b d f
-
-Tables 1 and 2 deal and play two hands each, and then exchange trays
-with each other. At table 3, two hands are dealt and played, both being
-left in the trays.
-
-The players at tables 1 and 2 then change adversaries; dealing, playing
-and exchanging two fresh hands. The players at the third table remain
-idle, or look on.
-
- c d | f
- a 1 a b 2 b | e 3 e
- c d | f
- |
- Hands 5 and 6 played and exchanged. | None.
-
-The _=b=_ and _=c=_ pairs now give way to _=e=_ and _=f=_:--
-
- e d | b
- a 1 a f 2 f | c 3 c
- e d | b
- |
- Hands 7 and 8 played and exchanged. | 3 and 4.
-
-While tables 1 and 2 are playing two fresh hands, the trays containing
-hands Nos. 3 and 4 which were left at table 3 are overplayed by the
-_=b=_ and _=c=_ pairs, which makes a match between them and the _=e=_
-and _=f=_ pairs.
-
-Again the pairs at the first two tables change adversaries; dealing,
-playing and exchanging two more hands; the third table remaining idle.
-
- f d | b
- a 1 a e 2 e | c 3 c
- f d | b
- |
- Hands 9 and 10 played and exchanged. | None.
-
-The pairs _=a=_ and _=d=_ now give way to _=b=_ and _c_, and the _=b=_
-_=c=_ _=e=_ _=f=_ pairs play two hands and exchange them; then change
-adversaries for two more hands; _=a=_ and _=d=_ remaining idle all the
-time. All the pairs have now been matched but _=a=_ and _=d=_, and they
-take seats E & W at two tables, the N & S positions being filled up by
-any of the other players in the match.
-
- any any
- a 1 a d 2 d
- any any
-
-No notice is taken of the scores made by the N & S hands in the last
-set; as it is simply a match between the a and _d_ pairs.
-
-_=Scoring.=_ Each pair against each is considered a match, and the
-winner of the most matches wins, tricks deciding ties.
-
-_=Compass Whist.=_ When we come to handle large numbers, the changes of
-position become too complicated, and the simplest plan is to arrange
-them at as many tables as they will fill, and to place on each table an
-equal number of trays. At the Knickerbocker Whist Club, New York, which
-is still famous for its compass games, they play a minimum of 24 trays,
-or get as near that number as possible. If there are 14 tables, they
-play two deals at each. If there are only 10 tables, they play 30 trays.
-
-All the N & S players sit still, and at the end of each round, two
-or three deals as the case may be, all the E & W players move up one
-table, 2 going to 1, 3 to 2, etc. Each pair keeps its own score card,
-on which is put down the number of the tray, the number of the pair
-played against, which is always the number of the table at which they
-started; one of the pairs remaining there being No. 3 N & S, the other
-moving away, being No. 3 E & W.
-
-Each pair adds up its score card at the end, and puts down the total
-number of tricks they have won. The names of the players having been
-previously written on the blackboard, their scores are put down
-opposite their names, each side, N & S and E & W, is then added up in
-order to find the average, and all scores above average are plus, while
-all below average are minus.
-
-The following is an example of the averaging of a game in which five
-tables took part, playing 30 deals:--
-
- N & S E & W
-
- a 201 -6 f 189 +6
- b 204 -3 g 186 +3
- c 211 +4 h 179 -4
- d 207 = j 183 =
- e 212 +5 k 178 -5
- --------------- ---------------
- 5 |1035 5 |915
- +---- +---
- Aver. 207, N & S. Aver. 183, E & W.
-
-The _=e=_ and _=f=_ pairs make the best scores N & S and E & W
-respectively; the _=f=_ pair, having won the greatest number of tricks
-above the average of the hands, would be the winners.
-
-_=Howell Pair System.=_ A very popular system of managing pairs in club
-games, and also in the national tournaments for the Minneapolis trophy,
-is called the Howell Pairs. Indicator cards are placed on the tables,
-which show each player the number of the table and the position at that
-table to which he should move next. Sometimes he will sit N, sometimes
-S, and sometimes E or W, but he always finds his partner opposite him,
-and at the end of the game he will have had every other pair in the
-game for an adversary once, and will have played all the hands dealt.
-
-A different set of indicator cards is required for every different
-number of tables in the game. They are the invention of the late E.C.
-Howell of Washington, D.C., and have been arranged for any number of
-pairs from four to thirty-four.
-
-_=INDIVIDUALS.=_ When four play memory duplicate, one of the four,
-usually S, retains his seat and keeps the score, the others changing
-places right and left alternately, each playing with S as a partner for
-8 hands. These changes successively bring about the three following
-positions:--
-
- c | b | a
- a b | a c | c b
- S | S | S
- | |
- Hands:--1 to 4 | 5 to 8 | 9 to 12
-
-For the overplay, the trays are reversed, the hands originally dealt
-N & S being placed E & W; but the players continue to change right
-and left alternately. This brings the same partners together, but on
-different sides of the table.
-
- c | b | a
- b a | c a | c b
- S | S | S
- | |
- Hands:--1 to 4 | 5 to 8 | 9 to 12
-
-_=Scoring.=_ The names of the four players should be written at the
-head of each score-card, and as there is no trump turned in memory
-duplicate, the third and seventh columns can both be used for the
-numbers of the players that are partners, and the sixth column for the
-N & S gains.
-
-When the match is finished, a tabulation of the tricks lost or won by
-each player will readily show which is the winner. In the illustration
-which we give, No. 3 finishes plus 6; No. 4 plus 2; No. 1 minus 4; and
-No. 2 minus 4.
-
-[Illustration:
-
- MANHATTAN WHIST CLUB
-
- Table No. 31 May 1896
-
- 1. Chinery 3. Bullock
- 2. Lewis 4. Izard
-
- +-----+------+--------+------+-----+------+--------+
- | E-W | Gain | Part’s | HAND | N-S | Gain | Part’s |
- +-----+------+--------+------+-----+------+--------+
- | 8 | | | 1 | 10 | 2 | |
- +-----+------+--------+ +-----+------+--------+
- | 4 | | 1 & 2 | 2 | 5 | 1 | 3 & 4 |
- +-----+------+--------+ +-----+------+--------+
- | 6 | 1 | -4 | 3 | 5 | | +4 |
- +-----+------+--------+ +-----+------+--------+
- | 3 | | | 4 | 5 | 2 | |
- +-----+======+========+ +-----+======+========+
- | 7 | | | 5 | 8 | 1 | |
- +-----+------+--------+ +-----+------+--------+
- | 6 | 2 | 1 & 3 | 6 | 4 | | 2 & 4 |
- +-----+------+--------+ +-----+------+--------+
- | 3 | | +1 | 7 | 4 | 1 | -1 |
- +-----+------+--------+ +-----+------+--------+
- | 10 | 1 | | 8 | 9 | | |
- +-----+======+========+ +-----+======+========+
- | 5 | | | 9 | 6 | 1 | |
- +-----+------+--------+ +-----+------+--------+
- | 9 | | 1 & 4 | 10 | 10 | 1 | 2 & 3 |
- +-----+------+--------+ +-----+------+--------+
- | 10 | 2 | -1 | 11 | 8 | | +1 |
- +-----+------+--------+ +-----+------+--------+
- | 2 | | | 12 | 3 | 1 | |
- +----------+----------+---------+----------+-------+
- | Summary | 1 to 4 | 5 to 8 | 9 to 12 | Total |
- +----------+----------+---------+----------+-------+
- | No 1 | -4 | +1 | -1 | -4 |
- | +----------+---------+----------+-------+
- | 2 | -4 | -1 | +1 | -4 |
- | +----------+---------+----------+-------+
- | 3 | +4 | +1 | +1 | +6 |
- | +----------+---------+----------+-------+
- | 4 | +4 | -1 | -1 | +2 |
- +----------+----------+---------+----------+-------+
-]
-
-It must be remembered that the hands which are here scored N & S, in
-the 5th column, were E & W when originally dealt; so that the 1st and
-5th columns are really the same hands. The score-card should be folded
-down the middle during the overplay, so that the original scores cannot
-be seen. It is even better to use a new card.
-
-_=Foster’s System=_ of playing two pairs at one table, which was used
-at all the matches for the Utica Trophy, in which one pair from a club
-challenged the pair that held the trophy for another club, consisted
-in having an umpire to transpose the suits between the original and
-the overplay of the deals. The trays containing the hands were sent in
-to the umpire’s room, and he had an extra pack of cards, from which
-he duplicated each hand of thirteen cards as he took it out of the
-pocket to which it belonged, but changed the suits, making clubs trumps
-instead of hearts, etc. This system was found to do away with the
-memory part of the game, it being very difficult to recognize a hand
-unless it had some startling feature.
-
-Coupled with the present practice of throwing out all hands in which
-there is found to be a suit of more than six cards, and dealing it over
-again, Foster’s system for two pairs is the best so far suggested.
-
-_=Eight Individuals.=_ This form of contest is seldom used, because
-players dislike the continual changing of position, and the delay in
-arriving at the results of the score. It would require seven sets to
-exhaust the combinations; and at each table two hands should be dealt,
-played, and exchanged with the other table in the set, before the
-players change positions. This would require 28 hands to complete the
-match.
-
-_=Safford’s System=_ for arranging the players is to have indicator
-cards on the tables:--
-
-[Illustration:
-
- N N
- +---------+ +---------+
- | 4 | | 3 |
- W|8 7|E W|1 5|E
- | 6 | | 2 |
- +---------+ +---------+
- S S
-]
-
-The players take their seats in any order for the first set; after
-which they go to the next higher number; 8 keeping his seat, and 7
-going to 1.
-
-_=Scoring.=_ Each individual must keep his own score, adding up the
-total tricks taken in each set of four hands. These totals must then be
-compared with those of the player occupying the same position, N, S, E,
-or W, at the other table in the set; and it will save time in the end
-if these are tabulated at once, on a sheet prepared for the purpose.
-For instance: Let this be the arrangement of eight players in the first
-set:--
-
- b f
- a 1 c Hands 1 to 4. e 2 g
- d h
-
-If _=a=_ and _=c=_ take 34 tricks E & W; _=e=_ and _=g=_ taking only
-30 with the same cards, either _=a=_ and _=c=_ must have gained them,
-or _=e=_ and _=g=_ must have lost them. It is a waste of time to put
-down both losses and gains, and all that is necessary is to call the
-top score zero, and charge all players with the loss of as many tricks
-as their total is short of the top score. In this case we charge _=e=_
-and _=g=_ with a loss of 4 each. It must be obvious that _=f=_ and
-_=h=_ have also made 4 more tricks than _=b=_ and _=d=_; and that the
-latter must be charged with a loss of 4 on the same hands that _=e=_
-and _=g=_ lose on.
-
-We give as an illustration a sheet balanced in this way, showing the
-losses of the various players. The totals at the end of the match show
-that _c_ is the winner, losing less tricks than any other player.
-
-[Illustration:
-
- +-------+----+----+----+----+----+----+----+----+
- |Players| a | b | c | d | e | f | g | h |
- |-------+----+----+----+----+----+----+----+----+
- |Set 1 | - | 4 | - | 4 | 4 | - | 4 | - |
- | +----+----+----+----+----+----+----+----+
- | 2 | - | 2 | - | 2 | - | 2 | - | 2 |
- | +----+----+----+----+----+----+----+----+
- | 3 | 5 | 5 | - | - | - | - | 5 | 5 |
- | +----+----+----+----+----+----+----+----+
- | 4 | 1 | - | - | 1 | 1 | - | - | 1 |
- | +----+----+----+----+----+----+----+----+
- | 5 | - | - | 3 | 3 | - | - | 3 | 3 |
- | +----+----+----+----+----+----+----+----+
- | 6 | - | - | - | - | 3 | 3 | 3 | 3 |
- | +----+----+----+----+----+----+----+----+
- | 7 | 4 | - | - | 4 | - | 4 | 4 | - |
- +-------+----+----+----+----+----+----+----+----+
- |Totals | 10 | 11 | 3 | 14 | 8 | 9 | 19 | 14 |
- +-------+----+----+----+----+----+----+----+----+
-]
-
-_=Large Numbers of Individuals.=_ Several ingenious methods have been
-devised for handling large numbers of players, especially in domestic
-parties; Safford and Mitchell having both distinguished themselves in
-this line. The simplest form has been suggested by Mitchell, and is
-especially adapted for social gatherings of ladies and gentlemen.
-
-As many tables as possible are filled; all the ladies sitting N & E;
-the gentlemen S and W.
-
-[Illustration:
-
- LADY L
- +---------+ +---------+
- | N | | N |
- GENTLEMAN|W E|LADY G|W E|L
- | S | | S |
- +---------+ +---------+
- GENTLEMAN G
-]
-
-The number of hands dealt at each table must be adjusted to the number
-of tables filled, and the time to be devoted to play. The trays
-containing the hands are passed to the West, and all the gentlemen move
-one table to the East, the ladies sitting still. In all the changes
-each gentleman keeps to his original point of the compass, South
-or West. When he arrives at the table he started from, the round is
-finished. If an odd number of tables are engaged in play, the changes
-may take place in regular order to the end. If even, a dummy must be
-put in; but as that is objectionable in a social gathering, it is
-better to adopt one of the two systems following, unless half the
-number of tables is an odd number, when the method already described
-may be used.
-
-_=1st Method.=_ Some table in the series, which must not be either the
-first or the last, deals no original hands, but overplays all the hands
-coming from the other tables to the East of it. The four players sit
-still, taking no part in the progression; thus obliging those whose
-turn it would be to play at their table to pass on to the next.
-
-_=2nd Method.=_ Each gentleman should carefully note the number of the
-hand originally dealt at the table from which he starts. He progresses
-until he meets this hand again. The first to observe this should give
-notice to the company by a bell tap, as all the gentlemen must meet
-their original hands at the same time. Instead of stopping at the table
-at which this tray is encountered, all the gentlemen move on to the
-next, leaving the trays as they are. This skip enables each to finish
-the round without playing any of the hands twice.
-
-_=Scoring.=_ There must be four winners; the ladies with the best
-scores for the N & E hands respectively, and the gentlemen with the
-best S & W scores. If a choice is necessary, the lady and the gentleman
-taking the greatest number of tricks above the average should be
-selected as the winners.
-
-_=MARRIED COUPLES.=_ Safford has an ingenious schedule for eight
-married couples, so arranged in two sets that no husband and wife
-are ever in the same set at the same time. When seven sets have been
-played, every lady will have overplayed four hands against every other
-lady and gentleman, including four held by her husband. The same will
-be true of every man. Indicators are placed on the tables to show
-players their successive positions. The numbers represent the husbands,
-and the letters the wives, the couples being a-1, b-2, etc. The couple
-a-1 always sit still; the ladies go to the next higher letter of the
-alphabet, and the men to the next higher number; _=h=_ going to _=b=_,
-as _=a=_ sits still; and 8 to 2.
-
-[Illustration:
-
- N N N N
- +-----+ +-----+ +-----+ +-----+
- | 6 | | 3 | | f | | c |
- W|a 1 2|E W|d 2 8|E W|1 3 b|E W|4 4 h|E
- | g | | e | | 6 | | 5 |
- +-----+ +-----+ +-----+ +-----+
- S S S S
-]
-
-One hand is dealt at each table, and overplayed at each of the others.
-A different point of the compass should deal at each table, in order to
-equalise the lead.
-
-_=Scoring.=_ The score of each four hands should be added up by each
-individual player, and the results tabulated at the end of every four
-hands, in the manner described for eight individuals. The winner is the
-player who loses the fewest tricks. This is the only known system for
-deciding whether or not a man can play whist better than his wife.
-
-_=PROGRESSIVE DUPLICATE WHIST=_ is the generic name by which those
-systems of duplicate are known in which the purpose is to have as many
-as possible of the players meet one another during the progress of the
-match. Most of the systems we have been describing belong to this class.
-
- * * * * *
-
-There are at present only two works on Duplicate Whist; but a number of
-articles on the subject may be found in “_Whist_.”
-
-Duplicate Whist; by John T. Mitchell, 1896.
-
-Foster’s Duplicate Whist; 1894.
-
-Whist; Jan., 1892; Jan., 1894; Aug., 1894; Oct., 1894; Jan., 1895:
-Mar., 1895; May, 1895; July, 1895; Oct., 1895.
-
-
-THE LAWS OF DUPLICATE WHIST.
-
-_The Laws of Duplicate Whist as Amended and Adopted at the Whist
-Congress, Niagara Falls, New York, July, 1900; as amended at the
-Twelfth Congress, June, 1902; as amended at the Thirteenth Congress,
-July, 1903; Fourteenth A.W.L. Congress, July, 1904; Fifteenth Congress,
-July, 1905; Sixteenth Congress, July, 1906; Twentieth Congress, July
-1910._
-
-
-DEFINITIONS.
-
-The words and phrases used in these laws shall be construed in
-accordance with the following definitions unless such construction is
-inconsistent with the context:
-
-(a) The thirteen cards received by any one player are termed a “hand.”
-
-(b) The four hands into which a pack is distributed for play are
-termed a “deal;” the same term is also used to designate the act of
-distributing the cards to the players.
-
-(c) A “tray” is a device for retaining the hands of a deal and
-indicating the order of playing them.
-
-(d) The player who is entitled to the trump card is termed the
-“dealer,” whether the cards have or have not been dealt by him.
-
-(e) The first play of a deal is termed “the original play;” the second
-or any subsequent play of such deal, the “overplay.”
-
-(f) “Duplicate Whist” is that form of the game of whist in which each
-deal is played only once by each player, and in which each deal is so
-overplayed as to bring the play of teams, pairs of individuals into
-comparison.
-
-(g) A player “renounces” when he does not follow suit to the card led;
-he “renounces in error” when, although holding one or more cards of
-the suit led, he plays a card of a different suit; if such renounce in
-error is not lawfully corrected it constitutes a “revoke.”
-
-(h) A card is “played” whenever, in the course of play, it is placed or
-dropped face upwards on the table.
-
-(i) A trick is “turned and quitted” when all four players have turned
-and quitted their respective cards.
-
-
-LAW I.--SHUFFLING.
-
-SEC. 1. Before the cards are dealt they must be shuffled in the
-presence of an adversary or the umpire.
-
-SEC. 2. The pack must not be so shuffled as to expose the face of any
-card; if a card is so exposed the pack must be reshuffled.
-
-
-LAW II.--CUTTING FOR THE TRUMP.
-
-SEC. 1. The dealer must present the cards to his right hand adversary
-to be cut; such adversary must take from the top of the pack at least
-four cards and place them toward the dealer, leaving at least four
-cards in the remaining packet; the dealer must reunite the packets by
-placing the one not removed in cutting upon the other. If, in cutting
-or in reuniting the separate packets, a card is exposed, the pack must
-be reshuffled and cut again; if there is any confusion of the cards or
-doubt as to the place where the pack was separated, there must be a new
-cut.
-
-
-LAW III.--DEALING.
-
-SEC. 1. When the pack has been properly cut and reunited, the cards
-must be dealt, one at a time, face down, from the top of the pack, the
-first to the player at the left of the dealer, and each successive card
-to the player at the left of the one to whom the last preceding card
-has been dealt. The last, which is the trump card, must be turned and
-placed face up on the tray, if one is used; otherwise, at the right of
-the dealer.
-
-SEC. 2. There must be a new deal--
-
-(a) If any card except the last is faced or exposed in any way in
-dealing;
-
-(b) If the pack is proved incorrect or imperfect;
-
-(c) If either more or less than thirteen cards are dealt to any player;
-
-(d) If, after the first trick has been turned and quitted on the
-original play of a deal, one or more cards are found to have been left
-in the tray.
-
-
-LAW IV.--THE TRUMP CARD.
-
-SEC. 1. The trump card and the number of the deal must be recorded,
-before the play begins, on a slip provided for that purpose, and must
-not be elsewhere recorded. Such slip must be shown to an adversary,
-then turned face down and placed in the tray, if one is used.
-
-SEC. 2. The dealer must leave the trump card face up until it is his
-turn to play to the first trick; he must take the trump card into his
-hand and turn down the trump slip before the second trick is turned and
-quitted.
-
-SEC. 3. When a deal is taken up for overplay, the dealer must show the
-trump slip to an adversary, and thereafter the trump slip and trump
-card shall be treated as in the case of an original deal.
-
-SEC. 4. After the trump card has been lawfully taken into the hand and
-the trump slip turned face down, the trump card must not be named nor
-the trump slip examined during the play of the deal; a player may,
-however, ask what the trump suit is.
-
-SEC. 5. If a player unlawfully looks at the trump slip, his highest
-or lowest trump may be called; if a player unlawfully names the trump
-card, or unlawfully shows the trump slip to his partner, his partner’s
-highest or lowest trump may be called.
-
-SEC. 6. These penalties can be inflicted by either adversary at any
-time during the play of the deal in which they are incurred before the
-player from whom the call can be made has played to the current trick;
-the call may be repeated at each or any trick until the card is played,
-but cannot be changed.
-
-SEC. 7. When a deal has been played the cards of the respective
-players, including the trump card, must be placed in the tray face down
-and the trump slip placed face up on top of the dealer’s cards.
-
-SEC. 8. If on the overplay of a deal, the dealer turns a trump card
-other than the one recorded on the trump slip, and such error is
-discovered and corrected before the play of the deal is commenced, the
-card turned in error is liable to be called.
-
-SEC. 9. If such error is not corrected until after the overplay has
-begun and more than two tables are engaged in play, the players at
-that table shall take the average score for the deal; if less than
-three tables are in play there must be a new deal.
-
-SEC. 10. Should a player record on the trump slip a different trump
-from one turned in dealing and the error be discovered at the next
-table, there must be a new deal. If the deal has been played at one or
-more tables with the wrong trump, the recorded trump must be taken as
-correct and the players at the original table take the average score
-for the deal; if less than three tables are in play, there must be a
-new deal.
-
-SEC. 11. By the unanimous consent of the players in any match, a trump
-suit may be declared and no trump turned.
-
-
-LAW V.--IRREGULARITIES IN THE HAND.
-
-SEC. 1. If, on the overplay, a player is found to have more than his
-correct number of cards or the trump card is not in the dealer’s hand,
-or any card except the trump card is so faced as to expose any of the
-printing on its face, and less than three tables are engaged, there
-must be a new deal. If more than two tables are in play, the hands must
-be rectified and then passed to the next table; the table at which the
-error was discovered must not overplay the deal but shall take the
-average score.
-
-SEC. 2. If after the first trick has been turned and quitted on the
-overplay of a deal, a player is found to have less than his correct
-number of cards, and the others have their correct number, such player
-shall be answerable for the missing card or cards and for any revoke or
-revokes which he has made by reason of its or their absence.
-
-
-LAW VI.--PLAYING, TURNING AND QUITTING THE CARDS.
-
-SEC. 1. Each player when it is his turn to play, must place his card
-face up before him and towards the center of the table and allow it
-to remain in this position until all have played to the trick, when
-he must turn it over and place its face down and nearer to himself,
-placing each successive card as he turns it, so that it overlaps the
-last card played by him and with the ends towards the winners of the
-trick. After he has played his card and also after he has turned it, he
-must quit it by removing his hand.
-
-SEC. 2. The cards must be left in the order in which they were played
-and quitted until the scores for the deal are recorded.
-
-SEC. 3. During the play of a deal a player must not pick up or turn
-another player’s card.
-
-SEC. 4. Before a trick is turned and quitted any player may require any
-of the other players to show the face of the card played to that trick.
-
-SEC. 5. If a player names a card of a trick which has been turned and
-quitted or turns or raises any such card so that any portion of its
-face can be seen by himself or his partner he is liable to the same
-penalty as if he had led out of turn.
-
-
-LAW VII.--CARDS LIABLE TO BE CALLED.
-
-SEC. 1. The following cards are liable to be called:
-
-(a) Every card so placed upon the table as to expose any of the
-printing on its face, except such cards as these laws specifically
-provide, shall not be so liable.
-
-(b) Every card so held by a player as to expose any of the printing on
-its face to his partner or to both of his adversaries at the same time.
-
-(c) Every card, except the trump card, named by the player holding it.
-
-SEC. 2. If a player says. “I can win the rest,” “The rest are ours,”
-“It makes no difference how you play,” or words to that effect, or if
-he plays or exposes his remaining cards before his partner has played
-to the current trick, his partner’s cards must be laid face up on the
-table and are liable to be called.
-
-SEC. 3. All cards liable to be called must be placed face up on the
-table and so left until played. A player must lead or play them when
-lawfully called, provided he can do so without revoking; the call may
-be repeated at each or any trick until the card is played. A player
-cannot, however, be prevented from leading or playing a card liable to
-be called; if he can get rid of it in the course of a play no penalty
-remains.
-
-SEC. 4. The holder of a card liable to be called can be required to
-play it only by the adversary on his right. If such adversary plays
-without calling it, the holder may play to that trick as he pleases.
-If it is the holder’s turn to lead, the card must be called before the
-preceding trick has been turned and quitted, or before the holder has
-led a different card; otherwise he may lead as he pleases.
-
-
-LAW VIII.--LEADING OUT OF TURN.
-
-SEC. 1. If a player leads when it is the turn of an adversary to lead,
-and the error is discovered before all have played to such lead, a suit
-may be called from him or from his partner, as the case may be, the
-first time thereafter it is the right of either of them to lead. The
-penalty can be enforced only by the adversary on the right of the one
-from whom a lead can lawfully be called, and the right thereto is lost
-unless such adversary calls the suit he desires led before the first
-trick won by the offender or his partner subsequent to the offence is
-turned and quitted.
-
-SEC. 2. If a player leads when it is his partner’s turn and the error
-is discovered before all have played to such lead, a suit may at once
-be called from the proper leader by his right-hand adversary. Until
-the penalty has been exacted, waived or forfeited, the proper leader
-must not lead; should he so lead, the card led by him is liable to be
-called.
-
-SEC. 3. If a player when called on to lead a suit has none of it, he
-may lead as he pleases.
-
-SEC. 4. If all have not played to a lead out of turn when the error is
-discovered, the card erroneously led and all cards played to such lead
-are not liable to be called, and must be taken into the hand.
-
-
-LAW IX.--PLAYING OUT OF TURN.
-
-SEC. 1. If the third hand plays before the second, the fourth hand may
-also play before the second.
-
-SEC. 2. If the third hand has not played and the fourth hand plays
-before the second, the latter may be called upon by the third hand to
-play his highest or lowest card of the suit led, and, if he has none
-of that suit, to trump or not trump the trick; the penalty cannot be
-inflicted after the third hand has played to the trick. If the player
-liable to this penalty plays before it has been inflicted, waived or
-lost, the card so played is liable to be called.
-
-
-LAW X.--THE REVOKE.
-
-SEC. 1. A renounce in error may be corrected by the player making it,
-except in the following cases, in which a revoke is established and the
-penalty therefore incurred:
-
-(a) When the trick in which it occurs has been turned and quitted.
-
-(b) When the renouncing player or his partner, whether in his right
-turn or otherwise, has led or played to the following trick.
-
-SEC. 2. At any time before the trick is turned and quitted a player may
-ask an adversary if he has any of a suit, to which such adversary has
-renounced in that trick, and can require the error to be corrected in
-case such adversary is found to have any of such suit.
-
-SEC. 3. If a player, who has renounced in error, lawfully corrects his
-mistake, the card improperly played by him is liable to be called, and,
-if he be the second or third hand player and his left hand adversary
-has played to the trick before attention has been called to the
-renounce, he may be required by such adversary to play his highest or
-his lowest card to the trick in which he has renounced, and shall not
-play to that trick until such adversary has inflicted or waived the
-penalty. Any player who has played to the trick after the renouncing
-player, may withdraw his card and substitute another; a card so
-withdrawn is not liable to be called.
-
-SEC. 4. The penalty for a revoke is the transfer of two tricks from
-the revoking side to their adversaries. If more than one revoke during
-the play of a deal is made by one side, the penalty for each revoke,
-after the first, is the transfer of one trick only. The revoking
-players cannot score more, nor their adversaries less than the average
-on the deal in which the revoke occurs; except that in no case shall
-the infliction of the revoke penalty deprive the revoking players of
-any tricks won by them before their first revoke occurs.
-
-In Pair Matches the score shall be recorded as made, independently
-of the revoke penalty, which shall be separately indicated as plus
-or minus revoke (“-R” for the revoking side, and “+R” for their
-adversaries). In such matches, the penalty for a revoke shall not
-increase the score of the opponents of the revoking players above the
-maximum, as made at the other tables, on the deal in which the revoke
-occurs; provided, however, that if the opponents win more tricks than
-such maximum, independently of the revoke penalty, their score shall
-stand as made. Nor shall the score of the revoking players be reduced,
-by the infliction of the revoke penalty, below the minimum so made at
-the other tables until the averages for the match and the relative
-scores of the other players have been determined; the score of the
-revoking players shall then, if necessary, be further reduced, so that
-in all cases they shall suffer the full penalty as provided in the
-first paragraph of this section.
-
-SEC. 5. A revoke cannot be claimed if the claimant or his partner has
-played to the following deal, or if both have left the table at which
-the revoke occurred. If the revoke is discovered in season, the penalty
-must be enforced and cannot be waived.
-
-SEC. 6. At the end of the play of a deal the claimants of a revoke can
-examine all of the cards; if any hand has been shuffled the claim may
-be urged and proved if possible; but no proof is necessary and the
-revoke is established if, after it has been claimed, the accused player
-or his partner disturbs the order of the cards before they have been
-examined to the satisfaction of the adversaries.
-
-
-LAW XI.--MISCELLANEOUS.
-
-SEC. 1. If any one calls attention in any manner to the trick before
-his partner has played thereto, the adversary last to play to the trick
-may require the offender’s partner to play his highest or lowest of the
-suit led, and, if he has none of that suit, to trump or not to trump
-the trick.
-
-SEC 2. A player has the right to remind his partner that it is his
-privilege to enforce a penalty and also to inform him of the penalty he
-can enforce.
-
-SEC. 3. A player has the right to prevent his partner from committing
-any irregularity, and for that purpose, may ask his partner whether or
-not he has a card of a suit to which he has renounced on a trick which
-has not been turned and quitted.
-
-SEC. 4. If either of the adversaries, whether with or without his
-partner’s consent, demands a penalty to which they are entitled, such
-decision is final; if the wrong adversary demands a penalty or a wrong
-penalty is demanded, or either adversary waives a penalty, none can be
-enforced except in case of a revoke.
-
-SEC. 5. If a player is lawfully called upon to play the highest or
-lowest of a suit, to trump or not to trump a trick, to lead a suit or
-to win a trick, and unnecessarily fails to comply, he is liable to the
-same penalty as if he had revoked.
-
-SEC. 6. If any one leads or plays a card, and then, before his partner
-has played to the trick, leads one or more other cards, or plays
-two or more cards together, all of which are better than any of his
-adversaries hold of the suit, his partner may be called upon by either
-adversary to win the first or any subsequent trick to which any of said
-cards are played, and the remaining cards so played are liable to be
-called.
-
-For the Rules of Etiquette of Duplicate Whist, see page 85.
-
-
-SINGLE TABLE, OR MNEMONIC DUPLICATE.
-
-The laws of Duplicate Whist govern where applicable, except as follows:
-
-Each player plays each deal twice, the second time playing a hand
-previously played by an adversary. Instead of turning the trump, a
-single suit may be declared trumps for the game. On the overplay, the
-cards may be gathered into tricks instead of playing them as required
-by law (Law VIII, Sec. 1). In case of the discovery of an irregularity
-in the hands, there must always be a new deal.
-
-
-MNEMONIC DUPLICATE FOR MORE THAN ONE TABLE.
-
-Except a contest played in comparison with a progressive match, the
-replaying of the cards by the same players--“up and back,” as it
-is sometimes called--is the only possible method of approximating
-to Duplicate Whist for one table; but where eight or more players
-participate, this form of the game is extremely undesirable, from the
-element of memory entering into the replay and destroying the integrity
-of the game and its value as a test of Whist skill. It has been well
-described as “a mongrel game--partly Whist and partly Dummy, but
-lacking in the best features of each.”
-
-In the early days of Duplicate Whist, Mnemonic Duplicate was, to some
-extent, played even when several tables of players were participating.
-It still survives in a few circles, chiefly where Duplicate Whist has
-never been tried. It can be played under any of the Duplicate Whist
-schedules by playing them through twice--the second time with the North
-and South hands given to the East and West players, and vice versa. As
-each deal is played twice by each pair, double the time is required to
-play the same number of deals, as at Duplicate Whist. Allowance must be
-made for this in fixing the number of deals to be played.
-
-The Snow System of movement, where practicable, is preferable. Where
-the Howell pair system of movement is used, the scores do not require
-“equating”, as they are equalised on the replay. Under other systems,
-only the North and South scores need be kept, as the comparison can be
-made quite as readily as by direct comparison of these scores.
-
-
-DUMMY.
-
-There are three forms of Dummy: The English game, for three players;
-the French game, for three or four: and the game now generally known
-as Bridge, or Bridge Whist. Dummy is not recognized in any form by the
-American Whist League, and there are no American Laws governing it. We
-shall describe each variety of the game in its turn; beginning with the
-English.
-
-_=Cards.=_ _=ENGLISH DUMMY=_, is played with a full pack of fifty-two
-cards, ranking as at whist both for cutting and playing. Two packs are
-generally used.
-
-_=Markers=_ are necessary, and are of the same patterns as those used
-in whist.
-
-_=Players.=_ According to the English usage, Dummy is played by three
-persons, and the table is complete with that number.
-
-They cut for partners and for the deal; the player cutting the lowest
-card takes dummy for the first rubber; the one cutting the next lowest
-takes dummy for the second rubber; and the one cutting the highest
-takes it for the last rubber. It is considered obligatory to play three
-rubbers, in order that each may have whatever advantage or disadvantage
-may be supposed to attach to the dummy. The three rubbers so played are
-called a Tournée. It is sometimes agreed that one player shall take
-dummy continuously, on condition that he concedes to his adversaries
-one point in each rubber. When this is done, the largest rubber that
-the dummy’s partner can win is one of seven; and he may win nothing;
-whereas his adversaries may win a rubber of nine, and must win at least
-two. This concession of a point is not made, as many imagine, because
-it is an advantage to have the (dummy) partner’s hand exposed; but
-because it is an advantage to have the player’s hand concealed. He
-knows the collective contents of the adversaries’ hands; each of them
-knows only the contents of dummy’s hand and his own.
-
-_=Cutting.=_ The player cutting the lowest card has the choice of
-seats and cards; but he must deal the first hand for his dummy; not
-for himself. The methods of spreading, cutting, deciding ties, etc.,
-described in connection with whist, are those employed in dummy.
-
-_=Position of the Players.=_ The players are distinguished, as at
-whist, by the two first and last letters of the alphabet, and their
-positions at the table are indicated in the same manner. There is no
-mark to distinguish the dummy hand; a defect which is remedied in the
-French system.
-
-_=Dealing.=_ At the beginning of a rubber, dummy’s partner presents the
-pack to his _=left-hand=_ adversary to be cut, and deals from right to
-left, beginning with the player on his right, and turning up the last
-card for dummy’s trump. When two packs are used, there is no rule as to
-which player shall collect and shuffle the still pack. On this point
-the French rules are very explicit.
-
-The general rules with regard to irregularities in the deal are the
-same as at whist.
-
-The cards having been dealt, it is usual for dummy’s partner to take up
-and sort the dummy first. There are several ways of laying out dummy’s
-hand; the most common being to run the suits down in rows, with the
-turn-up across and to the right of the other trumps, if any.
-
-[Illustration:
-
- 🂡 🃊 🃞 🂽
- 🂪 🃉 🃝 🂺
- 🂥 🃄 🃖 🂸
- 🃃 Trump.
-
- METHOD OF SPREADING DUMMY’S CARDS.
-]
-
-_=Stakes.=_ The remarks made on this subject in connection with whist
-apply equally to dummy. Dummy’s partner must pay to, or receive from
-each adversary the amount agreed.
-
-_=Method of Playing.=_ The general method of playing is identical with
-that of whist, with the following exceptions:--
-
-When it is dummy’s turn to play, his partner selects the card.
-
-_=The Revoke.=_ For this dummy is not liable to any penalty, as his
-adversaries can see his cards. Even should the revoke be occasioned
-by dummy’s cards being disarranged, or one of them covered up, the
-adversaries should be as able to detect the error as the partner.
-Should dummy’s hand revoke, it cannot be remedied after the trick in
-which it occurs has been turned and quitted; and the game must proceed
-as if no revoke had occurred. All the penalties for a revoke may be
-enforced against dummy’s partner, should he renounce in error, and
-not correct it in time. There being no American laws for dummy, the
-English penalty of three tricks or three points may be enforced, and
-the revoking player cannot win the game that hand.
-
-_=Cards Played in Error.=_ Dummy’s partner is not liable to any penalty
-for cards dropped face upwards on the table, or two or more played at
-once, because it is obvious that Dummy cannot gain any advantage from
-such exposed cards.
-
-_=Leading out of Turn.=_ Should either dummy or his partner lead out
-of turn, the adversaries may call a suit from the one that should have
-led. It should be noticed that if it was not the turn of either to
-lead, there is no penalty; for neither can have gained any advantage
-from knowing what suit the other wished to lead, or from the exposed
-card. Should all have played to the erroneous lead, the error cannot be
-corrected, and no penalty remains.
-
-The methods of _=Taking Tricks=_; _=Scoring=_; _=Claiming and Counting
-Honours=_; _=Marking Rubber Points=_, etc., are the same as in whist,
-and the counters are used in the same manner.
-
-_=Cutting Out.=_ As already observed, there is no change of partners,
-or of the rotation of the deal, until the completion of a rubber;
-but at the beginning of each rubber, dummy must deal the first hand.
-Should one side win the first two games in any rubber, the third is not
-played. At the end of the tournée, should any player wish to retire,
-and another offer to take his place, the cards must be shuffled and cut
-as at the beginning; a player’s position in one tournée giving him no
-rights in the next. There is nothing in the English game to recognize
-that there may be more than three candidates for dummy; as it is
-supposed that if four were present, they would prefer playing whist.
-
-_=Suggestions for Good Play.=_ As these are equally proper to any form
-of dummy, we shall postpone their consideration until we have described
-the other varieties of the game; French dummy, and Bridge; giving them
-all at the end of the chapter on “Bridge.”
-
-
-DOUBLE DUMMY.
-
-_=CARDS.=_ Double Dummy is played with a full pack of fifty-two cards,
-ranking as at whist both for cutting and playing. Two packs are
-generally used.
-
-_=MARKERS=_ are necessary, and are of the same description as those
-used in whist.
-
-_=PLAYERS.=_ According to the English usage, double dummy is played by
-two persons, and the table is complete with that number.
-
-_=CUTTING.=_ The players cut for the deal; the player cutting the
-lowest card deals for his dummy first, and has the choice of sitting
-to the right or left of his opponent. It is usual to select the seat
-on the right of the living player, because it is possible that one may
-forget whether or not certain cards have been played, and under such
-circumstances it is better to lead up to an exposed hand than to one
-whose contents you are not sure of.
-
-The methods of spreading, cutting, deciding ties, etc., are the same as
-those employed at whist.
-
-_=POSITION OF THE PLAYERS.=_ It is not usually considered necessary to
-distinguish the players further than to indicate which hand had the
-original lead. For this purpose the whist notation is used, A being the
-leader, and Z the dealer.
-
-[Illustration:
-
- Y
- +---+
- ORIGINAL LEADER, A| |B
- +---+
- Z
-]
-
-_=DEALING.=_ When two packs are used, the still pack should be shuffled
-by the non-dealer, and placed on the left of the player or dummy whose
-turn it will be to deal next.
-
-The general rules with regard to irregularities in the deal are the
-same as in whist.
-
-The cards being dealt, it is usual to sort the dummy hands first,
-running the suits down in rows, with the turn-up trump across, and to
-the right of the others.
-
-_=STAKES.=_ The remarks already made on this subject in connection with
-whist and dummy, apply equally to double dummy, except that there is
-no double payment; but each player wins from or loses to his living
-adversary the unit agreed upon.
-
-_=METHOD OF PLAYING.=_ This so closely resembles dummy as to need no
-further description. Neither dummy can revoke, and there are no such
-things as exposed cards, or cards played in error. It is very common
-for one player to claim that he will win a certain number of tricks,
-and for his adversary to admit it, and allow him to score them, without
-playing the hand out.
-
-_=LEADING OUT OF TURN.=_ Should either of the dummies or the players
-lead out of turn, the adversary may call a suit from the one that ought
-to have led; but if it was the turn of neither, there is no penalty. If
-all four have played to the trick, the error cannot be corrected, and
-no penalty remains.
-
-The methods of _=Taking Tricks=_; _=Scoring=_; _=Claiming and Counting
-Honours=_; _=Marking Rubber Points=_, etc., are the same as in whist,
-and the counters are used in the same manner.
-
-_=RUBBERS.=_ If the first two games are won by the same player and
-his dummy, the third is not played. Tournées are not played, and the
-completion of the rubber breaks up the table.
-
-_=CUTTING IN.=_ The table being complete with two, at the end of a
-rubber a new table must be formed.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ The player should first carefully
-examine the exposed hands, and by comparing them with his own, suit by
-suit, should fix in his mind the cards held by his living adversary.
-This takes time, and in many places it is the custom to expose the
-four hands upon the table. Players who have better memories than their
-opponents object to this, for the same reason that they prefer sitting
-on the right of the living player. It is not at all uncommon for a
-player to forget that certain cards have been played, to his very
-serious loss.
-
-The hands once fixed in the mind, some time should be given to a
-careful consideration of the best course to pursue; after which the
-play should proceed pretty rapidly until the last few tricks, when
-another problem may present itself.
-
-There is nothing in the game beyond the skilful use of the tenace
-position, discarding, and establishing cross-ruffs. Analysis is the
-mental power chiefly engaged. There are no such things as inferences,
-false cards, finesse, underplay, speculative trump leads, or judgment
-of human nature. The practice of the game is totally different from any
-other form of whist, and much more closely resembles chess.
-
-The laws of Dummy will be found at the end of the English Whist Laws.
-
-
-HUMBUG WHIST.
-
-This is a variation on double dummy, in which two players sit opposite
-each other. The deal and seats are cut for in the usual manner; four
-hands of thirteen cards each are dealt, and the last card is turned for
-trump.
-
-Each player examines the hand dealt to him, without touching those to
-his right or left. If he is content with his hand, he announces it, if
-not, he may exchange it for the one on his right. In case of exchange,
-the discarded hand is placed on the table face down; and the other
-taken up and played. If a player retains the hand originally dealt him,
-he must not look at the others. If the dealer exchanges, he loses the
-turn-up card, but the trump suit remains the same. Each player deals
-for himself in turn, there being no deal for the dead hands. Whist laws
-govern the deal and its errors.
-
-_=METHOD OF PLAYING.=_ The dealer’s adversary has the first lead; the
-other must follow suit if he can, and the highest card of the suit led
-wins the trick. Trumps win all other suits.
-
-_=SCORING.=_ Each trick above six counts one point towards game. Of
-the four honours, A K Q J of trumps, if each player holds two, neither
-can count. But if one player has only one honour, or none, the other
-counts 2 points for two honours, if he holds them; 3 points for three;
-and 4 points for four. The honours count towards game as in whist. The
-penalty for a revoke is three tricks, and it takes precedence of other
-scores; tricks count next, honours last. Five points is game.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ It is considered best for a player not
-finding four reasonably sure tricks in his hand to exchange; for there
-is a certain advantage to be gained by knowing thirteen cards which
-cannot be in the adversary’s hand. Before changing, the player should
-fix in his memory the exact cards of each suit in the hand which he
-is about to discard. By combining his knowledge of them with his own
-cards, he may often be able to direct his play to advantage. Beyond
-this there is little skill in the game.
-
-A variation is sometimes made by the dealer announcing a trump suit
-after he has examined his hand, instead of turning up the last card.
-His adversary then has the right either to play his hand, or to
-exchange it for the one on his right; but the dealer must play the hand
-dealt to him.
-
-
-THIRTEEN AND THE ODD.
-
-This is Humbug Whist without the discard. The dealer gives thirteen
-cards to his adversary and to himself, one at a time, and turns up
-the next for the trump. The trump card belongs to neither player. The
-winner of the odd trick scores a point. Five points is game.
-
-
-MORT. WHIST À TROIS; OR FRENCH DUMMY.
-
-_=MORT=_ means simply the dead hand; and is the equivalent of the
-English word Dummy; the partner being known as _=Vivant=_, or the
-living hand. In these words the English usually sound the _=t=_, as
-they do in such words as _=piquet=_, and _=valet=_.
-
-_=CARDS.=_ Mort is played with a full pack of fifty-two cards, ranking
-as at whist for cutting and playing. Two packs are generally used.
-
-_=MARKERS=_ are necessary to count the game points only. Four circular
-counters for each side, preferably of different colours, are employed,
-or the ordinary whist markers may be used. At the end of each game, the
-score of the points won or lost by each player must be transferred to a
-score-sheet, kept for that purpose.
-
-_=PLAYERS.=_ Mort is played by three persons; but the table is usually
-composed of four. If there are more than four candidates, the methods
-described in connection with whist are adopted for deciding which four
-shall play the first tournée.
-
-The table being formed, the cards are again shuffled and spread to cut
-for partners and deal.
-
-_=TIES=_ are decided in the same manner as at whist.
-
-_=CUTTING.=_ If there are three players, the one cutting the lowest
-card takes dummy for the first game; he also has the choice of seats
-and cards, and may deal the first hand for himself or for Mort, as he
-pleases; but having once made his choice, he must abide by it. The
-player cutting the intermediate card takes dummy for the second game;
-and the player cutting the highest card takes it for the third game;
-each in turn having the choice of seats and cards. These three games
-finish the rubber or tournée, each having once had the advantage or
-disadvantage of playing with Mort. It is obligatory to finish the
-tournée, no player being allowed to withdraw and substitute another
-without the consent of the other players. In Mort it is very unusual
-for one person to take dummy continuously.
-
-If there are four players, the one cutting the highest card of the four
-sits out, and takes no part in the first game. It is customary for him
-to take Mort’s seat, and to make himself useful in sorting dummy’s
-cards for him. He plays in the three following games, taking Mort in
-the fourth, or last. Four games complete the tournée for four players.
-
-_=POSITION OF THE PLAYERS.=_ The players or hands are distinguished by
-the letters, M, V, L, and R; which stand respectively for Mort, Vivant,
-Left, and Right. The Mort is the dead hand, which is turned face up on
-the table. The Vivant is his partner, who sits opposite him, and plays
-his cards for him. The Left and Right are the adversaries who sit on
-the left and right of _=Mort=_.
-
-Special attention must be called to the use of the term _=adversaries=_
-in any description of Mort. It is used exclusively to designate the
-two partners opposed to the Mort and Vivant. In all other cases where
-opposition is implied, the term _=opponents=_ must be used.
-
-When necessary to distinguish the dealer from the first, second, or
-third hand, it is usual to add the letters employed for that purpose in
-whist; placing them inside the diagram of the table, thus:--
-
-[Illustration:
-
- V
- +---------+
- | z |
- L | b a | R
- | y |
- +---------+
- M
-]
-
-This diagram shows that Vivant dealt, and that the adversary on the
-Right of Mort had the original lead.
-
-_=With Three Players.=_ Vivant having selected his seat and cards,
-the adversaries may select their seats. It is usual for the strongest
-adversary to sit Right.
-
-_=With Four Players=_, we can best describe the arrangement by
-numbering them 1, 2, 3, and 4, respectively, the lowest number, 1,
-having cut the lowest card, and the others having the right to play
-Vivant in their numerical order. The initial arrangement would be as
-follows:--
-
-[Illustration:
-
- 4 4
- +---------+ +---------+
- | Mort. | | Mort. |
- 2 | | 3 or this:-- 3 | | 2
- | Vivant. | | Vivant. |
- +---------+ +---------+
- 1 1
-
-]
-
-For the three succeeding games the arrangement would be:--
-
-[Illustration:
-
- 1 2 3
- +---------+ +---------+ +---------+
- | Mort. | | Mort. | | Mort. |
- 3 | | 4 4 | | 1 1 | | 2
- | Vivant. | | Vivant. | | Vivant. |
- +---------+ +---------+ +---------+
- 2 3 4
-]
-
-It will be seen that each player, immediately after being Vivant, sits
-out, or takes Mort’s place, for the next game.
-
-_=DEALING.=_ It is usual for Vivant to deal the first hand for
-himself, as the disadvantage of exposing fourteen cards is more than
-compensated for in compelling the adversary to open the game by leading
-up to an unknown hand. If Vivant deals the first hand for Mort, he must
-present the pack to the player on dummy’s right to be cut, and deal
-the cards from right to left, turning up the trump at Mort’s place. If
-he deals for himself, he presents the pack to the pone to be cut, and
-proceeds as in whist.
-
-When two packs are used, the French laws require that if the deal is
-for Mort, the Right shall gather and shuffle the still pack; and that
-if Vivant deals for himself, the pone shall gather and shuffle. I have
-found this to be awkward, because the player who is gathering and
-shuffling the cards of one pack is called upon to cut the other. For
-this reason I recommend that whichever adversary is the pone for the
-deal in hands should allow his partner to gather and shuffle the still
-pack. When either adversary deals, his partner will, of course, gather
-and shuffle the still pack.
-
-The general rules with regard to irregularities in the deal are the
-same as at whist, with the following exceptions:--
-
-A misdeal does not lose the deal unless the opponents so elect; they
-may prefer a new deal by the same dealer. The reason for this is that
-the deal is a disadvantage, especially for Mort.
-
-If Vivant or Mort offers the pack to one adversary to cut, and
-then deals as if the other had cut, it is a misdeal; and it is not
-admissible to shift the packets in order to remedy matters.
-
-It might be imagined that a card exposed in dealing, if dealt to Mort,
-would make no difference, as all his cards will presently be exposed.
-But the laws give the opponents of the dealer the option of either
-allowing the deal to stand, or having a new deal, or calling it a
-misdeal.
-
-According to the French laws, if there is any discussion in progress
-with regard to the previous hand or play, the dealer may lay aside the
-trump card, face down, until the discussion is finished. If this law
-prevailed in America, I think the trump would very seldom be turned
-immediately.
-
-_=STAKES.=_ In Mort the stake is a unit, so much a point. It may assist
-players in regulating the value of the stake to remember that six is
-the smallest number of points that can be won or lost on a single game,
-and that thirty-seven is probably the highest, although fifty, or even
-a hundred is not impossible. The average is about twelve. The same
-customs as at whist prevail with regard to outside betting.
-
-The Vivant must pay or receive double, as he has to settle with each
-adversary. If four play, the one sitting out has nothing to do with the
-stakes; but he may make outside wagers on the result of the game.
-
-_=THE METHOD OF PLAYING=_ is practically the same as at whist, with the
-following exceptions:--
-
-When it is the turn of Mort to play, Vivant selects the card for him.
-
-_=The Revoke.=_ The rules governing this are the same as those already
-given for English Dummy. Mort is not liable to penalty under any
-circumstances. If any other player revokes, his opponents may take
-three points from the score of his side; or add three points to their
-score; or take three of his tricks. The penalty cannot be divided; but
-if two or more revokes are made by the same side, the penalty for each
-may be enforced in a different manner. For instance: If the score is
-3 to 2 in favor of the adversaries, Vivant may take three points from
-their score for one revoke, and add three to his own score for the
-other. It is not permissible to reduce the revoking player’s _=tricks=_
-to nothing. At least one must be left in order to prevent slams being
-made through revoke penalties.
-
-_=Cards Played in Error.=_ Vivant is not liable to any penalty for
-dropping his cards face up on the table; but if he or Mort plays two
-cards at once to a trick, the adversaries may select which they will
-allow to be played. The adversaries are subject to the same penalties
-as in whist for all cards played in error.
-
-_=Leading Out of Turn.=_ If Vivant or Mort lead out of turn, the
-adversaries may let the lead stand, or demand it be taken back. If it
-was the turn of neither, no penalty can be enforced, and if all have
-played to the trick, the error cannot be corrected.
-
-_=Taking Tricks.=_ The methods of taking tricks, and placing them
-so that they can be easily counted, have been fully described in
-connection with whist.
-
-_=OBJECT OF THE GAME.=_ As in whist, the object is to take tricks; the
-highest card played of the suit led wins, and trumps win against all
-other suits. The first six tricks taken by one side, and forming a
-_=book=_, do not count; but all above that number count toward game.
-At the end of each hand, the side that has taken any tricks in excess
-of the book scores them, their opponents counting nothing. As soon as
-either side reaches five points, they win the game, but the concluding
-hand must be played out, and the winners are entitled to score all the
-points over five that they can make on that hand. For instance: The
-score is 4 to 3 in favor of Vivant and Mort. They win the first seven
-tricks, which makes them game; but they do not cease playing. If they
-succeed in gaining eleven tricks out of the thirteen, they win a game
-of 9 points, instead of 5.
-
-As already observed, Vivant loses or gains double the value of the
-points in each hand. In the three-handed game this must be so; but in
-my opinion it would be a great improvement in the four-handed game to
-allow the player sitting out to share the fortunes of the Vivant, as in
-Bridge, and in many German games of cards, notably Skat.
-
-_=SLAMS.=_ The two great differences between French and English Dummy
-are that honours are not counted in Mort, and that a special value is
-attached to slams. A slam is made when one side takes the thirteen
-tricks. These must be actually won, and cannot be partly made up of
-tricks taken in penalty for revokes. Players cannot score a slam in a
-hand in which they have revoked.
-
-A slam counts 20 points to the side making it; but these 20 points
-have nothing to do with the game score. For instance: The score is 4
-all. Vivant and Mort make a slam. This does not win the game; but the
-20 points are debited and credited on the score-sheet; the deal passes
-to the left, and the game proceeds with the score still 4 all, as if
-nothing had happened.
-
-_=SCORING.=_ The number of points won on each game are put down on
-the score-sheet, each side being credited with the number of points
-appearing on their markers when the game is finished. To the winners’
-score is added: 3 points, for a triple game, if their opponents have
-not scored; 2 points, for a double game, if their opponents are not
-half way, or 1 point, for a simple game, if their opponents are 3
-or 4. In addition to this, the winners add 4 points, for bonus or
-consolation, in every instance. From the total thus found must be
-deducted whatever points have been scored by the losers, whether game
-points, slams, or both. For instance: Vivant and Mort win a game with
-the score 8 to 2 in their favor, which is a double. This is put down on
-the score sheets thus:--
-
-8 + 2 for the double, + 4 consolation, = 14, minus 2 scored by the
-opponents; making 12 the net value of the game. Vivant therefore wins
-24 points, and each of the adversaries, R and L, lose 12. Again:--
-
-R and L win a simple with a score of 5 to 4, V and M having made a
-slam. 5 + 1 for the simple, + 4 for consolation, = 10, minus 4 points
-scored, and 20 for the slam = 24; showing that R and L lose 14 points
-each, although they won the game. Again:--
-
-V and M win a triple, with a score of 8 to 0; R and L having revoked.
-8, + 3, + 4, + 3 for the revoke = 18, from which there is nothing to
-deduct.
-
-The greatest number of points that can be made on a game, exclusive of
-slams and revokes, is 17; and the least number is 6.
-
-_=MARKING.=_ The methods of using the counters in scoring the game
-points have already been described in connection with whist.
-
-_=CUTTING OUT.=_ If there are more than four candidates for play at the
-conclusion of a tournée, the selection of the new table must be made as
-if no tournée had been played; all having equal rights to cut in.
-
-_=CHEATING.=_ Mort offers even less opportunity to the greek than
-whist, as the deal is a disadvantage, and nothing is gained by turning
-up an honour, beyond its possession.
-
-
-CAYENNE, OR CAYENNE WHIST.
-
-_=CARDS.=_ Cayenne is played with two full packs of fifty-two cards,
-which rank as at Whist, both for cutting and playing.
-
-_=MARKERS=_ are necessary, and must be suitable for counting to ten
-points. A sheet of paper is used for scoring the results of the games.
-
-_=PLAYERS.=_ Cayenne is played by four persons. When there are more
-than four candidates for play the selection of the table must be made
-as at Whist. Partners and deal are then cut for.
-
-_=CUTTING.=_ One of the packs having been spread on the table, face
-down, each of the four players draws a card; the two lowest pairing
-against the two highest. The lowest of the four is the dealer, and has
-the choice of seats and cards. Ties are decided in the same manner as
-at Whist.
-
-_=POSITION OF THE PLAYERS.=_ The partners sit opposite each other, and
-the players are distinguished, as at Whist, by the letters A-B and Y-Z.
-Z is the dealer, and A has the original lead.
-
-_=DEALING.=_ One pack of cards is shuffled and cut as at Whist. The
-dealer then gives four cards to each player, beginning on his left;
-then four more, and finally five, no trump being turned. In many places
-six cards are first dealt to each player, and then seven; but the 4-4-5
-system is better, and is the rule in the very similar game of Boston.
-
-The general rules with regard to irregularities in the deal are the
-same as at Whist; except that a misdeal does not lose the deal. The
-misdealer must deal again, and with the same pack.
-
-_=CAYENNE.=_ After the cards are all dealt, the player to the left of
-the dealer cuts the still pack, which is shuffled and presented to him
-by the dealer’s partner, and the top card of the portion left on the
-table is turned up for Cayenne. This card is not a trump, but is simply
-to determine the rank of the suits.
-
-_=STAKES.=_ In Cayenne the stake is a unit, so much a point. The
-largest number of points possible to win on a rubber is 24, and the
-smallest, 1. The result of the rubber may be a tie, which we consider
-a defect in any game. In settling at the end of the rubber it is usual
-for the losers to pay their right-hand adversaries.
-
-_=MAKING THE TRUMP.=_ The trump suit must be named by the dealer or his
-partner, after they have examined their cards. The dealer has the first
-say, and he may either select cayenne or any of the other suits; or he
-may announce _=grand=_, playing for the tricks without any trump suit;
-or he may call _=nullo=_, playing to take as few tricks as possible,
-without a trump suit. If the dealer makes the choice, his partner must
-abide by it; but if he has not a hand to justify him in deciding, he
-should leave the selection to his partner, who must decide one way or
-the other.
-
-The considerations which should guide players in their choice are the
-scoring possibilities of their hands, in tricks and in honours. As in
-Whist, the first six tricks taken by one side do not count; but each
-trick above that number counts one, two, etc., _=by cards=_. There are
-five honours in the trump suit in Cayenne; A K Q J 10; and the partners
-holding the majority of them count 1 for each honour that they hold
-in excess of their opponents, and 1 in addition, for _=honours=_. For
-instance: If A-B have three honours dealt them, they must have one more
-than their adversaries, and 1 for honours; entitling them to score 2.
-If they have four, they have 3 in excess, and 1 for honours, a total of
-4. If they have five, they count 6 by honours.
-
-At the end of the hand the points made by cards and by honours are
-multiplied by the value of the trump suit. This value varies according
-to the suit which is cayenne, which is always first preference. If
-cayenne is also the trump suit the points made by cards and honours are
-multiplied by 4. If the trump suit is the same colour as cayenne, the
-multiplier is 3. If it is a different colour the multiplier is 2 or 1,
-according to the suit. The rank of the suits as multipliers will be
-readily understood from the following table:--
-
- If Cayenne is | ♡ | ♢ | ♣ | ♠ | If trumps, multiply by 4.
- Second color is | ♢ | ♡ | ♠ | ♣ | If trumps, multiply by 3.
- Third color is | ♣ | ♣ | ♡ | ♡ | If trumps, multiply by 2.
- Fourth color is | ♠ | ♠ | ♢ | ♢ | If trumps, multiply by 1.
-
-Better to understand the importance of considering this variation
-in value when making the trump, it should be noticed that although
-the game is 10 points, several games may be won in a single hand, as
-everything made is counted, and any points over 10 go to the credit of
-the second game. If more than 20 points are made, the excess goes on
-the third game, and so on. Another important point is the great value
-attached to honours, and the maker of the trump should never forget
-that he can better afford to risk his adversaries winning 2 by cards
-with a trump in which he has three honours, than he can to risk a trump
-in which they may have three honours, and he can probably win only the
-odd trick.
-
-A further element may enter into his calculations, the state of the
-score. Tricks count before honours, and if he feels certain of making,
-by cards, the few points necessary to win the rubber, he may entirely
-disregard the honours.
-
-With such a hand it would be better to play without a trump, and to
-announce a _=grand=_, in which there are neither trumps nor honours,
-and every trick over the book is multiplied by 8. Two by cards at grand
-is worth more than two by cards and two by honours with any trump but
-cayenne.
-
-There is still another resource, to announce _=nullo=_, in which
-there is no trump, and the object of the players is to take as few
-tricks as possible. In nullo, every trick over the book counts for the
-adversaries, and is multiplied by 8. A peculiarity of nullo is that the
-Ace of each suit ranks below the deuce, unless the player holding it
-wishes to declare it higher than the King. In the latter case he must
-announce it when he plays it, and before his left-hand adversary plays
-to the trick.
-
-If the dealer transfers the right of making the trump to his partner,
-he must use the phrase, “You make it, partner.” If a player makes the
-trump out of turn, his adversaries may consult as to the propriety of
-demanding a new deal.
-
-_=METHOD OF PLAYING.=_ The trump suit, grand, or nullo having been
-announced, the player on the dealer’s left begins by leading any card
-he pleases, and the others must all follow suit if they can. The
-penalty for a revoke is the loss of three tricks; or the value of three
-tricks in points; or the addition of a like amount to the adversaries’
-score. The side making a revoke cannot win the game that hand, no
-matter what they score; but they may play the hand out, and count all
-they make to within one point of game, or 9. Revoking players cannot
-count points for slams.
-
-The rules for cards played in error, leading out of turn, and all such
-irregularities, are the same as in Whist. The last trick turned and
-quitted may be seen.
-
-The methods of gathering and stacking the tricks is the same as at
-Whist.
-
-_=OBJECTS OF THE GAME.=_ The chief object in Cayenne, either with a
-trump or in a grand, is to take tricks; in a nullo it is not to take
-them. In any case the highest card played of the suit led wins the
-trick, and trumps, if any, win against all other suits. At the end of
-each hand the side that wins any tricks in excess of the book scores
-them, after multiplying their number by the unit of value settled upon
-by the announcement. If a nullo is played the adversaries score them.
-Honours are then claimed; but the game cannot be won by honours alone,
-as at Whist; those holding honours must stop at the score of 9, unless
-they also win the odd trick. As soon as either side reaches or passes
-10 points, they win a game; but the hand must be played out, and all
-tricks taken must be counted. If one side goes out by cards, the other
-cannot score honours. Thirteen tricks taken by one side is called a
-_=slam=_, and it counts 6 points. Twelve tricks is a _=little slam=_,
-and it counts 4. Either of these must be made exclusive of revoke
-penalties.
-
-_=RUBBERS.=_ The rubber is won by the side that first wins four games
-of ten points each; and the winning side adds 8 points to its score.
-
-_=SCORING.=_ The game score should be kept on a whist marker, using the
-four large keys on one side for single points, and the single large key
-on the opposite side for five points. The three small keys are used to
-show how many games of the rubber have been won by that side.
-
-[Illustration: TWO GAMES WON, AND 2 POINTS SCORED ON THE THIRD.]
-
-The method of using counters for scoring 10-point games has already
-been described in connection with Whist.
-
-In addition to either markers or counters, there must be a sheet of
-paper to keep the final results of the games.
-
-In scoring, the revoke penalty counts first, tricks next, and honours
-last.
-
-The side first reaching 10 points wins a _=quadruple=_, or game of 4,
-if their adversaries have not scored; a _=triple=_, or game of 3, if
-their adversaries have not reached 4; a _=double=_, or game of 2, if
-the adversaries have not reached 7; and a _=single=_, or game of 1,
-if their adversaries are 8 or 9 up. These game points are put down on
-the score-sheet, and all the points on the _=adversaries’=_ marker are
-then turned down. If the winners make any points in excess of 10, such
-points are left to their credit on the marker, and count toward the
-next game. For instance: The score is A-B, 6; and Y-Z, 8; shown on the
-markers thus:--
-
-[Illustration: A-B 6 POINTS. Y-Z 8 POINTS.]
-
-Let us suppose that Z announces cayenne, and makes 2 by cards; A-B
-claiming two by honours. Y-Z multiply by 4, making them 8, and bringing
-their total score on the marker to 16; that is, a game, and 6 points
-to their credit on the second game. This must now be put down on the
-score-sheet. A-B’s honours not counting, as Y-Z went out by cards,
-the game is a double; A-B not having reached 7 points. The score and
-markers now stand:--
-
- A-B | 0 | | | | | | |
- Score: | | | | | | | |
- Y-Z | 2 | | | | | | |
-
-[Illustration: A-B’S, NOTHING. Y-Z’S, 1 GAME, 6 POINTS.]
-
-Let us suppose A-B to announce grand on their deal, and to make four
-by cards, which, multiplied by 8, gives them 32 points; that is,
-three games, and 2 points to their credit on the marker. The first of
-these games is a double, Y-Z having 6 points up. The two others are
-quadruples, put down on the score-sheet thus:--
-
- A-B | 0 | 2 | 4 | 4 | | | |
- Score: | | | | | | | |
- Y-Z | 2 | 0 | 0 | 0 | | | |
-
-[Illustration: A-B’S, 3 GAMES, 2 POINTS. Y-Z’S, 1 GAME, 0 POINTS.]
-
-In the next hand let us suppose clubs to be cayenne. Y deals, and plays
-in colour, spades. Y-Z win 6 by cards, and 4 by honours; 10 points
-multiplied by 3, = 30. For this they score three games, the first
-being a triple, and the others quadruples. These three games win the
-rubber, for which they add 8 points, and 4 points for the little slam.
-This is all put down on the score-sheet:--
-
- A-B | 0 | 2 | 4 | 4 | 0 | 0 | 0 | = 10
- Score: | | | | | | | |
- Y-Z | 2 | 0 | 0 | 0 | 3 | 4 | 4 | 8 4 = 25
-
-Both scores being added up, the value of the rubber won by Y-Z is found
-to be 15, after deducting the 10 points made by A-B.
-
-_=CUTTING IN.=_ If there are more than four persons belonging to the
-table, those waiting cut in, as at Whist.
-
-_=METHODS OF CHEATING.=_ In all games in which the cards are dealt in
-bulk, four or six at a time, there is more or less temptation for the
-greek to gather desirable cards in the pack, leaving them undisturbed
-in the shuffle. If he can pick up two tricks of the previous deal with
-eight good cards of the same suit in them, by placing any two tricks
-of other cards between them, and dealing six at a time, he can tell
-exactly how many of the eight located cards are in his partner’s hand.
-For this reason a player who does not thoroughly shuffle the cards
-should be carefully watched; and an immediate protest should be made
-against any disarrangement of the tricks as they are taken in during
-the play, such as placing the last trick taken under the first. If
-the player doing this is to be the next dealer, any one observing the
-movement should insist upon his right to shuffle the cards thoroughly;
-if not to leave the game.
-
-We are strongly opposed to dealing the cards in bulk at Cayenne, and
-see no reason why the methods that prevail in the very similar game of
-Bridge should not be adopted.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ There is little to add to the rules
-already given for Whist. The principles that should guide in the making
-of the trump have been given in connection with the more important
-game of Bridge; and the suggestions for playing nullo will be fully
-discussed in the games in which it is a prominent characteristic: Solo
-Whist, and Boston. Grand is practically Whist after the trumps are
-exhausted.
-
-For the Laws of Cayenne see Whist Family Laws.
-
-
-SOLO WHIST, OR WHIST DE GAND.
-
-_=CARDS.=_ Solo Whist is played with a full pack of fifty-two cards,
-which rank as at Whist, both for cutting and playing. Two packs are
-generally used, the one being shuffled while the other is dealt.
-
-_=MARKERS=_ are not used in Solo Whist, every hand being a complete
-game in itself, which is immediately settled for in counters
-representing money. At the beginning of the game each player should be
-provided with an equal number of these counters. They are usually white
-and red, the red being worth five times as much as the white. Twenty
-white and sixteen red is the usual allotment to each player when the
-game begins. Some one player should be the banker, to sell and redeem
-all counters.
-
-_=PLAYERS.=_ Solo Whist is played by four persons. If there are five
-candidates for play, they all sit at the same table, each taking his
-turn to sit out for one hand while the four others play. The dealer is
-usually selected to sit out. If there are only three players, one suit
-must be deleted from the pack, or the 2, 3, and 4 of each suit must be
-thrown out.
-
-_=CUTTING.=_ The table being formed, the players draw from an outspread
-for the deal, and choice of seats and cards. The player drawing the
-lowest card deals the first hand, and it is usual for him to dictate
-to the other players what seats they shall occupy with relation to
-himself. Ties are decided in the same manner as at Whist.
-
-_=POSITION OF THE PLAYERS.=_ The four players at Solo Whist are usually
-distinguished by the letters A B Y Z.
-
-[Illustration:
-
- Y
- +-----+
- | |
- A | | B
- | |
- +-----+
- Z
-]
-
-Z is the dealer, and A is known as the _=eldest hand=_. The position
-of the players does not imply any partnership; for, as we shall see
-presently, any player may have any one of the others for a partner,
-without any change taking place in their positions at the table.
-
-The players having once taken their seats are not allowed to change
-them without the consent of all the others at the table.
-
-_=DEALING.=_ The cards having been properly shuffled, are presented to
-the pone to be cut. Beginning on his left, the dealer distributes the
-cards three at a time, until only four remain. These he deals one at a
-time, turning up the last for the trump. When two packs are used, the
-player sitting opposite the dealer shuffles the still pack while the
-other is dealt. The deal passes in regular rotation to the left.
-
-When three play with a pack of forty cards, the last card is turned up
-for trumps, but it does not belong to the dealer, and is not used in
-play.
-
-The general rules with regard to irregularities in the deal are the
-same as at Whist; except that a misdeal does not pass the deal. The
-misdealer must deal again, and with the same pack.
-
-The cards dealt, each player sorts and counts his hand to see that
-he has the correct number of cards, thirteen. If not, he should
-immediately claim a misdeal; for a player having more or less than his
-right proportion of cards cannot win anything on that hand, but will
-have to stand his proportion of all losses incurred by him or his side.
-
-_=OBJECTS OF THE GAME.=_ There are seven distinct objects in the
-Solo Whist, and before play begins each player has an opportunity of
-declaring to which of these objects he proposes to attain. They are:--
-
-1st. To win 8 of the 13 tricks, with the assistance of a partner. This
-is called a _=Proposal=_; the partner’s share is an _=Acceptance=_.
-
-2nd. To win 5 of the 13 tricks, against the three other players
-combined. This is called a _=Solo=_.
-
-3rd. To take no tricks, there being no trump suit, and the three other
-players being opposed. This is called _=Misère=_, or Nullo.
-
-4th. To win 9 of the 13 tricks against the three other players
-combined; the single player to name the trump suit. This is called
-_=Abundance=_.
-
-5th. To win 9 of the 13 tricks against the three other players
-combined, with the trump suit that is turned up. This is called
-_=Abundance in Trumps=_.
-
-6th. To take no tricks, there being no trump suit, and the three other
-players being opposed; the single player’s cards being exposed face up
-on the table after the first trick is complete. This is called Misère
-sur table, or _=A Spread=_.
-
-7th. To win all 13 tricks against the three other players combined; the
-single player to name the trump suit, and to have the original lead
-whether eldest hand or not. This is called Abundance Déclarée, or _=A
-Slam=_.
-
-While the object of the proposing player is to win or lose the declared
-number of tricks, that of his adversaries is to prevent him from doing
-so, if possible. There are no honours, and the only factor in the
-count is the number of tricks actually taken. The highest card played
-of the suit led wins the trick, and trumps, if any, win against all
-other suits.
-
-_=METHOD OF DECLARING.=_ The eldest hand has the first say, and after
-examining his cards he may make any of the several propositions just
-enumerated. The smallest proposal he can make is to take 8 tricks with
-the assistance of a partner. To do this he should have four reasonably
-sure tricks in his own hand. Some players say he should be strong in
-trumps; while others claim that the eldest hand should propose only
-on general strength. The former is the better plan. No other player
-should propose on trumps alone. This announcement is made by saying
-“_=I propose=_.” If a player thinks he can take five tricks against the
-combined efforts of the three other players, he announces: “_=Solo=_.”
-If he feels equal to a misère, he calls: “_=Misère=_;” and so on,
-according to the strength of his hand. If he does not feel justified in
-making a call, he says “_=I pass=_;” and the next player on his left
-has the opportunity; and so on, until some player has proposed to do
-something, or all have passed.
-
-If any player has proposed for a partner, any of the others, in their
-proper turn, may accept him by simply saying “_=I accept=_.” By so
-doing, a player intimates that he has four probable tricks also, but
-in the plain suits, and that he is willing to try for eight tricks
-with the proposer for a partner. All the other calls are made by a
-single player with the intention of playing against the three others.
-Any player except the eldest hand having once said, “I pass,” cannot
-afterwards make or accept any proposal. The eldest hand, after passing
-once, can accept a proposal, but he cannot make one.
-
-It is the custom in some places, when no one will make a proposal of
-any sort, to turn down the trump, and play the hands without any trump
-suit, each man for himself, the winner of the last trick losing to each
-of the others the value of a solo. This is called a _=Grand=_.
-
-_=RANK OF THE PROPOSALS.=_ The various calls outrank one another in the
-order in which we have given them. If one player says, “I propose,” and
-another calls “Solo,” the solo call shuts out the proposal, even though
-it has been accepted by a second player. The call of a misère would
-in turn shut out a solo; abundance would take precedence of misère;
-and abundance in trumps would be a better call than simple abundance.
-The slam of course outranks all other bids. This making of a better
-proposition than one already made is known as “_=Over-calling=_.”
-
-A player who has made a call of any kind, or has accepted a proposal,
-may amend his proposition to a better one, only in case he is
-over-called; or a player who can not get a partner to accept him may
-amend his call to solo. For instance: A player may have a hand which
-he feels sure is good for 8 tricks, perhaps 9. To be safe, he calls
-solo, and hopes to make three or four over-tricks. If he is outbid by
-some player over-calling him with a misère, he may be tempted to amend
-his call to abundance.
-
-No call is good until every player who has not already passed does so,
-by saying distinctly, “I pass.”
-
-_=STAKES.=_ The losses and gains of the players are in proportion to
-the difficulties of the tasks they set themselves.
-
-The most popular method of settling is to pay or take red counters for
-the various calls, and white counters for the tricks under or over the
-exact number proposed. If the callers succeed in their undertakings,
-their adversaries pay them; if they fail, they pay their adversaries. A
-red counter is worth five white ones.
-
- Proposal and Acceptance wins or loses 1 red counter.
- Solo wins or loses 2 red counters.
- Misère, or Nullo, wins or loses 3 red counters.
- Abundance, of any kind, wins or loses 4 red counters.
- Open Misère, or Spread, wins or loses 6 red counters.
- Declared Abundance, or Slam, wins or loses 8 red counters.
- Each Over or Under-trick wins or loses 1 white counter.
-
-In Proposal and Acceptance, each of the partners pays one of his
-adversaries. In all cases in which a single player is opposed to the
-three others, he wins or loses the amount shown in the foregoing table
-with each of them individually; so that a single player calling a solo
-would win or lose 6 red counters. If he lost it, making only four
-tricks, he would also have to pay to each of his three adversaries a
-white counter. If he won it, making seven tricks, each of them would
-have to pay him two red and two white counters.
-
-Misères, Spreads, and Slams pay no odd tricks. The moment a Misère
-player takes a trick, or a Slam player loses one, the hands are
-abandoned, and the stakes paid.
-
-The usual value attached to the counters in America is 25 cents for the
-red, and 5 cents for the white. In England the proportion is sixpence
-and a penny.
-
-_=POOL SOLO.=_ When players wish to enhance the gambling attractions
-of the game, a pool is introduced. For this purpose a receptacle is
-placed upon the table, in which each player puts a red counter at the
-beginning of the game. Any person playing alone against the three
-others, wins this pool if he is successful; if he fails, he must double
-the amount it contains, besides paying each of his adversaries in
-the regular way. In some places it is the custom for each player to
-contribute a red counter when he deals. The proposals and acceptances
-do not touch the pool.
-
-_=METHOD OF PLAYING.=_ If a proposal is accepted, and no one over-calls
-it, the proposer and acceptor are partners; but make no change in their
-positions at the table. The eldest hand, sitting to the left of the
-dealer, begins by leading any card he pleases, and the play proceeds
-exactly as at Whist, the tricks being so stacked that they may be
-readily counted at any time.
-
-If a single player has called solo, misère, or abundance, the eldest
-hand still has the original lead, and there is no change in the
-positions of the players. The position of the lead is often a serious
-consideration with a player calling a solo or a misère.
-
-In all calls except misères and slams, the hands must be played out, in
-order to give each side an opportunity to make all the over-tricks they
-can. The moment a misère player takes a trick, or a slam player loses
-one, the hands are thrown up, and the stakes paid.
-
-When a spread is called, the trump is taken up, and the eldest hand
-leads. As soon as all have played to the first trick, the caller
-spreads his remaining twelve cards face upward on the table, so that
-each of his adversaries may see them; but they have no control of
-the order in which they shall be played. The adversaries play their
-hands in the usual manner, with no further guidance than that possible
-by inference from the play and the exposed hand. The caller plays
-according to his best judgment.
-
-When a slam is called, the player proposing it has the original lead;
-but that does not alter the position of the deal for the next hand.
-
-_=REVOKES.=_ A revoke is a serious matter in Solo Whist. The penalty
-for it is the loss of three tricks, and the revoking players must pay
-the _=red=_ counters involved in the call whether they win or lose;
-but they may play the hand out to save over-tricks. For instance: A
-proposer and acceptor make 11 tricks; their adversaries having claimed
-a revoke. After deducting the revoke penalty, 3 tricks, the callers
-still have 8 tricks left, enough to make good the call. They each lose
-a red counter; but no white ones, having saved their over-tricks.
-Had they taken only 8 tricks altogether, the penalty for the revoke
-would have left them only 5, and they would each have had to pay one
-red and three whites. If either adversary of the callers revokes, the
-individual player in fault must pay for all the consequences of the
-error. If the player in fault can show that the callers would have won
-in spite of the revoke, his partners must pay their share; but the
-revoking player must settle for the three tricks lost by the revoke.
-For instance: Z calls solo; A revokes; Z makes 6 tricks, which it can
-be shown he must have done in spite of the revoke. A, Y, and B each
-pay Z 1 red and 1 white counter, and then A pays Z 9 white counters in
-addition for the tricks taken as revoke penalty.
-
-If the single player revokes, either on solo or abundance, he loses
-the red counters involved, and must pay whatever white counters are due
-after three of his tricks have been added to those of the adversaries
-as penalty for the revoke. For instance: A calls solo, and revokes, but
-wins 6 tricks in all. He pays two red counters to each adversary. They
-then take three of his tricks, leaving him three only, and demand two
-white counters each, for the two under-tricks. If a player revokes who
-has called a misère or a slam, he immediately loses the stakes. If a
-revoke is made by any adversary of a player who has called misère or
-slam, the player in fault must individually pay all the stakes.
-
-_=CARDS PLAYED IN ERROR.=_ In the simple proposal and acceptance, the
-rules with regard to cards played in error, or led out of turn, are
-the same as at Whist. In the case of a single player against three
-adversaries, the caller is not liable to any penalty for cards played
-in error, or led out of turn; but his adversaries are subject to the
-usual whist penalties for all such irregularities, such as having the
-cards laid on the table as exposed, or a suit called, or the highest or
-lowest of a suit led demanded from an adversary who has followed suit
-out of turn.
-
-For the better protection of the single player, who is much more liable
-to be injured by irregularities than partners would be, he is allowed
-to prevent the use of an exposed trump for ruffing, and to demand or
-_=to prevent=_ the play of any exposed card in plain suits. If a suit
-is led of which an adversary has an exposed card on the table the
-single player may call upon him to play his highest or lowest of that
-suit.
-
-If any adversary of a misère player leads out of turn, or exposes a
-card, or plays before his proper turn in any trick, the caller may
-immediately claim the stakes, and the individual player in fault must
-pay for himself, and for his partners.
-
-_=METHODS OF CHEATING.=_ While the practice of dealing three cards at a
-time gives a little more opportunity to the greek than would occur if
-they were dealt as at Whist, there is little to be feared if two packs
-are used, unless two greeks are in partnership. When such partners sit
-next each other, there is more or less danger, if only one pack is
-used, that one may shuffle so that the other may cut understandingly;
-or that a good shuffler may run up six cards for a dealer that is not
-embarrassed by the cards being cut. A shrewd greek can often help a
-silent partner who is playing under the disguise of a single caller,
-especially in misère. Persons who play in the many public cafés of
-Europe should be especially careful to avoid this style of partnership,
-where it is very common.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ Apart from the general principles common
-to all forms of Whist, such as the play of high or low cards, trumps
-or plain suits, etc., there are several points peculiar to Solo Whist
-which require attention.
-
-_=Proposing.=_ It is better to propose on two or three sure tricks,
-with strong probabilities of several more, than on a certainty of four
-only. For instance: The two highest trumps and two suits containing
-Aces, with no other trick probable, is not such a good hand for a
-proposal as one containing four average trumps, with one plain suit
-of K Q J x x, and another of K Q x x. It is not improbable that the
-latter may be good for seven or eight tricks. Nothing but experience
-will teach a player what combinations of cards are “probably” good for
-tricks; but K x x, or Q J 10 x or K Q, may be counted on.
-
-There should be some intelligible system of proposing, so that the
-players may understand each other. The eldest hand should not propose
-except on strong trumps, and this should be a warning to other players
-not to accept him on trump strength alone.
-
-Four trumps with two or three honours may be called strong; or five
-trumps, even without an honour. Five trumps with two or more honours is
-great strength.
-
-Any player other than the eldest hand should propose on general
-strength and the player accepting him should do so on trump strength.
-Some such distinction should be clearly understood, in order that there
-may be no such contretemps as two players proposing and accepting on
-trumps alone and finding themselves without a trick in the plain suits
-after the trumps are drawn.
-
-If the eldest hand is strong in trumps, but has not four sure tricks,
-he should pass, which will give him an excellent opportunity to accept
-a player proposing on general strength in the plain suits. If the
-proposal should be accepted before it comes to his turn, the eldest
-hand should be in a good position to defeat it.
-
-If any player, other than the eldest hand, has sufficient trump
-strength to justify a proposal, he will usually find that he can risk
-a solo; or by passing, defeat any proposal and acceptance that may be
-made.
-
-_=Accepting.=_ A proposal by the eldest hand should not be accepted
-by a player with only one strong suit. The probability of tricks in
-several suits is better than a certainty in one suit; but if one strong
-suit is accompanied by a card of re-entry, or by four trumps, it should
-prove very strong, particularly in partnership with the eldest hand.
-
-When the partners will sit next each other, proposals may be accepted
-on slightly weaker hands than would be considered safe otherwise.
-
-_=Playing Proposals and Acceptances.=_ If the eldest hand has proposed,
-and his partner sits next him on the left, the commanding trumps
-should be first led, in order to secure as many rounds as possible. If
-the eldest hand has no high-card combination in trumps, it is sometimes
-better to lead a small card from a weak suit, hoping to put the partner
-in. If successful, the partner will first show his suit, and then lead
-trumps through the adversaries. If the acceptor sits on the right of
-the proposing eldest hand, trumps should be led immediately, and the
-highest of them first, no matter what they are. The Q or J at the head
-of five trumps may be of great use to a partner with an honour. When
-the eldest hand has proposed, and his partner sits opposite him, trumps
-should be led at once, and all combinations played as at Whist.
-
-The foregoing principles equally apply when the eldest hand has
-accepted a proposal, if the player can be depended on to have proposed
-on general strength.
-
-When partners sit opposite each other, the general principles of
-leading, establishing, defending, and bringing in suits, are the same
-as at Whist, and the usual trump signals and echoes are made use of.
-The game is practically Whist, with the additional knowledge that both
-proposer and acceptor have strong hands.
-
-When partners sit next each other, there are many opportunities for
-leading strengthening cards through the adversaries, especially in the
-partner’s known or inferred strong suit.
-
-_=Finesse.=_ If neither proposer nor acceptor is the eldest hand, they
-should make no finesses; but get into the lead as soon as possible,
-and exhaust the trumps. The greatest danger of defeat for a proposal
-and acceptance is that the adversaries, with the original lead, may
-establish a cross-ruff, or get six tricks with their winning cards
-before the calling players get a lead.
-
-It is a common artifice for the proposer and acceptor, after they
-have exhausted the adversaries’ trumps, each to show a strong suit by
-leading it once, and then to lead the highest card of a weaker suit;
-thus offering each other chances for successful finesse.
-
-If a partner sitting on the right leads a suit, there should be
-no finesse; and in general, finessing should be avoided until the
-declaration is assured. It may then be used to secure probable
-over-tricks.
-
-_=Adversaries’ Play.=_ The players opposed to the call are always
-designated as the adversaries.
-
-Players opposed to a proposer and acceptor should make no finesses that
-they are not certain will win more tricks if successful than they will
-lose if they fail. If the adversaries sit together, and are the last
-to play on any trick, the third hand should not trust anything to his
-partner that he can attend to himself, unless he is very anxious to be
-the last player on the next trick.
-
-When the adversaries sit opposite each other, their play will
-differ very little from that in Whist, except that they will make no
-efforts to establish long suits, and will not lead small cards from
-combinations containing an Ace. Every trick possible should be made
-sure of at once, before the calling players get any chance to discard.
-Weak suits should be protected, as they are in Whist when opposed to
-strong hands.
-
-If an adversary has the first lead, it is usually best for him to make
-what winning cards he has at once, unless he is pretty sure that the
-proposal will be defeated.
-
-It is very seldom right for the adversaries to lead trumps. Some
-exceptions will naturally present themselves, such as an eldest hand
-leading to his partner’s turned-up King. In the middle or end game, it
-may be advantageous to bring down the caller’s trumps together, or to
-draw two for one.
-
-If an adversary finds himself with a pretty strong hand, he should
-utterly disregard his partner, and play as false as he can; for if the
-callers have eight probable tricks between them, it is impossible for
-the fourth player to have anything, unless there has been some mistake
-in the call.
-
-_=In General.=_ There are one or two exceptions to the methods of
-playing sequences at Whist, dependent on the position of the players
-holding them. For instance: If first or second hand holds any sequence
-of high cards, he should play the highest if his partner sits next him
-on the left, and the adversaries are to play after him; otherwise the
-partner might think the higher cards of the sequence were against the
-leader. If a caller should hold K Q x second hand, and play the Q as at
-Whist, his partner following him, and holding Ace, would have to play
-it, thinking the King might be beyond.
-
-_=SOLO.=_ In speaking of the players in a solo, misère, or abundance,
-it is usual to distinguish those opposed to the single player by
-calling them respectively, Left, Right, and Opposite.
-
-[Illustration:
-
- Opposite
- +--------+
- | |
- Left| |Right
- | |
- +--------+
- The Caller
-]
-
-This arrangement does not affect the use of the letters A Y B Z,
-and the terms first, second, third, and fourth hand; indicating the
-position of the deal, and of the lead.
-
-_=Calling.=_ Those solos are easiest which are declared by the eldest
-hand, or by the dealer; the hardest being those called by second hand.
-The safest solos are those called on trump strength; but average
-trumps and winning cards in the plain suits are more advantageous if
-the caller is not eldest hand. To call a solo on plain suits alone,
-with only one or two trumps, is extremely dangerous; and a solo called
-on a single suit must have at least five or six good trumps in order to
-succeed.
-
-_=PLAYING.=_ When a call has been made entirely upon trump strength, it
-is much better to make tricks by ruffing, than by leading trumps. There
-is little use for a solo player to hold a tenace in trumps, hoping it
-will be led to him. If he has good suits, he should make sure of two
-rounds of trumps by leading the Ace.
-
-When the solo player is depending on the plain suits for tricks, and
-has one long suit, he should make what winning cards he has in the
-other plain suits in preference to leading trumps, for his only danger
-is that his long suit will be led often enough to give his adversaries
-discards in the other suits.
-
-If a proposal was made before the solo was called, it is better for the
-solo player to sit on the left of the player that proposed.
-
-The caller should never play single honours second hand, unless he has
-only one small card of the suit, or the honour is the Ace.
-
-With A Q x, second or third hand, the Q must be finessed if the caller
-has counted on both A and Q for tricks. If he can probably win without
-the finesse, he should play Ace. If he has tricks enough to win without
-either A or Q, he should play neither of them.
-
-A solo player should be very sure of his call before finessing for
-over-tricks.
-
-_=Adversaries’ Play.=_ The player to the left of the caller should
-not lead trumps; but if the solo player has had a lead, and has not
-led trumps himself, the player on his right should take the first
-opportunity to lead them through him.
-
-The player to the left of the caller should not lead from suits headed
-only by the King; nor from those containing major or minor tenaces. The
-best leads are from suits headed by Q J or 10, even if short.
-
-With such high-card combinations as can be used to force the command
-in one round, such as K Q, or K Q J, the regular whist leads should be
-used. With suits headed by winning sequences, held by the player on
-the left, it is often right to lead them once, in order to show them,
-and then to lead a weaker suit to get rid of the lead. It is sometimes
-better to play winning sequences as long as it seems probable that the
-caller can follow suit.
-
-Many persons use the Albany lead to indicate a wish for trumps to be
-led through the caller. In response to such a signal the best trump
-should be led, whatever it is.
-
-When the adversary who leads in any trick is not on the left of the
-solo player, the caller will, of course, not be the last player, as at
-least one adversary must play after him. In such cases it is best to
-lead the longest suits.
-
-_=MISÈRE.=_ The great difficulty in Misère is not in playing it; but in
-judging what hands justify such an undertaking.
-
-_=Calling.=_ As a general proposition it may be stated that misère
-should not be called with a long suit not containing the deuce. But
-the longer the suit the less the danger there is for a player who is
-determined to risk it; because the deuce is more likely to be found
-alone in some adversary’s hand. Short suits may be risked, even with no
-card smaller than a 5 or 6, and it is of course a great advantage to
-have a suit altogether missing.
-
-_=Leading.=_ The lead is a disadvantage to the caller, because he must
-begin with a small card, and the adversaries can play their highest.
-The only satisfaction to the caller is that he can usually locate the
-high cards of the suit under such circumstances. For instance: Suppose
-he originally leads a 4; second hand playing the 9; third hand the Ace;
-and fourth hand the 10. The third hand is marked with whatever cards of
-the sequence K Q J are not in the caller’s hand.
-
-Many players fall into the error of leading the highest card of a
-losing sequence, such as a 6 from 6 5 4 3. This accomplishes nothing,
-and only discloses to the adversaries the fact that the caller is safe
-in that suit. The three is the better lead.
-
-_=Following Suit.=_ The caller should usually play a card as little
-inferior as he can to the highest already on the trick. When he has
-cards of equal value, such as the 5 and 2, the 3 and 4 being already
-on the table, he should play the lower card of the fourchette; for
-although it may be said that the fourth player must take the trick,
-there is no certainty that he will follow suit.
-
-When second hand, if there is a choice between two cards, such as the 6
-and 2, an intermediate card having been led, it is often a nice point
-to decide whether or not to risk covering and keeping the deuce. If the
-deuce is played, it must be remembered that the adversaries will follow
-with their highest cards, leaving two cards out against the caller,
-both smaller than the 6.
-
-_=Discarding.=_ The misère player should never discard from his long
-suits. The high cards of short suits, and single intermediate cards,
-such as 5’s and 6’s, should be got rid of at every opportunity.
-
-_=Adversaries of the Misère.=_ In playing against a misère the chief
-difficulty is to prevent the caller from discarding, and to place the
-lead with the player who can probably do him the most harm.
-
-It is an axiom with solo-whist players that every misère can be
-defeated, if the weak spot in it can be found; because if the misère
-was absolutely safe, it would be played as a spread, which would pay
-the caller twice as much. This is not true, however, for it often
-happens that the cards are so distributed in the other hands that the
-call cannot be defeated, however risky it may have been.
-
-The weak point in a misère is usually a short suit with one high card
-in it; or a suit of intermediate length, without the deuce.
-
-As it is probable that the caller is short in suits in which the
-adversaries are long, and long in those in which they are short, he is
-less likely to get a discard if they lead their shortest suits first.
-If the misère player has over-called a proposal or a solo, he is likely
-to be short in the trump suit, or at least safe in it. It is not good
-play to lead a single Ace; but a King may be very effective; for if
-no one plays the Ace on it, that card may be absolutely marked in the
-caller’s hand. In such a case the adversary with the greatest number of
-that suit should keep it for the attack. If this player can get into
-the lead, he is not only sure of preventing the caller from discarding,
-but of allowing the other adversaries to discard to advantage.
-
-With an honour and one small card, a player on the left should lead the
-small card first; if on the right, the honour should be led first. A
-long suit containing the deuce should be avoided as long as possible.
-
-The caller’s cards may sometimes be inferred if there has been a
-previous call on the hand. For instance: A misère may be a forced call;
-that is, the player first called a proposal, and not being accepted,
-was forced to amend his call, choosing misère in preference to solo.
-This would indicate a long weak suit of trumps. If the dealer calls
-misère, the turn-up trump should be carefully noted.
-
-It is useless to persevere in suits in which the caller is evidently
-safe. If he plays a very low card to a trick in which there is already
-a high card, that suit should be stopped.
-
-_=Discarding.=_ An adversary should get rid of some one suit, if
-possible; for when that suit is afterwards led he will have free choice
-of his discards in the other suits. Short suits should be discarded in
-preference to high cards in long suits, unless the cards in the short
-suit are very low. Discards give great information to the adversaries
-if the rule is followed to discard the highest of a suit; because
-all cards higher than those discarded must be between the two other
-adversaries and the caller, and each adversary is thus furnished with
-a guide. It is useless to discard a suit of which the caller is void;
-and it is best to keep discarding from one suit until it is exhausted,
-or only the deuce remains. The trump signal is frequently used in
-discarding to indicate that the signaller wishes to get into the lead.
-
-_=Returning Suits.=_ Whether or not to return a partner’s lead may
-often be decided by inferences from the fall of the cards. It is
-frequently an easy matter to locate the cards in the various suits, if
-it is borne in mind that adversaries who play after the caller get rid
-of their highest cards. For instance: Right leads the 9; caller plays
-the 5; left the 10; and the last player finds he holds K Q J 6 of the
-suit. He should know that the caller has nothing between the 5 and the
-9, and must have the Ace; so his cards were probably A 5 4 3 2. While
-it is manifestly impossible to catch him on that suit, it may still be
-led three times, in order to give the partners discards, as both of
-them must be short. If this estimate of the caller’s cards is wrong
-in anything, it is not with regard to the Ace, so there is not the
-slightest danger in continuing the suit.
-
-As a general rule, the suit first led by an adversary should be
-returned, unless the player winning the trick has a singleton in
-another suit, when he should lead that.
-
-The suit led by the caller, if he was eldest hand, should not be
-returned.
-
-Some judgment of character must be used in playing on a caller’s own
-lead. An adventurous player will sometimes call a misère on a hand
-which contains a singleton 5 or 6, and will lead it at once; trusting
-that second hand will imagine it to be safe, and cover it. Players
-should be aware of this trap, and never cover a misère player’s own
-lead if they can help it, unless the card led is below a 4.
-
-_=ABUNDANCE.=_ Very few persons will risk calling an abundance which
-they are not pretty certain of; but a player may be forced to the call
-on a doubtful hand, especially if he is over-called on his original
-proposal to play a solo. The lead is a great advantage, because trumps
-can be exhausted immediately, and the suits protected. If the caller
-has not the lead he must calculate in advance for trumping in, and if
-his plain suits are not quite established, he will require more trumps
-than would otherwise be necessary. The greatest danger to an abundance
-player who has not the original lead, is that his best suit will be
-led through him, and trumped, either on the first or second round. The
-caller is often trapped into unnecessarily high trumping when suits are
-led through him a second or third time.
-
-_=The Adversaries=_ have little chance to defeat an abundance unless
-they can over-trump the caller, or ruff his good cards before he can
-exhaust the trumps. It is best for the Right to lead his longest suit,
-and for the Left to lead his shortest. A guarded King suit should
-not be led under any circumstances; nor a short suit Ace high. If an
-adversary has a single trump of medium size, such as a J or 10, it is
-often good play to trump a partner’s winning cards, so as to be sure of
-preventing the caller from making a small trump. If an adversary has
-trumped or over-trumped, it is very important to lead that suit to him
-again as soon as possible.
-
-The rules for discarding that are given in connection with Whist should
-be carefully observed; especially in the matter of showing command of
-suits.
-
-_=SPREADS.=_ These should not be called except with hands in which
-every suit contains the deuce, and all the cards are low enough to
-insure the player that nothing short of extraordinary circumstances
-will defeat him. Open sequences, or Dutch straights, as they are
-sometimes called, in which the cards are all odd or all even, such as 2
-4 6 8 10, are quite as safe as ordinary sequences, provided the deuce
-is among the cards.
-
-The player calling a spread must remember that it will be impossible
-for him to get any discards after the first trick without the consent
-of the adversaries; for they will not lead a suit of which they see
-he is void. In order to reduce the caller’s chances of a discard on
-the opening lead, before his cards are exposed, the adversaries should
-select their shortest suits, unless they have a bottom sequence to the
-deuce.
-
-_=THE SLAM.=_ This feature of Solo Whist is even rarer than the _grand
-coup_ at Whist. It is not very marvellous for an abundance player to
-make twelve or thirteen tricks; but to announce thirteen tricks before
-a card is played is something phenomenal. All the adversaries can do
-against such a call is to show each other, by their discards, in which
-of the suits they have a possible trick. It is very annoying to have
-a player succeed in making a slam just because two of his adversaries
-keep the same suit.
-
-
-SOLO WHIST FOR THREE PLAYERS.
-
-The best arrangement is to play with a pack of forty cards, deleting
-the 2, 3, and 4 of each suit. The last card is turned up to determine
-the trump, but it is not used in play.
-
-There is no proposal and acceptance, solo being the lowest call. If all
-three players pass, the trump card is turned down, and each player in
-turn has the option of calling a six-trick abundance, naming his own
-trump suit. In some places it is the custom to allow the players to
-over-call each other, after the trump is turned down, each increasing
-the number of tricks he proposes to take. A misère over-calls eight
-tricks.
-
-_=Kimberly Solo=_ is for four players, without any proposal and
-acceptance, solo being the lowest call. If all pass, a six-trick solo
-with a different trump is allowed.
-
-
-TEXT BOOKS.
-
- Solo Whist, by R.F. Green.
- How to Play Solo Whist, by Wilks & Pardon.
-
-For the Laws of Solo Whist, see Whist Family Laws.
-
-
-ILLUSTRATIVE SOLO WHIST HANDS.
-
-The dealer, Z, turns up the heart 3 in both hands, and A leads. The
-underlined card wins the trick, and the card under it is the next one
-led.
-
- | T|
- _=A Solo.=_ | R| _=A Misère.=_
- | I|
- --------------------------------+ C+-------------------------------
- A Y B Z | K| A Y B Z
- +-------+-------+-------+-------+--+-------+-------+-------+------+
- | 10♢ | 8♢ | Q♢ | _K♢_ | 1| _K♠_ | 7♠ | J♠ | 10♠ |
- | 3♢ | 9♢ | _A♢_ | 2♢ | 2| _Q♠_ | 5♠ | 9♠ | 8♠ |
- | ♡6 | ♡2 | _♡A_ | ♡3 | 3| Q♢ | 5♢ | _A♢_ | J♢ |
- | ♣8 | ♡4 | ♡Q | _♡K_ | 4| 9♢ | 4♢ | _K♢_ | 10♢ |
- | ♣9 | _♣A_ | ♣4 | ♣7 | 5| ♡6 | 3♠ | _6♠_ | 8♢ |
- | _A♠_ | 9♠ | K♠ | 4♠ | 6| ♡7 | 2♠ | _4♠_ | ♣A |
- | _♣K_ | ♣2 | ♣6 | ♣5 | 7| ♣10 | ♣8 | ♣7 | _♣K_ |
- | 7♠ | 2♠ | _Q♠_ | 6♠ | 8| ♣9 | ♣6 | 7♢ | _♣Q_ |
- | 5♢ | ♣3 | ♣Q | _♡8_ | 9| ♣5 | ♣4 | 6♢ | _♣J_ |
- | 6♢ | 3♠ | _♡5_ | J♢ |10| ♡8 | ♣2 | ♡K | _♣3_ |
- | 7♢ | ♡10 | ♡9 | _♡J_ |11| _♡A_ | ♡2 | ♡Q | ♡3 |
- | 8♠ | 5♠ | _♡7_ | 4♢ |12| 2♢ | _3♢_ | ♡9 | ♡4 |
- | J♠ | ♣J | ♣10 | 10♠ |13| ♡J | _A♠_ | ♡10 | ♡5 |
- +-------+-------+-------+-------+ +-------+-------+-------+------+
-
- _Solo player wins._ _Misère player loses._
-
-In the first example, A and Y pass, and B calls Solo. A follows the
-modern practice of leading the top of his long weak suit, as a card of
-warning and support for his partners. Z knows Y must have 9 or Ace of
-diamonds, or no more, and he avoids the error of opening another suit,
-especially a weak one. B continues with the trump Queen, hoping to drop
-King and Jack together. At trick 5, Z cannot give up the command of
-trumps, and as A’s lead and discard indicate that he wants spades led
-up to him, Z’s best chance is that Y has some clubs. Y leads to A. At
-trick 9, Z knows B cannot have 10 and 9 of trumps, or he would have led
-one of them to prevent the J and 8 both making, so Y must have one of
-those trumps. At trick 11, if B leads the club, he loses his call. He
-must again take the chance of bringing the trumps down together.
-
-In the second example A proposes, or calls Solo, and Y over-calls him
-with Misère. The great point in playing against Misère is to continue
-leading suits in which he is known to be long, so as to give your
-partners discards. This B does with the two long spades, the caller
-being marked with the ace and others on the second trick. Then Z allows
-B to discard his high diamonds on the clubs.
-
-
-SCOTCH WHIST, OR CATCH THE TEN.
-
-_=CARDS.=_ Scotch Whist is played with a pack of 36 cards, which rank
-in plain suits, A K Q J 10 9 8 7 6; the Ace being highest both in play
-and in cutting. In the trump suit the Jack is the best card, the order
-being, J A K Q 10 9 8 7 6.
-
-_=MARKERS.=_ There are no suitable counters for Scotch Whist, and the
-score is usually kept on a sheet of paper.
-
-_=PLAYERS.=_ Any number from two to eight may play. When there are five
-or seven players, the spade 6 must be removed from the pack. In some
-places this is not done; the thirty-fifth card being turned up for the
-trump, the thirty-sixth shown to the table, and then laid aside.
-
-_=CUTTING.=_ Whatever the number of persons offering for play, the
-table is formed by cutting from the outspread pack for partners, seats,
-and deal.
-
-When two play, the one cutting the lowest card has the choice of seats
-and cards, (if there are two packs).
-
-When three play, the lowest deals, and chooses his seat and cards. The
-next lowest has the next choice of seats.
-
-When four play, partners are cut for; the two lowest pairing against
-the two highest; the lowest of the four is the dealer, and has the
-choice of seats and cards.
-
-When five play, each for himself, the lowest cut deals, and has the
-first choice of seats and cards. The next lowest has the next choice of
-seats, and so on.
-
-When six play, they cut for partners, the two lowest pairing together;
-the two highest together; and the two intermediates together. The
-player cutting the lowest card of the six has the choice of seats and
-cards, and deals the first hand. If the six play, three on a side, the
-three lowest play against the three highest; the lowest cut of the six
-taking the deal, and choice of seats and cards.
-
-When seven play, each for himself, the lowest deals, and has the choice
-of seats and cards; the others choosing their seats in the order of
-their cuts.
-
-When eight play, they may form two sets of four each, or four sets of
-two each. In either case the partnerships are decided by cutting, and
-the lowest cut of the eight has the deal, with choice of seats and
-cards.
-
-_=TIES=_ are decided in the manner already described in connection with
-Whist.
-
-_=POSITION OF THE PLAYERS.=_ Two players sit opposite each other.
-Three, five or seven sit according to their choice. Four sit as
-at Whist, the partners facing each other. Six, playing in two
-partnerships, sit alternately, so that no two partners shall be next
-each other. Six, playing in three partnerships of two each, sit so
-that two adversaries shall be between each pair of partners. Eight,
-playing in two sets of four each, or as four pairs of partners, arrange
-themselves alternately. If we distinguish the partners by the letters
-A, B, C, D, the diagram will show the arrangement of the tables.
-
-[Illustration:
-
- B C A B A B
- +------+ +------+ +------+
- | | D| |C B| |A
- A| |A | | | |
- | | C| |D A| |B
- +------+ +------+ +------+
- C B B A B A
-
- THREE PAIRS. FOUR PAIRS. TWO FOURS.
-]
-
-The player to the left of the dealer is the original leader.
-
-_=DEALING.=_ The method of dealing varies with the number of players
-engaged. When only one pack is used, any player may shuffle, the dealer
-last. The pack must be presented to the pone to be cut, and the entire
-pack is then dealt out, one card at a time.
-
-When two play, the dealer gives each six cards, one at a time. These
-two hands are kept separate, and two more are dealt in the same manner,
-and then a third two, the last card being turned up for the trump.
-When the deal is complete, there will be six hands on the table, three
-belonging to each player.
-
-[Illustration:
-
- +-----+ +-----+ +-----+
- | | | | | |
- | | | | | |
- | | | | | |
- +-----+ +-----+ +-----+
- 1ST HANDS. 2ND HANDS. 3RD HANDS.
- +-----+ +-----+ +-----+
- | | | | | | +------+
- | | | | | | |Trump.|
- | | | | | | +------+
- +-----+ +-----+ +-----+
-]
-
-When three play, the cards are dealt in much the same manner; two
-separate hands of six cards being given to each player.
-
-When four, five, six, seven, or eight play, the cards are dealt in
-rotation from left to right until the pack is exhausted, the last card
-being turned up for the trump. When five or seven play, either the
-spade 6 must be thrown out of the pack, or the thirty-sixth card must
-be shown, after the dealer has turned the thirty-fifth for the trump.
-When eight play, all four sixes are deleted.
-
-The deal passes to the left, each player dealing in turn until the game
-is finished.
-
-The general rules with regard to irregularities in the deal are the
-same as at Whist.
-
-_=STAKES.=_ When stakes are played for, they are for so much a game.
-Rubbers are not played. It is usual to form a pool, each player
-depositing the stake agreed upon, and the winner taking all. In
-partnership games, each losing player pays the successful adversary who
-sits to his right. If three pairs were engaged, and A-A won, C and B
-would each pay the A sitting next him. Before play begins, it should be
-understood who pays for revokes; the side or the player.
-
-_=METHOD OF PLAYING.=_ The player on the dealer’s left begins by
-leading any card he chooses, and the others must all follow suit if
-they can. Failure to follow suit when able is a revoke, the penalty for
-which, if detected and claimed by the adversaries, is the immediate
-loss of the game. When there are more than two players or two sets
-of partners, the revoking player or side must pay the two or more
-adversaries as if each had won the game. In some places the individual
-is made to pay, not the side. This should be understood before play
-begins. If seven are playing, and one is detected in a revoke, his
-loss is equal to six games. Any player having none of the suit led may
-either trump or discard. The dealer should take up the trump card when
-it is his turn to play to his first trick; after which it must not
-be named, although a player may be informed what the trump suit is.
-If all follow suit, the highest card played of the suit led wins the
-trick, trumps win all other suits. The winner of the trick may lead any
-card he chooses for the next; and so on, until all the cards have been
-played.
-
-It is not necessary to keep the tricks separate, as at Whist; but one
-player should gather for his side.
-
-When two or three play, the hands must be played in the order in which
-they were dealt. For instance: If these are the hands:--
-
-[Illustration:
-
- +-----+ +-----+ +-----+
- | | | | | |
- Adversary’s:--| 1 | | 3 | | 5 |
- | | | | | |
- +-----+ +-----+ +-----+
- 1ST SET. 2ND SET. 3RD SET.
- +-----+ +-----+ +-----+
- | | | | | | +------+
- Dealer’s:-- | 2 | | 4 | | 6 | |Trump.|
- | | | | | | +------+
- +-----+ +-----+ +-----+
-]
-
-The players first take up hands Nos. 1 and 2; a card is led from No.
-1, the dealer follows suit from No. 2, or trumps, or discards, and the
-play continues until these two hands are exhausted. The second set
-are then taken up and played in the same manner; the player who won
-the last trick in one set having the first lead in the next. Finally,
-the third set are played in the same manner; all the cards taken by
-each side being gathered into one pile by the player who has won them.
-The trump card must remain on the table until the dealer takes up the
-last hand. When three play, the set of hands first dealt must be first
-played, and then the second set taken up.
-
-The rules for cards played in error, leading out of turn, etc., are the
-same as at Whist.
-
-_=OBJECTS OF THE GAME.=_ The side first scoring 41 points wins the
-game; and the chief object is to secure tricks containing cards to
-which a certain value is attached. These all belong to the trump suit,
-and are the following:--
-
- The Jack of trumps counts 11
- The Ace of trumps counts 4
- The King of trumps counts 3
- The Queen of trumps counts 2
- The Ten of trumps counts 10
-
-The other trumps, and the plain suit-cards, have no counting value.
-
-The Jack of trumps, being the best, must be taken in by the player to
-whom it is dealt; but any court card in trumps will win the Ten, so
-that one of the principal objects in Scotch Whist is to _=catch the
-ten=_.
-
-At the end of each hand the players count the number of cards they have
-taken in tricks, and they are entitled to score one point for each
-above the number originally dealt to them. For instance: If four play,
-nine cards were originally dealt to each, so each pair of partners held
-eighteen. If at the end of the hand they have taken in eight tricks, or
-thirty-two cards, they score 14 points toward game, in addition to any
-score they may have made by winning honours in trumps, or catching the
-Ten. If five play, beginning with seven cards each, and at the end of
-the hand one player has taken in fifteen, and another ten; they score 8
-and 3 respectively, for cards.
-
-_=SCORING.=_ At the end of each hand, each player or side should claim
-all honours won, and cards taken in. One player should keep the score,
-and announce it distinctly, in order that it may be known how many
-points each player or side requires to win the game.
-
-In the case of ties, the Ten counts out first; then cards; then A K Q
-of trumps in their order, and the Jack last. A revoke, if detected and
-claimed before the cards are cut for the next deal, immediately ends
-the game.
-
-_=METHODS OF CHEATING.=_ When only one pack is used, the greek can
-often succeed in dealing himself the Jack of trumps, and usually loses
-no time in marking the Ten, so that he can at least distinguish the
-player to whom it is dealt. A player should be carefully watched who
-keeps his eyes on the pack while shuffling, or who rivets his attention
-on the backs of the cards as he deals. Two packs should be used in all
-round games of cards.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ The chief counting elements that are
-affected by the play being the trump Ten and the cards, it is usual to
-devote particular attention to winning them. With J A of trumps, or A
-K, it is best to lead two rounds immediately; but with a tenace, such
-as J K, or A Q it is better to place the lead on your left if possible.
-The high cards in the plain suits are capable of being very skilfully
-managed in this matter of placing the lead. It sometimes happens that a
-player with the Ten may be fourth hand on a suit of which he has none;
-or he may catch the Ten with a small honour if it is used in trumping
-in. The partnership games offer many fine opportunities for playing the
-Ten into the partner’s hand, especially when it is probable that he has
-the best trump, or a better trump than the player on the left.
-
-In calculating the probabilities of saving the Ten by trumping in, it
-must be remembered that the greater the number of players, the less
-chance there is that a suit will go round more than once, because there
-are only nine cards of each suit in play.
-
-Many players, in their anxiety to catch the Ten, overlook the
-possibilities of their hands in making cards, the count for which often
-runs into high figures.
-
-Close attention should be paid to the score. For instance: A wants
-4 points to win; B wants 10; and C wants 16. If A can see his way
-to win the game by cards or small honours, he should take the first
-opportunity of giving C the Ten; or allowing him to make it in
-preference to B. As the Ten counts first, cards and honours next, B may
-be shut out, even if he has the Jack.
-
-_=LAWS.=_ There are no special laws for Scotch Whist. The whist laws
-are usually enforced for all such irregularities as exposed cards,
-leading out of turn, etc. The most important matter is the revoke, and
-it should be clearly understood before play begins whether the revoke
-penalty is to be paid by the individual in fault, or by the side to
-which he belongs. Some players think there should be some regulation
-for penalties in such cases as that of a player taking up the wrong
-hand, when two or more are dealt to each player; but as no advantage
-can be gained by the exchange, it is hard to see what right the
-adversary would have to impose a penalty.
-
-ILLUSTRATIVE SCOTCH WHIST HAND.
-
-We give a simple example hand, as an illustration of the manner of
-playing with four persons; two being partners against the other two.
-
- _Z deals and turns heart 8_
-
- +-------+-------+-------+-------+
- | A Y B Z |
- +-------+-------+-------+-------+
- 1 | Q♢ | _K♢_ | 8♢ | 9♢ |
- 2 | _♣A_ | ♣K | ♣J | ♣8 |
- 3 | ♣7 | _♣9_ | ♣6 | 6♠ |
- 4 | 8♠ | J♠ | K♠ | _A♠_ |
- 5 | J♢ | 9♠ | A♢ | _Q♠_ |
- 6 | 7♢ | _10♠_ | ♣Q | 7♠ |
- 7 | _♡A_ | 10♢ | 6♢ | ♡Q |
- 8 | ♡9 | ♡6 | _♡K_ | ♡7 |
- 9 | ♣10 | ♡10 | _♡J_ | ♡8 |
- +-------+-------+-------+-------+
-
- _A-B win 30 by honours._
-
- _Y-Z win 2 by cards._
-
-_=Trick 1.=_ _=Y=_ plays King second hand, hoping it will be taken by
-the Ace, so that he may become third or fourth player, and perhaps save
-his Ten. _=B=_, with the minor tenace in trumps, plays to avoid the
-lead as long as possible.
-
-_=Trick 2.=_ _=Y=_ gets rid of another winning card; _=B=_ keeping a
-small card to avoid the lead.
-
-_=Trick 3.=_ _=A=_ returns the Club, reading _=B=_ for the Q or no
-more. _=B=_ still avoids the lead, and _=Z=_ is marked as not having
-the trump Ten, or he would have saved it.
-
-_=Trick 4.=_ _=Z=_ plays to win what cards he can.
-
-_=Trick 5.=_ _=B=_ throws ♢A to avoid the lead, knowing _=Y=_ has the
-trump Ten; for _=A=_ would have made it on the second round of Spades.
-_=A=_ also marks it with _=Y=_, as _=B=_ does not save it.
-
-_=Trick 6.=_ _=B=_ is not sure whether _=Y=_ has a Diamond or a Club
-left, and discards the winning card.
-
-_=Trick 7.=_ _=Z=_ plays Queen to shut out the Ten, if with _=A=_.
-_=A=_ knows each player has two trumps left, and that as the turn-up is
-still with _=Z=_, _=B=_ must have J or K; for if he held only 7 and 6
-he would have trumped in to make cards.
-
-_=Trick 8.=_ _=A=_ leads trumps. If _=Y=_ does not play the Ten, and
-_=B=_ has not the Jack, _=B=_ must make four cards and the King by
-passing. If _=B=_ has the Jack, he must catch the Ten, no matter how
-_=Y=_ and _=Z=_ play.
-
- * * * * *
-
-_=FRENCH WHIST=_ is the name given to a variety of Scotch Whist in
-which the Ten of Diamonds counts ten to those winning it, whether it is
-a trump or not.
-
-
-BOSTON.
-
-_=CARDS.=_ Boston is played with two packs of fifty-two cards each,
-which rank as at Whist, both for cutting and playing.
-
-_=MARKERS=_ are not used in Boston, every hand being immediately
-settled for in counters. These are usually of three colours; white,
-red, and blue; representing cents, dimes, and dollars respectively. At
-the beginning of the game each player should be provided with an equal
-number, the general proportion being 20 white, 18 red, and 8 blue for
-each. Some one player should be selected to act as the banker, selling
-and redeeming all counters.
-
-_=STAKES.=_ The stakes in Boston depend upon the value of the counters.
-One cent for a white counter is considered a pretty stiff game; because
-it is quite possible for a single player to win or lose a thousand
-white counters on one hand, and the payments very seldom fall short of
-fifty.
-
-_=THE POOL.=_ In addition to the counters won and lost on each hand,
-it is usual for the players to make up a pool at the beginning of
-the game by each of them depositing one red counter in a small tray
-provided for the purpose. This pool may be increased from time to time
-by penalties; such as one red counter for a misdeal; four for a revoke,
-or for not having the proper number of cards, etc. The whole amount in
-the pool may be won or lost by the players, according to their success
-or failure in certain undertakings, which will presently be described.
-When empty, the pool is replenished by contributions from each player,
-as at first.
-
-The pool proper is usually limited to 25 red counters. When it exceeds
-that amount, the 25 are set aside, and the surplus used to start a
-fresh pool. Any player winning a pool is entitled to 25 red counters at
-the most. It will often happen that several such pools will accumulate,
-and each must be played for in its turn. At the end of the game any
-counters remaining in the pool or pools must be divided among the
-players.
-
-_=PLAYERS.=_ Boston is played by four persons. If more than four
-candidates offer for play, five or six may form a table; if there are
-more than six, the selection of the table must be made by cutting, as
-at Whist.
-
-_=CUTTING.=_ The four persons who shall play the first game are
-determined by cutting, and they again cut for the deal, with the
-choice of seats and cards. The player drawing the lowest card deals,
-and chooses his seat; the next lower card sits on his left, and so on,
-until all are seated. Twelve deals is a game, at the end of which the
-players cut to decide which shall go out, as at Whist.
-
-It is usual to count the deals by opening the blade of a pocket-knife,
-which is placed on the table by the player on the dealer’s right. When
-it comes to his turn to deal, he partly opens one blade. When he deals
-again he opens it entirely, and the third time he closes it; that being
-the third round, and the last deal of the game.
-
-[Illustration: FOURTH DEAL. EIGHTH DEAL.]
-
-_=POSITION OF THE PLAYERS.=_ The four players at Boston are
-distinguished by the letters A Y B Z.
-
-[Illustration:
-
- Y
- +-------+
- | |
- A| |B
- | |
- +-------+
- Z
-]
-
-Z is the dealer, and A is known as the _=eldest hand=_. There are no
-partnerships in Boston, except that of three players combined against
-the fourth, who is always spoken of as _=the caller=_. The players
-having once taken their seats are not allowed to change them without
-the consent of all the others at the table.
-
-_=DEALING.=_ At the beginning of the game the two packs are thoroughly
-shuffled; after which they must not again be shuffled during the
-progress of the game. If a hand is dealt and not played, each player
-must sort his cards into suits and sequences before they are gathered
-and dealt again.
-
-At the beginning of each deal, one pack is presented to the players to
-be cut; each having the privilege of cutting once, the dealer last.
-Beginning on his left, the dealer gives four cards to each player, then
-four more, and finally five; no trump being turned.
-
-The general rules with regard to irregularities in the deal are the
-same as at Whist, except that a misdeal does not lose the deal. The
-misdealer must deal again with the same pack, after the players have
-sorted their cards into suits. It is a misdeal if the dealer fails to
-present the pack to the other players to cut, or neglects to cut it
-himself. Should the dealer expose any of his own cards in dealing, that
-does not invalidate the deal. The deal passes in regular rotation to
-the left, each pack being used alternately.
-
-_=MAKING THE TRUMP.=_ The deal being complete, the player opposite
-the dealer cuts the still pack, and the player on his right turns up
-the top card for the trump. The suit to which this card belongs is
-called _=First Preference=_, and the suit of the same colour is called
-_=Second Preference=_, or _=Colour=_. The two remaining suits are known
-as _=Plain Suits=_ for that deal.
-
-The cards having been dealt, and the trump turned, each player
-carefully sorts and counts his cards, to see that he has the correct
-number, thirteen. A player having more or less than his right
-proportion should at once claim a misdeal; for if he plays with a
-defective hand he cannot win anything that deal, but must stand his
-proportion of all losses incurred, besides paying a forfeit of four red
-counters to the pool.
-
-_=OBJECTS OF THE GAME.=_ In Boston, each player has an opportunity to
-announce that he is willing to undertake to win a certain number of
-tricks, if allowed the privilege of naming the trump suit; or to lose
-a certain number, there being no trumps. In either case, he proposes
-to play single-handed against the three other players. The player
-proposing the undertaking which is most difficult of accomplishment is
-said to _=over-call=_ the others, and must be allowed to try. If he is
-successful, he wins the pool, and is paid a certain number of counters
-by each of his adversaries. If he fails, he must double the amount in
-the pool, and pay to each of the other players a certain number of
-counters.
-
-_=ANNOUNCEMENTS.=_ The bids rank in the following order, beginning with
-the lowest. The full-faced type shows the words used by the players in
-calling their bids:--
-
-To win five tricks; _=Boston=_.
-
-To win _=Six Tricks=_.
-
-To win _=Seven Tricks=_.
-
-To lose twelve tricks, after having discarded a card which is not to be
-shown; _=Little Misère=_.
-
-To win _=Eight Tricks=_.
-
-To win _=Nine Tricks=_.
-
-To lose every trick; _=Grand Misère=_.
-
-To win _=Ten Tricks=_.
-
-To win _=Eleven Tricks=_.
-
-To lose twelve tricks, after having discarded a card which is not to be
-shown; the single player’s remaining twelve cards being exposed face up
-on the table, but not liable to be called; _=Little Spread=_.
-
-To win _=Twelve Tricks=_.
-
-To lose every trick; the single player’s cards exposed on the table,
-but not liable to be called; _=Grand Spread=_.
-
-To win Thirteen Tricks; _=Grand Slam=_.
-
-The object of the proposing player, if successful in his bid, is to
-win or lose the proposed number of tricks; while that of his three
-adversaries is to combine to prevent him from so doing. There are no
-honours, and the only factor in the count is the number of tricks
-taken. The highest card played of the suit led wins the trick; and
-trumps, if any, win against all other suits.
-
-_=METHOD OF BIDDING.=_ The eldest hand has the first say, and after
-examining his cards, and estimating the number of tricks he can
-probably take, making the trump to suit his hand, he bids accordingly.
-It is not necessary for him to state which suit he wishes to make the
-trump; but only the number of tricks he proposes to win. If he has
-no proposal to make, he says distinctly; “_=I pass=_,” and the other
-players in turn have an opportunity to bid. If any player makes a
-bid, such as six tricks, and any other player thinks he can make the
-same number of tricks with a trump of the same colour as the turn-up,
-that is, Second Preference, he over-calls the first bidder by saying
-“_=I keep=_;” or he may repeat the number bid, saying “_=Six here=_.”
-This is simply bidding to win the number of tricks _=in colour=_. The
-original caller may hold his bid, or a third player may overbid both,
-by saying; “_=I keep over you=_,” or “_=Six here=_.” This means that
-he will undertake to win the number of tricks already bid, with the
-_=turn-up=_ suit for trumps. In order to over-call such a bid as this,
-any other player would have to announce a greater number of tricks. For
-instance; Z deals, and turns a heart. A calls six tricks, intending to
-name hearts trumps; but not saying so. B passes; Y says “I Keep.” This
-announces to the table that Y will play with a red trump, and A knows
-he is bidding on diamonds. Z passes, and A says; “I keep over you.” B
-then bids seven tricks, and if A will not risk seven tricks in hearts,
-B will be the successful bidder. If A should bid seven tricks by
-keeping over B, the latter must know that it is useless for him to bid
-again unless he can make more tricks in diamonds than A can in hearts;
-for A’s bid, being in first preference, will always outrank B’s for the
-same number of tricks.
-
-A player once having passed cannot come into the bidding again, except
-to call one of the misères. In the example just given, either Y or
-Z, after having twice passed, might have outbid the seven tricks by
-calling a little misère. Such a bid can, of course, be entertained only
-when it outranks any bid already made.
-
-A player is not compelled to bid the full value of his hand; but it is
-to his interest to go as near to it as he can with safety; because,
-as we shall see presently, the more he bids the more he is paid. For
-instance: If he can make ten tricks, but bids seven only, he will be
-paid for the three over-tricks, if he makes them; but the payment for
-seven bid and ten taken, is only 22 counters; while the payment for ten
-bid and ten taken is 42. As he receives from each adversary, a player
-who underbid his hand in this manner would lose 60 counters by his
-timidity.
-
-It sometimes happens that no one will make a proposal of any sort. It
-is very unusual to pass the deal. The trump is generally turned down,
-and a _=Grand=_ is played, without any trump suit. This is sometimes
-called a _=Misère Partout=_, or “all-round poverty”; and the object of
-each player is to take as few tricks as possible.
-
-_=METHOD OF PLAYING.=_ No matter who is the successful bidder, the
-eldest hand always leads for the first trick, and the others must
-follow suit if they can, the play proceeding exactly as at Whist. The
-tricks should be carefully stacked, so that they can be readily counted
-by any player without calling attention to them. The laws provide a
-severe penalty for drawing attention to the score in this manner.
-Suppose a player has called eight tricks. An adversary hesitates in
-his play, and another reaches over and counts the tricks in front of
-the caller, finding he has seven. This is tantamount to saying to the
-player who hesitates: “If you don’t win that trick, the call succeed.”
-In such a case, the single player may at once demand the play of the
-highest or lowest of the suit; or that the adversaries trump or refrain
-from trumping the trick.
-
-In all calls except misères and slams, the hands should be played out,
-in order to allow the players to make what over-tricks they can; but
-the moment a misère player takes a trick, or a slam player loses one,
-the hands are thrown up, and the stakes paid. It is usual to show the
-cards to the board, in order to satisfy each player that no revoke has
-occurred.
-
-When Little Misère is called, each player discards one card, which must
-not be shown, and the hand is then played out with the remaining twelve
-cards.
-
-When Spreads are called, the caller’s cards must be placed face upwards
-on the table before a card is played. If it is a Little Spread, the
-discard of each player must remain unknown. The adversaries have no
-control of the manner of playing the exposed cards, which cannot be
-called, and may be played in any manner suited to the judgment of the
-single player, provided he follows suit when able.
-
-_=REVOKES.=_ If a player opposed to the caller revokes, but discovers
-his mistake in time to save himself, he may be called upon by the
-single player for his highest or lowest of the suit led; or the card
-played in error may be claimed as an exposed card. If the highest or
-lowest of the suit is called, the card played in error is taken up.
-
-If the caller revokes, and discovers his mistake in time, he is not
-liable to any penalty, unless an adversary has played to the next
-trick. In that case the revoking card must be left on the table, and
-is liable to be called. When the single player revokes, he loses the
-call in any case, and at least one trick besides. He must also double
-the pool, and add to it a revoke forfeit of four red counters. For
-instance: A bids eight tricks, and his adversaries detect and claim a
-revoke. As he is supposed to have lost his bid, and one trick more, he
-may be said to have bid eight, and taken only seven; losing 23 white
-counters to each of his adversaries, doubling the pool, and then paying
-a forfeit of four red counters. In some places the forfeit is omitted,
-and in others it takes the place of doubling the pool. It is not usual
-to play the hand out after a revoke is claimed and proved.
-
-If an adversary of the single player revokes, he and his partners must
-each pay the caller just as if he had been successful, and must also
-pay him for three over-tricks as forfeit, provided his bid was not more
-than nine tricks; for the bid and the over-tricks together must not
-exceed thirteen tricks. In addition to this, the individual player in
-fault must pay four red counters as forfeit to the pool. In some places
-he is made to double the pool; but this is manifestly unfair, as he
-could not win the amount in the pool in any case, and therefore should
-not lose it.
-
-In a Misère Partout, the revoking player pays five red counters to each
-adversary, and deposits a forfeit of four red counters in the pool. The
-hands are immediately thrown up if the revoke is claimed and proved.
-
-_=CARDS PLAYED IN ERROR.=_ The single player is not liable to any
-penalty for cards played in error, or led out of turn, except those
-taken back to save a revoke; but his adversaries are liable to the
-usual whist penalties for all such irregularities. The single player
-can forbid the use of an exposed trump for ruffing, and can demand or
-prevent the play of an exposed card in plain suits, provided he does
-not ask the adversary to revoke. If a suit is led of which an adversary
-has an exposed card on the table, the single player may call upon him
-to play his highest or lowest of that suit.
-
-If a player has announced Little Misère, and one of the adversaries
-leads before the others have discarded, the caller may immediately
-claim the pool and stakes. If any adversary of a misère player leads
-out of turn, or exposes a card, or plays before his proper turn in any
-trick, the bidder may at once claim the pool and stakes. In all such
-cases it is usual for the individual in fault to pay a forfeit of four
-red counters toward the next pool.
-
-In Misère Partout, there is no penalty for cards played in error, or
-led out of turn.
-
-
-_=PAYMENTS.=_ If the caller succeeds in winning the proposed number of
-tricks, he is paid by each of his adversaries according to the value
-of his bid, and the number of over-tricks he wins, if any. The various
-payments are shown in this table:--
-
- ------------------------+-------------------------------------------
- Number of tricks bid by | Number actually taken by him.
- player. +----+----+----+----+----+----+----+----+---
- | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13
- ------------------------+----+----+----+----+----+----+----+----+---
- Five | 12 | 12 | 13 | 13 | 14 | 14 | 14 | 15 | 15
- Six | | 15 | 16 | 16 | 17 | 18 | 19 | 20 | 20
- Seven | | | 18 | 20 | 21 | 22 | 23 | 24 | 26
- Eight | | | | 23 | 24 | 26 | 28 | 29 | 31
- Nine | | | | | 32 | 34 | 36 | 39 | 41
- Ten | | | | | | 42 | 45 | 48 | 52
- Eleven | | | | | | | 63 | 68 | 72
- Twelve | | | | | | | |106 |114
- Thirteen | | | | | | | | |166
- ------------------------+----+----+----+----+----+----+----+----+---
-
-The American system is not to pay the successful bidder for any
-over-tricks. This is to make him bid up his hand, and to save time; as
-hands need not be played out when the bidder has made or can show the
-number of tricks bid.
-
- Tricks bid | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
- ------------+----+----+----+----+----+----+----+-----+-----+
- Amount. | 10 | 15 | 20 | 25 | 35 | 45 | 65 | 105 | 170 |
-
-If the caller fails in his undertaking, he must pay each adversary
-according to the number of tricks by which he failed to reach his bid.
-For instance: A player bidding eight, and taking only seven, is said to
-be “_=put in for=_” one trick, and he would have to pay each adversary
-23 white counters. These payments are shown in this table:--
-
- -----------+---------------------------------------------------
- Tricks bid | Number of tricks by which the player falls short
- by the | of his declaration.
- player. +---+---+---+---+---+---+---+---+---+---+---+---+---
- | 1| 2| 3| 4| 5| 6| 7| 8| 9| 10| 11| 12| 13
- -----------+---+---+---+---+---+---+---+---+---+---+---+---+---
- Five | 11| 21| 31| 41| 50| | | | | | | |
- Six | 15| 24| 35| 45| 55| 66| | | | | | |
- Seven | 19| 29| 40| 50| 60| 72| 82| | | | | |
- Eight | 23| 34| 46| 56| 67| 78| 89|110| | | | |
- Nine | 33| 44| 57| 68| 82| 92|103|115|127| | | |
- Ten | 44| 56| 70| 82| 94|107|119|132|145|157| | |
- Eleven | 67| 80| 95|109|123|138|151|165|180|194|208| |
- Twelve |113|130|148|165|182|200|217|234|252|270|286|304|
- Thirteen |177|198|222|241|262|284|305|326|348|369|390|412|433
- -----------+---+---+---+---+---+---+---+---+---+---+---+---+---
-
-We give the same table reduced to the American decimal system, in which
-form it is commonly found in the clubs. It may be remarked in passing
-that the table is very illogical and inconsistent, the payments bearing
-no relation to the probabilities of the events. Some of them provide
-for impossibilities, unless the player has miscalled the trump suit,
-and is held to it, but we have no authority to change them.
-
- --------+----------------------------------------------------
- | Number of tricks bidder is “put in for.”
- Tricks +---+---+---+---+---+---+---+---+---+---+---+---+----
- bid. | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10| 11| 12| 13
- --------+---+---+---+---+---+---+---+---+---+---+---+---+----
- Five | 10| 20| 30| 40| 50| | | | | | | |
- Six | 15| 25| 35| 45| 55| 65| | | | | | |
- Seven | 20| 30| 40| 50| 60| 70| 80| | | | | |
- Eight | 25| 35| 45| 55| 70| 85|100|115| | | | |
- Nine | 35| 45| 55| 65| 80| 95|110|125|140| | | |
- Ten | 45| 55| 70| 80| 95|110|125|140|155|170| | |
- Eleven | 70| 80| 95|110|125|140|155|170|185|200|220| |
- Twelve |120|130|145|160|180|200|220|240|260|280|300|320|
- Thirteen|180|200|220|240|260|280|300|320|340|360|390|420|450
- --------+---+---+---+---+---+---+---+---+---+---+---+---+----
-
-If a misère is bid, the caller wins from, or loses to each adversary
-according to the following table, there being no over-tricks:--
-
- Little Misère, 20 white counters.
- Grand Misère, 40 white counters.
- Little Spread, 80 white counters.
- Grand Spread, 160 white counters.
-
-It may be observed that each of these is twice the amount of the next
-lower.
-
-When misère partout is played, the person winning the largest number of
-tricks is the only loser, and he must pay each of the other players the
-difference between the number of his tricks and theirs in red counters.
-The number of red counters lost will always be found to be three times
-the number of tricks taken, minus the number of tricks not taken. For
-instance: A wins 4 tricks, three times which is 12; from which he
-deducts 9, the number he did not take, and finds his loss to be 3 red
-counters. Again; A wins 7 tricks; three times which is 21; minus 6
-tricks not taken, a net loss of 15. No matter in what proportion the
-other tricks may be divided between the three other players, this total
-payment will always be found correct. For instance: A wins 6 tricks; Y
-2; B 5; and Z none. A loses 6 x 3 = 18-7 = 11, of which he gives 4 to
-Y; 1 to B; and 6 to Z.
-
-If two players tie for the greatest number of tricks taken, they
-calculate their losses in the same manner; but each pays only half the
-total. For instance: A and Y each take 5 tricks; B taking 1, and Z 2.
-The 7 red counters lost by A and Y being divided, shows a loss of 35
-white counters for each of them. If three players take four tricks
-apiece, they each pay the fourth man a red counter.
-
-_=WINNING THE POOL.=_ Besides the white counters won and lost by the
-players individually, the successful caller takes the pool, provided
-he has made a bid of seven tricks or better, which is called _=a pool
-bid=_. Any lower bid does not entitle him to the pool, unless the other
-players compel him to play the hand out. In order to save the pool,
-it is usual for the adversaries, before playing to the second trick,
-to say: “_=I pay.=_” If all agree to pay, the bidder must accept the
-amount of his bid without any over-tricks, and the pool is not touched.
-If a player has made a pool bid, and the adversaries, before playing
-to the second trick, agree to pay, they cannot prevent the caller from
-taking the pool; but they save possible over-tricks. The agreement of
-the adversaries to pay must be unanimous.
-
-Misère Partout does not touch the pool.
-
-If the hand is played out, and the caller fails, he must double the
-pool, whether he has made a pool bid or not. If there is more than one
-pool, he must double the first one, which will of course contain the
-limit. This will simply have the effect of forming an additional pool
-to be played for.
-
-When there are several pools on the table, a successful caller takes
-any of those that contain the limit. When there is only one pool on the
-table, he must be satisfied with its contents, however small.
-
-At the end of the game, after the twelfth hand has been settled for,
-it is usual to divide the pool or pools equally among the players. But
-sometimes a grand is played without trumps, making a thirteenth hand,
-and the pool is given to the player winning the last trick.
-
-_=METHODS OF CHEATING.=_ There being no shuffling at Boston, and each
-player having the right to cut the pack, the greek must be very skilful
-who can secure himself any advantage by having the last cut, unless he
-has the courage to use wedges. But Boston is usually played for such
-high stakes that it naturally attracts those possessing a high degree
-of skill, and the system adopted is usually that of counting down. The
-greek will watch for a hand in which there is little changing of suits,
-and will note the manner of taking up the cards. The next hand does
-not interest him, as he is busy studying the location of the cards in
-the still pack. When this comes into play on the next deal, he will
-follow every cut, and finally cut for himself so that the desired
-distribution of the suits shall come about. Even if he fails to secure
-an invincible hand for bidding on himself, he knows so nearly the
-contents of the other hands that he can bid them up, and afterwards
-play against them to great advantage.
-
-It is unnecessary to say that if a greek can mark the cards, the game
-becomes a walkover, even if he can recollect only the hand on his left.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ Boston so closely resembles Solo Whist
-in such matters as bidding, and playing single-handed against three
-others, that the reader may be referred to that game for the outlines
-of the principles that should guide him in estimating the probable
-value of his hand, playing for tricks or for misères, and combining
-forces with his partners for the purpose of defeating the single player.
-
-For laws, see Whist Family Laws.
-
-
-BOSTON DE FONTAINEBLEAU.
-
-This game is sometimes, but incorrectly, called French Boston. The
-latter will be described in its proper place.
-
-_=CARDS.=_ Boston de Fontainebleau is played with a full pack of
-fifty-two cards. Two packs are generally used. The cards rank as at
-Whist, both for cutting and playing.
-
-_=MARKERS=_ are not used, counters taking their place. These are
-usually of the colours and values, and are distributed among the
-players as already described in Boston.
-
-_=STAKES.=_ As a guide in settling upon the unit value, it may be noted
-that the largest amount possible to win or lose on a single hand is
-2,400 white counters; the smallest amount being 30. The average is
-about 300.
-
-_=THE POOL.=_ In addition to the counters won or lost on each hand,
-a pool is formed by each dealer in his turn placing five counters in
-a small tray provided for the purpose. This pool may be increased
-by penalties, etc., and the whole amount may be won under certain
-conditions, as at Boston. There is no limit to the amount of a single
-pool.
-
-_=PLAYERS.=_ The number of players, methods of _=Cutting=_, _Dealing_,
-etc., are the same as those already described in connection with
-Boston, except that no trump is turned for first preference, the suits
-always having a determined rank; diamonds being first, hearts next,
-then clubs, and last spades. No-trump, or “grand,” outranks diamonds.
-
-Twelve deals is a game; after which the players cut out if there
-are more than four belonging to the table, or if other candidates are
-waiting to play.
-
-_=PENALTIES=_, for playing with more or less than the proper number of
-cards, etc., are the same as at Boston.
-
-_=OBJECTS OF THE GAME.=_ These are identical with Boston, but instead
-of doubling the pool, the player who is unsuccessful in his undertaking
-pays into the pool the same amount that he loses to each of the other
-players.
-
-_=ANNOUNCEMENTS.=_ The bids rank in the order following; beginning with
-the lowest. The full-faced type show the words used by the players
-in calling their bids. It will be noticed that the order is not the
-same as in Boston, and that an additional bid is introduced, called
-Piccolissimo.
-
-To win 5 tricks, _=Boston=_.
-
-To win _=Six Tricks=_.
-
-To lose 12 tricks, after having discarded a card which is not to be
-shown; _=Little Misère=_.
-
-To win _=Seven Tricks=_.
-
-To win one trick, neither more nor less, after having discarded a card
-which is not to be shown, there being no trump suit; _=Piccolissimo=_.
-
-To win _=Eight Tricks=_.
-
-To lose every trick, no trump suit, _=Grand Misère=_.
-
-To win _=Nine Tricks=_.
-
-To lose 12 tricks, after having discarded a card which is not to be
-shown; the single player’s remaining twelve cards being exposed face up
-on the table, but not liable to be called; _=Little Spread=_.
-
-To win _=Ten Tricks=_.
-
-To lose every trick, no trump suit, the single player’s cards being
-exposed on the table, but not liable to be called; _=Grand Spread=_.
-
-To win _=Eleven Tricks=_.
-
-To win _=Twelve Tricks=_.
-
-To win 13 tricks; _=Slam=_.
-
-To win 13 tricks, the single player’s cards exposed face up on the
-table, but not liable to be called; _=Spread Slam=_.
-
-The object of the bidder, if successful in securing the privilege of
-playing, is to win or lose the proposed number of tricks, against the
-combined efforts of his adversaries. Having once made a bid, he must
-play it unless he is over-called.
-
-_=METHOD OF BIDDING.=_ The eldest hand has the first say, and after
-examining his hand, and deciding on the bid most appropriate to it, if
-any, he makes his announcement. If his proposal is to win a certain
-number of tricks with a certain suit for trumps, he must name the
-suit, saying, “Eight Spades,” or “Seven Diamonds,” as the case may be.
-If he proposes to play without any trump suit, he announces, “Seven
-Grand,” or whatever the number may be. Such a bid over-calls one of the
-same number in diamonds. If the eldest hand has no proposal to make,
-he says, “I pass,” and the others in turn have an opportunity to bid.
-The bids outrank one another according to their order in the foregoing
-table, and the rank of the suits in which they are made. The players
-bid against one another, until all but one declare to pass, he then
-becomes the single player against the three others.
-
-A player having once passed cannot come into the bidding again, even to
-call a misère. In this respect the game differs from Boston. A player
-is not compelled to bid the full value of his hand, but it is to his
-interest to do so, and he should make the full announcement the first
-time he bids, because if he has had a good hand for ten tricks, and
-begins with a bid of seven, he cannot increase his proposal unless some
-player bids over him.
-
-_=PARTNERS.=_ Before playing, the successful bidder may call for a
-partner if he chooses to do so. The player accepting him undertakes
-that the two together shall win three tricks more than the number bid.
-For instance: A has successfully bid seven in diamonds, and asks for a
-partner. If Y accepts him they make no change in their positions at the
-table, but play into each other’s hands, just as at Solo Whist, B and Z
-being partners against them. A and Y together must win ten tricks, with
-diamonds for trumps.
-
-If no one makes a proposal of any sort, _=Misère Partout=_ is played;
-there being no trump suit. The player or players taking the least
-number of tricks win or divide the pool. There are no other losses or
-gains in Misère Partout.
-
-_=HONOURS.=_ In any call in which there is a trump suit, the A K Q and
-J of trumps are honours, and may be counted by the successful bidder
-if he carries out his proposal. If the single player, or a caller and
-his partner have all four honours dealt them, they score as for four
-over-tricks; if three, as for two over-tricks. Honours do not count for
-the adversaries under any circumstances.
-
-In bidding on a hand, it must be remembered that although honours will
-count as over-tricks in payments, they cannot be bid on. If a player
-has nine tricks and two by honours in his hand, he cannot bid eleven.
-If he bids nine and fails to make so many, he cannot count the honours
-at all. It is growing less and less the custom to count honours in
-America.
-
-A player making a bid can be compelled to play it; but it is usual to
-allow him to pay instead of playing, if he proposes to do so, either
-because he has overbid his hand or for any other reason.
-
-_=METHOD OF PLAYING.=_ No matter who is the successful bidder, the
-eldest hand always leads for the first trick, and the others must
-follow suit if they can, the play proceeding exactly as in Whist.
-Tricks should be carefully stacked, there being the same penalties as
-in Boston for calling attention to the score. The methods of playing
-misères and spreads have already been described in connection with
-Boston. When piccolissimo is played, the moment the single player takes
-more than one trick the hands are thrown up, and the stakes paid.
-
-_=REVOKES.=_ The rules governing these and cards played in error, are
-the same as at Boston. In piccolissimo, the penalties are the same as
-in misère.
-
-_=PAYMENTS.=_ If the caller succeeds in winning the proposed number of
-tricks, he is paid by each of his adversaries according to the value
-of his bid, as shown in Table No. 1. Over-tricks if any, and honours,
-if played, are always paid at the uniform rate of five white counters
-each. If the caller fails, he must pay each adversary the amount he
-would have won if successful, with the addition of five white counters
-for every trick that he falls short of his proposal. For instance: He
-bids nine hearts, and wins six tricks only. He must pay each adversary
-115 white counters.
-
-TABLE No. 1.
-
- ----------------------+--------+-----------------+---------+
- | | The trump being | |
- | No +-----+-----+-----+ Extra |
- | trump. | ♣♠ | ♡ | ♢ | tricks. |
- ----------------------+--------+-----+-----+-----+---------+
- Boston, five tricks | | 10 | 20 | 30 | 5 |
- Six tricks | | 30 | 40 | 50 | 5 |
- Little misère | 75 | | | | |
- Seven tricks | | 50 | 60 | 70 | 5 |
- Piccolissimo | 100 | | | | |
- Eight tricks | | 70 | 80 | 90 | 5 |
- Grand misère | 150 | | | | |
- Nine tricks | | 90 | 100 | 110 | 5 |
- Little spread | 200 | | | | |
- Ten tricks | | 110 | 120 | 130 | 5 |
- Grand spread | 250 | | | | |
- Eleven tricks | | 130 | 140 | 150 | 5 |
- Twelve tricks | | 150 | 160 | 170 | 5 |
- Slam, thirteen tricks | | 400 | 450 | 500 | |
- Spread slam | | 600 | 700 | 800 | |
-
-TABLE No. 2.
-
-In America, the last two items are usually reduced, and are given as
-follows:--
-
- | | ♣♠ | ♡ | ♢ | |
- Slam, thirteen tricks | | 250 | 300 | 350 | |
- Spread slam | | 350 | 400 | 450 | |
- ----------------------+--------+-----+-----+-----+---------+
-
-Why a player should be paid more for spreads than for eleven or twelve
-tricks while the trick bid outranks the spreads, is difficult to
-understand; but we have no authority to change the tables.
-
-Misère Partout wins nothing but the pool.
-
-If partners play, it is usual for the losers to pay the adversaries on
-their right; or, if partners sit together, to pay the adversary sitting
-next.
-
-_=THE POOL.=_ Besides the white counters won and lost by the players
-individually, the successful player takes the pool. Successful partners
-divide it equally, regardless of the number of tricks bid or taken by
-each. If the partners fail, they must contribute to the pool an amount
-equal to that which they pay to one adversary. For instance: A calls
-seven diamonds, and asks for a partner. Y accepts him, and the pair win
-only nine tricks. Each pays 135 counters to the adversary sitting next
-him, and then they make up 135 more between them for the pool.
-
-Asking for a partner is not a popular variation of the game, and is
-seldom resorted to unless the successful bid is very low, or has been
-made on a black suit.
-
-If the adversaries of the caller declare to pay, before playing to the
-second trick, they can save nothing but possible over-tricks. The pool
-goes with every successful play.
-
-If the single player is unsuccessful, he does not double the pool,
-as in Boston, but pays into it the same amount that he loses to each
-adversary, over-tricks and all; so that he really loses four times the
-amount shown in the table.
-
-At the end of the game, or on the twelfth hand, if the caller does not
-succeed, he pays the pool as usual, and his adversaries then divide it
-amongst themselves.
-
-The _=Suggestions for Good Play=_, etc., are given in connection with
-Solo Whist and need no further amplification for Boston de Fontainbleau.
-
-The _=Laws=_ vary so little from those used in the regular game of
-Boston that it is not necessary to give an additional code, either for
-Fontainbleau or for French Boston, which follows.
-
-
-FRENCH BOSTON.
-
-_=CARDS.=_ French Boston is played with a full pack of fifty-two cards,
-which rank as at Whist, both for cutting and playing; except that the
-diamond Jack is always the best trump unless diamonds are turned up, in
-which case the heart Jack becomes the best trump, and the diamond Jack
-ranks next below the diamond Queen.
-
-_=COUNTERS=_ are used as in Boston, their value being a matter of
-agreement before play begins.
-
-_=THE POOL=_ is made up by the dealer’s contributing ten counters for
-the first eight rounds, and twenty for the last two. It is increased
-from time to time by penalties, and is won or lost by the players, just
-as in Boston. There is no limit to the pool. If any player objects to
-dividing it at the end of the game, it must be played for until some
-player wins it.
-
-_=PLAYERS.=_ The number of players, their arrangement at the table,
-etc., is precisely the same as at Boston.
-
-_=CUTTING.=_ Instead of cutting for the first deal, any one of the
-players takes a pack of cards, and gives thirteen to each player in
-succession, face up. The player to whom he gives the diamond Jack deals
-the first hand, and has the choice of seats and cards. The others sit
-as they please.
-
-_=DEALING.=_ The cards are shuffled before every deal. The player on
-the left of the dealer cuts, and cards are given first to the player on
-the dealer’s right, dealing from right to left. The cards may be dealt
-one at a time, or three at a time, or four at a time, always dealing
-the last round singly, and turning up the last card. A misdeal loses
-the deal. Other irregularities are governed by the same laws as in
-Boston.
-
-The deal passes to the right, and the next dealer is indicated by the
-position of the tray containing the pool, which the dealer always
-passes to the player on his right, after putting in his ten or twenty
-counters.
-
-Forty deals is a game; the first thirty-two of which are called
-“simples,” and the last eight “doubles.” In the doubles, all stakes
-and contributions to the pool are doubled. If anything remains in the
-pool at the end, it is divided equally, unless a player demands that it
-shall be played for until won. Such extra deals are simples.
-
-_=RANK OF THE SUITS.=_ The suit turned on the first deal is called
-“belle” for that game. The suit turned on each succeeding deal is
-called “petite.” If belle turns up again, there is no petite for that
-deal. The suits are not first and second preference, as in Boston, but
-are used only to determine the value of the payments, and to settle
-which suits partners must name for trumps. The rank of the suits is
-permanent, as in Boston de Fontainbleau, but the order is, hearts,
-diamonds, clubs, and spades; hearts being highest. In France, the suits
-rank in this order in Boston de Fontainbleau, but in America diamonds
-outrank hearts.
-
-_=OBJECTS OF THE GAME.=_ Each player in turn has an opportunity to
-announce that he is willing to undertake to win a certain number of
-tricks, if allowed the privilege of naming the trump suit; or to lose
-a certain number, there being no trump suit. If he proposes to play
-alone, he may select any suit for trumps; but if he takes a partner
-the trump suit must be belle or petite. The announcements outrank
-each other in certain order, and the player making the highest must
-be allowed to play. If he succeeds in his undertaking, he wins the
-pool, and is also paid a certain number of counters by each of his
-adversaries. If he fails, he must double the pool, and pay each of his
-adversaries. The table of payments will be given later.
-
-_=ANNOUNCEMENTS.=_ The proposals rank in the order following, beginning
-with the lowest. The French terms are given in _=italics=_:--
-
-Five tricks; or eight with a partner, in petite. _=Simple in petite=_.
-
-Five tricks; or eight with a partner, in belle. _=Simple in belle=_.
-
-Six tricks solo, in any suit. _=Petite independence=_.
-
-Little misère. _=Petite misère=_.
-
-Eight tricks solo in any suit. _=Grand independence=_.
-
-Grand misère. _=Grand misère=_, or _=misère sans ecart=_.
-
-Misère with four aces. _=Misère des quatre as=_.
-
-Nine tricks in any suit. _=Neuf=_.
-
-Nine tricks in petite. _=Neuf en petite=_.
-
-Nine tricks in belle. _=Neuf en belle=_.
-
-Little spread. _=Petite misère sur table=_.
-
-Grand spread. _=Grand misère sur table=_.
-
-_=METHOD OF BIDDING.=_ The player to the right of the dealer has the
-first say. If he proposes to take a partner as in Solo Whist, he says,
-“Je demande,” at the same time placing one of his cards face downward
-on the table. This card must not be shown or named, but must be of
-the suit which he proposes to make the trump. He is not allowed to
-announce the suit, so that any player accepting him as a partner does
-so in ignorance as to whether he will play in belle or in petite. If
-the demand is accepted, the proposer and his partner make no change in
-their positions at the table, but must make eight tricks, just as in
-Solo Whist.
-
-If a player cannot propose, he says: “Je passe,” and each of the others
-in turn from right to left have the opportunity to make a proposal.
-When any player proposes, any player in turn after him may accept,
-although such a one may have already passed. If the fourth player
-proposes, the three others having passed, and no one will accept him he
-is bound to play solo against three such weak adversaries, and must
-make five tricks, either in belle or in petite. He is not allowed to
-play in a plain suit if he has made a simple “demand.”
-
-The only solo bids allowed are those for six, eight, or nine tricks,
-which outrank one another. A player cannot bid seven to over-call six;
-he must go to eight; and a player cannot _=bid=_ five tricks without a
-partner, although, as we have just seen, he may be forced to _=play=_
-in that manner.
-
-When six, eight, or nine tricks are bid, the suits outrank one another
-for equal numbers of tricks; but as the suit called need not be the
-bidder’s true intention, nor the same as the card laid on the table,
-the proposer must be careful that his play will be as good as his bid.
-For instance: He intends nine tricks in spades, but proposes eight in
-diamonds. He cannot bid nine in diamonds, for that would be a better
-bid than he intends to play; but the ruse may succeed in inducing a
-player not to bid against him, hoping diamonds is the true suit. It is
-a common artifice to bid the true suit, because few will believe it to
-be such.
-
-If clubs are belle, and diamonds petite, and a player who “demands”
-is over-called by a demand in belle, or a call of six tricks, the
-first caller cannot advance his bid to six tricks except in the suit
-which he has already laid on the table; but he may accept the player
-over-calling him, instead of bidding against him. After a player has
-once accepted or passed, he cannot bid misère.
-
-If no one makes a proposition of any kind, the hands are thrown up; the
-next dealer contributes to the pool, and a fresh hand is dealt.
-
-_=METHOD OF PLAYING.=_ As in Boston, the eldest hand has the first
-lead, and the others must follow suit if they can, except in the misère
-des quatre as. When this is played, the bidder may renounce at pleasure
-for the first ten tricks.
-
-_=GATHERING TRICKS.=_ When a partnership is formed, each gathers the
-tricks he takes. If the partnership loses, the one who has not his
-complement of tricks must pay the adversaries and double the pool. If
-the demander has not five, and the acceptor has three, the demander
-pays. If the proposer has five, and the acceptor has not three, the
-acceptor pays; but they both win if they have eight tricks between
-them, no matter in what proportion. If neither has taken his proper
-share, they must both pay. When they are successful, they divide the
-pool.
-
-_=SLAMS.=_ If a player has demanded, and not been accepted, and has
-been forced to play alone for five tricks, but wins eight, it is called
-a slam. But as he did not wish to play alone, his only payment, besides
-the pool, is 24 counters from each player if he played in petite; 48 if
-in belle; double those amounts if the deal was one of the last eight in
-the game.
-
-If two partners make a slam, thirteen tricks, they take the pool, and
-receive from each adversary 24 counters if they played in petite; 48
-if in belle; double if in one of the last eight hands in the game.
-
-_=EXPOSED CARDS.=_ The laws governing these are almost identical with
-those in Boston, with the additional rule that a player allowing a card
-to fall upon the table face up before play begins, can be forced to
-play independence in that suit.
-
-_=REVOKES.=_ The individual player who is detected in a revoke must
-double the pool, and pay both adversaries.
-
-_=PAYMENTS.=_ Payments are made according to the table. The player
-holding diamond Jack receives two counters from each of the other
-players in a simple; four in a double; except in misères, in which the
-card has no value.
-
-Misères are paid for according to the trump turned in the deal in which
-they are played. If a heart is turned, and little misère is played, the
-payment is 64 counters to or from each player. If a spade was turned,
-the payment would be 16 only.
-
-Three honours between partners count as three: four as four. Being all
-in one hand does not increase their value.
-
- ------------------------------------+-----+-----+-----+-----+
- The Bid. | ♠ | ♣ | ♢ | ♡ |
- ------------------------------------+-----+-----+-----+-----+
- Five tricks alone, or partners’ 8 | 4 | 8 | 12 | 16 |
- Three honours | 3 | 6 | 9 | 12 |
- Four honours | 4 | 8 | 12 | 16 |
- Each extra trick | 1 | 2 | 3 | 4 |
- ------------------------------------+-----+-----+-----+-----+
- Six tricks, or petite independence | 6 | 12 | 18 | 24 |
- Three honours | 4 | 8 | 12 | 16 |
- Four honours | 6 | 12 | 18 | 24 |
- Each extra trick | 2 | 4 | 6 | 8 |
- ------------------------------------+-----+-----+-----+-----+
- Eight tricks, or grand independence | 8 | 16 | 24 | 32 |
- Three honours | 6 | 12 | 18 | 24 |
- Four honours | 8 | 16 | 24 | 32 |
- Each extra trick | 4 | 8 | 12 | 16 |
- ------------------------------------+-----+-----+-----+-----+
- Petite misère | 16 | 32 | 48 | 64 |
- Grand misère | 32 | 64 | 96 | 128 |
- Misère de quatre as | 32 | 64 | 96 | 128 |
- Misère sur table | 64 | 128 | 192 | 256 |
- Slam à deux (partners) | 50 | 100 | 150 | 200 |
- Slam seul (alone) | 100 | 200 | 300 | 400 |
- Slam sur table | 200 | 400 | 600 | 800 |
- ------------------------------------+-----+-----+-----+-----+
-
-
-RUSSIAN BOSTON.
-
-This is a variation of Boston de Fontainbleau. A player holding carte
-blanche declares it before playing, and receives ten counters from each
-of the other players. Carte blanche is the same thing as chicane in
-Bridge, no trump in the hand. But in Bridge the player is penalized for
-announcing it until after the hand is played.
-
-The order of the suits is the same as in American Boston de
-Fontainbleau: diamonds, hearts, clubs, and spades.
-
-When a player bids six, seven, or eight tricks, he is supposed to be
-still willing to take a partner, unless he specifies solo. When a
-partner accepts him, the combination must make four tricks more than
-the original proposal.
-
-Four honours are paid for as four over-tricks; three honours as two
-over-tricks.
-
-Piccolissimo is played, and comes between the bids of seven and eight
-tricks.
-
-
-GERMAN WHIST.
-
-_=CARDS.=_ German Whist is played with a full pack of fifty-two cards,
-which rank as at Whist, both for cutting and playing.
-
-_=PLAYERS.=_ Two persons play. They cut for the first deal, and the
-choice of seats.
-
-_=DEALING.=_ The dealer presents the pack to his adversary to be cut,
-and then gives thirteen cards to each player, one at a time, turning up
-the twenty-seventh card for the trump, and laying it on the talon, or
-remainder of the pack.
-
-_=PLAYING.=_ The non-dealer begins by leading any card he pleases, and
-his adversary must follow suit if he can. The winner of the first trick
-takes the trump card into his hand, and his adversary takes the card
-immediately under it, but without showing or naming it. Each player
-thus restores the number of cards in his hand to thirteen. The card
-which is now on the top of the talon is turned up, and the winner of
-the next trick must take it, his adversary taking the one under it, as
-before, and turning up the next. In this manner it will be seen that
-the winner of each trick must always get a card which is known to his
-adversary, while the loser of the trick gets one which remains unknown.
-
-When the talon is exhausted, the thirteen cards in each hand should be
-known to both players if they have been observant, and the end game
-becomes a problem in double dummy.
-
-_=STAKES.=_ The game is usually played for so much a point, the player
-having won the majority of the tricks receiving the difference between
-the number of his tricks and those of his adversary. Each game is
-complete in one hand.
-
-In many respects the game resembles single-handed Hearts, except that
-in Hearts none of the cards drawn are shown.
-
-
-CHINESE WHIST.
-
-_=CARDS.=_ Chinese Whist is played with a full pack of fifty-two cards,
-which rank as at Whist, both for cutting and playing.
-
-_=MARKERS.=_ Ordinary whist markers are used for scoring the points.
-
-_=PLAYERS.=_ Two, three or four persons can play Chinese Whist. When
-three play, the spade deuce is thrown out of the pack. Partners and
-deal are cut for from an outspread pack, as at Whist.
-
-_=POSITION OF THE PLAYERS.=_ When four play, the partners sit opposite
-each other. When three play, the one cutting the lowest card chooses
-his seat, and dictates the positions of the two other players.
-
-_=DEALING.=_ When four play, the pack is shuffled and cut as at
-Whist. The dealer then gives six cards to each player, one at a time,
-beginning on his left. These six cards are then spread face down on the
-table in front of the players to whom they have been dealt, but without
-being looked at. Six more are then dealt to each, one at a time, and
-these are turned face up, and sorted into suits. They are then laid
-face up on the top of the six cards which are lying on the table face
-down, so as to cover them. The last four cards are then dealt, one to
-each player. These last are retained in the hand, and must not be shown
-or named; they are usually called the “_=down cards=_.”
-
-_=MAKING THE TRUMP.=_ After examining the cards exposed on the table,
-and the down card in his own hand, the dealer has the privilege of
-naming any suit he pleases for trumps. No consultation with partner is
-allowed.
-
-_=METHOD OF PLAYING.=_ The player to the left of the dealer begins by
-leading any one of his exposed cards, and the others must follow suit
-if they can; either with one of their exposed cards, or with their
-down cards. A player having none of the suit led may either discard
-or trump. The highest card played of the suit led wins the trick, and
-trumps win all other suits. The side winning the trick takes it in and
-arranges it just as at Whist. Before leading for the next trick all
-cards which have been uncovered are turned face up. If any person has
-played his down card he will have no card to turn up, none having been
-uncovered. The cards cannot under any circumstances be shifted from
-their original positions. If a player has five cards face up, covering
-five cards face down, he cannot shift one of the exposed cards to the
-empty sixth place, and uncover another card. All covering cards must be
-got rid of in the course of play.
-
-_=PENALTIES=_ for revokes, cards led out of turn, etc., are the same as
-at Whist.
-
-_=OBJECTS OF THE GAME.=_ As in Whist, the object is to win tricks, all
-above six counting one point toward game. Five, seven, or ten points
-may be made the game, at the option of the players, but ten is the
-usual number. Honours are not counted except by agreement.
-
-_=STAKES.=_ It is usual to play for so much a point or a game. If
-points are played, the loser’s score must be deducted from the
-winner’s, and the difference is the value of the game won.
-
-_=WHEN THREE PLAY=_, eight cards are dealt to each person, and arranged
-face down; then eight more, arranged face up, and then one to each for
-down cards. There are no partnerships; each plays for himself against
-the others.
-
-_=WHEN TWO PLAY=_, twelve cards are dealt to each player, and arranged
-face down; then twelve more, arranged face up, and then two down cards
-to each. It is usual to deal all the cards two at a time.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ Chinese Whist very closely resembles
-Dummy, and the chief element of success is the skilful use of tenace.
-Memory also plays an important part, it being especially necessary to
-remember what cards are still unplayed in each suit. While the down
-cards are held a player cannot be sure of taking a trick by leading a
-card higher than any his adversary has exposed, because one of the down
-cards may be better. If a player is short of trumps, but has as many
-and better than those of his adversary, it is often good play to lead
-and draw the weaker trumps before the adversary turns up higher ones to
-protect them. For instance: one player may have 10 8, and his adversary
-the 9 alone. If the 10 is led the 9 will probably be caught, unless one
-of the adverse down cards is better. If the 10 is not led the adversary
-may turn up an honour, and will then have major tenace over the 10 and
-8.
-
-The end game always offers some interesting problems for solution by
-the expert in tenace position, and in placing the lead.
-
-
-WHIST FAMILY LAWS.
-
-While the code of laws drawn up by the American Whist League, and
-finally approved and adopted at the Third Congress, [in Chicago, June
-20th to 24th, 1893,] refers exclusively to the parent game of Whist,
-its general provisions equally apply to all members of the whist
-family of games. The author believes it will save much repetition and
-confusion to interlineate the exceptions which are necessary in order
-to cover the special features of such important variations as Boston,
-Cayenne, and Solo Whist. Where no exceptions are made, the law applies
-equally to these games and to Whist. The unnumbered paragraphs show the
-inserted laws.
-
-It is a common practice for the framers of laws to insert rules which
-are simply descriptive of the manner of play. The author believes in
-adhering to the proper definition of a law, which is a rule carrying
-with it some penalty for its infraction, or defining the rights of
-individual players. Such a statement as that the Dummy player may not
-overlook his adversary’s hand is not a law, because there is no penalty
-if he does so.
-
-The author is not responsible for the peculiar grammar employed in both
-the American and English Laws.
-
-
-THE GAME.
-
-1. A game consists of seven points, each trick above six counting one.
-The value of the game is determined by deducting the losers’ score from
-seven.
-
- In _=Boston=_, the game is finished in twelve deals.
-
- In _=Cayenne=_, a game consists of ten points, each trick above
- six counting towards game according to the table of values.
- Honours and Slams also count towards game. Every hand must be
- played out, and all points made in excess of the ten required
- to win the game are counted on the next game; so that it is
- possible to win two or three games in one hand. In Nullo, every
- trick over the book is counted by the adversaries. Players
- cannot count out by honours alone; they must win the odd trick
- or stop at the score of nine. If one side goes out by cards,
- the other cannot score honours. The rubber is won by the side
- that first wins four games of ten points each. The value of the
- rubber is determined by adding 8 points to the winners’ score
- for tricks, honours, and slams, and then deducting the score of
- the losers.
-
- In _=Solo Whist=_, the game is complete in one deal, and the
- value of it is determined by the player’s success or failure
- in his undertaking, and must be settled for at the end of the
- hand, according to the table of payments.
-
-
-FORMING THE TABLE.
-
-2. Those first in the room have the preference. If, by reason of two or
-more arriving at the same time, more than four assemble, the preference
-among the last comers is determined by cutting, a lower cut giving
-the preference over all cutting higher. A complete table consists of
-six; the four having the preference play. Partners are determined by
-cutting; the highest two play against the lowest two; the lowest deals
-and has the choice of seats and cards.
-
- In _=Boston=_ and in _=Solo Whist=_, a table is complete with
- four players. In cutting for positions at the table, the lowest
- has the choice of seats and cards, and the two highest sit
- opposite each other.
-
-3. If two players cut intermediate cards of equal value, they cut
-again; the lower of the new cut plays with the original lowest.
-
-4. If three players cut cards of equal value, they cut again. If the
-fourth has cut the highest card, the two lowest of the new cut are
-partners, and the lowest deals. If the fourth has cut the lowest card,
-he deals, and the two highest of the new cut are partners.
-
-5. At the end of a game, if there are more than four belonging to
-the table, a sufficient number of the players retire to admit those
-awaiting their turn to play. In determining which players remain in,
-those who have played a less number of consecutive games have the
-preference over all who have played a greater number; between two or
-more who have played an equal number, the preference is determined by
-cutting, a lower cut giving the preference over all cutting higher.
-
- In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, at the end of
- a game a new table must be formed, those already in having no
- preference over fresh candidates.
-
-6. To entitle one to enter a table, he must declare his intention to do
-so before any one of the players has cut for the purpose of commencing
-a new game or of cutting out.
-
- In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, this rule does
- not apply.
-
-
-CUTTING.
-
-7. In cutting, the ace is the lowest card. All must cut from the same
-pack. If a player exposes more than one card, he must cut again.
-Drawing cards from the outspread pack may be resorted to in place of
-cutting.
-
-
-SHUFFLING.
-
-8. Before every deal, the cards must be shuffled. When two packs are
-used, the dealer’s partner must collect and shuffle the cards for the
-ensuing deal and place them at his right hand. In all cases the dealer
-may shuffle last.
-
- In _=Boston=_ and in _=Cayenne=_, two packs must be used; and
- in Boston there must be no shuffling of either pack after the
- first deal.
-
-9. A pack must not be shuffled during the play of a hand, nor so as to
-expose the face of any card.
-
-
-CUTTING TO THE DEALER.
-
-10. The dealer must present the pack to his right hand adversary to be
-cut; the adversary must take a portion from the top of the pack and
-place it toward the dealer; at least four cards must be left in each
-packet; the dealer must reunite the packets by placing the one not
-removed in cutting upon the other.
-
-11. If, in cutting or reuniting the separate packets, a card is
-exposed, the pack must be reshuffled by the dealer, and cut again; if
-there is any confusion of the cards, or doubt as to the place where the
-pack was separated, there must be a new cut.
-
- In _=Boston=_, the pack must be cut again; but not shuffled.
-
-12. If the dealer reshuffles the pack after it has been properly cut,
-he loses his deal.
-
- In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, the misdealer
- must deal again.
-
-
-DEALING.
-
-13. When the pack has been properly cut and reunited, the dealer
-must distribute the cards, one at a time, to each player in regular
-rotation, beginning at his left. The last, which is the trump card,
-must be turned up before the dealer. At the end of the hand, or when
-the deal is lost, the deal passes to the player next to the dealer on
-his left, and so on to each in turn.
-
- In _=Solo Whist=_, the cards are distributed three at a time
- until only four remain in the pack. These are dealt one at a
- time, and the last turned up for trump.
-
- In _=Boston=_ and in _=Cayenne=_, the cards are dealt four at
- a time for two rounds, and then five at a time. No trump is
- turned. After the cards have been dealt the player opposite
- the dealer presents the still pack to be cut by the player on
- the dealer’s left, and the top card of the portion left on the
- table is turned up.
-
- In _=Boston=_, _=Cayenne=_, or _=Solo Whist=_, the deal is
- never lost. The same dealer deals again with the same pack.
-
-14. There must be a new deal by the same dealer:--
-
- I. If any card except the last is faced in the pack.
-
- II. If, during the deal or during the play of the hand, the
- pack is proved incorrect or imperfect; but any prior score made
- with that pack shall stand.
-
-15. If, during the deal, a card is exposed, the side not in fault may
-demand a new deal, provided neither of that side has touched a card. If
-a new deal does not take place, the exposed card is not liable to be
-called.
-
-16. Any one dealing out of turn, or with his adversaries’ pack, may be
-stopped before the trump card is turned, after which the deal is valid,
-and the packs, if changed, so remain.
-
- In _=Boston=_ and _=Cayenne=_, the dealer must be stopped
- before the last card is dealt.
-
-
-MISDEALING.
-
-17. It is a misdeal:--
-
- I. If the dealer omits to have the pack cut, and his
- adversaries discover the error before the trump card is turned,
- and before looking at any of their cards.
-
- II. If he deals a card incorrectly, and fails to correct the
- error before dealing another.
-
- III. If he counts the cards on the table or in the remainder of
- the pack.
-
- IV. If, having a perfect pack, he does not deal to each player
- the proper number of cards, and the error is discovered before
- all have played to the first trick.
-
- V. If he looks at the trump card before the deal is completed.
-
- VI. If he places the trump card face downward upon his own or
- any other player’s cards.
-
-A misdeal loses the deal, unless, during the deal, either of the
-adversaries touches a card or in any other manner interrupts the dealer.
-
- In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, the misdealer
- deals again with the same cards. In Boston he forfeits a red
- counter to the pool for his error.
-
-
-THE TRUMP CARD.
-
-18. The dealer must leave the trump card face upward on the table
-until it is his turn to play to the first trick; if it is left on the
-table until after the second trick has been turned and quitted, it is
-liable to be called. After it has been lawfully taken up, it must not
-be named, and any player naming it is liable to have his highest or his
-lowest trump called by either adversary. A player may, however, ask
-what the trump suit is.
-
-This law does not apply to Boston, or Cayenne.
-
- In _=Boston=_ and in _=Cayenne=_, no trump is turned, but a
- card is cut from the still pack to determine the rank of the
- suits. See Law 13.
-
- In _=Cayenne=_, the trump suit must be named by the dealer or
- his partner after they have examined their cards. The dealer
- has the first say, and he may select any of the four suits, or
- he may announce “grand,” playing for the tricks without any
- trump suit. In Cayenne, he may announce “nullo,” playing to
- take as few tricks as possible, there being no trump suit. If
- the dealer makes his choice, his partner must abide by it; but
- if the dealer has not a hand to justify him in deciding, he may
- leave the choice to his partner, who must decide. A declaration
- once made cannot be changed.
-
-
-IRREGULARITIES IN THE HANDS.
-
-19. If, at any time after all have played to the first trick, the pack
-being perfect, a player is found to have either more or less than his
-correct number of cards and his adversaries have their right number,
-the latter, upon the discovery of such surplus or deficiency, may
-consult and shall have the choice:--
-
- I. To have a new deal; or
-
- II. To have the hand played out, in which case the surplus or
- missing card or cards are not taken into account.
-
-If either of the adversaries also has more or less than his correct
-number, there must be a new deal.
-
-If any player has a surplus card by reason of an omission to play to a
-trick, his adversaries can exercise the foregoing privilege only after
-he has played to the trick following the one in which such omission
-occurred.
-
- In _=Boston=_, if at any time it is discovered that a
- player opposed to the bidder has _=less=_ than his proper
- number of cards, whether through the fault of the dealer,
- or through having played more than one card to a trick, he
- and his partners must each pay the bidder for his bid and
- all over-tricks. If the bidder has _=less=_ than his proper
- number of cards, he is put in for one trick at least, and his
- adversaries may demand the hand to be played out to put him in
- for over-tricks. In Misère Partout, any player having _=less=_
- than his proper number of cards forfeits five red counters to
- each of the other players, and the hands are abandoned. If any
- player has _=more=_ than the proper number of cards, it is a
- misdeal, and the misdealer deals again, after forfeiting one
- red counter to the pool.
-
- In _=Solo Whist=_, the deal stands good. Should the player with
- the incorrect number of cards be the caller or his partner,
- the hand must be played out. Should the caller make good his
- proposition, he neither receives nor pays on that hand. If he
- fails, he must pay. Should the player with the defective hand
- be the adversary of the caller, he and his partners must pay
- the stakes on that hand, which may then be abandoned. Should
- two players have an incorrect number of cards, one of them
- being the caller, there must be a new deal.
-
-
-CARDS LIABLE TO BE CALLED.
-
-20. The following cards are liable to be called by either adversary:--
-
- I. Every card faced upon the table otherwise than in the
- regular course of play, but not including a card led out of
- turn.
-
- II. Every card thrown with the one led or played to the current
- trick. The player must indicate the one led or played.
-
- III. Every card so held by a player that his partner sees any
- portion of its face.
-
- IV. All the cards in a hand lowered or shown by a player so
- that his partner sees more than one card of it.
-
- V. Every card named by the player holding it.
-
- In _=Boston=_ and _=Solo Whist=_ there are no penalties for
- cards exposed by the single player, because he has no partner
- to take advantage of the information.
-
-21. All cards liable to be called must be placed and left face upwards
-on the table. A player must lead or play them when called, provided
-he can do so without revoking. The call may be repeated at each trick
-until the card is played. A player cannot be prevented from leading
-or playing a card liable to be called; if he can get rid of it in the
-course of play, no penalty remains.
-
- In _=Boston=_ and in _=Solo Whist=_, if the exposed card is a
- trump, the owner may be called upon by his adversary not to use
- it for ruffing. If the suit of the exposed card is led, whether
- trump or not, the adversary may demand that the card be played
- or not played; or that the highest or lowest of the suit be
- played. If the owner of the exposed card has no other of the
- suit, the penalty is paid.
-
- Penalties must be exacted by players in their proper turn, or
- the right to exact them is lost. For instance: In Solo Whist,
- A is the proposer, B the acceptor, and B has an exposed card
- in front of him. When Y plays he should say whether or not he
- wishes to call the exposed card. If he says nothing, B must
- await Z’s decision.
-
-22. If a player leads a card better than any his adversaries hold of
-the suit, and then leads one or more other cards without waiting for
-his partner to play, the latter may be called upon by either adversary
-to take the first trick, and the other cards thus improperly played are
-liable to be called; it makes no difference whether he plays them one
-after the other, or throws them all on the table together, after the
-first card is played, the others are liable to be called.
-
-23. A player having a card liable to be called must not play another
-until the adversaries have stated whether or not they wish to call the
-card liable to the penalty. If he plays another card without awaiting
-the decision of the adversaries, such other card also is liable to be
-called.
-
-
-LEADING OUT OF TURN.
-
-24. If any player leads out of turn, a suit may be called from him or
-his partner, the first time it is the turn of either of them to lead.
-The penalty can be enforced only by the adversary on the right of the
-player from whom a suit can be lawfully called.
-
-If a player, so called on to lead a suit, has none of it, or if all
-have played to the false lead, no penalty can be enforced. If all have
-not played to the trick, the cards erroneously played to such false
-lead are not liable to be called and must be taken back.
-
- In _=Boston=_, if the adversary of the bidder leads out of
- turn, and the bidder has not played to the trick, the latter
- may call a suit from the player whose proper turn it is to
- lead; or, if it is the bidder’s own lead, he may call a suit
- when next the adversaries obtain the lead; or he may claim the
- card played in error as an exposed card. If the bidder has
- played to the trick the error cannot be rectified. Should the
- bidder lead out of turn, and the player on his left follow the
- erroneous lead, the error cannot be corrected.
-
- In Misères, a lead out of turn by the bidder’s adversary
- immediately loses the game, but there is no penalty for leading
- out of turn in Misère Partout.
-
-
-PLAYING OUT OF TURN.
-
-25. If the third hand plays before the second, the fourth hand also may
-play before the second.
-
-26. If the third hand has not played, and the fourth hand plays before
-the second, the latter may be called upon by the third hand to play his
-highest or lowest card of the suit led or, if he has none, to trump or
-not to trump the trick.
-
- In _=Boston=_, and in _=Solo Whist=_, should an adversary of
- the single player play out of turn, the bidder may call upon
- the adversary who has not played to play his highest or lowest
- of the suit led, or to win or not to win the trick. If the
- adversary of a Misère player leads or plays out of turn, the
- bidder may immediately claim the stakes. In Solo Whist, the
- individual player in fault must pay for himself and for his
- partners.
-
-
-ABANDONED HANDS.
-
-27. If all four players throw their cards on the table, face upwards,
-no further play of that hand is permitted. The result of the hand, as
-then claimed or admitted, is established, provided that, if a revoke is
-discovered, the revoke penalty attaches.
-
- In _=Solo Whist=_, should the bidder abandon his hand, he
- and his partner, if any, must pay the stakes and settle
- for all over-tricks as if they had lost all the remaining
- tricks. If a player, not the bidder, abandons his hand, his
- partner or partners may demand the hand to be played out with
- the abandoned hand exposed, and liable to be called by the
- adversary. If they defeat the call they win nothing, but the
- player who abandoned his hand must pay the caller just as if he
- had been successful. If the partner or partners of the exposed
- hand lose, they must pay their share of the losses.
-
-
-REVOKING.
-
-28. A revoke is a renounce in error, not corrected in time. A player
-renounces in error, when, holding one or more cards of the suit led, he
-plays a card of a different suit.
-
-A renounce in error may be corrected by the player making it, before
-the trick in which it occurs has been turned and quitted, unless either
-he or his partner, whether in his right turn or otherwise, has led or
-played to the following trick.
-
-29. If a player corrects his mistake in time to save a revoke, the card
-improperly played by him is liable to be called; any player or players,
-who have played after him, may withdraw their cards and substitute
-others; the cards so withdrawn are not liable to be called.
-
- In _=Boston=_, if the bidder revokes and corrects himself in
- time, there is no penalty unless an adversary has played after
- him, in which case the bidder’s card may be claimed as exposed.
- The player who followed him may then amend his play. If a
- player opposed to the bidder discovers and corrects a revoke
- made by himself or any of his partners, the bidder may either
- claim the card played in error as exposed, or may call on the
- revoking player for his highest or lowest of the suit led.
-
-30. The penalty for revoking is the transfer of two tricks from the
-revoking side to their adversaries; it can be enforced for as many
-revokes as occur during the hand. The revoking side cannot win the game
-in that hand; if both sides revoke, neither can win the game in that
-hand.
-
- In _=Cayenne=_ and _=Solo Whist=_, as a penalty for a revoke,
- the adversaries of the revoking player may take from him three
- tricks; or may deduct the value of three tricks from his score;
- or may add the value of three tricks to their own score. The
- revoking players cannot score slams or game that hand. All
- slams must be made independently of the revoke penalty.
-
- In _=Boston=_, the penalty for a revoke on the part of the
- bidder is that he is put in for one trick, and must pay four
- red counters into the next pool. Should an adversary of the
- bidder revoke, he must pay four red counters into the next
- pool, and he and his partners must pay the bidder as if he had
- been successful. On the discovery of a revoke in Boston the
- hands are usually abandoned; but the cards should be shown to
- the table, in order that each player may be satisfied that no
- other revoke has been made. A player revoking in Misère Partout
- pays five red counters to each of his adversaries and the hands
- are then abandoned.
-
-31. The revoking player and his partner may require the hand in which
-the revoke has been made, to be played out, and score all points made
-by them up to the score of six.
-
- In _=Boston=_, the hands are abandoned after the revoke is
- claimed and proved.
-
- In _=Cayenne=_, the revoking players must stop at nine.
-
- In _=Solo Whist=_, the revoking players must pay all the red
- counters involved in the call, whether they win or lose,
- but they may play the hand out to save over-tricks. If the
- caller or his partner revokes they must jointly pay the losses
- involved; but if an adversary of the caller revokes, he must
- individually pay the entire loss unless he can show that the
- callers would have won in spite of the revoke. Should he be
- able to do this, his partners must stand their share of the
- losses, but the revoking player must individually pay for
- the three tricks taken as the revoke penalty. If the single
- player revokes, either on solo or abundance, he loses the
- red counters involved in any case, but may play the hand out
- to save over-tricks. If the single player in a misère or
- a slam revokes, the hand is abandoned and he must pay the
- stakes. If an adversary of a misère or a slam revokes, he must
- individually pay the whole stakes.
-
-32. At the end of a hand, the claimants of a revoke may search all
-the tricks. If the cards have been mixed, the claim may be urged and
-proved, if possible; but no proof is necessary and the revoke is
-established, if, after it has been claimed, the accused player or
-his partner mixes the cards before they have been examined to the
-satisfaction of the adversaries.
-
-33. The revoke can be claimed at any time before the cards have been
-presented and cut for the following deal, but not thereafter.
-
-
-MISCELLANEOUS.
-
-34. Any one, during the play of a trick and before the cards have been
-touched for the purpose of gathering them together, may demand that the
-players draw their cards.
-
-35. If any one, prior to his partner playing, calls attention in any
-manner to the trick or to the score, the adversary last to play to the
-trick may require the offender’s partner to play his highest or lowest
-of the suit led or, if he has none, to trump or not to trump the trick.
-
-36. If any player says “I can win the rest,” “The rest are ours,” “We
-have the game,” or words to that effect, his partner’s cards must be
-laid upon the table and are liable to be called.
-
-37. When a trick has been turned and quitted, it must not again be seen
-until after the hand has been played. A violation of this law subjects
-the offender’s side to the same penalty as in case of a lead out of
-turn.
-
- In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, it is still the
- custom to permit looking at the last trick, except in Misères.
- The penalty in a misère game is the same as for a lead out of
- turn.
-
-38. If a player is lawfully called upon to play the highest or lowest
-of a suit, or to trump or not to trump a trick, or to lead a suit, and
-unnecessarily fails to comply, he is liable to the same penalty as if
-he had revoked.
-
-39. In all cases where a penalty has been incurred, the offender must
-await the decision of the adversaries. If either of them, with or
-without his partner’s consent, demands a penalty to which they are
-entitled, such decision is final. If the wrong adversary demands a
-penalty, or a wrong penalty is demanded, none can be enforced.
-
- * * * * *
-
-The following rules belong to the established code of Whist Etiquette.
-They are formulated with a view to discourage and repress certain
-improprieties of conduct, therein pointed out, which are not reached by
-the laws. The courtesy which marks the intercourse of gentlemen will
-regulate other more obvious cases.
-
-1. No conversation should be indulged in during the play, except such
-as is allowed by the laws of the game.
-
-2. No player should in any manner whatsoever give any intimation as to
-the state of his hand or of the game, or of approval or disapproval of
-a play.
-
-3. No player should lead until the preceding trick is turned and
-quitted.
-
-4. No player should, after having led a winning card, draw a card from
-his hand for another lead until his partner has played to the current
-trick.
-
-5. No player should play a card in any manner so as to call particular
-attention to it, nor should he demand that the cards be placed in order
-to attract the attention of his partner.
-
-6. No player should purposely incur a penalty because he is willing
-to pay it, nor should he make a second revoke in order to conceal one
-previously made.
-
-7. No player should take advantage of information imparted by his
-partner through a breach of etiquette.
-
-8. No player should object to referring a disputed question of fact to
-a bystander who professes himself uninterested in the result of the
-game, and able to decide the question.
-
-9. Bystanders should not in any manner call attention to, or give any
-intimation concerning the play or the state of the game, during the
-play of a hand. They should not look over the hand of a player without
-his permission; nor should they walk round the table to look at the
-different hands.
-
- ERRONEOUS SCORES.
-
- Any error in the trick score may be corrected before the
- last card has been dealt in the following deal; or if the
- error occurs in the last hand of a game or rubber, it may be
- corrected before the score is agreed to. Errors in other scores
- may be corrected at any time before the final score of the game
- or rubber is agreed to.
-
- BIDDING.
-
- In _=Boston=_, or _=Solo Whist=_, any player making a bid must
- stand by it, and either play or pay. Should he make a bid in
- error and correct himself, he must stand by the first bid
- unless he is over-called, when he may either amend his bid or
- pass.
-
-
-ENGLISH WHIST LAWS.
-
-
-THE RUBBER.
-
-1. The rubber is the best of three games. If the first two games are
-won by the same players, the third game is not played.
-
-
-SCORING.
-
-2. A game consists of five points. Each trick, above six, counts one
-point.
-
-3. Honours, _i.e._, Ace, King, Queen, and Knave of trumps, are thus
-reckoned:
-
-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.
-
- III. Only two honours, they do not score.
-
-4. Those players who, at the commencement of a deal, are at the score
-of four, cannot score honours.
-
-5. The penalty for a revoke (_see_ Law 72) takes precedence of all
-other scores. Tricks score next. Honours last.
-
-6. Honours, unless claimed before the trump card of the following deal
-is turned up, cannot be scored.
-
-7. To score honours is not sufficient; they must be called at the end
-of the hand; if so called, they may be scored at any time during the
-game.
-
-8. 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 less than three.
-
- III. A single, or game of one point, when their adversaries
- have scored three or four.
-
-9. The winners of the rubber gain two points (commonly called the
-rubber points), in addition to the value of their games.
-
-10. 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.
-
-11. 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 concluded until the trump card of the following deal has been
-turned up.
-
-12. If an erroneous score, affecting the amount of the rubber, be
-proved, such mistake can be rectified at any time during the rubber.
-
-
-CUTTING.
-
-13. The Ace is the lowest card.
-
-14. In all cases, every one must cut from the same pack.
-
-15. Should a player expose more than one card, he must cut again.
-
-
-FORMATION OF TABLE.
-
-16. 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 cut again 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.
-
-17. 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 aftercomer to enter the
-table.
-
-
-CUTTING CARDS OF EQUAL VALUE.
-
-18. 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.
-
-19. 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.
-
-
-CUTTING OUT.
-
-20. 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 all have played the same number, they must cut to decide upon the
-outgoers; the highest are out.
-
-
-ENTRY AND RE-ENTRY.
-
-21. A candidate wishing to enter a table must declare such intention
-prior to any of the players having cut a card, either for the purpose
-of commencing a fresh rubber or of cutting out.
-
-22. 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.
-
-23. 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.
-
-24. A player cutting into one table, whilst belonging to another, loses
-his right of re-entry into that latter, and takes his chance of cutting
-in, as if he were a fresh candidate.
-
-25. 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.
-
-
-SHUFFLING
-
-26. The pack must neither be shuffled below the table nor so that the
-face of any card be seen.
-
-27. The pack must not be shuffled during the play of the hand.
-
-28. A pack, having been played with, must neither be shuffled by
-dealing it into packets, nor across the table.
-
-29. Each player has a right to shuffle, once only, except as provided
-by Rule 32, prior to a deal, after a false cut [_see_ Law 34], or when
-a new deal [_see_ Law 37] has occurred.
-
-30. The dealer’s partner must collect the cards for the ensuing deal,
-and has the first right to shuffle that pack.
-
-31. Each player after shuffling must place the cards properly
-collected, and face downwards, to the left of the player about to deal.
-
-32. 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 reshuffle.
-
-
-THE DEAL.
-
-33. Each player deals in his turn; the right of dealing goes to the
-left.
-
-34. 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.
-
-35. When a player, whose duty it is to cut, has once separated the
-pack, he cannot alter his intention; he can neither reshuffle nor recut
-the cards.
-
-36. When the pack is cut, should the dealer shuffle the cards, he loses
-his deal.
-
-
-A NEW DEAL.
-
-37. There must be a new deal--
-
- 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.
-
-38. If, whilst dealing, a card be exposed 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.
-
-39. 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.
-
-40. If, in dealing, one of the last 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.
-
-41. If a player, whilst dealing, look at the trump card, his
-adversaries have a right to see it, and may exact a new deal.
-
-42. If a player take into the hand dealt to him a card belonging to
-the other pack, the adversaries, on discovery of the error, may decide
-whether they will have a fresh deal or not.
-
-
-A MISDEAL.
-
-43. A misdeal loses the deal.
-
-44. It is a misdeal--
-
- 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 (_i.e._, the trump) card,
- face downwards, on his own, or any other pack.
-
- 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 cards, and either of the
- other three less than thirteen.
-
- V. Should the dealer, under an impression that he has made a
- mistake, either count 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.
-
- VII. Should the dealer omit to have the pack cut to him, and
- the adversaries discover the error, prior to the trump card
- being turned up, and before looking at their cards, but not
- after having done so.
-
-45. A misdeal does not lose the deal if, 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.
-
-46. 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.
-
-47. 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.
-
-48. Any one dealing out of turn, or with the 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.
-
-49. A player can neither shuffle, cut, nor deal for his partner,
-without the permission of his opponents.
-
-50. 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.
-
-51. 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.
-
-
-THE TRUMP CARD.
-
-52. 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 first
-trick be turned and quitted, it is liable to be called; his partner may
-at any time remind him of the liability.
-
-53. After the dealer has taken the trump card into his hand, it cannot
-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.
-
-54. 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, etc.,
-until the trump card be produced.
-
-55. 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
-versa_, until such card is played.
-
-
-CARDS LIABLE TO BE CALLED.
-
-56. All exposed cards are liable to be called, and must be left on the
-table; but a card is not an exposed card when dropped on the floor, or
-elsewhere below the table. The following are exposed cards:--
-
- I. Two or more cards played at once.
-
- II. Any card dropped with its face upward, or in any way
- exposed on or above the table, even though snatched up so
- quickly that no one can name it.
-
-57. If any one play to an imperfect trick the best card on the table,
-or lead one which is a winning card as against his adversaries, and
-then lead again, 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.
-
-58. If a player, or players, under the impression that the game is
-lost--or won--or for other reasons--throw his or their cards on the
-table face upward, such cards are exposed, and liable to be called,
-each player’s by the adversary; but should one player alone retain his
-hand, he cannot be forced to abandon it.
-
-59. If all four players throw their cards on the table face upward, 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, 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.
-
-60. A card detached from the rest of the hand so as to be named is
-liable to be called; but should the adversary name a wrong card, he is
-liable to have a suit called when he or his partner have the lead.
-
-61. If a player who has rendered himself liable to have the highest or
-lowest of a suit called, fail to play as desired, or if when called on
-to lead one suit he lead another, having in his hand one or more cards
-of that suit demanded, he incurs the penalty of a revoke.
-
-62. 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.
-
-63. If any player lead out of turn, and the three others 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, when either of them has next
-the lead, may be compelled to play any suit demanded by the adversaries.
-
-64. In no case can a player be compelled to play a card which would
-oblige him to revoke.
-
-65. The call of a card may be repeated until such card has been played.
-
-66. If a player called on to lead a suit have none of it, the penalty
-is paid.
-
-
-CARDS PLAYED IN ERROR, OR NOT PLAYED TO A TRICK.
-
-67. If the third hand play before the second, the fourth hand may play
-before his partner.
-
-68. Should the third hand not have played, and the fourth play before
-his partner, the latter may be called on to win, or not to win the
-trick.
-
-69. If any one 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, 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.
-
-70. 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. If, during the
-play of the hand, the error be detected, the tricks may be counted face
-downward, 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.
-
-
-THE REVOKE.
-
-71. Is when a player, holding one or more cards of the suit led, plays
-a card of a different suit.
-
-72. 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 or
- deduct three points from his score, or add three 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 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.
-
-73. 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 downward 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.
-
-74. 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.
-
-75. At the end of the hand, the claimants of a revoke may search all
-the tricks.
-
-76. If a player discover his mistake 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.
-
-77. 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.
-
-78. A revoke cannot be claimed after the cards have been cut for the
-following deal.
-
-79. The revoking player and his partner may, under all circumstances,
-require the hand in which the revoke has been detected to be played out.
-
-80. 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.
-
-81. Should the players on both sides subject themselves to the penalty
-of one or more revokes, neither can win the game; each is punished at
-the discretion of his adversary.
-
-82. 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. (_See_ Law 61.)
-
-
-CALLING FOR NEW CARDS.
-
-83. 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.
-
-84. Where a player and his partner have an option of exacting from
-their adversaries one of two penalties, they should agree who is to
-make the election, but 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; 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.]
-
-85. 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.
-
-86. 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 toward him--the
-adversaries may require that opponent’s partner to play the highest or
-lowest of the suit then led, or to win or lose the trick.
-
-87. In all cases where a penalty has been incurred, the offender is
-bound to give reasonable time for the decision of his adversaries.
-
-88. 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.
-
-89. A bystander, by agreement among the players, may decide any
-question.
-
-90. A card or cards torn or marked must be either replaced by
-agreement, or new cards called at the expense of the table.
-
-91. Any player may demand to see the last trick turned, and no more.
-Under no circumstances can more than eight cards be seen during the
-play of the hand, _viz._: the four cards on the table which have not
-been turned and quitted, and the last trick turned.
-
-
-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, and the only remedy is to cease
-to play with players who habitually disregard them:
-
-Two packs of cards are invariably used at Clubs; if possible, this
-should be adhered to.
-
-Any one, having the lead and several winning cards to play, should not
-draw a second card out of his hand until his partner has played to the
-first 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 who demands to see the
-last trick, 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 versa_--etc., etc.
-
-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 until concluded
-and scored, 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:
-
-I. Dummy deals at the commencement of each rubber.
-
-II. 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.
-
-III. 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 may declare that he has the game,
-or trick, etc., without incurring any penalty; if, however, he lead
-from Dummy’s hand when he should lead from his own, or _vice versa_, 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 Dummy Whist, except
-in the following special Law: There is no misdeal, as the deal is a
-disadvantage.
-
-
-
-
-THE POKER FAMILY.
-
-
-Properly speaking, Poker is not the founder, but simply the most famous
-representative of a very ancient and always very popular family of
-games, all of which can be traced to one source, the old French game of
-Gilet, which was undoubtedly of Italian origin, perhaps a variety of
-Primero. Gilet we find changed to Brelan in the time of Charles IX.,
-and although Brelan is no longer played, the word is still used in all
-French games to signify triplets, and “brelan-carré” is the common
-French term for four of a kind in _le poker Américain_. From Brelan we
-trace the French games of Bouillotte, and Ambigu, and the English game
-of Brag; but the game of poker, as first played in the United States,
-five cards to each player from a twenty-card pack, is undoubtedly the
-Persian game of _as nas_.
-
-The peculiar and distinguishing characteristic of Poker we find
-well described by Seymour, in his chapter on “Brag,” in the “Court
-Gamester,” 1719: “The endeavour to impose on the judgment of the rest
-who play, and particularly on the person who chiefly offers to oppose
-you, by boasting or bragging of the cards in your hand. Those who by
-fashioning their looks and gestures, can give a proper air to their
-actions, as will so deceive an unskilful antagonist, that sometimes a
-pair of fives, trays or deuces, in such a hand, with the advantage of
-his composed countenance, and subtle manner of over-awing the other,
-shall out-brag a much greater hand, and win the stakes, with great
-applause and laughter on his side from the whole company.”
-
-Quite a number of card games retain the feature of pairs, triplets,
-sequences, and flushes, but omit the element of brag or bluff, and
-can therefore hardly be considered full-blooded members of the poker
-family. Whiskey Poker, for instance, has really little or nothing in
-common with the true spirit of poker, and is simply the very ancient
-game of Commerce, played with five cards instead of three. The
-descriptions of this game in the earliest Hoyles betray its French
-origin; particularly in the use of the piquet pack; the French custom
-of cutting to the left and dealing to the right; and the use of the
-words “brelan,” and “tricon.” In later descriptions of the “new
-form” of Commerce, about 1835, we find 52 cards are used, and dealt
-from left to right, and the names of the combinations are changed to
-“pairs-royal,” “sequences,” and “flushes.”
-
-There appears to be little or nothing modern in the game of Poker
-but the increased number of cards dealt to each player, which makes
-it possible for one to hold double combinations, such as two pairs,
-triplets with a pair, etc. The old games were all played with three
-cards only, and the “brelan-carré,” or four of a kind, could be made
-only by combining the three cards held by the player with the card
-which was sometimes turned up on the talon, or remainder of the pack.
-The blind, the straddle, the raise, the bluff, table stakes, and
-freeze-out, are all to be found in Bouillotte, which flourished in the
-time of the French Revolution, and the “draw” from the remainder of the
-pack existed in the old French game of Ambigu.
-
-The first mention we have of poker in print is in Green’s Reformed
-Gambler, which contains a description of a game of poker played on
-a river steamer in June, 1834. The author undertook a series of
-investigations with a view to discovering the origin of poker, the
-results of which were published in the N.Y. Sun, May 22, 1904. It would
-seem that poker came from Persia to this country by way of New Orleans.
-The French settlers in Louisiana, recognizing the similarity between
-the combinations held in the newcomer from the East, _as nas_, and
-those with which they were already familiar in their own game of poque,
-called the Persian game poque, instead of _as nas_, and our present
-word, “poker,” seems to be nothing but a mispronunciation of the French
-term, dividing it into two syllables, as if it were “po-que.”
-
-There is no authoritative code of laws for the game of Poker, simply
-because the best clubs do not admit the game to their card rooms,
-and consequently decry the necessity for adopting any laws for its
-government. In the absence of any official code, the daily press is
-called upon for hundreds of decisions every week. The author has
-gathered and compared a great number of these newspaper rulings, and
-has drawn from them and other sources to form a brief code of poker
-laws, which will be found amply sufficient to cover all irregularities
-for which any penalty can be enforced, or which interfere with the
-rights of any individual player.
-
-
-DRAW POKER.
-
-_=CARDS.=_ Poker is played with a full pack of fifty-two cards,
-ranking: A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest or
-lowest in play, according to the wish of the holder, but ranking below
-the deuce in cutting. In some localities a special pack of sixty cards
-is used, the eight extra cards being elevens and twelves in each suit,
-which rank above the ten, and below the Jack. It is very unusual to
-play Poker with two packs.
-
-[Illustration: 11♣ 12♣]
-
-_=COUNTERS, or CHIPS.=_ Although not absolutely necessary, counters are
-much more convenient than money. The most common are red, white, and
-blue circular chips, which should “stack up” accurately, so that equal
-numbers may be measured without counting them. The red are usually
-worth five whites, and the blue worth five reds, or twenty-five whites.
-At the beginning of the game one player should act as banker, and be
-responsible for all counters at the table. It is usual for each player
-to purchase, at the beginning of the game, the equivalent of 100 white
-counters in white, red, and blue.
-
-_=PLAYERS.=_ Poker may be played by any number of persons from two
-to seven. When there are more than seven candidates for play, two
-tables should be formed, unless the majority vote against it. In some
-localities it is the custom for the dealer to take no cards when there
-are eight players, which is thought to make a better game than two
-tables of only four players each. When the sixty-card pack is used,
-eight players may take cards.
-
-_=CUTTING.=_ The players who shall form the table, and their positions
-at the beginning of the game, must be decided by throwing round a card
-to each candidate, face up, or by drawing cards from an outspread pack.
-If there are more than eight candidates, the four cutting the highest
-cards should play together at one table, and the others at another
-table. If there are an even number of candidates, the tables divide
-evenly, but if the number is odd, the smaller table is formed by those
-cutting the highest cards.
-
-The table formed, the pack must be shuffled and spread, and positions
-drawn for. The player cutting the lowest card has the choice of seats,
-and must deal the first hand. The player cutting the next lowest has
-the next choice, and so on, until all are seated.
-
-_=TIES.=_ If the first cut does not decide, those tying must cut again.
-Should two or more players cut cards of equal value, the new cut will
-decide nothing but the tie; for even should one of those cutting to
-decide a tie draw a card lower than one previously cut by another
-player, the original low cannot be deprived of his right. For instance:
-there are six players.
-
-[Illustration:
-
- First cut is:-- 🂥 🃘 🃋 🂷 🃞 🃈
- Second cut is:-- 🂴 🃒
-]
-
-The 5 and 7 have the first and second choice of seats; the 2 and 4 the
-third and fourth choice.
-
-_=PLAYERS’ POSITIONS.=_ There are only three distinctive positions at
-the poker table: the _=dealer=_; the _=pone=_; and the _=age=_. The
-pone is the player on the dealer’s right, and the age is the one on his
-left.
-
-_=STAKES.=_ Before play begins, or a card is dealt, the value of the
-counters must be decided, and a _=limit=_ must be agreed upon. There
-are four limitations in Draw Poker, and they govern or fix the maximum
-of the four principal stakes: the blind; the straddle; the ante; and
-the bet or raise.
-
-The _=blind=_ is the amount put up by the age before he sees anything,
-and should be limited to one white counter, as the blind is the
-smallest stake in the game. In some places it is permissible for the
-age to make the blind any amount he pleases within half the betting
-limit; but such a practice is a direct violation of the principles of
-the game, which require that the amount of the blind shall bear a fixed
-proportion to the limit of the betting.
-
-The _=straddle=_ is a double blind, sometimes put up by the player to
-the left of the age, and like the blind, without seeing anything. This
-allows the player on the left of the straddler to double again, or put
-up four times the amount of the original blind. This straddling process
-is usually limited to one-fourth of the betting limit; that is, if the
-betting limit is fifty counters, the doubling of the blind must cease
-when a player puts up sixteen, for another double would carry it to
-thirty-two, which would be more than half the limit for a bet or raise.
-
-The _=ante=_ is the amount put up by each player after he has seen his
-cards, but before he draws to improve his hand. The terms “ante” and
-“blind” are often confused. The blind is a compulsory stake, and must
-be put up before the player has seen anything. He does not even know
-whether or not he will be dealt a foul hand, or whether it will be a
-misdeal. He has not even seen the cards cut. The ante, on the other
-hand, is a voluntary bet, and is a sort of entrance fee, which is paid
-before the hand is complete, but after the first part of it has been
-seen. The ante is always twice the amount of the blind, whatever that
-may be. If the blind has been increased by the process of straddling,
-the ante must be twice the amount of the last straddle, but must not
-exceed the betting limit. This is why the straddles are limited.
-
-The largest _=bet=_, or _=raise=_, which a player is allowed to make is
-generally known as _=the limit=_. This limit is not the greatest amount
-that may be bet on one hand, but is the maximum amount by which one
-player may increase his bet over that of another player. For instance:
-If no one has bet, A may bet the limit on his hand; B may then put up a
-similar amount, which is called _=seeing=_ him, and may then _=raise=_
-him any further sum within the limit fixed for betting. If B raises the
-limit, it is obvious that he has placed in the pool twice the amount
-of the betting limit; but his _=raise=_ over A’s bet is within the
-betting limit. If another player should raise B again, he would be
-putting up three times the limit; A’s bet, B’s raise, and his own raise.
-
-In the absence of any definite arrangement, it is usual to make the
-betting limit fifty times the amount of the blind. That is, if the
-value of the blind, or one white counter, is five cents, the limit of a
-bet or raise will be two dollars and a half, or two blue counters. This
-fixes the ante at two white counters, or ten cents, in the absence of
-straddles, and limits the straddling to the fourth player from the age,
-or sixteen white counters. This proportion makes a very fair game, and
-gives a player some opportunity to vary his betting according to his
-estimate of the value of his hand. Where the blind is five cents, the
-ante ten, and the limit twenty-five, the game ceases to be Poker, and
-becomes a species of _=show-down=_. It is universally admitted by good
-judges that a player can lose more money at twenty-five cent show-down
-than he will at two-and-a-half Poker.
-
-There are several other variations in the manner of arranging the
-stakes and the betting limits, but they will be better understood after
-the game itself has been described.
-
-_=DEALING.=_ The age having put up the amount of the blind, and the
-cards having been shuffled by any player who chooses to avail himself
-of the privilege, the dealer last, they are presented to the pone to be
-cut. The pone may either cut them, or signify that he does not wish to
-do so by tapping the pack with his knuckles. Should the pone decline
-to cut, no other player can insist on his so doing, nor do it for him.
-Beginning on his left, the dealer distributes the cards face down one
-at a time in rotation until each player has received five cards. The
-deal passes to the left, and each player deals in turn.
-
-_=IRREGULARITIES IN THE DEAL.=_ The following rules regarding the deal
-should be strictly observed:--
-
-If any card is found faced in the pack the dealer must deal again.
-Should the dealer, or the wind, turn over any card, the player to whom
-it is dealt must take it; but the same player cannot be compelled to
-take two exposed cards. Should such a combination occur, there must
-be a fresh deal by the same dealer. If the player exposes his cards
-himself, he has no remedy.
-
-Should any player receive more or less than his correct number of
-cards, and discover the error before he looks at any card in his hand,
-or lifts it from the table, he may demand a fresh deal if no bet has
-been made; or he may ask the dealer to give him another from the pack
-if he has too few; or to draw a card if he has too many. Cards so drawn
-must not be exposed, but should be placed on the bottom of the pack.
-
-If the number of the hands dealt does not agree with the number of
-players, there must be a new deal.
-
-If two or more cards are dealt at a time, the dealer may take back the
-card or cards improperly dealt if he discovers the error before dealing
-to the next player; otherwise there must be a new deal.
-
-A misdeal does not lose the deal. The misdealer must deal again.
-
-Should a player take up his hand, or look at any card in it, he is
-not entitled to any remedy. If he has more or less than the proper
-number of cards, his hand is foul, and must be abandoned, the player
-forfeiting any interest he may have in that deal, and any stake he may
-have put up on that hand. In all gambling houses, the invariable rule
-is to call a short hand foul; although there should be no objection to
-playing against a man with only four cards, which cannot be increased
-to five, even by the draw.
-
-_=STRADDLING.=_ During the deal, or at any time before he looks at any
-card in his hand, the player to the left of the age may _=straddle
-the blind=_ by putting up double the amount put up by the age. The
-only privilege this secures to the straddler is that of having the
-last _=say=_ as to whether or nor he will make good his ante and draw
-cards. Should he refuse to straddle, no other player can do so; but
-if he straddles, the player on his left can straddle him again by
-doubling the amount he puts up, which will be four times the amount
-of the blind. This will open the privilege to the next player on the
-left again, and so on until the limit of straddling is reached; but
-if one player refuses to straddle, no other following him can do so.
-Good players seldom or never straddle, as the only effect of it is to
-increase the amount of the ante.
-
-_=METHOD OF PLAYING.=_ The cards dealt, the players take up and examine
-their hands. The careful poker player always “spreads” his cards before
-taking them up, to be sure that he has neither more nor less than five,
-and he lifts them in such a way that the palm and fingers of his right
-hand conceal the face of the first card, while the thumb of the left
-hand separates the others just sufficiently to allow him to read the
-index or “squeezer” marks on the edges.
-
-[Illustration: Spreading. Squeezing.]
-
-The object of this examination is to ascertain the value of the hand
-dealt to him, and to see whether or not it is worth while trying to
-improve it by discarding certain cards and drawing others in their
-place. The player should not only be thoroughly familiar with the
-relative value of the various combinations which may be held at Poker,
-but should have some idea of the chances for and against better
-combinations being held by other players, and should also know the odds
-against improving any given combination by drawing to it.
-
-The value of this technical knowledge will be obvious when it is
-remembered that a player may have a hand dealt to him which he knows
-is comparatively worthless as it is, and the chances for improving
-which are only one in twelve, but which he must bet on at odds of one
-in three, or abandon it. Such a proceeding would evidently be a losing
-game, for if the experiment were tried twelve times the player would
-win once only, and would lose eleven times. This would be paying eleven
-dollars to win three; yet poker players are continually doing this.
-
-_=RANK OF THE HANDS.=_ The various combinations at Poker outrank one
-another in the following order, beginning with the lowest. Cards with
-a star over them add nothing to the value of the hand, and may be
-discarded. The figures on the right are the odds against such a hand
-being dealt to any individual player.
-
- Five cards of various
- suits; not in sequence,
- and without a pair. [Illustration: 🂡* 🃘* 🂶* 🂴* 🂢*] Even
-
- _=One Pair.=_ Two cards
- of one kind and three useless
- cards. [Illustration: 🂨 🃘 🃞* 🂭* 🂴*] 34 to 25
-
-
- _=Two Pairs.=_ Two of
- one kind; two of another
- kind; and one useless card. [Illustration: 🂫 🃋 🂣 🃓 🂹*] 20 to 1
-
- _=Threes.=_ Three of one
- kind, and two useless cards. [Illustration: 🃉 🂹 🃙 🂭* 🂢*] 46 to 1
-
- _=Straight.=_ All five
- cards in sequence, but
- of various suits. [Illustration: 🃉 🂸 🃗 🃆 🂥] 254 to 1
-
- _=Flush.=_ All five
- cards of one suit, but
- not in sequence. [Illustration: 🂡 🂮 🂨 🂥 🂣] 508 to 1
-
- _=Full Hand.=_ Three
- of one kind, and two
- of another kind; no
- useless cards. [Illustration: 🃅 🂥 🃕 🂽 🂭] 693 to 1
-
- _=Fours.=_ Four cards
- of one kind, and one
- useless card. [Illustration: 🃆 🂦 🃖 🂶 🂾*] 4164 to 1
-
- _=Straight flush.=_
- Five cards of the same
- suit, in sequence with
- one another. [Illustration: 🃈 🃇 🃆 🃅 🃄] 72192 to 1
-
- _=Royal Flush.=_ A
- straight flush which is
- ace high. [Illustration: 🃑 🃞 🃝 🃛 🃚] 649739 to 1
-
-When hands are of the same rank, their relative value is determined
-by the denomination of the cards they contain. For instance: A hand
-without a pair, sequence, or flush is called by its highest card; “ace
-high,” or “Jack high,” as the case may be. As between two such hands,
-the one containing the highest card would be the better, but either
-would be outclassed by a hand with a pair in it, however small. A hand
-with a pair of nines in it would outrank one with a pair of sevens,
-even though the cards accompanying the nines were only a deuce, three
-and four, while those with the sevens were an ace, King and Queen. But
-should the pairs be alike in both hands; such as tens, the highest
-card outside the pair would decide the rank of the hands, and if those
-were also alike, the next card, or perhaps the fifth would have to
-be considered. Should the three odd cards in each hand be identical,
-the hands would be a tie, and would divide any pool to which each had
-a claim. Two flushes would decide their rank in the same manner. If
-both were ace and Jack high, the third card in one being a nine, and
-in the other an eight, the nine would win. In full hands the rank of
-the triplets decides the value of the hand. Three Queens and a pair of
-deuces will beat three Jacks and a pair of aces. In straights, the
-highest card of the sequence wins; not necessarily the highest card in
-the hand, for a player may have a sequence of A 2 3 4 5, which is only
-five high, and would be beaten by a sequence of 2 3 4 5 6. The ace must
-either begin or end a sequence, for a player is not allowed to call
-such a combination as Q K A 2 3 a straight.
-
-It was evidently the intention of those who invented Poker that the
-hands most difficult to obtain should be the best, and should outrank
-hands that occurred more frequently. A glance at the table of odds will
-show that this principle has been carried out as far as the various
-denominations of hands go; but when we come to the members of the
-groups the principle is violated. In hands not containing a pair, for
-instance, ace high will beat Jack high, but it is much more common to
-hold ace high than Jack high. The exact proportion is 503 to 127. A
-hand of five cards only seven high but not containing a pair, is rarer
-than a flush; the proportion being 408 to 510. When we come to two
-pairs, we find the same inversion of probability and value. A player
-will hold “aces up,” that is, a pair of aces and another pair inferior
-to aces, twelve times as often as he will hold “threes up.” In the
-opinion of the author, in all hands that do not contain a pair, “seven
-high” should be the best instead of the lowest, and ace high should be
-the lowest. In hands containing two pairs, “threes up” should be the
-highest, and “aces up” the lowest.
-
-_=ECCENTRIC HANDS.=_ In addition to the regular poker hands, which are
-those already given, there are a few combinations which are played in
-some parts of the country, especially in the South, either as matter of
-local custom or by agreement. When any of these are played, it would be
-well for the person who is not accustomed to them to have a distinct
-understanding in advance, just what combinations shall be allowed and
-what hands they will beat. There are four of these eccentric hands, and
-the figures on the right are the odds against their being dealt to any
-individual player:
-
- _=Blaze.=_ Five picture
- cards. Beat two pairs;
- but lose to three of a
- kind. [Illustration: 🂻 🃝 🃍 🃎 🂮] 3008 to 1
-
- _=Tiger.=_ Must be seven
- high and deuce low; without
- a pair, sequence or
- flush. It beats a straight;
- but loses to a flush. [Illustration: 🃇 🂦 🂥 🂳 🃒] 636 to 1
-
- _=Skip, or Dutch
- Straight.=_ Any sequence
- of alternate cards,
- of various suits. Beats
- two pairs and a blaze. [Illustration: 🂭 🂺 🃘 🃆 🃔] 423 to 1
-
- _=Round-the-Corner.=_
- Any straight in which the
- ace connects the top and
- bottom. Beats threes;
- but any regular straight
- will beat it. [Illustration: 🂾 🂱 🃂 🃃 🃔] 848 to 1
-
-The rank of these extra hands has evidently been assigned by
-guess-work. The absurdity of their appraised value will be evident if
-we look at the first of them, the blaze, which is usually played to
-beat two pairs. As it is impossible to have a blaze which does not
-contain two pairs of court cards, all that they beat is aces up or
-kings up. If it were ranked, like other poker hands, by the difficulty
-of getting it, a blaze should beat a full hand.
-
-All these hands are improperly placed in the scale of poker values, as
-will be seen by comparing the odds against them. In any games to which
-these eccentric hands are admitted, the rank of all the combinations
-would be as follows, if poker principles were followed throughout:--
-
- DENOMINATION. ODDS AGAINST.
-
- One pair 1¼ to 1
- Two pairs 20 to 1
- Three of a kind 46 to 1
- Sequence or straight 254 to 1
- Skip or Dutch straight 423 to 1
- Flush 508 to 1
- Tiger [Big or Little Dog] 636 to 1
- Full hand 693 to 1
- Round-the-corner straight 848 to 1
- Blaze 3008 to 1
- Four of a kind 4164 to 1
- Straight flush 72192 to 1
- Royal Flush [Ace high] 649739 to 1
-
-When the true rank of these eccentric hands is not allowed, local
-custom must decide what they will beat.
-
-_=JOKER POKER=_, or _=MISTIGRIS=_. It is not uncommon to leave the
-joker, or blank card, in the pack. The player to whom this card is
-dealt may call it anything he pleases. If he has a pair of aces, and
-the joker, he may call them three aces. If he has four clubs, and the
-joker, he may call it a flush; or he may make the joker fill out a
-straight. If he has four of a kind, and the joker, he can beat a royal
-flush by calling his hand five of a kind. In case of ties, the hand
-with the mistigris wins; that is to say, an ace and the joker will beat
-two aces.
-
-A player holding the joker may even call it a duplicate of a card
-already in his hand. For instance; he might hold the A J 8 5 of hearts
-and the joker against the A K Q 7 3 of clubs. If he calls the joker the
-king of hearts, the club flush still beats him as it is queen next. He
-must call it the ace, which makes his flush ace-ace high.
-
-_=PROBABILITIES.=_ In estimating the value of his hand as compared to
-that of any other player, before the draw, the theory of probabilities
-is of little or no use, and the calculations will vary with the number
-of players engaged. For instance: If five are playing, some one should
-have two pairs every fourth deal, because in four deals twenty hands
-will be given out. If seven are playing, it is probable that five of
-them will hold a pair of some kind before the draw. Unfortunately,
-these calculations are not of the slightest practical use to a poker
-player, because although three of a kind may not be dealt to a player
-more than once in forty-five times on the average, it is quite a common
-occurrence for two players to have threes dealt to each of them at the
-same time. The considerations which must guide the player in judging
-the comparative value of his hand, both before and after the draw, must
-be left until we come to the suggestions for good play.
-
-_=THE ANTE.=_ The player to the left of the age is the one who must
-make the first announcement of his opinion of his hand, unless he has
-straddled, in which case the player on the left of the last straddler
-has the first “_=say=_.” If he considers his hand good enough to draw
-to, let us say a pair of Kings, he must place in the pool, or toward
-the centre of the table, double the amount of the blind, or of the
-last straddle, if any. This is called the ante, because it is made
-before playing the hand, whereas the blind is made before seeing it.
-The player is not restricted to double the amount of the blind or
-straddle; he may bet as much more as he pleases within the limit fixed
-at the beginning of the game. For instance: If there has been only one
-straddle he must put up four white counters or pass out of the game for
-that deal. But if he puts up the four, he may put up as many more as
-he pleases within the limit, which is two blues, or fifty whites. This
-is called _=raising the ante=_. If he does not care to pay twice the
-amount of the blind or straddle for the privilege of drawing cards to
-improve his hand, he must throw his cards face downward on the table in
-front of the player whose turn it will be to deal next. Reasonable time
-must be allowed for a player to make his decision; but having made it,
-he must abide by it; a hand once thrown down cannot be taken up again,
-and counters once placed in the pool, and the hand removed from them,
-cannot be taken out again, even though placed in the pool by mistake.
-
-The player who has the first say having made his decision, the player
-next him on the left must then decide. He must put into the pool an
-amount equal to that deposited by the first player, or abandon his
-hand. Suppose there has been no straddle, and that all conclude to
-_=stay=_, as it is called. They each in turn put up two white counters
-until it comes to the age. The one white counter he has already put up
-as a blind belongs to the pool, but by adding one to it he can make his
-ante good, and draw cards, always provided no player has raised the
-ante. If any player has put more counters into the pool than the amount
-of the ante, all the other players must put up a like amount, or throw
-down their hands. Suppose five play, and A has the age. B antes two
-counters, and C puts up seven, the ante and a raise of five. If D and E
-come in, they must put up seven counters also; and the age, A, must put
-up six to make his ante good. It now comes to B, who must either lose
-the two he has already put up, or add five more to them. Let us suppose
-that D puts up the seven, and that E, the dealer, puts up twelve. This
-will force the age to put up eleven; B to put up ten; and C to put up
-five more. This will make each player’s ante an equal amount, twelve
-counters, and they will then be ready to draw cards. No one can now
-raise the ante any further, because it is no one’s turn to “say.”
-
-It will thus be seen that every player in his turn can do one of three
-things, which are sometimes called the _=a b c=_ of Poker: He can
-_=Abdicate=_; by throwing down his hand, and abandoning whatever money
-he has already placed in the pool. He can _=Better=_; by putting up
-more money than any player before him, which is sometimes called “going
-better.” Or, he can _=Call=_, by making his amount in the pool equal to
-the highest bet already made.
-
-Should any player increase the ante to such an extent that none of the
-others care to call him, they must of course throw down their hands,
-and as there is no one to play against him, the one who made the last
-increase in the ante takes down all the counters in the pool. This is
-called _=taking the pot=_, and the cards are gathered, shuffled, and
-dealt again, the deal passing to the player who was the age.
-
-_=DRAWING CARDS.=_ All those who have made the ante good have the
-privilege of discarding, face downward, as many cards as they please,
-in the place of which they may draw others. The age has the first draw,
-and can take any number of cards from one to five, or he may _=stand
-pat=_, refusing to draw any. A player cannot receive from the dealer
-more or less cards than he discards; so that if a person is allowed to
-play with a short hand, of four cards only, he will still have only
-four cards after the draw. If his hand was foul, it will remain so
-after the draw. In drawing, a player may keep or discard what cards he
-pleases. There is no rule to prevent his throwing away a pair of aces
-and keeping three clubs if he is so inclined; but the general practice
-is for the player to retain whatever pairs or triplets he may have,
-and to draw to them. Four cards of a straight or a flush may be drawn
-to in the same way, and some make a practice of drawing to one or two
-high cards, such as an ace and a king, when they have no other chance.
-Some hands offer opportunities to vary the draw. For instance: A player
-has dealt to him a small pair; but finds he has also four cards of a
-straight. He can discard three cards and draw to the pair; or one card,
-and draw to the straight; or two cards, keeping his ace in the hope
-of making two good pairs, aces up. The details of the best methods
-of drawing to various combinations will be discussed when we come to
-suggestions for good play.
-
-[Illustration:
-
- 🂱 🂴 🃒 🂣 🃄
-]
-
-In drawing cards, each player in turn who has made good his ante,
-beginning with the age, must ask the dealer for the number of cards he
-wants. The demand must be made so that every player can hear, because
-after the cards have been delivered by the dealer no one has the right
-to be informed how many cards any player drew. When the dealer comes to
-his own hand, he must distinctly announce the number of cards he takes.
-He must also inform any player asking him how many cards he took,
-provided the question is put before the player asking it has made a
-bet, and it is put by a player who has made good his ante to draw cards.
-
-In dealing the cards for the draw, the pack is not cut again, the cards
-being dealt from the top, beginning where the deal before the draw left
-off. As each player asks for his cards he must discard those he wants
-replaced, and he must receive the entire number he asks for before the
-next player is helped. In some places it is the custom for all those
-who have made good the ante to discard before any cards are given out.
-This is not good poker, as it prevents the dealer from seeing that the
-number discarded is equal to the number asked for. Should any card
-be found faced in the pack, it must be placed on the table among the
-discards. Should any card be exposed by the dealer in giving out the
-cards, or be blown over by the wind before the player has touched it,
-such card must not be taken by the player under any circumstances, but
-must be placed with the discards on the table. A player whose card is
-exposed in this manner does not receive a card to take its place until
-all the other players have been helped. [The object of this rule is to
-prevent a dealer from altering the run of the cards in the draw.]
-
-Should a player ask for an incorrect number of cards and they be given
-him, he must take them if the next player has been helped. If too many,
-he must discard before seeing them. If too few, he must play them. If
-he has taken them up and has too many, his hand is foul, and shuts him
-out of that pool. If the dealer gives himself more cards than he needs
-he is compelled to take them. For instance: He draws three cards to a
-pair; but on taking up his hand he finds he had triplets, and really
-wanted only two cards. He cannot change his draw, and must take the
-three cards he has dealt off. There is a penalty for not following
-the strict rule of the game, which is for each player, including the
-dealer, to discard before he draws.
-
-Should the dealer give any player more cards than he asked for, and the
-player discover the error before taking them up or looking at any of
-them, the dealer must withdraw the surplus card, and place it on the
-top of the pack. Should the dealer give a player fewer cards than he
-asks for, he must supply the deficiency when his attention is called to
-it, without waiting to supply the other players. If a player has more
-or less than five cards after the draw, his hand is foul, and he must
-abandon it, together with all he may have already staked in the pool.
-
-The dealer may be asked how many cards he drew; but he is not allowed
-to say how many cards he gave to any other player. Each player must
-watch the draw for himself.
-
-The last card of the pack must not be dealt. When only two cards
-remain, the discards and abandoned hands must be gathered, shuffled,
-and presented to the pone to be cut, and the deal then completed.
-
-_=BETTING UP THE HANDS.=_ All those who made good the ante having
-been supplied with cards, the next player who holds cards on the left
-of the age must make the first bet. Should the age have declined to
-make good his ante, or have passed out before the draw, that does not
-transfer the privilege of having the last say to any other player;
-because the peculiar privilege of the age,--having the last say,--is
-given in consideration of the blind, which he is _compelled_ to pay,
-and no other player can have that privilege, because no other player
-is obliged to play. Even if a player has straddled the blind, he must
-still make the first bet after the draw, because he straddled of
-his own free will, and knew at the time that the only advantage the
-straddle would give him was the last say as to whether or not he would
-make good his ante and draw cards.
-
-If the player next to the age has passed out before the draw, the next
-player to the left who still holds cards must make the first bet. The
-player whose turn it is to bet must either do so, or throw his hand
-face downward in front of the player whose turn it will be to deal
-next. If he bets, he can put up any amount from one white counter to
-the limit, two blues. It then becomes the turn of the player next on
-his left who still holds cards to abdicate, better, or call. If he
-calls, he does so by placing in the pool an amount equal to that staked
-by the last player, and it then becomes the turn of the next player
-on the left to say what he will do. But if he goes better, he adds to
-the amount staked by the player on his right any further sum he sees
-fit, within the limit of two blues. Each player in turn has the same
-privilege, the age having the last say.
-
-Suppose five play, and that A has the age. B has straddled, and all
-but the dealer have made good the ante and drawn cards. There are
-sixteen white counters in the pool, B’s straddle having made the ante
-four instead of two. Suppose B bets a red counter, and C then throws
-down his hand. D _=sees=_ B, by putting up a red counter; and he then
-_=raises=_ him, by putting up two blues, increasing his bet as much as
-the limit will allow him. The age must now abandon his hand or put up
-one red and two blues to call D, without knowing what B proposes to
-do. Let us suppose he sees D, and raises another two blues. B must now
-retire, or put up four blues to call A, without knowing what D will
-do. He can raise the bet another two blues, or one blue, or a red, or
-a white even, if he is so minded. If he declines to raise, he cannot
-prevent D from so doing, because D still has the privilege of replying
-to A’s raise, and as long as a player has any _=say=_ about anything,
-whether it is to abdicate, better, or call, he can do any one of the
-three. It is only when there is no bet made, or when his own bet is
-either not called or not raised, that a player has nothing to say. Let
-us suppose B puts up the four blues to call A. It is now D’s turn. If
-he puts up two blues, each will have an equal amount in the pool, and
-as no one will have anything more to say, the betting must stop, and
-the hands must be shown. But if D raises A again, by putting up four
-blues instead of two, he gives A another say, and perhaps A will raise
-D in turn. Although B may have had quite enough of this, he must either
-put up four more blues, the two raised by D and the further raise by
-A, or he must abandon his hand. If B throws down his cards he loses
-all claim to what he has already staked in the pool, four blues and a
-red, besides his straddle and ante. Let us suppose he drops out, and
-that D just calls A, by putting up two blues only, making the amount he
-has in the pool exactly equal to A’s, eight blues and a red, besides
-the antes. This prevents A from going any further, because it is not
-his turn to say anything. He is not asked to meet any one’s raise, nor
-to make any bet himself, but simply to show his hand, in order to see
-whether or not it is better than D’s.
-
-_=SHOWING HANDS.=_ It is the general usage that the hand _=called=_
-must be shown first. In this case A’s hand is called, for D was the
-one who called a halt on A in the betting, and stopped him from going
-any further. The strict laws of the game require that both hands must
-be shown, and if there are more than two in the final call, all must
-be shown to the table. The excuse generally made for not showing the
-losing hand is that the man with the worse hand paid to see the better
-hand; but it must not be forgotten that the man with the better hand
-has paid exactly the same amount, and is equally entitled to see the
-worse hand. There is an excellent rule in some clubs that a player
-refusing to show his hand in a call shall refund the amount of the
-antes to all the other players, or pay all the antes in the next jack
-pot. The rule of showing both hands is a safeguard against collusion
-between two players, one of whom might have a fairly good hand, and the
-other nothing; but by mutually raising each other back and forth they
-could force any other player out of the pool. The good hand could then
-be called and shown, the confederate simply saying, “That is good,” and
-throwing down his hand. Professionals call this system of cheating,
-“raising out.”
-
-When the hands are called and shown, the best poker hand wins, their
-rank being determined by the table of values already given. In the
-example just given suppose that A, on being called by D, had shown
-three fours, and that D had three deuces. A would take the entire
-pool, including all the antes, and the four blues and one red staked
-by B after the draw. It might be that B would now discover that he had
-_=laid down=_ the best hand, having held three sixes. This discovery
-would be of no benefit to him, for he abandoned his hand when he
-declined to meet the raises of A and D.
-
-If the hands are exactly a tie, the pool must be divided among those
-who are in at the call. For instance: Two players show aces up, and
-each finds his opponent’s second pair to be eights. The odd card must
-decide the pool; and if that card is also a tie the pool must be
-divided.
-
-If no bet is made after the draw, each player in turn throwing down his
-cards, the antes are won by the last player who holds his hand. This is
-usually the age, because he has the last say. If the age has not made
-good his ante, it will be the dealer, and so on to the right. There is
-no necessity for the fortunate player to show his hand; the mere fact
-that he is the only one holding any cards is prima facie evidence that
-his hand is the best. On the same principle, the player who has made
-a bet or raise which no other player will see, wins the pool without
-showing his hand, as he must be the only one with cards in his hand;
-for when a player refuses to see a bet he must abandon his hand, and
-with it all pretensions to the pool. If he wishes to call, but has not
-money enough, he must borrow it. He cannot demand a show of hands for
-what counters he has, except in table stakes.
-
-During the betting, players are at liberty to make any remarks they
-see fit, and to tell as many cheerful lies about their hands as they
-please. A player may even miscall his hand when he shows it; the cards
-speak for themselves, just as the counters do, and what a player says
-does not affect either in the slightest. If a player says: “I raise you
-two blues,” the statement amounts to nothing until the blues have been
-placed in the pool, and the owner’s hand removed from them. There is no
-penalty if a player, during the betting, tells his adversaries exactly
-what he holds; nor is he likely to lose anything by it, for no one will
-believe him.
-
-_=JACK POTS.=_ The addition of jack pots has probably done more to
-injure Poker than the trump signal has injured Whist. In the early
-days, when poker parties were small, four players being a common
-number, it was frequently the case that no one had a pair strong enough
-to draw to, and such a deal was regarded as simply a waste of time.
-To remedy this, it was proposed that whenever no player came in, each
-should be obliged to ante an equal amount for the next deal, and just
-to demonstrate that there were some good hands left in the pack no one
-was allowed to draw cards until some one had _=Jacks or better=_ to
-draw to.
-
-The result of this practice was to make jack pots larger than the other
-pools, because every one was compelled to ante, and this seems to have
-prompted those who were always wanting to increase the stakes to devise
-excuses for increasing the number of jack pots. This has been carried
-so far that the whole system has become a nuisance, and has destroyed
-one of the finest points in the game of Poker,--the liberty of personal
-judgment as to every counter put into the pool, except the blind. The
-following excuses for making jack pots are now in common use:
-
-_=After a Misdeal=_ some parties make it a jack; but the practice
-should be condemned, because it puts it in the power of any individual
-player to make it a jack when he deals.
-
-_=The Buck=_ is some article, such as a penknife, which is placed in
-the pool at the beginning of the game, and is taken down with the rest
-of the pool by whichever player wins it. When it comes to his deal, it
-is a jack pot, and the buck is placed in the pool with the dealer’s
-ante, to be won, taken down, and make another jack in the same way.
-
-The usual custom is to fix the amount of the ante in jack pots, a red,
-or five whites, being the common stake. In some places it is at the
-option of the holder of the buck to make the ante any amount he pleases
-within the betting limit. Whichever system is adopted, every player at
-the table must deposit a like amount in the pool. Players are sometimes
-permitted to _=pass a jack=_; that is, not to ante nor to take any part
-in the game until the jack is decided. If this is to be allowed, it
-should be so understood at the beginning of the game.
-
-_=The High Hand=_ jack pot is played whenever a hand of an agreed
-value, such as a flush or a full, is shown to the board; that is,
-called. In some places four of a kind calls for _=a round of jacks=_,
-every player in turn making it a jack on his deal.
-
-_=Only Two In.=_ It is a common custom in large parties, say six or
-seven players, to make it a jack when no one but the dealer will ante.
-Instead of allowing the blind to make his ante good, and draw cards
-against the dealer, each player contributes two white counters, the
-age adding one to his blind, and the cards are redealt for a jack pot.
-Another variety of this custom is when the blind is opposed by only one
-ante, to allow the age to make this player take down his two counters,
-and to pay two counters for him, to make it a jack. For instance: Five
-play, and A has the age. B and C pass, and D antes two counters. The
-dealer, E, says: “I pass for a jack.” A then puts up three counters,
-one of which is added to his blind, the other two paying D’s ante in
-the ensuing jack. D takes down his two counters, and the cards are
-redealt. This cannot be done if more than one player has anted, nor if
-the ante has been raised or the blind straddled. In the example just
-given, had D raised the ante to five counters and E passed, the age
-would have had to put up four more white counters and draw cards, or
-allow D to win his blind.
-
-_=Progressive Jacks.=_ In some localities it is the custom to make the
-pair necessary to open a jack pot progress in value; Jacks or better to
-open the first round; Queens the next; then Kings; then Aces; and then
-back to Kings, Queens, and Jacks again. This is very confusing, and is
-not popular.
-
-_=Fattening Jacks.=_ When the original ante is two counters only,
-and no one holds Jacks or better on the first deal, each player must
-contribute another white counter to “fatten,” and the cards are
-dealt again. This continues until the pot is opened; that is, until
-some player holds a hand as good or better than a pair of Jacks. The
-fattening process is followed when the dealer can make the original
-ante what he pleases; but if the ante for jacks is a fixed sum, such as
-a red counter, it is not usual to fatten the pot at all. This saves all
-disputes as to _=who is shy=_, one of the greatest nuisances in Poker.
-
-_=Opening Jacks.=_ As there is no age or straddle in any form of jack
-pot, the player to the left of the dealer has the first say, and must
-examine his hand to see if he has Jacks or better; that is to say,
-either an actual pair of Jacks, or some hand that would beat a pair
-of Jacks if called upon to do so, such as two pairs, a straight,
-or triplets. In some localities it is allowed to open jacks with a
-_=bobtail=_; that is, four cards of a flush or straight. If the player
-on the dealer’s left has not openers, or does not care to open the pot
-if he has, he says: “I pass;” but he does not abandon his hand. The
-next player on his left must then declare. In some places players are
-allowed to throw down their cards when they pass; but in first-class
-games a penalty of five white counters must be paid into the pool by
-any player abandoning his hand before the second round of declarations,
-as it gives an undue advantage to players with medium hands to know
-that they have only a limited number of possible opponents. For
-instance: If six play, and the first three not only pass, but throw
-down and abandon their cards, a player with a pair of Jacks will know
-that he has only two possible adversaries to draw against him, which
-will so increase his chances that it may materially alter his betting.
-
-If no one acknowledges to holding Jacks or better, the pot is fattened,
-and the cards are reshuffled and dealt. The best practice is for the
-same dealer to deal again until some one gets Jacks or better. This is
-called _=dealing off the jack=_. If any player has forfeited his right
-in one deal, such as by having a foul hand, that does not prevent him
-coming into the pot again on the next deal with rights equal to the
-other players.
-
-If any player holds Jacks or better, he can open the pot, or “the
-jack,” for any amount he pleases within the betting limit. The
-expression “open” is used because after one player has declared that he
-holds Jacks or better, all restrictions are removed, and the pool is
-then open to any player to come in and play for it, regardless of what
-he may hold. Each player in turn, beginning on the left of the opener,
-must declare whether or not he will _=stay=_. If he stays, he must put
-up an amount equal to that bet by the opener, and has the privilege
-of raising him if he sees fit. If he passes, he throws his cards face
-downward on the table in front of the player whose turn it will be to
-deal next. Should the opener be raised, and not care to see that raise,
-he must show his hand to the table before abandoning it, in order to
-demonstrate that he had openers. Some players show only the cards
-necessary to open, but the strict rules require the whole hand to be
-shown before the draw. When once the jack is opened, the betting before
-the draw proceeds exactly as in the ordinary pool. Any player on the
-right of the opener, who passed on the first round, may come in after
-the pot is opened. For instance: E deals. A and B pass, but hold their
-hands. C opens, and D throws down his hand. E sees the opener’s bet,
-and it then becomes the turn of A and B, who have passed once, to say
-whether or not they will play, now that the pot is opened.
-
-When all those who have declared to stay have deposited an equal amount
-in the pool, they draw cards to improve their hands, just as in the
-ordinary pool, the player on the dealer’s left being helped first. All
-those who draw cards, except the opener, throw their discards into the
-centre of the table as usual; but the opener is obliged always to place
-his discard under the chips in the pool. This is in order that he may
-be able to show what he held originally, in case he should conclude to
-_=split his openers=_ in order to try for a better hand. For instance:
-He has opened with a pair of Jacks, but has four of one suit in his
-hand. Four other players have stayed, perhaps the bet has been raised,
-and he knows that his Jacks will probably be worthless, even if he
-gets a third. So he breaks the pair, and draws for a flush. As the
-opener always places his discard under the chips in the pool, it is not
-necessary for him to betray his game by telling the whole table that he
-is drawing to a bobtail.
-
-_=False Openers.=_ Should a player open a jack without the hand to
-justify it, and discover his error before he draws, the best usage
-demands that his hand is foul, and that he forfeits to the pool
-whatever amount he may have opened for, and any raises that he may
-have stood. There are then three ways to play: _=First.=_ Those who
-have come in under the impression that the pot had been legitimately
-opened but who have not openers themselves, can withdraw their money,
-and allow any one to open it who has openers. This is very unfair to
-those on the left of the false opener who have abandoned their hands.
-_=Second.=_ Those who have come into the pot after the false opening
-are allowed to stay in, and play for it, no matter what their hands
-are. _=Third.=_ On discovery of the false opening, each player is
-allowed to take down whatever amount he may have paid into the pool,
-including his original ante and all fatteners, and the false opener
-must then make the entire amount good. The cards are then dealt afresh.
-This is a very harsh punishment for a very trifling and common error.
-
-The second method is the most popular, and probably the fairest, and is
-now the universal rule.
-
-If the false opener does not discover his mistake until he has drawn
-cards, his action is at least suspicious, and he should be compelled
-to put up the total amount in the pool, as in case three. In some
-localities such a player is barred from playing the next two jacks, but
-compelled to ante his share in each.
-
-_=Betting Jacks.=_ When a jack pot has been properly opened, and all
-have declared whether or not they will stay, and have drawn cards, the
-players proceed to bet on their hands. As there is no age in jack pots,
-the rule is for the opener to make the first bet; or, if he has been
-raised out before the draw, the player next on his left who still holds
-cards. The opener may decline to bet if he pleases; but if he does
-so, he must show his openers, and then abandon his hand. If no bet is
-made, the last player holding cards takes the pool without showing his
-hand. If a bet is made, each player in turn on the left must abdicate,
-better, or call, just as in the ordinary pool. At the conclusion of the
-betting, if there is a call, the best poker hand wins, of course. If
-there is no call, the player making the last bet or raise takes the
-pool without showing his hand, unless he is the opener, when the whole
-hand need not be shown, as it is no one’s business what the opener got
-in the draw, no one having paid to see it. All he need show is openers.
-But should the opener be one of those in the final call, he must show
-his whole hand. Should it then be discovered that he has not openers,
-the false opener is compelled to ante for all the players at the table
-for another Jack. This is usually called giving them a “free ride.”
-
-_=The Kitty=_ is now an almost universal adjunct to the pool. In clubs,
-it pays for the cards, and for an occasional round of refreshments; in
-small poker parties it defrays the expense of the weekly supper. When
-the amount is excessive, or accumulates too rapidly, it is often used
-to give the players a “free ride” by paying all their antes in a “kitty
-jack pot.”
-
-The kitty is usually kept by the banker, who takes a white counter
-out of every pool in which triplets or better are shown to the board,
-and a red counter out of every jack pot. These counters must be kept
-apart from the other chips, and must be accounted for at the end of the
-game by paying the kitty so much in cash, just as if it was one of the
-players.
-
-Gambling houses and poker rooms are supposed to derive their entire
-revenue from this source, and those of the lowest class invent endless
-excuses for taking out for the kitty. In many houses there is a sliding
-scale for various hands; one counter being taken for two pairs; two
-counters for triplets; three for straights or flushes; and a red for
-fours, jack pots, and misdeals. It is not uncommon for the proprietors
-of such games to find thirty or forty dollars in the kitty after a
-night’s play with five-cent chips.
-
-_=TABLE STAKES.=_ This is one of several variations in arranging the
-stakes and the betting limit. In some localities it is the custom to
-allow each player to purchase as many counters as he pleases; in others
-it is the rule to compel each to buy an equal number at the start,
-usually two hundred times the amount of the blind. In table stakes the
-betting limit is always the amount that the player has in front of him;
-but no player is allowed either to increase or diminish that amount
-while he has any cards in front of him. Before the cards are dealt for
-any pool he may announce that he wishes to buy counters, or that he has
-some to sell to any other player wishing to purchase; but for either
-transaction the consent of all the other players must be obtained. No
-player is allowed under any circumstances to borrow from another, nor
-to be “shy” in any pot; that is, to say, “I owe so many.” If he has any
-counters in front of him, his betting is limited to what he has; if he
-has none, he is out of the game, for that hand at least. As a player
-cannot increase the amount he has in front of him during the play of a
-hand, it is best to keep on the table at all times as much as one is
-likely to want to bet on any one hand.
-
-It is the usual custom, and an excellent one, to fix upon a definite
-hour for closing a game of table stakes, and to allow no player to
-retire from the game before that hour unless he is _=decavé=_, (has
-lost all his capital). Should he insist on retiring, whatever counters
-he has must be divided among the other players, and if there are any
-odd ones after the division, they must be put into the current pool.
-
-In table stakes, any player may _=call a sight=_ for what money or
-counters he has in front of him, even should another player have bet a
-much larger amount. For instance: A has bet three dollars, and B has
-only two dollars in front of him, but wishes to call A. B calls for a
-sight by putting his two dollars in the pool, and A must then withdraw
-his third dollar from the pool, but leave it on the table to be called
-or raised by any other player. Should C wish to call A, or even to
-raise him, A and C may continue the betting independently of B’s part
-of the pool. Should C have even less money than B, say one dollar, he
-may still further reduce the original pool, leaving the two dollars
-aside for settlement between A and B, and A’s third dollar still aside
-from that again for the decision of any other player.
-
-Let us suppose that A and C continue the betting until one calls.
-When the hands are shown, if either A’s or C’s is better than B’s, B
-loses his interest; but if B’s hand is better than either A’s hand or
-C’s hand, he takes the part of the pool for which he called a sight,
-while A and C decide the remainder between them. For instance: A calls
-C, and C shows three tens. Neither A nor B can beat it, and C takes
-everything. But if B had three Jacks, and A only three fives, B would
-take the part of the pool for which he called a sight, and C would take
-the remainder.
-
-Should C have raised and bluffed A out, or have bet so much that A
-finally refused to call, A would have no interest in either pool, and C
-would take all the money outside the pool for which B called a sight.
-Should it then transpire, on the show of hands between B and C, that A
-had laid down a better hand than either of them, that would not entitle
-A to claim the sight pool from B, because in laying down his hand he
-has practically acknowledged that C’s hand is better, and has retired
-from the game. If B’s hand is better than C’s, B takes the sight pool.
-
-_=FREEZE OUT.=_ This might be called a variety of table stakes. At the
-start, each player is supplied with an equal number of counters; but
-no one is allowed to replenish his stock, or to withdraw or loan any
-part of it. As soon as any player has lost his capital he is decavé,
-or _=frozen out=_, and must permanently retire from the game. The
-other players continue until only one remains, who must of course win
-everything on the table. This is not a popular form of Poker, because
-it is sometimes a long time before a player who is frozen out can get
-into a game again.
-
-_=SHOW-DOWN POKER.=_ This is a variety of draw poker, in which each
-player takes the five cards dealt to him and turns them face up so that
-all the other players can see them. Each player discards and draws in
-turn, eldest hand first. As soon as a hand is beaten it is thrown into
-the deadwood, all the cards drawn being dealt face up.
-
-_=FLAT POKER.=_ In this variety of the game, before the cards are
-dealt, the age puts up, for a blind, any amount he pleases within
-the limit. Those who are willing to bet a similar amount on the
-possibilities of their hands put up a similar amount. Those who decline
-are not given any cards. There are no straddles, raises, or antes.
-Immediately after the deal each player who is in the pool draws cards,
-the age first. There are then two ways to play: The hands are shown
-and the best wins; or, beginning with the age, each player may say if
-he will back his hand against the field; _i.e._, all the others in the
-pool. If he will, he must put up as much as their combined stakes. He
-cannot be raised; but if any one player or combination of players call
-him, and one of them can beat his hand, the field divide the pool. For
-instance: Age makes it a blue, and three others stay with him. After
-the draw C puts up three blues against the field. D and A call it,
-and all show hands. If any of the three, A, B or D can beat C they
-divide the pool, B getting his third, although he did not contribute
-to the call. This game is a pure gamble; except that a bold player may
-occasionally bluff the field off.
-
-_=METHODS OF CHEATING.=_ Poker and its congeners have received more
-attention from the greeks than any other family of card games. In fact
-it is generally believed that the term greek, as applied to a card
-sharper, had its origin in the Adam of the poker family, which was a
-gambling game introduced by the Greeks in Italy.
-
-So numerous and so varied are the methods of cheating at Poker that it
-is an axiom among gamblers that if a pigeon will not stand one thing
-he will another. The best informed make it a rule never to play Poker
-with strangers, because they realize that it is impossible for any but
-a professional gambler to know half the tricks employed by the poker
-sharp. It is a notorious fact that even the shrewdest gamblers are
-continually being taken in by others more expert than themselves. What
-chance then has the honest card player?
-
-There are black sheep in all flocks, and it may be well to give a few
-hints to those who are in the habit of playing in mixed companies.
-
-Never play with a man who looks attentively at the faces of the cards
-as he gathers them for his deal; or who stands the pack on edge, with
-the faces of the cards towards him, and evens up the bunch by picking
-out certain cards, apparently because they are sticking up. Any pack
-can be straightened by pushing the cards down with the hand. The man
-who lifts them up is more than probably a cheat.
-
-Never play with a man who looks intently at the pack and shuffles the
-cards slowly. If he is not locating the cards for the ensuing deal he
-is wasting time, and should be hurried a little.
-
-Never play with a person who leaves the cut portion of the pack on the
-table, and deals off the other part. In small parties this is a very
-common way of working what is known as _=the top stock=_. If such a
-dealer is carefully watched it will usually be found that he seizes
-the first opportunity to place the part cut off on the top of the part
-dealt from. The top stock is then ready for the draw, and the judicious
-player should at once cash his chips and retire from the game.
-
-Never play with a man who continually holds his cards very close to
-his body, or who completely conceals his hand before the draw, or who
-takes great care to put his discard among previous discards, so that
-the exact number of cards put out cannot be counted. He is probably
-working a vest or sleeve hold-out. Some clumsy or audacious sharpers
-will go so far as to hold out cards in their lap, or stick them in a
-“bug” under the table. One of the most successful poker sharps ever
-known, “Eat-um-up Jake” Blackburn, who had a hand like a ham, could
-hold out five cards in his palm while he carried on all the operations
-of shuffling, dealing, and playing his hand. Such men require great
-dexterity and nerve to get rid of their “deadwood,” or surplus cards,
-without detection. _=Holding out=_ is regarded by the professional as a
-most dangerous experiment, but it is very common.
-
-Never play with a man who keeps his eyes rivetted on the cards as he
-deals, and who deals comparatively slowly. He is probably using marked
-cards, or has marked the important ones himself during the play. Poker
-sharps who mark cards by scratching them with a sharp point concealed
-in a ring are obliged to hold the cards at a certain angle to the
-light in order to see the scratches. Those who dig points in the cards
-with the thumb nail depend on touch instead of sight. If you find such
-points on the cards, either dig other points on other cards, or retire
-from the game.
-
-Against the hold-out or marked cards there is no protection, because
-the dealer does not care how much the cards in the pack are shuffled or
-cut; but every method of running up hands, or stocking cards, can be
-made ineffective if the pone will not only cut the cards, but carefully
-reunite the packets. If the two parts are straightened after the cut,
-it will be impossible for the dealer to shift the cut, and bring the
-cards back to their original position. The dealer will sometimes bend
-the top or bottom card so as to form a _=bridge=_, which will enable
-him to find the place where the cards were cut. This can only be
-overcome by shuffling the cards instead of cutting them, which every
-player has the right to do. If you insist on shuffling, the greek will
-do the same in his turn, and will run up hands to be dealt to himself.
-It is perfectly useless to endeavour to protect yourself against a
-poker sharp; the only remedy is to leave the game.
-
-Many persons have a strong prejudice against playing with a man who
-shuffles his chips. The mere fact of his being an expert at chip
-shuffling has nothing to do with the game of poker, the accomplishment
-usually being the result of long experience at the faro table. The
-reason for the prejudice is that a chip shuffler is usually cold
-blooded, courageous, and seldom a loser at any game that requires nerve.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ Volumes might be written for the
-guidance of the poker player without improving his game a particle,
-unless he possesses at least one of four qualifications: Control over
-his features and actions; judgment of human nature; courage; and
-patience. The man whose face or manner betrays the nature of his hand,
-or the effect of an opponent’s bet or raise, will find everyone to beat
-his weak hands, and no one to call his strong ones. Unless he is a fair
-judge of human nature he will never be able to estimate the strength or
-peculiarities of the players to whom he is opposed, and will fail to
-distinguish a bluff from an ambuscade. Without courage he cannot reap
-the full benefit of his good hands; and without patience he cannot save
-his money in the time of adversity.
-
-Of one thing every player may rest assured, and that is that Poker
-cannot be played by mathematical formulas. Beyond the most elementary
-calculations of the chances in favour of certain events the theory of
-probabilities is of no assistance. It is not necessary to call in a
-mathematician to prove that a player who habitually discards a pair of
-aces to draw to three cards of a suit will lose by the operation in the
-long run. Nor will any amount of calculation convince some players that
-they are wasting their money to stay in a jack pot in order to draw to
-a pair of tens, although such is the fact.
-
-The various positions occupied by the player at the poker table may
-be briefly examined, and some general suggestions offered for his
-guidance in each of them. In the first place he should look out for his
-counters. It is always best for each player to place the amount of his
-ante or his bet immediately in front of him, so that there need be no
-dispute as to who is up, or who is shy. Above all it should be insisted
-that any player who has once put counters in the pool, and taken his
-hand from them, should not again take them down.
-
-_=The Age=_ is the most valuable position at the table, but it is
-seldom fully taken advantage of. The age should never look at his
-hand until it is his turn to make good his blind. He may pick up his
-cards, but he should use his eyes in following the manner and facial
-expression of the other players as they sort their cards. One of the
-greatest errors made by the age is in thinking that he must save his
-blind. The player who draws to nothing because he can do so cheaply,
-will usually have nothing to draw at the end of the game. The age can
-usually afford to draw to four-card flushes, and to straights open at
-both ends, but should not do so when there are less than three who have
-paid to draw cards, or when the ante has been raised.
-
-If the age holds Kings or better before the draw, he should invariably
-raise the ante unless there are five players in the pool besides
-himself, or unless some other player has already raised. If he holds
-two pairs, he should do all his betting before the draw. If any other
-player has raised, or his own raise is re-raised, the age must use his
-judgment of the player and the circumstances. It is useless for the age
-to disguise his hand by such manœuvres as holding up an odd card to a
-pair, unless he raises the blind at the same time. If he draws one or
-two cards only, and has not raised the blind, every one will credit him
-for a small pair and an ace, or for a bobtail, and will inevitably call
-any bluff he may make. The age is the poorest position at the table for
-a bluff, but it is decidedly the best in which to win large pots with
-moderate hands.
-
-_=The Dealer=_ has the next best position to the age, and in large
-parties there is very little difference in the way in which the two
-positions should be played.
-
-The _=first bettor=_ has the worst position at the table and he should
-seldom come in on less than Queens. He should seldom raise the ante,
-even with two pairs, as he will only drive others out. In this position
-very little can be made out of good hands, because every one expects
-to find them there; but it offers many excellent opportunities for
-successful bluffing. A player in this position should never straddle.
-Many players endeavour to force their luck in this way, but it is a
-losing game, and the best players seldom or never straddle. Having
-to make the first bet after the draw, it is usual for the player in
-this position, if he has an average hand, to _=chip along=_, by simply
-betting a single counter, and waiting for developments. With a strong
-hand, it is best to bet its full value at once, on the chance that the
-bet may be taken for a bluff, and called.
-
-_=Other Positions.=_ As the positions go round the table from the first
-bettor to the age, they become more desirable, and little need be said
-of them beyond the consideration of the average strength necessary for
-a player to _=go in=_ on.
-
-_=GOING IN.=_ There is a great difference of opinion as to the minimum
-value of a hand which should justify a player in drawing cards if he
-can do so for the usual ante. In close games many players make it a
-rule not to go in on less than tens, while in more liberal circles the
-players will draw to any pair. In determining which course to follow,
-the individual must be guided by his observation and judgment. Suppose
-five play, and A observes that B and C constantly draw to small pairs,
-while D and E never come in on less than tens. If A has the age, B,
-D, and E having anted, A may be sure that there are at least two good
-hands against him, and will guide himself accordingly. But if B and
-C are the only players in, A may safely draw to a small pair. It can
-be mathematically demonstrated that what is called an _=average go-in
-hand=_ should be at least a pair of tens; but a player who waits for
-tens in a liberal game, in which others are drawing to ace high, will
-ante himself away if there are many jack pots, and will get no calls
-when he gets a hand.
-
-_=BETTING.=_ Good players are guided by the general character of the
-game in which they take part. Some parties play a very liberal game,
-and the players bet high on medium hands, and give every one a good
-fight. It is best to have liberal or lucky players on your right;
-because if they sit behind you, they will continually raise you, and
-you will be forced either to overbid your hand on the same liberal
-scale that they adopt, or lose what you have already put up. If a
-liberal player sits on your right you will often be able to make large
-winnings on moderate hands. In a close game, when the players bet in a
-niggardly manner, the liberal player is at a great disadvantage; for
-he can win little or nothing on his good hands, but will lose large
-amounts when he runs up the betting on a good hand which is opposed
-to one that is better. When a liberal player finds a close player
-following him freely, he may be sure there is a very strong hand
-against him.
-
-_=VARIETY.=_ Above all things a player should avoid regularity in his
-play, because observant adversaries will soon learn his methods. The
-best players usually play two pairs pat, without drawing, about half
-the time. This gives them the reputation of betting on pat hands which
-are not genuine, and when they get one that is real, they will often
-succeed in getting a good bet, or even a raise, from those holding
-triplets or two large pairs, who have noticed them play two pairs pat.
-In the same way it is advisable to hold up an odd card occasionally,
-without raising the ante; so that when you do hold triplets, and draw
-two cards, you will not frighten every one at the table. The chances
-of improving a pair by drawing three cards, are one in three; and by
-drawing two cards only, one in four. The difference is worth the moral
-effect of the variation in the play.
-
-_=PROBABILITIES.=_ The endless poker statistics that have been
-published are of little or no value to the practical player, and there
-are only a few figures that are worth remembering. It is a general
-law in all games of chance that you should never do a thing which you
-would not be willing to repeat under the same circumstances a hundred
-times. The best example of the application of this law is in drawing
-to bobtails. If you have a four-card flush to draw to, the odds
-against getting it are about four to one; and unless you can obtain
-the privilege of drawing to it by paying not more than one-fifth of
-the amount in the pool, you will lose by it in the long run. The best
-players never draw to four-card flushes except when they have the age,
-and the ante has not been raised.
-
-There are some players who pretend to be so guided by probabilities
-that they never go into a pool unless the chances in favour of their
-having a good hand after the draw are at least equal to the odds they
-have to bet by going into the pool. This is all nonsense; for no player
-knows when he goes into a pool how much it will cost him to get out,
-and the value of his individual hand is an unknown quantity at the
-best, because it cannot be compared to the others. One thing only is
-certain, and that is that in the long run the player who goes in with
-the strongest hand will still have the strongest hand after the draw.
-This is an important thing to remember in jack pots, in which the
-value of at least one hand is known. If you draw to a pair smaller
-than Jacks, you do so with the full knowledge that the pair itself is
-not strong enough to win. Now what are the odds against your winning
-the pool? Suppose you hold tens, and draw three cards. Your chance of
-improving your hand is a little better than one in five. The opener of
-the jack pot has exactly the same chance, and if both of you draw cards
-a hundred times under those circumstances, he will beat you in the long
-run, to say nothing of the other players who may come in and beat both
-of you. It is therefore evident that in backing tens against openers,
-it is four to one against your beating the openers to begin with, and
-if you do beat them the odds are still against your winning the pot. If
-there were five players, and the jack pots were all equal in amount,
-you would have to win one pot out of five to make your investment pay.
-Can you make this average when your original pair will not beat openers?
-
-There are three principles with regard to the draw that should never be
-lost sight of:
-
-(1) An average go-in hand is a hand which will win its proportion of
-the pools, according to the number playing, taking all improvements and
-opposition into account. This can be demonstrated to be a pair of tens.
-
-(2) The draw is much more valuable to a weak hand than to a strong one,
-and weak hands will improve in much greater proportion than strong ones
-will. For instance: The chances for a player to improve by drawing to
-a pair of Queens are one in three and a half. He may make two pairs, or
-triplets, or a full hand, or four of a kind. The chances of improvement
-for a player drawing to two pairs, say Eights up, are only one in
-thirteen. This consideration leads players to adopt two lines of play:
-To bet all they intend to on two pairs before the draw, in order to
-prevent weaker hands drawing cards and improving; or, to discard the
-smaller pair in order to increase their chances of improvement.
-
-(3) The smaller the number of players, the greater the value of the
-hands; and the larger the number of players, the greater the chance
-that any given hand will be beaten. When only two play, you can safely
-bet the limit on a pair of Eights; but in a party of eight players they
-are hardly worth drawing to. For this reason average hands should force
-the weaker out, and reduce the number of players _=before the draw=_.
-
-For the benefit of those interested in such matters _=the probable
-improvement by the draw=_ may be briefly given.
-
-It is 2½ to 1 against improving _=a pair=_ by drawing three cards; the
-chances against making triplets or two pairs being 8 to 1; against a
-full hand, 61 to 1; and against four of a kind, 364 to 1. It is 4 to
-1 against improving a pair by drawing two cards; the chances against
-triplets being 12 to 1, and 8 to 1 against two pairs.
-
-It is 12 to 1 against making a full hand by drawing to _=two pairs=_.
-
-It is 8 to 1 against improving _=triplets=_ by drawing two cards; 14½
-to 1 against a full hand, and 23 to 1 against four of a kind. It is 12
-to 1 against improving if one card is drawn; 16 to 1 against the full,
-and 46 to 1 against four of a kind.
-
-It is 11 to 1 against making a straight out of a sequence of four cards
-which is open in the middle, or at one end only. It is 5 to 1 against
-making a straight out of a sequence of four which is open at both ends.
-
-[Illustration:
-
- 🂻 🃚 🂨 🂧 | 🂹 🃘 🂧 🃆
-
- IN-BETWEEN STRAIGHT. OPEN-END STRAIGHT.
-]
-
-It is 4½ to 1 against filling a four-card flush. It is 23 to 1 against
-filling a three-card flush. It is 95 to 1 against filling a two-card
-flush.
-
-It is 3 to 1 against improving a four-card straight flush which is open
-at both ends. The chances against getting the straight or the flush
-have been given; the odds against getting the straight flush are 24 to
-1. The chance for getting a pair exists; but the pair would probably be
-worthless.
-
-It is 4 to 1 against improving a four-card straight flush open in the
-middle, or at one end only; the odds against getting the straight flush
-being 46 to 1.
-
-There are several minor or speculative draws which may be of interest.
-Drawing to an ace and a King, it is 3 to 1 against making a pair of
-either. It is 4 to 1 against making a pair of aces by drawing four
-cards to an ace; and 12 to 1 against making aces up, or better. It is
-24 to 1 against making a straight by drawing to three cards of it, open
-at both ends. It is 12 to 1 against making either a straight or a flush
-by drawing to three cards of a straight flush, open at both ends.
-
-_=HOW TO WIN AT POKER.=_ There have been many alleged infallible
-receipts for winning at Poker. Proctor thought that refusing to go
-in on less than triplets would prove a certainty; but in the same
-paragraph he acknowledges that the adversaries would soon learn the
-peculiarity, and avoid betting against the player. Triplets before the
-draw occur about once in every 45 hands. If five were playing, a person
-following Proctor’s advice would have to blind 9 times, and ante in
-at least 12 jack pots in every 45 hands, to say nothing of fattening.
-This means an outlay of at least 75 counters. When the triplets come,
-will he get back 75 counters on them? He will probably win the blind,
-and one or two antes; but the moment he makes his own ante good, every
-player who cannot beat triplets, knowing his system, will lay down his
-hand.
-
-An extensive observation of the methods of the best players has led the
-author to the conclusion that the great secret of success in Poker,
-apart from natural aptitude for the game, and being a good actor, is to
-_=avoid calling=_. If you think you have the best hand, raise. If you
-think you have not the best, lay it down. Although you may sometimes
-lay down a better hand than the one that takes the pool, the system
-will prove of immense advantage to you in two ways: In the first place,
-you will find it a great educator of the judgment; and in the second
-place, it will take almost any opponent’s nerve. Once an adversary has
-learned your method, it is not a question of his betting a red chip on
-his hand; but of his willingness to stand a raise of two blues, which
-he will regard as inevitable if you come in against him at all. The
-fear of this raise will prompt many a player to lay down a moderately
-good hand without a bet; so that you have all the advantage of having
-made a strong bluff without having put up a chip. The system will
-also drive all but the most courageous to calling your hand on every
-occasion, being afraid of a further and inevitable raise; and it is an
-old saying that a good caller is a sure loser.
-
-The theory of calling is to get an opportunity to compare your hand
-with your adversary’s. Now, if you think that after the comparison
-yours will prove the better hand, why not increase the value of the
-pool? If, on the contrary, you fear that his hand will beat yours, why
-throw good money after bad? If you don’t think at all about it, and
-have no means of forming an opinion as to the respective merits of your
-hands, you are not a poker player, and have no business in the game.
-
-_=BLUFFING.=_ There is nothing connected with Poker on which persons
-have such confused ideas as on the subject of bluffing. The popular
-impression seems to be that a stiff upper lip, and a cheerful
-expression of countenance, accompanied by a bet of five dollars,
-will make most people lay down three aces; and that this result will
-be brought about by the five-dollar bet, without any regard to the
-player’s position at the table, the number of cards he drew, his manner
-of seeing or raising the ante, or the play of his adversaries before
-the draw. The truth of the matter is that for a bluff to be either
-sound in principle or successful in practice, the player must carefully
-select his opportunity. The bluff must be planned from the start,
-and consistently played from the ante to the end. To use a common
-expression: “The play must be right for it, or the bluff will be wrong.”
-
-There are many cases in which a bluff of fifty cents would be much
-stronger than one of five dollars; the difference depending on the
-player’s position at the table, his treatment of the ante, and the
-number of cards he had drawn. As an example of the play being right
-for a bluff, take the following case: Five play in a jack pot. A and B
-have passed when C opens it for the limit. D and E pass out, but A and
-B both stay, and each draws one card. C takes two cards, and as it is
-his first bet he puts up the limit on his three aces. A drops out, but
-B raises C the limit in return. Now, if C is a good player he will lay
-down his three aces, even if he faintly suspects B is bluffing, because
-B’s play is sound in any case. He either could not, or pretended he
-could not open the jack; but he could afford to pay the limit to draw
-one card against openers, and he could afford to raise the limit
-against an opener’s evidently honest two-card draw. As a matter of fact
-the whole play was a bluff; for B not only had nothing, but had nothing
-to draw to originally.
-
-Another variety of the bluff, which is the author’s own invention, will
-often prove successful with strangers, but it can seldom be repeated
-in the same company. Suppose six play in a jack pot. A passes, and
-B opens it by quietly putting up his counters. C and D pass, and E,
-pretending not to know that B has opened it, announces that he will
-open it for the limit, although he has not a pair in his hand. He is
-of course immediately informed that it has been opened, upon which
-he unhesitatingly raises it for the limit. Whatever the others do, E
-stands pat, and looks cheerful. The author has never known this bluff
-to be called.
-
-Holding a strong hand, a player may often coax another to raise him, by
-offering to divide the pool.
-
-The successful bluffer should never show his hand. Even if he starts
-the game by bluffing for advertising purposes, hoping to get called on
-good hands later, he should not show anything or tell anything that the
-others do not pay to see or know. Bluffing is usually more successful
-when a player is in a lucky vein than when he has been unfortunate.
-
-
-POKER LAWS.
-
-_=1. Formation of Table.=_ A poker table is complete with seven
-players. If eight play the dealer must take no cards, or a sixty-card
-pack must be used. If there are more than seven candidates for play,
-two tables must be formed unless the majority decide against it.
-
-_=2. Cutting.=_ The players who shall form the table, and their
-positions at the beginning of the game may be decided by drawing from
-an outspread pack, or by throwing round a card to each candidate, face
-up. If there are eight or more candidates, the tables shall divide
-evenly if the number is even, those cutting the highest cards playing
-together. If the number is odd, the smaller table shall be formed by
-those cutting the highest cards. In cutting, the ace is low. Any player
-exposing more than one card must cut again.
-
-_=3.=_ The table formed, the players draw from the outspread pack for
-positions. The lowest cut has the first choice, and deals the first
-hand. The player cutting the next lowest has the next choice, and so on
-until all are seated.
-
-_=4. Ties.=_ If players cut cards of equal value they must cut again;
-but the new cut decides nothing but the tie.
-
-_=5. Stakes.=_ Any player may be the banker, and keep the kitty, if
-any. In Draw, Straight, or Stud Poker, each player may purchase as many
-counters as he pleases. In Freeze-out, Table Stakes, Whiskey Poker, and
-Progressive Poker, each player must begin with an equal amount.
-
-_=6. Betting Limits.=_ Before play begins limits must be agreed upon
-for the amount of the blind, the straddle, the ante in jack pots, and
-for betting or raising.
-
-_=7. Shuffling.=_ Before the first deal the pack must be counted to see
-that it contains the proper number of cards. Should the first dealer
-neglect this he forfeits five counters to the pool. Before each deal
-the cards must be shuffled. Any player may shuffle, the dealer last.
-
-_=8. Cutting to the Dealer.=_ The dealer must present the pack to the
-pone, [the player on his right,] to be cut. The pone may either cut, or
-signify that he does not wish to do so, by tapping the pack with his
-knuckles. Should the pone decline to cut, no other player can insist
-on his doing so, nor do it for him. If he cuts, he must leave at least
-four cards in each packet, and the dealer or the pone must reunite the
-packets by placing the one not removed in cutting upon the other.
-
-_=9.=_ If in cutting, or in reuniting the packets, a card is exposed,
-the pack must be reshuffled and cut.
-
-_=10.=_ If the dealer reshuffles the pack after it has been properly
-cut, he forfeits five counters to the current pool.
-
-_=11. Dealing Before the Draw.=_ After the age, [the player on the
-dealer’s left,] has put up the amount of the blind, the dealer
-distributes the cards face down, one at a time, in rotation, until each
-player has received five cards.
-
-_=12.=_ The deal passes to the left, except in jack pots, when it may
-be agreed that the same dealer shall deal until the pot is opened.
-
-_=13. Misdealing.=_ A misdeal does not lose the deal; the same dealer
-must deal again. It is a misdeal: If the dealer fails to present the
-pack to the pone; or if any card is found faced in the pack; or if the
-pack is found imperfect; or if the dealer gives six or more cards to
-more than one player; or if he deals more or fewer hands than there
-are players; or if he omits a player in dealing; or if he deals a card
-incorrectly, and fails to correct the error before dealing another.
-
-_=14. Irregularities in the Hands.=_ Should the dealer, or the wind,
-turn over any card, the player to whom it is dealt must take it; but
-the same player cannot be compelled to take two exposed cards. Should
-such a combination occur there must be a new deal. If the player
-exposes cards himself, he has no remedy.
-
-_=15.=_ Should any player receive more or less than his proper number
-of cards, and discover the error before he looks at any card in his
-hand, or lifts it from the table, he may demand a new deal if no bet
-has been made; or he may ask the dealer to give him another card from
-the pack if he has too few, or to draw a card if he has too many. Cards
-so drawn must not be exposed, but should be placed on the top of the
-pack. If a bet has been made, there must be a new deal. Should the
-player take up his hand, or look at any card in it, he has no remedy.
-
-_=16.=_ Should a player take up a hand containing more or less than
-five cards, or look at any card in it, such a hand is foul, and he must
-abandon it, forfeiting any interest he may have in that pool. If one
-player has six cards and his neighbour four, neither having lifted or
-looked at any card, the dealer may be called upon to draw a card from
-the six hand and give it to the four hand.
-
-_=17. Straddling.=_ During the deal, or at any time before he looks at
-any card in his hand, the player to the left of the age may straddle
-the blind by putting up double the amount put up by the age. Should he
-straddle, the player on his left may double the amount again, provided
-he has not seen any of his cards; and so on, until the limit of the
-straddling is reached. This limit must not exceed one-fourth of the
-betting limit. Should any player in his turn refuse to straddle, no
-other player on his left can straddle.
-
-_=18. The Ante.=_ After the cards are dealt, each player in turn,
-beginning with the one to the left of the age, or to the left of the
-last straddler, if any, must either abandon his hand or put into the
-pool twice the amount of the blind, or of the last straddle. When it
-comes to the turn of the age, and the straddlers, if any, they must
-either abandon their hands, or make the amount they have in the pool
-equal to twice the amount of the blind, or of the last straddle, if any.
-
-_=19. Raising the Ante.=_ Each player, when it is his turn to come in,
-may add to the amount of the ante any sum within the betting limit.
-This will compel any player coming in after him to equal the total of
-the ante and the raise, or to abandon his hand; and it will also give
-such following player the privilege of raising again by any further
-amount within the betting limit. Should any player decline to equal
-the amount put up by any previous player, he must abandon his hand,
-together with all his interest in that pool. Any player who has been
-raised in this manner may raise again in his turn; and not until each
-player holding cards has anted an equal amount will the game proceed.
-
-_=20. Winning the Antes.=_ Should any player have put up an amount
-which no other player will equal, he takes whatever counters are then
-in the pool, without showing his hand, and the deal passes to the next
-player on the dealer’s left. Should only one player come in, and the
-age decline to make good his ante, the player who has come in wins the
-blind, unless jack pots are played. Should any player have straddled
-the blind, or raised the ante, there can be no jack pot.
-
-_=21. Making Jacks.=_ If no player will come in, it is a Natural Jack,
-and all the hands must be abandoned, each player putting up for the
-ensuing deal the amount agreed upon. If no one has straddled the blind,
-or raised the ante, and only one player has come in, the age may do one
-of four things: He may forfeit his blind; or he may make the ante good;
-or he may raise it; or he may demand that the single player who has
-come in shall take down his ante, the age putting up twice the amount
-agreed upon for jack pots; once for himself, and once for the player
-who came in. All the other players must then put up for the ensuing
-deal. This is an Only-Two-In Jack.
-
-_=22. Drawing Cards.=_ When two or more players have come in for an
-equal amount, the others having abandoned their hands, each of them in
-turn, beginning with the one on the dealer’s left, may discard any or
-all of the cards originally dealt him, and draw others in their place.
-The number discarded and drawn, if any, must be distinctly announced by
-each player, including the dealer; and the fresh cards must be given
-face down from the top of the pack, without any further shuffling or
-cutting. Each player must receive the entire number he asks for before
-the next player is helped. No player shall receive from the dealer more
-or fewer than he discards; so that if he is playing with a short hand,
-such as four cards only, he will still have four cards after the draw;
-and if his hand was originally foul, it will so remain.
-
-_=23. Exposed Cards.=_ In dealing for the draw, should any card be
-found faced in the pack, or should any card be exposed by the dealer
-in giving out the cards, or be blown over by the wind before the
-player has touched it, such cards must be placed on the table with
-the discards. The player whose card has been exposed does not receive
-another in its place until all the other players, including the dealer,
-have been helped.
-
-_=24. Incorrect Draws.=_ Should any player ask for an incorrect number
-of cards, he must take them; unless he discovers the error before the
-next player has been helped. If too many have been asked for, he must
-discard before seeing them. If too few, and he lifts any of them, he
-holds a foul hand. No player is allowed to take back into his hand any
-card that has once been discarded. If he has taken up the cards, or
-has seen any of them, and has too many, his hand is foul, and must be
-abandoned. If the dealer gives himself more cards than he needs, he
-must take them; but if less, he can supply the deficiency, provided he
-has not looked at any of the drawn cards.
-
-_=25. Incorrect Dealing.=_ Should the dealer give any player more
-or fewer cards than he asks for, and the player discover the error
-before taking them up or seeing any of them, the dealer must withdraw
-the surplus card, and place it on the top of the pack. Should the
-dealer give a player fewer cards than he asks for, he must supply the
-deficiency when his attention is called to it, without waiting to
-supply the other players. Should the dealer give cards to any player
-out of his proper turn, he may correct the error if none of the cards
-have been seen; not otherwise.
-
-_=26. The Last Card=_ of the pack must not be dealt. When only two
-cards remain, and more than one is asked for, they must be mixed with
-the discards and abandoned hands, and the whole shuffled together, and
-presented to the pone to be cut. Discards of those who have yet to draw
-must not be gathered.
-
-_=27.=_ After the cards have been delivered by the dealer, no player
-has the right to be informed how many cards any player drew; and any
-person, bystander or player, volunteering the information, except the
-player himself, may be called upon to pay to the player against whom he
-informs an amount equal to that then in the pool. Any player who has
-made good the ante and drawn cards may, before making a bet, ask how
-many cards the dealer drew, and the dealer must inform him.
-
-_=28. Betting After the Draw.=_ The first player who holds cards on
-the left of the age must make the first bet, whether he has straddled
-or not. If he declines to bet he must abandon his hand. The fact that
-the age is not playing makes no difference, as his privilege cannot
-be transferred to any other player. Bets may vary in amount from one
-counter to the betting limit. If no player will bet, the age takes the
-pool without showing his hand; or, if he has passed out before the
-draw, the last player on his right who holds cards wins the pool.
-
-_=29. Raising the Bets.=_ Should any player make a bet, each player
-in turn on his left must either bet an equal amount or abandon his
-hand. Should any player bet an equal amount, he has the privilege of
-increasing the bet to any further sum within the betting limit. The
-players on his left must then either meet the total amount of the
-original bet and the raise, or abandon their hands. Any player meeting
-the amount already bet has the privilege of increasing it to any
-further amount within the limit, and so on, until no further raises
-take place. Any player whose bet has been raised must abandon his hand
-or meet the raise, with the privilege of raising again in return.
-Should one player make a bet or raise which no other player will see,
-he takes the pool without showing his hand, and the cards are shuffled
-and cut for the next deal.
-
-_=30. Calling the Bets.=_ As long as one player raises another’s bets,
-he gives that player the privilege of raising him again; but if a
-player who has made a bet is not raised, the others simply betting an
-equal amount, the first bettor is called, and all betting must cease.
-The players must then show their hands to the table, in order to decide
-which wins the pool.
-
-_=31.=_ Bets must be actually made by placing the counters in the pool,
-and no bet is made until the player’s hand has been withdrawn from the
-counters. Any counters once placed in the pool, and the owner’s hand
-withdrawn, cannot be taken down again, except by the winner of the pool.
-
-_=32. Betting Out of Turn.=_ Should any player bet out of his turn, he
-cannot take down his counters again if he has removed his hand from
-them. Should the player whose proper turn it was raise the bet, the
-player who bet out of turn must either meet the raise or abandon his
-hand, and all interest in that pool.
-
-_=33. Mouth Bets.=_ Any player stating that he bets a certain amount,
-but failing to put up the actual counters in the pool, cannot be called
-upon to make the amount good after the hands are shown, or the pool is
-won. If the players opposed to him choose to accept a mouth bet against
-the counters they have already put up, they have no remedy, as no value
-is attached to what a player says; his cards and his counters speak for
-themselves. Any player wishing to raise a mouth bet has the privilege
-of raising by mouth, instead of by counters; but he cannot be called
-upon to make the amount good after the hands are shown, or the pool has
-been won.
-
-_=34. Showing Hands.=_ When a call is made, all the hands must be
-shown to the table, and the best poker hand wins the pool. Any player
-declining to show his hand, even though he admits that it is not good,
-must pay an amount equal to the ante to each of the players at the
-table; or, if jack pots are played, he must put up for all of them in
-the next jack pot. When the hands are called, there is no penalty for
-mis-calling a hand; the cards, like the counters, speak for themselves.
-
-_=35. Rank of the Hands.=_ The best poker hand is a _=Royal Flush=_; A
-K Q J 10 of the same suit, which beats a
-
-_=Straight Flush=_; any sequence of five cards of the same suit.
-
-_=Four of a Kind=_; such as four 10’s and an odd card.
-
-_=Full Hand=_; three of a kind and a pair, such as three 8’s and a pair
-of Q’s, which beats a
-
-_=Flush=_; five cards of the same suit, but not in sequence.
-
-_=Straight=_; five cards in sequence, but of various suits. In
-straights, the Ace cannot be used to form such combinations as Q K A 2
-3; but it may be used as the bottom of 5 4 3 2, or the top of 10 J Q K.
-Straights beat
-
-_=Three of a Kind=_; such as three K’s and two odd cards.
-
-_=Two Pairs=_; such as two 9’s and two 7’s, with an odd card.
-
-_=A Pair=_; such as two Aces and three odd cards.
-
-If no pair is shown, the _=Highest Card=_ wins.
-
-A short hand, such as four cards, cannot be claimed as either a
-straight or a flush.
-
-_=36. Ties.=_ In case of ties, the highest of the odd cards decides it.
-Ultimate ties must divide the pool. When combinations of equal rank are
-shown, the one containing the highest cards wins, the rank of the cards
-being, A K Q J 10 9 8 7 6 5 4 3 2; so that two pairs, K’s and 4’s, will
-beat two pairs, Q’s and J’s. Three 5’s and a pair of 2’s, will beat
-three 4’s and a pair of aces.
-
-
-JACK POT LAWS.
-
-_=37. The Antes.=_ There is neither age nor straddle in jack pots.
-Every one at the table must ante an equal amount. Any player may
-decline to ante, by saying: “I pass this jack;” and the dealer will
-give him no cards.
-
-_=38. Opening.=_ After the cards are dealt, each player in turn,
-beginning on the dealer’s left, may open the pot for any amount he
-pleases within the betting limit, provided he holds a pair of Jacks,
-or some hand better than a pair of Jacks. If he does not hold openers,
-or does not wish to open the pot with them, he must say: “I pass;” but
-must not abandon his hand, under penalty of paying five counters to the
-pool.
-
-_=39. False Openers.=_ Should a player open a jack without the hand to
-justify it, and discover his error before he draws, his hand is foul,
-and he forfeits whatever amount he may have already placed in the pool.
-Those who have come into the pool after the false opening, stay in and
-play for the pot, regardless of the value of the hands dealt them.
-
-_=40. Fattening.=_ If no player will open, the cards are reshuffled,
-cut, and dealt, usually by the same dealer, and each player adds one
-counter to the pool.
-
-_=41. Coming In.=_ If any player opens the pot for a certain amount,
-each player in turn, on his left, can come in by putting up a similar
-amount, regardless of the value of his hand. Any player on the right of
-the opener who passed on the first round may now come in. Any player
-declining to put up the amount for which the pot is opened must abandon
-his hand, and all his interest in the pool.
-
-_=42. Raising the Opener.=_ Any player coming into the pool has the
-privilege of raising the original opener any amount within the betting
-limit, and he may in turn be raised again, just as in the ordinary
-pools. Should the opener decline to meet such a raise, he must show his
-entire hand before abandoning it. If he declines to do so, he must pay
-the antes for all the other players for another jack. It is not enough
-to show openers before the draw, the whole hand must be shown.
-
-_=43. Drawing Cards.=_ Each player in turn who has come in, beginning
-on the left of the dealer, may discard and draw, to improve his hand.
-The opener is allowed to split his openers, provided it is the rule of
-the game that the opener shall _always_ put his discard under the chips
-in the pool, whether he is going to split or not. The opener’s discard
-must never be gathered in with other discards when the pack runs short
-for the draw.
-
-_=44. False Hands.=_ If a false opener does not discover his mistake
-until after he has drawn cards, his hand is foul, and must be
-abandoned. As a penalty he must put up an ante for each of the other
-players at the table for another Jack.
-
-_=45. Betting the Hands.=_ The opener makes the first bet; or, if he
-has withdrawn, the player next on his left. Should the opener decline
-to bet after the draw, he must show his openers before abandoning his
-hand. He need not show the cards he has drawn. If no bet is made, the
-last player holding cards takes the pool without showing his hand. If
-a bet is made, the game proceeds as in the ordinary pools. Should the
-opener retire during the betting, he must show his openers; if he is in
-the final call he must show his entire hand, whether it is the best or
-not. If he or any other player declines to show his hand when a call is
-made, he must ante for all the other players for another jack.
-
-_=46. Shy Bets.=_ If any player is shy in a jack pot, whether from
-failure to put up his ante, to fatten, or to substantiate his mouth
-bets with counters, nothing can be collected from him after a call has
-been made, or the pot has been won.
-
-
-STRAIGHT POKER.
-
-Straight Poker or _=Bluff=_ is played with a full pack of fifty-two
-cards, and any number of players from one to eight. The arrangements
-for counters, seats, and deal are exactly the same as in Draw Poker,
-but the method of anteing and betting up the hands is slightly
-different. There is no draw to improve the hand, and no such
-combination as a straight flush is recognized, four of a kind being the
-highest hand possible.
-
-The ante and betting limit must be decided before play begins. The
-first dealer is provided with a _=buck=_, which should be a penknife,
-or some similar article. Before dealing, he puts up the amount of the
-ante for all the players, and then _=passes the buck=_ to the player on
-his left, who must ante for all the players in the next pool. There is
-no variation of the amount of the ante under any circumstances, and the
-buck is passed round the table in this manner irrespective of the deal,
-which is taken by the player winning the pool. The laws for the deal
-and its irregularities are the same as in Draw Poker, except that it
-does not pass to the left.
-
-The cards dealt, each in turn, beginning with the player to the left
-of the dealer, may either bet or pass. Should all pass, the holder of
-the buck antes, making a double pool, and passes the buck. The deal
-then passes to the left. Should any player make a bet, each in turn,
-beginning with the one on his left, must call it, raise it, or abandon
-his hand. Players who have passed the first time, must now decide. The
-rules for seeing, raising, calling, and showing hands are precisely the
-same as at Draw Poker.
-
-Owing to the absence of the draw, there is no clue to the strength of
-an opponent’s hand, except his manner, and the amount of his bet. The
-hands shown are much weaker than the average of those at Draw Poker,
-being about equal to hands that a player in that game would come in
-on. Triplets are very strong at Straight Poker, and two pairs will win
-three out of four pools in a five-handed game. The great element of
-success is bluff.
-
-
-STUD POKER.
-
-The arrangements for the cards, seats, antes, buck, etc., are precisely
-as at Straight Poker; but in dealing, only the first card is dealt face
-down, the remaining four being turned up by the dealer as he gives
-them out. Each player in turn then looks at his _=down card=_, and the
-betting proceeds as in Straight Poker, each player having the privilege
-of passing once before a bet is made.
-
-A much more popular method is to stop the deal at two cards, each
-player having received one face down, and another face up. The best
-card showing then makes the first bet, and each player in turn must
-meet it, raise it, or pass out of that pool. If no one will call, the
-player making the bet takes the pool, and the next deal. If a bet is
-made and called, those in the call do not show their down cards, but
-are each given another card, face up, and the same betting process is
-gone through, the best hand showing face up making the first bet in
-each round. As long as two or more players remain in the pool they are
-given more cards until they have five. Then the final betting is done,
-and if a call is made, the down cards are shown, and the best poker
-hand wins the pool. Straight flushes do not count.
-
-
-WHISKEY POKER.
-
-The arrangements for the cards, seats, etc., are the same as in Draw
-Poker. Each player is provided with an equal number of white counters,
-which may have a value attached to them, or which may simply represent
-markers. If the counters represent money, each player should have at
-least twenty; if they are only markers, five is the usual number.
-
-If the game is played for money, each player puts one counter in the
-pool before the cards are dealt. There is no raising or betting of any
-kind.
-
-An extra hand, called _=the widow=_, is dealt face down at Whiskey
-Poker. The dealer gives each player and the widow five cards, one at a
-time, beginning on his left, and dealing to the widow just before he
-deals to himself. Each player in turn, beginning with the age, then
-examines his hand, and has the option of exchanging it for the widow;
-keeping it for the purpose of drawing to it; or risking his chances of
-winning the pool with it as it is.
-
-If he wishes to exchange, he must place his five cards face upward on
-the table, and take up the widow, but without showing it to any other
-player. The hand he abandons then becomes the widow. If he prefers to
-draw to his hand, he says: “_=I pass=_,” which transfers to the next
-player the option of taking the widow. If he wishes to stand on the
-merits of the hand dealt to him, without drawing to it, he _=knocks=_
-on the table, which also passes the option of taking the widow to the
-next player on his left.
-
-If any player takes the widow, the next player on his left can do any
-one of three things: He may discard from his own hand any card he
-pleases, taking one from the widow in its stead; the card which he
-discards being placed on the table face upward, and becoming part of
-the widow; or he may exchange his entire hand for the widow; or he may
-stand on the hand dealt him, and knock. Whether he draws one card,
-exchanges his entire hand, or knocks, the next player on his left has
-the option of drawing, exchanging, or knocking; and so on, until some
-player does knock.
-
-Should no player take the widow until it comes to the dealer’s turn,
-he must either take it, or turn it face upward on the table. Even if
-the dealer knocks, he must turn up the widow, and allow each player an
-opportunity to draw from it, or to exchange his entire hand for it.
-
-When a player knocks, he signifies that no matter what the players
-following him may do, when it comes to his turn again the hands must be
-shown. A player cannot draw and knock at the same time; but a player
-can refuse to draw or exchange after another player has knocked, not
-before. In some localities it is the rule to turn the widow face up at
-once if any player knocks before it is taken; allowing all those after
-the knock an opportunity to draw or exchange; but this is not the usual
-custom.
-
-Suppose five play. E deals, and A passes; B takes the widow; C and
-D draw from B’s abandoned hand, and E knocks; without drawing, of
-course. A, who passed the first time, now has an opportunity to draw
-or exchange. So have each of the others in turn, up to D; but after D
-draws or exchanges, the hands must be shown, because the next player,
-E, has knocked.
-
-When the hands are shown, there are two ways to settle: If the counters
-have a money value, the best poker hand wins the pool, and the deal
-passes to the left. If the counters have no money value, there is no
-pool; but the player who has the worst hand shown puts one of his
-counters in the middle of the table. This continues until some player
-has lost all five of his counters, and he is then called upon to pay
-for the whiskey, or whatever refreshments may be at stake upon the
-game. Hence the name: Whiskey Poker.
-
-
-THIRTY-ONE.
-
-This game is sometimes called _=Schnautz=_. A pool is made up by any
-number of players. The dealer takes a pack of fifty-two cards and gives
-three to each, face down, and three extra cards to the table, dealt
-face up. Each player in turn to the left can exchange one of his own
-cards for one of those on the table, the object being to get a flush of
-three cards of some suit having a pip value of thirty-one; or else to
-get three of a kind.
-
-The aces are worth 11, the other court cards and the ten, 10 each. If
-no one can get a flush worth thirty-one, three of a kind wins the pool.
-If no one has three of a kind, the highest pip value shown in one suit
-wins. Drawing is kept up until some player knocks, after which only
-one more draw is allowed, the knocker not being allowed to draw again.
-A player can knock without drawing at all if he wishes to prevent the
-others from beating his original hand.
-
-
-PROGRESSIVE POKER.
-
-There are several ways to play Progressive Poker, but the description
-of one will suffice. The simplest method of arranging the players is
-to take two packs of cards, one red and one blue, and to select two
-aces from each for the four positions at the head table; three deuces,
-treys, etc., for the six positions at each of the other tables until
-the last or booby table is reached, at which there must be only four
-players at starting. If there are not enough players to make exactly
-six at each of the intermediate tables, the numbers may be varied from
-four to seven, cards being selected to agree with the number required;
-but the head and booby tables must start with four only. The cards thus
-selected are then thoroughly shuffled, and presented face downward
-to the ladies to draw from. Each lady takes a red-backed card, the
-gentlemen drawing the blue cards only. The number of pips on the card
-drawn will indicate to each person the table at which they are to sit.
-Should the number of men and women not be equal, some of the men must
-represent women or _vice versa_.
-
-Each player is provided at starting with a certain number of counters,
-usually fifty. The head table is supplied with a box of counters
-differing in colour from any of those used by the players, and also
-with a bell. The choice of seats, deal, etc., is decided at each table
-exactly as at Draw Poker.
-
-One deal is made at each table, ordinary Draw Poker is played, and when
-the pool is decided at the head table the bell is struck. This is the
-signal for the winner of the pool at each of the other tables to move
-up to the table next above. At the head table, the chips are counted,
-and the player with the smallest number in his possession goes down to
-the booby table, unless he was one of the players in the call. Should
-the player with the smallest number of chips be the winner of the pool,
-or one of those who called the winner, he retains his seat, and the
-player with the smallest number of counters who was not in the call
-goes to the booby table. This arrangement effectually prevents players
-at the head table from waiting for big hands. In case of ties, the
-players cut to decide which shall go down, the lowest cut remaining.
-The winner of each pool at the head table is given one of the special
-chips provided for that purpose, and which are usually yellow, the
-others being red, white, and blue.
-
-Any player losing all his counters at any table must get a fresh stake
-of fifty more from the banker, and must then exchange seats with the
-player at the booby table who has the most counters.
-
-Three or four prizes are usually provided for: One for the player who
-has won the greatest number of yellow chips at the head table, and one
-each for the lady and gentleman winning the greatest number of counters
-during the evening’s play. Those who have been provided with an extra
-stake must be charged with it when settling up. In case of ties for the
-number of yellow chips, the player with the largest number of ordinary
-counters wins. The booby prize, if any, is usually given to the player
-with the smallest number of ordinary chips, or the fewest number of
-yellow ones.
-
-
-BRAG.
-
-There are two varieties of this old English game; single, and
-three-stake Brag. Both are played with a full pack of fifty-two cards;
-the positions of the players, arrangements for counters, decision of
-the betting limit, etc., being the same as in Draw Poker. Three to
-twelve players may form a table.
-
-There is a special value attached to three cards which are known as
-_=braggers=_. These again have a rank of their own; the best being the
-_=ace of diamonds=_; then the _=Jack of clubs=_, and then the _=nine of
-diamonds=_. All other cards rank as in Poker. A player to whom any one
-of these braggers is dealt may call it anything he pleases. If he has
-a pair of nines and a bragger, or a nine and two braggers, he may call
-them three nines, and bet on them as such. In this respect braggers
-resemble mistigris, already described in connection with Draw Poker;
-but in Brag a natural pair or triplet outranks one made with the aid of
-a bragger. Three eights will beat an eight and two braggers.
-
-The dealer must put up an ante before the cards are cut. This ante
-may be any amount he pleases within the betting limit. No player can
-straddle or raise this ante until the cards are dealt. Beginning on his
-left the dealer distributes the cards face down, and one at a time,
-until each player has received three. Beginning with the age, [eldest
-hand,] each player in turn must put up an amount equal to the dealer’s
-ante, or abandon his hand. He may, if he chooses, raise the ante any
-further amount within the betting limit. All those following him must
-meet the total sum put up by any individual player, increase it, or
-pass out. In this respect Brag is precisely similar to the betting
-after the draw at Poker.
-
-If no one will see the dealer’s ante, he must be paid one white counter
-by each of the other players, and the deal passes to the left. Should
-any player bet an amount which no other player will meet, he takes the
-pool without showing his hand. Should a call be made, all the hands
-must be shown, and the best brag hand wins.
-
-Pairs and triplets are the only combinations of any value, and of
-course three aces is the best hand; two aces and the club Jack being
-the next best. If none of the hands shown contains either a natural
-pair or a bragger, the highest card wins, the ace ranking above the
-King. In case of equal natural pairs, the highest card outside the pair
-wins. Should the pairs tied both be made with a bragger, the highest
-bragger wins. Two odd cards, seven high, with the club Jack, would beat
-two cards seven high with the diamond nine.
-
-_=Three Stake Brag.=_ In this variation each player puts up three equal
-amounts to form three equal pools. These amounts must be invariable,
-and should be agreed upon before play begins. The dealer then gives two
-cards to each player, one at a time, face down; and then a third card
-to each, face up. The highest card turned up in this manner wins one
-of the pools, the ace being the highest and the deuce the lowest. The
-diamond ace, being a bragger, outranks any other ace; the club Jack any
-other Jack; and the diamond nine any other nine. Ties are decided in
-favour of the eldest hand, or the player nearest him on the left.
-
-The players then take up the other two cards, without showing them,
-and proceed to brag on their hands as in single stake Brag. The winner
-takes the second pool; but those who pass out do not abandon their
-hands until the third pool is decided. If no bet is made for the second
-pool, it is won by the dealer.
-
-All hands are shown to decide the last pool. Each player counts up
-the pip value of his three cards, reckoning the aces for eleven, and
-court-cards as ten each. The player coming nearest to thirty-one takes
-the third pool. Ties are decided in favour of the eldest hand, as
-before.
-
-In some places a further variation is introduced by allowing the
-players to draw cards for the third pool, in order to increase the pip
-value of their hands. Beginning with the eldest hand, each player in
-turn pays into the pool a counter for each card he draws. These cards
-are given by the dealer face up, and one player must be given all he
-needs before passing to the next. Should a player pass thirty-one,
-he is out of the pool. Some judgment is necessary in drawing in this
-manner, for all the hands are exposed, and each player knows exactly
-what he has to beat.
-
-In _=American Brag=_, there are eight braggers; the Jacks and nines of
-each suit, and they are all of equal rank when used as braggers. Pairs
-or triplets formed with the aid of braggers outrank naturals, so that
-three Jacks is an invincible hand, beating three aces. Two braggers
-and an ace outrank two aces and a bragger; but the absurd part of the
-arrangement is that three Jacks and three nines are a tie.
-
-The method of playing differs from English Brag. If the players simply
-equal the dealer’s ante, nothing unusual occurs, and all the hands are
-shown at once. But if any player raises, and another sees this raise,
-these two immediately exchange hands, without showing them to the other
-players, and the one who held the worse hand retires from that pool,
-returning the better hand to its original holder, who then awaits a
-call or raise from the next player in order, the entire amount staked
-still remaining in the pool. This lose-and-drop-out system is continued
-until only one player remains to dispute the pool with the dealer. If
-they come to a call, both hands are shown to the table. If the bragger
-is not called, he takes the pool without showing his hand.
-
-
-COMMERCE.
-
-This old English game is evidently the forerunner of Whiskey Poker. It
-is played with a full pack of fifty-two cards, and the arrangements
-for the seats, counters, etc., are the same as at Draw Poker. Three
-to twelve players may form a table. There are two methods of playing
-Commerce; with and without a widow. We shall take the older form first.
-
-_=Without a Widow.=_ The counters have a money value, and each player
-deposits one in the pool. The dealer then distributes the cards one at
-a time, face down, until each has three. The players then examine their
-cards, and each in turn, beginning with the eldest hand, may exchange
-one card. If he trades _=for ready money=_, he gives his card and one
-white counter to the dealer, and receives another card, face down, from
-the top of the pack. The discard is left on the table, and the counter
-is the dealer’s perquisite. If he trades _=for barter=_, he passes his
-discard to the player on his left, who must give one of his own in
-exchange before looking at the one he is to receive. If the player will
-not exchange, he must _=knock=_ on the table, to signify that he will
-stand by the cards he has. If he exchanges, he takes up the offered
-card, and then has the privilege of trading for ready money or for
-barter himself. The trading goes on in this way round and round, until
-some player knocks, when all trading is immediately stopped, and the
-hands are shown. The best hand wins the pool, the rank of the various
-combinations being as follows, beginning with the highest:--
-
-_=Triplets.=_ Three aces being the highest, and three deuces the
-lowest. Pairs have no value.
-
-_=Sequence Flushes=_; the ace being allowed to rank as the top or the
-bottom; Q K A, or A 2 3.
-
-_=The Point=_; the greatest number of pips on two or three cards of
-the same suit in one hand, counting the ace for eleven, and the other
-court-cards for ten each. A single card of a suit does not count for
-the point. In case of ties, a point made with three cards will beat one
-made with two cards. If the number of cards is also a tie, the dealer,
-or the player nearest him on his left wins.
-
-If no triplet is shown, the best straight flush wins. If there is no
-straight flush, the best point wins. The deal passes to the left, and a
-misdeal loses the deal, as the deal is an advantage, owing to the trade
-for ready money.
-
-If the dealer does not win the pool, he must pay one white counter to
-the player who does. If the dealer holds a combination of the same rank
-as the one that wins the pool, he must pay one white counter to every
-other player at the table. For instance: No triplet is shown, and a
-straight flush, Jack high, wins the pool. The dealer has a straight
-flush, 9 high, and must pay one counter to every player at the table.
-If the dealer had no sequence flush, he would pay the winner of the
-pool only.
-
-_=With a Widow.=_ This is almost three-card Whiskey Poker. Each player
-is provided with three counters only, which are of no value, and three
-cards are dealt to each player and to the widow, face down, and one at
-a time. The widow is turned face up immediately, and the dealer has the
-first say. Before he looks at the cards he has dealt to himself, he
-may exchange his whole hand for the widow, otherwise the eldest hand
-has the first draw. No other player may exchange his whole hand, but
-each in turn may draw one card until some player knocks. The moment
-any player knocks, all drawing must cease, and the hands are shown at
-once. Triplets, straight flushes, and points determine the value of
-the hands, as already described, and the best hand takes the pool. The
-dealer makes no extra payments, as he has no perquisites. The first
-player to lose his three counters pays for the whiskey; and if two
-or more are frozen out at the same time, the one with the worst hand
-pays. The game is sometimes varied by playing freeze-out, a value being
-attached to the three counters, and players who are decavé retiring
-from the game until all the counters have been won by a single player.
-
-Two other combinations are sometimes introduced in either form of
-Commerce: A flush, three cards of one suit, ranking next below the
-straight flush; and a single pair outranking the point.
-
-Another variety of Commerce is variously known as _=My Ship Sails; or
-My Bird Sings=_. The counters have a money value, and three are given
-to each player. Three cards are dealt, face down, and one at a time.
-There is no widow. The eldest hand may then exchange one card with the
-player on his left, who must give his card before seeing the one he is
-to receive. The exchange goes round to the left. The moment any player
-finds himself with a flush, three cards of the same suit, regardless
-of their value, whether dealt to him, or made by exchange, he says:
-“My Ship Sails;” and all exchange is stopped, and the hands are shown.
-Should there be more than one flush, the pips win, counting ace for 11,
-and other court-cards for 10 each. If no player has secured a flush
-after two rounds of exchanges, the hands are shown, and the highest
-number of pips in the two-card flushes wins the pool. The elder hand
-wins ties.
-
-
-BOUILLOTTE, OR BRELAN.
-
-This is an old and famous French gambling game, often referred to in
-stories of fast life in European society. It was the rage during and
-long after the French Revolution, but has lately had to share public
-attention with Baccara, and even with Le Poker Américain. It has many
-points in common with three-stake Brag, and is evidently descended from
-the same stock. By many persons Bouillotte is considered superior to
-Poker, because it offers the player many opportunities to speculate on
-winning by the aid of cards that are not in his own hand.
-
-_=Cards.=_ Bouillotte is played with a piquet pack, reduced to twenty
-cards, only the A K Q 9 8 of each suit being retained. The ace is the
-highest card in play and in cutting. If five persons play, the Jack
-of each suit is added; if only three play, the Queens are discarded,
-reducing the pack to sixteen cards. Two packs are generally used
-alternately.
-
-_=Counters=_ or chips are used, as in Poker, instead of money. Any
-player may be the banker.
-
-_=Players.=_ Three, four, or five persons may play; but four is the
-proper number, and all descriptions of the game suppose it to be
-four-handed.
-
-_=Cutting.=_ To decide the positions of the players, a sequence of
-cards is sorted out, equal in number with the number of players. These
-cards are then shuffled, face downward, and each player draws one. The
-highest of the sequence has the choice of positions, and so on down
-until all are seated. The player who draws the King deals the first
-hand.
-
-_=Stakes.=_ Each player purchases an equal number of counters from
-the banker, usually 100. This original _=cave=_ cannot be added to or
-deducted from. As long as a single counter of it remains the player
-must call for a sight, just as in freeze-out or table stakes; and not
-until he is _=decavé=_, [has lost everything,] can he purchase another
-stake, the amount of which is usually at his own option.
-
-_=Blind and Straddle.=_ Before the distribution of the cards, the
-dealer puts up a blind, usually five counters, which the player on
-his right has the privilege of straddling. If he straddles, he may be
-straddled again, and so on. In Bouillotte the straddle practically buys
-from the dealer the privileges of the age. If it goes round until the
-dealer buys it back himself, the straddling must then be stopped.
-
-_=Dealing.=_ As in all French games, the cards are cut by the player on
-the dealer’s left, and are dealt from right to left. Three cards are
-given to each player, one at a time, face down, and the thirteenth is
-then turned face up on the pack. This card is called the _=retourne=_.
-
-_=Misdeals.=_ If any card is exposed during the deal, either in the
-pack or in giving it to a player, it is a misdeal; but the distribution
-of the cards is continued until each player has received three cards,
-the exposed card being given out in its regular order. If any player
-can show triplets, he receives one white counter from each of the other
-players, and the hands are then abandoned. If more than one triplet is
-shown, the inferior does not pay the higher. If no triplet is shown,
-the cards are redealt. A misdeal does not lose the deal.
-
-The deal passes to the right; but should the player whose turn it is to
-deal have lost everything on the previous deal, and have just purchased
-another stake, the deal passes to the player beyond him. If a player
-withdraws from the table when it is his turn to deal, the deal passes
-any newcomer who may take his place.
-
-_=Betting.=_ The cards dealt, each player in turn, beginning with the
-one to the right of the dealer, or to the right of the last straddler,
-if any, can do one of three things: Equal the amount of the ante;
-increase it as much as he pleases within the limits of his cave; or
-pass, retaining his cards but betting nothing. If any player _=opens=_
-the game by making a bet, the player on his right may equal or raise
-it; but he cannot pass after the game is opened, unless he withdraws
-from the pool. Any player may call for a sight for the amount in front
-of him, but that does not prevent the others from continuing the
-betting. If no one will open, the deal is void, and each player puts
-five counters in the pool for the next deal. If a player opens, and no
-one will equal or raise him, he wins the antes and straddles, if any.
-If any player makes a raise which no one will meet, he takes whatever
-is in the pool, unless a player has called for a sight for a small part
-of it.
-
-_=Calling and Showing.=_ If only two players bet against each other,
-either may call the other, and demand a show of hands at any time; but
-if three or four are betting, the privilege of calling falls upon each
-in turn from right to left. For instance: A, B, C, and D play. D blinds
-five counters, and deals. A passes, and B opens for five reds. C passes
-out, while D and A both meet the bet of five reds, but neither will
-raise it. This does not call B, who has the privilege of raising the
-bet if he pleases. Suppose he raises, and D and A both meet it. On this
-second round, C having passed out, it is D’s turn to say whether or not
-he will raise. On the next round it will be A’s turn, and after that
-it will be B’s second turn, and so on. Should any player meet the bet
-but refuse to raise, although it is his turn, he still cannot call. If
-he does not avail himself of his privilege of raising, he must _=pass
-the word=_ to the player on his right; that is, transfer the privilege
-to him. If he declines, it is a call; if he raises, it goes on until
-every player has refused to avail himself of the privilege. If a player
-chooses to raise without waiting for his turn, of course he can do so.
-One of the fine points in the game is knowing when to raise the bet
-yourself, and when to pass the word.
-
-_=Rank of the Hands.=_ If a call is made, the hands are shown, and
-the best Bouillotte hand wins. There are only two classes of hands
-recognized in Bouillotte, the brelan, and the point; but there are
-three kinds of brelans, which rank in the following order:
-
-_=A Brelan Carré=_ is four of a kind; three in the player’s hand, and
-the fourth turned up on the pack. If any player holds a brelan, [three
-of a kind,] of a higher denomination than the brelan carré, the player
-may turn up the card under the retourne, and if this makes his hand a
-brelan carré also, he wins the pool. In addition to winning the pool,
-the holder of a brelan carré receives from each player four white
-counters.
-
-_=A Simple Brelan=_ is three of a kind in the player’s hand, three aces
-being the highest, and three eights the lowest. In addition to winning
-the pool, the holder of a simple brelan receives one counter from each
-of the other players at the table. If two are shown, neither pays the
-other. Should the brelan be formed by uniting the retourne with two
-cards in the player’s hand, it is a _=brelan favori=_, and the holder
-of it receives an extra counter from every player at the table, whether
-he wins the pool or not. For instance: The retourne is an eight; a
-brelan of Queens is shown, and wins the pool. Another player holds a
-pair of eights, and claims brelan favori. He does not pay the winning
-brelan, but receives one counter from its holder, and also from each of
-the other players. If the brelan favori wins the pool, it is paid two
-counters by each player. If two simple brelans are shown, the higher
-wins the pool; but both must be paid by each of the other two players,
-who did not hold brelans.
-
-_=The Point.=_ If no brelan is shown, the hands of all the players are
-shown, including those who passed out during the betting. This will
-expose thirteen cards, including the retourne. The pips in each suit
-are then counted, the ace reckoning for 11, court cards for 10 each,
-and the 9 and 8 at their face value. Whichever suit has the greatest
-number of pips is called _=the suit that wins=_, and the player who
-holds the highest card of it takes the pool; provided, of course, that
-he was one of those who backed his hand until the last call. If the
-player who holds the best card of the winning suit has dropped out
-during the betting, his cards count for the player who has the highest
-card of the suit among those who backed their hands. For instance: D
-deals and turns the heart 8. A and B have passed out, but C has made a
-bet which D has called. Neither has a brelan, so all four players show
-their cards, and it is found that they lie thus:--
-
-[Illustration:
-
- 🂮 🂭 🂨
-
- +-------+
- | B |
- 🂱 🂾 🂹 |C A| 🂡 🂩 🃙
- | D |
- +-------+
-
- 🃑 🃞 🃝 🂸
-]
-
-Spades are the winning suit: but neither C nor D has a spade, and as
-neither A nor B is in the call, the spade suit cannot win anything. As
-between clubs and hearts, D’s point is 40, and C’s 38; so D wins the
-pool. C of course had a great advantage in betting, as he knew four
-hearts were out, his own and the retourne; and all he feared was a
-brelan. A would have won the pool if he had backed his hand, because he
-would have had the highest card of the winning suit.
-
-_=Calling for a Sight.=_ Suppose four players have the following caves
-in front of them: A, 35; B, 60; C, 120; and D, 185. D blinds five,
-deals, and turns the heart 9. A puts up all his 35 counters. B passes
-out. C raises 50, putting up 85; and D bets everything, 180 more than
-his blind. A demands a sight for his 35, and C puts up the remainder of
-his 120, and calls a sight for them. Then D withdraws his superfluous
-65, and it is a call. No one has a brelan, so all the hands are shown,
-and the cards lie thus:--
-
-[Illustration:
-
- 🂮 🃉 🃈
-
- +-------+
- | B |
- 🂡 🂭 🂩 |C A| 🃑 🃞 🃙
- | D |
- +-------+
-
- 🂱 🂾 🃝 🂹
-]
-
-The point is exactly even for clubs and spades, 40 in each. In case of
-ties, the dealer, or the player nearest him on the right wins. In this
-case A wins on account of his position, so clubs is the winning suit,
-and A has the best card of it. But he can win from C and D only the
-amount for which he called a sight, _i.e._ 35 counters. He therefore
-takes down 105 as his share of the pool, leaving 170 to be decided
-between C and D. Now, although C has a better point than D, it is one
-of the principles of the game that the suit that wins cannot lose at
-the same time; and as D has a card of the winning suit, while C has
-not, D wins the remainder of the pool. If neither C nor D had a card of
-the winning suit, C would win from D on account of his better point.
-
-If we transposed the club ace and spade ace, spades would be the
-winning suit, because the elder hand, A, had the best card of it; but C
-would take the remainder of the pool, because he held a spade, while D
-did not.
-
-As it is, C is decavé, and must purchase another stake, or retire from
-the game. If C had lost this pool with a brelan in his hand, he would
-not be decavé; because after losing the pool, and all he had staked
-therein, B, who had passed out, would have to pay him for the brelan,
-and with this one white counter he would have to call for a sight in
-the next pool he entered.
-
-_=Methods of Cheating.=_ As in all games in which winning depends
-entirely on the cards held, and not on the manner of playing them,
-Bouillotte offers many opportunities to the greek. The small number
-of cards in the pack, and the consequent ease with which they may be
-handled, enable even the clumsiest card sharpers to run up brelan
-carrés, make false shuffles, and shift cuts. There is one trick, called
-the poussette, which consists in surreptitiously placing more counters
-on the table when the player finds he has a hand worth backing. Marked
-cards, and packs trimmed to taper one way, biseautés, are among the
-most common weapons of the French tricheurs. As in Poker, it is best to
-avoid playing with strangers.
-
-_=Suggestions for Good Play.=_ Beyond the usual qualifications
-necessary to succeed with any member of the poker family, Bouillotte
-requires some study of the probable value of the point, which value
-will vary with the number of players engaged in the coup. For instance:
-The first player to say, having only 21 in his hand, should ante; but
-if two other players had already anted, 31, or even 40 would be a
-doubtful hand. If a bet had been made and met by another player, such a
-point should generally be laid down.
-
-With good cards it is always better for the eldest hand to pass,
-especially with a brelan, for he will then have an opportunity to judge
-of the value of the hands against him, and he can raise the bet to
-his advantage. Good players will not bet on an ace alone, unless the
-suit is turned up; nor on a point of 21 with a weak card of the turn-up
-suit. If three play in a pool the point should be very strong to follow
-beyond the first raise; and if four players are engaged, it is almost a
-certainty that brelans will be shown.
-
-When a player with a brelan has frightened off his opponents with a big
-bet, it is usual to _=stifle=_ the brelan, as it is considered more to
-the player’s advantage to leave his adversaries under the impression
-that he may have been bluffing than to show the hand for the sake of
-the one white counter to which it entitles him. With three cards of
-one suit to the King, it is usual to bet high, in order to drive out
-anything but a brelan. Any player holding ace and another of the suit
-will of course abandon his hand, as his point is worth only 21 at the
-most, and the player with three to the King will get the benefit of his
-cards when the point is counted.
-
-
-AMBIGU.
-
-_=Cards.=_ Ambigu is played with a pack of forty cards, the K Q J of
-each suit being deleted. The cards rank in the order of their numerical
-value, the 10 being the highest, and the ace the lowest. Two packs may
-be used alternately.
-
-_=Players.=_ Any number from two to six may form the table, and the
-arrangements for seats, first deal, etc., should be decided as at
-Bouillotte.
-
-_=Stakes.=_ Each player begins with an equal number of counters, the
-value of which must be determined beforehand. A betting limit should be
-agreed upon, and one player should be the banker for the evening.
-
-_=Blind.=_ Before the cards are dealt, each player deposits one counter
-in the pool; there is no straddle.
-
-_=Dealing.=_ The cards are cut to the left, and dealt to the right, and
-two cards are given to each player, one at a time, face down.
-
-_=Method of Playing.=_ Each player in turn, beginning on the dealer’s
-right, examines his hand, and if satisfied with it he says: “Enough.”
-If not satisfied, he may discard one or both of his cards, and receive
-others from the top of the pack. In either case he places two white
-counters in the pool for his ante. All having decided to stand or
-to draw, the remainder of the pack, exclusive of the discards, is
-reshuffled and cut; each player is then given two more cards, one at
-a time, and face down. Each in turn examines his four cards, and if
-satisfied he says: “I play;” if not, he says: “I pass.” If all pass,
-the dealer has the choice of two things: He may gather the cards and
-deal again, each player putting another counter into the pool, or he
-may put up two white counters himself, and compel the players to retain
-the cards dealt them, the dealer keeping his also.
-
-Any person announcing to play may put up as many counters as he pleases
-within the betting limit. If no person will stay with him, he takes
-back his raise, leaving the antes, and is paid two counters by the last
-player who refuses. If two or more declare to play they can either meet
-the amount offered by the first player, or raise him. If any player
-declines to meet a raise, he must abandon his hand. If no one will call
-the last raise, the player making it takes the pool, and then shows his
-hand, and demands payment from each of the other players for whatever
-combination he holds. If two or more players call, by making their bets
-equal, they again draw cards, having the privilege of discarding any
-number from one to four, or of standing pat. After the draw each in
-turn can pass or play. If all pass, the hands are abandoned, and the
-pool remains; each player adding one counter for the next deal. This is
-to force players to bet on their hands. If a bet is made, the calling
-and raising proceeds as in Draw Poker.
-
-When there are not enough cards to supply the players, the discards
-must be gathered, shuffled, and cut. Any player with too many or too
-few cards must abandon his hand as foul. Any player showing his cards
-must abandon his hand, and forfeit four counters to the pool.
-
-The general laws of Poker governing all irregularities may be applied
-to Ambigu; but it must be remembered that the French are very much
-averse to penalties of all kinds, and if an error can be rectified
-without doing an injustice to any player, it is usual to set things
-right in the simplest manner possible.
-
-_=Value of the Hands.=_ There are seven combinations of value in
-Ambigu, which rank in the following order, beginning with the lowest:--
-
-_=The Point.=_ The total number of pips on two or more cards of the
-same suit. A single card does not count for the point. Three cards of
-one suit are a better point than two cards, even if there are more pips
-on the two cards. If no higher combination than a point is shown, the
-player with the winning point receives _=one counter=_ from each of the
-other players at the table, besides winning the pool, and everything in
-it. In case of ties, the player having two cards in sequence wins. For
-instance: an 8 and a 7 will beat a 10 and a 5. If this does not decide
-it, the elder hand wins.
-
-_=The Prime.=_ Four cards of different suits, sometimes called a
-Dutch flush, is a better hand than the point. If a prime is the best
-combination shown, the holder wins the pool, and receives _=two
-counters=_ from each of the other players. If the pips in the prime
-aggregate more than thirty, it is called _=Grand Prime=_, and the
-holder receives _=three counters=_ from each of the other players,
-instead of two. If two or more primes are shown, the one with the
-highest number of pips wins. If this is still a tie, the elder hand
-wins.
-
-_=A Sequence=_ is a bobtail straight flush; that is, three of the four
-cards are in sequence, such as the 2, 3 and 4 of spades, with an odd
-card, such as a 9. This is a better combination than a prime, and the
-holder receives _=three counters=_ from each player. In case of ties,
-the highest sequence wins. If the sequence flush is one of four cards,
-it is a doublet.
-
-_=A Tricon=_, or three of a kind, is better than a straight, and
-entitles the holder to _=four counters=_ from each of the other
-players. Pairs have no value.
-
-_=A Flush=_ is four cards of the same suit, not necessarily in
-sequence, and is better than a tricon. The holder is paid _=five
-counters=_ by each of the other players, in addition to winning the
-pool.
-
-_=Doublets.=_ Any hand containing a double combination will beat any
-single combination. For instance: A player holds three of a kind, and
-the fourth card in his hand is of a different suit from any of his
-triplet. His hand is a double combination, prime and tricon, and will
-beat a flush. A sequence of four cards of the same suit is a double
-combination, and will beat anything but a fredon. When doublets are
-shown, the holder is paid for both combinations, _=six=_ for tricon and
-prime, or _=eight=_ for sequence and flush, as the case may be.
-
-_=A Fredon=_, or four of a kind, is the best possible hand, and the
-holder is paid _=ten or eleven counters=_ by each of the other players,
-according to the pip value of his cards. He is paid eight counters for
-fredon, and two for the prime, if it is smaller than 8’s; but he claims
-grand prime if he has four 9’s, or four 10’S, and gets eleven counters.
-
-In case of _=ties=_ which cannot be decided by the pip values, the
-elder hand wins.
-
-Even if a player has lost his entire stake in the pool, he must pay
-the various combinations shown, and it is usual to reserve about ten
-counters for this purpose.
-
-_=Betting the Hands.=_ After the last cards have been drawn, the
-players proceed to bet upon their hands precisely as at Poker. If a
-player makes a bet or raise which no one will call, he takes the pool,
-and then shows his hand and demands payment for the combination he
-holds. It is very unusual for a player to stifle a hand at Ambigu, as
-he would at Bouillotte. If a call is made, the players in the call show
-and compare their cards, and the best hand wins the pool. Only the
-player who wins the pool can demand payment for combinations held.
-
-
-TEXT-BOOKS ON POKER.
-
- Draw Poker, by John W. Keller, 1887.
- Round Games, by Baxter-Wray, 1891.
- Complete Poker Player, by John Blackbridge, 1875.
- Proctor on Draw Poker, 1883.
- Schenck’s Rules for Draw Poker, 1872.
- The Poker Book, by Richard Guerndale, 1888.
- The Gentlemen’s Handbook of Poker, by J.W. Florence, 1892.
- Poker Rules in Rhyme, by Geo. W. Allen, 1895.
- Science of Draw Poker, by David A. Curtis, 1901.
- Poker, Brentano’s Pocket Library Series, by R.F. Foster, 1897.
- Practical Poker, with complete laws, by R.F. Foster, 1905.
- Treatise on Poker, by E.P. Philpots, 1904.
- Poker probabilities, by Alleyne Reynolds, 1901.
- The Game of Draw Poker, Mathematically Illustrated, by H.T.
- Winterblossom, 1875.
-
-
-
-
-THE EUCHRE FAMILY.
-
-
-This family embraces four of the best known and most popular games
-in the world, each of which has been considered the national game in
-its own country: Écarté in France; Napoleon in England; Spoil Five in
-Ireland; and Euchre in America.
-
-It has always been the custom to trace the origin of Euchre to a
-variety of Triomphe, or French Ruff, probably introduced to America by
-the French of Louisiana; and to claim Écarté as its cousin, and the
-French survivor of the parent game. In the opinion of the author, both
-the game and its name go to show that Euchre is of mixed stock, and
-probably originated in an attempt to play the ancient Irish game of
-Spoil Five with a piquet pack. “Euchre” is not a French word, but the
-meaning of it is identical with “Spoil Five”; both names signifying
-that the object of the game is to prevent the maker of the trump from
-getting three tricks. In the one game he is “spoiled;” in the other he
-is “euchred.” In the old game of Triomphe, in Écarté, and in the black
-suits in Spoil Five, the order of the court cards in plain suits is
-the same, the ace ranking below the Jack. But in Euchre the Jack ranks
-above the ace when the suit is trumps, exactly as it does in Spoil
-Five. In the latter game the five is the best trump; but as there is no
-five in a piquet pack, that trump was probably disregarded, leaving the
-Jack the best. Taking up, or “robbing” the turn-up trump, is another
-trait common to both Spoil Five and Euchre.
-
-Spoil Five and Triomphe are mentioned in the earliest works on card
-games. Triomphe can be traced to 1520, when it was popular in Spain;
-and the origin of Maw, the parent of Spoil Five, is lost in the mists
-of Irish antiquity. It was the fashionable game during the reign of
-James I.
-
-The old Spanish game of Triomphe, now obsolete, seems to have undergone
-several changes after its introduction to France. At first it was
-played either by two persons, or by two pairs of partners. If one
-side had bad cards, they could offer to abandon the hand, and allow
-the adversaries to count a point without playing. If the adversaries
-refused, they were obliged to win all five tricks or lose two points.
-It was compulsory to win the trick if possible, and to trump,
-over-trump, or under-trump if the player had none of the suit led. This
-peculiarity survives in the games of Rams and Loo, which also belong to
-the euchre family.
-
-After a time we find a variation introduced in which any number from
-two to six could play, each for himself, and the player first winning
-two tricks out of the five marked the point. Later still we find the
-ace ranking above the King, thus becoming the best trump. If the ace
-was turned up, the dealer had the privilege of robbing it, or the
-holder of the ace of trumps could rob the turn-up, discarding any card
-he pleased, just as in Spoil Five. But in Triomphe the dealer turned up
-another card, and if that was of the trump suit the holder of the ace
-could rob that also, and so on until he turned a card of a different
-suit. This did not alter the trump, but merely stopped the robbing
-process. Whether or not Triomphe borrowed this feature from Spoil Five
-or Maw, it is now impossible to say.
-
-Whatever its origin, Euchre has always been the most respectable member
-of the family, and the game of all others that has best served the
-card-playing interest in social life. Spoil Five probably comes next
-in point of respectability; but Écarté has often fallen into evil
-hands, and the very name is in some places regarded as synonymous for
-gambling. The same is true of Napoleon, but in less degree. Euchre,
-unlike the other members of the family, is not essentially a gambling
-game, but belongs rather to the intellectual group of card games; a
-position which we hope it may long maintain.
-
-
-EUCHRE.
-
-_=CARDS.=_ Euchre is played with what is commonly known as the piquet
-pack, 32 cards, all below the 7 being deleted. In plain suits the cards
-rank as at Whist; but in the trump suit the Jack is the best, and it is
-called the _=Right Bower=_. The Jack of the same colour as the trump
-suit, red or black, is the second-best trump, and it is called the
-_=Left Bower=_; so that if clubs were trumps the rank of the nine cards
-in the trump suit would be as follows:--
-
-[Illustration:
-
- 🃛 🂫 🃑 🃞 🃝 🃚 🃙 🃘 🃗
-]
-
-The rank of the cards in the other suits would be:--
-
-[Illustration:
-
- 🂡 🂮 🂭 🂪 🂩 🂨 🂧
- 🂱 🂾 🂽 🂻 🂺 🂹 🂸 🂷
- 🃁 🃎 🃍 🃋 🃊 🃉 🃈 🃇
-]
-
-When the _=Joker=_, or blank card is used, it is always the best trump,
-ranking above the right bower. In cutting, the ace is low, the other
-cards ranking as in plain suits. A player cutting the Joker must cut
-again.
-
-_=COUNTERS=_ or whist markers may be used for keeping the score, but it
-is much more common to use the small cards from the deleted portion of
-the pack. The game is five points, and the best method of scoring is to
-use the 4 and 3 of any suit. When the 3 is face up, but covered by the
-4 face down, it counts _=one=_. When the 4 is face up, covered by the 3
-face down, it counts _=two=_. When the 4 is face down, covered by the 3
-face up, it counts _=three=_. When the 3 is face down, covered by the 4
-face up, it counts _=four=_.
-
-[Illustration:
-
- [🃓 covered by [🃔 covered by [🃓 covering a [🃔 covering a
- facedown card] facedown card] facedown card] facedown card]
- ONE. TWO. THREE. FOUR.
-]
-
-The number of pips exposed on the card which is face up is immaterial;
-the relative position of the two cards will always determine the score.
-
-Rubber or game scores must be kept on a whist marker, or on a sheet of
-paper.
-
-_=PLAYERS.=_ Euchre may be played by any number of persons from two to
-seven; but in the seven-handed game the full pack of fifty-three cards
-is used. Whatever the number of players, they cut for positions at the
-table, for partners, and for the deal.
-
-_=CUTTING.=_ The cards are usually spread, face down, and each
-candidate for play draws a card.
-
-[Illustration: SPREADING THE PACK.]
-
-When _=two=_ or _=three=_ play, the lowest cut has the choice of seats,
-and takes the first deal. When _=four=_ play, they cut for partners;
-the two highest pairing against the two lowest. The lowest has the
-choice of seats, and deals the first hand. When _=five=_ or _=seven=_
-play, they have the choice of seats in their order, the lowest first,
-and the lowest cut deals. When _=six=_ play, the three lowest are
-partners against the three highest, the lowest cut having the choice of
-seats, and the first deal.
-
-_=TIES.=_ Players cutting cards of equal value cut again; but the new
-cut decides nothing but the tie.
-
-_=PLAYER’S POSITIONS.=_ The _=eldest hand=_, or age, sits on the left
-of the dealer, and the _=pone=_ sits on the dealer’s right. There are
-no distinctive names for the other positions.
-
-When _=two=_ play, they sit opposite each other. When _=three=_ play,
-each for himself, the game is known as _=Cut Throat=_, and the position
-of the players is immaterial. When _=four=_ play, the partners sit
-opposite each other. When _=five=_ or _=seven=_ play, the maker of the
-trump in each deal selects his partners, and they play against the
-others without any change in their positions at the table. When _=six=_
-play, three are partners against the other three, and the opposing
-players sit alternately round the table.
-
-_=STAKES.=_ If there is any stake upon the game, its amount must be
-settled before play begins. When _=rubbers=_ are played, it is usual to
-make the stake so much a rubber point. If the winners of the game are
-five points to their adversaries’ nothing, they win a _=treble=_, and
-count three rubber points. If the losers have scored one or two points
-only, the winners mark two points for a _=double=_. If the losers have
-reached three or four, the winners mark one for a _=single=_. The side
-winning the rubber adds two points to its score for so doing; so that
-the largest rubber possible is one of eight points;--two triples to
-nothing, and two added for the rubber. The smallest possible is one
-point;--two singles and the rubber, against a triple. If the first two
-games are won by the same partners, the third is not played.
-
-_=DEALING.=_ Any player has the right to shuffle the cards, the dealer
-last. The pack must be presented to the pone to be cut, and he must
-leave at least four cards in each packet. Beginning on his left, the
-dealer distributes the cards either two at a time and then three, or
-three and then two to each player in rotation, until all have five
-cards. Whichever number, two or three, the dealer begins with, he must
-continue giving the same number to every player, including himself, for
-the first round. After the cards are dealt, the next card is turned
-face up on the remainder of the pack, except in five and seven-handed
-Euchre, in which no trump is turned. Each player deals in turn to the
-left, until the conclusion of the game or rubber.
-
-_=Irregularities in the Deal.=_ If any card is found faced in the pack,
-the dealer must deal again. Should the dealer expose any card but the
-trump while dealing, the adversaries may demand a new deal by the same
-dealer. Should any adversary of the dealer expose a card, the dealer
-may elect to deal again. A player dealing out of turn may be stopped
-before the trump card is turned; but after that the deal must stand,
-afterward passing to the left in regular order. On the completion of
-the deal, if any player has more or less than five cards, it is a
-misdeal, and the deal passes to the player on the misdealer’s left.
-
-The dealer loses his deal if he neglects to have the pack cut; if he
-deals a card incorrectly, and fails to remedy the error before dealing
-another; if he counts the cards on the table, or those remaining in the
-pack; or if he deals two cards to one player and three to another in
-the same round.
-
-If the pack is found to be imperfect, the deal in which the error is
-discovered is void; but all previous scores stand good.
-
-_=MAKING THE TRUMP.=_ Although a card is turned up at the end of
-the deal, the suit to which it belongs is not necessarily the trump
-for that hand. Each player in turn, beginning on the dealer’s left,
-whether he be an adversary or a partner of the dealer’s, may insist
-on the turn-up suit remaining the trump; or he may declare that he is
-indifferent as to which suit is the trump, the one turned up or some
-other. But should one player in his proper turn decide in favour of the
-turn-up, no player after him can alter the decision. When it comes to
-the dealer’s turn, if no other player has decided to retain the suit
-turned up, he must either let the trump remain as it is, or insist on
-its being changed.
-
-As the individual or side that settles which suit shall be the trump is
-said to _=make the trump=_, it will be necessary to describe the method
-of scoring in order to understand the principles that guide the players
-in deciding on the trump suit.
-
-_=SCORING.=_ Euchre is played for tricks. If the side that makes the
-trump takes three or four tricks out of the five possible, it scores
-one point. If the side wins all five tricks, it scores two points for
-a _=march=_. If the player that makes the trump fails to win three
-tricks, he is _=euchred=_, and his adversaries score two points for
-the euchre. _=When four play=_, if the player who makes the trump
-declares to play _=alone=_, that is, without any assistance from his
-partner, who must lay down his cards, the maker of the trump scores
-four points if he succeeds in winning all five tricks, and one point if
-he wins three or four tricks. But if he fails to win three tricks, he
-is euchred, and the adversaries score two points. _=When three play=_,
-a lone hand counts three if the player wins all five tricks. _=When two
-play=_, five tricks is simply a march, and counts two points. _=When
-five or seven play=_, there are special scores for lone hands. When all
-five tricks are taken by one side, but not by an individual playing
-a lone hand, it is simply a march, and counts two points, no matter
-how many are playing. When two or three are playing, a march must of
-course be a lone hand, as there are no partnerships. As we shall see
-later, there are some varieties of Euchre in which a lone hand may play
-against a lone hand, but this is not permitted in the ordinary game.
-
-No one but the individual player who makes the trump can play alone.
-
-Except in five and seven-handed Euchre, the player or side first
-reaching five points wins the game. If three are playing, and two of
-them reach five points simultaneously by euchreing the third, they both
-win a game. If they are playing for stakes, they divide the pool.
-
-_=TAKING UP THE TRUMP.=_ After the trump is turned up, each player in
-turn examines his cards, and if he does not care whether the trump
-suit remains unchanged or not, he says: “_=I pass=_.” If all pass, the
-dealer must decide. The dealer has the advantage of being allowed to
-take the trump card into his own hand, discarding one of his worthless
-cards in its place. If he thinks he can make three tricks with the
-turn-up suit for trumps, and his partner’s probable assistance, or can
-win five tricks by playing alone, he discards any card he pleases,
-placing it under the remainder of the pack, face down, and without
-showing or naming it. If the dealer decides to play alone, it is usual
-for him to pass his discard across the table to his partner, face down,
-so that there may be no misunderstanding his intention.
-
-The dealer may take up the trump card at any time during the play of
-the hand; but it is usual to leave it on the pack until it is played to
-a trick. No one but the dealer can take the trump into his hand.
-
-_=TURNING DOWN THE TRUMP.=_ If the dealer fears that he and his partner
-cannot make three tricks with the turn-up suit for trumps, or would
-prefer to have the suit changed, he can pass. If he passes, he takes
-the trump card from the top of the pack, and places it face upward, and
-partly under the pack, in such a manner that it can be distinctly seen.
-
-[Illustration:
-
- [🃘 on top of pack [Facedown pack
- covering facedown card] covering 🃘]
- TAKEN UP. TURNED DOWN.
-]
-
-_=CHANGING THE TRUMP.=_ It then becomes the turn of the other players,
-each in succession to the left of the dealer, to name some other suit
-for the trump, or to pass a second time. If the suit of the same colour
-as the turn-up is named for the new trump, it is usual to say: “_=I
-make it next=_.” If a suit of a different colour is named, it is called
-_=crossing the suit=_, and some players, if a red suit is turned, will
-say: “I _=cross=_ to clubs.”
-
-Any player naming a new suit may announce to play alone at the same
-time. The side that makes the new trump must make at least three
-tricks, or it will be euchred, and the adversaries will count two
-points. If a player names the suit that has just been turned down, he
-loses his right to make the trump; and if he corrects himself, and
-names another suit, he debars not only himself but his partner from
-making the trump. One player having named a new trump suit in his
-proper turn, his decision is binding on all the others; but should a
-player name a suit out of his proper turn, both he and his partner are
-debarred from making that suit the trump. If no one will name a new
-trump, the deal is void, and passes to the next player on the dealer’s
-left.
-
-_=ORDERING UP THE TRUMP.=_ Instead of passing the turn-up trump on
-the first round, any player who thinks it would be to his advantage
-to have the turn-up remain the trump, may order the dealer to take
-it up. In doing so he says: “_=I order it=_,” if he is an adversary;
-or: “_=I assist=_,” if he is the dealer’s partner. In either case the
-player making the trump may announce a lone hand at the same time. His
-side must make at least three tricks, whether he plays alone or not,
-or it is a euchre, and the adversaries will count two points. In case
-an adversary of the dealer plays alone, he must distinctly announce it
-when he orders up the trump. The usual expression is: “_=I order it
-alone=_.” His partner then lays his cards face downward on the table
-and takes no further part in the play of that hand. If he exposes any
-card of the abandoned hand, the adversaries can call upon him to take
-up the hand and play it, leaving the exposed card on the table as
-liable to be called. This of course prevents the lone hand.
-
-If the dealer’s partner wishes to play alone, instead of assisting,
-he says: “_=I play this alone=_,” and the dealer lays down his cards,
-leaving the trump on the pack.
-
-_=PLAYING ALONE.=_ No player but the one that takes up, orders up,
-or makes the trump can play a lone hand. If the dealer takes up the
-trump card of his own accord, he can play alone. If any player orders
-up or assists, that player can play alone. Any player making a new
-trump after the first has been turned down, can play alone. If one
-player orders up the trump, neither his partner nor his adversary can
-play alone; and if the dealer’s partner assists, that prevents the
-dealer from playing a lone hand. In many clubs the mistake is made of
-allowing the dealer to play alone on his partner’s assist; or letting
-the pone play alone after the dealer has been assisted; or letting the
-partner of the player who makes the new trump play alone. This is not
-good Euchre, because it gives an unfair advantage to one side, as we
-shall see when we come to the suggestions for good play, especially in
-connection with ordering up at what is called the “bridge;” that is,
-when the score is 4 to 1, or 4 to 0.
-
-_=METHOD OF PLAYING.=_ The trump settled, the eldest hand, or the
-player next him on the left, if the partner of the eldest hand is
-playing alone, begins by leading any card he pleases, and the others
-must follow suit if they can. Failure to follow suit when able is a
-_=revoke=_, if the error is not discovered and corrected before the
-trick in which it occurs is turned and quitted. If the player discovers
-his mistake in time, the card played in error must be left on the
-table, and is liable to be called. When a revoke is discovered and
-claimed by the adversaries, it is usual to abandon the hand, and the
-adversaries of the revoking player can either deduct two points from
-his score, or add two to their own score, for every revoke made during
-the hand. The penalty cannot be divided. If both sides revoke, the deal
-is void, and the same dealer must deal again.
-
-Any player having none of the suit led may either trump, or throw away
-a card of another suit. The highest card played, if of the suit led,
-wins the trick, trumps winning against all other suits, and a higher
-trump winning a lower. The winner of the trick may lead any card he
-pleases for the next trick, and so on, until all five tricks have been
-played. If the dealer takes the trump into his hand, any player naming
-it is liable to have his highest or lowest trump called; but a player
-may ask and must be informed what the trump suit is.
-
-_=Cards Played in Error.=_ All cards led out of turn, played in error,
-or two or more played to a trick, or dropped face upward on the table,
-are called _=exposed cards=_, and must be left face up on the table.
-These must be played when called by the adversaries, unless compliance
-with the demand would make the player revoke; but the fact of their
-being exposed does not prevent their being got rid of in the course
-of play if the opportunity offers. Some persons imagine that the
-adversaries can prevent an exposed card from being played; but such is
-not the case in Euchre. A person playing a lone hand is not liable to
-any penalty for exposing his cards, nor for leading out of turn, for he
-has no partner to derive any benefit from the information conveyed.
-
-_=Leading Out of Turn.=_ Should any person, not playing alone, lead out
-of turn, the adversaries may call a suit from the player in error, or
-from his partner, when it is next the turn of either of them to lead.
-The demand must be made by the person who will be the last player on
-the trick in which the suit is called. If all have played to the lead
-before discovering the error, it cannot be rectified; but if all have
-not played, those who have followed the false lead must take back their
-cards, which are not liable to be called.
-
-Any player may ask the others to _=draw cards=_ in any trick, provided
-he does so before the cards are touched for the purpose of gathering
-them. In answer to this demand, each player should indicate which card
-of those on the table he played. No one is allowed to see any trick
-that has been turned and quitted.
-
-_=Taking Tricks.=_ As the tricks are taken they should be neatly laid
-one upon the other in such a manner that any player at the table can
-count them. All tricks belonging to one side should be kept together.
-At the end of each hand the score should be claimed and marked. Revokes
-must be detected and claimed before the cards are cut for the following
-deal.
-
-_=CUTTING OUT.=_ When the play is confined to four players, rubbers are
-usually played, and the table is complete with six persons, two looking
-on, and awaiting their turn. At the end of a rubber, if there are more
-than four players belonging to the table, those who have just played
-cut to decide which shall give place to those waiting, the players
-cutting the highest cards going out. If six belong to the table, there
-will be no further cutting out, as those who are out for one rubber
-re-enter for the next, taking the places of those who have played
-two consecutive rubbers. If five belong to the table, the three who
-remained in for the second rubber must cut to allow the fifth player to
-re-enter. At the end of the third rubber, the two cut that have not yet
-been out; and at the end of the fourth rubber the one who has played
-every rubber goes out without cutting. Partners and deal are cut for at
-the beginning of each new rubber.
-
-_=METHODS OF CHEATING.=_ All the Euchre family of games, especially
-Écarté and Napoleon, offer numerous opportunities to the greek. So well
-is this known in Europe that it is considered extremely foolish for any
-person to play Écarté in mixed companies. The small number of cards in
-the pack, and the custom of dealing two and three at a time, gives the
-dealer an opportunity to bunch four valuable cards, of which he can
-give himself three, and turn up the fourth. False shuffles, shifted
-cuts, and marked cards are formidable weapons. The telegraph between
-partners, and the variation in tone or words in passing are frequently
-used by card-sharpers. One of the commonest devices in America is the
-use of what are known as “jack strippers.” These are two Jacks, usually
-both of the same colour, which can be withdrawn from any portion of the
-pack by the fingers of an expert, and placed on the top. When the sharp
-deals, he places cards enough on these to supply the other players on
-the first round, so that the strippers will come to him. When only two
-are playing, he strips them out and leaves them on the top when he cuts
-the cards, so that they shall be dealt to him. Never play Euchre or
-Écarté with a man who cuts the pack with both hands.
-
-Any person who is tempted to bet on any game in the Euchre family
-should remember the advice of the worldly-wise Parisian to his son:
-“Until you have four eyes in your head, risk not your gold at Écarté.”
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner to
-understand are. When to order up; when to assist; when to take up;
-when to play alone; and what to make the trump if it is turned down.
-His decision in each case will be governed largely by his position at
-the table, and by the score. The following suggestions are for four
-players, two being partners against the other two, and playing without
-the Joker; that being the most common form of the game. The general
-principles underlying these suggestions for the four-handed game will
-be found equally valuable in any form of Euchre.
-
-_=ORDERING UP.=_ Although probabilities are of little practical value
-in Euchre, it may be well to remember that there are nine cards in
-the trump suit; but as only two-thirds of the pack is dealt out, the
-average number of trumps among four players will be six. Of these, the
-dealer always has the advantage of being sure of one more than his
-share, and it is safe to reckon upon the dealer to hold at least two
-trumps. He may also be counted for a missing suit, for he will discard
-any losing card of an odd suit when he takes up the trump.
-
-_=The Eldest Hand=_ should not order up the trump unless he has such
-cards that he is reasonably certain of three tricks without any
-assistance from his partner, and cannot be sure of two tricks if the
-trump is turned down. When he holds one or two bowers, especially if he
-has cards of the next suit; that is, the suit of the same colour as the
-turn-up, he should always pass; because if the dealer takes it up he
-will probably be euchred, and if he turns it down, the eldest hand will
-have the first say, and can make it next. It is seldom right to order
-up a bower, because the dealer will rarely turn down such a card.
-
-There are exceptional cases in which the eldest hand may order up with
-little or nothing. One of the most common is when the adversaries of
-the dealer are at the _=bridge=_; that is, when their score is 4, and
-the dealer’s side has only 1 or 2 marked. It is obvious that if the
-dealer or his partner plays alone, he will win the game; but if the
-trump is ordered up the most he can score is 2 points for a euchre,
-and the player who orders up will then have a chance to go out on his
-own deal. For this reason it has come to be regarded as imperative for
-the eldest hand to order up at the bridge, unless he holds the right
-bower, or the left bower guarded, or the ace twice guarded, any one
-of which combinations is certain to win a trick against a lone hand
-if the eldest hand does not lead trumps himself. Another case is when
-the score is 4 to 4, and the eldest hand has average trump strength,
-good side cards, but nothing in the next suit. It is better to order
-it up, and risk the game on such a hand than to take the chance of the
-dealer’s turning it down.
-
-_=The Pone=_, who is the partner of the eldest hand, orders up at
-the bridge on exactly opposite principles. The fact that the eldest
-hand did not order up shows that the dealer cannot make a lone hand.
-This should indicate to the pone that his partner has a certain trick
-in trumps, and if the pone holds any good trumps himself, he can
-often guess what his partner’s trumps are. For instance: The ace is
-turned, and the pone holds the left bower guarded. The eldest hand
-must have the right bower, or four trumps to the King. If the eldest
-hand has passed at the bridge, and the pone has strong trumps himself,
-especially the ace or left bower and two small trumps, he should order
-up the trump; not to save the game, but to be sure of winning it by
-preventing the dealer from turning it down. If the pone does not order
-up at the bridge, the eldest hand may infer that he is weak in trumps.
-
-When it is not a bridge, the pone should be guided by the same
-principles as those given for the eldest hand, because he may be sure
-that his partner will make it next if it is turned down, unless he has
-a certainty of three tricks by crossing.
-
-If a player calls his partner’s attention to the fact that they are at
-the bridge, both lose their right to order up.
-
-_=ASSISTING.=_ The dealer’s partner usually assists on plain-suit
-cards, such as two aces, rather than on trumps. The score and the
-turn-up trump will often be a guide as to whether or not to assist. For
-instance: If the score is 1 all, or to 2 to 1, and a bower is turned,
-it is rarely right to assist, because it prevents the dealer from
-playing alone. If the partner has good suit cards, they may be useful
-to make a march; if he has strong trumps, especially if sure of three
-tricks, he should play alone, instead of assisting. If the score is 3
-in the dealer’s favour, he does not need a lone hand to win the game,
-and with two reasonably certain tricks in his own hand the dealer’s
-partner should assist, as they may win the game by a march.
-
-If the dealer’s side is at the bridge, the score being 4 to 1 or 4 to
-0 in their favour, and the eldest hand passes, the dealer’s partner
-must be on the alert to prevent the pone from placing a lone hand. He
-should assist unless a bower is turned, or he has it himself, or holds
-such cards that, combined with the turn-up, he is sure of a trick. For
-instance: The dealer’s partner has the King and two other trumps, and
-the ace is turned. It is impossible for the pone to make a lone hand,
-even if he has both bowers, and the ace is bare; for he cannot catch
-the King, even if his partner leads the trump through it. But if a
-small trump was turned, the pone might easily make a lone hand with
-both bowers and the ace.
-
-_=TAKING UP.=_ The average expectation of the dealer is something over
-two trumps, including the turn-up. With more than two trumps, or with
-two strong trumps, and a reasonably certain trick in a plain suit, the
-dealer should take up the trump. Three trumps of any size and an ace in
-plain suits is a strong take-up hand. It is better to take up the trump
-with only one plain suit in the hand, and small trumps, than with two
-strong trumps and two weak plain suits. The score will often decide the
-dealer in taking up the trump. For instance: At 4 all, it is useless
-to turn anything down unless you have a certain euchre in the next
-suit, and nothing in the turn-up. Even then, the adversaries are almost
-certain to cross the suit and go out. With the score 3 all, the dealer
-should be very careful about taking up on a weak hand, because a euchre
-loses the game. If he is weak, but has a chance in the next suit, or
-a bower in the cross suits, he should turn it down. It is a common
-stratagem to turn it down for a euchre when the dealer is better in the
-next suit, and has only 2 to go.
-
-_=PLAYING ALONE.=_ The dealer has the best chance to get a lone hand;
-but the eldest hand is more likely to succeed with one, on account of
-the advantage of the lead. It is an invariable rule for any player
-to go alone when he has three certain tricks, unless he is 3 up, and
-can win the game with a march. A lone hand should be played with both
-bowers and the ace, no matter how worthless the other cards; or with
-five trumps to the ace without either bower; or two high trumps and
-three aces in plain suits; or three good trumps and two aces. The
-theory of this is that while the march might possibly be made with
-partner’s assistance, if partner has the cards necessary to make a
-march, the adversaries have little or nothing, and there is a very good
-chance to make a lone hand if three tricks of it are certain. Both
-bowers and the ace, with only the seven and eight of a plain suit have
-made many a lone hand. If the lone player is not caught on the plain
-suit at the first trick, the adversaries may discard it to keep higher
-cards in the other suit; or they may have none of it from the first.
-There is always a chance, and it should be taken.
-
-The dealer’s partner, and the pone, should be very careful in playing
-lone hands, and should never risk them except with three certain
-tricks, no matter what suit is led first.
-
-With three sure tricks, some players make it a rule to play alone,
-provided the two other cards are both of the same suit.
-
-_=MAKING THE TRUMP.=_ When the trump is turned down, the general rule
-is for the eldest hand to make it next. The exceptions are when he has
-nothing in the next suit, but has at least two certain tricks in the
-cross suit, and a probable trick in a plain suit. It is safer to make
-it next with a weak hand than to cross it on moderate strength, for
-the presumption is that neither the dealer nor his partner had a bower
-in the turn-down suit, and therefore have none in the next suit. Such
-being the case, it is very likely that one or both may be strong in the
-cross suits, and it is not considered good policy to cross the suit
-unless so strong in it as to be reasonably certain of three tricks.
-Some players invariably make it next, regardless of their hands, unless
-they can play alone in the cross suit. Such a habit exposes them to the
-common artifice of the dealer’s turning it down for a euchre. A dealer
-holding a bower and three cards of the next suit, will often turn it
-down, and trust to the eldest hand making it next, which will give the
-dealer four trumps instead of two. The eldest hand should be on his
-guard against this when the dealer’s side has 3 scored.
-
-The dealer’s partner, on the other hand, should cross the suit almost
-as invariably as the eldest hand should make it next; for if his
-partner cannot take up the trump, and the eldest hand cannot make it
-next, their hands must be weak, and if it is passed to the pone, he
-will probably turn out to have a lone hand. The best chance is to cross
-the suit, unless the player has three certain tricks in his own hand by
-making it next, such as five trumps to the ace, or four trumps and a
-plain-suit ace. With such cards he should play alone.
-
-The pone should never make the trump unless he has three certain
-tricks, and is willing to play a lone hand. If the dealer turns it
-down, and both the eldest hand and the dealer’s partner pass a second
-time, there must be a nigger in the woodpile somewhere.
-
-_=LEADING.=_ The general principle of leading is to make tricks while
-you can. It is useless to save up tenaces in plain suits, because there
-are only five tricks to play, two of which are certain to fall to the
-trumps, and it is very improbable that any player will lead up to you
-a small card of a plain suit that will go round twice. It is seldom
-right to lead small cards of a plain suit. There is a better chance to
-make a trick with the King by leading it than by keeping it guarded.
-In the trump suit, tenaces are very strong, and should be preserved,
-especially if the tenace is over the turn-up trump. There is a familiar
-example of the importance of tenace when only two play, in which one
-person holds the major tenace in trumps, hearts, and must win three
-tricks, no matter which player leads. The cards in one hand are:--
-
-[Illustration:
-
- 🂻 🂱 🂺 🂡 🂮
-]
-
-and those in the other hand are;--
-
-[Illustration:
-
- 🃋 🂾 🂽 🂹 🃑
-]
-
-If the player with the major tenace has to lead first, all he has to
-do is to force his adversary with the plain suit, spades. Whatever the
-adversary leads, the player with the major tenace simply wins it, and
-forces again. If the player with the four trumps has the first lead, it
-does not matter what card he plays; the player with the major tenace
-wins it, and forces with the plain suit. As long as the major tenace in
-trumps is not led away from, it must win three tricks in trumps.
-
-_=Leading Trumps.=_ With strong cards in plain suits, the eldest
-hand may often lead trumps to advantage if the dealer’s partner has
-assisted, especially if the turn-up trump is small. It is seldom right
-to lead trumps if the dealer has taken up the trump of his own accord;
-but an exception is usually made when the eldest hand holds three
-trumps, and two aces in plain suits. The best chance for a euchre is
-to exhaust the trumps, so as to make the aces good for tricks. If the
-pone has ordered up the trump, the eldest hand should lead trumps to
-him immediately; but the pone should not lead trumps to his partner if
-the eldest hand has ordered up at the bridge. If a bower is turned, the
-dealer’s partner should lead a small trump at the first opportunity.
-
-In playing against a lone hand the best cards in plain suits should
-always be led, trumps never. In playing alone, it is best to lead
-winning trumps as long as they last, so as to force discards, which
-will often leave intermediate cards in plain suits good for tricks.
-
-_=Second Hand.=_ Play the best card you have second hand, and cover
-everything led if you can. With King and another or Queen and another,
-it is usually best to put up the honour second hand, on a small card
-led.
-
-_=Trumping.=_ It is seldom right to trump partner’s winning cards,
-unless he has ordered up the trump, and you think you can lead through
-the dealer to advantage. In playing against a lone hand, it is
-sometimes good play to trump your partner’s ace with an unguarded left
-bower or ace of trumps, as it may prevent the dealer from getting into
-the lead with a small trump, and may save a King or Queen of trumps in
-your partner’s hand. If you don’t trump, the dealer will probably get
-in and swing the right bower, and your trump will be lost.
-
-If your partner has ordered, made, or taken up the trump, and you have
-only one trump, even a bower, trump with it at the first opportunity.
-Trump everything second hand, unless it takes the right bower for a
-doubtful trick, or breaks into the major tenace in trumps.
-
-_=Discarding.=_ It is best to throw away singletons, unless they are
-aces. If you have two cards of equal value, but of different colours,
-one of which must be discarded, it is usual to keep the one of the
-same colour as the turn-up when playing against the dealer. Discard
-suits that the adversaries are trumping. If your partner discards
-a suit in which you have a high card, keep that suit, and discard
-another. If you have both ace and King of a plain suit, discard the
-ace, to show partner that you can win a trick in the suit. It is very
-often important to discard correctly when playing against a lone hand,
-especially if the lone player leads trumps for the fourth trick. It is
-a common practice for modern players to signal in the discard if they
-have a certain trick in a suit. This is done by discarding two cards in
-another suit, the higher before the lower. For instance: You have two
-aces, spades and diamonds. The dealer plays alone on hearts, and trumps
-your spade ace the first time. If you have two clubs, such as King and
-ten, discard the King first, and then the ten, and your partner will
-know you can stop the diamond suit. This should advise him to keep his
-clubs.
-
-
-CUT-THROAT EUCHRE.
-
-The chief element in the three-handed game is playing to the score.
-The player with the strong hand must always be kind to the under dog,
-and partnerships are always formed against the man with the high
-score. Suppose _=A=_, _=B=_, and _=C=_ are playing, and that _=A=_
-has 3 points to his adversaries’ nothing on _=B’s=_ deal. It is to the
-interest of _=A=_ to euchre _=B=_; but it is to the interest of _=C=_
-to let _=B=_ make his point because if _=B=_ is euchred, _=A=_ wins the
-game. _=B=_ having made his point, _=C=_ deals, and it is then to the
-interest of _=B=_ to let _=C=_ make his point. Suppose _=C=_ makes a
-march, 3 points, which puts him on a level with _=A=_. On _=A’s=_ deal
-it is _=C’s=_ game to euchre him, but _=B=_ must let _=A=_ make his
-point; so that instead of being opposed by both _=B=_ and _=C=_, as he
-was a moment ago, _=A=_ finds a friend in _=B=_, and the two who were
-helping each other to beat _=A=_, are now cutting each other’s throats.
-On _=B’s=_ deal, _=A=_ does not want to euchre him, for although that
-would win the game for both _=A=_ and _=C=_, _=A=_, who now has 4
-points up, does not wish to divide the pool with _=C=_ while he has
-such a good chance to win it all himself. Suppose _=B=_ makes his
-point. _=A=_ will do all he can to euchre _=C=_, but _=B=_ will oppose
-the scheme, because his only chance for the game is that _=A=_ will not
-be able to take up the trump on his own deal, and that _=B=_ will make
-a march.
-
-
-SET-BACK EUCHRE.
-
-This is simply a reversal of the ordinary method of scoring, the
-players starting with a certain number of points, usually ten, and
-deducting what they make on each deal. The peculiarity which gives the
-game its name is that if a player is euchred he is _=set back=_ two
-points, his adversaries counting nothing. The revoke penalty is settled
-in the same way. The game is usually counted with chips, each player
-starting with ten, and placing in the centre of the table those that he
-is entitled to score.
-
-
-BLIND EUCHRE.
-
-Each player is for himself and a widow of two cards is dealt. The
-player who takes the widow practically orders up the trump and must
-play against all the others after discarding two cards. If no one will
-take the widow, the deal is void.
-
-
-PENALTY EUCHRE.
-
-Five players are each provided with twelve counters. An extra hand of
-five cards is dealt face down, for a widow. Each player in turn can
-exchange the hand dealt him for the widow, or for the hand abandoned by
-anyone who has taken the widow, the cards being always face down. The
-turned trump is not taken up by the dealer, but is left on the pack.
-The eldest hand leads for the first trick and every man is for himself,
-each holding his own tricks.
-
-At the end of the hand, each player that has not taken a trick receives
-a counter from each of the others, whether they have taken tricks or
-not. Then all those that have won tricks put back into the pool a
-counter for each trick they have taken. The first player to get rid of
-his twelve counters wins the game.
-
-
-AUCTION EUCHRE.
-
-This form of the game is sometimes erroneously called _=French
-Euchre=_. The French know nothing about Euchre in any form. Auction
-Euchre is exactly the same as the ordinary four or six-handed game,
-except that the trump is not turned up, the players bidding in turn for
-the privilege of naming the trump suit. The bidder names the number
-of tricks he proposes to take. There is no second bid, and the player
-who has made the highest bid names the trump suit. No matter who is
-the successful bidder, the eldest hand leads for the first trick. The
-number of points won or lost on the deal are the number of points bid,
-even if the bidder accomplishes more. If a player has bid 3, and he and
-his partner take 4 or 5 tricks, they count 3 only. If they are euchred,
-failing to make the number of tricks bid, the adversaries count the
-number of points bid. Fifteen points is usually the game.
-
-This is probably the root of the much better games of five and
-seven-handed Euchre, which will be described further on.
-
-
-PROGRESSIVE EUCHRE.
-
-This form of Euchre is particularly well suited to social gatherings.
-Its peculiarity consists in the arrangement and progression of a large
-number of players originally divided into sets of four, and playing, at
-separate tables, the ordinary four-handed game.
-
-_=Apparatus.=_ A sufficient number of tables to accommodate the
-assembled players are arranged in order, and numbered consecutively;
-No. 1 being called _=the head table=_, and the lowest of the series
-_=the booby table=_. Each player is provided with a blank card, to
-which the various coloured stars may be attached as they accrue in the
-course of play. These stars are usually of three colours; red, green,
-and gold. The head table is provided with a bell, and each table is
-supplied with one pack of cards only. It is usual to sort out the
-thirty-two cards used in play, and the four small cards for markers,
-before the arrival of the guests.
-
-_=Drawing for Positions.=_ Two packs of differently coloured cards
-are used, and from the two black suits in each a sequence of cards
-is sorted out, equal in length to the number of tables in play. For
-instance: If there are sixteen ladies and sixteen gentlemen, or
-thirty-two players in all, they will fill eight tables, and all the
-clubs and spades from the ace to the eight inclusive should be sorted
-out. These are then thoroughly shuffled and presented, face down, to
-the players to draw from. The ladies take only the red-back cards,
-and the gentlemen only the blue. The number of pips on the card drawn
-indicates the number of the table at which the player is to sit, and
-those drawing cards of the same suit are partners for the first game.
-
-_=Playing.=_ All being seated, the deal is cut for at each table, and
-play begins. There is no cutting for partners, that being settled in
-the original drawing. Five points is a game, and after that number is
-reached by either side at the head table, the bell is struck. Lone
-hands are usually barred at the head table, so as to give the other
-tables time to make a certain number of points, and so to avoid ties.
-Upon the tap of the bell all play immediately ceases, even if in the
-middle of a deal. If the players at any but the head table have reached
-five points before the bell rings, they play on, counting all points
-made until the bell taps.
-
-_=Progressing.=_ The partners winning the game at the head table each
-receive a gold star, and retain their seats for the next game. The
-losing players at the head table go down to the booby table. All the
-winning players at the other tables receive red stars, and go to the
-table next in order above, those at table No. 2, going to No. 1. Those
-losing and remaining at the booby table each receive a green star.
-
-_=Changing Partners.=_ At all but the head table the partners that
-progress to the next table divide, the lady who has just lost at each
-table retains her seat, and takes for her partner the gentleman who has
-just arrived from the table below. At the head table the newly arrived
-pair remain as partners; but at the booby table the players who have
-just arrived from the head table divide. All being seated, they cut for
-the deal, and play is resumed until the next bell tap.
-
-_=Ties.=_ In case of ties in points at any table when the bell taps,
-those having won the most tricks on the next hand are declared the
-winners. If that is also a tie, the ladies cut to decide it, the lowest
-cut going up. In cutting, the ace is low, and the jack ranks below the
-Queen.
-
-_=Prizes.=_ Six prizes are usually provided for large companies. The
-lady and gentleman having the largest number of gold stars taking
-the first prizes; the largest number of red stars winning the second
-prizes; and the largest number of green stars the booby prizes. One
-player cannot win two prizes. In case of ties for the gold stars, the
-accompanying red stars decide it; if that is also a tie, the player
-with the fewest number of green stars wins; and if that is still a tie,
-the players must cut for it.
-
-The hostess decides the hour at which play shall cease, and is the
-referee in all disputes.
-
-
-MILITARY EUCHRE.
-
-The hostess arranges each table as a fort, with a distinguishing flag
-and a number of small duplicate flags. The partners who sit East and
-West progress round the room from table to table, and play one game of
-five points at each, no lone hands allowed. The winners of each game
-get a little flag from the losers as a trophy. By the time the E and
-W pairs have made the circuit of all the tables and got home again,
-the game is ended, the victors being the fort that has captured the
-greatest number of flags.
-
-
-RAILROAD EUCHRE.
-
-Railroad Euchre is the name given to any form of the four-handed game
-in which every expedient is used to make points rapidly.
-
-_=Cards.=_ A pack of twenty-five cards is used, all below the 9 being
-deleted, and the Joker added. The Joker is always the best trump.
-
-_=Players.=_ There are four players, two being partners against the
-other two. Partners, deal, and seats are cut for as in the ordinary
-game.
-
-_=Dealing.=_ The cards are distributed as in the ordinary game; but it
-is usual to agree beforehand upon a suit which shall be the trump if
-the Joker is turned up.
-
-_=Playing Alone.=_ The chief peculiarity in Railroad Euchre is in
-playing alone. Any player announcing to play alone, whether the dealer
-or not, has the privilege of passing a card, face down, to his partner.
-In exchange for this, but without seeing it, the partner gives the best
-card in his hand to the lone player, passing it to him face down. If he
-has not a trump to give him, he can pass him an ace, or even a King.
-Even if this card is no better than the one discarded, the lone player
-cannot refuse it. If the dealer plays alone, he has two discards; the
-first in exchange for his partner’s best card, and then another, in
-exchange for the trump card, after seeing what his partner can give
-him. In this second discard he may get rid of the card passed to him by
-his partner. If the dealer’s partner plays alone, the dealer may pass
-him the turn-up trump, or any better card he may have in his hand.
-
-Any person having announced to play alone, either of his adversaries
-may play alone against him; discarding and taking partner’s best card
-in the same manner. Should the lone player who makes the trump be
-euchred by the lone player opposing him, the euchre counts four points.
-It is considered imperative for a player holding the Joker, or the
-right bower guarded, to play alone against the lone hand, taking his
-partner’s best; for as it is evident that the lone hand cannot succeed,
-there is a better chance to euchre it with all the strength in one hand
-than divided.
-
-If any player, in his proper turn, announces to play alone, and asks
-for his partner’s best, the partner cannot refuse; neither can he
-propose to play alone instead.
-
-_=Scoring.=_ With the exception of the four points for euchreing a lone
-hand, the scoring is exactly the same as in the ordinary four-handed
-game; but there are one or two variations which are sometimes agreed
-upon beforehand in order to make points still more rapidly.
-
-_=Laps.=_ If a player makes more points than are necessary to win the
-game, the additional points are counted on the next game, so that there
-is always an inducement to play lone hands, even with 4 points up.
-
-_=Slams.=_ If one side reaches five points before the other has scored,
-it is a slam, and counts _=two games=_.
-
-When laps and slams are played, it is sometimes agreed that if a person
-plays alone without taking his partner’s best card, or the dealer plays
-alone without taking up the trump or asking for his partners best, and
-such a player succeeds in winning all five tricks with a pat hand,
-it counts _=five=_ points. If he fails to win all five tricks, the
-adversaries count _=one=_. If he is euchred, they count _=three=_; but
-they are not permitted to play alone against him.
-
-_=Jambone.=_ Any person playing a lone hand may announce Jambone,
-and expose his cards face up on the table. The adversaries then have
-me right to call any card they please, either for the lead, or in
-following suit; but they cannot make the player revoke, nor can they
-consult, or in any way expose their hands. If a lead is required, it
-must be called by the person on the jambone player’s left. If a card
-is called on a trick, it must be called by the person on the jambone
-player’s right. If in spite of these difficulties the jambone player
-succeeds in winning five tricks, he scores _=eight=_ points. If he wins
-three or four only, he counts _=one=_ point. If he is euchred he loses
-_=two=_. It is not allowable to play alone against a jambone.
-
-_=Jamboree.=_ This is the combination of the five highest trumps in one
-hand, and need only be announced and shown to entitle the holder to
-score _=sixteen=_ points. If held by the dealer, it may be made with
-the assistance of the turn-up trump; and any player may make it with
-the assistance of his partners best; but it does not count unless the
-holder of it has made the trump. If a player with a pat Jamboree is
-ordered up, all he can score is a euchre.
-
-As in other forms of Euchre, no one but the maker of the trump can play
-alone, or announce Jambone or Jamboree. Lone hands are very common in
-Railroad Euchre, and ordering up to prevent lone hands is commoner
-still.
-
-
-SEVEN-HANDED EUCHRE.
-
-_=Cards.=_ Seven-handed Euchre is played with a full pack of
-fifty-three cards, including the Joker. The cards in plain suits rank
-as at Whist; but the Joker is always the best trump, the right and left
-bowers being the second and third-best respectively.
-
-_=Counters.=_ One white and four red counters are necessary. The
-white counter is passed to the left from player to player in turn, to
-indicate the position of the next deal. The red counters are placed
-in front of the maker of the trump and his partners, to distinguish
-them from their opponents. Markers are not used, the score being kept
-on a sheet of paper. The score is usually kept by a person who is not
-playing, in order that none of those in the game may know how the
-various scores stand. Should an outsider not be available for scoring,
-there are two methods: One is for one player to keep the score for the
-whole table, who must inform any player of the state of the score if
-asked to do so. The other is to have a dish of counters on the table,
-each player being given the number he wins from time to time. These
-should be placed in some covered receptacle, so that they cannot be
-counted by their owner, and no other player will know how many he has.
-As it is very seldom that a successful bid is less than five, and never
-less than four, counters marked as being worth 4, 5, 6 and 7 each will
-answer every purpose, and will pay every bid made.
-
-_=Cutting.=_ The players draw cards from an outspread pack for the
-choice of seats, those cutting the lowest cards having the first
-choice. The lowest cut of all deals the first hand, passing the white
-counter to the player on his left, whose turn it will be to deal next.
-Ties are decided in the usual way.
-
-_=Dealing.=_ The cards are dealt from left to right, two being given to
-each player for the first round, then three, and then two again, until
-each player has received seven cards. The four remaining in the pack
-are then placed in the centre of the table, face down, and form the
-_=widow=_. No trump is turned.
-
-The rules governing all irregularities in the deal are the same as in
-ordinary Euchre.
-
-_=Making the Trump.=_ The cards dealt, each player in turn, beginning
-with the eldest hand, bids a certain number of points, at the same time
-naming the suit which he wishes to make the trump. There is no second
-bid, and the suit named by the highest bidder must be the trump for
-that deal. The successful bidder takes the widow, selecting from it
-what cards he pleases, and discarding others in their stead, so as to
-restore the number of his cards to seven. He then places a red counter
-in front of him, and chooses his partners, passing a red counter to
-each of them. These counters must be placed in front of the players to
-distinguish them as belonging to the bidder’s side; but the players
-make no changes in their respective positions at the table. Each player
-should bid on the possibilities of his hand, however small, so as to
-guide the others in their selection of partners.
-
-_=Partners.=_ If the bidder has proposed to take not more than _=five=_
-tricks out of the seven possible, he chooses two partners, and these
-three play against the remaining four. If he has bid to make _=six=_ or
-_=seven=_ tricks he chooses three partners, and these four play against
-the remaining three. Partners cannot refuse to play.
-
-_=Playing Alone.=_ Should a player think he can take all seven tricks
-without any partners, he may bid _=ten=_, which would outrank a bid of
-seven; but such a bid must be made before seeing the widow. If a player
-thinks he can win all seven tricks without either widow or partners, he
-may bid _=twenty=_, which is the highest bid possible. When twenty is
-bid the cards in the widow must remain untouched.
-
-_=Playing.=_ The successful bidder has the lead for the first trick.
-The general rules for following suit, etc., are the same as in ordinary
-Euchre. The bidder takes in all the tricks won by himself and his
-partners, and one of the adversaries should gather for that side. If
-a player on either side _=revokes=_, the adversaries score the number
-bid, and the hand is abandoned.
-
-_=Scoring.=_ If the bidder is successful in his undertaking, he and his
-partners, if any, are credited by the scorer with the number of points
-bid, but no more. Should a player bid five, and his side take seven, it
-would count them only five points. If the player making the trump fails
-to reach his bid, he is euchred, and the adversaries are credited with
-the number of points bid.
-
-_=Prizes.=_ It is usual to give two prizes for each table in play; one
-for the highest number of points won during the evening, and one for
-the smallest number; the latter being usually called the “booby” prize.
-
-_=Suggestions for Good Play.=_ It is very risky to bid seven without
-the Joker, the odds being 11 to 1 against finding it in the widow. A
-bid of ten should not be made without both Joker and Right Bower, and
-all the other cards winners and trumps. To bid twenty, a player should
-have a practically invincible hand, with at least five winning leads of
-trumps.
-
-The first bidders are always at a disadvantage, because they know
-nothing of the contents of the other hands; but after one or two
-players have made a bid, those following them can judge pretty well how
-the cards lie. For instance: The seven players are _=A=_ _=B=_ _=C=_
-_=D=_ _=E=_ _=F=_ _=G=_. _=A=_ deals, and _=B=_ bids 2 in hearts. _=C=_
-and _=D=_ pass. _=E=_ bids 3 in clubs; and _=F=_ says 4 in hearts.
-It is evident that _=F=_ is bidding on _=B’s=_ offer in hearts, and
-intends to choose him for a partner. _=G=_ finds in his hand four good
-spades and the Joker, but neither Bower. He may safely bid 5 or 6,
-taking _=E=_ for a partner if successful, as _=E=_ very probably has
-one or both the black Bowers. If he bids 5 only, the dealer, _=A=_,
-would have an excellent chance to bid 6 in hearts, and to take _=B=_
-and _=F=_ for two of his partners, and _=G=_ for the third, trusting to
-find him with the Joker, or at least protection in one or both black
-suits.
-
-If the successful bidder has had no previous bids to guide him in his
-choice of partners, he should take those who have the lowest scores, if
-the scores are known; because it is to his advantage to avoid advancing
-those who are perhaps already ahead. When the scores are not known,
-there is nothing but luck to guide one, unless a person has a very good
-memory, and knows which players are probably behind.
-
-_=Leading.=_ If the successful bidder wants 6 or 7 tricks, and holds
-the Joker, he should lead it at once. If he has not the Joker, he
-should begin with a low trump, and give his partners a chance to play
-the Joker on the first round. If the leader cannot exhaust the trumps
-with one or two rounds, it will sometimes be to his advantage to lead
-any losing card he may have in the plain suits, in order to let his
-partners win the trick if they can. In playing alone, it is absolutely
-necessary to exhaust the trumps before opening a plain suit.
-
-Partners should avail themselves of the methods common to four-handed
-Euchre to support one another in trumps and plain suits. The discard
-should invariably be from weakness if the player is the bidder’s
-partner; and from strength, if opposed to him.
-
-_=EUCHRE FOR FIVE PLAYERS.=_ This is practically the same as the
-seven-handed game, but the pack is reduced to 28 cards, all below the
-Eight in each suit being deleted. The Joker is not used. Five cards
-are dealt to each player, by two and three at a time, and the three
-remaining form the widow. The player bidding _=three=_ tricks takes one
-partner only. The player bidding _=four=_ or _=five=_ tricks, takes two
-partners. A player who intends to take the widow, but no partners, can
-bid _=eight=_ and one who intends to take neither widow nor partners
-can bid _=fifteen=_. In this form of Euchre the scores are generally
-known, and 100 points is game.
-
-In some clubs it is the practice for the successful bidder to select
-one of his partners by asking for the holder of a certain card. For
-instance: B has the lead, and has bid five in hearts, holding the three
-best trumps, the club ace, and a losing spade. Instead of selecting his
-partners at random, he asks for the spade ace, and the player holding
-that card must say, “Here”; upon which the bidder will pass him a
-counter, marking him as one of his partners.
-
-
-CALL-ACE EUCHRE.
-
-In this variety of euchre, each player is for himself so far as the
-final score goes. The one who takes up the trump or orders it up, or
-who makes it after it is turned down, may call upon the best card of
-any suit but the trump. The player holding the best card of that suit
-must be his partner, but he does not declare himself. When the highest
-card of the suit asked for falls in play, the partner is disclosed.
-
-As the whole pack is not dealt out, it often happens that the ace, or
-even both ace and king, of the suit called for are in the talon. Should
-it turn out that the caller has the highest card of the suit himself,
-he has no partner.
-
-When six play, 32 cards are used, and only one remains unknown. When
-five play, the sevens are thrown out. When four play, the eights are
-also discarded.
-
-If the maker of the trump does not want a partner, he may either say
-“alone” or he may ask for a suit of which he holds the ace himself.
-
-If the maker of the trump and his partner get three tricks, they score
-1 point each. If they win all the tricks, they score 3 points each if
-there are five or six in the game; 2 points if there are not more than
-four players. If the partnership is euchred, each of the others at the
-table scores 2 points.
-
-For a lone hand, winning all five tricks, the player scores a point for
-as many players as there are at the table, including himself. Euchres
-score 2 for every other player but the lone hand. A lone hand making
-three or four tricks only, scores 1.
-
-
-500, OR BID EUCHRE.
-
-In this variety of euchre, the joker is always used. When there is a
-trump suit, it is the best trump; but when there are no trumps, it is a
-suit by itself, but still a trump. The player holding it cannot trump
-with it as long as he can follow suit; but when he has none of the suit
-led, he can trump with the joker if he likes. When the joker is led in
-a no-trump hand, the leader must name the suit that he wishes played to
-it.
-
-Five hundred is supposed to be a game for three players, but sometimes
-two play against two as partners.
-
-The dealer gives ten cards to each player, three and then two at a time
-as in the ordinary game of euchre; but after dealing the first three
-cards to each he lays off three cards face down for a widow. This widow
-is taken in hand by the successful bidder, who discards three cards in
-its place.
-
-The players bid for the privilege of naming the trump suit, or of
-playing without any trump but the joker. The number of tricks bid must
-not be less than six, and the suit must be named at the same time.
-The player having the most valuable game, regardless of the number of
-tricks or the suit, is the successful bidder, because a bid of seven in
-hearts, for instance, is worth more in points than a bid of eight in
-clubs, as will be seen from the following table.
-
- ---------------+---------+---------+---------+---------+----------
- If trumps are: |6 tricks.|7 tricks.|8 tricks.|9 tricks.|10 tricks.
- ---------------+---------+---------+---------+---------+----------
- Spades | 40 | 80 | 120 | 160 | 200
- Clubs | 60 | 120 | 180 | 240 | 300
- Diamonds | 80 | 160 | 240 | 320 | 400
- Hearts | 100 | 200 | 300 | 400 | 500
- No-trumps | 120 | 240 | 360 | 480 | 600
- ---------------+---------+---------+---------+---------+----------
-
-The successful bidder always leads for the first trick, after he has
-taken the widow and discarded, and after the hand is played, he has
-the first count. If he has made as many as he bid, he scores it; but
-he cannot score more than he bid unless he succeeds in winning every
-trick. In that case he scores 250 if his bid was less than 250; but
-if his bid was more than 250, he gets nothing extra for winning every
-trick.
-
-Any player but the bidder winning a trick scores ten points for it,
-so it is necessary for each player to keep separate the tricks he
-individually wins.
-
-If the bidder fails, he loses, or is set back, as many points as he
-bid, and he scores nothing for the tricks he takes, but he may play the
-hand out to prevent the others from scoring, as his adversaries still
-get ten points for each trick they win.
-
-Five hundred points is game, and as the bidder has the first count he
-may go out first, even if an adversary has won tricks enough to reach
-500 also.
-
-
-EUCHRE LAWS.
-
-_=1.=_ _=SCORING.=_ A game consists of five points. If the players
-making the trump win all five tricks, they count _=two=_ points towards
-game; if they win three or four tricks, they count _=one=_ point; if
-they fail to win three tricks, their adversaries count _=two=_ points.
-
-_=2.=_ If the player making the trump plays _=alone=_, and makes five
-tricks, he counts as many points as there are players in the game:
-Two, if two play; three if three play; four if four play, etc. If he
-wins three or four tricks only, he counts one; if he fails to win three
-tricks, his adversaries count two.
-
-_=3.=_ _=The Rubber=_ is the best of three games. If the first two are
-won by the same players, the third game is not played. The winners gain
-a _=triple=_, or three points, if their adversaries have not scored;
-a _=double=_, or two points, if their adversaries are less than three
-scored; a _=single=_, or one point, if their adversaries have scored
-three or four. The winners of the rubber add two points to the value
-of their games, and deduct the points made by the losers, if any; the
-remainder being the value of the rubber.
-
-_=4.=_ _=FORMING THE TABLE.=_ A Euchre table is complete with six
-players. If more than four assemble, they cut for the preference, the
-four lowest playing the first rubber. Partners and deal are then cut
-for, the two lowest pairing against the two highest. The lowest deals,
-and has the choice of seats and cards.
-
-_=5.=_ _=Ties.=_ Players cutting cards of equal value cut again, but
-the new cut decides nothing but the tie.
-
-_=6.=_ _=Cutting Out.=_ At the end of a rubber the players cut to
-decide which shall give way to those awaiting their turn to play.
-After the second rubber, those who have played the greatest number of
-consecutive games give way; ties being decided by cutting.
-
-_=7.=_ _=Cutting.=_ In cutting, the ace is low, the other cards
-ranking, K Q J 10 9 8 7, the King being the highest. A player exposing
-more than one card, or cutting the Joker, must cut again.
-
-_=8.=_ _=SHUFFLING.=_ Every player has a right to shuffle the cards,
-the dealer last.
-
-_=9.=_ _=DEALING.=_ The dealer must present the pack to the pone to
-be cut. At least four cards must be left in each packet. If a card is
-exposed in cutting, the pack must be reshuffled, and cut again. If the
-dealer reshuffles the pack after it has been properly cut, he loses his
-deal.
-
-_=10.=_ Beginning on his left, the dealer must give to each player in
-rotation _=two=_ cards on the first round, and _=three=_ on the second;
-or three to each on the first round, and two on the second. Five cards
-having been given to each player in this manner, the next card is
-turned up for the trump. The deal passes to the left.
-
-_=11.=_ There must be a new deal by the same dealer if any card but the
-trump is found faced in the pack, or if the pack is proved incorrect or
-imperfect; but any previous scores made with the imperfect pack stand
-good.
-
-_=12.=_ The adversaries may demand a new deal if any card but the trump
-is exposed during the deal, provided they have not touched a card. If
-an adversary exposes a card, the dealer may elect to deal again. If a
-new deal is not demanded, cards exposed in dealing cannot be called.
-
-_=13.=_ The adversaries may stop a player dealing out of turn, or with
-the wrong pack, provided they do so before the trump card is turned,
-after which the deal stands good.
-
-_=14.=_ _=MISDEALING.=_ A misdeal loses the deal. It is a misdeal: If
-the cards have not been properly cut; if the dealer gives two cards to
-one player and three to another in the same round; if he gives too many
-or too few cards to any player; if he counts the cards on the table,
-or those remaining in the pack; or if he deals a card incorrectly, and
-fails to correct the error before dealing another. If the dealer is
-interrupted in any manner by an adversary, he does not lose his deal.
-
-_=15.=_ _=THE TRUMP CARD.=_ After the trump card is turned, each
-player in turn, beginning with the eldest hand, has the privilege of
-passing, assisting, or ordering up the trump. Should a player pass,
-and afterward correct himself by ordering up or assisting, both he and
-his partner may be prevented by the adversaries from exercising their
-privilege. If a player calls his partner’s attention to the fact that
-they are at the bridge, both lose their right to order up the trump.
-
-_=16.=_ The dealer may leave the trump card on the pack until it is got
-rid of in the course of play. If the trump card has been taken up or
-played, any player may ask, and must be informed by the dealer, what
-the trump suit is; but any player naming the trump card may be called
-upon by an adversary to play his highest or lowest trump.
-
-_=17.=_ If the dealer takes up, or is ordered up, he must _=discard=_
-a card from his own hand, placing it under the remainder of the pack.
-Having quitted such discard, it cannot be taken back. If the dealer
-has not discarded until he has played to the first trick, he and his
-partner cannot score any points for that hand.
-
-_=18.=_ If the eldest hand leads before the dealer has quitted his
-discard, the dealer may amend his discard, but the eldest hand cannot
-take back the card led.
-
-_=19.=_ If the dealer takes up the trump to play alone, he must pass
-his discard across the table to his partner. If he fails to do so, the
-adversaries may insist that his partner play with him, preventing the
-lone hand.
-
-_=20.=_ _=MAKING THE TRUMP.=_ If the dealer does not take up the trump,
-he must place it under the remainder of the pack, face upward, so
-that it can be distinctly seen. Each player in turn, beginning on the
-dealer’s left, then has the privilege of naming a new trump suit.
-
-_=21.=_ If any player names the suit already turned down, he loses his
-right to name a suit; and if he corrects himself, and names another,
-neither he nor his partner is allowed to make that suit the trump. If a
-player names a new trump suit out of his proper turn, both he and his
-partner are forbidden to make that suit the trump.
-
-_=22.=_ If no one will name a new trump, the deal is void, and passes
-to the next player on the dealer’s left.
-
-_=23.=_ _=IRREGULARITIES IN THE HANDS.=_ If any player is found not to
-have his correct number of cards, it is a misdeal; but if he has played
-to the first trick the deal stands good, and he cannot score anything
-that hand.
-
-_=24.=_ _=EXPOSED CARDS.=_ The following are exposed cards, and must
-be left face up on the table, and are liable to be called by the
-adversaries:
-
- I. Every card faced upon the table otherwise than in the
- regular course of play.
-
- II. Two or more cards played to a trick. The adversaries may
- elect which shall be played.
-
- III. Any card named by the player holding it.
-
-_=25.=_ If an adversary of a person playing alone exposes a card, the
-lone player may abandon the hand, and score the points. Should the
-partner of the lone player expose a card, the adversaries may prevent
-the lone hand by compelling the player in error to play with his
-partner, leaving the exposed card on the table.
-
-_=26.=_ _=CALLING EXPOSED CARDS.=_ The adversary on the right of an
-exposed card must call it before he plays himself. If it will be the
-turn of the player holding the exposed card to lead for the next trick,
-the card, if wanted, must be called before the current trick is turned
-and quitted. Should a player having an exposed card and the lead, play
-from his hand before the previous trick is turned and quitted, the card
-so led may also be claimed as exposed.
-
-_=27.=_ _=LEADING AND PLAYING OUT OF TURN.=_ If a player leads when
-it was his partner’s turn, a suit may be called from his partner. The
-demand must be made by the last player to the trick in which the suit
-is called. If it was the turn of neither to lead, the card played in
-error is exposed. If all have played to the false lead, the error
-cannot be rectified. If all have not followed, the cards erroneously
-played must be taken back, but are not liable to be called.
-
-_=28.=_ If an adversary of a lone player leads out of turn, the lone
-player may abandon the hand, and score the points.
-
-_=29.=_ If the third hand plays before the second, the fourth hand
-may play before his partner, either of his own volition, or at the
-direction of the second hand, who may say: “Play, partner.” If the
-fourth hand plays before the second, the third hand may call upon the
-second hand to play his highest or lowest of the suit led, or to trump
-or not to trump the trick.
-
-_=30.=_ _=REVOKING.=_ A revoke is a renounce in error, not corrected
-in time; or non-compliance with a performable penalty. If a revoke
-is claimed and proved, the hand in which it occurs is immediately
-abandoned. The adversaries of the revoking player then have the option
-of adding two points to their own score, or deducting two points from
-his score. If both sides revoke, the deal is void. If one person is
-playing alone, the penalty for a revoke is as many points as would have
-been scored if the lone hand had succeeded.
-
-_=31.=_ A revoke may be corrected by the player making it before the
-trick in which it occurs has been turned and quitted, unless the
-revoking player or his partner, whether in his right turn or otherwise,
-has led or played to the following trick.
-
-_=32.=_ If a player corrects his mistake in time to save a revoke, the
-card played in error is exposed; but any cards subsequently played by
-others may be taken back without penalty.
-
-_=33.=_ _=PLAYING ALONE.=_ No one but the individual maker of the trump
-can play alone.
-
-_=34.=_ The dealer must announce his intention to play alone by passing
-his discard over to his partner. Any other player intending to play
-alone must use the expression “alone” in connection with his ordering
-up or making the trump; as, “I order it, alone;” or “I make it hearts,
-alone.”
-
-_=35.=_ The partner of a player who has announced to play alone must
-lay his cards on the table, face down. Should he expose any of his
-cards, the adversaries may prevent the lone hand, and compel him to
-play with his partner, the exposed card being left on the table and
-liable to be called.
-
-_=36.=_ The lone player is not liable to any penalty for exposed cards,
-nor for a lead out of turn.
-
-_=37.=_ Should either adversary lead or play out of turn, the lone
-player may abandon the hand, and score the points.
-
-_=38.=_ _=MISCELLANEOUS.=_ No player is allowed to see any trick that
-has once been turned and quitted, under penalty of having a suit called
-from him or his partner.
-
-_=39.=_ Any player may ask the others to indicate the cards played by
-them to the current trick.
-
-_=40.=_ A player calling attention in any manner to the trick or to the
-score, may be called upon to play his highest or lowest of the suit
-led; or to trump or not to trump the trick during the play of which the
-remark was made.
-
-
-ÉCARTÉ.
-
-Écarté is usually described as a very simple game, but unfortunately
-the rules governing it are very complicated, and as no authoritative
-code of law exists, disputes about trifling irregularities are very
-common. In the following directions the author has selected what
-appears to be the best French usage. The code of laws adopted by some
-of the English clubs is unfortunately very defective, and in many
-respects quite out of touch with the true spirit of the French game.
-The English are very fond of penalties; the French try to establish the
-status quo.
-
-_=CARDS.=_ Écarté is played with a pack of thirty-two cards, which
-rank, K Q J A 10 9 8 7. When two packs are used, the adversary shuffles
-one while the other is dealt.
-
-_=MARKERS.=_ In France, the game is always marked with the ordinary
-round chips or counters, never with a marker. As five points is the
-game, four of these counters are necessary for each player.
-
-_=PLAYERS.=_ Écarté is played by two persons, who sit opposite each
-other. One is known as the dealer, and the other as the pone, the
-adversary, the elder hand, the non-dealer, the leader, or the player.
-
-_=THE GALLERY.=_ In clubs that make a feature of Écarté, and in which
-there is a great deal of betting on the outside by the spectators, it
-is not usual to allow more than one game between the same players, the
-loser giving place to one of those who have been backing him, and who
-is called a _=rentrant=_. This is known as playing the _cul-levé_. Any
-person in the gallery is allowed to draw attention to errors in the
-score, and may advise the player he is backing, or even play out the
-game for him, if he resigns. The player need not take the advice given
-him, which must be offered without discussion, and by pointing only,
-not naming the suit or cards. If a player will not allow the gallery
-to back him, taking all bets himself, no one may overlook his hand nor
-advise him without his permission, and he need not retire if he loses
-the game.
-
-_=CUTTING.=_ The player cutting the highest écarté card deals the first
-hand, and has the choice of seats and cards. If a person exposes more
-than one card in cutting, the lowest is taken to be his cut. If he does
-not cut, or will not show his cut, he loses the first deal.
-
-_=STAKES.=_ Écarté is played for so much a game. If the gallery is
-betting, all money offered must be placed on the table, and if the
-bets are not taken by the players, they may be covered by the opposing
-gallery.
-
-_=DEALING.=_ It is usual for the dealer to invite his adversary to
-shuffle the cards, but if two packs are used this is not necessary.
-The dealer must shuffle the pack and present it to his adversary to be
-cut. At least two cards must be left in each packet, and the upper part
-of the pack must be placed nearer the dealer. Five cards are given to
-each player, and the eleventh is turned up for the trump. The cards
-are distributed two and three at a time, or three and then two, and in
-whichever manner the dealer begins he must continue during the game. If
-he intends to change his manner of dealing in the following game, he
-must so advise his adversary when presenting the cards to be cut.
-
-_=MISDEALING.=_ A player dealing out of turn, or with the wrong cards,
-may be stopped before the trump is turned. But if the trump has been
-turned, and neither player has discarded or played to the first trick,
-the pack must be set aside, with the cards as dealt, and the trump
-turned, to be used for the ensuing deal. The other pack is then taken
-up and dealt by the player whose proper turn it was to deal. If a
-discard has been made, or a trick played to, the deal stands good, and
-the packs, if changed, must so remain.
-
-There must be a new deal if any card but the eleventh is found faced in
-the pack. If the dealer exposes any of his own cards, the deal stands
-good. If he exposes any of his adversary’s cards, the non-dealer may
-claim a fresh deal, provided he has not seen any of his cards.
-
-It is a misdeal if the dealer gives too many or too few cards to his
-adversary or to himself. If the hands have not been seen, and the pone
-discovers that he has received more than five cards, he has the choice
-to discard the superfluous cards at hazard, or to claim a misdeal,
-which loses the deal. If the pone has received less than the proper
-number, he may supply the deficiency from the remainder of the pack,
-without changing the trump card, or he may claim a misdeal. If the
-dealer has given himself too many or too few cards, the pone may claim
-a misdeal, or he may draw the superfluous cards from the dealer’s hand,
-face downward, or allow him to supply the deficiency from the remainder
-of the pack, without changing the trump.
-
-If the cards have been seen, the pone, having an incorrect number, may
-supply or discard to correct the error, or he may claim a misdeal. If
-he discards, he must show the cards to the dealer. If the dealer has
-an incorrect number, the pone may draw from his hand, face downward,
-looking at the cards he has drawn, (as the dealer has seen them,) or
-allow him to supply the deficiency, or claim a misdeal.
-
-When any irregularity is remedied in this manner, the trump card
-remains unchanged.
-
-If the dealer turns up more than one card for the trump, his adversary
-has a right to select which card shall be the trump, or he may claim a
-new deal by the same dealer, provided he has not seen his hand. If he
-has seen his hand, he must either claim a misdeal, or the eleventh card
-must be the trump, the other exposed card being set aside.
-
-If the pack is found to be imperfect, all scores previously made with
-it stand good.
-
-_=TURNING THE KING.=_ If the King is turned up, the dealer marks one
-point for it immediately. If a wrong number of cards has been dealt,
-and a King is turned, it cannot be scored, because it was not the
-eleventh card.
-
-_=PROPOSING AND REFUSING.=_ The cards dealt, the pone examines his
-hand, and if he thinks it strong enough to win three or more tricks,
-he stands; that is, plays without proposing, and says to the dealer:
-“_=I play=_.” If he thinks he can improve his chances by drawing
-cards, allowing the dealer the same privilege of course, he says: “_=I
-propose=_;” or simply: “_=Cards=_.” In reply the dealer may either
-accept the proposal by asking: “_=How many?=_” or he may refuse,
-by saying: “_=Play=_.” If he gives cards, he may also take cards
-himself, after having helped his adversary. If he refuses, he must
-win at least three tricks or lose two points; and if the pone plays
-without proposing, he must make three tricks, or lose two points. The
-hands on which a player should stand, and those on which the dealer
-should refuse are known as _=jeux de règle=_, and will be found in the
-suggestions for good play.
-
-A proposal, acceptance, or refusal once made cannot be changed or taken
-back, and the number of cards asked for cannot be corrected.
-
-_=DISCARDING.=_ If the pone proposes, and the dealer asks: “How many?”
-the elder hand discards any number of cards from one to five, placing
-them on his right. These discards, once quitted, must not again be
-looked at. A player looking at his own or his adversary’s discards
-can be called upon to play with his cards exposed face upward on the
-table, but not liable to be called. The number of cards discarded must
-be distinctly announced, and the trump is then laid aside, and the
-cards given from the top of the pack, without further shuffling. It
-is considered imperative that the player who has proposed should take
-at least one card, even if he proposed with five trumps in his hand.
-The pone helped, the dealer then announces how many cards he takes,
-placing his discards on his left. The dealer, if asked, must inform his
-adversary how many cards he took, provided the question is put before
-he plays a card.
-
-After receiving his cards, the pone may either stand or propose again,
-and the dealer may either give or refuse; but such subsequent stands
-or refusals do not carry with them any penalty for failure to make
-three tricks. Should these repeated discards exhaust the pack, so that
-there are not enough cards left to supply the number asked for, the
-players must take back a sufficient number from their discards. If the
-dealer has accepted a proposal, and finds there are no cards left for
-himself, that is his own fault; he should have counted the pack before
-accepting. The trump card cannot be taken into the hand under any
-circumstances.
-
-_=MISDEALING AFTER DISCARDING.=_ If the dealer gives the pone more or
-less cards than he asks for, he loses the point and the right to mark
-the King, unless it was turned up.
-
-If the dealer gives himself more cards than he wants, he loses the
-point and the right to mark the King, unless he turned it up. If he
-gives himself less cards than he wants, he may make the deficiency
-good without penalty; but if he does not discover the error until he
-has played a card, all tricks for which he has no card to play must be
-considered as won by his adversary.
-
-If the pone asks for more cards than he wants, the dealer can play the
-hand or not, as he pleases. If he plays, he may draw the superfluous
-card or cards given to the pone, and look at them if the pone has seen
-them. If the dealer decides not to play, he marks the point. In either
-case the pone cannot mark the King, even if he holds it.
-
-If the pone asks for less cards than he wants, he must play the hand as
-it is, and can mark the King if he holds it; but all tricks for which
-he has no card to play must be considered as won by his adversary.
-
-If a player plays without discarding, or discards for the purpose of
-exchanging, without advising his adversary of the fact that he has too
-many or too few cards, he loses two points, and the right of marking
-the King, even if turned up.
-
-If either player, after discarding and drawing, plays with more than
-five cards, he loses the point and the privilege of marking the King.
-
-Should the dealer forget himself in dealing for the discard, and turn
-up another trump, he cannot refuse his adversary another discard, if he
-demands it, and the exposed card must be put aside with the discards.
-
-If any cards are found faced in the pack when dealing for the discard,
-the deal stands good if they will fall to the dealer. But if the
-exposed card will go to the pone, he has the option of taking it, or
-claiming a fresh deal by the same dealer.
-
-During all the discards the trump card remains the same.
-
-_=MARKING THE KING.=_ The discards settled, the first and most
-important thing before play begins is to mark the King. If the King
-is turned up, the dealer marks one point for it immediately. If the
-pone holds it, he must _=announce=_ and mark it before he plays a card.
-If he leads the King for the first trick, he must still announce it
-by saying distinctly: “I mark the King;” and unless this announcement
-is made before the King touches the table, it cannot be marked. So
-important is this rule that in some European Casinos it is found
-printed on the card tables. Having properly announced the King, it may
-be actually marked with the counters at any time before the trump is
-turned for the following game.
-
-If the dealer holds the King he must announce it before his adversary
-leads for the first trick. It is in order that there may be no
-surprises in this respect that the elder hand is required to say
-distinctly: “I play,” before he leads a card. The dealer must then
-reply: “I mark the King,” if he has it; if not, he should say: “Play.”
-A player is not compelled to announce or mark the King if he does not
-choose to do so.
-
-If a player announces and marks the King when he does not hold it,
-his adversary can take down the point erroneously marked, and mark
-one himself, for penalty. This does not prevent him from marking an
-additional point for the King if he holds it himself. For instance: The
-pone announces King, and marks it, at the same time leading a card. Not
-having notified the dealer that he was about to play, the dealer cannot
-be deprived of his right to mark the King himself, if he holds it. The
-dealer marks the King, marks another point for penalty, and takes down
-the pone’s point, erroneously marked. If the player announcing the
-King without holding it, discovers his error before a card is played,
-he simply amends the score and apologizes, and there is no penalty. If
-any cards have been played after an erroneous announcement of the King,
-such cards can be taken back by the adversary of the player in error,
-and the hand played over again.
-
-_=METHOD OF PLAYING.=_ The elder hand begins by leading any card he
-pleases, at the same time announcing the suit; “hearts;” “spades;” or
-whatever it may be. This announcement must be continued at every trick.
-If a player announces one suit and leads another, his adversary may
-demand that he take back the card played, and lead the suit announced.
-If he has none of the announced suit, the adversary may call a suit. If
-the adversary is satisfied with the card led, but improperly announced,
-he may demand that it remain as played.
-
-_=RENOUNCING.=_ When a card is led the adversary must not only follow
-suit, but must win the trick if he can. If he can neither follow suit
-nor trump, he may discard any card he pleases. Should a player not
-follow suit, or should he decline to win the trick, when able to do so,
-it is a renounce, and if he makes the odd trick he counts nothing; if
-he makes all five tricks, he counts one point only, instead of two.
-Should he trump the trick when he can follow suit, he is subject to the
-same penalty. There is no such thing as a _=revoke=_ in Ecarté. When
-it is discovered that a player has not followed suit when able, or has
-lost a trick that he could have won, the cards are taken back, and the
-hand played over again, with the foregoing penalty for the renounce.
-
-The highest card played, if of the suit led, wins the trick, and trumps
-win all other suits.
-
-_=Leading Out of Turn.=_ Should a player lead out of turn, he may take
-back the card without penalty. If the adversary has played to the
-erroneous lead, the trick stands good.
-
-_=Gathering Tricks.=_ The tricks must be turned down as taken in, and
-any player looking at a trick once turned and quitted may be called
-upon to play with the remainder of his hand exposed, but not liable to
-be called.
-
-_=Abandoned Hands.=_ If, after taking one or more tricks, a player
-throws his cards upon the table, he loses the point; if he has not
-taken a trick, he loses two points. But if the cards are thrown down
-claiming the point or the game, and the claim is good, there is no
-penalty. If the cards are abandoned with the admission that the
-adversary wins the point or the game, and the adversary cannot win more
-than is admitted, there is no penalty.
-
-_=SCORING.=_ A game consists of five points, which are made by tricks,
-by penalties, and by marking the King. A player winning three tricks
-out of the five possible, counts one point toward game; winning all
-five tricks, which is called _=the vole=_, counts two points. The
-player holding or turning up the King of trumps may mark one point for
-it, but he is not compelled to do so.
-
-If the pone plays without proposing, and makes three or four tricks, he
-counts one point; if he makes the vole he counts two points; but if he
-fails to make three tricks the dealer counts two.
-
-If the dealer refuses the first proposal, he must make three tricks to
-count one point; if he makes the vole he counts two points; but if he
-fails to win three tricks the player who was refused counts two points.
-
-If the dealer accepts the first proposal, and gives cards, subsequent
-proposals and refusals do not affect the score; the winner of the odd
-trick scoring one point, and the winner of the vole two points.
-
-In no case can a player make more than two points in one hand by
-tricks. If the dealer refuses the first proposal, and the pone makes
-the vole, it counts two points only. If the pone should play without
-proposing, and the dealer should mark the King and win the vole, it
-would count him only three points altogether.
-
-The player first reaching five points wins the game. If a player has
-four scored, and turns the King, that wins the game, provided the King
-was the eleventh card. Rubbers are seldom played.
-
-_=CHEATING.=_ The methods of cheating at Écarté would fill a volume.
-There are many tricks which, while not exactly fraudulent, are
-certainly questionable. For instance: A player asks the gallery whether
-or not he should stand, and finally concludes to propose, fully
-intending all the time to draw five cards. Another will handle his
-counters as if about to mark the King; will then affect to hesitate,
-and finally re-adjust them, and ask for cards, probably taking four
-or five, having absolutely nothing in his hand. The pone will ask the
-dealer how many points he has marked, knowing perfectly well that the
-number is three. On being so informed, he concludes to ask for cards,
-as if he were not quite strong enough to risk the game by standing;
-when as a matter of fact he wants five cards, and is afraid of the vole
-being made against him.
-
-There are many simple little tricks practiced by the would-be sharper,
-such as watching how many cards a player habitually cuts, and then
-getting the four Kings close together in such a position in the pack
-that one of them is almost certain to be turned. Telegraphic signals
-between persons on opposite sides of the gallery who are nevertheless
-in partnership, are often translated into advice to the player, to
-his great benefit. Besides these, all the machinery of marked cards,
-reflectors, shifted cuts, wedges, strippers, and false shuffles are at
-the command of the philosopher, who can always handle a small pack of
-cards with greater freedom, and to whom the fashion of dealing in twos
-and threes is always welcome. The honest card-player has not one chance
-in a thousand against the professional at Écarté.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ The French claim that any person
-may become an expert at a game like Piquet, simply by dint of long
-practice; but that the master of Écarté must be a born card-player, as
-no game requires in such degree the exercise of individual intelligence
-and finesse. While this may be true, there are many points about the
-game which may be learned by the novice, and which will greatly improve
-his play.
-
-There are two things which the beginner should master before sitting
-down to the table for actual play: the hands on which it is right to
-stand, or play without proposing, and those with which it is right to
-refuse, or play without giving cards. These are called stand hands, or
-_=jeux de règle=_, and the player should be able to recognize them on
-sight.
-
-In the following paragraphs the words _=dealer=_ and _=player=_ will be
-used to distinguish the adversaries at Écarté.
-
-The principle underlying the jeux de règle is the probable distribution
-of the cards in the trump suit, and the fact that the odds are always
-against the dealer’s holding two or more. There are thirty-two cards in
-the Écarté pack, of which eight are trumps, and one of these is always
-turned up. The turn-up and the player’s hand give us six cards which
-are known, and leave twenty-six unknown. Of these unknown cards the
-dealer holds five, and he may get these five in 65,780 different ways.
-The theory of the jeux de règle is that there are only a certain number
-of those ways which will give him two or more trumps. If the player
-holds one trump, the odds against the dealer’s holding two or more are
-44,574 to 21,206; or a little more than 2 to 1. If the player holds two
-trumps, the odds against the dealer’s holding two or more are 50,274
-to 15,506; or more than 3 to 1. It is therefore evident that any hand
-which is certain to win three tricks if the dealer has not two trumps,
-has odds of two to one in its favour, and all such hands are called
-jeux de règle. The natural inference from this is that such hands
-should always be played without proposing, unless they contain the King
-of trumps.
-
-The exception in case of holding the King is made because there is
-no danger of the dealer’s getting the King, no matter how many cards
-he draws, and if the player’s cards are not strong enough to make it
-probable that he can win the vole, it is better for him to ask for
-cards, in hope of improving his chances. If he is refused, he stands an
-excellent chance to make two points by winning the odd trick.
-
-While it is the rule for the player to stand when the odds are two
-to one in his favour for making the odd trick, and to ask for cards
-when the odds are less, there are exceptions. The chances of improving
-by taking in cards must not be forgotten, and it must be remembered
-that the player who proposes runs no risk of penalty. He has also the
-advantage of scoring two for the vole if he can get cards enough to
-win every trick, whereas the dealer gets no more for the vole than for
-the odd trick if the player does not propose. Some beginners have a
-bad habit of asking for cards if they are pretty certain of the point.
-Unless they hold the King this is not wise, for the player cannot
-discard more than one or two cards, but the dealer may take five, and
-then stands a fair chance of getting the King, which would not only
-count a point for him, but would effectually stop the vole for which
-the player was drawing cards.
-
-The most obvious example of a jeux de règle is one trump, a winning
-sequence of three cards in one suit, and a small card in another. For
-instance: Hearts trumps--
-
- 1 [Illustration: 🂷 🃛 🃝 🃞 🂧] 44,724 to 21,056.
-
-If the dealer does not hold two trumps, it is impossible to prevent the
-player from winning the point with these cards; because he need only
-lead his winning sequence until it is trumped, and then trump himself
-in again. With this hand the player will win 44,724 times out of 65,780.
-
-There are about twenty hands which are generally known as jeux de
-règle, and every écarté player should be familiar with them. In the
-following examples the weakest hands are given, and the trumps are
-always the smallest possible. If the player has more strength in plain
-suits than is shown in these examples, or higher trumps, there is so
-much more reason for him to stand. But if he has not the strength
-indicated in plain suits, he should propose, even if his trumps are
-higher, because it must be remembered that strong trumps do not
-compensate for weakness in plain suits. The reason for this is that
-from stand hands trumps should never be led unless there are three of
-them; they are to be kept for ruffing, and when you have to ruff it
-does not matter whether you use a seven or a Queen. The King of trumps
-is of course led; but a player does not stand on a hand containing the
-King.
-
-The first suit given is always the trump, and the next suit is always
-the one that should be led, beginning with the best card of it if there
-is more than one. The figures on the right show the number of hands
-in which the player or the dealer will win out of the 65,780 possible
-distributions of the twenty-six unknown cards. These calculations are
-taken, by permission of Mr. Charles Mossop, from the eighth volume
-of the “_Westminster Papers_,” in which all the variations and their
-results are given in full.
-
- PLAYER WINS. DEALER WINS.
-
- 2 [Illustration: 🃗 🃘 🂷 🂸 🂹] 47,768 18,012
-
- 3 [Illustration: 🂷 🂸 🂮 🂧 🃇] 46,039 19,741
-
- 4 [Illustration: 🂧 🂨 🃇 🃗 🃞] 43,764 22,016
-
- 5 [Illustration: 🃇 🃈 🃘 🃗 🂾] 45,374 20,406
-
- 6 [Illustration: 🃗 🃘 🃈 🃉 🂭] 44,169 21,611
-
- 7 [Illustration: 🂷 🂸 🃙 🃚 🃋] 43,478 22,302
-
- 8 [Illustration: 🂧 🂨 🂺 🂱 🃑] 44,243 21,537
-
- 9 [Illustration: 🃇 🃈 🂡 🂫 🂸] 44,766 21,014
-
- 10 [Illustration: 🃗 🃘 🂾 🂫 🃇] 44,459 21,321
-
- 11 [Illustration: 🂷 🂸 🂮 🃁 🃙] 44,034 21,746
-
- 12 [Illustration: 🂧 🂨 🃎 🃚 🂺] 43,434 22,346
-
- 13 [Illustration: 🃇 🃈 🂨 🂽 🃞] 44,766 21,014
-
- 14 [Illustration: 🃗 🃘 🃁 🂭 🂻] 46,779 19,001
-
- 15 [Illustration: 🂷 🂸 🃛 🃋 🂫] 45,929 19,851
-
-The player should always stand on a hand containing three trumps, not
-including the King, and should lead the trump:--
-
- 16 [Illustration: 🂷 🂸 🂹 🂧 🃇] 42,014 to 23,766
-
-An example of a hand containing only one trump has already been given,
-and some hands are jeux de règle which contain no trumps. The strongest
-of these is the King of each plain suit, and any queen. Lead the K Q
-suit:--
-
- 17 [Illustration: 🃞 🃗 🂾 🂭 🂮] 48,042 to 17,738
-
-The odds in favour of this hand are greater than in any other jeux de
-règle. Another which is recommended by Bohn is this, the odds in favour
-of which have not been calculated; the player to begin with the guarded
-King:--
-
- 18 [Illustration: 🃞 🃗 🃍 🃇 🂮]
-
-Another is any four court cards, not all Jacks; unless one is the trump
-Jack guarded. From the example the Queen should be led:--
-
- 19 [Illustration: 🂫 🂧 🂻 🃛 🃝]
-
-There are two hands which are usually played with only one trump, from
-both of which the best card of the long suit is led:--
-
- 20 [Illustration: 🂷 🂧 🂨 🂨 🂮]
-
- 21 [Illustration: 🃗 🃇 🃈 🃍 🂮]
-
-_=THE LEADER.=_ There are a great many more opportunities to make the
-vole than most players are aware of; especially with jeux de règle.
-Where the vole is improbable or impossible, tenace is very important,
-and all tenace positions should be made the most of. In No. 5, for
-instance, if the clubs were the Queen and ace, it would be better to
-begin with the heart King, instead of leading away from the minor
-tenace in clubs. Observe the lead in No. 4. Many tenace positions
-cannot be taken advantage of because the player must win the trick if
-he can. For instance: Several discards have been made, and each player
-suspects the other holds three trumps, with three tricks to play. The
-Queen is led, and the adversary holds K A 7. If he could pass this
-trick, he must lie tenace; but as he has to win it with the King, he
-gives tenace to his adversary, who evidently has J and another.
-
-When the dealer is four, the player may stand on much weaker hands.
-
-It is usually best to lead from guarded suits, in preference to single
-cards. Lead the best of a suit if you have it. If the third trick is
-the first you win, and you have a trump and another card, lead the
-trump; but if you have won two tricks, lead the plain suit.
-
-_=THE DEALER.=_ When the player asks for cards, the dealer knows that
-his adversary probably does not hold a jeux de règle. The dealer must
-not be too sure of this, however, for proposals are sometimes made on
-very strong hands in order to try for the vole, or to make two points
-on the refusal. The dealer should assume that he is opposed by the best
-play until he finds the contrary to be the case, and it is safest to
-play on the assumption that a player who proposes has not a jeux de
-règle.
-
-For all practical purposes it may be said that the dealer can refuse
-to give cards with hands a trifle less strong than those on which the
-player would stand. The general rule is for the dealer to give cards
-unless he is guarded in three suits; or has a trump, and is safe in two
-suits; or has two trumps, and is safe in one suit. If the dealer has
-only one suit guarded, and one trump, he must take into account the
-risk of being forced, and having to lead away from his guarded suit.
-
-There are eight recognized hands on which the dealer should refuse. The
-full details of the calculations can be found in the ninth volume of
-the “_Westminster Papers_.” As in the case of the player, the weakest
-trumps have been taken for the examples, and the weakest holdings in
-plain suits. If the dealer has better plain suits, or stronger trumps,
-he has of course so much more in his favour if he refuses. The first
-column of figures gives the number of times in 65,780 that there will
-be no proposal, so that the dealer has no choice but to play. The other
-columns give the number of times the dealer or the player will win if
-the player proposes and the dealer refuses.
-
-The first suit given in each instance is the trump.
-
- NO DEALER PLAYER
- PROPOSAL. WINS. WINS.
-
- 22 [Illustration: 🃗 🃘 🃙 🃇 🂧] 6,034 36,974 22,772
-
- 23 [Illustration: 🂷 🂸 🂡 🂨 🂧] 9,826 38,469 17,485
-
- 24 [Illustration: 🂧 🂨 🂾 🂷 🃗] 8,736 41,699 15,345
-
- 25 [Illustration: 🃇 🃈 🃝 🃗 🂷] 9,256 40,524 16,000
-
- 26 [Illustration: 🃗 🃘 🃇 🃈 🂭] 10,336 37,484 17,960
-
- 27 [Illustration: 🂷 🂸 🃘 🃙 🃋] 9,776 37,439 18,565
-
- 28 [Illustration: 🂧 🂨 🂹 🂺 🃚] 9,776 36,909 19,095
-
- 29 [Illustration: 🃇 🃈 🃗 🃁 🃈] 9,776 36,733 19,271
-
-In giving cards, some judgment of human nature is necessary. Some
-players habitually propose on strong hands, and it is best to give to
-such pretty freely.
-
-_=DISCARDING.=_ The general principle of discarding is to keep trumps
-and Kings, and let everything else go. If you hold the trump King you
-may discard freely in order to strengthen your hand for a possible
-vole. If you have proposed once, and hold the King, and feel pretty
-sure of the point, you may propose again on the chance of getting
-strength enough to make the vole.
-
-When only two cards can be discarded, it is a safe rule to stand on the
-hand; either to play without proposing, or to refuse cards; unless you
-hold the King.
-
-There are no authoritative laws for Écarté, and the various French
-and English codes do not agree. The code adopted by the English clubs
-is not in accord with the best usage, and fails to provide for many
-contingencies. All that is essential in the laws will be found embodied
-in the foregoing description of the game.
-
-_=TEXT BOOKS.=_ The best works on the subject of Écarté are usually to
-be found in conjunction with other games. The student will find the
-following useful:--
-
- The Westminster Papers, Vols. IV to XI, inclusive.
- Bohn’s Handbook of Games; any edition.
- Écarté and Euchre, by Berkeley, 1890.
- Cavendish on Écarté, 1886.
- Jeux de Cartes, (Fr.), by Jean Boussac.
- Règles de Tous les Jeux, (Fr.), M. Dreyfous, Edit.
- Académie des Jeux, (Fr.), by Van Tenac.
- Académie des Jeux, (Fr.), by Richard.
- Short Whist, by Major A. (Écarté Laws in appendix.)
-
-
-POOL ÉCARTÉ.
-
-Pool Écarté is played by three persons, each of whom contributes an
-agreed sum, which is called a _=stake=_, to form a pool. They then
-cut to decide which shall play the first game, the lowest écarté card
-going out. The players then cut for the first deal, choice of seats and
-cards, etc., exactly as in the ordinary game.
-
-The winner of the first game retains his seat; the loser pays into the
-pool another stake, equal to the first, and retires in favour of the
-third player, who is called the _=rentrant=_. The rentrant takes the
-loser’s seat and cards, and cuts with the successful player for the
-first deal. The loser of the second game adds another stake to the
-pool, and retires in favour of the waiting player.
-
-The pool is won by any player winning two games in succession. If the
-winner of the first game won the second also, he would take the pool,
-which would then contain five stakes; the three originally deposited,
-and the two added by the losers of the two games. A new pool would
-then be formed by each of the three depositing another stake, and all
-cutting to decide which should sit out for the first game.
-
-In some places only the two players actually engaged contribute to
-the pool, the loser retiring without paying anything further, and the
-rentrant contributing his stake when he takes the loser’s place.
-
-The outsider is not allowed to advise either player during the first
-game, nor to call attention to the score; but on the second game he is
-allowed to advise the player who has taken his seat and cards. This
-is on the principle that he has no right to choose sides on the first
-game; but that after that he has an interest in preventing his former
-adversary from winning the second game, so as to preserve the pool
-until he can play for it again himself.
-
-
-NAPOLEON, OR NAP.
-
-This is one of the simplest, and at the same time most popular of the
-euchre family. Few games have become so widely known in such a short
-time, or have had such a vogue among all classes of society. So far as
-the mere winning and losing goes, the result depends largely upon luck,
-and skill is of small importance. Except in a long series of games the
-average player has little to fear from the most expert.
-
-_=CARDS.=_ Napoleon is played with a full pack of fifty-two cards,
-which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being highest in play;
-but ranking below the deuce in cutting.
-
-_=COUNTERS.=_ As each deal is a complete game in itself it must be
-settled for in counters, to which some value is usually attached. One
-player is selected for the banker, and before play begins each of the
-others purchases from him a certain number of counters, usually fifty.
-When any player’s supply is exhausted, he can purchase more, either
-from the banker or from another player.
-
-In many places counters are not used, and the value of the game is
-designated by the coins that take their place. In “penny nap,” English
-coppers are used in settling; sixpences in “sixpenny nap,” and so on.
-In America, nickel and quarter nap are the usual forms.
-
-_=PLAYERS.=_ Any number from two to six can play; but four is the best
-game. If five or six play it is usual for the dealer to give himself no
-cards.
-
-_=CUTTING.=_ The players draw from an outspread pack to form the
-table, and for choice of seats. A lower cut gives preference over all
-higher; the lowest cut has the first choice of seats, and deals the
-first hand. Ties cut again, but the new cut decides nothing but the tie.
-
-In some places the players take their seats at random, and a card is
-then dealt to each face upward; the lowest card or the first Jack
-taking the deal.
-
-_=DEALING.=_ Any player has a right to shuffle the cards, the dealer
-last. They are then presented to the pone to be cut, and at least four
-cards must be left in each packet. Beginning at his left, the dealer
-gives each _player_ in rotation two cards on the first round, and three
-on the next; or three on the first and two on the next. No trump is
-turned. In some places the cards are distributed one at a time until
-each player has five; but the plan is not popular, as the hands run
-better and the bidding is livelier when the cards are dealt in twos and
-threes. The deal passes to the left, each player dealing in turn.
-
-_=MISDEALING.=_ A misdeal does not lose the deal in Napoleon, because
-the deal is a disadvantage. For this reason, if any player begins to
-deal out of turn, he must finish, and the deal stands good. If any card
-is found faced in the pack, or is exposed by the dealer; or if too many
-or too few cards are given to any player; or if the dealer does not
-give the same number of cards to each player in the same round; or if
-he fails to have the pack cut, it is a misdeal, and the misdealer must
-deal again with the same pack.
-
-_=BIDDING.=_ Beginning on the dealer’s left, each player in turn bids
-for the privilege of naming the trump suit, stating the number of
-tricks he proposes to win, playing single-handed against the three
-other players, and leading a trump for the first trick. In bidding,
-the trump suit is not named, only the number of tricks. If a player
-proposes to win all five tricks he bids _=nap=_, which is the highest
-bid possible, and precludes any further bidding, except in some of the
-variations which will be described later on. If a player will not make
-a bid, he says “_=I pass=_,” A bid having been made, any following
-player must either increase it or pass. If all pass until it comes to
-the dealer, he is bound to bid at least one trick, and either play or
-pay. The hands are never abandoned except in case of a misdeal.
-
-In some places a _=misère=_ bid is allowed, which outranks a bid of
-three tricks, and is beaten by one of four. There is no trump suit in
-misère, but the bidder, if successful, must lead for the first trick.
-
-Any bid once made can neither be amended nor recalled, and there is no
-second bid.
-
-_=METHOD OF PLAYING.=_ The player bidding the highest number of tricks
-has the first lead, and the first card he plays must be one of the
-trump suit. The players must follow suit if able, but need not win the
-trick unless they choose to do so. The highest card played of the suit
-led wins the trick, and trumps win all other suits. The winner of the
-trick leads again for the next trick, and so on, until all five tricks
-have been played. After the first trick any suit may be led.
-
-The bidder gathers all tricks he wins, stacking them so that they may
-be readily counted by any player at the table. One of the other side
-should gather all tricks won by the adversaries of the bidder. A trick
-once turned and quitted cannot again be seen. In some places they have
-a very bad habit of gathering tricks with the cards face up, turning
-down one card only. This always results in numerous misdeals, on
-account of cards being continually found faced in the pack.
-
-The hands are usually abandoned when the bidder succeeds in his
-undertaking, or shows cards which are good for his bid against any
-play. If it is impossible for him to succeed, as when he bids four and
-the adversaries have won two tricks, the hands are thrown up, because
-nothing is paid for under or over-tricks. Players should show the
-remainder of their hands to the board, as evidence that no revoke has
-been made.
-
-_=IRREGULARITIES IN HANDS.=_ If a player, before he makes a bid or
-passes, discovers that he holds too many or too few cards, he must
-immediately claim a misdeal. If he has either made a bid or passed, the
-deal stands good, and the hand must be played out. If the bidder has
-his right number of cards and succeeds, he must be paid. If he fails,
-he neither wins nor loses; because he is playing against a foul hand.
-If the bidder has more than his right number of cards he must pay if he
-loses; but wins nothing if he succeeds. If he has less than his right
-number of cards, he is simply supposed to have lost the trick for which
-he has no card to play.
-
-_=PLAYING OUT OF TURN.=_ If any adversary of the bidder leads or plays
-out of turn, he forfeits three counters to the bidder, independently of
-the result of the hand, and receives nothing if the bid is defeated.
-If the bidder leads out of turn, the card must be taken back, unless
-all have followed the erroneous lead, in which case the trick is good.
-There is no penalty if he plays out of turn.
-
-_=REVOKES.=_ When a revoke is detected and claimed, the hands are
-immediately abandoned, and the individual player in fault must pay all
-the counters depending on the result. If he is the bidder, he pays each
-adversary; if he is opposed to the bidder, he pays for himself and for
-each of his partners. In England it is the rule to take back the cards
-and play the hand over again, as at Écarté, the revoking player paying
-all the stakes according to the result. This is often very unfair to
-the bidder, and leads to endless disputes as to who held certain cards
-which have been gathered into tricks. Sometimes the difference between
-a seven and an eight in a certain player’s hand will change the entire
-result.
-
-_=PAYMENTS.=_ If the bidder succeeds in winning the specified number of
-tricks, each adversary pays him a counter for every trick bid. If he
-bid three tricks, they pay him three counters each; four counters each
-for four tricks bid; and the value of three tricks for a misère. If he
-fails to win the specified number of tricks, he pays each adversary;
-three counters if he bid three tricks, or a misère; four if he bid
-four. Any player bidding nap, and succeeding in winning all five
-tricks, receives ten counters from each adversary; but if he fails, he
-pays only five to each.
-
-When penny nap is played, the settlement being in coin, it is usual to
-make naps win a shilling or lose sixpence, in order to avoid handling
-so much copper.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ In calculating his chances for success
-in winning a certain number of tricks, the player will often have to
-take into consideration the probability of certain cards being out
-against him. This will vary according to the number of players engaged.
-For instance: If four are playing, and the bidder holds K Q of a plain
-suit, the odds against the ace of that suit being out against him are
-about 2 to 1. As it would be impossible for any person to remember all
-the jeux de règle for three tricks at Napoleon, each must learn from
-experience the trick-taking value of certain hands. Trump strength is,
-of course, the great factor, and the bidder should count on finding at
-least two trumps in one hand against him. Nap should never be bid on a
-hand which is not pretty sure of winning two rounds of trumps, with all
-other cards but one winners. One trick may always be risked in a nap
-hand, such as A Q of trumps, or a King, or even a Queen or Jack in a
-plain suit; the odds against the adversaries having a better card being
-slightly increased by the odds against their knowing enough to keep it
-for the last trick.
-
-If the bid is for three tricks only, tenaces, or guarded minor honours
-in plain suits should be preserved. After the first trick it will
-sometimes be advantageous for the player to get rid of any losing card
-he may have in plain suits. It is seldom right to continue the trumps
-if the bidder held only two originally, unless he has winning cards in
-two plain suits, in which case it may be better to lead even a losing
-trump to prevent a possibility of adverse trumps making separately.
-
-In playing against the bidder, leave no trick to your partners that you
-can win yourself, unless a small card is led, and you have the ace. In
-opening fresh suits do not lead guarded honours, but prefer aces or
-singletons. If the caller needs only one more trick, it is usually best
-to lead a trump. If you have three trumps, including the major tenace,
-pass the first trick if a small trump is led; or if you remain with
-the tenace after the first trick, be careful to avoid the lead.
-
-Discards should indicate weakness, unless you can show command of such
-a suit as A K, or K Q, by discarding the best of it. This will direct
-your partners to let that suit go, and keep the others. It is usually
-better to keep a guarded King than a single ace. The player on the
-right of the bidder should get into the lead if possible, especially if
-he holds one or two winning cards. These will either give his partners
-discards, or allow them to over-trump the bidder.
-
-In playing misères, it is better to begin with a singleton, or the
-lowest of a safe suit. An ace or King two or three times guarded is
-very safe for a misère, as it is very improbable that any player will
-be able to lead the suit more than twice; and if the bidder’s missing
-suit is led, the high card can be got rid of at once.
-
-In playing against a misère, discards are important, and the first
-should be from the shortest suit, and always the highest card of it. A
-suit in which the bidder is long should be continued, in order to give
-partners discards. More money is lost at Napoleon by playing imperfect
-misères than in any other way.
-
-_=Variations.=_ The foregoing description applies to the regular
-four-handed game; but there are several variations in common use.
-
-Better bids than “nap” are sometimes allowed, on the understanding
-that the bidder will pay double or treble stakes if he fails, but will
-receive only the usual amount if successful. For instance: One player
-bids _=Nap=_, and another holds what he considers a certainty for
-five tricks. In order not to lose such an opportunity the latter bids
-_=Wellington=_, which binds him to pay ten counters to each player if
-he fails. Another may outbid this again by bidding _=Blucher=_, which
-binds him to pay twenty to each if he loses, but to receive only ten
-if he wins. In England, the bidder, if successful, receives double or
-treble stakes for a Wellington or a Blucher, which is simply another
-way of allowing any person with a nap hand to increase the stakes at
-pleasure, for a player with a certain five tricks would of course bid a
-Blucher at once, trebling his gains and shutting off all competition at
-the same time. This variation is not to be recommended, and benefits no
-one but the gambler.
-
-_=Pools.=_ Napoleon is sometimes played with a pool, each player
-contributing a certain amount, usually two counters, on the first deal.
-Each dealer in turn adds two more; revokes pay five, and leads out of
-turn three. The player who first succeeds in winning five tricks on a
-nap bid takes the pool, and a fresh one is formed. If a player bids nap
-and fails, he is usually called upon to double the amount then in the
-pool, besides paying his adversaries.
-
-_=Purchase Nap=_; sometimes called _=Écarté Nap=_, is a variation of
-the pool game. After the cards are dealt, and before any bids are
-made, each player in turn, beginning on the dealer’s left, may discard
-as many cards as he pleases, the dealer giving him others in their
-place. For each card so exchanged, the player pays one counter to the
-pool. Only one round of exchanges is allowed, and bids are then in
-order. A player having once refused to buy, or having named the number
-of cards he wishes to exchange, cannot amend his decision. Any player
-winning five tricks on a nap bid takes the entire pool. This is a very
-good game, and increases both the bids and the play against them.
-
-_=Widows.=_ Another variation is to deal five cards in the centre of
-the table, face downward, the dealer giving the cards to the widow just
-before helping himself in each round. Any player in his proper turn to
-bid may take the widow, and from the total of ten cards so obtained
-select five on which he must bid nap, discarding the others face
-downward.
-
-_=Peep Nap.=_ In this variety of the pool game one card only is dealt
-to the widow, usually on the first round. Each player in turn, before
-bidding or passing, has the privilege of taking a private peep at this
-down card, on paying one counter to the pool. The card is left on the
-table until the highest bidder is known, and he then takes it into his
-hand, whether he has paid to peep at it or not. He must then discard
-to reduce his hand to five cards. If a player bids nap it usually pays
-those following him to have a peep at the down card in case the bidder
-should retain it in his hand.
-
-
-SPOIL FIVE.
-
-Spoil Five is one of the oldest of card games, and is generally
-conceded to be the national game of Ireland. It is derived from the
-still older game of Maw, which was the favourite recreation of James
-the First. The connecting link seems to have been a game called Five
-Fingers, which is described in the “_Compleat Gamester_,” first
-published in 1674. The Five Fingers was the five of trumps, and also
-the best, the ace of hearts coming next. In Spoil Five, the Jack of
-trumps comes between these two.
-
-_=CARDS.=_ Spoil Five is played with a full pack of fifty-two cards.
-The rank of the cards varies according to the colour of the suit, and
-the trump suit undergoes still further changes, the heart ace being
-always the third best trump. In the plain suits, the K Q J retain
-their usual order, the King being the best. The rank of the spot
-cards, including the aces of diamonds, clubs, and spades, is generally
-expressed by the phrase: _=Highest in red; lowest in black=_. That is
-to say, if several cards of a suit, not including a King, Queen or
-Jack, are played to a trick, the highest card will win if the suit
-is red; and the lowest if the suit is black. This will give us the
-following order for the plain suits, beginning with the highest card in
-each:--
-
- No change. | Highest in red.
- ♡ K Q J | 10 9 8 7 6 5 4 3 2
- ♢ K Q J | 10 9 8 7 6 5 4 3 2 A
- |
- | Lowest in black.
- ♣ K Q J | A 2 3 4 5 6 7 8 9 10
- ♠ K Q J | A 2 3 4 5 6 7 8 9 10
-
-In the trump suit the same order of cards is retained, except that four
-cards are always the best trumps. These are the Five, Jack, and ace of
-the suit itself, and the ace of hearts, the latter being always the
-third best. This gives us the rank of the cards as follows, when the
-suit is trump:--
-
- No change. | Highest in red.
- ♡ 5 J ♡ A K Q | 10 9 8 7 6 5 4 3 2
- ♢ 5 J ♡ A ♢ A K Q | 10 9 8 7 6 5 4 3 2
- |
- | Lowest in black.
- ♣ 5 J ♡ A ♣ A K Q | 2 3 4 5 6 7 8 9 10
- ♠ 5 J ♡ A ♠ A K Q | 2 3 4 5 6 7 8 9 10
-
-_=COUNTERS.=_ Spoil Five is played with a pool, for which counters
-are necessary. One player should act as banker, and the others should
-purchase from him, each beginning with 20 counters. Coins may take the
-place of counters, shillings being the usual points.
-
-_=PLAYERS.=_ Any number from 2 to 10 may play; but 5 or 6 is the usual
-game.
-
-_=CUTTING.=_ This is unknown at Spoil Five. The players take their
-seats at random, and one of them deals a card face up to each in
-succession. The first Jack takes the first deal. Some note should be
-made of the player who gets the first deal, as the rules require that
-when the game is brought to an end the last deal shall be made by the
-player on the right of the first dealer.
-
-_=THE POOL.=_ Before play begins each player deposits one counter in
-the pool, and to this amount each successive dealer adds a counter
-until the pool is won, when all contribute equally to form a new one.
-In some places it is the practice for each successive dealer to put up
-for all the players, whether the pool is won or not. This simply makes
-larger pools.
-
-_=DEALING.=_ Any player has the right to shuffle the pack, the dealer
-last. The cards are then presented to the pone to be cut, and as many
-cards as there are players must be left in each packet. Beginning on
-his left, the dealer gives five cards to each player; two on the first
-round and three on the next, or three and then two. After all are
-helped, the next card is turned up on the remainder of the pack, and
-the suit to which it belongs is the trump for that deal.
-
-_=MISDEALING.=_ If there is any irregularity in the deal which is not
-the dealer’s fault, such as any card except the trump found faced in
-the pack, or the pack found imperfect, the same person deals again. But
-if the dealer neglects to have the pack cut, or deals too many or too
-few cards to any player, or exposes a card in dealing, or does not give
-the same number of cards to each player on the same round, or counts
-the cards on the table or those remaining in the pack, it is a misdeal,
-and the deal passes to the next player on the misdealer’s left. In
-some places the misdealer is allowed to deal again if he forfeits two
-counters to the pool.
-
-_=ROBBING THE TRUMP CARD.=_ If the trump card is an ace, the dealer may
-discard any card he pleases in exchange for it. He may take up the ace
-when he plays to the first trick, or may leave it on the pack until got
-rid of in the course of play. When an ace is turned, the eldest hand,
-before leading, should call upon the dealer to discard if he has not
-already done so. If the dealer does not want the trump, he answers: “I
-play these.”
-
-If the trump card is not an ace, any player at the table holding the
-ace of trumps is bound to announce the fact when it comes to his turn
-to play to the first trick. The usual plan is for him to pass a card to
-the dealer face downward, and in return the dealer will give him the
-turn-up trump. If the holder of the ace does not want the turn-up, he
-must tell the dealer to turn the trump down, which shows that he could
-rob, but does not wish to. If the holder of the ace of trumps plays
-without announcing it, he not only loses his right to rob, but his ace
-of trumps becomes of less value than any other trump for that deal, and
-even if it is the ace of hearts he loses the privileges attached to
-that card.
-
-_=METHOD OF PLAYING.=_ The eldest hand begins by leading any card he
-pleases. It is not necessary to follow suit except in trumps; but if
-a player does not follow suit when he is able to do so, he must trump
-the trick, or it is a revoke. If he cannot follow suit, he may trump
-or discard at his pleasure. The highest card played of the suit led
-wins the trick, and trumps win all other suits. The winner of the first
-trick leads any card he pleases for the next, and so on, until all five
-tricks have been played. Each player gathers his own tricks, as there
-are no partnerships.
-
-_=RENEGING.=_ The three highest trumps have special privileges in the
-matter of not following suit. Any player holding the Five or Jack of
-the trump suit; or the ace of hearts, but having no smaller trump with
-them, may refuse to follow suit if any inferior trump is led; but if he
-has also a smaller trump, he must play one or the other. If a superior
-trump is led, the player must follow suit in any case. For instance: If
-the Five of trumps is led, no one can refuse to follow suit, no matter
-what trumps he holds; but if the Jack is led, and any player holds the
-Five alone, he need not play it to the inferior trump lead. If the
-heart ace is led, and one player holds the Jack alone, and another the
-Five alone, neither of these cards need be played, because the trump
-led is inferior to both of them. If a superior trump is played in
-following suit, such as the Five played on an Eight led, the holder of
-the lone Jack of trumps or ace of hearts, need not play it, because the
-lead was inferior. This privilege of reneging is confined to the three
-highest trumps.
-
-_=OBJECTS OF THE GAME.=_ In Spoil Five there are three things to play
-for. If any one person can win three tricks he takes the pool. If he
-can win all five tricks he not only gets the pool, but receives an
-extra counter from each of the other players. If he has no chance to
-win three tricks, he must bend all his energies to scattering the
-tricks among the other players, so that no one of them shall be able
-to get the three tricks necessary to win the pool. When this is done,
-the game is said to be _=spoiled=_, and as that is the object of the
-majority in every deal it gives the game its name. In the older forms
-of the game the winner of three tricks counted five points, and if
-he could be prevented from getting three tricks his five points were
-spoiled.
-
-_=JINK GAME.=_ When a player has won three tricks, he should
-immediately abandon his hand and claim the pool, for if he continues
-playing he must _=jink it=_, and get all five tricks or lose what he
-has already won, the game being spoiled just as if no one had won three
-tricks. It is sometimes a matter for nice judgment whether or not to go
-on, and, for the sake of an extra counter from each player, to risk a
-pool already won. The best trump is often held up for three rounds to
-coax a player to go on in this manner.
-
-_=IRREGULARITIES IN THE HANDS.=_ If, during the play of a hand, it is
-discovered that any one holds too many or too few cards, that hand is
-foul, and must be abandoned, the holder forfeiting all right to the
-pool for that deal. Those who have their right number of cards finish
-the play without the foul hand, but any tricks already won by the
-holder of the foul hand remain his property.
-
-_=IRREGULARITIES IN PLAY.=_ If any player robs when he does not hold
-the ace; leads or plays out of turn; reneges to the lead of a higher
-trump; renounces in the trump suit; revokes in a plain suit; or exposes
-a card after any player has won two tricks, he loses all his right and
-interest in the current pool, which he cannot win, either on that or
-any subsequent deal, but to which he must continue to contribute when
-it comes to his turn to deal. After the pool has been won, and a fresh
-one formed, the penalty is removed.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ Observation, quickness, and good
-judgment of character are the essentials for success at Spoil Five,
-the last being probably the most important. The peculiar order of the
-cards; the privilege of renouncing when holding a card of the suit led;
-and the right of passing inferior trump leads, are very confusing to
-the beginner; but with practice the routine and strategy of the game
-soon become familiar.
-
-The player should first make up his mind whether he is going to try to
-win the pool or to spoil it. Particular attention should be paid to the
-player who robs, because he must have at least the ace and the turn-up
-in trumps, and is more likely to need spoiling than any other player.
-When a player wins a trick, some judgment will be necessary to decide
-whether he is trying for the pool himself, or simply spoiling it for
-some one else. When he wins two tricks, every other player at the table
-must combine against him.
-
-With only one small or medium trump, it is better to use it at the
-first opportunity. Unless the player has some hopes of winning the
-pool himself, he should trump all doubtful cards; that is, cards that
-may win the trick if not trumped. With two good trumps, it is better
-to wait for developments; even if you cannot win the last three tricks
-yourself, you may effectually spoil any other player. Do anything you
-can to prevent the possibility of a third trick being won by a player
-who has already won two.
-
-
-FORTY-FIVE, OR FIVE AND TEN.
-
-These names are given to Spoil Five when it is played by two persons
-only, or by four or six divided into two equal partnerships. There is
-no pool, as one side or the other must win three tricks every deal.
-The side winning the odd trick counts five points towards game, or
-ten points if it wins all five tricks. Forty-five points is game. In
-another variation, each trick counts five points, and the winners’
-score is deducted from the losers’, so that if one side wins four
-tricks it counts fifteen towards game. When this manner of counting is
-adopted, the players count out; that is, if each side is 35 up, the
-first to win two tricks counts out.
-
-Minor variations are sometimes introduced; such as robbing with the
-King, if the ace is not in play; counting five for the dealer’s side if
-the ace or King is turned up, etc.
-
-There are no _=Text Books=_ on Spoil Five; but descriptions and laws of
-the game are to be found in the “Westminster Papers,” Vol II., and in
-“Round Games,” by Berkeley.
-
-
-RAMS, OR RAMMES
-
-This game seems to be the connecting link between the more strongly
-marked members of the Euchre family and Division Loo.
-
-_=CARDS.=_ Rams is played with the euchre pack, thirty-two cards, which
-rank as at Écarté, K Q J A 10 9 8 7. It has lately become the fashion,
-however, to adopt the rank of the cards in the piquet pack, A K Q J 10
-9 8 7.
-
-_=PLAYERS.=_ Any number from three to six may play; but when six play
-the dealer takes no cards. The general arrangements for the players,
-first deal, counters, etc., are exactly the same as at Spoil Five.
-
-_=THE POOL.=_ Each successive dealer puts up five counters, to form or
-to augment the pool.
-
-_=DEALING.=_ The cards having been properly shuffled and cut, five
-are given to each player; two the first round and three the next, or
-three the first round and two the next. An extra hand, known as the
-_=widow=_, is dealt face downward in the centre of the table. The
-dealer gives cards to the widow just before dealing to himself in each
-round. When all are helped, the next card is turned up for the trump.
-Irregularities in the deal are governed by the same rules as in Spoil
-Five.
-
-_=DECLARING TO PLAY.=_ Each player in turn, beginning with the eldest
-hand, may either play or pass. If he passes, he lays his cards face
-downward in front of him, and takes no further part in that deal unless
-a general rams is announced. If he plays, he engages himself to take
-at least one trick, or forfeit five counters to the pool. He may play
-with the hand originally dealt him, or he may risk getting a better
-by taking the widow in exchange. If he exchanges, his original hand
-is dead, and must not be seen by any player. If any player takes the
-widow, those following him must play the hand dealt them or pass out.
-In some clubs the eldest hand is obliged to play, either with his own
-hand or with the widow.
-
-If all pass except the pone, he must play against the dealer, either
-with the cards dealt him, or with the widow. If he declines to play,
-he must pay the dealer five counters, and the pool remains. The dealer
-must play if he is opposed by only one player; but if two others have
-announced to play, the dealer may play or pass as he pleases. If he
-plays, he may discard and take up the trump card. No other player may
-rob the trump.
-
-_=METHOD OF PLAYING.=_ The eldest hand of those who have declared to
-play begins by leading any card he pleases. Each player in turn must
-head the trick; that is, play a higher card if he can. If he has two
-higher, he may play either. If he has none of the suit led, he must
-trump if he can, even if the trick is already trumped by another
-player. For instance: Hearts are trumps, and A leads a club. B follows
-suit, but neither C nor D has a club. Suppose C trumps with the King,
-and that the only trump D has is the Queen, he must play it on the
-trick, losing it to C’s King. When a player can neither follow suit
-nor trump, he may discard any card he pleases. The winner of the trick
-leads for the next trick, and so on until all five tricks have been
-played.
-
-_=PENALTIES.=_ There is only one penalty in Rams; to win nothing on the
-deal, and to forfeit five counters to the next pool. This is inflicted
-for playing with more or less than five cards; for exposing any card;
-for leading or playing out of turn; for renouncing; and for refusing to
-head or trump a trick when able to do so.
-
-_=DIVIDING THE POOL.=_ Pools may be simple or double. The usual custom
-is to compel every one to play when the pool is a simple, containing
-nothing but the five counters put up by the dealer. When there are more
-than five counters in the pool they must be some multiple of five, and
-the pool is called a double. In double pools the players may play or
-pass as they please. No matter how many counters are already in the
-pool, the dealer must add five.
-
-Each player gathers in the tricks he wins, and at the end of the hand
-he is entitled to take one-fifth of the contents of the pool for every
-trick he has won. If he has played his hand, and failed to get a trick,
-he is ramsed, and forfeits five counters to form the next pool, in
-addition to those which will be put up by the next dealer. If two or
-more players fail to win a trick, they must each pay five counters, and
-if the player whose turn it will be to deal next is ramsed, he will
-have to put up ten; five for his deal, and five for the rams.
-
-_=GENERAL RAMS.=_ If any player thinks he can win all five tricks,
-with the advantage of the first lead, he may announce a general rams,
-when it comes to his turn to pass or play. This announcement may be
-made either before or after taking the widow. When a general rams is
-announced, all at the table must play, and those who have passed and
-laid down their hands, must take them up again. If the widow has not
-been taken, any player who has not already refused it may take it. The
-player who announced general rams has the first lead. If he succeeds in
-getting all five tricks, he not only gets the pool but receives five
-counters in addition from each player. If he fails, he must double
-the amount then in the pool, and pay five counters to each of his
-adversaries. Any player taking a trick that spoils a general rams gets
-nothing from the pool, and it is usual to abandon the hands the moment
-the announcing player loses a trick.
-
-
-ROUNCE.
-
-This is an American corruption of Rams. It is played with the full pack
-of fifty-two cards, which rank as at Whist, and any number of players
-from three to nine. Six cards are dealt to the widow, one of which
-must be discarded by the player taking it. All pools are alike, there
-being no difference between simples and doubles, and there is no such
-announcement as general rounce. There is no obligation to head the
-trick, nor to trump or under-trump; but the winner of the first trick
-must lead a trump if he has one.
-
-
-BIERSPIEL.
-
-This is a popular form of Rams among German students. Three crosses are
-chalked on the table in front of each player, representing five points
-each. When a trick is won, a beer-soaked finger wipes out the centre of
-a cross, and reduces its value to four. Successive cancellings of the
-remaining arms of the cross as tricks are taken gradually reduce it to
-nothing, and the player who is last to wipe out his third cross pays
-for the beer. No player is allowed to look at his cards until the trump
-is turned, and the dealer gives the word of command: “Auf.” The seven
-of diamonds is always the second-best card of the trump suit, ranking
-next below the ace. If it is turned up, the dealer turns up the next
-card for a trump, and when it comes to his turn, he can take both cards
-into his hand, discarding others in their place. If the dealer passes,
-the eldest hand may take up the trump. If only two declare to play, a
-trump must be led for the first trick; if three play, trumps must be
-led twice; if four play, three times. If the leader has no trump, he
-must lead his smallest card, face downward, which calls for a trump
-from such of the other players as have one. All penalties are made by
-adding fresh crosses to the delinquent’s score.
-
-
-LOO, OR DIVISION LOO.
-
-This was at one time the most popular of all round games at cards; but
-its cousin Napoleon seems to have usurped its place in England, while
-Poker has eclipsed it in America. There are several varieties of the
-game, but the most common form is Three-card Limited Loo, which will be
-first described.
-
-_=CARDS.=_ Loo is played with a full pack of fifty-two cards, which
-rank, A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest.
-
-_=COUNTERS.=_ Loo being a pool game, counters are necessary. They
-should be of two colours, white and red, one red banker, to sell and
-redeem all counters. Each player should begin with 18 red and 6 white,
-which is equal to 20 reds.
-
-_=PLAYERS.=_ Any number of persons from three to seventeen may play,
-but eight is the usual limit, and five or six makes the best game. The
-players take their seats at random.
-
-_=CUTTING.=_ A card is dealt round to each player, face up, and the
-first Jack takes the first deal.
-
-_=THE POOL.=_ Each successive dealer places three red counters in
-the pool. The pool is added to from time to time by penalties for
-infractions of the rules, and by forfeitures from players who have
-failed in their undertakings. Such payments are always made in red
-counters, the number being always three or six. When the pool is
-divided, it sometimes happens that a player is not allowed to withdraw
-his share. In such cases the red counters representing it should be
-changed for their value in white ones, so that the forfeited share may
-be divided in three parts.
-
-The difference between _=Limited Loo=_, and _=Unlimited Loo=_, is in
-the amounts paid into the pool. In Limited Loo the penalty is always
-three or six red counters. In Unlimited Loo, it is the same for
-irregularities, and for infraction of the rules; but any player failing
-in his undertaking must put up for the next pool an amount equal to
-that in the current pool. When two or more fail on successive deals the
-pool increases with surprising rapidity. A player at twenty-five cent
-Loo has been known to lose $320 in three consecutive deals.
-
-_=DEALING.=_ The pack having been properly shuffled and cut, the dealer
-gives three cards to each player, one at a time in rotation, beginning
-on his left. The first deal, and every deal in which the pool contains
-only the three red counters put up by the dealer, is known as a
-_=simple=_, and no trump card is turned up until one or two tricks have
-been played to. If there are more than three red counters in the pool,
-it is known as a _=double=_, and an extra hand must be dealt for the
-_=widow=_, and after all have been helped, the next card in the pack is
-turned up for a trump. The dealer gives cards to the widow just before
-helping himself in each round.
-
-_=Irregularities in the Deal.=_ If the pack is found to be imperfect,
-or any card except the trump is found faced in the pack, the same
-dealer must deal again without penalty. If the dealer neglects to have
-the pack cut; reshuffles it after it has been properly cut; deals a
-card incorrectly and fails to correct the error before dealing another;
-exposes a card in dealing; gives any player too many or too few cards;
-or deals a wrong number of hands, it is a misdeal, and he loses his
-deal, and forfeits three red counters to the current pool. The new
-dealer adds his three counters as usual, and the pool becomes a double.
-
-_=METHOD OF PLAYING.=_ A description of the method of playing will be
-better understood if it is divided into two parts, as it varies in
-simple and in double pools.
-
-_=In Simple Pools=_, no trump is turned, and no widow dealt. Should
-the dealer inadvertently turn a trump, he forfeits three red counters
-to the current pool, but it remains a simple. If he deals a card for a
-widow, and fails to correct himself before dealing another card, it is
-a misdeal.
-
-The eldest hand leads any card he pleases, and the others must not
-only follow suit, but must head the trick if they can. This does not
-necessarily mean that they shall play the best card they hold of the
-suit led, but that they shall play a better one than any already
-played. The cards are left in front of the players. If all follow
-suit the winner of the trick leads any card he pleases for the next
-trick. If all follow suit to that again, the winner leads for the
-next, and if all follow suit again, that ends it, and the winners
-of the several tricks divide the pool. All those who have not won a
-trick are _=looed=_, and must contribute three red counters each for
-the next pool, which, added to the three to be deposited by the next
-dealer, will make the ensuing pool a double. But if in any trick any
-player is unable to follow suit, as soon as the trick is complete the
-dealer turns up the top card on the remainder of the pack, and the
-suit to which it belongs is the trump. If any trump has been played,
-the highest trump wins the trick. In any case, the winner of the trick
-must lead a trump for the next trick if he has one. When all three
-tricks have been played, the winner of each is entitled to one-third
-of the contents of the pool. Those who have not won a trick are looed,
-and must contribute three red counters each for the next pool. This is
-called a _=Bold Stand=_.
-
-_=In Double Pools=_, an extra hand is dealt for the widow, and a trump
-is turned. No player is allowed to look at his cards until it comes
-to his turn to declare. The dealer, beginning on his left, asks each
-in turn to announce his intentions. The player may _=stand=_ with
-the cards dealt him; or may _=take the widow=_ in exchange; or may
-_=pass=_. If he passes or takes the widow, he gives his original hand
-to the dealer, who places it on the bottom of the pack. If he takes the
-widow or stands, he must win at least one trick, or he is looed, and
-will forfeit three red counters to the next pool.
-
-If all pass but the player who has taken the widow, he wins the pool
-without playing, and the next deal must be a simple. If only one player
-stands, and he has not taken the widow, the dealer, if he will not play
-for himself, must take the widow and play to defend the pool. If he
-fails to take a trick, he is not looed; but the payment for any tricks
-he wins must be left in the pool, and the red counters for them should
-be changed for white ones, so that the amount may be easily divided at
-the end of the next pool.
-
-_=Flushes.=_ If any player in a double pool holds three trumps, whether
-dealt him or found in the widow, he must announce it as soon as all
-have declared whether or not they will play. The usual custom is to
-wait until the dealer declares, and then to ask him: “How many play?”
-The dealer replies: “Two in;” “Three in;” or: “Widow and one;” as the
-case may be. The player with the flush then shows it, and claims the
-pool without playing, each of those who are “in” being looed three red
-counters. If two players hold a flush in trumps, the elder hand wins,
-whether his trumps are better or not; but the younger hand, holding
-another flush, is not looed.
-
-_=Leading.=_ In all double pools, the eldest hand of those playing must
-lead a trump if he has one. If he has the ace of trumps he must lead
-that; or if he has the King and the ace is turned up. The old rule was
-that a player must lead the higher of two trumps, but this is obsolete.
-The winner of a trick must lead a trump if he has one. Each player in
-turn must head the trick if he can; if he has none of the suit led he
-must trump or over-trump if he can; but he need not under-trump a trick
-already trumped.
-
-_=Irregularities and Penalties.=_ There is only one penalty in Loo, to
-win nothing from the current pool, and to pay either three or six reds
-to the next pool. If the offender has won any tricks, the payment for
-them must be left in the pool in white counters, to be divided among
-the winners of the next pool.
-
-The offences are divided, some being paid for to the current pool, such
-as those for errors in the deal, while others are not paid until the
-current pool has been divided. If any player looks at his hand before
-his turn to declare, or the dealer does so before asking the others
-whether or not they will play, or if any player announces his intention
-out of his proper turn; the offender in each case forfeits three red
-counters to the current pool, and cannot win anything that deal, but he
-may play his hand in order to keep counters in the pool. If he plays
-and is looed, he must pay.
-
-_=Revokes.=_ If a player, when able to do so, fails to follow suit, or
-to head the trick, or to lead trumps, or to lead the ace of trumps,
-(or King when ace is turned,) or to trump a suit of which he is void,
-the hands are abandoned on discovery of the error, and the pool is
-divided as equally as possible among those who declared to play, with
-the exception of the offender. Any odd white counters must be left for
-the next pool. The player in fault is then held guilty of a revoke, and
-must pay a forfeit of six red counters to the next pool. The reason
-for the division of the pool is that there is no satisfactory way to
-determine how the play would have resulted had the revoke not occurred.
-It is impossible to take back the cards and replay them, because no one
-would have a right to judge how much a person’s play was altered by his
-knowledge of the cards in the other hands.
-
-If a player, having already won a trick, renders himself liable to any
-penalty, as for exposing a card, leading or following suit out of turn,
-or abandoning his hand, he is looed for three red counters, payable to
-the next pool, and the payment for the tricks he has won must be left
-in the pool in white counters.
-
-
-IRISH LOO.
-
-In this variation, no widow is dealt, and there is no distinction
-between simple and double pools. A trump is always turned up, and
-the dealer asks each in turn, beginning on his left, whether or not
-he will play, taking up the cards of those who decline to stand. He
-then announces his own decision, and proceeds to ask those who have
-declared to play whether or not they wish to exchange any of the cards
-originally dealt them. The usual question is simply: “How many?” and
-the player names the number of cards he wishes to exchange, if any;
-at the same time discarding others in their places. The number first
-asked for cannot be amended or recalled. The trump is laid aside, and
-the cards called for are dealt from the remainder of the pack, without
-further shuffling. In all other respects, the game is Three-card Loo.
-
-
-FIVE-CARD LOO.
-
-This is Irish Loo with some additional variations. Each red counter
-should be worth five white ones, and the players will require about
-fifty red counters each at starting. The dealer puts up five red
-counters. Any player holding a flush of five cards in any suit may
-immediately claim the pool, and every person at the table, whether
-playing or not, is supposed to be looed, and pays five red counters to
-the next pool. If two players hold flushes, the elder hand wins, even
-if the younger hand holds a flush in trumps.
-
-Another variation is to make the club Jack, which is known as _=Pam=_,
-always the best trump. Combined with four cards of any suit, this card
-will make a flush. If any player leads the trump ace, the holder of Pam
-must pass the trick if he can do so without revoking. The old usage was
-for the holder of the trump ace to notify any player holding Pam to
-pass, if he wished him to do so; but that is quite superfluous, as no
-player wants to lose his ace of trumps, and it goes without saying that
-he wants Pam to pass it.
-
- * * * * *
-
-Interesting articles on Loo will be found in “Bell’s Life,” the
-“Field,” the “Sportsman,” and the “Westminster Papers;” Vol. II. of the
-latter especially.
-
-
-
-
-ALL FOURS FAMILY.
-
-
-All Fours is to be found amongst the oldest games of cards, and is the
-parent of a large family of variations, all of which are of American
-birth. The youngest member of the family, Cinch, seems to have a bright
-future before it, and bids fair to become one of our most popular
-games. The chief defect in Cinch has been the method of scoring, which
-left too much to luck. In the following pages the author has attempted
-to remedy this.
-
-The name, “All Fours,” seems to have been varied at times to “All
-Four,” and was derived from four of the five points which counted
-towards game; the fifth point, for “gift” having been apparently quite
-overlooked. The game was originally ten points up, and the cards were
-dealt one at a time. According to the descriptions in some of the older
-Hoyles, the honours and Tens of the plain suits did not count towards
-game; but this is evidently an error, for we find in the same editions
-the advice to trump or win the adversary’s best cards in plain suits.
-This would obviously be a mere waste of trumps if these plain-suit
-cards did not count for anything.
-
-All Fours seems to have been popular with all classes of society at
-one time or another. Cotton’s “Compleat Gamester” gives it among the
-principal games in his day, 1674. Daines Barrington, writing a hundred
-years later, speaks of All Fours in connection with Whist. “Whist,”
-he says, “seems never to have been played on principles until about
-fifty years ago; before that time [1735] it was confined chiefly to
-the servants’ hall, with All Fours and Put.” Another writer tells us
-that Ombre was the favourite game of the ladies, and Piquet of the
-gentlemen _par excellence_; clergymen and country squires preferring
-Whist, “while the lower orders shuffled away at All Fours, Put,
-Cribbage, and Lanterloo.” In 1754 a pamphlet was published containing:
-“Serious Reflections on the dangerous tendency of the common practice
-of Card-playing; especially the game of All Four.” For many years All
-Fours was looked upon as the American gambler’s game _par excellence_,
-and it is still the great standby of our coloured brother; who would
-sooner swallow a Jack than have it caught.
-
-
-ALL FOURS, SEVEN-UP, OR OLD SLEDGE.
-
-_=CARDS.=_ Seven-up is played with the full pack of fifty-two cards,
-which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest, both
-in cutting and in play.
-
-_=COUNTERS.=_ Each player or side should be provided with seven
-counters. As the points accrue, these counters are got rid of by
-placing them in a pool in the centre of the table. By this method a
-glance will show how many each side or player has “to go,” that is, how
-many will put him out.
-
-_=PLAYERS.=_ Two, three or four persons may play. When three play, the
-game resembles Cut-throat Euchre, each for himself. When four play, two
-are partners against the other two, and the partners sit opposite each
-other. The player on the dealer’s left, or his adversary if only two
-play, is always spoken of as the eldest or elder hand. The one on the
-dealer’s right is the pone.
-
-_=CUTTING.=_ If there are four players, they cut for partners, deal,
-and choice of seats. The two lowest are partners against the two
-highest; the highest cut has the choice of seats, and deals the first
-hand. When two or three play, they cut for seats and deal. In cutting,
-the ace is high. Ties cut again; but the new cut decides nothing but
-the tie.
-
-_=STAKES.=_ If there is any stake, it is for so much a game. Rubbers
-are never played.
-
-_=DEALING.=_ Each player has the right to shuffle the pack, the dealer
-last, and the cards are then presented to the pone to be cut. At least
-four cards must be left in each packet. Beginning on his left, the
-dealer gives six cards to each player, three on the first round, and
-three more on the second round, turning up the next card for the trump,
-and leaving it on the remainder of the pack. If this card is a Jack,
-the dealer counts one point for it immediately; but if any player is
-found to have an incorrect number of cards, and announces it before he
-plays to the first trick, the Jack cannot be counted, as it could not
-have been the proper trump.
-
-In _=Pitch, or Blind All Fours=_, no trump is turned. The first card
-led or “pitched” by the eldest hand is the trump suit for that deal.
-
-_=MISDEALING.=_ If any card is found faced in the pack, or the pack
-is proved to be imperfect, the same dealer deals again. If he deals
-without having the cards cut, or gives too many or too few cards to
-any player, it is a misdeal, and the deal passes to the next player on
-the misdealer’s left. If the dealer exposes a card, the adversaries may
-elect to have the deal stand, or to have a new deal by the same dealer.
-In _=Pitch=_, a misdeal does not lose the deal, because the deal is no
-advantage.
-
-_=BEGGING.=_ The deal completed, and the trump turned, the eldest hand
-looks at his cards, the other players leaving theirs untouched. If
-the eldest hand is not satisfied, he says: _=I beg=_; and the dealer,
-after examining his own hand, has the option of giving him a point or
-_=running the cards=_. If he decides to give the point, he says: _=Take
-it=_, and the eldest hand immediately scores one for the _=gift=_. If
-the dealer will not give, he lays the trump card aside, and deals three
-more cards to each player, including himself; turning up another trump.
-Should this be a Jack of another suit, the dealer scores a point for
-it at once. Should it be of the same suit as that first turned up, the
-Jack cannot be scored, as the dealer has declined to have that suit for
-the trump. When the same suit is turned up a second time, the card is
-laid aside; three more cards are given to each player, another trump
-is turned, and so on until a different suit comes up for the trump. If
-the pack is exhausted before another suit turns up, the cards must be
-_=bunched=_, and the same dealer deals again.
-
-The dealer’s partner and the pone are not permitted to look at their
-cards until the eldest hand and the dealer have decided whether to
-stand or run the cards. Among strict players, if a person looks at
-his hand before the proper time, the adversaries score a point. The
-object of this rule is to prevent the possibility of any expression of
-satisfaction or disapproval of the turn-up trump.
-
-No second beg is allowed, but when only two play, if either player is
-dissatisfied with the new trump he may propose to _=bunch the cards=_.
-If the proposition is agreed to, the cards are reshuffled and dealt
-again by the same dealer. If three play, the dealer must give a point
-to both adversaries if he refuses to run the cards, although only one
-begs. The dealer cannot give a player enough to put him out.
-
-_=DISCARDING.=_ When the cards have been run, the usual practice is to
-discard all superfluous cards, each player reducing his hand to six,
-with which he plays. In some clubs it is the rule to keep all the cards
-if only nine are in each hand, but to discard down to six if two or
-more rounds were dealt after turning the first trump.
-
-_=OBJECTS OF THE GAME.=_ The object in Seven-up is to secure certain
-points which count towards game. As its name implies, the game is
-won when a player has put up seven of his counters, each of which
-represents a point. There are six different ways of making these
-points, and it is possible for one player to make five of them in one
-deal; but he cannot by any possibility make seven. The following count
-one point each:
-
-1st. Turning up the _=Jack=_ of trumps.
-
-2nd. Being _=given=_ a point by the dealer.
-
-3rd. Holding the _=Highest=_ trump.
-
-4th. Holding the _=Lowest=_ trump.
-
-5th. Winning a trick with the _=Jack=_ of trumps in it.
-
-6th. Making the majority of the pips that count for what is called
-_=Game=_.
-
-_=Turning the Jack=_ is entirely a matter of chance, and should not
-occur more than once in thirteen deals. If a Jack is turned every few
-deals, you may be sure that unfair methods are being used. Nothing is
-more common among advantage players than turning up Jacks every few
-deals.
-
-_=Begging=_ is resorted to by a player who holds no trumps, or such
-indifferent ones that it is very unlikely they will be either High or
-Low. If he has anything better, such as very high or low cards in other
-suits, such a hand is called, “a good hand to run to,” and the player
-begs, hoping the new trump will better fit his hand. If he has nothing
-better in other suits than in the turn-up, it will still be slightly in
-his favour to beg, unless he has trumps enough to give him some hopes
-of making the point for Game. It is a fatal error to beg on good cards,
-and gamblers have a saying that he who begs a point to-day, will beg a
-stake to-morrow.
-
-_=High=_ and _=Low=_ count to the player to whom those cards are dealt,
-and there is no chance to alter the fortunes of the deal except by
-begging and running the cards. These two points may both be made by the
-same card, if it is the only trump in play; because High is counted for
-the best trump out during the deal, and Low for the lowest, no matter
-what the cards are.
-
-_=Catching the Jack=_, or saving it, is one of the principal objects
-of the game, and as a rule a player holding the Jack should lose no
-opportunity to save such a valuable counting card. On the other hand, a
-player holding higher trumps will often have to use good judgment as to
-whether to lead them to catch the Jack, if it happens to be out; or to
-keep quiet until the last few tricks, when if the Jack is not out, such
-trumps may be useful to win cards that count for Game.
-
-_=The Game=_ is generally known as _=the gambler’s point=_, because
-it is the only point that must be played for in every hand, and its
-management requires more skill than all the others put together. The
-cards that count for Game are the four honours and the Ten of each
-suit. Every ace counts 4; every King 3; every Queen 2; every Jack 1;
-and every Ten 10. After the last card has been played, each player
-turns over the tricks he has won, and counts up the pip value of the
-court cards and Tens that he has won. Whoever has the highest number
-counts the point for Game. For instance: Two are playing. The elder
-hand has taken in an ace, two Kings and a Jack, which are collectively
-worth 11. The dealer has taken in a Queen and a Ten, which are worth
-12; so the dealer marks the point for Game. If both players have the
-same number, or if there is no Game out, which rarely happens, the
-non-dealer scores Game. If three play, and Game is a tie between the
-two non-dealers, neither scores. The non-dealer is given the benefit
-of counting a tie for Game as an offset to the dealer’s advantage in
-turning Jacks. When no trump is turned, as in Pitch, no one can count
-Game if it is a tie.
-
-_=METHOD OF PLAYING.=_ The eldest hand begins by leading any card he
-pleases. If a trump is led, each player must follow suit if able. When
-a plain suit is led he need not follow suit if he prefers to trump; but
-if he does not trump, he must follow suit if he can. If he has none
-of the suit led he may either trump or discard. This rule is commonly
-expressed by saying that a player may _=follow suit or trump=_. The
-highest card played of the suit led wins the trick, and trumps win all
-other suits. The winner of the trick takes it in, and leads for the
-next one, and so on until all the cards have been played. The tricks
-themselves have no value except for the court cards and Tens they
-contain.
-
-As High, Jack, and Game are always counted by the player holding those
-points at the end of the play, there can be no question about them: but
-serious disputes sometimes arise as to who played Low. The best method
-of avoiding this is for each player, as the game proceeds, to announce
-and claim the lowest trump which has so far appeared, and instead of
-giving it to the current trick, to leave it turned face up in front
-of him if it is of no counting value. For instance: Four are playing,
-and a round of trumps comes out, the six being the lowest. The player
-holding it announces: “Six for Low,” and keeps the card face up in
-front of him until some smaller trump appears. It often happens that a
-player holds a 7 or 8, and having no idea that it will be Low, takes no
-notice of it. At the end of the hand it is found that both the 7 and 8
-are out, the 7 being Low, and the holders of those two cards get into
-an argument as to which card each of them held.
-
-_=SCORING.=_ The last card played, the various points for High, Low,
-Jack, (if in play), and the Game are claimed, and the player or side
-holding them puts a counter in the pool for each. The side first
-getting rid of its seven counters wins the game. If both sides make
-points enough to win the game on the same deal, High goes out first,
-then Low, then Jack, and then Game. As already noticed, one card may
-be both High and Low; the Jack may be High, Low, Jack; and it is even
-possible, if there is no other trump or counting card in play, for the
-Jack to be High, Low, Jack, and the Game.
-
-In the variety known as _=All Fives=_, the score is kept on a cribbage
-board, and part of it is pegged as the hand progresses. A player
-winning a trick containing any of the following cards in the trump
-suit pegs them immediately:--For the trump ace, 4 points; for the King
-3; for the Queen 2; for the Jack 1; for the Ten 10, and for the Five
-5. After the hand is over, all these cards are counted over again in
-reckoning the point for Game, the Five of trumps counting 5. Sixty-one
-points is game.
-
-_=IRREGULARITIES IN PLAY.=_ The most serious error in Seven-up is the
-_=revoke=_. If a player does not follow suit when able, it is a revoke
-unless he trumps the trick. A player holding two small trumps and the
-Ten of a plain suit, may trump both the ace and King of that suit
-instead of giving up his Ten. But if on the third round the Queen is
-led, and he cannot trump it, he must play his Ten if he has no other
-card of the suit.
-
-The only points affected by the revoke are Jack and Game. _=If the Jack
-is not in play=_, there is only one point that can be affected by the
-revoke, the score for Game; and the revoke penalty is one point, which
-the adversary may add to his own score, or deduct from the score of the
-revoking player. The adversary may also score the point for Game if he
-makes it; but it cannot be scored by the revoking player; who may mark
-only High or Low if he holds either or both of those points.
-
-_=If the Jack is in play=_, two points may be affected by a revoke. The
-player in fault cannot score either Jack or Game, and the penalty for
-the revoke is two points; in addition to which the adversary of the
-revoking player may score either or both Jack and Game if he makes them.
-
-The revoking player cannot win the game that hand, no matter what he
-scores, but must stop at six. A revoke is established as soon as the
-trick in which it occurs has been turned and quitted, or a card has
-been led or played to the next trick.
-
-_=Exposed Cards.=_ When four play, all exposed cards must be left on
-the table, and are liable to be called by the adversaries if they
-cannot be previously got rid of in the course of play. All cards led or
-played out of turn are exposed, and liable to be called. If two or more
-cards are played to a trick, the adversaries may select which shall
-remain; the other is exposed.
-
-_=METHODS OF CHEATING.=_ Few games lend themselves more readily to
-the operations of the greek than Seven-up. Turning Jacks from the
-bottom of the pack; setting up the half-stock for the beg; dealing
-oneself more than six cards, and dropping on the tricks already won
-those counting for Game; getting the A J 10 and 2 of a suit together
-during the play of a hand, and then shifting the cut to get them on
-the next deal, turning up the Jack; marked cards; strippers; wedges;
-reflectors; these and many other tricks are in common use. Those who
-are not expert enough to deal seconds or shift cuts will sometimes
-resort to such trifling advantages as abstracting one of the Tens from
-the pack, so that they may know a suit from which a small card can
-always be led without any danger of the adversary’s making the Ten. One
-very common swindle in Seven-up is known as _=the high hand=_, which
-consists in giving the intended victim the A K J 10 9 2 of trumps, and
-then inducing him to bet that he will make four points. No matter how
-skilful the player may be, he will find it impossible to save both Jack
-and Game.
-
-
-CALIFORNIA JACK.
-
-This is a variety of Seven-up for two players, in which the number of
-cards in the hand is constantly restored to six by drawing from the
-remainder of the pack.
-
-The trump suit is cut for before the cards are shuffled and dealt.
-The usual method is to cut for seats and deal, and the highest cut
-determines the trump suit at the same time. After each player has been
-given six cards, three at a time, the remainder of the pack is turned
-face up on the table, and the winner of each trick takes the top card,
-his adversary taking the next one. When the stock is exhausted, the
-last six cards are played as in the ordinary game of Seven-up.
-
-Seven points is game, the points being the same as in Seven-up; but
-everything, including Low, counts to the player winning it.
-
-_=Shasta Sam=_ is California Jack with the remainder of the pack turned
-face down, and is a much better game on that account.
-
-
-AUCTION PITCH, SELL OUT, OR COMMERCIAL PITCH.
-
-This very popular round game derives its name from the fact that the
-first card led or “pitched” is the trump suit, and that the privilege
-of pitching it belongs to the eldest hand, who may sell it out to the
-highest bidder.
-
-The number of _=cards=_ and their rank is the same as at Seven-up; A
-K Q J 10 9 8 7 6 5 4 3 2, the ace being the highest in cutting and in
-play.
-
-_=Players.=_ Any number from four to seven may play, each for himself;
-five is considered the best game. The players cut for choice of seats,
-the highest cut taking the first choice and the deal.
-
-_=Counters.=_ Each player should be provided with seven white counters
-to mark the game. If stakes are played for, red counters are used to
-make up the pool, one player acting as the banker to sell and redeem
-all red counters.
-
-_=Dealing.=_ Six cards are dealt to each player, three at a time, but
-no trump is turned. All the rules for irregularities in the deal are
-the same as in Seven-up, but a misdeal does not lose the deal under any
-circumstances.
-
-_=Objects of the Game.=_ As in Seven-up, the object of each player is
-to get rid of his seven counters, one of which he is entitled to put in
-the pool for each of the following points: For holding the _=highest=_
-trump in play; for holding (having dealt to him) the _=lowest=_ trump
-in play; for winning a trick with the _=Jack=_ of trumps in it; for
-making the greatest number of the pips that count for the _=game=_
-point. The details of these points have already been explained in
-connection with Seven-up. If the count for Game is a tie, no one scores
-it.
-
-_=Bidding.=_ The eldest hand sells. If he pitches without waiting for a
-bid he must make four points, or he will be set back that number. Each
-player in turn, beginning on the left of the eldest hand, bids for the
-privilege of pitching the trump, naming the number of points he thinks
-he can make. If he will not bid, he must say distinctly: “_=I pass=_.”
-After a bid has been made, any following player must bid higher or
-pass. There are no second bids. The highest number any player can bid
-is four, which will require him to make High, Low, Jack, and the Game
-against the combined efforts of all the other players. The eldest hand
-must either accept the number bid, or pitch the trump himself, and make
-as many points as the highest bidder offered him. If the eldest hand
-accepts, he pushes into the pool as many counters as he is bid, and the
-successful bidder pitches the trump. If no bid is made, the eldest hand
-must pitch the trump himself.
-
-A bidder is not allowed to give the seller enough points to put him
-out, and should he do so by mistake, he forfeits his right to bid at
-all for that deal. If the seller has only two to go, and a player is
-able to bid three or four, he loses nothing by bidding one only, for
-no one can overbid him, and he is entitled to count all he makes. The
-only risk he runs is that the seller can afford to refuse one, and will
-go out on his own pitch. To remedy this it is the custom in some clubs
-to allow a player to bid the full value of his hand. If the seller
-accepts, he scores to within one of game; but if he refuses, he must
-make as many as bid, even if he does not actually want them. It is one
-of the fine points of the game for the seller to refuse when the number
-of points offered would put the bidder out if he was successful.
-
-There is no penalty for bidding out of turn. If a player chooses to
-expose to a preceding player what he is prepared to bid, that is
-usually to his own disadvantage.
-
-_=Bidding to the Board.=_ Modern players usually adopt the practice of
-bidding to the board, eldest hand having the first bid. In this form
-of the game the points bid count to no one, and anyone can bid up to
-four, no matter what the scores are. No one can claim the privilege of
-pitching the trump for as many as bid, as each in turn must bid higher
-or pass.
-
-_=Playing.=_ The successful bidder has the first lead, and whatever
-card he plays, whether by mistake or not, is the trump suit for that
-deal. After that, the winner of the trick may lead any suit he pleases.
-A player must follow suit in trumps if he is able to do so; but in a
-plain suit he may trump if he chooses, although holding a card of the
-suit led. If he does not trump, he must follow suit if he can. If he
-has none of the suit led, he may trump or discard as he pleases. The
-highest card played of the suit led wins the trick, and trumps win all
-other suits.
-
-_=Scoring.=_ At the end of the hand the various players claim the
-points made, and score them by placing white counters in the pool. If
-the bidder makes any points in excess of the number bid, he scores
-them. The first player to get rid of his seven white counters wins
-the pool, and takes down all the red counters it contains. The white
-counters are then redistributed, and the players cut for the first deal
-of the new game.
-
-If two players can count out on the same deal, and one of them is the
-bidder, he wins the pool if he has made good his bid. If neither of
-the ties is the bidder, the points count out in their regular order,
-High first, then Low, then Jack, and finally Game. For instance: Seven
-are playing. A sells to B, who bids two. B and C have each two to go.
-B pitches a trump of which C has both High and Low; but if B makes
-Jack and Game he wins the pool, because he bid only two points, and
-made them. This is generally expressed by the rule: _=bidder goes out
-first=_.
-
-_=Setting Back.=_ If the player who pitches the trump fails to make the
-number of points bid, he is set back, and scores nothing for any points
-he may have made. A player who is set back, either for overbidding his
-hand, or for refusing to sell and failing to make the number of points
-offered him, must withdraw from the pool as many white counters as were
-bid, and add them to his own. For instance: It is A’s sell. A and B
-each have two to go. B bids three, which A refuses, pitching the trump
-himself. A makes only two points, B scoring one, and a third player
-D, another. B and D score one each, but A scores nothing for the two
-points he made, and must take three white counters from the pool, which
-will make him five to go. Had the bid which A refused been two only, he
-would have won the game, as he made two points. In many clubs it is the
-custom for a player who is set back to add a red counter to the pool.
-
-_=Irregularities in Play.=_ If any adversary of the player who pitches
-the trump leads or plays out of turn, he may be called upon by the
-bidder to play his highest or lowest of the suit led; or to trump or
-not to trump the trick. If any player but the pitcher has followed the
-erroneous lead, the cards must be taken back; but if the pitcher has
-followed, the error cannot be rectified.
-
-In case of a _=revoke=_, the hand is played out as if the revoke
-had not occurred, and each player except the person in error counts
-whatever points he makes. If the pitcher of the trump fails to make
-the number of points bid, he cannot be set back, but must be allowed
-to score any points he makes. The revoking player is then set back the
-number of points bid, and forfeits a red counter to the pool. If no bid
-was made, he is set back two points.
-
-
-SMUDGE.
-
-In this variation of auction pitch, any player who is not in the hole
-wins the game at once if he can bid four and make it.
-
-
-PEDRO.
-
-Pedro, Pedro Sancho, Dom Pedro, and Snoozer, are all varieties of
-Auction Pitch, in which certain counting cards are added, and secondary
-bids are allowed.
-
-Everything counts to the player winning it, instead of to the one to
-whom it is dealt. The game point is scored by the player who wins the
-trick containing the Ten of trumps. If that card is not in play there
-is no Game.
-
-In _=Pedro Sancho=_, the Five and Nine of trumps count their pip value
-in scoring, so that 18 points can be bid and made on one deal; one each
-for High, Low, Jack, and Game, and fourteen more for the Nine and Five
-of trumps. These two trumps have no special rank. The Ten will win the
-Nine, and the Six will take the Five. In some places all the cards in
-the pack are dealt out, which makes a much better game in any form of
-Pedro.
-
-The eldest hand sells, as at Auction Pitch. If a player’s first bid is
-raised he may raise again in his proper turn.
-
-Fifty points is game, and the players are usually provided with two
-varieties of counters for scoring; one worth five points, and the other
-worth one. The rank of the points in scoring is; High, Low, Jack, Ten
-(Game), Five, and Nine. The revoke penalty is to be set back the number
-of points bid, or ten points if there is no bid, and the player in
-fault cannot score anything that hand. In all other respects the rules
-are the same as in Auction Pitch.
-
-In _=Dom Pedro, or Snoozer=_, the Joker is added to the pack, and the
-Three, Five, and Nine of trumps count their pip value in scoring. The
-Joker, or Snoozer, counts fifteen, so that thirty-six points can be
-bid and made on one deal. The Joker is the lowest trump, so that the
-deuce of trumps will win it, but it will win any trick in plain suits.
-Fifty or a hundred points is the game. In counting out, the order of
-precedence is: High, Low, Jack, Ten (Game), Three, Five, Nine, Snoozer.
-
-
-CINCH, DOUBLE PEDRO, OR HIGH FIVE.
-
-This is now regarded as the most important variety of All Fours, and
-bids fair to supplant the parent game altogether. Properly speaking,
-Cinch is one of the pedro variations of Auction Pitch, the difference
-being that no one sells, and that there is added the always popular
-American feature of a draw to improve the hand.
-
-The derivation and meaning of the name, Cinch, seems to be very much
-misunderstood. Many persons assume it is simply a name for the Left
-Pedro, but such is not the case. Cinch is a Mexican word for a strong
-saddle-girth, and when used as a verb it refers to the manner of
-adjusting the girth on a bucking broncho so that no amount of kicking
-will get him free. The word is used in this sense to describe one of
-the principal tactics of the card game, which is to “cinch” certain
-tricks, so that the adversary cannot possibly get either of the Pedroes
-free.
-
-_=CARDS.=_ Cinch is played with a full pack of fifty-two cards which
-rank A K Q J 10 9 8 7 6 5 4 3 2. When the suit is trumps the 5 retains
-its natural position, and is known as the _=Right Pedro=_; but the 5
-of the same colour as the trump suit, which is known as the _=Left
-Pedro=_, ranks between the 5 and 4 of the trump suit. The ace is
-highest in cutting and in play. Whist-players, who have taken up Cinch
-as a side issue, are in the habit of making the ace lowest in cutting;
-but such a practice is out of harmony with all other members of the
-Seven-up family of games.
-
-_=COUNTERS.=_ The score is usually kept on a sheet of paper; but it is
-more convenient to provide each side with 8 red and 11 white counters,
-representing 51 points; the whites being worth 1, and the reds 5 each.
-A good pull-up cribbage board is still better.
-
-[Illustration: PULL-UP GAME COUNTER.]
-
-_=PLAYERS.=_ Any number from two to six can play; but the regular game
-is for four persons, two of whom are partners against the other two.
-The player on the dealer’s left is the _=eldest hand=_; on the dealer’s
-right is the _=pone=_.
-
-_=CUTTING.=_ The players draw from an outspread pack for partners,
-seats, and deal. The two lowest play against the two highest; the
-highest cut has the choice of seats and cards, and deals the first
-hand. Partners sit opposite each other.
-
-_=DEALING.=_ Each player has the right to shuffle the pack, the dealer
-last. The cards are then presented to the pone to be cut, and at
-least four cards must be left in each packet. Beginning on his left,
-the dealer gives nine cards to each player, three at a time in three
-separate rounds. No trump is turned, and the remainder of the pack is
-left on the table face downward.
-
-_=MISDEALING.=_ If any card is found faced in the pack, the cards must
-be reshuffled and dealt again. If the dealer exposes a card in dealing,
-or turns up a trump by mistake, the adversaries may elect to have a new
-deal by the same dealer, or to let the deal stand. If the dealer gives
-too many or too few cards to any player, or fails to give the same
-number of cards in each round, it is a misdeal, and the deal passes to
-the next player on the left. Any player dealing out of turn, or with
-the wrong cards, may be stopped before the last three cards are dealt;
-but after that the deal stands good. If a misdeal is not discovered
-until after a bid has been made, the deal stands good if three players
-have their right number of cards. The deal passes in regular rotation
-to the left.
-
-_=OBJECTS OF THE GAME.=_ The game is fifty-one points, and the side
-first pegging that number, or getting rid of its fifty-one counters is
-the winner. Fourteen points are made on every deal, as follows:--
-
- 1 For _=High=_, the ace of trumps.
- 1 For _=Low=_, the deuce of trumps.
- 1 For the _=Jack=_ of trumps.
- 1 For the Ten of trumps, or _=Game=_.
- 5 For the Five of trumps, or _=Right Pedro=_.
- 5 For the Five of the same colour, or _=Left Pedro=_.
- --
- 14 points altogether; all in the trump suit.
-
-All these points, including Low, count to the player winning them, and
-not to the players to whom they are dealt. This saves endless disputes.
-
-_=BIDDING.=_ Beginning with the eldest hand, each player in turn, after
-examining his nine cards, can make _=one bid=_ for the privilege of
-naming the trump suit. The peculiarity of this bidding is that nobody
-sells, the bids being made _=to the board=_, as it is called. The
-bidder announces the number of points he thinks he can make (with his
-partner’s assistance) but does not name the trump suit. If a player
-will not bid, he says: “_=I pass=_.” After a bid has been made in its
-proper turn, any following player must bid higher or pass. No one is
-allowed to bid more than fourteen. There are no second bids, and a bid
-once made cannot be amended or withdrawn. The player who has made the
-highest bid is called upon to name the trump suit.
-
-_=Irregular Bids.=_ If any player bids before the eldest hand has bid
-or passed, both the player in error and his partner lose their right
-to make any bid that deal; but the side not in error must bid against
-each other for the privilege of naming the trump suit. If the eldest
-hand has decided, and the pone bids without waiting for the dealer’s
-partner, the pone loses his bid, and the dealer may bid before his
-partner, without penalty. If the dealer bids before his partner has
-decided, both he and his partner lose their right to bid that deal;
-but the pone is still at liberty to overbid the eldest hand for the
-privilege of naming the trump. If the dealer’s partner has bid, and the
-dealer bids without waiting for the pone, the dealer loses his right to
-bid for that deal.
-
-If a player whose partner has not yet bid names the trump suit, his
-partner loses the right to bid. If no bid is made, the dealer may name
-any suit he pleases, without bidding. If any player exposes a card
-before the trump suit is named, the adversaries may elect to have a new
-deal by the same dealer.
-
-_=DISCARDING AND DRAWING.=_ The trump suit named, each player discards
-and leaves _=face upward=_ on the table as many cards as he pleases.
-He must discard three, to reduce his hand to six cards. If he discards
-more than three he must draw from the remainder of the pack to restore
-the number of his cards to six; so that after the discard and draw each
-player at the table will have exactly six cards, although nine were
-originally dealt him.
-
-The dealer, beginning on his left, gives to each player in turn as
-many cards from the top of the pack as may be necessary to restore the
-number in his hand to six. When it comes to the dealer’s turn, instead
-of taking cards from the top of the pack, he may search the remainder
-of the pack, and take from it any cards that he pleases. This is called
-_=robbing the deck=_. Should he find in his own hand and the remainder
-of the pack more than six trumps, he must discard those he does not
-want, showing them face up on the table with the other discards.
-
-Should any player discard a trump, his partner has the right to call
-his attention to it, and if the player has not been helped to cards, or
-has not lifted the cards drawn, the trump erroneously discarded may be
-taken back; otherwise it must remain among the discards until the hand
-has been played, when, if it is of any counting value, it must be added
-to the score of the side making the trump.
-
-Although there is no law to that effect, it is considered imperative
-for each player except the dealer to discard everything but trumps.
-This is partly because no other cards are of the slightest use, and
-partly because one of the points of the game is that the number of
-trumps held by each player before the draw should be indicated by his
-discard.
-
-_=METHOD OF PLAYING.=_ The player who has named the trump suit begins
-by leading any card he pleases. If a trump is led, every one must
-follow suit if able to do so, and it must be remembered that the Left
-Pedro is one of the trump suit. When a plain suit is led, any player
-may trump if he chooses, although holding one of the suit led; but if
-he does not trump, he must follow suit if he can. If he has none of
-the suit led he may trump or discard at pleasure. The highest card
-played of the suit led wins the trick, and trumps win all other suits.
-The Five of trumps, or any higher, will win the Left Pedro; but the
-Left Pedro will win the Four of trumps, or any lower. The winner of
-the trick gathers it in, turning it face down, and leads for the next
-trick, and so on, until all six tricks have been played. The tricks
-themselves have no value, and need not be kept separate. The last trick
-turned and quitted may be seen, but no other.
-
-_=Irregularities in Playing.=_ If, during the play of a hand, any
-person is found to have too many cards, his hand is foul, and neither
-he nor his partner can score any points for that deal, but they may
-play the hand out to prevent the adversaries from scoring everything.
-If he has too few cards there is no penalty.
-
-If a player leads out of turn, and the three others follow him, the
-trick stands good. If all have not followed the false lead, their cards
-must be taken back, but only the leader’s card is liable to be called.
-If it was the turn of the partner of the player in error to lead,
-the adversary on his right may call upon him to lead or not to lead
-a trump; but he cannot specify the plain suit. If it was the turn of
-either adversary of the player in error to lead, the card led in error
-is simply exposed.
-
-If the third hand plays before the second, the fourth may play before
-the second also. If the fourth hand plays before his partner, third
-hand not having played, the trick may be claimed by the adversaries,
-regardless of who wins it; but the player who actually wins it leads
-for the next trick.
-
-If a player has a card of the suit led, and neither follows suit nor
-plays a trump, it is a _=revoke=_; and, if detected and claimed by the
-adversaries, neither the player in error nor his partner can score
-any points that hand; but the hand may be played out to prevent the
-adversaries from scoring everything. If an adversary of the bidder
-revokes, the bidder’s side scores all points it makes, regardless
-of the number bid. For instance: A has bid nine; and Y revokes. A-B
-make eight only, which they score, Y-Z scoring nothing. When a player
-renounces, his partner should ask him if he is void of the suit.
-
-If any player abandons his hand, the cards in it may be exposed and
-called by the adversaries. The practice of throwing down the hand as
-soon as one renounces to trumps, cannot be too strongly condemned.
-
-All _=exposed cards=_, such as cards dropped on the table; two or more
-played at once; cards led out of turn; or cards named by the player
-holding them, must be left face up on the table, and are liable to be
-called by the adversaries, unless they can be previously got rid of in
-the course of play. If the exposed card is a trump, the adversaries
-may prevent its being played, but the holder of it is not liable for a
-revoke in such cases.
-
-_=SCORING.=_ When the last card has been played, each side turns over
-all the tricks won, and counts the points they contain; High, Low,
-Jack, Game, Right and Left Pedro. Everything, including Low, counts to
-the side winning it. The number of points won or lost is determined by
-deducting the lower score from the higher, the difference being the
-number of points won on that deal. If it is a tie, neither side scores.
-If either side has incurred a penalty which prevents them from scoring
-any points they may have won, the adversaries have nothing to deduct,
-and score all they make.
-
-If the side that named the trump fails to make as many points as it
-bid, it scores nothing, and the number of points bid are scored by the
-adversaries, in addition to any points that the adversaries may have
-made in play. For instance: A-B are partners against Y-Z. B has bid to
-make 8, and named hearts for trumps. A-B make 10, which is 2 more than
-they bid, Y-Z getting the other 4; which leaves A-B 6. These are scored
-by placing one red and one white counter in the pool. But suppose A-B
-got only 5 points, Y-Z getting 9. A-B would score nothing, as they did
-not make good their bid; while Y-Z would score the 9 points actually
-won, and the 8 points bid in addition, or 17 altogether.
-
-The old way of scoring was to _=set back=_ the side that failed to make
-the number bid; but that system of counting entirely destroyed the
-interest in the game when one side got much behind; because it could
-not recover in time to prevent the other side from _=sweating out=_, as
-it is called. Suppose A-B have been set back 18 points on two failures,
-Y-Z having made 16 points on those two deals, and 23 on their own bids.
-The score will stand: A-B 64 to go; Y-Z, 12 to go. Even if we suppose
-that A-B make 11 on each of the next four deals, they will still have
-20 to go, while Y-Z will be out. Again: A-B want 15, Y-Z want 2. Even
-if A-B can bid 12 and make it, Y-Z will sweat out.
-
-With the system of scoring here recommended, this sweating out is
-impossible, and it is not uncommon for a side that wants one to go, to
-be beaten by an adversary that wants forty-nine.
-
-The side first pegging out on a cribbage-board, or getting rid of
-its fifty-one counters, wins the game. When the game is counted on a
-pull-up cribbage marker, it is usual to start with ten up, and peg out
-to the game-hole, or 61.
-
-_=VARIATIONS.=_ There are quite a number of minor differences in the
-manner of playing Cinch. Sometimes, instead of discarding and drawing,
-after the successful bidder has been ascertained, but before he names
-the trump, four more cards are given to each player, including the
-dealer. Having seen thirteen cards, the bidder names the trump suit,
-and the hands are then reduced to six cards each. This method gives no
-clue to the number of trumps originally held, and deprives the dealer
-of one of the greatest advantages of his position, robbing the deck.
-
-Another method is to discard and draw after the trump is named, but to
-make the dealer take his cards from the top of the pack to complete
-his hand, without seeing what he is to get. This often leaves counting
-cards in the remainder of the pack, which must remain face down, and be
-kept separate from the discards. Such points count for neither side;
-but any points found among the discards may be counted by the side
-making the trump, as in the ordinary game. Owing to the uncertainty as
-to the number of points actually in play, the result is controlled more
-largely by luck than skill.
-
-In some places the _=first lead=_ from the successful bidder must be a
-_=trump=_. This makes the game too much like Auction Pitch, and spoils
-some of the finer points in leading.
-
-_=Low=_ is sometimes counted for the person to whom it is dealt. Such a
-rule causes endless confusion and disputes.
-
-The old method of _=scoring=_ has already been mentioned. Another
-variation is that if the bidder’s side do not make at least 8 points
-they cannot score anything, no matter what they bid. If both sides
-score 7, neither having bid more than 7, neither scores. If one side
-bids 6, and makes 8, it scores 8; but the adversaries score the 6 they
-make. If the side bidding 6 had made 6 only, it would score nothing,
-while their adversaries would mark the 8 they made. The only good
-result of the 6 bid in this case is to prevent the adversaries from
-scoring for a failure; for if 7 had been bid, and only 6 made, the
-adversaries would have scored the 7 bid in addition to the 8 they made,
-or 15 in all. This system, while better than the old way, because it
-never sets players back, still allows one side to sweat out; because if
-the bidder does not make 14, the adversaries must count something every
-deal.
-
-_=Five or six players=_, each for himself, may play what is called
-_=Auction Cinch=_, or _=Razzle-dazzle=_. Only six cards are dealt to
-each player, three on the first round and three on the second. Then
-the privilege of naming the trump suit is bid for as usual. After the
-trump is named, superfluous cards are thrown out, and others drawn in
-their place, restoring the hands to six cards each. The successful
-bidder then calls upon the holder of any given card to be his partner.
-The person holding the card named cannot refuse, and says: “I play with
-you.” The partnership thus formed plays against the combined forces of
-the other players, but without changing seats. The maker of the trump
-leads first, any card he pleases. For instance: A B C D E are playing.
-C bids 8 and names clubs. After the draw he finds he holds A J 10 5 2
-of trumps. He calls for the club King as his partner, and leads his
-Pedro at once for the King to take it in. He is then certain to catch
-the other Pedro, or to save three of the four points for High, Low,
-Jack, and the Game. Those who have played Seven-handed Euchre will at
-once recognize the similarity of the two games. Both are excellent
-round games for the family circle.
-
-_=Progressive Cinch=_ is played by dealing one round at each table;
-that is, four deals, each player having the deal once only. The
-ordinary game of Cinch is played, and the pair having the fewest points
-to go at the end of the four deals progress to the next higher table.
-Ties cut to decide, high going up. On arriving at the next table, the
-partners divide, and another game of four deals is played, the winning
-pair again progressing. The general arrangements for the original
-positions of the players, and the prizes to be given, are the same as
-in Progressive Euchre, and have been fully described in connection with
-that game.
-
-_=Blind Cinch.=_ Instead of giving each player thirteen cards at once,
-the hands are dealt in two parts. First of all, nine cards are dealt
-to each player, three at a time. Then four cards are dealt in front of
-each player, but not to be touched until the bidding is finished. The
-highest bidder takes up his four extra cards and then names the trump,
-after which he discards down to six cards for play. The others then
-take up their four cards and discard down to six, and the game proceeds
-like regular cinch.
-
-_=Sixty-three.=_ In this variation, nine cards are dealt to each
-player, three at a time. After the bidding, the players discard
-and fill up again to six cards. Players are allowed several bids,
-each raising in turn if he is raised. The highest bid possible is
-sixty-three, and these may be made as follows: High, low, Jack, and ten
-of trumps count 1 each; pedros, 5 each; King of trumps, 25; trey of
-trumps, 15; nine of trumps, 9. Game is 150 points.
-
-_=Widow Cinch.=_ Six players cut for partners, two on a side. Each
-player has two adversaries between himself and his partner. The dealer
-gives each player eight cards, four at a time, and four are dealt to
-the table after the first round to the players. These four cards are
-the widow. The successful bidder can take the widow before he names the
-trump, and then all the players discard down to six cards.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ There is a great diversity of opinion on
-bidding. Some persons always bid six on an ace, if they hold neither
-of the Pedroes. This is based on the sound principle that the odds are
-five to four in favour of your partner having one of the Pedroes, which
-he will immediately give up if you lead the ace. The odds are five to
-two that your partner will hold one or more of any three named counting
-cards which you do not hold. If you have no Pedro, count on him for
-one, and if you have King and Queen, you can risk his having a guard to
-it, and bid as if you were sure of getting his Pedro home. If you have
-none of the points for High, Low, Jack, or Game, or only one of them,
-count on him for one at least, and bid accordingly.
-
-It is very difficult to give exact rules for bidding, the state of
-the score having much to do with it; but as a general rule it is much
-better to bid on _=catching cards=_ than on the points themselves. For
-instance: A K Q of trumps should certainly be good for eight points;
-some players habitually bid twelve on them, reckoning to catch both
-Pedroes and one of the minor points. This is risky unless there are one
-or two small trumps with the A K Q. On the other hand, two Pedroes,
-with Jack and Low, are not worth bidding more than five on; because it
-is very unlikely that you will save more than one of the Pedroes, if
-that. The very fact that you bid five diminishes your chances, for you
-betray the fact that your only hope is to save a well-guarded Pedro.
-Long experience with players who bid their hands correctly will give
-a player a very good idea of what the bidder has in his hand. To the
-partner this is a great point, for it enables him to judge when to give
-up points himself, and when to play for his partner to throw them to
-him.
-
-The number of cards asked for by each player should be very carefully
-noted; for it will frequently happen that the entire trump suit can be
-located by this means. It is useless to keep anything but trumps, for
-tricks, as such, have no value, and every card you draw increases your
-chances of getting another trump.
-
-The most important point in the game is to _=cinch=_ every trick in
-which an adversary plays after you; that is, to play some trump higher
-than a Pedro, if the Pedroes have not been played, and you do not hold
-them yourself. Examples of cinching will be found in the Illustrative
-Hands. If your partner leads a certain winning trump, such as the ace,
-or the King if the ace is gone, give him the best counting card you
-have; but if you have two, one of them being Low, give up the lower
-card first; you may catch something with the Jack or Ten. If your
-partner leads any trump higher than the Five, play your smallest trump
-unless second hand covers, in which case you must cinch the trick, to
-prevent the fourth hand from giving up a Pedro on his partner’s trick.
-
-If you are forced to win your partner’s first lead of trumps, return
-the best trump you have, unless it is the Jack or Ten, in which case
-you must be guided by the number of points you are playing for, and
-your chances of making them if you lose the card you lead.
-
-If your partner begins by leading a plain suit, you must cinch the
-trick if you can; if second hand follows suit, any trump better than
-the Five will do. If second hand puts on a trump, you must cinch higher.
-
-If the player on your right renounces to trumps, get into the lead if
-possible, and play your best cards in plain suits. This may give your
-partner a tenace position over the player on your left.
-
-If partner begins with a high card in trumps, not the ace, credit
-him with the sequence below it, and put in your Pedro at the first
-opportunity. For instance: Partner leads King, won by the ace second
-hand. Whatever this player leads, put in your Pedro, if you have one,
-your partner must have Queen of trumps.
-
-Playing to the score is very important. Do not attempt to get more
-than the number bid until that is assured. On the other hand, if it is
-certain that the adversary cannot make good his bid, do not let him get
-as close to it as possible, but play boldly to win all you can, for
-every point he makes is simply lost.
-
-Here are a few example hands, which will give a very good idea of some
-of the fine points in the game.
-
- _=No. 1.=_ | | _=No. 2.=_
- A bids 8 on hearts. | T | A bids 8 on hearts.
- The draw: A 2; Y 2; | R | The draw: A 2; Y 3;
- B 4; Z 5. | I | B 4; Z 4.
- ---------------------------+ C +---------------------------
- A Y B Z | K | A Y B Z
- ------+------+------+------+---+------+-------+-------+-----
- ♣Q | ♣3 | _♡8_ | ♣5 | 1 | ♡3 | ♡7 | _♡10_ | ♡8
- ♡2 | ♡6 | _♡Q_ | ♡4 | 2 | _♡Q_ | ♡2 | ♡4 | ♡9
- ♡10 | _♡J_ | ♣J | ♡9 | 3 | ♡6 | _♡J_ | A♢ | ♣4
- _♡K_ | 5♢ | 2♠ | 4♠ | 4 | ♣2 | _7♠_ | K♢ | 6♠
- _♡A_ | ♡7 | 6♠ | ♣9 | 5 | ♡K | _♡A_ | ♣3 | ♣6
- ♡3 | _♡5_ | 10♠ | K♢ | 6 | _♡5_ | 5♢ | 2♢ | ♣10
- ------+------+------+------+---+------+-------+-------+-----
-
-_=No. 1.=_ Y’s draw shows that he holds at least four trumps, so A must
-trust his partner to cinch the first trick and return the trump. [See
-our suggestions for good play.] At trick 3, Z cinches, to make A play
-a high trump. It is evident to A that neither B nor Z holds either
-Jack or Seven of trumps; so both those cards must be with Y. As B has
-no more trumps the adversaries must have both Pedroes, and Y must have
-one, as he holds four trumps. If they are divided, A can catch both by
-cinching this trick with the King and leading the Ace; but if Y has
-both Pedroes, such a course would lose Jack, Game, and one Pedro. If
-A cinches this trick with the Ten, allowing Y to win with the Jack, A
-must catch both Pedroes, no matter how they lie, provided Y leads the
-trump Seven, for A will refuse to win it.
-
-Y sees his danger, and by leading a Pedro to A, forces him either to
-pass it, or to get into the lead and free the other Pedro.
-
-A-B score nothing: Y-Z score 7 for Jack, Game, Pedro; and 8 in
-addition, for points bid but not made by A-B; 15 altogether.
-
-_=No. 2.=_ At trick 2, Y sees that he cannot save Low, and the lead
-would be a great disadvantage, because either A has all the remaining
-trumps, or Y’s partner has an unguarded Pedro. At trick 3, A knows that
-if Y has Ace, and Z Pedro, A can still make his bid by catching Jack,
-and saving his own Pedro. If the Pedro was not with Z the small trump
-is still the best lead, for it puts the lead on A’s left. B gets rid of
-cards which might get him into the lead to his partner’s disadvantage.
-Unfortunately, Z is unable to take the lead away from Y at trick 4. As
-Y is still in the lead, there is no necessity for A to save his Pedro,
-for Y cannot possibly catch it, and A must catch Y’s, no matter how Y
-plays.
-
-A-B score 10 points; Low, Game, and both Pedroes, 12, from which they
-deduct the 2 points made by Y-Z.
-
- _=No. 3.=_ | | _=No. 4.=_
- A bids 12 on hearts. | T | A bids 8 on hearts.
- The draw: A 3; Y 5; | R | The draw: A 2; Y 4
- B 3; Z 2. | I | B 4; Z 4.
- ------+------+------+------+ C +-------+------+------+-----
- A Y B Z | K | A Y B Z
- ------+------+------+------+---+-------+------+------+-----
- _♡A_ | ♡3 | 5♢ | ♡6 | 1 | _♡A_ | ♡6 | ♡J | ♡3
- _♡K_ | ♡4 | ♡8 | ♡10 | 2 | ♡8 | ♡7 | ♡4 | _♡9_
- ♡2 | ♡7 | ♡9 | _♡J_ | 3 | ♡Q | ♡2 | 4♢ | _♡K_
- ♣Q | _♣K_ | ♣3 | ♣J | 4 | Q♠ | ♣2 | _♣A_ | ♣9
- 8♠ | _♣A_ | ♣10 | 2♢ | 5 | 5♢ | _♡5_ | ♣J | ♣7
- _♡Q_ | Q♠ | K♢ | ♡5 | 6 | _♡10_ | 4♠ | J♢ | 2♢
-
-_=No. 3.=_ At the second trick, A knows that his partner still holds
-another trump, because he drew only three cards. This trump must be the
-9. Z holds two more trumps, and they must be the Jack and Right Pedro,
-because Z would not throw away Game if he had anything smaller. The 7
-must be with Y, and if A now leads trump Queen, he will leave the Pedro
-good over his Deuce, leaving him only 8 points, whereas he has bid 12.
-If A leads the Deuce, his partner’s nine will cinch the trick, and Z
-can make only the Jack.
-
-A-B score 10. The 12 actually taken make good the bid; but the 2 points
-won by the adversaries must be deducted, leaving 10 to be scored by A-B.
-
-_=No. 4.=_ At the third trick, a hasty or careless player would have
-been only too glad of the opportunity to get in his Pedro. But Y
-reasons that there are only two trumps unaccounted for, the Ten and
-Left Pedro. If B has one, it must fall to this trick. He cannot have
-both, for A drew only two cards. If A has both, Y must catch his Pedro,
-no matter how A plays; and as long as Y does not get into the lead
-himself, he cannot lose his own Pedro. At trick 5, A naturally places
-the Pedro with Z, as Y did not save it on the King, and it is perfectly
-natural for A to trump with his Pedro, intending to lead the Ten to
-catch Z’s.
-
-A-B score nothing, not having made good their bid. Y-Z score Right and
-Left Pedro, and Low, 11 points; adding the 8 points bid but not made by
-A-B, 19 altogether.
-
-
-CINCH LAWS.
-
-_=Formation of Table.=_ A cinch table is complete with six players.
-If more than four assemble, they cut for preference, the four highest
-playing the first game. Partners and deal are then cut for, the two
-lowest pairing against the two highest. Partners sit opposite each
-other. The highest deals, and has the choice of seats and cards. The
-Ace is high, both in cutting and in play. A player exposing more than
-one card must cut again.
-
-_=Ties.=_ If the first cut does not decide, the players cutting equal
-cards cut again; but the new cut decides nothing but the tie.
-
-_=Cutting Out.=_ At the end of the game, the players cut to decide
-which shall give way to those awaiting their turn to play, the lowest
-cuts going out. After the second game, those who have played the
-greatest number of consecutive games give way, ties being decided by
-cutting.
-
-_=Dealing.=_ Every player has the right to shuffle the cards, the
-dealer last. The dealer must present the pack to the pone to be cut.
-At least four cards must be left in each packet. If a card is exposed
-in cutting, the pack must be reshuffled, and cut again. If the dealer
-reshuffles the pack after it has been properly cut, he loses his deal.
-
-Beginning on his left, the dealer must give to each player in rotation
-three cards at a time for three rounds. No trump is turned. The deal
-passes to the left.
-
-There must be a new deal by the same dealer if any card is found faced
-in the pack; or if the pack is proved incorrect or imperfect; but any
-previous cutting or scores made with the imperfect pack stand good.
-
-The adversaries may demand a new deal if any card is exposed during the
-deal, provided they have not touched a card. If an adversary exposes
-a card, the dealer may elect to deal again. If a new deal is not
-demanded, cards exposed in dealing cannot be called.
-
-The adversaries may stop a player dealing out of turn, or with the
-wrong pack, provided they do so before the last three cards are dealt,
-alter which the deal stands good.
-
-_=Misdealing.=_ A misdeal loses the deal. It is a misdeal: If the cards
-have not been properly cut, if the dealer does not give the same number
-of cards to each player on the same round; if he gives too many or too
-few cards to any player; if he counts the cards on the table, or those
-remaining in the pack; or if he deals a card incorrectly, and fails to
-correct the error before dealing another. If the dealer is interrupted
-in any way by an adversary, he does not lose his deal.
-
-_=Bidding.=_ After receiving his nine cards, each player in turn,
-beginning on the dealer’s left, announces the number of points he will
-undertake to win if he is allowed to name the trump suit. No player is
-allowed to bid more than fourteen. If he will not bid, he must say: “I
-pass.” A bid having been regularly made, any following player must bid
-higher or pass. There are no second bids. A bid once made can neither
-be amended nor withdrawn.
-
-_=Irregular Bids.=_ If any player bids before the eldest hand has bid
-or passed, both the player in error and his partner lose their right
-to bid; but the side not in error must bid to decide which of them
-shall name the trump. If the eldest hand has decided, and the pone
-bids without waiting for the dealer’s partner, the pone loses his bid,
-and the dealer may bid before his partner. If the dealer bids without
-waiting for his partner, both lose their bids; but the pone may overbid
-the eldest hand.
-
-If the dealer’s partner has bid, and the dealer bids without waiting
-for the pone, the dealer loses his bid.
-
-If a player whose partner has not yet bid names the trump suit, his
-partner loses his bid.
-
-If a player bids with more than nine cards in his hand, his bid is
-lost, and the adversaries must draw the superfluous cards from his
-hand, face down, placing them about the middle of the undealt portion
-of the pack.
-
-If no bid is made, the dealer may name any trump he pleases, without
-bidding.
-
-If any player exposes any of his cards before the trump suit is named,
-the adversaries may elect to have a new deal by the same dealer.
-
-_=Discarding.=_ The trump named, each player must put out at least
-three of his cards, and may discard as many more as he pleases. All
-such discards must be placed on the table face up. Should a player
-discard a trump, his partner may call his attention to it, and it may
-be taken back, provided the player has not been helped to cards, or has
-not lifted the cards drawn.
-
-_=Drawing.=_ The players having discarded, the dealer, beginning on his
-left, must give to each in turn from the top of the pack, face down, as
-many cards as may be necessary to restore the number in each hand to
-six.
-
-_=Robbing the Deck.=_ When it comes to the dealer’s turn to draw cards,
-instead of taking them from the top of the pack, face down, he may
-search the remainder of the pack, and take from it any cards he pleases
-to restore the number in his hand to six. Should he find in his own
-hand and in the remainder of the pack, more than six trumps, he must
-discard those he does not want, face upward on the table.
-
-_=Irregular Drawing.=_ Should a player ask for too many or too
-few cards, and not discover his error until the next player has
-been helped, if he has too few he may make his hand good from the
-discards, but must not take a trump therefrom. If he has too many, the
-adversaries must be allowed to draw the superfluous ones at random,
-face down, placing them on the top of the pack.
-
-_=Playing.=_ The maker of the trump must lead for the first trick, any
-card he pleases. If a trump is led, all must follow suit if able. If a
-plain suit is led, a player may trump, even when holding a card of the
-suit led; but if he does not trump he must follow suit if he can, or he
-is liable to the penalty for a revoke.
-
-The last trick turned and quitted may be seen, but no other.
-
-_=Irregularities in the Hands.=_ If any player is found to have an
-incorrect number of cards, it is a misdeal if no bid has been made.
-If a bid has been made, the deal stands good if three players have
-their right number of cards. If the first trick has been played to by
-a person holding too many cards, neither he nor his partner can score
-anything that hand; but they may play the hand out to save what points
-they can. If a player has too few cards, there is no penalty, but he
-should draw from the discard to make up the deficiency, plain-suit
-cards only being available.
-
-_=Exposed Cards.=_ The following are exposed cards, which must be left
-face up on the table, and are liable to be called by either adversary:
-1. Every card faced upon the table otherwise than in the regular course
-of play. 2. Two or more cards played to a trick; the adversaries may
-elect which shall be played. 3. Any card named by the player holding it.
-
-The adversary on the right of an exposed card must call it before he
-plays himself. If it will be the turn of the player holding the exposed
-card to lead for the next trick, the card, if wanted, must be called
-before the current trick is turned and quitted. Should a player having
-the lead, and an exposed card in front of him, play before the previous
-trick is turned and quitted, the card so led may also be claimed as
-exposed.
-
-If a trump is exposed after the trump suit has been named, the
-adversaries may prevent the playing of such a card; but the holder of
-it is not liable to any penalty for a revoke under such circumstances.
-
-_=Leading Out of Turn.=_ If a player leads when it was his partner’s
-turn, the partner may be called upon by his right-hand adversary to
-lead or not to lead a trump; but a specified plain suit cannot be
-called. If it was the turn of neither of the side in error to lead, the
-card played in error is simply exposed. If all have played to the false
-lead, the error cannot be rectified. If all have not followed, the
-cards played to the false lead may be taken back, and are not liable to
-be called.
-
-_=Playing Out of Turn.=_ If the third hand plays before the second, the
-fourth may play before the second also; either of his own volition,
-or by the direction of the second hand, who may say: “Play, partner.”
-If the fourth hand plays before the second, the third hand not having
-played, the trick may be claimed by the adversaries, no matter who
-actually wins it; but the actual winner of it must lead for the next
-trick.
-
-If any player abandons his hand, the cards in it may be claimed as
-exposed, and called by the adversaries.
-
-_=The Revoke.=_ A revoke is a renounce in error, not corrected in time,
-or non-compliance with a performable penalty. It is a revoke if a
-player has one of the suit led, and neither follows suit nor trumps.
-
-A person prohibited from playing an exposed trump is not liable to any
-penalty if it causes him to revoke.
-
-A revoke is established when the trick in which it occurs has been
-turned and quitted; or when either the revoking player or his partner,
-whether in his right turn or otherwise, has led or played to the
-following trick.
-
-If a revoke is claimed and proved, the revoking side cannot score
-any points that deal; but they may play the hand out to prevent the
-adversaries from making points.
-
-If an adversary of the bidder revokes, the bidder’s side scores
-whatever points it makes that deal, regardless of the number bid.
-
-A player may ask his partner whether or not he has a card of the suit
-in which he renounces and does not trump, and the player may correct
-his error if the question is asked before the trick is turned and
-quitted. But if he answers in the negative, there is no remedy.
-
-_=Drawing Cards.=_ Any player may ask the others to indicate the cards
-played by them to the current trick; but he must confine himself to the
-expression: “Draw cards.”
-
-_=Irregular Remarks.=_ A player calling attention in any manner to the
-trick or to the score, may be called upon to play his highest or lowest
-of the suit led; or to trump or not to trump the trick during the play
-of which the remark is made.
-
-_=Scoring.=_ A game consists of fifty-one points; fourteen of which
-must be made on every deal, as follows:--
-
-1 for _=High=_, or the Ace of trumps.
-
-1 for _=Low=_, or the Deuce of trumps.
-
-1 for the _=Jack=_ of trumps.
-
-1 for _=Game=_, or the Ten of trumps.
-
-5 for _=Right Pedro=_, or the Five of trumps.
-
-5 for _=Left Pedro=_, or Five of the same colour as the trump suit. All
-points count to the side winning them.
-
-Any trumps found among the discards at the end of the hand count for
-the side that made the trump.
-
-At the end of the hand, the number of points won by each side is added
-up, and the lower deducted from the higher, the difference being scored
-by the winners of the majority. If the result is a tie, neither scores.
-For instance: If A-B make 11, Y-Z must make the remaining 3, which
-deducted from 11 leaves 8 points for A-B to score.
-
-If the side naming the trump suit fails to make as many points as they
-bid, they score nothing for that deal, and the number bid is scored by
-the adversaries, in addition to any other points that the adversaries
-may have made in play. The number bid and the number actually won, must
-be compared before deducting the points made by the adversaries.
-
-The side first making fifty-one points wins the game.
-
- * * * * *
-
-_=Text Books.=_ There are two very good text-books on the game.
-
- _The Laws and Principles of Cinch_, by G.W. Hall, 1891.
- _The Laws and Etiquette of Cinch_, issued by the Chicago Cinch Club,
- 1890.
-
-
-
-
-HEARTS.
-
-
-Hearts is supposed by some persons to be an entirely new game; but its
-leading principle, losing instead of winning tricks, is to be found
-in many other card games, some of which are quite old. Slobberhannes,
-Enflé, Schwellen, Polignac, and The Four Jacks, all belong to the same
-family, but most of them have given way to the more popular game of
-Hearts.
-
-There are several varieties of Hearts, but the principal arrangements
-are the same in all, and the chief differences are in the manner of
-settling at the end of the hand.
-
-_=CARDS.=_ Hearts is played with a full pack of fifty-two cards, which
-rank A K Q J 10 9 8 7 6 5 4 3 2: the ace is the highest in play, but in
-cutting it ranks below the deuce. There is no trump suit.
-
-When three persons play, the deuce of spades is thrown out of the
-pack; when five play, both the black deuces are laid aside, and when
-six play, all four deuces are discarded. It is usual to play with two
-packs, one being shuffled while the other is dealt.
-
-_=COUNTERS.=_ Every deal is a game in itself, and must be settled for
-in counters immediately. It is usual for each player to begin with
-fifty counters, which are purchased from some person who is agreed
-upon to act as banker. When only two play, the game may be scored on a
-pull-up cribbage board, and settled for at the end.
-
-_=PLAYERS.=_ Any number from two to six persons may play, but four is
-the usual number, each playing for himself against all the others. The
-players on the dealer’s right and left are known as the _=pone=_ and
-the _=eldest hand=_, respectively.
-
-_=STAKES.=_ The value of the counters must be agreed upon before
-play begins, and the method of settling should also be understood,
-Sweepstake Hearts and Howell’s Settling being entirely different games,
-and requiring totally different methods of play.
-
-_=CUTTING.=_ If seven players assemble, it is usual to make up a table
-in which the dealer takes no cards. If there are more than seven
-candidates for play, two tables must be formed.
-
-Players draw from an outspread pack for the choice of seats and cards,
-the lowest cut having the first choice, and the others following in
-their order. The player cutting the lowest card takes the first deal,
-which afterward passes in regular rotation to the left.
-
-In cutting, the ace is low. Any player exposing more than one card must
-cut again.
-
-_=TIES.=_ If the first cut does not decide, those tying must cut again,
-but the new cut decides nothing but the tie.
-
-_=DEALING.=_ Any player has the right to shuffle the pack, the dealer
-last. The cards are then presented to the pone to be cut, who must
-leave at least four in each packet. The cards are dealt from left to
-right, one at a time to each player in rotation until the pack is
-exhausted. No trump is turned. In Two-handed Hearts, the dealer stops
-when each player has received thirteen cards. The deal passes to the
-left.
-
-_=Misdealing.=_ It is a misdeal if the dealer omits to have the pack
-cut, and the error is discovered before the last card is dealt; if he
-deals a card incorrectly, and does not remedy the error before dealing
-another; or if he counts the cards on the table, or those remaining in
-the pack; or if it is discovered before all have played to the first
-trick that any player has too many or too few cards. A misdeal loses
-the deal unless one of the other players has touched the cards, or has
-in any way interrupted the dealer.
-
-If any card is exposed by the dealer, the player to whom it is dealt
-may demand a new deal, provided he has not touched any of his cards.
-Any one dealing out of turn, or with the wrong cards, may be stopped
-before the last card is dealt. After that the deal stands good, and the
-packs, if changed, must so remain.
-
-_=IRREGULAR HANDS.=_ If, after the first trick has been played to, any
-two players are found to have more or less than their correct number
-of cards, the pack being perfect, the one having less must draw, face
-downward, from the hand of the one having more; and each must pay five
-counters into the pool.
-
-_=OBJECTS OF THE GAME.=_ As a general proposition, the object of each
-player is to avoid getting any hearts in the tricks he takes in. In
-some varieties of the game his object must be to take no hearts; in
-others it will be to take less than his adversaries; while in others
-it will be to take less than four. After a person has taken in one or
-more hearts, his object will be to _=load=_ the others; that is, to see
-that they get some hearts also; or it may be to see that a given player
-takes at least one heart; or that no one but himself takes any. The
-manner in which a person must vary his play in accordance with these
-different objects will be discussed when we come to the suggestions for
-good play. In the meantime, it is necessary to bear in mind only the
-general principle that the object of the game is to avoid winning any
-tricks that contain hearts.
-
-_=METHOD OF PLAYING.=_ The cards dealt, the player to the left of the
-dealer begins by leading any card he pleases, and the others must
-follow suit if they can. The highest card played, if of the suit led,
-wins the trick. There is no trump suit. If a player has none of the
-suit led, he may discard anything he pleases. The winner of the trick
-takes it in and leads for the next trick, and so on until all the cards
-have been played. The tricks themselves have no value as such, and need
-not be kept separate.
-
-_=Irregularities in Play.=_ If any player omits to play to a trick, and
-plays to a following one, he is not allowed to correct his error, but
-is compelled to take the thirteenth or last trick, with whatever hearts
-it may contain. If a player is found, during or at the end of a hand,
-to be a card short, all others at the table having their right number,
-and all having played to the first trick, the player with the short
-hand is compelled to take the last trick, with whatever hearts it may
-contain.
-
-_=Exposed Cards.=_ Should a person lead or play two cards to one trick,
-he is allowed to indicate the one intended; but he must leave the other
-face upward on the table. All exposed cards are liable to be called
-by any player at the table, and should one player call such a card,
-his decision is binding on the others. A player with an exposed card
-in front of him must play it when called upon, provided he can do so
-without revoking; but he cannot be prevented from getting rid of the
-exposed card in the course of play, if the opportunity offers.
-
-_=Leading Out of Turn.=_ Should a player lead out of turn, he may be
-called upon to lead or not to lead a heart when it is next his turn to
-lead. This penalty can be enforced only by the player on his right. If
-all have played to the false lead the error cannot be rectified; but if
-all have not played, their cards must be taken back, and are not liable
-to be called.
-
-If any person plays out of turn in any trick, the player on his left,
-not having played, may demand that the card be taken back, and after
-the proper player has played the player in error may be called upon to
-play his highest or lowest of the suit led, or not to discard a heart.
-If the person on the left of the player in error was the leader in the
-trick, either he or the player whose proper turn it was to play may
-demand the penalty.
-
-_=Revoking.=_ Any player failing to follow suit, when able to do so,
-may amend his error if he discovers his mistake before the trick in
-which it occurs has been turned and quitted. The card played in error
-then becomes an exposed card. Those who have played after him have the
-privilege of withdrawing their cards and substituting others, without
-penalty. Should the revoking player not discover his error in time,
-the hand must be played out, and if the revoke is detected and claimed
-the player in error must pay all the losses on that hand. Should
-the revoking player win the pool himself, he must pay the thirteen
-counters to the pool, and leave them for a _=Jack=_. Should he divide
-the pool with another player, he must pay his co-winner six counters,
-and put up the other seven for a Jack.
-
-If two or more players revoke in the same hand, each must pay the
-entire losses in that hand as if he were alone in error; so that if
-two should revoke and a third win the pool, the latter would receive
-twenty-six counters instead of thirteen. In Auction Hearts, the
-revoking player must also refund the amount put up by the bidder.
-A revoke must be claimed and proved before the pool is divided.
-Non-compliance with a performable penalty is the same as a revoke.
-
-_=SETTLING.=_ After the last card has been played, each player turns
-over his tricks, counts the number of hearts he has taken in, and
-announces it. Players should be careful not to gather or mix the cards
-until all thirteen hearts have been accounted for. Each player then
-pays into the pool for the number of hearts he has taken in, according
-to the system of settlement agreed upon before play began. The pool
-is then taken down by the player or players winning it, and the deal
-passes to the left. The game is at an end any time the players wish to
-stop, after a hand has been settled for; but it is usual to agree upon
-some definite hour.
-
-There are two ways of settling at the end of the hand, each of which
-has its good points.
-
-_=SWEEPSTAKE HEARTS.=_ After the hand has been played, each player
-announces the number of hearts he has taken in, and pays into the pool
-one counter for each. All thirteen hearts having been paid for, any
-player having taken no hearts wins the entire pool; two having taken
-none, divide it. If all the players have taken hearts, or if one player
-has taken all thirteen, the pool remains, and forms a _=Jack=_. This
-can be won only by a single player in some subsequent deal taking no
-hearts, all the others having taken at least one. These jack pools are
-of course increased thirteen counters every deal until some player wins
-the whole amount. Some clubs make it a Jack after two players have
-divided a pool, using the odd counter as a starter. It will be found
-that natural Jacks occur quite frequently enough without resorting to
-this expedient.
-
-_=HOWELL’S SETTLING.=_ The great objection to the method of settling
-at Sweepstake Hearts is that it makes the game almost entirely one of
-chance. No matter how good a player one may be, good luck alone will
-bring success. In a four-handed game it is possible for one player
-to take in only 58 hearts in 60 deals, and still to be 46 counters
-behind; while another player may take in 500 hearts in 60 deals and
-be 46 counters ahead. It may be claimed that the player who has 46
-counters ahead at the end was the better player, because he won; but
-most persons will agree that a player who takes in only 58 hearts in 60
-deals is a much better player than one who has taken in 500 hearts in
-the same time.
-
-It was to remedy this defect, and to give skill its proper percentage
-of value, that Mr. E. C. Howell of Boston proposed the manner of
-contributing to and dividing the pools which is now known as Howell’s
-Settling.
-
-Each player begins with an equal number of counters, usually 100. At
-the end of the hand, after the hearts have been counted and announced,
-each player pays into the pool, for every heart he holds, as many
-counters as there are players besides himself. For instance: A, B, C
-and D play. A takes three hearts; B and C five each, and D none. There
-being three players besides himself, A puts up three times three, or 9
-counters. B and C put up 15 each, and D none; so that there are 39 in
-the pool. Each player then takes out of the pool 1 counter for every
-heart he did _=not=_ hold when the hearts were announced. D, having
-taken no hearts, gets 13 counters. A, having taken three hearts only,
-is entitled to 10 counters for the 10 hearts he did not hold, while B
-and C get 8 each. This exhausts the pool. There are no Jacks in this
-way of settling.
-
-Matters may be facilitated by having counters of different colours,
-the white being the unit, and the red representing the number which it
-will be necessary to pay for one heart. Practice will make the players
-so familiar with the amount of the various profits or losses that they
-simply pay or take what is due to them.
-
-The first time this is played it looks like a pretty severe game for a
-player who takes in a large number of hearts on one deal; but it will
-be found that he rapidly recovers. During a sitting of any length the
-player who takes in the smallest number of hearts must be the winner.
-In the case mentioned in connection with Sweepstake Hearts, in which
-one player lost 46 counters while another won 46, in 60 deals, the
-result at Howell’s Settling would have been that the player who took in
-only 58 hearts would be 548 counters ahead instead of losing 46; while
-the one who took in 500 hearts would lose 1220 counters, instead of
-winning 46.
-
-_=METHODS OF CHEATING.=_ Under the rule for dealing the cards one at a
-time, the greek must be very skilful to secure any advantage at Hearts.
-But when it is the practice to deal the cards three at a time, and
-four on the last round, it is an easy matter to get four small hearts
-together on the bottom of the pack. Any person who is observed to hold
-three or four small hearts every time he deals, should be carefully
-watched, and it will usually be found that he gathers the small hearts
-from the hands of the other players while the pool is being divided.
-Marked cards are of little use to the greek at hearts, because so much
-depends on what a player holds, and so little on his play.
-
-
-VARIETIES OF HEARTS.
-
-Before proceeding to suggestions for good play, it will be better to
-describe some of the variations of the game in common use, because what
-would be good play in one variation would not be in another.
-
-_=TWO-HANDED HEARTS.=_ The two players having cut for the deal,
-thirteen cards are given to each, one at a time, and the remainder
-of the pack is left on the table, face down. The dealer’s adversary,
-usually called the pone, begins by leading any card he pleases, and the
-dealer must follow suit if he can, as in the ordinary game. The winner
-of the trick takes it in, but before leading for the next trick he
-draws one card from the top of the pack lying on the table, restoring
-the number of his cards to thirteen. His adversary then draws the next
-card, and the cards are played and drawn in this manner until the pack
-is exhausted. The thirteen cards remaining in the hands of the two
-adversaries are then played, and after the last trick has been won,
-each turns over his cards and counts the number of hearts he has taken
-in. The object of the game is to take fewer hearts than your opponent,
-and the method of settling is either for the greater number to pay the
-lesser the difference; or, for the first six hearts taken by the loser
-to count nothing, but all above six to be paid for. The most popular
-way is to peg up the difference on a cribbage board, and to settle at
-the end of the sitting.
-
-_=THREE-HANDED HEARTS.=_ The deuce of spades is discarded, and
-seventeen cards are dealt to each player, one at a time, after which
-the game proceeds in the usual way. There are several methods of
-settling. Howell’s method is undoubtedly the best, but Sweepstakes is
-very common. An excellent way is for the player who takes the largest
-number of hearts to pay the two others as many counters as he has
-hearts in excess of theirs. If two have an equal number, both pay the
-low man. There are no Jacks.
-
-_=AUCTION HEARTS.=_ This is usually played by four persons, although
-five or six may form a table. After the cards have been dealt in the
-usual way, the player to the left of the dealer examines his cards,
-and determines which suit he would prefer to play to get clear of. It
-may be that if the game were to get rid of clubs instead of hearts,
-his hand would be a very good one, whereas if the suit were to remain
-hearts it would be a very bad hand. As the pool will contain thirteen
-counters to a certainty, he can afford to pay something for the better
-chance he will have to win it if he is allowed to make clubs the suit
-to be avoided, instead of hearts. He bids whatever amount he is willing
-to pay for the privilege of changing the suit, without naming the suit
-he prefers. The next player then has a bid, and so on in turn, the
-dealer bidding last. There are no second bids.
-
-The player making the highest bid pays into the pool the amount he
-has bid. He then names the suit to be avoided, and leads for the
-first trick, regardless of his position with respect to the deal. The
-dealer’s position is a great advantage, on account of its having the
-last bid.
-
-After the hand is played, those who have taken in any cards of the suit
-announced to be avoided, pay one counter to the pool for each of them.
-If any one player gets clear, each of the others having at least one
-of the tabooed suit, he takes the entire pool. If two get clear, they
-divide the pool, leaving any odd counter to form the basis of a Jack,
-as at Sweepstakes. If one player takes all thirteen, it is a Jack; but
-instead of the next choice being sold to the highest bidder, the one
-who named the suit on the hand that made the pool a Jack has the choice
-of suits again for the next deal, and he must select some suit without
-paying anything further for it, until some player wins what he paid for
-the choice in the first place. That is, the pool must be won before the
-choice can be sold again.
-
-The general principle of the game is for the players to combine against
-the successful bidder, and to spare no effort to prevent him from
-winning the pool.
-
-_=SPOT HEARTS.=_ In this variation, when the hearts are announced at
-the end of the hand, the spots on them are the units of value, the
-Jack being worth 11, the Queen 12, the King 13, and the Ace 14. This
-adds nothing to the interest or skill of the game; but rather tends to
-create confusion and delay, owing to the numerous disputes as to the
-correctness of the count.
-
-The total to be accounted for in each deal is 104. In settling, the
-player with the smallest number collects from each of the others the
-amount they have in excess of his. If two or more players have an equal
-number, or none at all, they divide the amount collected from each of
-the others. For instance: Four play, A has 8 points, B 24, C 18, and D
-54. As 8 points is the lowest, B pays A 16, C pays him 10, and D pays
-him 46. If A and B had 8 each, C 32, and D 56, C would pay 24, and D
-48; and A-B would divide the amount between them.
-
-The chief variation in play arises from the fact that one who must win
-a heart trick cannot always afford to play his highest heart as in the
-ordinary game.
-
-_=JOKER HEARTS.=_ In this variation, the heart deuce is discarded, and
-the Joker takes its place. The Joker occupies a position between the
-Jack and the Ten in value, with the added peculiarity that it cannot
-be discarded on a plain suit; for if it is, it wins the trick unless
-there is a higher heart in the same trick. If a player has the Joker
-dealt to him, his only chance to get rid of it is to play it on a trick
-in which hearts are led, or to discard it on a plain suit on which some
-other player has already discarded a higher heart than the Ten. Under
-such circumstances, the holder of the Joker is allowed to discard it,
-even if he has one of the suit led, and the Joker being in the trick
-compels the player who discarded the higher heart to take it in.
-
-In settling, the Joker is worth five counters. If the player to whom
-it was dealt takes it in, he pays these five counters to the pool. If
-another player gets the Joker, he must pay the five counters to the
-player who got rid of it. The remainder of the pool is then divided in
-the usual way. This is a most exasperating game.
-
-_=DISCARD HEARTS.=_ This is sometimes called _=Black Jack=_, or _=Black
-Lady=_. If it is the Jack, it is worth ten hearts; if it is the Queen,
-it is worth thirteen hearts.
-
-After the cards are dealt, each player in turn lays out three cards
-which he does not want, and the player on his left is obliged to take
-them, after having discarded himself. No player may look at what he is
-going to get until he has discarded himself.
-
-The Black Jack or Lady holds its rank as a spade when spades are led;
-but the moment any other suit is led, of which the player is void,
-he can discard the Black Jack or Lady, just as he would get rid of a
-heart. If hearts are led and the player has no hearts, he can play the
-Black Jack or Lady to the trick, as it ranks below the deuce of hearts.
-
-_=PROGRESSIVE HEARTS.=_ The general arrangements for the players and
-their positions are exactly the same as those already described in
-connection with Progressive Euchre. The players at each table cut for
-the deal, and play begins with the tap of the bell at the head table.
-Only one deal is played at each table.
-
-There are no counters. At the end of the hand the ladies compare their
-cards, and the one having the fewer hearts goes to the next higher
-table. The gentlemen then compare their cards in the same way, so that
-one lady and one gentleman go up from each table at the end of every
-hand. They take the seats vacated by those leaving the table they go
-to. All ties are determined by cutting, those cutting the lower cards
-going up. In cutting, the ace is low.
-
-Each player is provided with a score card, to which the gold, red and
-green stars are attached as in Euchre. The gold stars are given to
-those at the head table who have the fewest hearts. Those moving from
-other tables receive red stars; and those taking in the most hearts at
-the booby table receive green stars. Prizes are given to the ladies
-and gentlemen having the greatest number of each variety of star; but
-the same player cannot win two prizes. If there is a tie in one class,
-the number of other stars must decide; equal numbers of gold being
-decided by the majority of red on the same card; red ties, by the
-greater number of gold; and green ties by the fewest number of gold
-stars.
-
-_=HEARTSETTE.=_ Heartsette differs from hearts only in the addition of
-a widow. When four play, the spade deuce is deleted; twelve cards are
-given to each player, and the three remaining form the widow, which is
-left face downward in the centre of the table. When any other number
-play, the full pack is used. If there are three players, three cards
-are left for the widow: two cards are left when five play, and four
-when six play. The player winning the first trick takes in the widow,
-with any hearts it may contain. He is entitled to look at these cards,
-but must not show or name them to any other player. The game then
-proceeds in the usual way. Payments are made to the pool for all hearts
-taken in, and the pool is then won, divided, or remains to form a Jack,
-just as at Sweepstake Hearts. The chief difference in the game is that
-the other players do not know whether the winner of the first trick is
-loaded or not, and he is the only player who knows how many or what
-hearts are still to be played.
-
-_=DOMINO HEARTS.=_ In this variation, six cards only are dealt to each
-player, the remainder of the pack being left face down on the table.
-When a player is unable to follow suit, he must draw cards from the
-stock, one at a time, until he can. The last player with any cards left
-in his hand must take what is left of the stock, if any. The hearts
-taken in are then counted as usual. Thirty-one points is game, and the
-winner is the player who has the least hearts scored when some other
-player reaches thirty-one.
-
-
-SUGGESTIONS FOR GOOD PLAY.
-
-A good player, after sorting his hand, carefully estimates its
-possibilities. The hand may be such that it is evidently impossible to
-avoid taking some hearts. The player must then decide whether he will
-play to give each of the others hearts, or will take them all himself.
-If he succeeds in either object he has a chance to win back his money
-in the ensuing Jack. In deciding on his chances to get clear without
-taking a single heart, the player must first consider the advisability
-of beginning with a heart, or with a plain suit. If hearts, he should
-know the probability of the heart he leads not winning the trick; if a
-plain suit, he should know the probability of the suit going round one
-or more times without hearts being discarded on it, especially if he
-intends to lead high cards. These chances must then be balanced one
-against the other and the more favourable selected.
-
-_=LEADING HEARTS ORIGINALLY.=_ When your hearts are so small as to be
-absolutely safe, such as the 7 5 3 2, it might be supposed that the
-best play would be to lead them at once, in order to get a large number
-of hearts out of your way. But with such cards it is usually much
-better play, unless you have a very dangerous hand in plain suits, to
-reserve these small hearts until you have a more definite idea, from
-the fall of the cards, to whom you are giving them. Such cards are
-particularly useful for getting rid of the lead at dangerous stages in
-the end-game.
-
-When the plain-suit cards are high or dangerous, but the hearts are
-reasonably safe, it is usually better to lead the hearts, and to
-continue leading them every time you get in. By following these tactics
-it is quite possible for you to take almost every trick in the plain
-suits, and yet to win the pool by rapidly exhausting the hearts.
-
-If you lead the ♡ 4, the only chance for it to win is that one player
-has no hearts, and that the 2 and 3 are divided. The odds against this
-combination of circumstances will vary with the number of hearts you
-hold with the 4, but may be generally stated on the average as about 50
-to 1. It is usually considered a safer lead than a high card of a plain
-suit, even if you have only three of the suit.
-
-If your only heart is the 5, and you propose to lead it, the chances
-that the 2, 3, and 4 are not each in separate hands are about 19 in 25,
-or 19 to 6 against it, which is about 3 to 1. If you lead the 5, the
-odds against your winning the trick decrease as the number of hearts
-you hold with the 5 increases. If you have four hearts, the 5 being the
-lowest, the odds against its winning the trick, if you lead it, are
-about 29 to 11. If you have eight hearts, the 5 being the lowest, it is
-about an even chance. If your only heart is the 6, it is about an even
-chance that it will win the trick; but the odds against you increase
-rapidly with the number of additional hearts that you hold. If you
-propose to lead the 7, the chances that it will win the trick are 2 to
-1 under the most favourable circumstances, which are when it is your
-only heart. These odds against you increase rapidly with the number of
-additional hearts that you hold.
-
-_=LEADING PLAIN SUITS ORIGINALLY.=_ It will often happen that you will
-have to decide between the lead of a comparatively dangerous heart and
-a risky plain suit. Your knowledge of probabilities should enable you
-to select the safer course. The odds against getting a heart on the
-first round of a plain suit depend upon how many cards of the suit you
-hold. If you lead an Ace, or any card which is sure to win the trick,
-the odds against your getting a heart on it are as the following:--
-
- If you have 4 cards of the suit, 22 to 1.
- ” 5 ” 15 to 1.
- ” 6 ” 7 to 1.
- ” 7 ” 4 to 1.
- ” 8 ” 2 to 1.
-
-These odds may be slightly increased by taking into account the fact
-that players who cannot follow suit do not always discard hearts,
-having perhaps more dangerous cards to get rid of.
-
-The odds against a suit going round a second time may be influenced
-by the cards played to the first round; but it sometimes happens that
-you have to calculate in advance for two rounds of a suit, regardless
-of the cards that may be played by others. This is especially the case
-when you fear that the suit will be led to you, and you have such
-cards as must win two rounds. If you have 4 cards of the suit the odds
-_against_ your getting a heart in two rounds are 2 to 1. The odds _in
-favour_ of your getting a heart in two rounds are:--
-
- If you have 5 cards of the suit, 4 to 3.
- ” 6 ” 2 to 1.
- ” 7 ” 6 to 1.
-
-As an example of the value of a thorough knowledge of these odds to a
-careful player, suppose he had to win two rounds of a plain suit, of
-which he held six cards; or to lead the ♡7, having three higher. The
-suit would be the better play, because it takes in only one heart,
-while the lead of the heart might take in four.
-
-The following table shows the exact number of times in 1,000 deals that
-a heart would probably be discarded on a plain suit led, according to
-the number of cards in the suit held by the leader, and the number of
-times the suit was led:
-
- Cards held by the leader. | 1,2,3,4 | 5 | 6 | 7 | 8
- ----------------------------------+---------+------+------+------+-----
- Times hearts will be discarded:-- | | | | |
- On first round | 44 | 63 | 122 | 200 | 315
- On second round | 358 | 430 | 659 | 857 | 1000
- On third round | 842 | 1000 | 1000 | 1000 | 1000
-
-This shows that 158 times in 1,000, when the leader has 1, 2, 3, or 4
-cards of the suit, it will go round three times, because 158 is the
-balance necessary to bring our last figure, 842, up to 1,000. Reducing
-this to a small fraction, the odds are about 5⅛ to 1 that a suit will
-not go round three times without affording to some player the chance of
-discarding hearts on it. This calculation shows the hopeless nature of
-all hands that contain at least three cards of each suit, unless the
-smallest card in every suit is below a 6; for if any one of the suits
-is led three times, it is even betting that you will have to win the
-third round, and 5⅛ to 1 that you get a heart on it if you do.
-
-_=PLAIN-SUIT LEADS.=_ The favourite lead with most heart players is a
-singleton; or, failing that, a two-card suit. This is a mistake, unless
-the singleton is a high card; for if the adversaries are sharp players
-they will at once suspect the nature of the lead, and carefully avoid
-the suit. But if you wait until some other player opens the suit,
-it will very probably be led twice in succession. The best original
-plain-suit lead is one in which you are moderately long, but have small
-cards enough to be safe, and from which you can lead intermediate cards
-which probably will not win the first trick.
-
-A very little experience at Hearts will convince any one that it is
-best, in plain suits, to play out the high cards first. This agrees
-with the theory of probabilities; for while the odds are 22 to 1
-against your getting a heart on the first round of a plain suit of
-which you have 4 cards, the odds are only 2 to 1 against it on the
-second round, and on the third they are 5⅛ to 1 in favour of it.
-Accordingly, on the first round most players put up their highest card
-of the suit led, no matter what their position with regard to the
-leader; but in so doing, they often run needless risks. The object in
-Sweepstake Hearts is to take none, and the most successful players will
-be found to be those who play consistently with the greatest odds in
-their favour for taking none.
-
-Suppose that you hold such a suit as A 10 9 7 4 2. This is a safe suit;
-because it is very improbable that you can be compelled to take a trick
-in it. The best lead from such a suit is the 10 or 9. If the suit is
-led by any other player, the same card should be played, unless you are
-fourth hand, and have no objection to the lead. This avoids the risk,
-however slight, of getting a heart on the first round, which would
-be entailed by playing the ace. In Sweepstake Hearts it is a great
-mistake to play the high cards of a suit in which you are safe; for
-no matter how small the risk, it is an unnecessary one. In the case
-we are considering, when you have six cards of the suit, the odds are
-7 to 1 against your getting a heart if you play the ace first round.
-That is to say, you will probably lose one pool out of every eight if
-you play it. Take the greatest odds in your favour, when you have only
-four cards of a suit; they are 22 to 1 against your getting a heart
-the first round, so that you would lose by it only once in 23 times.
-But this is a heavy percentage against you if you are playing with
-those who do not run such risks, for you give up every chance you might
-otherwise have in 5 pools out of every 110.
-
-When you have a dangerous hand in hearts, but one absolutely safe long
-suit, it is often good play to begin with your safe suit, retaining
-any high cards you may have in other suits in order to get the lead as
-often as possible for the purpose of continuing your safe suit, which
-will usually result in one or more of the other players getting loaded.
-
-When you have at least three of each plain suit it is obvious that you
-cannot hope for any discards, and that you must take into account the
-probability of having to win the third round of one or more suits, with
-the accompanying possibility of getting hearts at the same time. If
-you have the lead, this probability must be taken into account before
-any of the other players show their hands, and as it may be set down
-as about 5⅛ to 1 that you will get a heart, any better chance that the
-hand affords should be taken advantage of.
-
-It will often occur that a player’s attention must be so concentrated
-on getting clear himself that he has no opportunity to scheme for
-“loading” the others. But if it unfortunately happens that he is
-compelled to take in one or more hearts, he should at once turn his
-attention to taking them all, or to loading the other players, with a
-view to making a Jack of the pool. Should he succeed in either object,
-he has another chance for his money.
-
-It is usually bad policy to return the suit opened by the original
-leader. He has picked that out as his safest suit, and although he may
-be the only one safe in it, by continuing it you are reducing your
-chances to two players, when you might share them with all three.
-
-_=FOLLOWING SUIT.=_ When a player is not the original leader, his
-policy becomes defensive; for, as the first player is plotting to
-give hearts to every one but himself, each of the others must be a
-prospective victim, and should do his best to avoid the traps prepared
-by the one who plans the opening of the hand.
-
-When you are second or third player, the first time a suit is led, it
-is usually best to play your highest card, unless you are safe in the
-suit, or have so many that there is danger of getting a heart, even on
-the first round. As fourth player, you should always play your highest
-card, unless there is already a heart in the trick, or some decided
-disadvantage in the lead. The risks you run in playing high cards
-while following suit must be judged by the same probabilities that we
-examined in considering the original lead. The fact that one or more
-players have already followed suit, and perhaps the cards they have
-played, may enable you to arrive at a still closer estimate of your
-chances. It is generally conceded, that the odds against a player who
-holds up on the first round are about 1 to 11. That is to say, in 12
-pools, he will sacrifice his chances of one simply by holding up.
-
-After one or two tricks have been played, the conditions may be such
-that it becomes necessary to hold up, in order to win the second
-round. This is especially the case after you have been loaded, and
-are anxious to keep a certain player out of the lead. For an example
-see Illustrative Hand No. 4. in which Y holds up the ♢ King to keep A
-from getting in and leading another round of hearts. In the same hand
-Z tries hard to make the pool a Jack by holding up the ♣ Q. Had not A
-been entirely safe in diamonds the stratagem would have succeeded.
-
-In following suit it is important to keep count of the cards played, in
-order to avoid the unwitting lead of a suit of which the other players
-have none. The suits that need close watching are those in which you
-have nothing smaller than a six or eight. You should be careful to note
-which player appears to have the smaller cards, after the suit has
-been led once or twice, and be on the watch to take the lead away from
-him in other suits if you can, or he may load you by leading the small
-cards of your dangerous suit, in which he is safe. When this danger is
-apparent, it is best to retain, until the second round, such high cards
-as Kings and Queens of the suits led. Even if you have four of the
-suit, you run only a 2 to 1 risk in winning the second round instead of
-the first, as against a certainty that you will be out of the pool at
-once if the dangerous player gets the lead. For an example of this, see
-B’s play in Illustrative Hand No. 2.
-
-Where you have a certain safe card, and others of another suit not
-absolutely safe, it is better to keep the safe card, in order to be
-sure of getting rid of the lead if you are put in on your dangerous
-suit.
-
-In following suit, the most annoying hand that one can hold is one
-containing at least three cards of each suit, none of them below a
-6. There is no hope of a discard, unless two players make a fight in
-some one suit, which they lead four or five times in order to load
-each other, regardless of the escape of the other players. This very
-seldom occurs, and never among good players. With such a hand escape is
-almost impossible, and it is usually best to make the losses as small
-as possible. Many good players, with such a hand, will deliberately
-take in hearts on the plain suits, hoping to escape with only one or
-two in each trick, instead of having to carry the whole load by getting
-into the lead at the end. It should never be forgotten that when you
-must inevitably take some hearts it is cheaper to take them in on plain
-suits than to win heart tricks.
-
-_=CONTROL OF THE LEAD.=_ One of the strongest points in good heart play
-is the proper control of the lead at certain times. A player whose hand
-contains no commanding cards, and who is unable to do anything but
-follow suit on the first two or three rounds, will often find himself
-compelled to win one of the later rounds with a small card, taking in
-one or two hearts with it; and this misfortune usually overtakes him
-because a certain player gets into the lead at a critical period of the
-hand. If he sees the impending danger, and has K, Q or J of a suit led,
-he will not give up his high card, even if the ace is played to the
-trick; but will retain it in order to prevent the possibility of the
-dangerous player getting into the lead on the second round of the suit.
-In doing this, he of course decreases the odds against his getting
-hearts, by deliberately winning the second round. But 2 to 1 in his
-favour is a much better chance than the certainty, almost, that he will
-be loaded if a particular player is allowed the opportunity to lead a
-certain suit again. See B’s play in Illustrative Hand No 2, and Y’s in
-No 4.
-
-A player may have no desire to prevent any particular adversary from
-getting the lead; but may be anxious simply to carry out a certain line
-of play. In order to do this it may be essential that he should have
-some direction of the course of the hand. This is impossible if his
-play is confined to following suit helplessly, whatever is led. He must
-be able to assume the lead himself in order so to change the course of
-the play as to better suit his game.
-
-Let us suppose that he has a dangerous hand in plain suits, but is safe
-in hearts, and decides that his best chance is to lead hearts at every
-opportunity; or that he has a certain safe suit which it is manifestly
-to his advantage to have led as often as possible. The other players,
-being the ones who are to suffer from this line of play, will of course
-prevent it if possible; and in order to carry out the plan in spite of
-their opposition, it will be necessary for the individual player to
-gain the lead a certain number of times, and so force his game upon
-them.
-
-Again, a player may know that he can load a certain adversary if he
-can get in and lead a certain suit or card; or he may know that by
-giving one player the lead, that player can load another. In such cases
-commanding cards must be held or retained, in order to give the player
-a certain control of the lead.
-
-When a player is attempting to take all thirteen hearts, the control of
-the lead, especially in the end game, is very important; because the
-design of each of the other players will be to get the lead into some
-other hand, in the hope that they may load the player having it, and so
-at least divide the pool.
-
-_=THE DISCARD.=_ One of the most important elements in heart play
-is the discard. The beginner is too apt to discard hearts at every
-opportunity; but a little experience will teach him that even a 3 in a
-plain suit may be a better card to part with.
-
-The most important thing in discarding is to reduce the odds against
-your winning the pool. Let us suppose that you have the A K Q of a
-plain suit. It is 5⅛ to 1 that you get a heart if this suit is led a
-third time. If you can get a discard, the odds are at once reduced to 2
-to 1 in your favour, that being the probability that you will escape,
-even if you have to win two rounds. This is a very large percentage,
-and should never be lost sight of. If you have a choice between two
-discards, one being from the K Q J 2 of hearts, and the other from the
-K Q J of a plain suit, select the plain suit. You can improve your
-chances little or none in the hearts, while you not only bring the odds
-to your side in the plain suit, but secure a chance of discarding on
-the third round of it.
-
-Following the same principle, it is evidently good play to discard from
-a suit which has been led once or twice, if you have a dangerous card
-or cards in it. Even if you have a safe tenace in a suit, such as 4 and
-2, the 5 and 3 being still out somewhere, it is better to discard from
-it if there is the slightest danger of your getting the lead. Tenaces
-are only safe when led up to.
-
-In _=Howell’s settling=_, the object is not so much to load the others
-as to escape yourself. It is never advisable to attempt to take all
-thirteen hearts, because there are no Jacks; but there are many cases
-in which it is better deliberately to take three or four, in order
-to avoid the chance of taking six or eight. For an example of these
-tactics adopted by two players, see Illustrative Hand, No. 3. On the
-same principle, there are often cases in which it is advisable to
-take a trick with one heart in it, in order to get rid of a dangerous
-card, which might bring you in several hearts later on. The general
-principles of leading and discarding are the same as in Sweepstake
-Hearts; but it is not necessary to take such desperate chances to
-escape entirely.
-
-_=THREE-HANDED HEARTS=_ is more difficult to play than any other form
-of the game, partly because there are so many rounds of each suit, and
-partly because the moment one player refuses, the exact cards of that
-suit in the two other players’ hands are known to each of them.
-
-There is usually a great deal of cross-fighting in the three-handed
-game, during which one player escapes by getting numerous discards.
-When all three have refused, each a different suit, the end game
-becomes a question of generalship, and the preservation of one or more
-commanding cards, with which to control and place the lead, is usually
-the key to the situation. A player who has no high cards for the end
-game, unless he is quite safe, is almost certain to be loaded in the
-last few tricks.
-
-_=TWO-HANDED HEARTS.=_ Before opening the hand, the player should
-carefully consider what suits are safe and what are dangerous. It is
-usually best to preserve the safe suits and to lead the dangerous
-ones, which you should clear your hand of, if possible. It is a great
-advantage to have a missing suit, and equally disadvantageous to have a
-number of a suit of which your adversary is probably clear. If a card
-of a missing suit is drawn, it is usually best to lead it at once, so
-as to keep the suit clear; but in so doing, be careful first to place
-the card among the others in the hand, or your adversary will detect
-that it is a missing suit.
-
-The lead is a disadvantage if you have safe hearts; but toward the end
-of the stock, from which cards are drawn, it is an advantage to have
-commanding cards, with which you can assume the lead if necessary.
-
-There is some finesse in determining whether or not to change the suit
-often in the leads. If you have a better memory than your adversary, it
-may be well to change often; but if not, it may assist you to keep at
-one suit until afraid to lead it again.
-
-In Two-Handed Hearts, keeping count of the cards is the most important
-matter, because the real play comes after the stock is exhausted, and
-the moment that occurs you should know every card in your adversary’s
-hand. The exact number of each suit should be a certainty, if not the
-exact rank of the cards. Until you can depend on yourself for this, you
-are not a good player. The last thirteen tricks are usually a problem
-in double-dummy; but the advantage will always be found to be with the
-player who has carefully prepared himself for the final struggle by
-preserving certain safe suits, and getting rid of those in which it
-became evident that his adversary had the small and safe cards.
-
-Some very pretty positions arise in the end game, it being often
-possible to foresee that four or five tricks must be played in a
-certain manner in order to ensure the lead being properly placed at the
-end, so that the odd hearts may be avoided.
-
-_=AUCTION HEARTS.=_ The cards having been cut and dealt, the player to
-the left of the dealer, whom we shall call A, examines his hand, and
-determines which suit he would prefer to play to get clear of. Let us
-suppose his hand to consist of the ♡ A K 8; ♣ J 6 5 4 3 2; ♢ K 4; and
-the ♠ 7 3. If the suit remains hearts, he is almost certain to take in
-a number; but if it is changed to clubs, he is almost as certain of
-getting clear. The hand is not absolutely safe, as hearts might be led
-two or three times before the clubs in the other hands were exhausted
-by the original leader, whose game would be to lead small clubs. As
-the pool will contain thirteen counters to a certainty, he can afford
-to bid in proportion to his chances of winning it for the privilege of
-making clubs the suit to be avoided, instead of hearts.
-
-It might be assumed, if the odds were 10 to 1 that the player would get
-clear if the suit were clubs, that therefore he could afford to bid ten
-times the amount of the pool, or 130, for his chance. Theoretically
-this is correct, but if he should lose one such pool, he would have
-to win ten others to get back his bid alone, to say nothing of the
-amounts he would lose by paying his share in pools won by others. Let
-us suppose him to win his share, one-fourth of all the pools. While he
-is winning the ten pools necessary to repair his single loss, he has to
-stand his share of the losses in the thirty others, which would average
-about 128 counters. This must show us that even if a player has a 10
-to 1 chance in his favour, he must calculate not only on losing that
-chance once in eleven times, but must make provision for the amounts
-he will lose in other pools. Experience shows that a bid of 25 would
-be about the amount a good player would make on such a hand as we are
-considering, if the pool were not a Jack, and he had first say.
-
-The next player, Y, now examines his hand. Let us suppose that he finds
-♡ 6 4 3; ♣ A K 10; ♢ 8 7 5 3; ♠ 6 5 4. If the first bidder is offering
-on clubs, it is evident that he will lead them, as the successful
-bidder has the original lead in Auction Hearts; and it is equally
-evident that if he does so, a player with A K 10 will have to pay for
-most of the pool. If any of the other suits is the one bid on, B has
-as good a chance for the pool as any one, at least to divide it. With
-two men still to bid, a good player would probably make himself safe by
-shutting out A’s bid, probably offering 26.
-
-Let us suppose B then to examine his hand, finding ♡ J 10; ♣ Q 9 8
-7; ♢ A 10 9; ♠ 10 9 8 2. Being unsafe in everything, he passes, and
-practically submits to his fate, his only hope being that the pool
-will result in a Jack. Z then examines his hand, finding ♡ Q 9 7 5 2;
-♣ none; ♢ Q J 6 2; ♠ A K Q J. He sees at once that on spades he would
-lose everything, and on diamonds he would have a very poor chance. On
-clubs the result would depend on how often spades were led. In hearts,
-he has a very good hand, especially as he has a missing suit to discard
-in. As he is the last bidder he can make sure of the choice for 27,
-which he bids, and pays into the pool. The result of the play is given
-in Illustrative Hand No. 4. (As the cards happen to lie, had A been the
-successful bidder and made it clubs, Z would have won the pool.)
-
-ILLUSTRATIVE HANDS.
-
- _=No. 1.=_ Sweepstake Hearts. | T| _=No. 2.=_ Sweepstake Hearts.
- A leads for first trick. | R| A leads for first trick.
- | I|
- ------+-------+-------+-------+ C+-------+------+------+--------
- A Y B Z | K| A Y B Z
- ------+-------+-------+-------+--+-------+------+------+--------
- 10♠ | Q♠ | 8♠ | _K♠_ | 1| _♣A_ | ♣K | ♣10 | ♣Q
- ♣J | _♣A_ | ♣4 | ♣K | 2| ♣5 | ♣2 | ♣9 | _♣J_
- 6♢ | _A♢_ | J♢ | Q♢ | 3| 10♢ | J♢ | 9♢ | _A♢_
- 5♢ | _K♢_ | 10♢ | 9♢ | 4| Q♢ | 8♢ | _K♢_ | 4♢
- 4♢ | 3♢ | 2♢ | _8♢_ | 5| 2♠ | J♠ | _A♠_ | 9♠
- ♣9 | ♣7 | ♣3 | _♣Q_ | 6| Q♠ | 10♠ | _K♠_ | 8♠
- ♣6 | ♣5 | ♣2 | _♣10_ | 7| ♡A | _7♢_ | 3♢ | ♡Q
- 3♠ | 6♠ | 4♠ | _J♠_ | 8| _♡10_ | ♡4 | ♡3 | ♡5
- 2♠ | 5♠ | ♡K | 9♠ | 9| ♣4 | ♡K | ♣6 | _♣7_
- _♡A_ | ♡Q | ♡10 | ♡5 |10| ♡9 | _7♠_ | ♡J | 5♠
- ♡7 | _♡J_ | ♡9 | 7♠ |11| ♡7 | ♡2 | ♣8 | _♡8_
- ♡6 | _♡8_ | ♡4 | ♣8 |12| ♡6 | _6♠_ | 6♢ | 4♠
- A♠ | ♡2 | _♡3_ | 7♢ |13| ♣3 | _5♢_ | 2♢ | 3♠
- ------+-------+-------+-------+--+-------+------+------+--------
- A 4 Y 6 B 2 Z 1 A 4 Y 5 B 0 Z 4
- Making it a Jack. B wins the Pool.
-
-_=No. 1. 2nd Trick.=_ Z sees that with such a hand escape is
-impossible. As his chief danger is in being loaded with hearts at the
-end, he clears his hand as rapidly as possible. _=9th Trick.=_ The ♠A
-being held up, it looks as if A were safe in that suit with A 5 2. If
-Z now leads the ♡ 5, and A gets into the lead, returning the spade, Z
-must take every other trick. _=10th Trick.=_ If Z now leads ♠ 7, he
-loads A; but if his ♡ 5 should win the next trick he will take all
-the rest of the hearts, Y and B dividing the pool. If he leads the ♡
-5 first he cannot get more than four hearts, and the other players
-will inevitably make a Jack of it. _=11th Trick.=_ Y sees that if
-he underplays the 7 led, B will win the pool, as he has nothing but
-hearts, A having only one more. He keeps A out of the lead by winning
-two rounds, so as to be sure of loading B, making it a Jack. The ending
-is very well played.
-
-_=No. 2.=_ A has an even chance to escape, and it is better for him to
-be third or fourth player in hearts than to lead them. _=3rd Trick.=_
-B sees from the fall of the clubs that Y has no more, and that A is
-safe in them and will lead them again; so he holds up ♢ K to keep A
-out of the lead. _=7th Trick.=_ As A’s hand can now be counted to
-contain either the 7 4 3 of clubs and four dangerous hearts, or the 4
-3 of clubs and five hearts, B’s game is clearly to lead diamonds, in
-order to load Y and Z. His only dangerous card, the ♡ J, will go on the
-next round of spades, which must be led again in the next two or three
-tricks.
-
- _=No. 3.=_ Howell’s Settling. | T | _=No. 4.=_ Auction Hearts.
- Z dealt, and A leads for | R | A, the successful
- first trick. | I | bidder, names Hearts.
- --------------------------------+ C +--------------------------------
- A Y B Z | K | A Y B Z
- --------+-------+-------+-------+---+-------+-------+-------+--------
- 10♢ | J♢ | 9♢ | _K♢_ | 1| ♡5 | ♡8 | ♡6 | _♡J_
- 7♢ | 6♢ | 8♢ | _Q♢_ | 2| Q♢ | 4♢ | 8♢ | _A♢_
- ♣4 | ♣9 | ♣J | _♣A_ | 3| J♢ | _K♢_ | 7♢ | 10♢
- ♣2 | ♣8 | ♣5 | _♣K_ | 4| _A♠_ | 7♠ | 6♠ | 10♠
- J♠ | 8♠ | K♠ | _A♠_ | 5| ♡7 | _♡A_ | ♡4 | ♡10
- 5♠ | 7♠ | _Q♠_ | 10♠ | 6| _K♠_ | 3♠ | 5♠ | 9♠
- 4♠ | _6♠_ | 3♠ | 2♠ | 7| ♡Q | _♡K_ | ♡3 | ♣9
- ♡5 | ♡3 | _♡8_ | ♡4 | 8| ♡9 | ♣J | ♣10 | _♣Q_
- _♡A_ | ♡J | ♡7 | 5♢ | 9| _Q♠_ | ♣6 | 4♠ | 8♠
- ♡9 | ♡2 | _♡K_ | ♣Q | 10| _J♠_ | ♣5 | ♣A | 2♠
- A♢ | _♡10_ | ♡6 | 9♠ | 11| 6♢ | ♣4 | 5♢ | _9♢_
- 4♢ | ♣3 | ♡Q | _♣10_ | 12| 2♢ | ♣3 | _♣K_ | ♣8
- 2♢ | _♣7_ | 3♢ | ♣6 | 13| ♡2 | ♣2 | _3♢_ | ♣7
- --------+-------+-------+-------+---+-------+-------+-------+--------
- A 3 Y 2 B 7 Z 1 A 0 Y 7 B 1 Z 5
-
- Z wins 9; Y 5; A 1; B loses 15. A wins the pool.
-
-_=No. 3.=_ A begins with the intermediate cards of his safe suit.
-_=8th Trick.=_ Y is afraid to lead away from his club tenace, because
-it might be at once led back to him. _=9th Trick.=_ Z seizes this
-opportunity to get rid of the very dangerous ♢5. If A does not play
-the ♡A now, it is quite possible that he will take every trick, except
-one in diamonds. _=10th Trick.=_ If A leads the ♢2, and hearts are led
-again, he must take all the remaining hearts. By taking three at once
-he can escape the rest. B sees that if he passes this trick A will at
-once lead the ♢2, and he will take all the remaining hearts; so he
-takes these three and throws the lead to Y, who has no chance to injure
-him. _11th Trick._ Z keeps two clubs, hoping that if Y gets in and
-leads clubs, B may discard a diamond instead of a heart, in which case
-Z would get clear.
-
-_=No. 4.=_ A, with his dangerous suit of spades, clears up the hearts
-at once. _=6th Trick.=_ The second round of spades betrays A’s
-dangerous suit to the other players. _=7th Trick.=_ A must risk the
-King and 3 being divided, for if they are in one hand nothing will save
-him. Z keeps ♢9 and ♣Q in order to be sure of getting a lead, as he is
-the only player who can load A by putting him in on spades at the end
-making him take in his own hearts. _=8th Trick.=_ B cannot risk playing
-the high clubs while there is any chance for him to win the pool. He
-can count A to be safe in diamonds, with two hearts and two spades.
-_=10th Trick.=_ A clears his hand of the very dangerous spade before
-leading his tenace in diamonds. _=12th Trick.=_ A will not give up the
-heart until he is sure that B has not the ♣7.
-
- * * * * *
-
-_=Text Books.=_ There are at present only two text-books on the game;
-_Foster on Hearts_, and _Hearts and Heartsette_.
-
-
-SLOBBERHANNES.
-
-_=Cards.=_ Slobberhannes is played with a Euchre pack, thirty-two
-cards, all below the Seven being deleted. The cards rank: A K Q J 10 9
-8 7, the ace being the highest both in cutting and in play. There is no
-trump suit.
-
-_=Counters.=_ Each player is provided with ten counters, and points
-are marked by placing these counters in the pool. The player who first
-loses his ten counters also loses the game. If stakes are played for,
-counters of a different colour must be provided, and the player losing
-the game must pay as many counters to each of the others as they have
-points still in front of them. One player is usually the banker, and
-sells and redeems all money counters. The others are redistributed at
-the end of each game.
-
-_=Players.=_ Any number from four to seven may play; but the two black
-Sevens must be deleted if there are more than four players. When seven
-play, the dealer takes no cards. All the preliminaries of seats, cards
-and deal are settled as at Hearts.
-
-_=Dealing.=_ The entire pack is distributed, the dealer giving each
-player in rotation two or three cards in each round. No trump is
-turned. All irregularities in the deal are governed by the same
-laws as at Hearts; but a misdeal does not lose the deal under any
-circumstances. The same dealer must deal again.
-
-_=Objects of the Game.=_ The object in Slobberhannes is to avoid taking
-either the first or the last trick, or any trick containing the Queen
-of clubs. The player who wins any of these loses one point, and if he
-wins all three of them, he loses an extra point, or four altogether.
-The penalty for a revoke is also the loss of a point.
-
-_=Method of Playing.=_ The eldest hand begins by leading any card he
-pleases, and the others must follow suit if they can. The highest card
-played, if of the suit led, wins the trick, and the winner takes it in
-and leads for the next trick. The player winning the first trick must
-pay for it immediately, to avoid disputes. The tricks which are neither
-the first nor the last have no value, unless they contain the club
-Queen, which must be paid for as soon as it is taken in.
-
-There is a good deal of play in manœuvring to get rid of cards which
-might win the last trick, or which would take in the club Queen. The
-Ace and King of clubs are of course dangerous cards, and unless the
-player holding them has small cards enough to make him safe in that
-suit, he should be on the alert for opportunities to discard.
-
-
-POLIGNAC. QUATRE-VALETS, OR FOUR JACKS.
-
-_=Cards and Players.=_ When Polignac is played by four persons, a
-Piquet pack is used, and eight cards are dealt to each player, 3-2-3 at
-a time. When five play, the two black Sevens are deleted, and six cards
-are given to each player. When six play, each receives five cards. When
-seven play, the dealer takes no cards. In France, the cards usually
-rank as in Écarté; K Q J A 10 9 8 7; but in England and America it is
-more usual to preserve the order in Piquet, A K Q J 10 9 8 7. There
-is no trump suit. All the preliminaries are settled as at Hearts or
-Slobberhannes.
-
-_=Counters.=_ Each player is provided with ten or twenty counters, as
-may be agreed upon, and the player first losing his counters loses
-the game, and pays to each of the others any stake that may have been
-previously agreed upon, usually a counter for each point they have
-still to go when he is decavé.
-
-_=Objects of the Game.=_ The object of the game is to avoid winning
-any trick containing a Jack, and especially the Jack of spades, which
-is called _=Polignac=_. The moment any player wins a trick containing
-a Jack, he pays one counter into the pool. If he takes in Polignac,
-he pays two counters. The eldest hand begins by leading any card he
-pleases, and the others must follow suit if they can. The highest card
-played, if of the suit led, wins the trick, and the winner leads for
-the next trick. If a player has none of the suit led he may discard
-anything he pleases.
-
-The game is sometimes varied by adding a _=general=_, or _=capot=_. Any
-player who thinks he can win all the tricks announces capot before the
-first card is led. If he is successful he loses nothing; but each of
-the others must pay five counters into the pool, one for each Jack, and
-one extra for Polignac. If the capot player fails to win every trick,
-each player pays for whatever jacks he has taken in.
-
-
-ENFLÉ, OR SCHWELLEN.
-
-When Enflé is played by four persons, the Piquet pack of thirty-two
-cards is used. If there are more than four players, sufficient cards
-are added to give eight to each person. The rank of the cards and all
-other preliminaries are the same as at Hearts. There is no trump suit.
-
-The cards are dealt 3-2-3 at a time. The eldest hand leads any card he
-pleases, and the others must follow suit if they can. If all follow
-suit, the highest card played wins the trick, which is turned face
-down, and the cards in it are dead. The winner leads for the next
-trick, and so on. But if any player is unable to follow suit, he is not
-allowed to discard, but must immediately gather up the cards already
-played, and take them into his own hand with the cards originally dealt
-to him. The players following the one who renounces to the suit led do
-not play to the trick at all; but wait for him to lead for the next
-trick. Should any player fail to follow suit on the next trick, or on
-any subsequent trick, he gathers the cards already played, takes them
-into his hand and leads for the next trick. The play is continued in
-this manner until some player gets rid of all his cards, and so wins
-the game.
-
-Enflé is usually played for a pool, to which each player contributes
-an equal amount before play begins. The game requires considerable
-skill and memory to play it well, it being very important to remember
-the cards taken in hand by certain players, and those which are in the
-tricks turned down.
-
-
-THE LAWS OF HEARTS.
-
-1. Formation of table. Those first in the room have the preference. If
-more than the necessary number assemble, the choice shall be determined
-by cutting, those cutting the lowest cards having the right to play.
-Six persons is the largest number that can play at one table. The
-player cutting the lowest card has the deal.
-
-2. In cutting, the Ace is low. Players cutting cards of equal value,
-cut again. All must cut from the same pack, and any person exposing
-more than one card must cut again. Drawing cards from an outspread pack
-is equivalent to cutting.
-
-3. A complete Heart pack consists of fifty-two cards, which rank in the
-following order:--A K Q J 10 9 8 7 6 5 4 3 2, the Ace being highest
-in play. In Three-Handed Hearts, the spade deuce is thrown out. In
-Five-Handed, both the black deuces are laid aside. In Six-Handed, all
-four deuces are discarded. In Joker Hearts the heart deuce is replaced
-by the Joker.
-
-4. When two packs are used, the player next but one on the dealer’s
-left must collect and shuffle the cards for the next deal, placing them
-on his right. The dealer has the privilege of shuffling last.
-
-5. The dealer must present the pack to his right-hand adversary to be
-cut. Not less than four cards shall constitute a cut.
-
-6. In case of any confusion or exposure of the cards in cutting, or in
-reuniting them after cutting, the pack must be shuffled and cut again.
-
-7. If the dealer reshuffles the cards after they have been properly
-cut, or looks at the bottom card, he loses his deal.
-
-8. After the cards have been cut, the dealer must distribute them
-one at a time to each player in rotation, beginning at his left, and
-continuing until the pack is exhausted; or in Two-Handed Hearts, until
-each player has thirteen.
-
-9. The deal passes to the left.
-
-10. There must be a new deal by the same dealer if the pack is proved
-to be incorrect, either during the deal or during the play of a hand;
-or if any card is faced in the pack, or is found to be so marked or
-mutilated that it can be named. In the last case a new pack must be
-used.
-
-11. If a card is exposed during the deal, the player to whom it is
-dealt may demand a new deal, provided he has not touched any of his
-cards. If the deal stands, the exposed card cannot be called.
-
-12. Any one dealing out of turn may be stopped before the last card is
-dealt. After that the deal must stand, and the packs, if changed, must
-so remain.
-
-13. It is a misdeal: If the dealer omits to have the pack cut, and the
-error is discovered before the last card is dealt; or if he deals a
-card incorrectly, and fails to remedy it before dealing another; or if
-he counts the cards on the table, or those remaining in the pack; or
-if it is discovered before all have played to the first trick that any
-player has not his proper number of cards, the pack being perfect.
-
-14. A misdeal loses the deal unless one of the other players has
-touched his cards, or in any way interrupted the dealer.
-
-15. If, after the first trick is played to, any two players are found
-to have more or less than their correct number of cards, the pack being
-perfect, the one having less shall draw from the hand of the one having
-more, and each shall pay a forfeit of five counters into the pool.
-
-16. If a player omits to play to any trick, and plays to the following
-one, he shall not be allowed to correct the error; but shall be
-compelled to take in the last trick, with whatever hearts it may
-contain.
-
-17. Should a player be found during or at the end of a hand to be a
-card short, all the others having the right number, and all having
-played to the first trick, he shall be compelled to take in the last
-trick.
-
-18. If a player leads or plays two cards to a trick, he must indicate
-the one intended, and leave the other face up on the table. Any card
-exposed, except in the proper course of play, or any card named by the
-player holding it, must be left face up on the table.
-
-19. A player must lead or play any exposed card when called upon to
-do so by any other player, provided he can do so without revoking. He
-cannot be prevented from playing an exposed card, and if he can so get
-rid of it, no penalty remains.
-
-20. If a player leads out of turn, a suit may be called from him when
-it is next his proper turn to lead. This penalty can be enforced only
-by the player on his right. If he has none of the suit called, or if
-all have played to the false lead, no penalty can be enforced. If all
-have not played to the false lead, the cards can be taken back, and are
-not exposed cards.
-
-21. If the third hand plays before the second, the fourth hand may
-demand that the card be taken back, and may call upon the third hand to
-play the highest card he has of the suit; or may call upon him not to
-discard hearts. If the fourth plays before the third, the second player
-may demand the penalty.
-
-22. The first player to any trick having led, the others must follow
-suit if they can. Should a player revoke, and discover the error before
-the trick in which it occurs has been turned and quitted, he may amend
-his play, and the card played in error becomes an exposed card. Any who
-have played after him may withdraw their cards and substitute others,
-the cards first played not being exposed.
-
-23. If the revoke is discovered during the play of the hand, the hand
-must be played out, and at the end the revoking player must pay all
-losses in that hand. Should the revoking player win the pool himself,
-he must pay to the pool thirteen counters and leave them for a Jack.
-Should he divide it, he must pay the other winner six counters, and
-leave up seven for a Jack.
-
-24. Should two or more players revoke in the same hand, each must
-pay the entire losses in the hand, as if he were alone in error; so
-that if two should revoke, and a third win the pool, he would receive
-twenty-six counters, instead of thirteen. In Auction Hearts the
-revoking player must pay the amount of the bid in addition.
-
-25. The claimant of a revoke may search all the tricks at the end of a
-hand. The revoke is established if the accused player mixes the cards
-before the claimants have time to examine them.
-
-26. A revoke must be claimed before the tricks have been mixed,
-preparatory to shuffling for the next deal.
-
-27. If a player is lawfully called upon to lead a certain suit, or to
-play the highest of it, and unnecessarily fails to comply, he is liable
-to the penalties for a revoke.
-
-28. Any trick once turned and quitted must not again be seen until the
-hand is played. Any player violating this rule is subject to the same
-penalties as for a lead out of turn.
-
-29. In settling at the end of the hand, the player having taken no
-hearts, [each of the others having taken at least one,] wins the pool.
-Two players having taken none, the other two having each at least one,
-divide it, the odd counter remaining until the next pool. Three players
-having taken none, the thirteen counters remain in the pool, forming a
-Jack, which can be won only by one player taking no hearts, each of the
-others having taken at least one. During the time the Jack is played
-for, and until it is won, each player must add to the pool by paying
-for the hearts he takes in each hand.
-
-30. In Auction Hearts, the player to the left of the dealer has the
-first bid, the dealer the last, and there is no second bid.
-
-
-
-
-THE BÉZIQUE FAMILY.
-
-
-This family includes three of our most popular games; Bézique itself,
-Binocle, and Sixty-Six. These are all comparatively modern games, but
-are descended from very old stock, the best known of the ancestors
-being Marriage, Matrimony, and Cinq-Cents. The etymology of the word
-Bézique is very much disputed. Some claim that it is from the Spanish
-basa, afterwards basico, a little kiss; referring to the union of
-the spade Queen and the diamond Jack, and the various marriages in
-the game. This was afterwards Basique, transformed by the French to
-Bésique, and by the English to Bézique. One English writer thinks the
-word is from bésaigne, the double-headed axe.
-
-Judging from the rank of the cards, which is peculiar to German games,
-Bézique may have originated in an attempt to play Binocle with a piquet
-pack, for Binocle seems to have been originally played with a full pack
-of fifty-two cards. One German writer says the game is of Swiss origin,
-and that they probably got it from Spain. In one writer’s opinion,
-the name Binocle, is derived from _bis_, until, and _knochle_, the
-knuckle, which would imply that the original meaning was, until some
-one knuckled; _i.e._, stopped the game by knocking on the table with
-his knuckles. This interpretation seems far-fetched, but if correct,
-it would sustain the opinion that Binocle was derived from the old
-game of Cinq-Cents, in which the player knocked with his knuckles to
-announce that he had made enough points to win the game. In the opinion
-of the author, the word “binocle” is a German mispronunciation of
-the French word “binage,” which was the term used in Cinq Cents for
-the combination of spade Queen and diamond Jack, as will be seen if
-the description of Cinq Cents is referred to. Stopping the play is a
-prominent feature in Sixty-Six, another variation of Bézique, and the
-connecting link between Binocle and Skat. In Sixty-Six, the combination
-known as Bézique, or binocle, is omitted; so is the sequence in trumps.
-Sixty-four-card Binocle is simply Bézique, with a slight difference in
-the counting value of the various combinations. Sometimes twelve cards
-are given to each player.
-
-Great confusion seems to have existed when the game of Bézique was
-introduced to England, in the winter of 1868-9, owing to the fact that
-so many persons rushed into print with their own private opinions of
-the rules, which were first given by Dr. Pole, in 1861. No one knew
-whether “the last trick” was the absolute last, or the last before
-the stock was exhausted. Whether the highest or lowest cut dealt was
-also a matter of dispute. “Cavendish” got both these wrong in the
-first edition of his “Pocket Guide,” but corrected himself without
-explanation or apology in the second edition. It was then the custom
-of many players to attach no value to the trump suit until the stock
-was exhausted; so that until the last eight tricks there was no such
-thing as trumping a trick in order to win it. Disputes also arose as to
-counting double combinations, many contending that a double marriage
-should be as valuable as a double bézique. Time and experience have
-finally settled all these points, and the rules of the game are now
-practically uniform in all countries.
-
-
-BÉZIQUE, OR SIXTY-FOUR-CARD BINOCLE.
-
-There are two forms of Bézique in common use; the ordinary game, which
-will be first described, and the variation known as Rubicon Bézique,
-which is to Bézique proper what Railroad Euchre is to Euchre.
-
-_=CARDS.=_ Bézique is played with two packs of thirty-two cards each,
-all below the Seven being deleted, and the two packs being then
-shuffled together and used as one. It is better to have both packs
-of the same colour and pattern, but it is not absolutely necessary.
-The cards rank, A 10 K Q J 9 8 7; the Ace being the highest, both in
-cutting and in play.
-
-[Illustration: PULL-UP BÉZIQUE MARKER.]
-
-_=COUNTERS.=_ Special markers are made for scoring at Bézique; but the
-score may easily be kept by means of counters. Each player should be
-provided with four white, four blue, and one red, together with some
-special marker, such as a copper cent or a button. The button stands
-for 500 points, each blue counter for 100, the red for 50, and the
-white ones for 10 each. At the beginning of the game the counters are
-placed on the left of the player, and are passed from left to right as
-the points accrue, exchanging smaller denominations for higher when
-necessary. Many persons find it more convenient to peg the game on a
-pull-up cribbage board, starting at 21, counting each peg as 10 points,
-and going twice round to the game hole.
-
-_=STAKES.=_ Bézique is played for so much a game, 1,000 points up; or
-for so much a point, the score of the loser being deducted from that of
-the winner. When a partie of five games is agreed upon, it is usual to
-have an extra stake upon the odd game, and when three games have been
-won by the same player, the partie is at an end. It is usual to count
-it a double game if the loser has not reached 500 points.
-
-_=PLAYERS.=_ Bézique is played by two persons, one of whom is known as
-the _=dealer=_, and the other as the _=pone=_. They cut for choice of
-seats and deal, the player cutting the highest card having the first
-choice, and electing whether or not to deal himself. In cutting, the
-cards rank as in play, and the ace is the highest. If a player exposes
-more than one card, he must cut again.
-
-_=DEALING.=_ The cards are thoroughly shuffled, and presented to the
-pone to be cut. At least five cards must be left in each packet. The
-cards are then dealt three at a time for the first round, two for
-the next, and three for the last, each player receiving eight cards.
-The seventeenth is then turned up for the trump. If this card is a
-Seven, the dealer scores 10 points for it at once. The trump card
-is laid on the table by itself, the remainder of the pack, which is
-called the _=stock=_ or _=talon=_, is slightly spread, to facilitate
-the process of drawing cards from it, and to be sure that none of the
-cards remaining in the undealt portion are exposed. In sixty-four-card
-Binocle twelve cards are sometimes dealt to each player.
-
-_=Misdealing.=_ A misdeal does not lose the deal, but in some cases a
-new deal is at the option of the adversary. If the dealer exposes a
-card belonging to the adversary or to the stock, the pone may demand a
-new deal; but if either player exposes any of his own cards, the deal
-stands good. If too many cards are given to either player, there must
-be a new deal. If too few, the pone may claim a fresh deal, or allow
-the dealer to supply the missing cards from the top of the stock,
-without changing the trump card. If any card but the trump is found
-faced in the pack, there must be a new deal. If a card faced in the
-stock is not discovered until the first trick has been played to, the
-exposed card must be turned face down, without disturbing its position.
-If a pack is found to be imperfect, the deal in which the error is
-discovered is void, but all previous cuts or scores made with that pack
-stand good.
-
-_=METHOD OF PLAYING.=_ The pone begins by leading any card he chooses,
-to which his adversary may play any card he pleases. A player is not
-obliged to follow suit, nor to trump; but may renounce or trump at
-pleasure until the stock is exhausted, after which the method of play
-undergoes a change. If a player follows suit, the higher card wins the
-trick, and if identical cards are played to the same trick, such as two
-Jacks of clubs, the leader wins. Trumps win plain suits. The winner of
-the trick takes in the cards, turning them face down; but before he
-leads for the next trick he has the privilege of announcing and scoring
-any one of certain combinations that he may hold in his hand. After,
-or in the absence of any such announcement, and before leading for
-the next trick, he draws a card from the top of the stock and places
-it in his hand, without showing or naming it. His adversary draws the
-next card, so that each player restores the number of cards in his
-hand to eight. This method of drawing from the stock is open to many
-objections, and in France the pone always draws first, no matter who
-wins the trick.
-
-All combinations announced and scored must be laid face upward on the
-table; but the cards still form part of the player’s hand, and may be
-led or played at any time, although they must not again be taken in
-hand until the stock is exhausted.
-
-_=OBJECTS OF THE GAME.=_ The reasons for winning or not winning certain
-tricks will be better understood in connection with the description
-of the various combinations that count toward game, and the manner of
-scoring them.
-
-_=Brisques.=_ The aces and Tens of each suit are called brisques, and
-count ten points each towards game. Except for the purpose of getting
-or keeping the lead, there is no object in winning any trick which does
-not contain a brisque. Every brisque taken in should be scored at once
-by the player winning the trick; 10 points for an ace or Ten; 20 points
-if there are two such cards in the same trick.
-
-A player holding or drawing the _=Seven of trumps=_ has the privilege
-of exchanging it for the turn-up trump, and scoring 10 points at the
-same time; but he must make the exchange immediately after winning a
-trick, and before drawing his card from the stock. Should the turn-up
-card be a Seven, or one exchange have already been made, the exchange
-can still be made and scored. He cannot score the Seven and make a
-declaration at the same time.
-
-_=DECLARATIONS.=_ The combinations which may be announced and scored
-during the play of the hand are divided into three classes: Marriages
-and Sequences; Béziques; and Fours of a kind. Only one combination can
-be scored at a time, and it must be announced immediately after the
-player holding it has won a trick, and before he draws his card from
-the talon. If he draws without announcing, it is equivalent to saying
-he has no declaration to make. Having drawn his card, even if he has
-not looked at it, he cannot score any declaration until he wins another
-trick.
-
-The combinations and their values are as follows:--
-
- CLASS A
-
- King and Queen of any plain suit, _=Marriage=_ 20
- King and Queen of trumps, _=Royal Marriage=_ 40
- Sequence of five highest trumps, _=Sequence=_ 250
-
- CLASS B.
-
- Spade Queen and diamond Jack, _=Bézique=_ 40
- Two spade Queens and diamond Jacks, _=Double Bézique=_ 500
-
- CLASS C.
-
- Any _=four Aces=_ 100
- Any _=four Kings=_ 80
- Any _=four Queens=_ 60
- Any _=four Jacks=_ 40
-
-The four court cards in class C may be all of different suits, or any
-two of them may be of the same suit.
-
-A great many misunderstandings arise with respect to the manner
-and order of making declarations, most of which may be avoided by
-remembering the following rules:
-
-The player making the declaration must have won the previous trick,
-and must make his announcement before drawing his card from the stock.
-When the stock is exhausted, so that there is no card to be drawn, no
-announcement can be made.
-
-Only one declaration can be scored at a time, so that a trick must be
-won for every announcement made, or the combination cannot be scored.
-This does not prevent a player from making two or more announcements at
-the same time, but he can score only one of them.
-
-A player cannot make a lower declaration with cards which form part of
-a higher one already made in the same class. For instance: Marriages
-and sequences belong to the same class. If the sequence has been
-declared, a player cannot take from it the King and Queen and score a
-marriage; neither can he add a new Queen to the King already in the
-sequence, and announce a marriage; because the higher combination was
-scored first. But if the marriage is first announced, the A 10 J may be
-added and the sequence scored, after winning another trick.
-
-Cards once used in combination cannot again be used in combinations
-of equal value of the same class. For instance: Four Kings have been
-declared, and one of them afterward used in the course of play. The
-player cannot add a new King to the three remaining, and announce four
-Kings again. A marriage in spades has been declared, and the King got
-rid of in play. A new King of spades will not make another marriage
-with the old Queen. A bézique has been scored, and the Jack got rid of
-in play; a new Jack of diamonds will not make another bézique with the
-old Queen.
-
-Some judgment is necessary in making announcements, the question of
-time being often important. Suppose hearts are trumps, and the winner
-of the trick holds double bézique, sixty Queens, and a royal marriage:--
-
-[Illustration:
-
- 🃋 🃋 🂭 🂭 🃍 🂽 🂾
-]
-
-He cannot lay all these cards down at once, and claim 600 points.
-Neither can he lay down four Queens and two Jacks, and score 560;
-nor four Queens and a King and score 100. He may announce them if he
-chooses to expose his hand in that manner, but he can score only one
-combination, and must win a separate trick to score each of the others.
-It would be better for him to select some one of the combinations, and
-declare it, waiting until he won another trick to declare the next one.
-A beginner would be apt to declare the highest count first, 500 for
-the double bézique; but under the rule which prevents a player from
-making a declaration which forms part of a higher one of the same class
-already made, he would lose the 40 points for the single bézique. It
-would be better to declare the single bézique first, scoring 40 points
-for it, and after winning another trick to show the other bézique,
-scoring 500 points more for the double combination. A player is not
-allowed to score 40 for the second bézique, and then 500 for the two
-combined; because if new announcements are made in the same class,
-at least one new card must be added from the player’s hand when the
-announcement is made, even if it is not scored until later.
-
-_=Double Declarations.=_ It frequently happens that a player is forced
-to make two declarations at the same time, although he can score only
-one of them. For instance: A player has announced and shown four Kings,
-one of them being the King of spades. On winning another trick he shows
-and scores bézique. One of the bézique cards forms a marriage with the
-spade King, and as the combinations belong to different classes, both
-may be scored, although the same card is used in each; but the player
-cannot score the second combination until he wins another trick. Under
-such circumstances it is usual to declare both combinations, scoring
-the more valuable, and repeating the one left over until an opportunity
-arises to score it. In this case the player would say: “Forty for
-bézique, and twenty to score.” If he lost the next trick he would
-continue to repeat at every trick: “Twenty to score,” until he won a
-trick.
-
-A player having a score in abeyance in this manner is not obliged to
-score it if he has anything else to announce. A player with twenty
-to score might pick up the sequence in trumps before he won another
-trick, and he would be very foolish to lose the chance to score 250
-for the sake of the 20 already announced. If he had time, he would
-probably declare: “Royal Marriage, forty, and twenty to score.” On
-winning another trick he would add the A 10 J of trumps, and announce,
-“Two-fifty in trumps, and twenty to score,” still carrying on the small
-score for a future opportunity.
-
-A player may lay down and score eighty Kings, and afterward sixty
-Queens, the remaining Kings forming marriages. In such a case he would
-score the sixty points first, and declare the two or three marriages
-remaining. In the same manner he may have announced four Kings, and
-after playing away two of them, leaving two Kings of spades, he may
-declare double bézique, and claim the two marriages “to score.” In all
-such cases it must be remembered that the cards declared must still be
-on the table when the time comes to score them. If, in the case just
-given, one of the cards forming either of the marriages was got rid of
-in the course of play, that marriage could not afterward be scored,
-although it had been properly announced. If the stock is exhausted
-before the player with a score in abeyance can win another trick, the
-score is lost.
-
-It is often very important for a player to know how much time he has to
-score. When the talon is spread it is comparatively easy to judge how
-many more tricks remain to be played. The English laws allow a player
-to count the stock, the French do not. A trick once turned and quitted
-cannot again be seen, and the players are not allowed to count the
-number of tricks they have won.
-
-The last card of the stock is taken by the player winning the trick,
-and the turn-up trump goes to his adversary.
-
-_=The Last Eight Tricks.=_ When the stock is exhausted, the players
-take back into their hands all the cards remaining of the combinations
-which have been laid on the table. The winner of the previous trick
-then leads any card he pleases, but his adversary must now not only
-follow suit, but must win the trick if he can, either with a superior
-card of the same suit, or with a trump. The same rule applies to all
-the remaining tricks. Brisques still count for the winner of the trick
-containing them, and should be scored as soon as made. The winner of
-the last trick of all scores ten points for it immediately, in addition
-to any brisques that it may contain.
-
-_=Irregularities in Play.=_ If a player leads out of turn, and his
-adversary plays to the lead, whether intentionally or otherwise, the
-trick stands good. If the adversary calls attention to the error, the
-card led out of turn may be taken back without penalty.
-
-If a player has too many cards after playing to the first trick, his
-adversary may either claim a fresh deal or may compel him to play
-without drawing from the talon, until the number of cards in his hand
-is reduced to eight; the player with too many cards not being allowed
-to make any announcements until he has his right number of cards. If a
-player has too few cards, his adversary may either claim a fresh deal,
-or may allow him to make good the deficiency by drawing from the stock.
-
-After the stock is exhausted, any player failing to follow suit or to
-win a trick, when able to do so, may be compelled to take back his
-cards to the point where the error occurred, and to replay the hand. In
-France he is penalised by counting nothing from that point on, either
-for brisques or for the last trick.
-
-_=Irregularities in Drawing.=_ If a player has forgotten to take a card
-from the talon, and has played to the next trick, his adversary may
-elect to call the deal void, or to allow him to draw two cards next
-time.
-
-If a player has drawn two cards from the stock, instead of one, he must
-show the second one to his adversary if he has seen it himself. If he
-has not seen it, he may put it back without penalty. If he draws out
-of turn, he must restore the card improperly drawn; and if it belongs
-to his adversary the player in error must show his own card. If both
-players draw the wrong cards there is no remedy.
-
-If the loser of any trick draws and looks at two cards from the stock,
-his adversary may look at both cards of the following draw, and may
-select either for himself. If he chooses the second card, he need not
-show it.
-
-If, on account of some undetected irregularity, an even number of cards
-remain in the stock, the last card must not be drawn. The winner of the
-trick takes the last but one, and the loser takes the trump card.
-
-_=Irregular Announcements.=_ Should a player announce four of a kind,
-having only three; as, for instance, laying down three Kings and a
-Jack, and declaring four Kings, his adversary can compel him not only
-to take down the score erroneously marked, but to lead or play one of
-the three Kings. A player may be called upon to lead or play cards from
-any other erroneous declarations in the same manner; but if the player
-has the right card or cards in his hand, he is permitted to amend his
-error, provided he has not drawn a card from the stock in the meantime.
-
-_=SCORING.=_ It is better to score all points as soon as they are made.
-The game is usually 1000 points. Some players do not count the brisques
-until the last trick has been played, but the practice is not to be
-recommended. Scores erroneously marked must be taken down, and the
-adversary may add the points to his own score.
-
-_=Suggestions for Good Play=_ will be found in Binocle.
-
-
-FOUR-HANDED BÉZIQUE.
-
-In this variation, four persons may play; each for himself or two
-against two, partners sitting opposite each other. Four packs of
-thirty-two cards each are shuffled together and used as one. Triple
-bézique counts 1500. When a player wins a trick, either he or his
-partner may declare everything in the hand, but only one combination
-can be scored at a time. The advantage of showing all the combinations
-in the hand is that they may be built up by either partner. For
-instance: One partner has declared bézique and royal marriage, scoring
-the marriage only. His partner wins the next trick and adds A 10 J to
-the marriage, scoring the sequence; or perhaps shows three Kings or
-Queens, making fours.
-
-The players usually divide after the stock is exhausted, and for the
-last eight tricks each takes one of his former adversaries for a
-partner, but without changing seats. The game is usually 2000 points up.
-
-
-THREE-HANDED BÉZIQUE.
-
-Three persons play, each for himself. Two packs of thirty-two cards
-each and one of thirty-one cards are shuffled together. Triple bézique
-counts 1500, and the game is usually 2000 points.
-
-The deleted card from the third pack should be an Eight.
-
-
-POLISH BÉZIQUE.
-
-This differs from the ordinary game only in the value of the tricks
-taken. The winner of each trick, instead of turning it down after
-counting the brisques, takes from it any court cards it may contain,
-and the Ten of trumps. He lays these cards face up on the table,
-but apart from those declared from his own hand, and uses them to
-form combinations, which may be scored in the usual way. The chief
-difference is that cards so taken in tricks cannot be led or played
-to subsequent tricks, nor can they be taken in hand at the end of the
-stock. Combinations may be completed either by cards in the player’s
-hand, or by cards won in subsequent tricks.
-
-
-CINQ-CENTS.
-
-This might be described as Bézique with one pack of cards. All the
-regulations are the same as in the modern form of Bézique, but there is
-an additional count, 120, for a sequence of the five highest cards in
-any plain suit. Bézique is called _=Binage=_, and of course there are
-no double combinations. Cards which have been used in one combination
-cannot be used in any other, even of a different class.
-
-Brisques are not scored as they are won; but after the hand is over,
-and ten points have been counted for the last trick, each player turns
-over his cards and counts up the value of the points they contain. In
-this final count, the Ace reckons for 11, the Ten for 10, King for 4,
-Queen for 3, Jack for 2, no matter what the suit may be, so that there
-are 120 points to be divided between the players. It is usual for only
-one to count, the other taking the difference between his total and 120.
-
-From this it might be imagined that no notice was taken of the counting
-value of the cards taken in during the progress of the play. Early in
-the game this is true, but toward the end each player must keep very
-careful mental count of the value of his tricks, although he is not
-allowed to score them. When either player knows, by adding the mental
-count of his tricks to his scored declarations, that he has made points
-enough to win the game, he stops the play by knocking on the table,
-either with his knuckles or his cards. He then turns over his tricks
-and counts the points they contain to show his adversary that he has
-won the game. Even if his adversary has also enough points to go out,
-the player who knocked wins the game, provided his count is correct. If
-the player who knocks is mistaken, and cannot count out, he loses, no
-matter what his adversary may have.
-
-If neither knocks, and at the end of the hand both players are found to
-have points enough to put them out, neither wins the game, which must
-be continued for 100 points more; that is, as 500 points is the usual
-game, it must be made 600 in such a case. Should both reach 600 without
-knocking, it must be continued to 700. If neither knocks, and only one
-has enough points to go out he wins the game on its merits.
-
-As the name implies, 500 points is game.
-
-
-PENCHANT.
-
-Penchant is a complicated form of Cinq-cents and Bézique, played with a
-single pack of thirty-two cards, which rank as at Piquet; A K Q J 10 9
-8 7, the ace being highest both in cutting and in play.
-
-_=Cutting.=_ The higher cut has the choice of seats, and the lower cut
-deals the first hand.
-
-_=Dealing.=_ After the cards have been cut by the pone the dealer
-gives one card to his adversary, then one to the stock, and then one
-to himself, all face down. Two more are then given to the stock, one
-to the pone, two to the stock again, and one to the dealer. This is
-continued, giving two cards to the stock between the ones given to each
-player, until the last round, when only one card is dealt to the stock.
-This will result in each player receiving six cards, and twenty being
-left in the centre of the table for the talon. No trump is turned. Very
-few players trouble themselves with this method of dealing, preferring
-to deal three cards to each player alternately, leaving the remaining
-twenty for the stock.
-
-_=Playing.=_ All the regulations for leading, following suit, drawing
-from the talon, etc., are the same as in Bézique, but the declarations
-and their values are quite different.
-
-_=Brisques.=_ There are twelve brisque cards, the Seven of each suit
-being added to the usual Aces and Tens. The brisques are not scored as
-taken in, except in the last six tricks. At the end of the hand all the
-brisques are counted, whether already scored in the last six tricks or
-not, and the player having more than six counts ten points for each
-above six. If each has six, neither scores. By this method, a player
-may make and score several brisques in the last six tricks, all of
-which he will reckon over again in the total count at the end.
-
-_=Declarations.=_ The winner of any trick, previous to the exhaustion
-of the stock, may announce and lay upon the table any one of ten
-different combinations, which are divided into three classes. These are
-as follows, with the number of points he is entitled to score for each:
-
- CLASS A. DIFFERENT SUITS.
-
- Any four of a kind, such as four Tens, 100
- Any three of a kind, such as three Queens, 30
- Any pair, such as two Nines, 20
-
- CLASS B. THE SAME SUIT.
-
- Any sequence of five, containing K Q J, 250
- Any sequence of four, containing K Q J, 40
- Any sequence of K Q J, 30
- King and Queen of any suit, 20
- Queen and Jack of any suit, 20
- Any flush of five cards, containing K Q J, 50
-
- CLASS C. PENCHANTS.
-
- Any Queen and Jack of different suits, 10
-
-The sequences and flushes in class B must all be of the same suit;
-penchant cards must be of different suits.
-
-If the winner of any trick has no declaration to make, he signifies it
-by drawing the top card from the stock. His adversary, before drawing
-his card from the stock, may then declare a penchant, if he has one;
-but no other combination can be declared by the player who does not win
-the trick. If the winner of the trick makes any declaration, the loser
-cannot declare.
-
-The Jack of the first penchant declared makes the _=trump suit=_ for
-that deal, no matter which player announces it. Trumps do not increase
-the value of any combination, and are only useful to win plain-suit
-tricks.
-
-All declarations are scored immediately, either on a marker or with
-counters. It will be observed that with the exception of sequences of
-five cards, fours, and penchants, the count is ten points for each card
-in the combination. Only one declaration can be made at a time.
-
-Any card laid upon the table for one declaration can be used again in
-future declarations, provided the player making the new announcement
-adds at least one fresh card from his hand. A player having a marriage
-and a penchant on the table cannot afterward score for the pair of
-Queens; but if he adds a Queen from his hand he can score the triplet.
-
-Pairs, triplets and fours are divided into two classes, the major
-being formed of court cards; the minor of cards below the Jack. Minor
-combinations cannot be scored if the adversary has upon the table cards
-which form a major combination of the same or greater value in the
-same class; that is, in class A. For instance: If your adversary has
-two Queens on the table, you cannot announce any pair below Jacks. His
-Queens need not have been announced as a pair; they may be parts of a
-marriage and a penchant. But if you have on the table a pair as good
-as his, you can score minor pairs. For instance: He has two Kings on
-the table, and you have two Aces. Your Aces cancel his Kings, and you
-can score any minor pair; but he can not. If you have a minor triplet
-to declare, such as three Eights, no major pair of his will bar it,
-because your triplet counts more than his pair. No minor combination on
-his side will bar you; it must be one of court cards, and it must be
-better than any that you have laid on the table yourself.
-
-_=The Last Six Tricks.=_ After the stock is exhausted, the second
-player must follow suit if able, and must win the trick if he can. As
-already explained, brisques won in the last six tricks are scored as
-they are taken in, and after the last card is played all the brisques
-are re-counted, the player holding more than six scoring ten points for
-each above that number. There is no score for winning the last trick.
-
-Four deals is a game. At the end of the fourth deal the lower score is
-deducted from the higher, and the difference is the value of the game
-in points. If the lesser score is not at least 400 points, the winner
-doubles the difference in his favour.
-
-The only text-book on this game introduces a great many technical terms
-which have no meaning to the ordinary card-player, and which have
-therefore been omitted from this description.
-
-_=Suggestions for Good Play=_ will be found in Binocle.
-
-
-RUBICON BÉZIQUE.
-
-Rubicon Bézique bears the same relation to the ordinary game that
-Railroad Euchre does to Euchre proper. In fact the game might well
-be called Railroad Bézique, for its chief peculiarity is the rapid
-accumulation of large scores. The game seems to have originated in
-France, but is now very popular wherever Bézique is played.
-
-_=CARDS.=_ Rubicon Bézique is played with four piquet packs of
-thirty-two cards each; all below the Sevens being deleted from an
-ordinary pack. The four packs, which should be of the same pattern and
-colour, are shuffled together and used as one. The cards rank: A 10 K Q
-J 9 8 7, the ace being the highest, both in cutting and in play.
-
-_=MARKERS.=_ The game may be kept on a bézique marker, a pull-up
-cribbage board, or with counters. Markers must be made to score at
-least 5000 points. When a cribbage board is used, it is usual to count
-the outside row of pegs as 10 each, the inner row as 100 each, and the
-game pegs in the centre as 1000 each. If counters are used, there must
-be for each player; four white, to mark 10’s; one red to mark 50; nine
-blue to mark 100’s; and four coppers to mark 1000 each. These counters
-are moved from left to right of the player as the points accrue. In
-whatever manner the count is kept, it should be distinctly visible to
-both persons, as playing to the score is very important.
-
-_=STAKES.=_ Rubicon Bézique is played for so much a hundred points,
-and in settling up, all fractions of a hundred are disregarded, unless
-they are necessary to decide the game. Ten cents a hundred is the usual
-stake; sixpence in England. Games are seldom worth less than one or two
-thousand points.
-
-_=PLAYERS.=_ Rubicon Bézique is played by two persons, one of whom is
-known as the _=dealer=_, and the other as the _=pone=_. They cut for
-seats and deal, the player cutting the higher card having first choice,
-and electing whether or not to deal himself. In cutting, the cards rank
-as in play, the ace being the highest. If a player exposes more than
-one card, he must cut again.
-
-_=DEALING.=_ The cards are thoroughly shuffled, and presented to the
-pone to be cut. At least five cards must be left in each packet.
-The dealer then distributes the cards three at a time, first to his
-adversary and then to himself, for three rounds, so that each player
-receives nine cards. No trump is turned; but the first marriage
-declared and scored is the trump suit for that deal. The undealt
-portion of the pack, called the _=stock=_ or _=talon=_, is slightly
-spread between the two players, and a little to the left of the dealer.
-If in spreading the stock any card is found to be exposed, there must
-be a new deal by the same dealer.
-
-_=Misdealing.=_ A misdeal does not lose the deal, but in some cases a
-new deal is at the option of the pone. If the dealer exposes a card
-belonging to his adversary or to the stock, the pone may demand a new
-deal; but if either player exposes any of his own cards, the deal
-stands good. If too many cards are given to either player, and the
-error is discovered before the dealer plays to the first trick, there
-must be a new deal. If either player has too few cards, the pone may
-demand a new deal, or may allow the dealer to supply the deficiency
-from the top of the stock. If any card is found exposed in the pack,
-there must be a new deal. If any card faced in the stock is not
-discovered until the first trick has been played to by the dealer,
-the exposed card must be turned face down, without disturbing its
-position. If the pack is found to be imperfect, the deal in which it is
-discovered is void; but all previous scores or cuts made with that pack
-stand good.
-
-_=METHOD OF PLAYING.=_ The pone takes up and examines his nine cards.
-If he finds himself without King, Queen or Jack of any suit, he
-immediately shows his hand to the dealer, and marks fifty points for
-_=carte blanche=_. Whether he has carte blanche or not, he begins the
-play by leading any card he pleases. If the dealer has carte blanche,
-he must show and score it before playing to the first trick. Players
-are not obliged to follow suit, nor to trump; but may renounce or
-trump at pleasure until the stock is exhausted, after which the method
-of play undergoes a change. Until the first marriage is declared and
-scored there is no trump suit. If the second player in any trick
-follows suit, the higher card wins. Trumps win plain suits. If
-identical cards are played to the same trick, such as two club aces,
-the leader wins.
-
-The tricks are left face upward on the table until an ace or Ten is
-played, for tricks not containing either of these cards are of no
-value. When an ace or Ten is played, the winner of the trick gathers in
-all the cards that have accumulated, and turns them face down in front
-of him. These counting cards are called _=brisques=_, and if a player
-neglects to gather the brisques he wins, his adversary may do so when
-next he wins a trick, whether the trick he wins contains a brisque or
-not; the fact that there is a brisque on the table is sufficient.
-
-_=Declaring.=_ The winner of any trick, before leading for the next
-trick, has the privilege of announcing and scoring any one of certain
-combinations that he may hold in his hand. After, or in the absence of
-any such announcement, and before leading for the next trick, he draws
-one card from the top of the stock, and places it in his hand, without
-showing or naming it. His adversary then draws the next card, so that
-each restores the number of cards in his hand to nine. This method
-of playing, announcing, and drawing is continued until the stock is
-exhausted.
-
-If a player who has already announced carte blanche finds that the
-first card he draws from the stock is not a King, Queen or Jack, he
-shows it to his adversary, and scores another fifty points for another
-carte blanche. This may be continued until he draws one of those cards.
-Carte blanche cannot be scored at all unless held before a card is
-played; that is, it must be dealt to the player originally.
-
-All combinations announced and scored must be left face upward on the
-table, but the cards still form part of the player’s hand, and may be
-led or played at any time, although they must not again be taken in
-hand until the stock is exhausted.
-
-The first marriage announced and scored, no matter by which player,
-makes the _=trump suit=_ for that deal; but a player with a marriage
-on the table is not obliged to announce it if he does not wish to make
-that suit the trump.
-
-_=Irregularities in Play.=_ If a player leads out of turn, and his
-adversary plays to the lead, whether intentionally or otherwise, the
-trick stands good. If the adversary calls attention to the error, the
-card led out of turn may be taken back without penalty.
-
-If, after playing to the first trick, one player is found to have more
-than his right number of cards, the English rules say that the game is
-to be immediately abandoned, and the adversary of the player in error
-is to add 1300 points to his score at the time the error is discovered,
-together with all the points already scored by the player in error; but
-the latter amount must not exceed 900.
-
-The same penalties are enforced if one player has too many cards and
-the other too few; but in the latter case the hand is played out, the
-player not in fault scoring all he can.
-
-If both players have more than their right number of cards, the deal is
-void. If either has less than his proper number, his adversary having
-the right number, the deal stands good, and there is no penalty except
-that the player with the right number of cards wins and scores for the
-last trick. If both have less than the right number, the deal stands
-good, and the actual winner of the last trick scores it.
-
-It will be observed that these rules are quite different from the
-French rules, which have been given in connection with the ordinary
-game of Bézique. In France, it is always the custom to establish the
-_status quo_, if possible, and to assume that the error was quite
-unintentional. In England, all laws are based on the assumption that
-your adversary is a rogue, and the penalties are absurdly severe, but
-we have no authority to change them.
-
-_=Irregularities in Drawing.=_ If a player has forgotten to take his
-card from the talon, and has played to the next trick, the English laws
-compel him to play the remainder of the hand with eight cards; the
-French laws give his adversary the option of calling the deal void, or
-allowing the player in error to draw two cards from the stock next time.
-
-If a player draws two cards from the stock, instead of one, he must
-show the second one to his adversary if he has seen it himself. If it
-was his adversary’s card, he must show his own card also. If he has not
-seen it, he may put it back without penalty. If he draws out of turn,
-he must restore the card improperly drawn, and if it belongs to his
-adversary, the player in error must show his own card. If both players
-draw the wrong cards, there is no remedy.
-
-If the loser of any trick draws and looks at two cards from the stock,
-his adversary may look at both cards of the following draw, and may
-select either for himself. If he chooses the second card, he need not
-show it.
-
-If, on account of some undetected irregularity, an odd number of cards
-remain in the stock, the last card must not be drawn.
-
-_=OBJECTS OF THE GAME.=_ Each game is complete in one deal, and
-the score of the loser is deducted from that of the winner. The
-combinations which may be declared and scored are the same as
-in Bézique, but owing to the use of four packs of cards double
-combinations are much more frequent, and triple combinations are not
-uncommon.
-
-The chief concern of the player must be, first of all, to save himself
-from a rubicon; that is, either to reach 1000 points, or to score as
-few points as possible. If he does not reach 1000, his adversary will
-take whatever he has scored, and add them to his own, besides 1300 in
-addition for rubicon and brisques. For instance: At the end of the hand
-A has scored 1200, and B has only 700. B is rubiconed, and his 700
-points are added to A’s 1200, together with 1300 more for a rubicon
-game and brisques; giving A a grand total of 3200 points to nothing.
-Had B reached 1000, he would have saved his rubicon, and A would have
-scored the difference only, or 200 points, plus 500 for the game; 700
-altogether.
-
-_=Brisques.=_ The aces and Tens of each suit are of no value unless it
-is necessary to count them to decide a tie, or to save a rubicon. They
-are never scored during the play of the hand.
-
-_=Declarations.=_ The combinations which may be announced and
-scored during the play of the hand are divided into three classes:
-A, Marriages and Sequences; B, Béziques; and C, Fours. Only one
-combination can be scored at a time, and it must be announced and
-laid on the table immediately after the player holding it has won a
-trick, and before he draws his card from the talon. If he draws without
-announcing, it is equivalent to saying he has no declaration to make.
-Having drawn his card, even if he has not looked at it, he cannot score
-any declaration until he wins another trick. The various combinations
-and their values are as follows:
-
- CLASS A.
-
- King and Queen in any plain suit, _=Marriage=_ 20
- King and Queen of trumps, _=Royal Marriage=_ 40
- Five highest cards in a plain suit, _=Sequence=_ 150
- Five highest cards in trumps, _=Royal Sequence=_ 250
-
- CLASS B.
-
- Spade Queen and Diamond Jack, _=Single Bézique=_ 40
- Two spade Queens and diamond Jacks, _=Double Bézique=_ 500
- Three spade Queens and diamond Jacks, _=Triple Bézique=_ 1500
- Four spade Queens and diamond Jacks, _=Quadruple Bézique=_ 4500
-
- CLASS C.
-
- Any four Aces 100
- Any four Kings 80
- Any four Queens 60
- Any four Jacks 40
-
-Besides the foregoing, there is the score of fifty points for carte
-blanche, which may be announced only before the first trick is played
-to, and the score of fifty points for the winner of the last trick of
-all.
-
-In class A, the first marriage declared must of course count 40, as it
-is the trump suit for that deal. In class C, the four court cards may
-be of different suits, or any two or more of them may be of the same
-suit.
-
-The rules governing declarations are as follows:--
-
-The player making the declaration must have won the previous trick,
-and must make his announcement before drawing his card from the stock.
-When the stock is exhausted, so that no cards remain to be drawn, no
-announcements can be made.
-
-Only one declaration can be scored at a time, so that a trick must
-be won for every announcement made, or the combination cannot be
-scored. This rule does not prevent a player from making two or more
-announcements at the same time; but he can score only one of them.
-
-A player cannot make a lower declaration with cards which form
-part of a higher combination already shown in the same class. For
-instance:--Marriages and sequences belong to the same class. If a
-sequence has been declared, the player cannot take from it the King
-and Queen, and score for the marriage; neither can he add a new
-Queen to the King already used in the sequence, because the higher
-combination was scored first. The same rule applies to lower and higher
-béziques. But if the lower combination is first shown and scored--the
-marriage--the A 10 J may be added afterward, on winning another trick,
-and the sequence scored. This rule does not apply to cards belonging to
-combinations in different classes. A Queen used in class A may be used
-over again in both B and C classes.
-
-_=Re-forming Combinations.=_ The chief peculiarity in Rubicon Bézique
-is that combinations which have been laid on the table and scored may
-be broken up, re-formed, and scored again indefinitely. For instance:
-A player has declared royal sequence, and scored 250 points for it.
-He may play away the Ace, breaking up the sequence, and upon winning
-the trick lay down another Ace, re-forming the sequence, and scoring
-250 points again. He might repeat the same process with the Ten, King,
-Queen and Jack, and in six successive tricks he would score this royal
-sequence six times, making 1500 points out of it. In actual play it is
-not necessary to go through the formality of playing away a card from
-the combination on the table, and then replacing it, for it amounts to
-the same thing if the new card in the hand is led or played, and the
-fresh combination claimed.
-
-Marriages, béziques and fours may be broken up and re-formed in the
-same way. After declaring 100 Aces, the player may lead or play
-another Ace, and claim another 100 Aces, scoring them when he wins a
-trick. In this way, eight Aces actually held might score 500 points.
-In the bézique combinations, a new card simply re-forms the single
-bézique. In order to score double, triple, or quadruple bézique, all
-the cards forming the combination must be on the table at one time,
-but they may be played and scored one after the other, cumulatively.
-For instance: A player holding quadruple bézique and showing all
-eight cards at once would score 4500 only; the minor béziques would
-be lost. If he had time, and could win tricks enough, he might show
-the single first, scoring 40, then the double, scoring 500, then the
-triple, scoring 1500, and finally the quadruple, scoring 4500, which
-would yield him a grand total of 6540 points. He might declare marriage
-in hearts, and afterward play three more heart Queens, scoring each
-marriage, and then three heart Kings, scoring three more marriages.
-These would all be new combinations.
-
-_=Double Declarations.=_ These are carried forward in the manner
-already described for the ordinary game. Suppose a player has two spade
-Kings on the table, and shows double bézique. He of course marks the
-more valuable score, 500, and simply claims the marriages by saying:
-“With twenty and twenty to score.” On winning another trick he is not
-compelled to score the previous announcement if he has any other or
-better to make. He might have two more Queens, and would announce:
-“Sixty Queens, with twenty and twenty to score.” If he scores one of
-the announcements held over, he still carries on the other.
-
-When announcements are carried forward in this manner, it must be
-remembered that the cards must still be on the table when the time
-comes to score them. If one of them has been led or played, or the
-stock is exhausted before the player wins another trick, the score held
-over is lost.
-
-_=Time.=_ On account of the great number of combinations possible at
-Rubicon Bézique, it is very seldom that a player succeeds in scoring
-everything he holds. He is allowed to count the cards remaining in the
-talon, provided he does not disturb their order. This count is often
-important toward the end of the hand. For instance: You know from the
-cards you hold, and those played, that your adversary must have in
-his hand the cards that will make a double bézique on the table into
-a triple bézique, which would give him 1500 points. If, on counting
-the stock, you find only six cards remain, and you have three certain
-winning trumps to lead, you can shut out his 1500 by exhausting the
-stock before he can win a trick.
-
-_=Irregular Announcements.=_ If a player announces a combination which
-he does not show; such as fours, when he has only three, which he may
-easily do by mistaking a Jack for a King, _his_ adversary can compel
-him not only to take down the score erroneously marked, but to lead
-or play one of the three Kings. A player may be called upon to lead
-or play cards from other erroneous declarations in the same manner;
-but if he has the right card or cards in his hand, he is permitted to
-amend his error, provided he has not drawn a card from the stock in the
-meantime.
-
-_=The Last Nine Tricks.=_ When the stock is exhausted, all
-announcements are at an end, and the players take back into their hands
-all the cards upon the table which may remain from the combinations
-declared in the course of play. The winner of the previous trick then
-leads any card he pleases, but for the last nine tricks the second
-player in each must not only follow suit, but must win the trick if he
-can, either with a superior card or with a trump. Any player failing
-to follow suit or to win a trick, when able to do so, may be compelled
-to take back his cards to the point where the error occurred, and to
-replay the hand from that point. In France he is penalised by counting
-nothing from that point on, either for brisques or for the last trick.
-
-The winner of the _=last trick=_ scores fifty points for it immediately.
-
-_=SCORING.=_ Each deal is a complete game in itself, and the winner
-is the player who has scored the most points for carte blanche,
-combinations, and the last trick. The brisques are not counted, unless
-they are necessary to decide a tie, or save a rubicon.
-
-The value of the game is determined by deducting the lesser score
-from the higher, and then adding 500 points to the remainder. In this
-deduction all fractions of a hundred are disregarded. For instance: A’s
-score is 1830; while B’s is 1260. A wins 1800, less the 1200 scored by
-B, which leaves 600; to this must be added the 500 points for game,
-making the total value of A’s game 1100 points.
-
-If the scores are very nearly equal, being within one or two hundred
-points of each other, the tricks taken in by each player are turned
-over, and the brisques are counted, each player adding to his score ten
-points for every brisque he has won. Suppose that after the last trick
-had been played and scored, A’s total was 1260, and B’s 1140. This is
-close enough to justify B in demanding a count of the brisques. It is
-found that A has seven only, while B has twenty-five. This shows B to
-be the winner of the game, with a total score of 1390 to A’s 1330.
-
-If the difference between the final scores is less than 100 points,
-after adding the brisques and throwing off the fractions, the player
-with the higher score adds 100 points for bonus. In the case just
-given, B’s final score is equal to A’s, after dropping the fractions
-from both; so he would add 100 for bonus to the 500 for game, and win
-600 points altogether.
-
-_=Rubicons.=_ If the lower score is less than 1000, no matter what the
-higher score may be, the loser is rubiconed, and all the points he
-has scored are _added_ to the score of the winner, instead of being
-deducted. In addition to this, the winner adds a double game, or 1000
-points, for the rubicon, and 300 points for all the brisques, no matter
-who actually won them. For example: A’s score is 920, and B’s 440. It
-is not necessary to count the brisques to see that A wins and B is
-rubiconed. A adds B’s 400 to his own 900, making his score 1300, and to
-this total he adds 1300 for rubicon and brisques, making the value of
-his game 2600 points altogether.
-
-The loser is not rubiconed if he can bring his total score to 1000 by
-adding his brisques. Suppose A has 1740 and B 850. The brisques are
-counted, and it is found that B has eighteen, making his score 1030,
-and saving his rubicon. A adds his fourteen brisques, making his total
-1880, which makes the value of his game 1800, minus B’s 1000, plus 500
-for the game, or 1300 altogether.
-
-If B’s brisques did not prove sufficient to save the rubicon, A would
-count them all. Suppose that in the foregoing case B had taken in only
-eleven brisques, leaving his total 990. As this does not save the
-rubicon the game is reckoned as if the brisques had not been counted at
-all, and A wins 1800, plus B’s 800, plus 1300 for rubicon and brisques;
-3900 altogether.
-
-If the player who is rubiconed has scored less than 100 points, the
-winner takes 100 for bonus, in addition to the 1300 for rubicon and
-brisques.
-
-When a series of games is played between the same individuals, it is
-usual to keep the net results on a sheet of paper, setting down the
-hundreds only, and to settle at the end of the sitting.
-
-_=Suggestions for Good Play=_ will be found in Binocle.
-
- * * * * *
-
-_=CHINESE BÉZIQUE=_ is Rubicon Bézique with six packs of cards shuffled
-together and used as one. The counts run into enormous figures, and
-6000 is not an uncommon score for the winner.
-
-In _=CHOUETTE BÉZIQUE=_, one of several players agrees to take all
-bets, and has the choice of deal and seats without cutting. His
-adversaries may consult together in playing against him. If the
-chouette player wins, one of his opponents takes the loser’s place;
-but if he loses, the same player opposes him for the next game.
-The adversaries usually cut to decide which of them shall play the
-first game against the chouette player, the highest card having the
-privilege. If there are four players, two may play against two, each
-consulting with his partner and sharing his bets.
-
-
-BINOCLE.
-
-The word Binocle is spelt in many different ways, all of which, are,
-however, phonetic equivalents of the correct one. The word is probably
-derived from the French word “binage,” which was the name given to
-the combination known as “binocle,” and which seemed a better term
-than “cinq cents” as the game was no longer 500 points up. In all
-German works on card games the name is spelt as we give it; but the
-pronunciation of the initial “b” in the German is so near that of “p,”
-that “Pinocle” is nearer the correct spelling than any other form.
-There is no authority for the introduction of the “h,” which has led
-some persons to think the word a compound of “bis” and “knochle,” and
-has given rise to the forms: binochle, pinochle, pinuchle, pinucle,
-penucle, penuchle, penuckle and pinuckel, all of which may be found in
-various works on card games.
-
-_=CARDS.=_ Binocle is played with two packs of twenty-four cards each,
-all below the Nine being deleted, and the two packs being then shuffled
-together, and used as one. The cards rank A 10 K Q J 9, the Ace being
-the highest, both in cutting and in play.
-
-_=COUNTERS.=_ The game is 1000 points, and is usually scored with
-counters, each player being provided with four white, worth 10 each;
-four blue, worth 100 each; one red, worth 50, and a copper cent or a
-button, which represents 500. These counters are placed on the left
-of the player at the beginning of the game, and are moved over to his
-right as the points accrue. The game is sometimes kept on a cribbage
-board, each player starting at 21, and going twice round to the
-game-hole, reckoning each peg as 10 points.
-
-_=STAKES.=_ Binocle is played for so much a game of 1000 points, and
-the moment either player either actually reaches or claims to have
-reached that number, the game is at an end. If his claim is correct, he
-wins; if it is not, his adversary takes the stakes, no matter what the
-score may be.
-
-_=PLAYERS.=_ Binocle is played by two persons, one of whom is known as
-the _=dealer=_, and the other as the _=pone=_. They cut for the choice
-of seats and deal, and the player cutting the higher card may deal or
-not, as he pleases. It is usual for the player having the choice to
-make his adversary deal. A player exposing more than one card must cut
-again.
-
-_=DEALING.=_ After the cards are thoroughly shuffled, they are
-presented to the pone to be cut. At least five cards must be left in
-each packet. The dealer then distributes the cards four at a time for
-three rounds, giving to his adversary first, and then to himself. The
-twenty-fifth card is turned up for the trump. If this card is a Nine,
-the dealer claims _=dix=_, and counts ten for it immediately. The trump
-card is laid aside, and the remainder of the pack, which is called
-the _=stock=_, or _=talon=_, is slightly spread, to facilitate the
-process of drawing cards from it, and to be sure that none of the cards
-remaining in the stock are exposed. The trump is usually placed face up
-under the last card of the stock.
-
-In _=Sixty-four-card Binocle=_, the Sevens and Eights are added to
-the pack. There are then two ways to play: If eight cards are dealt
-to each player, the game is simply Bézique, except for some minor
-details relating to the combinations and their value. These are usually
-disregarded, and the regular game of Bézique is played. If twelve cards
-are dealt to each player, the game is the same as the one about to be
-described, but with eight cards added to the pack, and the Seven taking
-the place of the Nine for dix.
-
-_=Misdealing.=_ If the dealer exposes a card belonging to his adversary
-or to the stock, the pone may demand a new deal; but if either player
-exposes any of his own cards the deal stands good. If too many cards
-are given to either player, and the error is discovered before the
-dealer plays to the first trick, there must be a new deal. If either
-player has too few cards, the pone may demand a new deal, or may allow
-the dealer to supply the deficiency from the top of the stock. If any
-card is found exposed in the pack, there must be a new deal. If a card
-faced in the stock is not discovered until the first trick has been
-played to by the dealer, the exposed card must be turned face down,
-without disturbing its position. If the pack is found to be imperfect,
-the deal in which it is discovered is void; but all previous scores and
-cuts made with that pack stand good. In all misdeals the same dealer
-deals again.
-
-_=METHOD OF PLAYING.=_ After the trump is turned, the pone begins by
-leading any card he pleases. The second player is not obliged to follow
-suit, nor to trump; but may renounce or trump at pleasure until the
-stock is exhausted, after which the method of play undergoes a change.
-If the second player follows suit in any trick, the higher card wins.
-Trumps win plain suits. If identical cards are played to the same
-trick, such as two club Jacks, the leader wins.
-
-The winner of the trick takes in the cards, turning them face down, but
-before he leads for the next trick he has the privilege of announcing
-and scoring any one of certain combinations that he may hold in his
-hand. After, or in the absence of any such announcement, and before
-leading for the next trick, he draws a card from the top of the stock,
-and places it in his hand, without showing or naming it. His adversary
-then draws the next card, so that each player restores the number of
-cards in his hand to twelve. This method of playing, announcing, and
-drawing from the talon is continued until the stock is exhausted. The
-A 10 K Q J of each suit have certain counting values, which will be
-described further on.
-
-All combinations announced and scored must be laid face upward on the
-table; but the cards still form part of the player’s hand, and may be
-led or played at any time, although they must not again be taken in
-hand until the stock is exhausted.
-
-_=Irregularities in Play.=_ If either player leads out of turn, and his
-adversary plays to the lead, whether intentionally or otherwise, the
-trick stands good. If the adversary calls attention to the error, the
-card may be taken back without penalty.
-
-If at any time it is discovered that a player has too many cards, his
-adversary may either claim a fresh deal, or may compel him to play
-without drawing from the talon until the number of his cards is reduced
-to twelve. The player with too many cards is not allowed to make or
-score any announcements until he has his right number of cards. If a
-player has too few cards, his adversary may either claim a fresh deal,
-or allow him to make good the deficiency by drawing from the stock.
-
-Any player looking at any but the last trick turned down, forfeits his
-entire score for “cards.”
-
-_=Irregularities in Drawing.=_ If a player has forgotten to take a card
-from the talon, and has played to the next trick, his adversary may
-elect to call the deal void, or to allow him to draw two cards next
-time.
-
-If a player has drawn two cards from the stock, instead of one, he must
-show the second one to his adversary if he has seen it himself. If it
-was his adversary’s card, he must show his own card also. If he has not
-seen it, he may put it back without penalty. If he draws out of turn,
-he must restore the card improperly drawn, and if it belongs to his
-adversary, the player in error must show his own card. If both draw the
-wrong cards there is no remedy, and each must keep what he gets. If the
-loser of any trick draws and looks at two cards from the stock, his
-adversary may look at both cards of the following draw, and may select
-either for himself. If he chooses the second card, which his adversary
-has not seen, he need not show it.
-
-If, on account of some undetected irregularity, an even number of cards
-remain in the stock, the last card must not be drawn. The winner of the
-trick takes the last but one, and the loser takes the trump card.
-
-_=OBJECTS OF THE GAME.=_ The aim of each player is to reach 1000 points
-before his adversary, and the one first reaching that number, and
-announcing it, wins the game. Points are scored for _=dix=_, _=melds=_,
-the _=last trick=_, and for _=cards=_, which are the counting cards in
-tricks won.
-
-_=Melds.=_ The various combinations which are declared during the
-play of the hand are called melds, from the German word melden, to
-announce. These melds are divided into three classes: _a_, Marriages
-and Sequences; _b_, Binocles; and _c_, Fours. Only one combination can
-be announced at a time, and it must be melded immediately after the
-player holding it has won a trick, and before he draws his card from
-the stock. If he draws without announcing, even if he has not seen the
-card drawn, he cannot meld anything until he wins another trick. The
-melds and their values are as follows:--
-
- CLASS A.
-
- King and Queen of any plain suit, _=Marriage=_, 20
- King and Queen of Trumps, _=Royal Marriage=_, 40
- The five highest trumps, _=Sequence=_, 150
-
- CLASS B.
-
- Spade Queen and diamond Jack, _=Binocle=_, 40
- Two spade Queens and diamond Jacks, _=Double Binocle=_, 80
- King and Queen of spades, and diamond Jack, _=Grand Binocle=_, 80
-
- CLASS C.
-
- Four Aces of different suits, 100
- Four Kings of different suits, 80
- Four Queens of different suits, 60
- Four Jacks of different suits, 40
- Eight Aces, 200
- Eight Kings, 160
- Eight Queens, 120
- Eight Jacks, 80
-
-The third meld in class B is not often played in America. The count
-for it is the same, 80 points, whether the marriage in spades is the
-trump suit or not. It will be observed that the court cards in class C
-must be of different suits in Binocle, whereas, in Bézique, any four
-court cards may be declared. The following rules govern all classes of
-declarations:--
-
-The player making the declaration must have won the previous trick,
-and must meld before drawing his card from the stock. When the
-stock is exhausted, so that no cards remain to be drawn, no further
-announcements can be made.
-
-Only one meld can be scored at a time, so that a trick must be made
-for every announcement made, or the combination cannot be scored, and
-a fresh card must be played from the hand for every fresh meld. This
-is a very important rule, and little understood. Suppose a player
-holds four Kings and four Queens. The total count for the various
-combinations these cards will make is 220: two plain-suit marriages, 20
-each; royal marriage, 40; four Kings, 80; and four Queens, 60. As only
-one combination can be scored for each trick won, and as the player
-must lay down at least one fresh card for each successive meld, it is
-evident that if he begins with the 80 Kings, and then marries each
-of them in turn, when he comes to the fourth Queen he will have to
-sacrifice the 20 for a marriage in order to score the 60 for the four
-Queens. He cannot score both, or he will not be complying with the rule
-about the fresh card from the hand for every meld. That is why four
-Kings and four Queens are never worth 240, but only 220.
-
-A player cannot meld cards which have already been used to form higher
-combinations in the same class; but he may use cards melded in lower
-combinations to form more valuable ones in the same class, provided he
-adds at least one fresh card from his hand. The principle is that cards
-may be _=added=_ to melds already shown, but they cannot be _=taken
-away=_ to form other combinations in the same class. For example:
-Royal marriage has been melded and scored. The player may _=add=_ to
-this the Ace, Ten, and Jack of trumps to make the sequence, which is
-a more valuable combination in the same class. But if the first meld
-is the sequence, he cannot _=take away=_ from the sequence the card or
-cards to form a marriage. A new Queen added to the King already in the
-sequence will not make a marriage; because it is not the Queen that is
-added to the sequence, but the King that is taken away.
-
-The same rule applies to the binocles. If a player has scored double
-binocle, he can not afterward take away two cards to meld a single
-binocle; but if the single binocle has been melded and scored first, he
-may add two more cards, and score the double binocle. He cannot score
-the second single, and then claim the double, because some new card
-must be added to form a new meld in the same class.
-
-If four Kings are melded and scored, the other four may be added later;
-but if the eight Kings are first melded, the score for the four Kings
-is lost.
-
-Cards may be taken away from one combination to form less valuable
-combinations in another class. For instance: Four Jacks have been
-melded; the diamond Jack may be taken away to form a binocle with the
-spade Queen. If spades are trumps, and the sequence has been melded,
-the Queen may be taken away to form a binocle, because the binocle is
-in a different class of melds; but the Queen cannot be used to form a
-marriage, because the sequence and the marriage are in the same class.
-As there are three classes, one card may be used three separate times.
-The spade Queen, for instance, may be used in a marriage, in binocle,
-and in four Queens, and these melds may be made in any order.
-
-Cards once used in combinations cannot again be used in melds of equal
-value belonging to the same class; and combinations once broken up
-cannot be re-formed by the addition of fresh cards. For instance: Four
-Kings have been melded, and one of them has been used in the course of
-play. The player cannot add a new King to the three remaining, and meld
-four Kings again. A marriage in hearts has been melded, and the King
-played away. A new King will not make another marriage with the old
-Queen. A binocle has been melded, and the Jack has been played; another
-Jack will not make a new binocle with the old Queen.
-
-_=Double Declarations.=_ When a player makes a meld containing certain
-cards which will form a counting combination with other cards already
-on the table, it is called a double declaration, that is, a meld in two
-different classes at the same time. For instance: A player has melded
-and scored four Kings, and on winning another trick he melds binocle.
-Two of the cards on the table form a marriage in spades, and as the
-marriage is in a different class from either of the other melds, he may
-claim it and score it; but if he does, he will lose the score for the
-binocle, being prevented by the rule about a fresh card from the hand
-for each individual meld. The only way to secure both scores would be
-to meld the marriage first, and afterward to lay down the Jack and meld
-the binocle.
-
-_=Time.=_ On account of the number of combinations possible, and the
-fact that there are only twelve tricks to be played before the scores
-for announcements are barred, it frequently happens that a player has
-not time to score everything he holds. He is allowed to count the cards
-remaining in the talon, provided he does not disturb their order, and
-it is often important to do so toward the end of a hand.
-
-_=Scoring Dix.=_ If a player holds or draws the Nine of trumps, he has
-the privilege of exchanging it for the turn-up card, and scoring ten
-points for dix. The exchange must be made immediately after winning a
-trick, and before drawing his card from the stock. Should the turn-up
-be a Nine, the exchange may still be made and scored; and if one player
-has already exchanged a Nine for the turn-up, the second Nine may still
-be exchanged for the first, and scored. A player cannot score dix and
-any other combination at the same time. For this reason a player whose
-time is short will often forego the dix score altogether unless the
-trump card is valuable.
-
-_=Irregular Melds.=_ If a player announces a combination which he does
-not show, such as fours when he has three only, which he may easily
-do by mistaking a Jack for a King, his adversary can compel him not
-only to take down the score erroneously marked, but to lead or play one
-of the three Kings. A player may be called upon to lead or play cards
-from other erroneous declarations in the same manner, but if he has the
-right card or cards in his hand, he may amend his error, provided he
-has not drawn a card from the stock in the meantime.
-
-_=The Last Twelve Tricks.=_ When the stock is exhausted all
-announcements are at an end, and the players take back into their hands
-all the cards upon the table which may remain from the combinations
-declared in the course of play. Should a player take up his cards
-before playing to the last trick, he may be called upon to lay his
-entire hand on the table.
-
-The winner of the previous trick then leads any card he pleases; but
-for the last twelve tricks the second player in each must not only
-follow suit, but must win the trick if he can, either with a superior
-card or with a trump. Any player failing to follow suit or to win a
-trick, when able to do so, may be compelled to take back his cards to
-the point where the error occurred, and to replay the hand from that
-point on. The penalty for the _=revoke=_ varies in different places,
-but the general rule is for the revoking player to lose his entire
-count for “cards.”
-
-The winner of _=the last trick=_ scores ten points for it; and the
-players then turn over the tricks they have taken, and count their
-score for “cards.”
-
-_=Cards.=_ The five highest cards in each suit count toward game for
-the player winning them. The Ace is worth 11 points, the Ten 10, the
-King 4, the Queen 3, and the Jack, 2, no matter what the suit may
-be, so that there are 240 points for cards to be divided between the
-players in each deal. It is usual for only one to count, the other
-checking him, and taking the difference between the total and 240.
-Cards are not scored as the tricks are taken in, but after the hand is
-over and the 10 points have been scored for the last trick.
-
-From this it might be imagined that no notice was taken of the counting
-value of the cards taken in during the play. Early in the game this is
-true; but toward the end each player must keep very careful _=mental
-count=_ of the value of his tricks, although he is not allowed to make
-any note of it, nor to score it. When either player knows, by adding
-his mental count to his score for melds and dix, that he has made
-points enough to win the game, he stops the play by knocking on the
-table. He then turns over his tricks and counts his cards, to show his
-adversary that he has won the game. Even if both have enough to go out,
-the player wins who knocks first, provided his count is correct. If the
-player who knocks is mistaken, and cannot count out, he loses the game,
-no matter what his adversary’s score may be.
-
-If neither knocks, and at the end of the hand both players are found
-to have points enough to put them out, neither wins the game. If the
-game is 1000 points, it must be continued to 1250. Should both reach
-that point without knocking, it must be continued to 1500. If neither
-knocks, and only one has enough points to put him out, he wins the game
-on its merits.
-
-_=SCORING.=_ The game is usually 1000 points. All scores for dix,
-melds, and the last trick, are counted as soon as made; but the players
-are not allowed to keep any record of the score for cards, nor to go
-back over their tricks to refresh their memory. Any player going back
-further than the last trick turned and quitted, forfeits his entire
-score for cards. The player first correctly announcing that he has
-reached 1000 points, wins the game, no matter what his adversary’s
-score may be; but if the announcement is incorrect, he loses the game.
-
-Should a player score more than he is entitled to; as, for instance,
-scoring 80 for four Queens, his adversary may take down the superfluous
-score, 20 points in this instance, and may add it to his own score for
-a penalty.
-
-_=CHEATING.=_ Apart from the usual weapons of false shuffles, strippers
-cut to locate or pull out the binocle cards, and the opportunities
-always offered to the greek when the cards are dealt three or four at
-a time, the bézique family of games are particularly adapted to the
-use of marked cards. These will show the philosopher the exact value
-of both the cards in the next draw, and will enable him to vary his
-play accordingly. It is for this reason that in France the top card of
-the stock is always drawn by the same player, no matter which wins the
-trick. In Rubicon Bézique, a person should be very familiar with the
-movements peculiar to dealing seconds before he ventures to play in a
-public café, or he may find his adversary with the most astonishing run
-of repeated combinations, and will be rubiconed almost every game.
-
-Never play with a man who cuts the pack with both hands, watches the
-cards closely as he deals, or looks intently at the top of the stock
-before he plays to the current trick. Players who have a nervous
-affection which makes them pass over too many counters at once will
-also bear watching. Colour blindness may lead them to take over a blue
-instead of a white in a close game.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ The general principles of play are much
-the same in all the Bézique family of games.
-
-It is usually best to give your adversary the deal, because the first
-lead is often an advantage, especially if the turn-up is valuable, and
-you have a dix, or if you want to make the trump in Rubicon Bézique.
-
-It is seldom right to make the trump unless you have one or two of the
-sequence cards with the marriage.
-
-_=The Lead=_ is a disadvantage unless you have something to declare,
-or there is a brisque in the trick, or you can get home the Ten of a
-plain suit. The Tens are of no value in plain suits except as brisques,
-for they enter into no combination with other cards except in Penchant,
-Cinq-cents, and Rubicon. If the trick is of no value, or you have
-nothing important to declare, get rid of your small cards, and lead
-them when you do not want to retain the lead. The lead is sometimes
-necessary to prevent your adversary from declaring, especially toward
-the end of the hand. If you have led a brisque and won the trick, it is
-better to lead another brisque in the same suit than to change.
-
-Aces are better leads than Kings or Queens, for the court cards can be
-married, and you may never get 100 Aces. Kings are better leads than
-Queens, especially if the Queens are spades. Jacks are better than
-either, but the Jack of diamonds should be kept as long as possible.
-If you have to decide between two combinations, one of which you must
-sacrifice, lead that which is of the smallest value, or the least
-likely to be restored. For instance: If your adversary has shown one or
-two Kings, but no Ace, and you have three of each, you are more likely
-to get 100 Aces than 80 Kings.
-
-If you hold duplicate cards, especially in trumps, play the one on the
-table, not the one in your hand.
-
-_=Brisques.=_ Beginners often overlook the importance of brisques.
-Every time you allow your adversary to take in a brisque which you
-might have won, you make a difference of twenty points in the score.
-While you are hugging three Aces, waiting for a fourth, your adversary
-may get home all his Tens, and then turn up with your fourth Ace in his
-hand.
-
-_=Discarding.=_ It is usually best to settle upon one of two suits
-or combinations, and to discard the others, for you cannot play for
-everything. Having once settled on what to play for, it is generally
-bad policy to change unless something better turns up.
-
-Your adversary’s discards will often be a guide as to the combinations
-he hopes to make, and will show you that you need not keep certain
-cards. For instance: If a binocle player discards or plays two heart
-Kings, it is unlikely that he has either of the Queens, and you may
-reasonably hope for 60 Queens; but it will be impossible for you to
-make anything out of your Kings but marriages. In Bézique, where Kings
-may be of the same suit in fours, you will have a slightly better
-chance for 80 Kings on account of your adversary’s discards, because he
-certainly has no more, as he would not break up three Kings.
-
-_=Declaring.=_ It is often a nice point to decide whether or not you
-can afford to make minor declarations while holding higher ones in
-your hand. In Rubicon many players will give up the trump marriage if
-they have the sequence, especially with a good chance of re-forming it
-several times with duplicate cards. The number of cards in hand will
-often be the best guide. In Rubicon, if you held trump sequence and
-double bézique, it would be better to declare the sequence first, and
-to lead the card you drew. One of the trump sequence on the table would
-then be free to regain the lead and declare the double bézique; but if
-the bézique was declared first, the sequence might have to be broken
-into to regain the lead. With a plain-suit sequence and four Aces,
-declare the Aces first. They will then be free to win tricks for the
-purpose of making other declarations.
-
-It is seldom right to show the bézique cards in other combinations, and
-four Jacks is a very bad meld, because it shows your adversary that
-he cannot hope for double bézique. By holding up bézique cards, even
-if you know they are of no use to you, you may lead your adversary to
-break up his hand, hoping to draw the card or cards you hold.
-
-_=Trumps.=_ Small trumps may be used to advantage in winning brisques,
-but you should keep at least one small trump to get the lead at
-critical periods of the hand, or to make an important declaration. It
-is bad policy to trump in to make minor declarations, unless your time
-is short. It is seldom right to lead the trump Ace, except at the end
-of the hand, or when you have duplicates, but leading high trumps to
-prevent an adversary from declaring further is a common stratagem,
-if you know from the cards in your hand, and those played, that your
-adversary may get the cards to meld something of importance.
-
-_=The Last Tricks.=_ Before you play to the last trick, give yourself
-time to note the cards your adversary has on the table, and compare
-them with your own, so that you may play the last tricks to advantage.
-If you wait until after playing to the last trick, he may gather up his
-cards so quickly that you will be unable to remember them. At Rubicon
-it is not always advisable to win the last trick. If your adversary
-is rubiconed in any case, you may add 100 points to your own score by
-giving him the 50 for the last trick, which may put him across the line
-into another hundred.
-
-
-TEXT BOOKS.
-
- Foster’s Complete Pinocle. 1906.
- Laws of Pinochle, by R.F. Foster. 1908.
- Bézique and Cribbage, by “Berkeley.”
- The Royal Game of Bézique, by Chas. Goodall.
- Pocket Guide to Bézique, by “Cavendish.”
- Bézique, by J.L. Baldwin.
- Rubicon Bézique, by “Cavendish.”
- Bézique, by Reynolds & Son.
- Bézique, by English.
- Règle du Bésique Japonais.
-
-Articles in _Macmillan_, Dec., 1861; _Field_, Jan. 30, 1869; _Pall Mall
-Gazette_, Jan. 23, 27, 1869; _Once a Week_, Feb. 13, Mar. 20, 1869;
-_Daily News_, Feb. 10, 1869; _Westminster Papers_, Jan., 1869.
-
-
-THREE-HANDED BINOCLE.
-
-When three persons play, the entire pack is dealt out, giving sixteen
-cards to each player, four at a time, and turning up the last for the
-trump. There is no stock. Each plays for himself, and must keep his own
-score. A triangular cribbage board is very useful for this purpose.
-
-_=Dix.=_ Each player in turn, beginning on the dealer’s left, may show
-the Nine of trumps if he holds it, and exchange it for the trump card.
-Should two Nines be shown by different players, the one on the dealer’s
-left takes the turn-up trump. Even if the dealer has a Nine himself, he
-is not allowed to keep the turn-up trump. If the same player holds both
-Nines he may score twenty on winning a trick. A player with 990 up is
-not out if he turns up the Nine. He must win a trick.
-
-_=Melds.=_ All the combinations have the same value as in the ordinary
-game, but all melds are laid upon the table before a card is played.
-When he lays down his cards, a player may make as many combinations
-with them as he can, just as he would in the ordinary game if he had
-plenty of time. If he has the trump sequence, he may lay down the
-marriage first, then the A 10 J. If he has double binocle, he may lay
-down the single first, and then the other, claiming the count for both.
-Four Kings and four Queens count 220. The trump sequence counts 190.
-
-No player is allowed to meld after he has played to the first trick.
-If he discovers he had more to meld, but has played a card, the
-unannounced score is lost. An interesting variation is sometimes
-introduced by allowing the other players to claim any score overlooked
-by the one who melds.
-
-The total number of points claimed by each player is simply announced,
-but not scored. The player must win a trick before he can score
-anything; but the first trick he wins entitles him to score everything
-he has announced, including dix. It is usual to put the melds on a
-slate, and to rub them out if the player does not win a trick.
-
-_=Playing.=_ The melds are all taken in hand again before play begins.
-The eldest hand leads for the first trick any card he pleases, and the
-others must follow suit if able, and must win the trick if they can,
-either with a higher card or with a trump. If the third hand cannot win
-the trick, he is still obliged to follow suit if he can; but if he has
-none of the suit led, and the second hand has already put on a better
-trump than any held by third hand, the latter must under-trump if he
-can. The winner of one trick leads for the next, as in the ordinary
-game. The winner of the sixteenth or last trick counts ten points for
-it at once.
-
-_=Scoring.=_ The points for dix, melds, and the last trick are all
-scored with the counters in the ordinary way, but the score for cards
-must be kept mentally. The moment any player correctly announces that
-he has reached 1000 points, he wins the game, no matter what the
-others may have scored. If his claim is not correct, he retires, and
-the two remaining players finish alone. If neither wins the game that
-deal, they play the next deal as in ordinary two-handed Binocle, with
-a stock, the ultimate winner taking the stakes. If it has been agreed
-that the lowest score pays when the first player goes out, the game is
-ended as soon as one retires. If two players reach 1000 points without
-either having claimed the game, they must both go on to 1250; but if
-the third player reaches and announces 1000 before either of the others
-reaches 1250, he wins the game.
-
-_=The Revoke.=_ The individual player in error loses his entire score
-for “cards.” The bidder cannot be set back if either adversary revokes.
-He may demand that the hand be played out if he thinks he can get a
-good score.
-
-
-GAIGEL.
-
-This is sometimes called _=Short Binocle=_. It is played by two persons
-with the forty-eight card pack, and the melds are reduced to the
-following values:--
-
- King and Queen of a plain suit 20
- Double marriage in the same suit 40
- King and Queen of trumps 40
- Double marriage in trumps 80
- Any five Nines 101
-
-Two single marriages in the same suit cannot be melded at different
-times. Game is 101 points.
-
-
-FOUR-HANDED BINOCLE.
-
-Four persons may play, each for himself, or two against two as
-partners, sitting opposite each other. All the cards are dealt, twelve
-to each player, four at a time, and the last is turned up for the trump.
-
-_=Melds=_ are not made until the player holding them has played to the
-first trick. The eldest hand leads and then melds; the second player
-plays and then melds, and so on. The card played to the first trick may
-still be reckoned in the melds.
-
-_=Playing.=_ The general rules of play are the same as in the
-three-handed game; players being obliged to follow suit and to win the
-trick if able to do so. The fourth player must win his partner’s trick
-if he can, and any player who cannot follow suit to a trick that is
-already trumped must under-trump if he is unable to over-trump.
-
-_=Scoring.=_ There are three ways to score: In the first, each player
-must individually win a trick in order to score his melds. In the
-second, when either partner wins a trick, the melds in both hands may
-be scored. In both these the melds are kept separate. In the third,
-when a player wins a trick he may combine his melds with those of his
-partner to form fresh combinations, and the scores are made as if the
-melds of the two partners were in one hand; but cards previously played
-to the tricks cannot be used in these fresh combinations. The cards
-must still be on the table, unplayed. For this reason, in this style of
-game the melds are not taken up until one of the partners wins a trick.
-
-
-AUCTION BINOCLE.
-
-In this variation, each of three or four players is for himself. The
-forty-eight cards are dealt out, four at a time, but no trump is
-turned. Beginning on the dealer’s left, each player in turn bids a
-certain number of points for the privilege of naming the trump suit and
-of having the lead for the first trick. There are no second bids. If
-all pass, the dealer must bid twenty.
-
-As soon as the trump is named, every player at the table makes his own
-melds, which will be good if he wins a trick. The rules for play are
-the same as in the ordinary three and four hand.
-
-If four play as partners, two against two, the eldest hand always leads
-for the first trick, no matter who the successful bidder may be.
-
-The bidder always has the first count at the end of the hand, and it is
-usual to play this game so many deals, instead of so many points. At
-the end of six deals, for instance, the highest score is the winner.
-
-Sometimes this game is played with a widow, three cards when three
-play, four when four play. Each player is allowed three bids, and the
-successful bidder turns the widow face up, so that all may see what it
-contained. He then takes the widow into his hand and discards what he
-pleases, face down, to reduce his hand to the same number of cards as
-the other players. The trump is not named until after this discard. The
-bidder has the first lead and also the first count. Six deals is a game.
-
-
-SIXTY-SIX.
-
-Sixty-six is one of the simplest forms of Bézique, and is an extremely
-good game for two persons with one pack of cards.
-
-_=Cards.=_ Sixty-six is played with a pack of twenty-four cards, all
-below the Nine being deleted. The cards rank, A 10 K Q J 9; the Ace
-being the highest, both in cutting and in play.
-
-_=Markers.=_ The game may be kept with the small cards in the unused
-portion of the pack, or with a whist marker or counters. Anything that
-will score up to seven points will do.
-
-_=Players.=_ The regular game is played by two persons, one of whom is
-known as the dealer, and the other as the pone. They cut for seats and
-deal, the highest cut having the choice.
-
-_=Stakes.=_ Sixty-six is played for so much a game, or for so much a
-point, the loser’s score being deducted from the winner’s. If the loser
-has not scored at all, it is usually counted a double game.
-
-_=Dealing.=_ The cards having been shuffled and presented to the pone
-to be cut, the dealer gives six cards to each player, three at a time,
-dealing first to his adversary. There are several ways of making the
-trump, one of which should be agreed upon before play begins. One
-way is for the pone to draw a card from the top, the middle, or the
-bottom of the talon, after the dealer has given each player his six
-cards. Another way is for the dealer to turn up the seventh card,
-after dealing the first round of three to each player. Another, and
-the one generally adopted in America, is for the dealer to turn up the
-thirteenth card for the trump, after giving six cards to each player.
-The trump card is left face upward on the table, and is usually placed
-under the remainder of the pack, which is slightly spread, face down,
-for the players to draw from.
-
-The general rules for irregularities in the deal are the same as in
-Binocle. A misdeal does not lose the deal.
-
-_=Objects of the Game.=_ The object of the game, as its name implies,
-is to count sixty-six. If a player can get sixty-six before his
-adversary, he counts one point toward game. If he gets sixty-six before
-his opponent gets thirty-three, which is called _=schneider=_, he
-counts two. If he gets sixty-six before his adversary wins a trick,
-which is called _=schwartz=_, he counts three. The player first making
-seven points in this manner wins the game.
-
-A player may reach sixty-six by winning tricks containing certain
-counting cards; by holding and announcing marriages, which are the King
-and Queen of any suit; and by winning the last trick.
-
-The various counts for these are as follows:--
-
- For King and Queen of trumps, _=Royal Marriage=_, 40
- For King and Queen of any plain suit, _=Marriage=_, 20
- For the Ace of any suit, 11
- For the Ten of any suit, 10
- For the King of any suit, 4
- For the Queen of any suit, 3
- For the Jack of any suit, 2
- For the last or twelfth trick, 10
-
-The marriages count for the player holding and announcing them; all
-other points for the player actually winning them. The last trick does
-not count unless it is the twelfth; that is, not unless every card is
-played.
-
-_=Method of Playing.=_ The pone begins by leading any card he pleases.
-The second player in any trick is not obliged to follow suit, even in
-trumps; but may renounce or trump at pleasure until the players cease
-to draw from the stock. If the second player follows suit, the higher
-card wins the trick. Trumps win all other suits.
-
-_=Drawing.=_ The winner of the trick takes in the cards, turning them
-face down; but before he leads for the next trick he draws a card
-from the top of the stock, and places it in his hand without showing
-or naming it. His adversary then draws the next card, so that each
-restores the number of cards in his hand to six.
-
-_=The Trump.=_ If either player holds or draws the Nine of trumps, he
-may exchange it for the turn-up at any time, provided he has already
-won a trick. This need not be the trick immediately before exchanging,
-and he need not wait to get the lead before making the exchange.
-For instance: A player holding the Nine, and having to play to his
-adversary’s lead, may win the trick with the turn-up card, leaving the
-Nine in its place, provided he has won some previous trick. There is
-no count for dix, as in Bézique and Binocle, and the player is not
-obliged to exchange unless he wishes to do so. If the Nine is the last
-card in the stock, it is, of course, too late to exchange it, and the
-player drawing it must keep it.
-
-_=Marriages.=_ If a player holds both King and Queen of any suit,
-he may count 20 points towards 66 for the marriage, or 40 for royal
-marriage, by leading either of the marriage cards. It is not necessary
-for the King or Queen so led to win the trick; but the player declaring
-a marriage must have the lead, and must have won a trick, or he cannot
-count it. The pone may declare a marriage on his first lead; but
-it will not count unless he wins some subsequent trick, and if his
-adversary gets to 66 before the pone gets a trick, the marriage is
-lost, and the pone is schwartz.
-
-If the 20 or 40 claimed for the marriage is enough to carry the
-player’s count to 66 or beyond, the marriage need only be shown
-and claimed, without leading it, and the remaining cards are then
-abandoned, provided the count is correct. Only one marriage can be
-shown but not led in this manner.
-
-In the ordinary course of play it is not necessary to show both cards
-of the marriage unless the adversary asks to see them. The player
-simply leads the King or Queen, and says: “Twenty,” or “Forty,” as the
-case may be. If he leads a King or Queen without claiming any count, it
-is evident that he has not a marriage. If he has simply forgotten to
-claim it, he cannot amend the error after his adversary has played to
-the trick, and the score is lost. To avoid disputes, careful players
-leave one of the marriage cards face up among their cards, as a
-reminder that a marriage was claimed in that suit, either by the player
-with the card turned, or by his adversary.
-
-_=Counting.=_ A player is not allowed to make any record of his
-progress toward sixty-six, but must keep his count mentally. It is
-highly important to keep both your own and your adversary’s count, in
-order that you may always know how many each of you wants to reach
-66. A player is not allowed to go back over his tricks to refresh
-his memory, and if he looks at any trick but the last one turned and
-quitted, he loses the privilege of “closing.”
-
-All _=irregularities=_ in playing and drawing are governed by the same
-rules as in Binocle.
-
-_=The Last Six Tricks.=_ After the stock is exhausted, marriages may
-still be led or shown, and scored; but the second player in each trick
-must follow suit if he can, although he is not obliged to win the trick
-unless he chooses to do so. If all the cards are played, the winner of
-the last or twelfth trick, counts 10 for it toward his 66.
-
-_=Announcing Sixty-six.=_ If neither of the players has claimed to have
-reached 66 until after the last trick is played, both turn over their
-cards and count their points. If only one has reached 66, he counts
-one or two points, according to his adversary’s count. If neither has
-reached 66, which is possible if no marriages have been declared; or if
-both have 66 or more, and neither has claimed it, neither side scores,
-but the winner on the next deal adds one to whatever he may make. For
-instance: A and B are adversaries, and the last trick is played without
-either announcing that he is sixty-six. On counting, it is found that
-A has 48 points and a marriage, 68 altogether, while B has 72 points
-and the last trick, 82 altogether. Neither counts anything. On the next
-deal let us suppose that A makes 66 before B gets out of schneider,
-which will give A two points. To these he adds one for the tie on the
-last deal, and scores three altogether.
-
-_=Closing.=_ Closing is turning the trump card face down on the
-remainder of the pack, which signifies that there shall be no more
-drawing from the stock, and that the second player in each trick must
-follow suit if he can, although he is not obliged to win the trick.
-
-A player can close only when he has the lead, but having the lead, he
-may close at any time. The pone may close before leading for the first
-trick; or after winning the first trick, and before drawing from the
-stock. The leader may close after one or more tricks have been played,
-and he may close without drawing from the stock; or he may draw, and
-then close. If the leader closes without drawing, his adversary must
-play without drawing.
-
-When the stock is closed, the player holding the Nine of trumps may
-still exchange it for the trump card, whether he is the closer or not,
-provided he has previously won a trick. It is usual for the closer, if
-he does not hold the Nine himself, to take up the trump card and offer
-it to his adversary. This is an intimation that he is about to turn it
-down if his adversary does not want it. It is sometimes better not to
-exchange when the game is closed, as it may give the adversary a good
-counting card if he can catch all your trumps.
-
-There is no score for the last trick when the game is closed, because
-the number of tricks played will then be less than twelve.
-
-As closing gives peculiar advantages to the closer, there are certain
-forfeits if a person closes and fails to reach 66. There are three
-varieties of closing, which are as follows:--
-
-If, during the play of the hand, either player thinks he has reached
-66, he closes, and turns over the tricks he has already won. If he
-is correct, he scores one, two, or three points, according to the
-condition of his adversary’s count. But if he is not correct, and has
-not quite reached 66, his adversary scores two points in any case, and
-if the non-closer had not won a trick up to the time the stock was
-closed, he scores three; because that is the number the closer would
-have won if he had been correct in his count.
-
-If a player thinks he would have a better chance to reach 66 first if
-his adversary was compelled to follow suit, he may close the stock. For
-instance: A’s mental count is 35, and he holds in his hand a marriage,
-and the Ace of another plain suit; but no trumps. If he closes at
-once, and leads the Ace, his adversary will have to follow suit, and
-the 11 points will put the closing player to 46. He can then show his
-marriage, without leading it, and claim 66. But if the adversary should
-turn out to have none of the suit led, and should trump the Ace, A
-might never reach 66, and B would count two points.
-
-A player may close, hoping to make schneider or schwartz. For instance:
-A knows his score is 13, while B has 32. A has royal marriage and Ace
-of trumps in his hand, and the Nine is turned up. If A closes, and so
-compels B to follow suit, he must catch the Jack or Ten of trumps by
-leading the Ace. If he catches the Jack, that will put him to 26, and
-showing the royal marriage will put him 66, and make B schneider. If
-B has no trump, one of the marriage cards can be led without any fear
-of losing it, and that will put A to 66, even if B plays a Nine to
-both leads. But if A leads the ace of trumps without closing, B is not
-compelled to follow suit, and might play the Nine of a plain suit to
-the Ace of trumps. If A then closed or played on without closing, B
-might win one of the marriage cards with the Ten, and not only get out
-of schneider, but reach 66 in plain suits before A could win another
-trick.
-
-On the same principle, a player may think he can reach 66 before his
-adversary can win a trick, provided he can compel him to follow suit.
-With two plain-suit Aces and the royal marriage, the pone would close
-before playing to the first trick, trusting to catch at least 4 points
-with his two aces, and then to show the marriage, making his adversary
-schwartz.
-
-Some judgment is necessary in deciding whether or not to draw before
-closing. If a player is allowed to draw, he may get a trump, or a guard
-to one that you suspect he has. Suppose he has exchanged the Nine for
-the Ten, and you have Ace and royal marriage; it is very likely that
-the Ten is unguarded, and if you close without drawing you may catch
-it, which will make your three trumps alone good for 68. This also
-shows that the player should not have taken up the Ten until he wanted
-to use it.
-
-Nothing is gained by closing, except compelling the adversary to follow
-suit; because if you close to make him schwartz, and he gets a trick,
-you count two only; if you close to make him schneider, and he gets
-out, you count one only. If you fail in the first case, he counts
-three, and any failure will give him two points.
-
-
-THREE-HANDED SIXTY-SIX.
-
-This is exactly the same as the ordinary game, except that the dealer
-takes no cards, but scores whatever points are won on the hand he
-deals. If neither of the others score, either through each making 65,
-or one failing to claim 66, the dealer scores one point, and the others
-get nothing. The dealer cannot go out on his own deal. He must stop at
-six, and win out by his own play.
-
-There are two ways to settle: Each may pay a certain amount to the
-pool, and the first man out take it all; or, after one is out, the two
-remaining finish the game, and the loser pays both or settles for the
-refreshments, as the case may be. If the first man goes out when it
-will be his turn to deal, he must deal the next hand.
-
-
-FOUR-HANDED SIXTY-SIX
-
-This game is sometimes called _=Kreutz-mariage=_, owing to the German
-fashion of dealing the cards in the form of a cross; but as the cards
-are not dealt that way, and marriages are not scored in America, the
-name is not appropriate in this country.
-
-The pack is increased to thirty-two cards by the addition of the Sevens
-and Eights. After the cards are cut by the pone, the dealer gives three
-to each player on the first round, then two, and then three again,
-turning up the last card for the trump. In Germany the dealer first
-gives two cards to his partner, then two to his left hand adversary,
-then two to his right hand adversary, and finally two to himself. This
-is continued for four rounds, so that each player receives eight cards,
-and the last is turned up for the trump. The turned-up trump belongs to
-the dealer, and cannot be exchanged.
-
-In this form of the game the players must not only follow suit, but
-must win the trick if they can, and must trump and over-trump if
-possible. A player is even obliged to win his partner’s trick. Owing to
-this rule, a player with good plain suit cards will usually attempt to
-exhaust the trumps as rapidly as possible.
-
-The _=counting cards=_ are the same as in Sixty-six, and the winner of
-the last trick counts 10. As there is no stock, there is no closing;
-and as marriages are not counted in America, the 66 points must be made
-on cards alone.
-
-The scores for _=schneider=_ and _=schwartz=_ are the same as in
-Sixty-six, and seven points is game. There are 130 points made in
-every deal, so if one side gets more than 66 and less than 100, their
-adversaries must be out of schneider, and the winners count one.
-More than 100, but less than 130 is schneider, and counts two. If
-the winners take every trick, making 130 points, they score three.
-Sometimes an extra point is scored for winning the Ten of trumps: but
-such a count is quite foreign to the game.
-
-
-
-
-NATIONAL GAMES.
-
-
-There are certain games of cards which do not seem to belong to any
-particular family, but stand apart from other games, and have been
-played since their first invention with only trifling variations,
-giving rise to no offshoots bearing other names. These are usually the
-most popular games with the middle and lower classes in the countries
-in which they are found, and may be considered as distinctly national
-in character. Games that become popular with the masses always last
-longer than others, and the rules governing them are much better
-understood, and more firmly established. In the course of a century
-the English aristocracy have run the gamut of Quadrille, Ombre, Whist,
-Écarté, Bézique, Piquet, Rubicon, and Bridge; while the middle classes
-have stuck steadily to Cribbage for nearly two hundred years.
-
-Six of these popular games are strikingly typical of the national
-character, both in their construction, and in the manner of playing
-them. These are: Skat in Germany; Cribbage in England; Piquet in
-France; Conquian in Mexico; Calabrasella in Italy; and Cassino in
-America. All these are excellent games, and have deservedly survived
-much more pretentious rivals.
-
-With the exception of Skat, little is known of the exact origin of
-any of these games, although most of them may be traced by their
-resemblance to more ancient forms. Skat is the most modern, and to-day
-the most popular, many persons thinking it superior to Whist. The game
-seems to have originated among the farmers of Thuringia, a province of
-Saxony, and was probably a variation of the Wendish game of Schapskopf.
-The first mention of Skat that we can find is in an article in the
-“Osterländer Blättern,” in 1818. Thirty years later Professor Hempel
-of Altenburg published the rules and principles of the game under the
-title: “Das Skatspiel, von J.F.L.H.” It is said that he learned the
-game from a friend, who had been taught it by a Wendish coachman in
-his employ. The game spread rapidly, and soon became popular all over
-Germany, but with many minor variations in the details of play. To
-settle these, a Skat congress was finally held in Altenburg in 1886.
-This was succeeded by others in Leipzic and Dresden, and the result of
-these meetings has been to weed out all the minor differences in play,
-and to settle upon a universal code of laws for the game, which is
-called Reichs-Skat.
-
-In America, Reichs-Skat is no longer played; the value of some of the
-games is changed, and all the bidding is by Zahlen-reizen. In all the
-text-books on Skat which we have examined, this fact has been entirely
-overlooked.
-
-
-SKAT.
-
-The etymology of the word Skat, sometimes spelt Scat, is a matter of
-doubt, but the most plausible explanation is that it is a corruption of
-one of the terms in the parent game of Taroc; “scart,” from “scarto,”
-what is left; or “scartare,” to discard or reject. “Matadore” is
-another word from the game of Taroc, still retained in Skat. Others
-attribute the word to “Skatt,” the Old-German or Anglo-Saxon for money;
-the modern German, “Schatz,” a treasure, referring to the forms of the
-game in which good counting cards are laid aside in the skat for the
-count at the end of the hand. This derivation would account for both
-spellings of the word, with a “k” and with a “c.”
-
-The student is advised to make himself familiar with the German terms
-in the following description, as they are in common use wherever skat
-is played. Many American players who use the English language in
-bidding by figures, still adhere to the German names for the suits and
-positions at the table.
-
-_=CARDS.=_ Skat is played with a pack of thirty-two cards, all below
-the Seven being deleted. The rank of the cards differs according to
-whether the players are attempting to win or to lose tricks. If the
-object is to win tricks, it is known as a “game;” if the object is to
-lose, it is called a “nullo.” In nullo the cards rank in their natural
-order; A K Q J 10 9 8 7, the Ace being the highest. In the various
-“games,” the four Jacks are always the best trumps, and are known as
-_=Wenzels=_. The other cards follow the usual German rank; A 10 K Q 9 8
-7, the Ace being the highest in plain suits.
-
-The German names for the cards are as follows;--_=Jack=_: Wenzel,
-Bauern, Bube, Jungen, or Unter. _=Ace=_: As, or Daus. _=Ten=_, Zehn.
-_=King=_, König. _=Queen=_: Dame, Ober, or Königen. _=Nine=_, Neun.
-_=Eight=_, Acht. _=Seven=_, Sieben. The most common terms are; Bube,
-As, Zehn, König, Dame, etc. The words Unter and Ober for the Jack and
-Queen, refer to the manner of marking the suits on the German cards.
-In the Queens, the mark of the suit is always above the figure, which
-has a single head; in the Jacks the suit mark is always under the
-figure. This distinction is necessary, because in the German cards the
-Queen is a male figure. The King has two suit marks, one on each side
-of the head. When the French or American double-head cards are used,
-with suit-marks in both corners, the words “ober” and “unter” have no
-meaning; Dame and Bube being used instead.
-
-_=Rank of the Suits.=_ In addition to the rank of the cards themselves,
-the suits outrank one another, except in Nullo, clubs being always the
-best, then spades, hearts and diamonds. The Germans have various names
-for the suits, that first given in each instance being in common use
-among modern Germans. _=Clubs=_: Kreuz, Trefle, Eicheln, Eckern, or
-Braün. _=Spades=_: Pique, Schüppen, Laub, or Grün. _=Hearts=_: Hertzen,
-Cœur, or Roth. _=Diamonds=_: Carreau, Schellen, Eckstein, Ruthen, or
-Gelb. In the German notation of card games and problems, the suits are
-indicated by the French terms: clubs, _=tr=_ for trefle; spades, _=p=_
-for pique; hearts, _=co=_ for cœur; diamonds, _=car=_ for carreau. The
-cards are indicated by the initials; A K D B Z 9 8 7, which stand for
-As, König, Dame, Bube, Zehn, etc. The winning card in each trick is
-always printed in full-faced type.
-
-The cards of each suit are divided into two parts, known as
-counting cards, _=Zahlkarten=_, and those having no counting value;
-_=Fehlkarteten=_ or Ladons. The counting cards and their values are as
-follows:--Ace 11, Ten 10, King 4, Queen 3, and Jack 2. These are used
-in reckoning up the value of the tricks won by each side in counting
-toward 61 in all the “games,” but not in Nullo. The Seven, Eight and
-Nine have no counting value.
-
-The rank of the suits has no influence on their trick-taking powers,
-nor on the value of the Zahlkarten; but it increases or diminishes the
-value of the “game” played for. When any suit is made the trump, it
-takes the precedence of the three others only in so far as trumps will
-win other suits, and the suits which are not trumps are equal in value
-so far as trick-taking is concerned. As the four Wenzels are always the
-highest trumps, there will always be eleven cards in the trump suit,
-and seven in each of the plain suits; so that if clubs were trumps, the
-rank of the cards would be:--
-
-[Illustration:
-
- 🃛 🂫 🂻 🃋 🃑 🃚 🃞 🃝
- 🃙 🃘 🃗
-]
-
-In any of the other suits the rank would be:--
-
-[Illustration:
-
- 🂡 🂪 🂮 🂭 🂩 🂨 🂧
-]
-
-_=Matadores.=_ The club Jack is always the best trump, and every trump
-card in unbroken sequence with the club Jack is called a Matadore,
-provided the sequence is in the hand of the same player. This rule
-holds whether the sequence was in the hand originally dealt to him or
-part of it is found in the Skat, should he become possessed of the Skat
-cards. For instance: Clubs are trumps, and a player holds these cards:--
-
-[Illustration:
-
- 🃛 🂻 🃋 🃑 🃚 🃘 🃗
-]
-
-He has only one Matadore; but as the Skat cards will belong to him if
-he has made the trump, he may find in them the spade Jack, which would
-complete his sequence, giving him six Matadores, instead of one. As
-one side or the other must have the club Jack in every deal, there
-must always be a certain number of Matadores, from one to eleven. If
-the player who makes the trump has them, he is said to play _=with=_
-so many; if his adversaries hold them, he is said to play _=without=_
-just as many as they hold. The difficult thing for the beginner at Skat
-to understand is that whether a player holds the Matadores or not, the
-number of them has exactly the same influence on the value of his game.
-If one player held these cards
-
-[Illustration:
-
- 🃛 🂫 🂱 🂺 🂷
-]
-
-and wished to make hearts trumps, he would be playing “with two.” If
-another player wished to make the same suit trumps with these cards:--
-
-[Illustration:
-
- 🂻 🃋 🂾 🂽 🂹 🂸
-]
-
-he would be playing “without two,” and the value of each game would
-be exactly the same, no matter which player actually made the trump.
-Matadores must be held; they do not count if won from the adversaries
-in the course of play.
-
-_=MARKERS.=_ Counters of any kind are not used in Skat, as the score is
-kept on a writing pad, which should be ruled into vertical columns for
-the number of players engaged.
-
-_=PLAYERS.=_ Skat is played by three persons. If there are four at
-the table the dealer takes no cards, but shares the fortunes of those
-who are opposed to the single player, winning and losing on each hand
-whatever they win and lose. If there are five or six at the table, the
-dealer gives cards to the two on his left, and the one next him on the
-right. Those holding no cards share the fortunes of the two who are
-opposed to the single player.
-
-After the table is formed, no one can join the game without the consent
-of all those already in, and then only after a _=round=_; that is,
-after each player at the table has had an equal number of deals. Should
-any player cut into a table during the progress of a game, he must take
-his seat at the right of the player who dealt the first hand. When six
-persons offer for play, it is much better to form two tables, but some
-persons object to playing continuously, and like the rest given to the
-dealer when more than three play.
-
-There are always three active players in Skat. The one who makes the
-trump is called _=the player=_, or Spieler; the two opposed to him are
-called the _=adversaries=_, or Gegners; while those who hold no cards
-are called _=im Skat=_, or Theilnehmer. Of the three active players,
-the one who leads for the first trick is called _=Vorhand=_; the second
-player is called _=Mittelhand=_, and the third _=Hinterhand=_. The
-person sitting on the dealer’s right, to whom the cards are presented
-to be cut, is called the _=pone=_.
-
-No person is allowed to withdraw from the game without giving notice in
-advance, and he can retire only at the end of a round of deals. It is
-usual to give notice at the beginning of a round, by saying: “This is
-my last.”
-
-_=CUTTING.=_ Positions at the table are drawn for, the cards ranking as
-in play, Jacks being the best, and the suits outranking one another in
-order, so that there can be no ties in cutting. The lowest cut has the
-first choice of seats, and also deals the first hand. It is usual for
-the player sitting on the right of the first dealer to keep the score,
-so that one may always know when a round ends.
-
-_=STAKES.=_ Skat is played for so much a point, and the single player
-wins from or loses to each of the others at the table. A cent a point
-is considered a pretty stiff game, half a cent being more common in
-good clubs. Many play for a fifth, or even a tenth of a cent a point.
-At half a cent a point, ten dollars will usually cover a run of pretty
-bad luck in an evening’s play.
-
-_=DEALING.=_ At the beginning of the game the cards should be counted
-and thoroughly shuffled, and shuffled at least three times before each
-deal thereafter. The dealer presents the pack to the pone to be cut,
-and at least five cards must be left in each packet. The cards are
-dealt from left to right in rotation, and the deal passes to the left
-in regular order.
-
-Only three persons at the table receive cards, no matter how many are
-in the game. If there are four players, the dealer gives himself no
-cards. If there are five or six players, the first two on the dealer’s
-left and the pone receive cards. The other persons at the table are
-said to be “im Skat,” because they are laid aside for that deal.
-
-The cards may be distributed in several ways, but whichever manner the
-first dealer selects must be continued during the game, both by the
-original dealer, and by the others at the table. Ten cards are given to
-each player, and two are dealt face downward in the centre of the table
-for the Skat. No trump is turned. The cards must be dealt, three cards
-to each player, then two to the Skat; then four to each player again,
-and finally three.
-
-_=Irregularities in the Deal.=_ If the pack is found to be imperfect,
-the deal in which the error is discovered is void; but any previous
-scores or cuts made with that pack stand good. If the cards have not
-been cut, or if a card is found faced in the pack, or if the dealer
-exposes a card in dealing, any active player who has not looked at his
-cards may demand a fresh deal by the same dealer. If the dealer gives
-too many or too few cards to any player, he must shuffle and deal
-again. If the error is not discovered until the hand is partly played
-out, the deal is void, and the misdealer deals again. A misdeal does
-not lose the deal under any circumstances, but it is usual to exact a
-penalty of ten points for a misdeal.
-
-_=OBJECTS OF THE GAME.=_ The object of each player is to obtain the
-privilege of attempting to accomplish a certain task, which is known
-as his “game,” and which he must be able to carry through successfully
-against the combined efforts of the two other players. The more
-difficult the task undertaken, the greater the number of points scored
-for it, and the player who will undertake the game which is of the
-greatest value of those offered must be allowed the privilege of trying
-it. In order to determine which player this is, they may all bid for
-the privilege by naming a certain number of points, usually well within
-the actual value of the game they intend to play. If a bidder meets
-with opposition, he gradually approaches the true value of his game,
-and the player whose game is worth the most will of course be able to
-bid the greatest number of points, and must be selected as the player,
-the two others being his adversaries.
-
-_=Games.=_ These games are divided into two principal classes, those
-in which the player undertakes to win, and those in which he tries to
-lose. When he plays to lose, it is to lose every trick, there being no
-trump suit, and the cards in each suit ranking A K Q J 10 9 8 7. These
-games are called _=Null=_, or Nullo, and _=Null Ouvert=_, the latter
-being played with the successful bidder’s cards exposed face upward on
-the table, but not liable to be called. The moment he wins a trick in a
-Nullo, he loses his game. Nullos are quite foreign to Skat, and appear
-to have been introduced as a consolation for players who always hold
-bad cards.
-
-When _=Ramsch=_ is played, the object is to take less than either of
-the other players; but the cards rank as in the ordinary game, except
-that the four Jacks are the only trumps.
-
-In all other games the successful bidder undertakes to win; but his
-success does not depend on the number of tricks he takes in, but on the
-total value of the counting cards contained in those tricks. The total
-value of all the counting cards is 120 points, and to be successful,
-the single player must win at least 61. If he succeeds in winning 61
-or more points, he wins his game, whatever it may be. If he can get 91
-points, he wins a double game, which is called _=schneider=_. If he can
-take every trick, he wins a treble game, which is called _=schwartz=_.
-It is not enough to win 120 points, for if the adversaries win a single
-trick, even if it contains no counting cards, they save the schwartz.
-
-If the single player fails to reach 61, he loses. If he fails to reach
-31, he is schneider; and if he fails to take a trick he is schwartz.
-These various results increase the value of the game, as will presently
-be seen.
-
-There are four varieties of games in which the successful bidder plays
-to win, the difference being in the manner of using the skat cards,
-and making the trump. These games are called _=Frage=_, _=Tourné=_,
-_=Solo=_, and _=Grand=_, and they outrank one another in the order
-given, Frage being the lowest. The first three: Frage, Tourné and
-Solo, are each again divided into four parts, according to the suit
-which is trumps; a Tourné in clubs being better than one in spades;
-a Solo in hearts being better than one in diamonds, and so on. This
-is in accordance with the rank of the suits already mentioned in the
-paragraph devoted to that subject.
-
-In a _=Frage=_, or Simple Game, the successful bidder takes both the
-skat cards into his hand, and then declares which suit shall be the
-trump; discarding two cards face downward for his schatz, or treasure,
-before play begins. The two cards thus laid aside count for the single
-player at the end of the hand, provided he takes a trick, and they
-cannot be won by the adversaries unless they make the single player
-schwarz. Frage is no longer played.
-
-In a _=Tourné=_, the successful bidder turns one of the skat cards face
-upward on the table before looking at the second card. He may turn over
-whichever card he pleases, but the one he turns fixes the trump suit
-for that hand. If the card turned over is a Jack, he may change to a
-Grand; but he must do so before he sees the second card in the Skat.
-
-If the player does not like the first card he turns, he need not show
-it, but may put it in his hand and turn the other. This second one must
-be the trump; or a Grand may be played if the card is a Jack. In case
-the game is lost after taking the second card, it costs double. This is
-called _=Passt mir Nicht=_.
-
-In a _=Solo=_, the skat cards are not touched, the successful bidder
-naming the trump to suit the hand of ten cards originally dealt him.
-The Skat belongs to him, as in Frage and Tourné, but he must not
-see its contents until the hand is played out, when any points and
-Matadores it may contain will count for him.
-
-In a _=Grand=_ there is no trump suit, the four Jacks being the only
-trumps in play. These four cards preserve their relative suit value,
-the club Jack being the best, and they are still Matadores. There are
-four varieties of Grand: A tourné player may make it a Grand if he
-turns up a Jack. This is called a _=Grand Tourné=_. A player may make
-it a grand without seeing either of the skat cards. This is called a
-_=Grand Solo=_. A player may announce a Grand and lay his cards face
-up on the table; exposed, but not liable to be called. This is called
-a _=Grand Ouvert=_. A Frage cannot be played as a Grand under any
-circumstances. A player may announce _=Gucki Grand=_, which means that
-he will take both the skat cards into his hand at once, in order to get
-the privilege of laying out any two cards he pleases, but that Jacks
-will be the only trumps. If a Gucki Grand is lost, it costs double.
-
-A player may announce a _=Gucki Nullo=_, in which he takes both the
-skat cards into his hand and lays out any two cards he pleases. This
-loses double if it is not successful.
-
-_=Revolution=_ is seldom played. It is a Nullo in which the adversaries
-put their twenty cards together as one hand to see if they can make the
-player take a trick.
-
-_=Uno=_ and _=Duo=_ are Grands, in which the single player engages to
-take one trick in Uno, or two in Duo, neither more nor less.
-
-_=GAME VALUES.=_ Each of the foregoing games has what is called a unit
-of value, which is afterward multiplied several times according to the
-number of Matadores, and whether the game was schneider or schwarz.
-
-These unit values are as follows, beginning with the lowest:
-
- ---------------+------------------+-------------------------
- Suits Trumps:--| Jacks Trumps:-- | No Trumps:--
- ----+----+-----+------------------+-------------------------
- |Turn| Solo| Turned Grand 12 | Gucki Nullo 15
- ♢ | 5 | 9 | Gucki Grand 16 | ” if played open 30
- ♡ | 6 | 10 | Solo Grand 20 | Solo Nullo 20
- ♠ | 7 | 11 | Open Grand 24 | ” if played open 40
- ♣ | 8 | 12 | Ramsch 20 | Revolution 60
- ----+----+-----+------------------+-------------------------
-
-When one player takes no trick in a Ramsch, the player with the greater
-number of points loses 30. If two players take no trick, the loss is 50
-points.
-
-_=All Guckis lose double if they fail=_, so that if a player announces
-a Gucki Nullo and loses it, he will lose 30; but if he won it he would
-get 15 only. If a player has a Gucki Null Ouvert, he must announce that
-it is to be played open before he touches the skat cards. It is then
-worth 30 if won; 60 if lost.
-
-_=Passt-mir-nicht tournées all lose double if they fail=_, but win the
-usual number of points if they succeed.
-
-_=Multipliers.=_ The foregoing are simply the standard counting values
-of these various games. In calculating the actual value of a player’s
-game, in order to see how much he may safely offer in the bidding, and
-how much he would win if successful in his undertaking, these standard
-values are multiplied as follows:--
-
-Five classes of games are recognized, beginning with the lowest, in
-which the player gets the necessary 61 points, but does not make his
-adversaries schneider. This is simply called “game,” and as it must
-always be either won or lost, it is a constant factor. The value of the
-game is 1, and each better game is numbered in regular order, the five
-varieties being as follows:
-
-The Game, 1. Schneider, 2. Schwarz announced or Schwarz, 3. Schwarz
-after announcing Schneider, 4. Schwarz announced, 5.
-
-These numbers are added to the number of Matadores, and the total thus
-found is multiplied by the unit value of the game. For instance: A
-player has obtained the privilege of playing on a bid of thirty. His
-game is a Solo in hearts, in which he holds the three highest Matadores
-and announces schneider in advance. His game multiplier is therefore
-3 (for the announced schneider), to which he adds 3 more for the
-Matadores, 6 altogether. The unit value of a heart Solo being 10, he
-could have gone on bidding to 60 had it been necessary, and he will win
-60 from each of his adversaries if he succeeds in reaching 91 points
-in the counting cards he takes in in his tricks, together with what he
-finds in the Skat.
-
-If his adversaries got to 30 with their counting cards, he would have
-lost 60 to each of them, although he bid only 30, because he announced
-his game as schneider, and did not make it. Had he not announced the
-schneider, and reached 91 or more in his counting cards, he would have
-won a game worth 50, losing the extra multiplier by not announcing the
-schneider in advance; for a schneider made without announcing it is
-worth only 2.
-
-In reckoning the value of a game it is always safer to bid on playing
-“with” than “without” Matadores in a Solo or Tourné; because, although
-you may have a hand “without four,” you may find a Wenzel in the Skat,
-and if it is the club Jack you lose three multipliers at once.
-
-_=BIDDING.=_ The players must be familiar with the manner of computing
-the various games in order to bid with judgment, and without
-hesitation. Suppose you hold the three highest Matadores with an
-average hand, not strong enough in any one suit to play a Solo, but
-good enough for a Tourné. Your smallest possible game will be diamonds
-with three; which will be worth 5 multiplied by 4; 1 for the game, and
-3 for the Matadores, 20 points. If you can get the game on any bid
-less than 20 you are absolutely safe, provided you can reach 61 in
-your tricks. But the opposition of another player may irritate you,
-[reizen,] and provoke you to bid 24, or even 28, in the hope of turning
-a heart or a spade. If you go beyond 20, and turn a diamond, you must
-either find the fourth Matadore in the Skat, or make your adversaries
-schneider, in order to secure another multiplier. If you fail, you lose
-24, or 28, according to your bid.
-
-The great difficulty in Skat is to judge the value of a hand, so as
-neither to under nor overbid it, and also to get all out of it that it
-is worth. A person who plays a Frage in hearts when he could easily
-have made it a Solo, reduces the value of his game just eighty per
-cent. A player with the four Wenzels, A K Q 9 8 of diamonds, and
-a losing card, would be foolish to play a diamond Solo with five,
-schneider announced, worth 72; while he had in his hand a sure Grand,
-with four, schneider announced, worth 140. Of course the schneider is
-not a certainty. The risk is that the Ten of diamonds will be guarded,
-and that an Ace and a Ten will make, both of them on your losing card,
-or one of them on the diamond Ten. A careful player would be satisfied
-with 100 on such a hand, for if he fails to make the announced
-schneider, he loses everything.
-
-A player is not obliged to play the game he originally intended to, if
-he thinks he has anything better; but he must play a game worth as much
-as he bid, or the next higher, and having once announced his game, he
-must play it.
-
-Suppose Vorhand has a spade Solo with two, and on being offered 33
-says, “Yes,” thinking the bidder will go on to 36, instead of which he
-passes. It is very probable that the bidder has a spade Solo without
-two, and will defeat a spade Solo announced by Vorhand. If Vorhand
-has almost as good a game in hearts, he should change, hoping to make
-schneider, or to find another Matadore in the Skat. If he loses the
-game, a heart Solo with two costs 30 points; but as Vorhand refused 33,
-and the next best game he could have made with a heart Solo is 40, that
-is the amount he loses, although he refused only 33.
-
-_=Method of Bidding.=_ The Vorhand always holds the play, and the
-Mittelhand always makes the first bid, or passes, the Hinterhand
-saying nothing until the propositions made by the Mittelhand have
-been finally refused or passed by the Vorhand. The usual formula is
-for the Vorhand to say, “How many?” or, “I am Vorhand,” thereupon the
-Mittelhand bids or passes. If Vorhand has as good a game as offered him
-he says, “Yes,” and Mittelhand must bid higher or pass. If Vorhand has
-not as good a game he may either pass, or bluff the bidder into going
-higher by saying, “Yes.” As soon as one passes, the other turns to the
-Hinterhand, who must either make a higher bid than the last, or pass.
-The survivor of the first two must either say, “Yes,” to the offers
-made by Hinterhand, or pass. The final survivor then announces his
-game. It is usual for the last one to pass to signify that he is done
-by pushing the skat cards toward the survivor, indicating that they are
-his, and that he is the player. If a player is offered a game equal to
-his own he may still say, “Yes;” but if he is offered a better game,
-and still says, “Yes,” he runs the risk of being compelled to play.
-
-The old German way of bidding, adopted at the Skat Congresses in
-Altenburg, Leipzig and Dresden, was to bid in suits; a bid of club Solo
-outranking one of spade Solo, no matter what it was worth. This has
-long been obsolete, the objection to it being that a player might get
-the play on a game of much inferior value. A player with a spade Solo,
-six Matadores, and schneider announced could offer only a spade Solo,
-without mentioning its value, and although his game was worth 99, he
-could be outbid by an offer of Nullo, which was then worth only 20.
-This is contrary to the spirit of the game, which requires that the
-person offering the game of the greatest value shall be the player. The
-rank of the bids in the old German game was as follows, beginning with
-the lowest:--
-
- Frage, in the order of the suits.
- Tourné, in the order of the suits.
- Grand Tourné.
- Solo in diamonds, hearts and spades.
- Nullo, worth 20.
- Solo in clubs.
- Grand Solo, worth 16.
- Null ouvert, worth 40.
- Grand ouvert.
-
-The multipliers were the same as those used in the modern game, but the
-player had no means of using them in his bids. It will be observed that
-the modern value of the various games seeks to preserve the old rank by
-assuming the lowest possible bid on any given game.
-
-In some parts of Germany it is still the custom to reckon Solos at the
-tourné values, simply adding one multiplier for “out of hand.” Thus
-a spade Solo with two would be reckoned; “with two, one for game, one
-for out of hand; four times seven, or twenty-eight.” Note that seven is
-tourné value for spades.
-
-_=THE SKAT CARDS.=_ The successful bidder determined, the skat cards
-are pushed towards him, and the manner in which he uses them limits the
-game he is allowed to play. While the player must win or lose a game
-worth as many as bid, he may attempt to win as many more as he pleases.
-If he has got the play on a bid of ten, that does not prevent him from
-playing a club Solo, with schneider announced. But if he has bid or
-refused eleven, and plays a tourné in diamonds, he must make schneider
-or play with or without two Matadores in order to bring his multipliers
-up to three. It both these fail him he loses 15, the next higher game
-than his bid possible in a diamond tourné.
-
-As Frage is no longer played on account of its small value, if the
-player takes both the skat cards into his hand at the same time,
-without showing them, his game must be a Gucki Grand, unless he has
-previously announced that it is a Gucki Nullo. His game announced, he
-lays out any two cards he pleases for his skat, so as to play with ten
-only.
-
-If the player turns over either of the skat cards, his game is limited
-to a tourné. If he turns a Jack, he may change to Grand, but not to
-Grand Ouvert. Neither schneider nor schwarz can be announced in any
-game in which the skat cards are used. A tourné player must lay out two
-skat cards to reduce his hand to ten cards.
-
-If the player neither turns over nor takes into his hand either of
-the skat cards, he may play any of the suit Solos, Grand Solo, Grand
-Ouvert, Nullo, or Null Ouvert. He may announce schneider or schwarz in
-any Solo.
-
-Any player looking at the skat cards before the beginning of the play
-is debarred from bidding that deal, and is penalised ten points in the
-score. In addition to this penalty, either of the other players may
-demand a fresh deal. If a player looks at the skat cards during the
-play of a hand the play is immediately stopped, and if he is the single
-player he can count only the points taken in up to that time, exclusive
-of the skat. These points are deducted from 120, and his adversaries
-claim the difference. The game is then settled, according to this
-count, exactly as if the hand had been played out. If an adversary
-of the single player looks at either of the skat cards during the
-play of a hand, the single player may at once stop the game, and his
-adversaries can count only the points they have taken in in tricks up
-to that time. If they have no tricks they are schwartz; if they have
-not 30 points they are schneider.
-
-When four or more play, any person holding no cards may be penalised
-ten points for looking at the skat cards.
-
-_=METHOD OF PLAYING.=_ The successful bidder having disposed of the
-skat cards and announced his game, the Vorhand leads any card he
-pleases for the first trick. Vorhand should be careful not to lead
-until the player has laid out or discarded for the Skat in a Gucki or
-a Tourné. Players must follow suit if they can, but are not obliged to
-win the trick. Having none of the suit led, they may trump or discard
-at pleasure. The highest card played, if of the suit led, wins the
-trick, and trumps win all other suits. The winner of the first trick
-leads for the next, and so on, until all the cards have been played,
-or the game is acknowledged as won or lost, and abandoned. In a Grand,
-if a Jack is led, players must follow suit with the other Jacks, they
-being trumps.
-
-_=Abandoned Hands.=_ If the single player finds he has overbid himself,
-or sees that he cannot make as good a game as bid, he may abandon his
-hand to save himself from being made schneider or schwarz, provided he
-does so before he plays to the second trick. A Solo cannot be abandoned
-in this manner, as the rule is made only to allow a player to get off
-cheaply who has been unlucky in finding nothing in the Skat to suit his
-hand. For instance: A player has risked a Tourné with a missing suit,
-and turns up that suit. He can abandon his hand at once, losing his bid
-or the next higher game, but escaping schneider.
-
-_=Irregularities in the Hands.=_ If, during the play of a hand, any
-person is found to have too many or too few cards, the others having
-their right number, it is evident that there has been no misdeal if the
-pack is perfect and there are two cards in the Skat. If the player in
-error has too few cards, probably from having dropped one on the floor,
-or having played two cards to the same trick, he loses in any case, but
-the adversary may demand to have the hand played out in order to try
-for schneider or schwarz, and the last trick, with the missing card,
-must be considered as having been won by the side not in fault. If the
-player in fault is opposed to the single player, his partner suffers
-with him. If the player discovers his loss, he is not allowed to pick
-the card from the floor and replace it in his hand if he has in the
-meantime played to a trick with a wrong number of cards.
-
-_=Playing Out of Turn.=_ The usual penalty in America for leading or
-playing out of turn is the loss of the game if the error is made by
-the adversaries of the single player. If by the player himself, the
-card played in error must be taken back, and if only one adversary has
-played to the false lead, he may also take back his card. If both have
-played, the trick stands good. The single player suffers no penalty, as
-it is only to his own disadvantage to expose his hand.
-
-_=The Revoke.=_ If a player revokes, and he is one of the adversaries
-of the single player, the game is lost for the player in error; but he
-may count the points in his tricks up to the time the revoke occurred,
-in order to save schneider or schwarz. In Nullos, the game is lost the
-moment the revoke is discovered.
-
-_=Seeing Tricks.=_ The tricks must be kept separate as they are taken
-in, and any player is allowed to look at the last trick turned and
-quitted. Any player looking at any other trick but the last may be
-penalized ten points.
-
-_=Playing Ouverts.=_ The rules of the game require Ouverts to be
-exposed face upward on the table before a card is played.
-
-_=SCORING.=_ The score should always be kept by the player sitting on
-the right of the first dealer. This will mark the rounds. The score
-sheet should be ruled in vertical columns, one for each player at the
-table.
-
-Each player is charged individually with his losses and gains, the
-amounts being added to or deducted from his score, and a plus or a
-minus mark placed in front of the last figure, so that the exact state
-of each player’s score will be apparent at a glance.
-
-The score of the single player is the only one put down, and it is
-charged to him as a loss or a gain at the end of each deal.
-
-If there are four players, a line is drawn under every fourth amount
-entered in each person’s account. If three play, the line is drawn
-under every third amount. This system of scoring will show at once
-whose turn it is to deal, if the total number of amounts under which
-no line is drawn are counted up. For instance: Three persons play; A
-dealt the first hand. In the first three columns are shown the amounts
-won and lost in the three rounds, while the last three columns show
-the manner in which these losses and gains were entered on the score
-sheet:--
-
- | Points won and lost. | | Score Card. |
- | 1st Round.| 2nd Round.| 3rd Round.| | A | B | C |
- +-----------+-----------+-----------+ +----+----+----+
- | A won 33 | A lost 16 | C lost 36 | | +33| +40| +55|
- | C won 55 | B won 40 | B won 48 | | +17| +88| +67|
- | C won 12 | A lost 24 | C lost 12 | | -7| | +31|
- | | | | +----+ +----+
- | | | | | | | +19|
-
-At the end of the second round a line was drawn under A’s account,
-which then contained three items; and after the first game in the third
-round a line was drawn under C’s account.
-
-If we suppose the game to be stopped at this point, the scores would be
-balanced as follows:
-
-We take the three scores and bring them down on one line. We draw a
-line under them, and proceed as follows: First we take A, who has lost
-7 to B, and from whom B has also won 88. This gives us 95 minus for A
-and 95 plus for B. We then compare A and C, and find that A owes C 26;
-put down as minus for A, plus for C. We now compare B and C, and find
-that B wins the difference, which is 69 points; put down plus for B,
-minus for C. Then we add up to see that the scores balance.
-
- +-----+-----+-----+
- | A | B | C |
- +-----+-----+-----+
- | -7 | +88 | +19 |
- +-----+-----+-----+
- | -95 | +95 | +26 |
- | -26 | +69 | -69 |
- +-----+-----+-----+
- |-121 |+164 | -43 |
- +-----+-----+-----+
-
-The same method may be used when four play; but some prefer to call the
-lowest score zero, and so make all the others plus. Suppose the final
-scores were as follows:
-
- ------+------+------+------------
- A | B | C | D
- ------+------+------+------------
- +186 | +42 | +344 | +116
- ------+------+------+------------
- +144 | 0 | +302 | +74 = 520
- +4 | 4 | 4 | 4
- ------+------+------+------------
- +576 | 0 |+1208 | +296
- -520 | -520 | -520 | -520
- ------+------+------+------------
- +56 | -520 | +688 | -224
- ------+------+------+------------
-
-If B is zero, his points are to be taken from those of each of the
-others, as B is plus. If the low score is a minus, the points must be
-added to each of the others. The three totals are added, and found, in
-this case, to be 520, which is the total of B’s loss. We now multiply
-the scores by the number of players engaged, in this case four, and
-from the product we deduct the 520 already found. Then the scores
-balance.
-
-When Skat is played for the League stake, which is one-fourth of a cent
-a point, the results may be found in a still shorter way by adding
-up all the scores and taking an average, this average being the sum
-divided by the number of players. Take the results just given for
-example:--
-
- ------+------+------+---------------------
- A | B | C | D
- ------+------+------+---------------------
- 186 | 42 | 344 | 116 = 688 ÷ 4 = 172
- 172 | 172 | 172 | 172
- ------+------+------+---------------------
- +14 | -130 | +172 | -56
- ------+------+------+---------------------
-
-The average is simply deducted from each score, and the remainder is
-the amount won or lost, in cents.
-
-_=CHEATING.=_ As in all games in which the cards are dealt in groups,
-the greek will find many opportunities in Skat. The clumsiest shuffler
-can usually locate some of the Wenzels at the top or the bottom of
-the pack, before presenting it to be cut, and if the players do not
-insist on the cards being dealt always in the same manner, the sharper
-can secure to himself two or more Wenzels, either in his hand or in
-the Skat. Any person who deals the cards sometimes three at a time,
-and again five at a time, should be stopped immediately, and no such
-excuses as changing his luck should be listened to for a moment. Any
-person who habitually picks up the cards with their faces towards him,
-and straightens them by lifting them from their positions in the pack,
-should be stopped at once, and requested to straighten the cards face
-down.
-
-Dealing seconds is very difficult when the cards have to be “pinched”
-in threes and fours. A second dealer holding back a Wenzel on the top
-may give his adversary two underneath without knowing it. Marked cards
-are of advantage only when the dealer plays, and are of little use
-beyond telling him what he can turn up for a trump, or what he will
-find in the Skat. The rule for having four in the game, if possible,
-is one of the greatest safeguards, unless the dealer is in secret
-partnership with one of the players.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ The chief things to master in Skat are
-the values of the hands, the principles of bidding on them, the best
-methods of playing them, and the proper methods of combining forces
-with your partner for the time being, in order to defeat the single
-player.
-
-_=Bidding.=_ Some persons attach a great deal of importance to the odds
-for and against certain cards being in the Skat. If a player without
-three is forced to risk finding a Matadore in the Skat, it is usually
-enough for him to know that the odds are about 3 to 1 against it. It
-is much more important for him to consider what cards may make against
-him, and what they would count. It is often necessary to estimate very
-closely the number of points that must fall on a certain number of
-leads. For instance: You are Vorhand, and hold these cards:--
-
-[Illustration:
-
- 🂫 🂻 🃋 🃞 🃝 🃙 🃘 🃗 🃇 🂧
-]
-
-Even if you find the Ace and Ten with the best Wenzel in one hand
-against you, you have an almost certain club Solo, for if you lead a
-Wenzel, your adversary must either take it, or give you the Ace or Ten.
-If he wins it, and his partner gives him a Ten of another suit, and
-they then proceed to make both the Aces and Tens of your weak suits,
-that will give them only 56 points, and you will make every other
-trick. The only thing that could defeat you is for one player on the
-fourth trick to lead a suit of which his partner had none. This would
-require one player to have all the spades and the other all the hearts,
-which is almost impossible.
-
-Another familiar example is the following: You are Vorhand with these
-cards:--
-
-[Illustration:
-
- 🃛 🂫 🃑 🃚 🂡 🂪 🂸 🂷 🃈 🃇
-]
-
-Although you cannot possibly win more than six tricks, and must lose
-every trick in the red suits, you have an invincible Grand; because the
-adversaries have not a sufficient number of Fehlkarten to give you to
-avoid adding 16 points to the 46 you already have in your hand, which
-must make you 62 before they get a trick.
-
-It is better to bid on a doubtful Solo than on a risky Tourné, and if
-you have a choice of two numerically equal suits, it is better to bid
-on a suit containing small cards in preference to one containing A 10.
-In bidding Tournés, you must remember that the more cards you hold of a
-suit, the less your chance to turn up one.
-
-It is not good play to bid a Solo on four or five trumps unless you
-have some aces in the other suits. A Grand may be bid even without a
-trump, if you have the lead, and hold four aces, or three aces and four
-Tens. A Grand with any two Wenzels is safe if you have two good suits.
-A Nullo should never be bid unless the player has the Seven of his long
-suit.
-
-A certain amount of risk must be taken in all bids, and a player who
-never offers a game that is not perfectly safe is called a _=Maurer=_;
-one who builds on a solid foundation. The player who offers the most
-games will usually win the most unless he is a very poor player.
-
-_=Leading.=_ The single player should almost always begin with the
-trumps, in order to get them out of his way. With a sequence of
-Wenzels, it is a common artifice to begin with the lowest, hoping the
-second player may fatten the trick by discarding a Ten or Ace, under
-the impression that the Hinterhand can win it. This style of underplay
-is called _=Wimmelfinte=_, and the Mittelhand should beware of it. With
-only one Wenzel and the Ace and Ten, it is better to begin with a small
-trump. If you find all the trumps in one hand against you, or tenace
-over you, stop leading trumps, and play forcing cards.
-
-If you have no Wenzels it is usually best to lead your smallest
-trumps. If you have only Ace Ten and small trumps, and know the
-adversaries have one Wenzel and one trump better than your small one,
-lead your Ten, so that they cannot make both trumps. In playing for a
-schneider, it is often advisable to continue the trumps, even after the
-adversaries are exhausted, so that they shall not know which suit to
-keep for the last trick.
-
-_=Laying out the Skat.=_ In a Frage or a Tourné, some judgment is
-required in discarding for the Skat. It is often necessary to lay aside
-the Ace and Ten of trumps if there is any danger that the adversaries
-may catch them. Unguarded Tens should always be laid out, and it is a
-good general principle to get rid of one suit entirely, so that you
-can trump it. It is a common practice to put in the Skat the Ace and
-Ten of a suit of which you hold also the King. When you lead the King,
-if Mittelhand has none of the suit he is sure to fatten the trick for
-his partner, thinking he must have Ace or Ten. With the Ten, King, and
-small cards of a plain suit, lay the Ten and King in the Skat.
-
-_=The Adversaries=_ should combine against the single player by getting
-him between them if possible. If you sit on the left of the player,
-lead your short suits up to him; but if you sit on his right, lead
-your longest suit through him. Try to force out his trumps on your
-plain-suit cards if you can, and avoid giving him discards of his weak
-suits. With a long trump suit, it is often advantageous to lead it
-through the player, but seldom right to lead it up to him.
-
-In Solos, the adversaries should lead Aces and winning cards, and
-change suits frequently. If you are playing against a Grand, and have
-two trumps, one of them the best, lead it, and then play your long
-suit; but if you have the two smallest trumps, lead the long suit
-first, and force with it every time you get in.
-
-The partners should always scheme to protect each other’s Tens by
-keeping the Aces of plain suits. For this reason it is very bad play to
-fatten with the Ace of a suit of which you have not the Ten, or to play
-an Ace third hand when there are only small cards in the trick, and the
-Ten of the suit has not been played and you do not hold it.
-
-If the player is void of a suit, continue leading it, no matter what
-you hold in it. This will either weaken his trumps, or, if he is
-between you, will give your partner discards.
-
-If the player leads a Wenzel, it is usually best to cover it if you
-can; but do not play the club Jack on the diamond Jack unless you want
-the lead very badly.
-
-When the single player does not lead trumps, but plays his Aces and
-Tens, the Germans call it “auf die Dörfer gehen;” that is, getting to
-the villages, or getting home; equivalent to our expression, “getting
-out of the woods,” or “getting in out of the rain.” When the single
-player runs for home in this way, it is usually best to lead trumps
-through him at the first opportunity.
-
-In playing against a Nullo, the great point is to give your partner
-discards. If you find that the player’s long suit is yours also,
-continue it until your partner has discarded an entire suit if
-possible. If you then have the small card of the discarded suit, you
-may defeat the Nullo at once.
-
-_=Fattening.=_ The Germans call this Wimmeln, or “swarming” the points
-together in one trick. It is always advisable to get rid of Tens in
-this way, or Aces of suits in which you hold both Ace and Ten; but it
-is bad play to fatten with the Ace of a suit of which you have not the
-Ten, unless the trick wins the game from the player, or saves a very
-probable schneider.
-
-The following _=Illustrative Hands=_ will give the student a very good
-idea of the manner in which the various forms of the game are played,
-showing the difference in the play of a Tourné, Solo, and Grand.
-
-_=A TOURNÉ.=_ A, Vorhand, has refused ten with the following cards,
-Hinterhand having passed without a bid:--
-
-[Illustration:
-
- 🃛 🂻 🂺 🂾 🃑 🃞 🃁 🃇 🂪 🂩
-]
-
-A concludes to play a Tourné, and turns the heart ♡ Q, finding the ♢
-King in the Skat. He lays out the ♠ 10 and ♠ 9 in the Skat, and expects
-to make 12 points; a heart Tourné, with one Matadore. The play is given
-in the margin. A is the player, and is also Vorhand, with the lead for
-the first trick. Hearts are trumps.
-
-
-A TOURNÉ
-
- +---+-------+-------+-------+-----+
- | | A | B | C | A |
- | | | | |wins.|
- +---+-------+-------+-------+-----+
- | 1 | _♣J_ | ♡7 | J♢ | 4 |
- | 2 | ♡Q | _♡A_ | ♡8 | - |
- | 3 | _K♢_ | 9♢ | Q♢ | 7 |
- | 4 | ♡J | _J♠_ | A♠ | - |
- | 5 | _♡10_ | ♡9 | 7♠ | 10 |
- | 6 | _A♢_ | ♣7 | 8♢ | 11 |
- | 7 | 7♢ | K♠ | _10♢_ | - |
- | 8 | ♣K | _♣10_ | ♣9 | - |
- | 9 | _♡K_ | Q♠ | 8♠ | 7 |
- |10 | _♣A_ | ♣Q | ♣8 | 14 |
- +---+-------+-------+-------+ +
- | ♠10 and ♠9 in the Scat. | 10 |
- +---------------------------+-----+
- | A wins 63 |
- +---------------------------------+
-
-The manner in which A exhausts the trumps, and makes both his Ace and
-King of diamonds, should be carefully studied. At trick 8, if he put
-on the ace of clubs, B might have the 8, and he would lose both his
-King and the Queen on the Ten, giving him only 60 points. It must be
-remembered that A knows every card out against him, because he has seen
-the skat cards. A wins his 12 points; a heart Tourné with one.
-
-_=A SOLO.=_ Vorhand has refused a bid of 18, and announces spade Solo
-with the following cards:--
-
-[Illustration:
-
- 🂫 🂡 🂪 🂩 🂨 🂱 🂺 🃑 🃈 🃇
-]
-
-A SOLO.
-
- +---+-------+-------+-------+-----+
- | | A | B | C | A |
- | | | | |wins.|
- +---+-------+-------+-------+-----+
- | 1 | 8♠ | K♠ | _♡J_ | - |
- | 2 | _♣A_ | ♣K | ♣7 | 15 |
- | 3 | 9♠ | _Q♠_ | 10♢ | - |
- | 4 | 7♢ | _A♢_ | Q♢ | - |
- | 5 | 8♢ | _K♢_ | ♣Q | - |
- | 6 | _♡A_ | ♡K | ♡8 | 15 |
- | 7 | _♡10_ | ♡7 | ♡9 | 10 |
- | 8 | _10♠_ | 7♠ | ♣8 | 10 |
- | 9 | J♠ | _♣J_ | ♡Q | - |
- |10 | A♠ | _J♢_ | ♣9 | - |
- +---+-------+-------+-------+ +
- | ♢9 and ♣10 in the Scat. | 10 |
- +---------------------------+-----+
- | A wins 60 |
- +---------------------------------+
-
-He has the lead for the first trick, and of course begins with the
-trumps. The play is given in the margin.
-
-C wins the first trick, and leads his long suit through the player. In
-the last three tricks A coaxes B to win the Ten of trumps; but if B
-does so he gives up the advantage of his tenace over the player, which
-is now the only chance to defeat him. B knows that if he wins the Ten
-of trumps, B and C can make only 59 points, because A will save his
-trump Ace.
-
-A, having failed to reach 61, loses a spade Solo without one; twice 11,
-or 22 points, which was the game he must have won to be as good as the
-offer of 18 which he refused.
-
-_=A GRAND.=_ B bids; both Vorhand and Hinterhand pass, and B announces
-a Grand, with the following cards:--
-
-[Illustration:
-
- 🃛 🂫 🂻 🃑 🃁 🃊 🃎 🂡 🂭 🂩
-]
-
-The play is given in the margin. In a Grand the four Jacks are the only
-trumps.
-
-A has the first play, and as he leads through the player, he begins
-with his long suit, of which he knows that the Ace alone is out, and it
-may be in the skat. If the player has the Ace, C will probably trump
-it. If the player has not the Ace, it is just possible that he will not
-trump the Ten.
-
-C, leading up to the player, opens his short weak suit. At trick 3, C
-knows that A must have the Ten of hearts, or he would not fatten with
-the Ace. As this shows that A can stop the heart suit, C guards the
-spades and lets all his hearts go.
-
-B loses a very strong Grand, which must have been successful if C
-had had one club, or if A had led anything but the club Ten. A Grand
-with three Matadores is worth 4 times 20 or 80 points, which is what B
-loses, although he may have bid only 10 or 12 to get the play.
-
-A GRAND.
-
- +---+-------+-------+-------+-----+
- | | A | B | C | B |
- | | | | |wins.|
- +---+-------+-------+-------+-----+
- | 1 | ♣10 | ♣A | _J♢_ | - |
- | 2 | 8♠ | _A♢_ | 7♢ | 11 |
- | 3 | ♡A | 9♠ | _10♠_ | - |
- | 4 | ♣7 | _10♢_ | 9♢ | 10 |
- | 5 | ♣8 | _♡J_ | Q♢ | 5 |
- | 6 | ♣9 | _J♠_ | ♡9 | 2 |
- | 7 | ♡7 | _K♢_ | ♡Q | 7 |
- | 8 | ♣Q | _♣J_ | ♡K | 9 |
- | 9 | ♣K | _A♠_ | 7♠ | 15 |
- |10 | ♡10 | Q♠ | _K♠_ | - |
- +---+-------+-------+-------+ +
- | ♢8 and ♡8 in the Scat. | - |
- +---------------------------+-----+
- | B wins 59 |
- +---------------------------------+
-
-_=Text Books.=_ Foster’s Skat Manual, 1906. Eichhorn’s American Skat,
-1898. Lehrbuch des Skatspiels, by K. Buhle. 1891. Deutsche Skatordnung,
-by K. Buhle. 1888. Scatspiel. (Anon.) Von Posert, Quedlinburg. 1879.
-Encyclopædia der Spiele, by Fr. Anton. 1889. Skat, by F. Tschientschy.
-1888. Skat, by L.V. Diehl. 1891. Skat, by E.E. Lemcke. 1887.
-
-All but the first two on the list treat of the old game, bidding by
-suits, and making no mention of Guckis; but some of them, especially
-Buhle’s, contain some very fine examples of good play. The first two on
-the list and the last two are in English. All the others are in German.
-
-
-AMERICAN SKAT.
-
-In this variation, now so largely played, the highest bidder always
-sees the skat before announcing his game. Although a gucki, it need
-not be a grand, but may be solo or nullo if he likes. If he wins the
-game he announces the scores as usual; but if he loses he always loses
-double. He may announce schneider or schwarz after discarding for the
-skat. If he makes an announced schneider, it doubles the value of his
-game, instead of simply adding a multiplier. An announced schwarz
-trebles it.
-
-For example: Spade solo with 1, schneider announced. His game is 1 for
-game, 1 for schneider, without 1, 3 × 11 = 33, doubled for announcing
-schneider, 66. If lost, it costs 132. If he makes schwarz after
-announcing schneider, it adds one multiplier, 77. The smallest possible
-game is a diamond with or without 1, worth 18; 36 if lost. The largest
-game possible to lose is a grand with four, schwarz announced, costing
-1,008.
-
-
-THE LAWS OF SKAT.
-
-
-THE GAMES.
-
-1. The following are the unit values of the various games:--
-
-Frage shall not be allowed. Tournée in diamonds 5, in hearts 6, in
-spades 7 and in clubs 8. Solo in diamonds 9, in hearts 10, in spades
-11 and in clubs 12, Turned grand 12, gucki grand 16, solo grand 20 and
-open grand 24. Gucki nullo 15, open gucki nullo 30, solo nullo 20, open
-solo nullo 40, and revolution, if played, 60. Uno and duo, if played,
-shall be worth 20, or if played open 40.
-
-2. When there are trumps, the unit value of the game shall be
-multiplied as follows: 1 for game; 2 for schneider; 3 for announcing
-schneider, or for making schwarz without having made any announcement;
-4 for schwarz after having announced schneider; and 5 for announcing
-schwarz. To each of these multipliers shall be added one for each
-matadore, “with” or “without.”
-
-3. In tournées, if the player says “passt-mir-nicht” to the first card
-and takes the second, he loses double if he loses his game. In guckis,
-whether grand or nullo, the player loses double if he loses his game.
-
-4. The value of Ramsch shall be 20 points, to be charged to the player
-losing the game. If one player takes no trick, the loser shall be
-charged 30 points. If two players take no trick, the loser shall be
-charged 50 points. The winner of the last trick takes the skat cards.
-If there is a tie between two for high score, the winner of the last
-trick shall be the loser. If the last trick is taken by the low score,
-and the others are tied, the two high scores lose 20 points each. If
-all three are tied at 40 points each, there is no score.
-
-5. In all games which are played “open,” the hand of the single player
-must be laid face up on the table before either adversary plays a card;
-but the adversaries shall not be allowed to consult, neither can they
-dictate to the player what cards he shall play.
-
-
-FORMATION OF TABLE.
-
-6. Any number from three to six may form a table, but there shall
-be only three active players in each deal, and they shall be known
-respectively as Vorhand, Mittelhand, and Hinterhand. Those who hold no
-cards shall share the fortunes of those opposed to the single player
-whose score is put down.
-
-7. There shall be as many deals in each round as there are players at
-the table, and no person shall be allowed to withdraw from the game
-during a round unless the others consent to a substitute and such
-substitute be found.
-
-8. Newcomers can enter the table only after the conclusion of a round
-and with the consent of the other players. The new candidate for play
-must take his seat so that he shall have the deal.
-
-9. If seats are drawn for, the lowest skat card shall have the first
-choice. The next lowest shall sit on his left, and so on. In cutting,
-the cards and suits rank as in play. The one drawing the lowest card
-shall deal the first hand, and the score shall be kept by the player on
-his right.
-
-10. The game shall come to an end only at the conclusion of a round,
-and any player wishing to stop must give notice before the beginning of
-a round.
-
-
-CARDS.
-
-11. There are thirty-two cards in the pack, the rank and value of which
-are as follows: Jack 2; ace 11; ten 10; king 4; queen 3; the nine,
-eight and seven having no counting value.
-
-12. The suits shall always outrank one another in the same order;
-clubs, spades, hearts and diamonds. The four jacks, or Wenzels, which
-are always the four best trumps, shall outrank one another in the same
-order.
-
-13. In Nullo, the cards rank: A K Q J 10 9 8 7, and the suits and jacks
-are all of equal rank.
-
-
-DEALING.
-
-14. When four or more play at the same table, the dealer takes no
-cards, but gives cards to the two sitting immediately on his left and
-to the one next him on his right.
-
-15. When only three play, Hinterhand shall deal the cards.
-
-16. The deal passes in regular order to the left.
-
-17. After being thoroughly shuffled, the pack must be presented to the
-pone (the player sitting on the dealer’s right) to be cut, and at least
-three cards must be left in each packet. Any player may demand a right
-to shuffle the cards before they are dealt, but the dealer shall have
-the last shuffle before presenting the cards to be cut. If any card is
-exposed in cutting, there must be a new cut.
-
-18. The dealer shall give each active player cards, three at a time
-for the first round, face down, beginning on his left. He shall then
-lay aside, face down, two cards for the skat. Each player shall then
-receive four cards at a time for the second round, and finally three
-cards at a time for the last round.
-
-19. If any card is found faced in the pack, or if the pack be proved
-incorrect or imperfect, there must be a new deal. An imperfect pack is
-one in which there are duplicate or missing cards, or cards so torn or
-marked that they can be identified by the backs.
-
-20. Should a player deal out of his turn, the deal must stand if it
-is complete; otherwise there must be a new deal by the right dealer.
-When the deal stands, the next deal must be by the player who should
-have dealt, and subsequent deals must be so arranged that there shall
-be the right number to each round. A player dealing out of turn may be
-penalized 10 points.
-
-
-ERRORS IN DEALING.
-
-21. There are no misdeals. No matter what happens, the same dealer must
-deal again if it was his proper turn to deal.
-
-22. If a card is exposed by the dealer during the deal, there must be a
-new deal; or if the cards of the players become confused, so that the
-dealer cannot separate them.
-
-23. If the dealer gives too many or too few cards to any player, or
-neglects to lay out the skat cards in their proper turn, or does not
-give the right number of cards in each round, or gives three to one
-player and four to another, or fails to present the pack to be cut,
-there must be a new deal, and the dealer is charged 10 points for the
-error.
-
-
-THE SKAT CARDS.
-
-24. Any active player taking up or seeing either or both the skat cards
-when he is not entitled to do so shall be debarred from bidding that
-deal. If any but an active player look at either of the skat cards, 10
-points shall be deducted from his score.
-
-25. If any Kiebitz (an onlooker not belonging to the table) looks at
-either of the skat cards, he may be called upon to pay the value of the
-game.
-
-26. If an active player look at the skat cards during the play, he not
-having laid out those cards from his own hand, his game is lost if he
-is the single player. If he is opposed to the player, the player’s game
-is won, but it may be played out to see if he can make schneider or
-schwarz.
-
-27. Should an active player take one or both the skat cards into his
-hand by mistake, before the bidding begins, the dealer shall draw from
-his hand, face down, enough cards to reduce his hand to ten, and the
-player in fault shall be charged 25 points penalty, and be debarred
-from bidding for that deal. If, in three-hand, the player in fault is
-the dealer, Vorhand shall draw.
-
-28. Should the successful bidder take both the skat cards into his hand
-together, or pick them up together, he shall be obliged to play a Gucki
-Grand, unless he has announced to play Nullo. Should he put the first
-card into his hand without showing it, he shall be obliged to turn up
-the second card and play Passt-mir-nicht.
-
-29. The player may turn up either of the skat cards; but should he
-expose both he must play the suit of higher value.
-
-30. Should he turn a jack, he may either play in suit or announce a
-turned Grand.
-
-31. A player turning up a seven cannot announce a Nullo unless it has
-been previously agreed to play turned Nullos, which are worth 10 points.
-
-32. The player who takes the skat cards must lay out two cards in their
-place before a card is led. Should he neglect to lay out for the skat
-before he plays to the first trick; or should he lay out more or less
-than two cards, and not discover the error until the first trick has
-been turned and quitted, he shall lose his game.
-
-
-BIDDING.
-
-33. All bidding shall be by numbers representing the value of some
-possible game, and the lowest bid allowed shall be 10.
-
-34. Mittelhand must bid to Vorhand, and Vorhand must either undertake
-as good a game as that offered him, or pass. If Vorhand passes,
-Hinterhand bids to Mittelhand, and Mittelhand must either undertake
-as good a game as that offered, or pass. If Mittelhand passes, when
-bidding to Vorhand, Hinterhand must bid to Vorhand: but Hinterhand is
-not allowed to say anything until either Mittelhand or Vorhand has
-passed.
-
-35. Any figure once named cannot be recalled. A player having once
-passed, cannot come into the bidding again.
-
-36. The survivor of the bidding shall be known as the Player, and shall
-have the privilege of naming the game to be played; the two other
-active players being his adversaries.
-
-37. If no bid is made, and Vorhand will not undertake to play any game
-against the two others, they must play Ramsch.
-
-
-ANNOUNCEMENTS.
-
-38. The player, if he does not use the skat cards, may announce any
-suit for the trump, or he may play a Grand or Nullo.
-
-39. If he wishes to announce schneider or schwarz, he must do so when
-he names the game to be played, and before a card is led. All Open
-Grands are compulsory “schwarz announced.”
-
-40. The manner of taking up the skat cards, when the player uses them,
-is sufficient announcement for a Tournée, Passt-mir-nicht, or Guckser;
-but a Gucki Nullo must be announced before the skat cards are touched,
-and open Gucki Nullo must be announced before the skat cards are seen.
-
-41. The player is not allowed to announce either schneider or schwarz
-in any game in which he uses the skat cards.
-
-42. The adversaries cannot announce schneider or schwarz under any
-circumstances.
-
-43. No player but Vorhand can announce Ramsch, and then only when no
-bid has been made.
-
-
-PLAYING.
-
-44. In Tournée, but not in Solo, Grand, or Nullo, the player may, in
-order to avoid the possibility of being made schneider, abandon his
-game as lost before playing to the second trick. The adversaries are
-then bound to score it as a “game” lost, even if they could have made
-the player schneider.
-
-45. No matter who is the single player, Vorhand shall always lead for
-the first trick. The winner of one trick leads for the next, and so on,
-and each player in turn must follow suit if he can.
-
-46. If, during the play of the hand, any player is found to have a
-wrong number of cards, the others having their right number, only those
-who have their right number can win the game. If it is the player who
-has a wrong number, his game is lost. If it is one of his adversaries,
-the player’s game is won.
-
-47. If the single player leads out of turn, the cards must be taken
-back if the trick is not complete and the adversary who has not played
-demands it. If both adversaries have played to the false lead, the
-trick stands. If an adversary has played to his false lead, the player
-cannot take it back unless the other adversary permit it.
-
-48. If an adversary of the player leads out of turn, and the player
-calls attention to it, the player may immediately claim his game as
-won and abandon the hand; or he may insist that the play proceed with
-a view to making the adversaries schneider or schwarz. Whether he
-proceeds or not his game is won, and he may either let the false lead
-stand, or insist on a lead from the proper hand.
-
-49. If, during the progress of the hand, the player lays his cards on
-the table, face up, and announces that he has won his game by reaching
-61 or 91, whichever may be necessary to make good his bid, and it is
-proved that he is mistaken, he loses his game, even if he could have
-taken up his cards again and won it.
-
-50. If an adversary lays his cards on the table, face up, and claims
-to have already defeated the player’s game, all that adversary’s cards
-shall be taken by the player and counted with the tricks already taken
-in by the player. If the adversary be found to be in error, the player
-shall score his game as won, even if he would have lost it had it been
-continued.
-
-51. If the single player gives up his game as lost, and lays his cards
-on the table, the adversaries shall take all such cards and add them
-to their own, and count their cards to see if they have also made the
-player schneider.
-
-
-THE REVOKE.
-
-52. Should the single player revoke, and not discover the error before
-the trick is turned and quitted, he loses his game. If he discovers the
-error and corrects it in time, there is no penalty; but any adversary
-who plays after him may amend his play.
-
-53. If either adversary of the player revokes, the player may claim his
-game as won; but he may insist on playing the hand out to see if he can
-make schneider or schwarz. Even if the single player has overbid his
-hand, he wins his game if either adversary revokes.
-
-
-LOOKING BACK.
-
-54. Any active player may see the last trick turned and quitted,
-provided no card has been led for the next trick. Should a player look
-back at any other trick, or count his cards, he loses the game; but
-either of the others may insist on playing on to see if they can make
-schneider.
-
-55. If an adversary of the player tell his partner how many points
-they have taken in, or ask him to fatten a trick which is his, or call
-attention in any way to the fact that the partner’s play should be thus
-or so, the single player may at once claim his game as won, and abandon
-his hand.
-
-
-SCORING.
-
-56. The single player wins his game if he reaches 61 points. He wins
-schneider if he makes 91. He wins schwarz if he gets every trick.
-
-57. If the adversaries reach 30, they are out of schneider. If they
-reach 60, they defeat the player. If they get to 90, they make him
-schneider; and if they win every trick they make him schwarz.
-
-58. The value of the game having been calculated according to Law No.
-2, the amount won or lost shall be entered on the score pad under the
-name of the individual player, and each following item shall be added
-to or deducted from the previous total, so that the last entry shall at
-all times show the exact state of the player’s score.
-
-59. At the end of the sitting each player wins from or loses to each of
-the others at the table the full amount of his score.
-
-60. In every case in which a player loses his game, he loses what he
-would have won if he had been successful, regardless of the amount he
-may have bid; but,
-
-61. If the player fails to win a game equal to the amount he has bid,
-he loses the value of the next higher game which would have made his
-bid good; because in no case can a player lose less than he bid, and in
-every case must he lose some multiple of the game which he declared to
-play.
-
-
-FROG.
-
-This is a very popular game in Mexico, and seems to be an elementary
-form of Skat, which it resembles in many ways. Even the name may be a
-corruption of the simple game in Skat, which is called “frage.” The
-chief differences are that there are four cards added to the pack for
-frog, and that the players win or lose according to the number of
-points they get above or below 61, instead of computing the value of
-the game by matadores.
-
-_=Players.=_ Three, four, or five can play; but only three are active
-in each deal. If four play, the dealer takes no cards. If five play, he
-gives cards to the two on his left and one on his right.
-
-_=Cards.=_ There are thirty-six cards in the pack, which rank: A 10 K Q
-J 9 8 7 6. Each Ace is worth 11, Tens are worth 10, Kings 4, Queens 3,
-and Jacks 2. This gives us 120 points in the pack, and the object is to
-get 61 or more.
-
-_=Dealing.=_ Any one can deal the first hand, after which the deal
-passes to the left. Three cards are given to each player the first
-round, then three for the widow, and then two rounds of four cards each
-to the players, so that there are three hands of eleven cards each, and
-three in the widow.
-
-_=THE GAMES.=_ Each player in turn, beginning on the dealer’s left,
-can offer to play one of three games, and the highest offer must be
-accepted. A player cannot increase his own bid unless he is overbid.
-The highest bidder becomes the single player, opposed to the two others.
-
-_=Frog.=_ In this, hearts must be trumps. The single player turns the
-widow face up to show what it contained, and then takes the three cards
-into his hand. He must then discard to reduce his playing hand to
-eleven cards again. Any points in the cards he lays away will count for
-him at the end of the play.
-
-The player on the dealer’s left always leads for the first trick, any
-card he pleases. The others must follow suit if they can, but they are
-not obliged to head the trick. If a player cannot follow suit, he must
-trump, and if the third player cannot follow suit either, he must play
-a trump, but he is not obliged to over-trump unless he likes.
-
-The eleven tricks played, each side turns over the cards taken in and
-counts the points. For every point the single player gets over 60
-he must be paid a counter by each of the others who held cards. But
-if he does not get 60, he must pay each of the others at the table,
-including those who held no cards, if any, a counter for every point
-his adversaries get over 60.
-
-_=Chico=_ outbids Frog. The player offering this game can name any suit
-for the trump except hearts, but he must not touch the widow, although
-the points in it will count for him at the end. Each point under or
-over 60 is worth two counters in Chico.
-
-_=Grand=_ outbids Chico, and is the highest bid possible. Hearts must
-be trumps, and the player offering this game must not touch the widow
-until the play is finished. Every point under or over 60 in a Grand is
-worth four counters.
-
-The bidder must play the game he names. He cannot bid Frog and play
-Chico, or bid Chico and play Grand. The settling up of the scores at
-the end, if the payments are not made at once in counters, is the same
-as in Skat.
-
-
-CRIBBAGE.
-
-Cribbage is not only one of the oldest of the games upon the cards, but
-enjoys the distinction of being quite unlike any other game, both in
-the manner of playing it, and in the system of reckoning the points. It
-is also peculiar from the fact that it is one of the very few really
-good games which require no effort of the memory; judgment and finesse
-being the qualities chiefly requisite for success.
-
-There are two principal varieties of the game; _=Five=_ and
-_=Six-card=_ Cribbage; and these again are divided according to the
-number of players. The old writers agree in speaking of the five-card
-game as the more scientific; but the modern verdict is in favour of
-the six-card game, which is certainly the more common and popular.
-The skill in Five-card Cribbage is limited to laying out for the crib
-and securing the “go”; but in Six-card Cribbage, while the scientific
-principles applicable to the crib remain the same as in the five-card
-game, there is abundant room for the display of skill all through,
-the hand being as important as the crib, and the play sometimes more
-important than either. The six-card game will be first described.
-
-_=CARDS.=_ Cribbage is played with a full pack of fifty-two cards,
-which have no rank except the order of their sequence; K Q J 10 9 8
-7 6 5 4 3 2 A, the Ace being always the lowest, either in cutting or
-in play. The cards have also a counting or pip value, the three court
-cards, K Q J, and the 10 being worth ten points each. All other cards,
-including the Ace, retain their face value. There are no trumps, and
-the four suits are therefore equal in value at all times.
-
-_=MARKERS.=_ The game is 61 points, and is scored or “pegged” on a
-cribbage board, which has a double row of 30 holes on each side, and a
-game-hole at each end. The players are each provided with two pegs, and
-they score the points as they accrue by advancing their pegs from left
-to right according to the number of points they make. For instance: One
-player makes 6 for his first count. He places one of his pegs in the
-sixth hole from the left-hand end of the board. Then he makes 4, and
-places the second peg four holes in advance of the first, which will
-show that his total score is ten points. The third time he makes 2,
-which he scores by lifting out the back peg and putting it two holes
-in advance of the first one. This system of pegging not only shows the
-total number of points made by either player, but enables the adversary
-to check the count, as a glance at the distance between the two pegs
-will show the number of points pegged last time.
-
-When a player reaches the extreme right of the board, 30 points, he
-crosses over to the inner row of holes, and goes down from right to
-left. On reaching the end of the second row he has still one more to go
-to get into the game-hole, which is in the middle of the board.
-
-When one player reaches his game-hole before the other turns the
-corner, it is called a _=lurch=_, and counts two games.
-
-The pegs are so often lose or mislaid that it is much more convenient
-to use a _=pull-up=_ cribbage board, in which every hole is provided
-with its own peg, which may be raised to indicate the count. The back
-pegs can be either left standing or pushed down again.
-
-[Illustration]
-
-The board is always placed midway between the players.
-
-If three persons play, a triangular board is necessary. This is
-provided with three sets of holes and three game holes.
-
-When a cribbage board is not at hand, the game may be kept by ruling a
-sheet of paper into ten divisions, and marking them with the figures 1
-to 0 on each side:
-
- +---------------------------------------+
- | 0 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
- +---------------------------------------+
- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |
- +---------------------------------------+
-
-Each player being provided with two coins, one silver and one copper,
-(or different sizes,) the copper coin can be advanced from point to
-point to count units, and the silver coin will mark the tens.
-
-_=PLAYERS.=_ Cribbage is distinctly a game for two players, although
-three may play, each for himself, or four, two being partners against
-the other two. When two play, one is known as the _=dealer=_, and the
-other as the non-dealer, or the _=pone=_.
-
-_=CUTTING.=_ The players cut for the choice of seats, and for the first
-deal. The lowest cut has the choice, and deals the first hand. The Ace
-is low. If a player exposes more than one card he must cut again. Ties
-are also decided by cutting again.
-
-_=STAKES.=_ Cribbage is played for so much a game, lurches counting
-double. Players may either settle at the end of each game, or score
-on a sheet of paper. In the pull-up cribbage boards there are nine
-extra pegs for counting games won. These are placed in a line with the
-player’s game hole at each end.
-
-_=DEALING.=_ The cards are shuffled and presented to the pone to be
-cut, and he must leave at least six cards in each packet. Six cards are
-dealt to each player, one at a time in rotation, beginning with the
-player on the dealer’s left if there are more than two. No trump is
-turned, and the remainder of the pack is placed face downward at the
-end of the cribbage board on the dealer’s left.
-
-_=Irregularities.=_ It is a misdeal if any card is found faced in the
-pack, or if the pack is found to be imperfect, and there must be a
-fresh deal by the same dealer. Any previous cuts or scores made with
-the imperfect pack stand good. A player dealing out of turn may be
-stopped before the non-dealer lifts his cards from the table. The
-penalty for dealing out of turn is two points, if the error is detected
-in time; otherwise the deal stands good.
-
-If the dealer neglects to have the pack cut, exposes a card in
-dealing, gives too many or too few cards to any player, deals a card
-incorrectly, and fails to remedy the error before dealing another,
-or exposes one of his adversary’s cards, the non-dealer scores two
-points by way of penalty. He also has the option of demanding a fresh
-deal by the same dealer, or of letting the deal stand. If the error is
-simply an irregularity in the manner of dealing, or an exposed card,
-the pone must decide without looking at his cards. If either player
-has too many or too few cards, the pone may look at the hand dealt him
-before deciding whether or not to have a fresh deal; but if it is the
-pone himself that has too many or too few cards, he must discover and
-announce the error before lifting his cards from the table, or he will
-not be entitled to the option of letting the deal stand. If the pone
-has too many cards he may return the surplus to the top of the pack,
-without showing or naming them. If the dealer has too many, the pone
-may draw from his hand face downward, returning the surplus to the top
-of the pack; but the pone may not look at the cards so drawn unless the
-dealer has seen them. If there are too few cards, and the pone elects
-to have the deal stand, the deficiency must be supplied from the top of
-the pack.
-
-_=THE CRIB.=_ The cards dealt, each player takes up his six cards and
-examines them with a view to laying out two cards, face downward, for
-the crib; leaving himself four cards with which to play. The four cards
-which form the crib, two from each hand, always belong to the dealer,
-and it is usual for each player, in discarding for the crib, to slip
-his two cards under the end of the cribbage board opposite to that
-occupied by the remainder of the pack.
-
-Cards once laid out for the crib, and the hand removed from them,
-cannot be taken up again. A penalty of two points may be scored by the
-adversary for each card so taken up again, whether it is returned to
-the player’s hand or not. If either player confuses his cards in any
-manner with those of the crib, his adversary scores two points, and may
-also claim a fresh deal.
-
-If it is not discovered until he comes to lay out for the crib, that
-a player has too many cards, the same rules apply that are given for
-misdealing; but if he has too few cards there is no remedy, as he has
-lifted his hand. He must lay out two cards for the crib and play with
-what remain, his adversary scoring two points penalty at the same time.
-
-_=THE STARTER.=_ Both players having discarded for the crib, the
-non-dealer cuts the remainder of the pack, and the dealer lifts the top
-card from the portion left on the table, turning it face up. The two
-portions being again united, the turned card is placed face up on the
-pack, and is known as the starter, because it forms the starting-point
-in the count for every hand and crib. At least four cards must be left
-in each packet in cutting for the starter. If the starter is found face
-up, there must be a new deal.
-
-If the starter is a Jack, the dealer immediately pegs two points _=for
-his heels=_. If he does not peg these two holes before he plays a card
-the score is lost. If the Jack of the same suit as the starter is found
-in the hand or crib of any player, it is called _=his nobs=_, and when
-the hand is reckoned up after the play is over, one point may be scored
-for it.
-
-If the dealer exposes more than one card after the pack has been
-properly cut, his adversary may choose which of the exposed cards shall
-be the starter.
-
-In order to understand the motives which govern the players in
-discarding, and the influences which the starter has upon the value of
-the hands and crib, it will be necessary to describe the objects of the
-game, before giving the method of play.
-
-_=OBJECTS OF THE GAME.=_ The chief object in Cribbage is to form and to
-preserve various counting combinations. As these combinations occur in
-the course of play, or are shown in the hand or crib after the play is
-over, their value in points is pegged on the cribbage board, and the
-player who first pegs a sufficient number of these combinations to
-reach a total of 61 points, wins the game.
-
-There are five principal varieties of these counting combinations:
-Pairs, Triplets, Fours, Sequences, and Fifteens; besides some minor
-counts which will be spoken of in their proper place.
-
-The various counting combinations in Cribbage may arise in two ways.
-They may be formed by combining the cards played by one person with
-those played by his adversary; or they may be found in the individual
-hand or crib after the play is over. In the latter case the starter is
-considered as part of each hand and crib, increasing each of them to
-five available counting cards.
-
-_=Pairs.=_ A pair is any two cards of the same denomination, such as
-two Fives or two Queens, and its counting value is always the same, 2
-points. _=Triplets=_, usually called Pairs Royal, Proils, or Prials,
-are any three cards of the same denomination, such as three Nines.
-Their value is the number of separate pairs that can be formed with the
-three cards, which is three, and the combination is therefore always
-worth 6 points. The different pairs that can be formed with three
-Nines, for instance, would be as follows:--
-
-[Illustration:
-
- 🂹 🃙 🂹 🂩 🃙 🂩
-]
-
-_=Fours=_, sometimes called Double Pairs Royal, or Deproils, are any
-four cards of the same denomination, such as four Fours, and their
-counting value is the number of separate pairs that can be formed with
-the four cards, which is six. The combination is therefore always worth
-12 points. The different combinations of four cards, arranged in pairs,
-is as follows:--
-
-[Illustration:
-
- 🂴 🃔 🂴 🂤 🂴 🃄
- 🃔 🂤 🃔 🃄 🂤 🃄
-]
-
-Whether the foregoing combinations are formed during the play of the
-hand, or found in the hand or crib after the play is over, their
-counting value is exactly the same.
-
-_=Sequences.=_ Any three or more cards, following one another in
-numerical order, will form a sequence. A sequence may also run into
-the court cards, such as 9 10 J, 10 J Q, or J Q K; but Q K A is not a
-sequence in Cribbage. The counting value of a sequence is one point
-for each card in it. Sequences formed in the course of play must always
-be single, although the cards forming them need not fall in regular
-order. Those found in the hand or crib may be double, and those formed
-with the aid of the starter may be treble or quadruple.
-
-The method of computing the value of double and treble sequences
-should be thoroughly understood, in order that such combinations may
-be counted at sight. A few examples will show that each combination
-belongs to a certain class, to which the same counting value is always
-attached. These classes are distinguished by the number of duplicates
-of the sequence cards.
-
-[Illustration:
-
- 🂲 🃓 🂴 🂤
-]
-
-If you hold three cards which form a sequence, and have also a
-duplicate of any one of them, no matter which, it is evident that by
-substituting the card of equal value you can form another sequence.
-Such combinations are therefore always worth 8 points, 6 for the
-_=double run=_, as it is called, and 2 for the pair, no matter what the
-cards are that form the combination.
-
-[Illustration:
-
- 🂢 🂲 🃒 🃃 🃔
-]
-
-If the five cards in the hand and starter together contain a run of
-three with two duplicates, it is evident that three separate sequences
-can be formed by using each of the duplicates alternately. Such
-combinations are always worth 15 points; 9 for the triple run of three,
-and 6 for the pair royal.
-
-[Illustration:
-
- 🃑 🃁 🃒 🂳 🃓
-]
-
-If the duplicates are of two different cards, no matter which, it will
-be found that four different sequences of three cards each can be
-formed by changing the Aces and Threes alternately. Such combinations
-are therefore always worth 16 points: four runs of three, worth 12, and
-4 points for the two separate pairs.
-
-[Illustration:
-
- 🂡 🂢 🂳 🃔 🃄
-]
-
-If the five cards contain one sequence of four, and one duplicate, the
-combination will always be worth 10 points; 8 for the double run of
-four, and 2 for the pair.
-
-The foregoing should be thoroughly familiar to every player, so that
-he may know the exact value of the combination the moment he sees the
-length of the sequence and the number of duplicates.
-
-_=Two-card Fifteens.=_ Any combination of two or more cards, the total
-face value of which is exactly 15, is called _=fifteen-two=_, because
-each fifteen so formed is worth two points in the pegging. There are
-only three combinations of two cards which will form fifteen; a Five
-with any court card or Ten; a Nine and a Six; an Eight and a Seven.
-The manner of counting duplicates is the same as that employed for the
-pairs and sequences, and the player should be equally familiar with
-each variety of combination. The fifteens formed by _=two cards=_ only
-are the simplest, and should be studied first.
-
-[Illustration:
-
- 🂮 🂻 🂥
-]
-
-It is obvious that if there is in the hand or the starter a duplicate
-of either of the cards forming the fifteen, no matter which, another
-fifteen can be formed, and the combination will therefore always be
-worth 6 points; 4 for the two fifteens, and 2 for the pair. It must not
-be forgotten that in the case of _=tenth cards=_, as they are called,
-the duplicates may not form pairs, as for instance with K J 5. The
-fifteen is duplicated, but there is no pair.
-
-[Illustration:
-
- 🂩 🃉 🃙 🂦
-]
-
-If there are two duplicates of either card, the combination will always
-be worth 12 points; 6 for the three fifteens, and 6 more for the pair
-royal.
-
-[Illustration:
-
- 🂹 🃙 🃆 🂶
-]
-
-If the duplicates are of two different cards, the combination is still
-worth 12, because four different fifteens can be formed by combining
-each Nine with each Six separately, and there are two single pairs.
-
-[Illustration:
-
- 🃙 🃆 🂶 🃖 🂦
- 🂹 🂩 🃉 🃖 🂦
-]
-
-The same is true of any combinations of two-card fifteens in which
-all five cards are of value; they are both of the same pegging value,
-20 points. If there are three duplicates of one card in the original
-fifteen, the four separate fifteens will be worth 8, and the double
-pair royal 12. If there are two duplicates of one card, and one of the
-other, six separate fifteens can be formed by combining each Nine with
-each Six, pegging 12; and the pair royal of one card with the single
-pair of the other will add 8 more.
-
-_=Three-card Fifteens=_ may be formed in fifteen different ways,
-ranging from 10 4 A, to 5 5 5. If you hold any of these combinations,
-and have a fourth card which is a duplicate of any of the three forming
-the fifteen, the value of the combination will depend on how many
-cards you can replace with the duplicate card.
-
-[Illustration:
-
- 🂾 🃞 🃔 🂡
-]
-
-If you have an extra tenth card, you can replace the other tenth card
-once only, and the total value of the combination is therefore 6
-points, which is expressed by the formula; “Fifteen-two, fifteen-four,
-and a pair.”
-
-[Illustration:
-
- 🃙 🂳 🃓 🂣
-]
-
-If your combination was 9 3 3, and you had another 9, the same thing
-would be true; but if your duplicate is a Three, there are two cards
-which can be replaced, and the combination is therefore worth 12; 6 for
-the three fifteens, and 6 more for the pair royal.
-
-[Illustration:
-
- 🂵 🃕 🃅 🂥
-]
-
-If your combination is one in which all three cards can be replaced
-with the duplicate, making three extra fifteens, it must be worth 20
-altogether; 8 for the four fifteens, and 12 for the double pair royal.
-
-[Illustration:
-
- 🂢 🃖 🂷 🂧 🃇
-]
-
-If you have two duplicates of any one card in the original combination,
-there are only two extra fifteens, and the combination will be worth
-12; 6 for the three fifteens, and 6 more for the pair royal.
-
-[Illustration:
-
- 🃒 🂦 🃖 🂷 🃗
-]
-
-If you have duplicates of two different cards you can form four
-fifteens; because you can replace the Seven first, and then the Six,
-and then put the first Seven back again with the new Six. This will
-make the combination of the same value as if you had three duplicates
-of one card, 12 points; 8 for the four fifteens, and 4 for the two
-single pairs.
-
-_=Combinations.=_ The beginner’s greatest difficulty is in counting
-hands which contain all three varieties of counts; pairs, sequences,
-and fifteens. But if he is familiar with the values of the various
-combinations taken separately, he will have no difficulty in computing
-them when they are found together. Some regular order should be
-observed in going over the hands, so that nothing shall be forgotten.
-The majority of players begin with the fifteens, as they are more
-liable to be overlooked, and then reckon the value of the runs and
-pairs together.
-
-Take the following examples:--
-
- No. 1. [Illustration: 🃕 🂵 🂥 🃖 🃇]
-
- No. 2. [Illustration: 🂦 🃇 🂨 🃈 🃘]
-
- No. 3. [Illustration: 🃆 🂧 🂸 🂩 🂹]
-
- No. 4. [Illustration: 🃖 🂷 🃗 🃈 🃘]
-
-No. 1 contains a fifteen in addition to the three runs of three and the
-pair royal, and is therefore worth 17 altogether. Nos. 2 and 3 each
-contain three fifteens; but No. 2 is worth 21 points on account of the
-three runs of three and the pair royal, while No. 3 is worth only 16;
-a double run of four and a single pair. No. 4 contains four fifteens
-in addition to the four runs of three and two single pairs, and is
-therefore worth 24 points.
-
-The best combination that can be held in hand or crib is three Fives
-and a Jack, with the Five of the same suit as the Jack for a starter.
-We have already seen that the four Fives by themselves are worth 20,
-to which we must add the four extra fifteens made by combining the
-Jack with each Five separately, and one more point for his nobs, 29
-altogether. If the Jack was the starter, the combination would be worth
-30 to the dealer, but his heels would have to be counted before a card
-was played.
-
-_=Flushes.=_ In addition to the foregoing combinations, if all four
-cards in the hand are of the same suit the player can peg four points
-for the flush; if the starter is also the same suit, five points. A
-flush does not count in the crib unless the starter is the same suit,
-and then it counts five points. Flushes are never made in play.
-
-_=Laying Out for the Crib.=_ With this knowledge of the objects of
-game, and the various counting combinations, it will be seen that each
-player should keep the cards which count the most for him, or which are
-most likely to form good combinations with different starters.
-
-Suppose the non-dealer holds these cards:--
-
-[Illustration:
-
- 🃖 🂧 🂨 🂸 🂩 🃚
-]
-
-If he puts the two Eights in his adversary’s crib, he not only gives
-him two very good cards, which go to form a great many valuable
-combinations, but he leaves himself absolutely nothing but 2 points for
-a single fifteen, formed by the 9 and 6. It would be a little better,
-but still very bad play, for him to discard the 8 and 6, leaving
-himself a sequence of four cards and a fifteen, 6 points altogether. He
-might do a little better by discarding the 10 and 8, leaving himself
-a run of four, and two fifteens, 8 points altogether. If he discards
-either the 10 and 9, or the 10 and 6, he will leave himself a double
-run of three, a pair, and two fifteens, 12 altogether. Of these two
-discards, that of the 10 and 6 is better than the 10 and 9, because the
-10 and 9 might help to form a sequence in the adversary’s crib, whereas
-the 10 and 6 are so far apart that they are very unlikely to be of any
-use.
-
-Cards which are likely to form parts of sequences are called _=close
-cards=_, and those which are too widely separated to do so are called
-_=wide cards=_.
-
-_=METHOD OF PLAYING.=_ The crib laid out and the starter cut, the pone
-begins by playing any card he pleases. The card he selects he lays face
-upward on the table on his own side of the cribbage board, and at the
-same time announces its pip value; two, five, or ten, whatever it may
-be. It is then the dealer’s turn to play a card from his hand, which
-is also laid face upward on the table, but on the dealer’s side of the
-cribbage board. Instead of announcing the pip value of this second
-card, the dealer calls out the total value of the two cards taken
-together. The pone then lays another card on the table face upward and
-on the top of the first, which is not turned face down, and at the same
-time announces the total pip value of the three cards so far played;
-the dealer plays again, and so on.
-
-If at any time the total pip value of the cards played is exactly
-15 or 31, the one who plays the card that brings it to that number
-pegs two points for it at once. If any counting combination, such as
-a pair, pair royal, or sequence, is formed by the cards played, its
-value is pegged by the person that plays the card which completes the
-combination; but neither player is allowed to play a card which will
-make the total pip value of the cards played pass 31. The method of
-forming and pegging these various combinations in play will be better
-understood if they are described separately. A card once played cannot
-be taken up again, unless it passes 31.
-
-_=Pairs.=_ If the first card played by the pone should be a 6, and the
-dealer had a 6 also, the latter would probably play it, announcing:
-“Twelve, with a pair,” and pegging two holes. If the pone held a third
-six he would immediately play it, announcing: “Eighteen, with a pair
-royal,” and would peg six holes for the three pairs which can be formed
-with the three Sixes, although he did not hold all of them. If the
-dealer was fortunate enough to hold the fourth Six he might rejoin
-with: “Twenty-four, with a double-pair-royal.” This would entitle him
-to peg twelve more holes, although he had already pegged the single
-pair.
-
-_=Sequences.=_ Suppose the first card played by the pone was a 4. The
-dealer plays a 2, announcing: “Six.” The pone plays a 3, announcing:
-“Nine, with a run of three,” and pegging three holes for the sequence
-formed in play. The dealer plays an Ace; “Ten, with a run of four,” and
-pegs four holes for the sequence of four cards made in play, all of
-which are face upward on the table, although he held only two of them.
-
-_=Fifteens.=_ The pone then plays a 5, which, added to the 10 just
-announced by the dealer, makes 15, with a run of five cards; seven
-holes to peg altogether. (This is quite independent of the sequence
-previously scored, just as the double pair royal was of the previous
-single pair.) The dealer now plays a deuce, and announces seventeen.
-This card does not form any sequence with those that have gone
-immediately before it, because if the order of play is retraced it will
-be found that another deuce is encountered before we reach the Four.
-This illustrates the rule already given, that sequences formed in play
-must always be single, and cannot be reckoned with substitute cards,
-like pairs royal. If they could, the last player in this case might
-claim a double run of five and a pair.
-
-The pone now plays another 4, which forms the sequence afresh if we go
-back to the third card played. He announces: “Twenty-one, with a run of
-five,” and pegs five holes more. The dealer plays a 3, also claiming a
-run of five, which he pegs, and as that is the last card to be played
-in that hand he also pegs one hole for _=last card=_.
-
-The total score of the dealer is now 10 points, and that of the pone is
-15. The cards they held, and the order in which they were played is as
-follows:--
-
-[Illustration:
-
- Pone:-- 🂤 🃃 🃕 🃔
- Dealer:-- 🃂 🂱 🂲 🃓
-]
-
-_=SHOWING.=_ In order to illustrate the manner of counting the hands,
-which is called showing, let us suppose the starter to be a Queen,
-and that the pone discarded an Ace and a Ten for the crib, the dealer
-laying out two Jacks.
-
-The non-dealer always has the first show, as an offset to the advantage
-of the dealer’s crib. The pone therefore shows his hand, which,
-combined with the starter, is as follows:--
-
-[Illustration:
-
- 🂭 🃃 🂤 🃔 🃕
-]
-
-This is worth 10 holes; the run of three with one duplicate is always
-worth 8, and the fifteen formed by the starter and the Five counts 2
-more. This puts the pone’s total score to 25 points.
-
-The dealer then counts, showing his hand first. This, with the starter,
-is as follows:--
-
-[Illustration:
-
- 🂭 🂱 🂲 🃂 🃓
-]
-
-This is worth 14 holes. In addition to the run of three with one
-duplicate, three fifteens can be formed by combining the starter and
-a Three with each of the deuces, and then taking the starter and the
-Ace with both the deuces together. This puts the dealer’s total score
-to 24, with the crib still to count. This is as follows, with the
-starter:--
-
-[Illustration:
-
- 🂭 🃛 🂫 🃚 🂡
-]
-
-This is worth 9 holes; 8 for the run of three with one duplicate, and
-1 for his nobs. There are no fifteens, and the Ace is worthless. This
-puts the dealer three holes round the corner, and on the homestretch
-for the game hole.
-
-The deal now passes to the player that was the pone, and the next crib
-will belong to him.
-
-Beginners often experience difficulty in deciding when a run has been
-made in play, and when it has not. If there is any dispute about it,
-the cards should be placed as shown in these diagrams, and if any
-duplicate is encountered before the run is complete, it cannot be
-pegged.
-
-Take the following examples:--
-
-[Illustration:
-
- 🂡 🃒 🃖 🃄
- 🃅 🂲 🃓
-]
-
-There is no sequence, because we encounter a duplicate deuce before we
-reach the Five. If the last player had a Five to play now, it would
-make a run of five cards, stopping at the deuce of hearts. Take the
-following:--
-
-[Illustration:
-
- 🂦 🃑 🃅 🃒
- 🂣 🂤 🃁 🂶
-]
-
-There is no sequence; but if the pone had played his Five for his
-second card, the dealer would have pegged two runs; one of four, and
-one of six, besides the last card; the pone making one run of five and
-a pair, as follows:--
-
-[Illustration:
-
- 🂦 🃅 🃒 🃑
- 🂣 🂤 🃁 🂶
-]
-
-It will be seen that if the dealer had not played his Ace and kept
-his Six at the last, the pone would have pegged eleven holes on him,
-instead of seven.
-
-_=Go, and Thirty-one.=_ When a person has no card which he can play
-without making the total pip value of all the cards played more than
-31, he must say to his adversary: “Go.” That is, “Go on and play, for I
-cannot.” If his adversary has no cards left, the player must say “go”
-to himself. When a person is told to go, he must play as many cards
-as he can without passing 31. If he reaches 31 exactly, he scores two
-points; if he cannot quite reach it, he scores one point for the go.
-The principle is that if 31 cannot be made by either player, the one
-playing the card that brought the count nearest to it shall count one
-for it, even if he has told himself to go. There is no count for “last
-card” if it makes 31. But the “last card” counts if it makes 15.
-
-If a player tells another to go when he can still play himself, he
-forfeits two points, and his adversary may, if he chooses, take back
-the cards to the point where the error occurred and have them played
-over again. The same penalty can be enforced against a player who pegs
-for a go when he can still play.
-
-Suppose the first card played is a Jack. The dealer, holding two Nines,
-an Eight, and a Five, plays the Five, and pegs 2 for the fifteen. The
-pone plays a Nine, announcing the total as twenty-four. The dealer
-cannot pair this Nine, because it would run the count past 31, neither
-can he play the Eight, so he says, “Go.” The pone pegs the go without
-playing, which shows that he is also unable to play, having nothing so
-small as a Seven.
-
-Both then turn down the cards already played, and the one whose turn
-it is to play begins all over again with his remaining cards or card,
-announcing its face value, his adversary playing after him until their
-cards are exhausted or they reach another 31.
-
-To continue the foregoing example, let us suppose the dealer to play
-one of his Nines. The pone plays a Jack, and announces “Nineteen.” The
-dealer plays his remaining Nine, and calls “Twenty-eight.” The pone
-tells him to go, and he pegs one. These three cards are turned down.
-The pone then plays a Ten, and the dealer marks one for the last card.
-The hands and crib are then shown.
-
-If either player can reach exactly 31, he scores two points for it,
-whether he has been told to go or not. Suppose the pone begins with
-a Nine. The dealer plays a Six and pegs 2 for the fifteen. The pone
-pairs the Six, calls “Twenty-one,” and pegs 2 for the pair. The dealer
-with two Fives and a Four in his hand, plays the Four, and calls
-“Twenty-five,” hoping the pone has no small card, which will allow
-the dealer to make a run of three with one of his Fives if he is told
-to go. But the pone plays a Five, calling: “Thirty, with a run of
-three.” The dealer tells him to go, and he plays an Ace, pegging two
-holes for the 31. The cards are all turned down, and the pone having
-no cards, the dealer plays his two Fives, and pegs a pair and the
-last card. The pair counts in this case because the adversary has no
-cards to interfere with it. A run of three might be played and scored
-in the same way, because the score for combinations made in play are
-determined by the order in which the cards are played, irrespective of
-who plays them.
-
-_=Irregularities in Hands.=_ If a player is found to have too many or
-too few cards, after he has laid out for the crib, his adversary pegs
-two points, and may also claim a fresh deal. If the deal is allowed to
-stand, superfluous cards must be drawn at random by the adversary, who
-may look at the card or cards so drawn before placing them in the pack.
-If either player is found to have too few cards after having laid out
-for the crib, he has no remedy. His adversary pegs two points, and the
-short hand must be played and shown for what it is worth.
-
-_=Irregular Cribs.=_ If the superfluous card is found in the crib,
-and the non-dealer had the short hand, the dealer may reckon all the
-combinations he can make in the six-card crib; but if it was the
-dealer who had the short hand, the superfluous crib is void. If the
-crib contains a superfluous card, both the players having their right
-number, the non-dealer pegs two holes for the evident misdeal, and the
-crib is void. If both players have their right number, and the crib is
-short, it must be shown for what it is worth; but the non-dealer pegs
-two holes for the evident misdeal.
-
-_=Irregular Announcements.=_ There is no penalty if a player announces
-a wrong number as the total of the cards played, provided he does
-not peg an erroneous fifteen or thirty-one. If the following player
-does not correct the announcement, but plays and adds to it, the
-error cannot be rectified. If any holes are pegged for an erroneous
-announcement, the adversary may demand that they be taken down again,
-and may add the number to his own score.
-
-_=Miscounting.=_ If a player over-counts his hand, crib, or play, and
-pegs the points erroneously claimed, his adversary may call attention
-to the error, demand that the superfluous points be taken down again,
-and may add them to his own score as penalty. Should a player neglect
-to peg the full value of his hand, crib, or play, his adversary may add
-the neglected points to his own score, after pointing out the omission.
-Should a player be mistaken in exacting either of these penalties, he
-must not only take down what he pegged, but allow his adversary to peg
-the same number as penalty.
-
-None of these corrections can be claimed until the player in error has
-pegged and quitted the score; that is, removed his fingers from the
-front peg. The claim should always be prefaced by the word _=Muggins=_.
-If the error is one of omission in play, the adversary must play his
-own card before claiming muggins. If it is in the hand or crib, the
-adversary must wait until the points claimed are pegged and quitted. If
-there are no points claimed, he must wait until the cards are turned
-face down, thus acknowledging that there is apparently nothing to
-score. A player is not allowed to tell his adversary whether or not he
-has counted his hand or crib correctly, until it is pegged.
-
-_=Nineteen.=_ As it is impossible to hold 19 in hand or crib, it is
-a common practice for a player, when he has nothing at all to score,
-to announce, “Nineteen.” The numbers twenty-seven, twenty-six and
-twenty-five are also impossible.
-
-_=Pegging.=_ Neither player is allowed to touch the other’s pegs. If
-the score is erroneous, the player in fault must be called upon to
-remedy it himself. A player whose pegs are touched by his adversary can
-score two holes for penalty. If a player removes his adversary’s front
-peg, the latter may immediately claim the game. If a player displaces
-his own front peg, he must place it behind the other. If both players
-displace their front pegs, as by accident, they may agree to replace
-them where they believe them to have stood; but if they cannot agree
-they must call the game void.
-
-_=Pegging Out.=_ In pegging during the play, the first man to reach
-his game hole wins, no matter what either may have in hand or crib. If
-neither can peg out in play, the non-dealer has the first show. If he
-cannot show out, the dealer proceeds to count his hand and then his
-crib. If he cannot show out there must be a new deal.
-
-_=CHEATING.=_ The greatest advantage at Cribbage is to secure good
-starters, and for this purpose the greek adopts various methods of
-trimming and marking the cards so that he may secure a starter exactly
-suited to his hand. After trimming certain cards a trifle longer or
-shorter than others, the pack to be cut may be presented to the pone in
-such a manner that he will unconsciously lift them either by the ends
-or the sides, according to the wish of the dealer, and so uncover a
-starter exactly suited to the dealer’s hand or crib. When the sharper
-has the cut, he can of course uncover any card he pleases. With marked
-edges, the pone can cut down to a card of any desired denomination.
-Some audacious gamblers make it a rule to get a starter by simply
-removing the top card and turning up the next one. It is needless to
-say that the second card has been carefully pre-arranged. Any person
-who fingers the pack longer than necessary in cutting starters, or
-who cuts sometimes by the edge and sometimes by the side, will bear
-watching. Marked cards and second dealing are great weapons in a game
-where so much depends on a knowledge of the adversary’s hand, and on
-securing good counting cards for yourself.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ In the six-card game the hand is more
-valuable than the crib, because you know what it contains, whereas the
-crib is largely speculative. In the five-card game, in which there
-are only three cards in the hand and four in the crib, it is usual to
-sacrifice the hand very largely for the possibilities of the crib,
-because of the much larger scores that can be made with five cards, the
-starter and four in the crib.
-
-_=Baulking.=_ In both games it is the duty of the pone to baulk the
-dealer’s crib as much as possible, by laying out cards which are very
-unlikely to be worth anything, either in making fifteens or in filling
-up sequences. Pairs it is impossible to provide against, and the
-chance of making a flush is remote, but should be avoided if there is
-any choice. The best baulk is a King and Nine; tenth cards and Aces
-are also very good cards to lay out. Cards which are at least two pips
-apart, called _=wide cards=_, are better than _=close cards=_, as the
-latter may form sequences. Fives are very bad discards, and so are any
-cards that form a five or a fifteen.
-
-_=The Crib.=_ In laying out for his own crib, the dealer should
-preserve his own hand as much as possible; but other things being
-equal, the best cards to lay out are pairs, close cards, and cards that
-form fives, such as Fours and Aces. If these elements can be combined,
-so much the better. An Eight and a Seven, for instance, are not only
-close cards, being only one pip apart, but form a fifteen. The same is
-true of a trey and deuce.
-
-_=Keeping.=_ In selecting the hand to keep, much depends on the score.
-Early in the game you want a counting hand; near the end, especially
-if you have only four or five points to go, you want a pegging hand;
-that is, one with every card different, so that you can pair several
-cards, or make fifteens with almost anything that the pone may lead. In
-keeping a counting hand, much depends on whether it is good in itself,
-or needs a starter. In reckoning on the possibilities of the starter,
-it must never be forgotten that there are sixteen tenth cards in the
-pack, and that they are therefore the most probable starters of all. It
-is better to keep sequences open at both ends than those open in the
-middle. With two Sevens and two Eights, either a Six or a Nine will
-make your hand worth 24; but with two Eights and two Sixes, nothing but
-a Seven will improve your hand more than 4 points. Sequences are the
-best to keep, especially those of three cards with a duplicate. After
-them pairs royal are valuable, and next to them cards which will make
-a number of fives in various combinations, such as two Threes and two
-deuces.
-
-_=Leading.=_ There are two systems of playing, known as _=playing
-off=_, and _=playing on=_, and they are selected according to the
-player’s position in the score. Long experience has shown that in
-six-card Cribbage the average expectation of the non-dealer for his
-hand and play is 12 points; and for the dealer, in hand, crib, and
-play, is 17. This being so, each player having had a deal, their scores
-should be about 29. If a player is 29 or more, he is said to be _=at
-home=_; and if he is seven or more points ahead of his adversary on
-even deals, he is said to be _=safe at home=_. When a player is safe at
-home, he should play off; that is, take no chances of scoring himself
-that might give his adversary a chance to make a still better score.
-This is usually found in the method of playing sequences. A player who
-avoids playing cards that might lead up to a run is said to play off.
-If he invites the run, hoping to make it longer himself, he is said to
-play on. When a player is behind, it is better for him to play on,
-and to seize every chance to score, especially with sequences. As it
-is considered an advantage to be ahead on the first deal, most players
-prefer a forward game on the opening hand.
-
-_=Playing Off.=_ In this it is best to play cards on which it is
-unlikely that your adversary can score. Lead Aces, Twos and Threes,
-which cannot be made into fifteens. Do not pair his cards unless you
-have a card which will make you a double pair royal, (without passing
-31,) if he should make a pair royal on you. Do not play close cards
-which he may turn into sequences.
-
-Never play a card which will allow the adversary to make a double
-score, such as a pair and a fifteen, or a sequence and a fifteen at the
-same time. Such as the following are all bad plays: 9 on 3; 7 on A; 6
-on 3, 4, or 5; 5 on 5; 4 on 7; 3 on 9; A on 7. All these expose you to
-the immediate rejoinder of a double count. Of course, if you have the
-card to make a pair royal in return, that is another matter, and is
-playing on, not playing off.
-
-Do not play a card which brings the pip count to 5 or 21 if you can
-help it; because any tenth card will enable your adversary to peg two
-holes. Be a little wary about pairing the first card played, unless you
-have a third of the same denomination. If you have a choice between
-a pair and a sequence, your decision will depend on whether you are
-playing off or on. If you are playing off, make the pair, and take no
-chances of long runs.
-
-_=Playing On.=_ In this you play to give your adversary a count, hoping
-to make a better yourself. It is always advantageous to play one of a
-pair, and to begin with one end of a sequence. If he pairs your first
-card, you can reply with a pair royal. If he plays to make a sequence,
-you can sometimes hold him off until you get the score, and he will be
-unable to continue the run without passing 31. Play one of two cards
-that form a five, such as 3 and 2; 4 and A. If he plays a tenth card
-to it, you can peg fifteen. In playing on, you should make all the
-sequences possible, taking chances of your adversary’s being able to
-continue the run. If you think he is leading you on, you must be guided
-by the state of the score as to how much you can risk.
-
-Toward the end, you must reckon pretty closely how many points you can
-afford to risk your adversary’s making without putting him out. If you
-have enough in your hand to get out on the show, you should not attempt
-to make a single point in play. Pair nothing, for he might come out
-with a pair royal; make no runs, for he might extend them. But if you
-have not enough to show out, you must take every chance to peg the
-difference, because if you cannot get out in play and first show, the
-dealer has not only both hand and crib against you, but the first show
-on the next deal. In six-card Cribbage, the usual pegging for the play
-is five holes for the dealer, and four or five for the non-dealer. By
-adding this expectation to your show, you can see how many you can hope
-to peg yourself, and how many the dealer will probably be on hand, crib
-and peg altogether. The hands should average 7 points, and the cribs 5.
-
-
-FIVE-CARD CRIBBAGE.
-
-In this form of the game only five cards are dealt to each player,
-one at a time. Two of these are laid out for the crib, and the three
-remaining are used in play, exactly as in the six-card game.
-
-_=Three for Last.=_ The non-dealer on the first hand of each game is
-allowed to peg three holes as a compensation for the advantage his
-adversary derives from having the first deal. Although the rules allow
-these three to be pegged at any time during the game, they should be
-put up immediately, in order to avoid disputes.
-
-There is no further play after a go is declared, or either player has
-reached 31. The score for 31 is two holes; and for the go, one hole.
-Great importance is attached to the score for the go at five-card
-Cribbage, because so little is made in play that every point counts.
-
-_=The Crib.=_ This is the most important thing in the five-card game,
-and it is much more important to baulk your adversary’s crib than to
-preserve your own hand. The best baulking cards are a King with a 10,
-9, 8, 7, 6 or A. Never lay out a Jack, nor two cards which form a five,
-nor any pair, nor any two close cards. In laying out for your own crib,
-Fives, Sevens and Eights are the best. Any pair, any two cards that
-make five or fifteen, and any close cards are also good. Keep pairs
-royal and runs in your hand, and do not forget that a flush of three
-counts in the hand; but the starter must agree to make a flush in the
-crib.
-
-_=Playing Off and On.=_ The pegging in play is usually small; 2 for the
-dealer, and an average of 1½ for the non-dealer, hence the importance
-of the go. The average hand is a little less than 5, and the crib about
-5. The player is at home if he has pegged 17 in two deals, his own and
-his adversary’s. He is safe at home if he is 7 ahead, or his adversary
-is 7 behind.
-
-In Five-card Cribbage, more than any other game, it is true that a game
-is never won until it is lost. Take the following example, in which the
-pone is 56 up, and the dealer has pegged only 5 holes altogether. The
-separated cards show those laid out for the crib, and the odd card is
-the starter.
-
-[Illustration:
-
- Pone;-- 🃗 🂧 🃆 🃔 🂳
- 🂣
- Dealer;-- 🃖 🂶 🂦 🃒 🃓
-]
-
-The pone leads a Seven, and afterwards pairs the dealer’s Six, pegging
-to 58. The dealer pegs 6 for the pair royal, and is told to go. This
-enables the dealer to make a double pair royal and 31, pegging fourteen
-holes more. (The last card does not count when a go or 31 is pegged).
-On the show the pone has only a pair, which puts him to 60, within one
-of the game hole. The dealer shows 12 in hand and 17 in crib, making
-him 54 up. In the next deal the player who wanted one could not peg,
-his adversary securing a fifteen and a go, and showing out with a pair
-and a fifteen, 61 up and game.
-
-
-THREE-HANDED CRIBBAGE.
-
-Five cards are dealt to each player, and then another, face down, for
-the foundation of the crib. Each player then lays out one card to make
-the dealer’s crib up to four. The starter is cut by the player on the
-dealer’s left, and the game proceeds as at six-card Cribbage, the
-eldest hand having the first show, the dealer the last.
-
-
-FOUR-HANDED CRIBBAGE.
-
-When four play, they cut for partners, choice of seats, and deal; the
-two lowest pairing against the two highest, and the lowest taking the
-first deal and crib. The game is usually 121 points up, or twice round
-the board, and only one player on each side keeps the score.
-
-Five cards are dealt to each player, one at a time, and one of these
-is discarded from each hand to form the crib, leaving four cards with
-which to play. The right-hand adversary of the dealer cuts for deal;
-the left-hand adversary for the starter. The eldest hand plays first,
-and all pairs, sequences, and fifteens are scored by the side making
-them. If a player says “go,” his left-hand neighbour must play, or pass
-the go to the next player on his left. In this way it may pass entirely
-round the table to the last player, who will then peg for it.
-
-At this game there is a great deal more in the play than in either hand
-or crib. The average hand and crib is the same as at six-card Cribbage,
-7 for the hand and 5 for the crib, but the play for the partners will
-run to 8 or 10 holes. Either side should be at home with 48 to 50 on
-two deals; four individual hands of 7 each, four plays of five each,
-and one crib of 5.
-
-
-SEVEN-CARD CRIBBAGE.
-
-This form of the game for two players differs from the others only in
-the number of cards dealt to each player, which is seven. Two are laid
-out for the crib, and five kept for playing. There being six cards in
-each hand, with the starter, the counting combinations sometimes run
-into high figures, and it is therefore usual to play the game 121 or
-even 181 points up.
-
- * * * * *
-
-There are no authoritative _=LAWS=_ for Cribbage, but the foregoing
-descriptions contain all the regulations in force at the best clubs.
-
-
-TEXT BOOKS.
-
- The Cribbage Player’s Handbook, by Walker.
- Bézique and Cribbage, by Berkeley.
- Pocket Guide to Cribbage, by “Cavendish.”
- Bohn’s Handbook of Games.
- Cribbage, by Rawdon Crawley.
- Dick’s Handbook of Cribbage.
-
-
-PIQUET.
-
-Piquet is supposed to have been introduced during the reign of Charles
-VII., and was designed as a motif for a ballet of living cards which
-was given in the palace of Chinon. Of the etymology of the word piquet,
-little or nothing is known, but the game itself is one of those
-perennials that have survived much more pretentious rivals, and, thanks
-to its intrinsic merits, it has never since its invention ceased to be
-more or less à la mode.
-
-There are several varieties of Piquet, but the straightforward game for
-two players, sometimes called _=Piquet au Cent=_, or 100 points up, is
-the most common and popular, and will be first described.
-
-_=CARDS.=_ Piquet is played with a pack of thirty-two cards, all below
-the Seven being deleted. The cards rank: A K Q J 10 9 8 7, the Ace
-being the highest both in cutting and in play. There is no trump in
-Piquet, and all suits are equal in value. Two packs are sometimes used,
-one by each player in his proper turn to deal.
-
-The cards have a certain pip-counting value, the Ace being reckoned
-for 11, other court cards for 10 each, and the 7 8 9 10 for their face
-value.
-
-_=MARKERS.=_ As the scores are not put down until the end of the hand
-or play the game is usually kept on a sheet of paper, or it may be
-marked on a cribbage board.
-
-_=PLAYERS.=_ Piquet is played by two persons, who sit opposite each
-other. They are known as the dealer, and the elder hand or pone.
-
-_=CUTTING.=_ They cut for seats and cards, the lower cut having the
-choice, and dealing the first hand. If a player exposes more than one
-card the lowest of those exposed must be taken as his cut. Ties are
-decided by cutting a second time.
-
-_=STAKES.=_ Piquet is played for so much a game of 100 points; but if
-the loser has not reached 50 points he is lurched, and loses a double
-game.
-
-_=DEALING.=_ The cards shuffled, they are presented to the pone to be
-cut, and at least two cards must be left in each packet. Twelve cards
-are dealt to each player, either two or three at a time; but whichever
-method is first selected must be maintained throughout the game. In
-England the cards are always dealt by twos. No trump is turned. The
-remaining eight cards are placed face downward on the table, the five
-top cards being laid crosswise on the three at the bottom. These eight
-cards are called the _=talon=_ or stock. Each player deals in turn.
-
-_=Irregularities in Dealing.=_ If the pack is proved to be imperfect
-the deal is void, but all previous scores or cuts made with that pack
-stand good. A misdeal does not lose the deal under any circumstances.
-If a card is found faced in the pack there must be a fresh deal
-with the same cards. If a player deals out of turn, and detects the
-error himself before he sees any of his cards, he may insist on his
-adversary’s dealing, even if the adversary has seen his cards. As the
-deal is a disadvantage the adversary is not bound to correct the player
-in error.
-
-If the dealer gives too many or too few cards to either player a new
-deal is at the option of the adversary. The error will of course be
-detected when it is found that there are only seven cards in the talon.
-If the non-dealer elects to have the deal stand, the error in the
-player’s hand must be remedied in the discard, as will presently be
-described, and the stock must be divided 4-3 or 5-2, according to which
-player has too many cards.
-
-_=Carte Blanche.=_ The cards dealt, each player takes up his twelve
-cards and sorts them into suits. If the pone finds himself without a K
-Q or J, he should immediately claim 10 points for carte blanche. If the
-dealer holds carte blanche, he does not declare it until the pone has
-discarded.
-
-_=DISCARDING.=_ The five cards on the top of the talon belong to the
-pone, and he may discard from his hand any number of cards from one to
-five, and replace them by an equal number from the top of the stock.
-He must take at least one card, and he must take from the talon in the
-natural order of the cards. If he has elected to let a deal stand in
-which he has been given thirteen cards, he is entitled to four cards
-only from the talon, and must in all cases leave himself with twelve
-cards after his discard and draw are completed. If he does not take all
-five cards, he must announce distinctly how many he leaves, for if he
-fails to do so the dealer is not liable for having too many cards.
-
-The dealer then discards, first declaring carte blanche if he holds it.
-In England, he need not draw at all, in France he must draw at least
-one card. Besides the three cards which belong to him, he is entitled
-to take as many as he pleases of those left by the pone, and in drawing
-from the talon he must take the cards in the order in which they come.
-If two cards are left by the pone, for instance, and the dealer wants
-three only, he must take the two left by the pone and one of his own
-three, leaving the two others face down on the table. The number of
-cards in hand after the discard and draw must be exactly twelve. Only
-one discard is allowed, and having been made it cannot be changed after
-the stock has been touched.
-
-If the pone does not take all the cards to which he is entitled, he is
-allowed to look at those that remain of the first five that were on
-the talon; but on no account may he look at any of the dealer’s three.
-If the dealer leaves any cards in the stock, he has a right to look
-at them, but the pone may not see them until he has led for the first
-trick, or announced the suit he will lead. If he announces a suit, and
-after seeing the cards in the stock does not lead that suit, the dealer
-may call a suit. If the dealer does not look at the remaining cards the
-pone cannot see them either.
-
-Each player keeps his discards separate from those of his adversary,
-and is allowed to refer to them at any time during the play of the
-hand, but on no account can he see his adversary’s discards, unless
-that adversary has mixed with them one or more of the unseen cards
-that were left in the stock, and afterward picks up and looks at his
-discard, including the card which the other is entitled to see. For
-instance: The dealer leaves a card without looking at it. This he
-afterward mixes with his discard. Now, if he looks at his discard, of
-course he sees the card left in the stock, and the pone may demand
-to see not only the card left, but the entire discard. The same rule
-applies to the pone if he takes into his discards an unseen card of the
-stock.
-
-_=Irregular Discards.=_ If a player discards less cards than he
-intended, it is too late to remedy the error if he has touched the
-stock. If he discards too many cards, as the dealer frequently will by
-laying out five instead of three, he may take them back if he has not
-touched those in the stock, but if he touches any card in the stock, he
-must play with the short hand if there are not enough cards left in the
-stock to make his hand up to twelve.
-
-_=Irregular Drawing.=_ If the pone draws one of the three cards which
-properly belong to the dealer, he loses the game; and if the dealer
-draws any of the first five, before the pone has announced that he
-leaves them, the dealer loses the game. The dealer has no right to
-touch any part of the stock until the pone has discarded and drawn; but
-if the pone draws without making any announcement about leaving cards,
-the dealer has a right to assume that five cards have been taken, and
-that only three remain in the stock. For instance: The pone discards
-five cards, but draws four only, without saying anything. The dealer
-proceeds to discard and draw. He has of course taken one of the pone’s
-cards, but it is too late to remedy the error or claim a penalty, and
-the pone must play with eleven cards. It is evident that the dealer
-will have too many cards, but as he has been led into the error by his
-adversary, he must be allowed to discard to reduce his hand to twelve.
-
-If a player takes a card too many from the stock, he may replace it
-if he has not put it with the other cards in his hand. If he has seen
-it, he must show it to his adversary. If the superfluous card has
-been taken into the hand, the player must have too many cards, and
-can score nothing that deal. This does not prevent the adversary from
-scoring anything he may have in hand or play, even if it is inferior.
-
-If a player is found to have too few cards after the draw, he may still
-play and count all he can make, but he cannot win a capot, because he
-has no card for the last trick, which must be won by his adversary.
-
-_=The Stock.=_ If a player looks at one of his adversary’s cards in the
-stock before or during the draw, he can count nothing that hand. If
-he looks at a card left in the talon after the draw, which he is not
-entitled to see, his adversary may call a suit from him as many times
-as he has seen cards. If a card of the talon is accidentally exposed,
-the player to whom it would naturally belong may demand a fresh deal.
-
-_=OBJECTS OF THE GAME.=_ In order to understand the principles that
-guide players in discarding, the objects of the game must first be
-explained. There are three classes of counting combinations at Piquet,
-and the player that holds the better of each class, scores it. These
-combinations are: Point; Sequence; Fours and Triplets.
-
-_=The Point=_ is the suit having the greatest pip value, reckoning
-the Ace as 11, court cards as 10 each, and the 10 9 8 7 at their face
-value. If one player’s best suit contains five cards, worth 48 points,
-and his adversary has a suit worth 51, the latter would be the only one
-to count, and it would be called the point for that deal.
-
-The value of the point is the number of cards that go to make it. In
-England, they count a point containing the 7 8 and 9 as worth one less
-than the number of cards. This is a modern invention, unknown to the
-older writers on the game, and not always played.
-
-_=Sequence.=_ Three or more cards of the same suit, if next in value
-to one another, form a sequence. The French terms are generally used
-to designate the number of cards in the sequence: Tierce, Quatrième,
-Quinte, Sixième, Septième, Huitième. Many English works on cards
-erroneously spell quinte without the “e,” and give “quart” for a
-sequence of four. If one is going to use the French language at all, it
-may as well be used correctly.
-
-Sequences outrank one another according to the best card, if they are
-of equal length; so that a quinte to a King would be better than a
-quinte to a Queen; but a longer sequence always outranks a shorter one,
-regardless of the high cards. The player holding the best sequence is
-entitled to score it, together with any inferior sequences he may hold
-in other suits. Should his adversary hold intermediate sequences, they
-are of no value. For instance: One player holds a quinte to the Jack
-in spades, a tierce to the Ten in hearts, and a tierce to the Nine in
-clubs; while the other holds a quatrième majeure (A K Q J) in hearts,
-diamonds, and clubs. None of the latter are of any value; but all those
-in the other hand are good. If the best sequence is a tie, no sequences
-can be scored by either player.
-
-The value of a sequence is ten more than the number of cards that go to
-form it, provided that number exceeds four. A tierce counts 3 only, and
-a quatrième 4 only; but a quinte is worth 15, a sixième 16, and so on.
-
-_=Fours, and Triplets.=_ Any four cards of the same denomination,
-higher than a Nine, is called a Quatorze; three of any kind higher than
-the Nine is called a Trio, or sometimes a Brelan. As a trio is seldom
-mentioned without naming the denomination, it is usual to say; “Three
-Kings,” or “Three Jacks,” as the case may be. The 7 8 and 9 have no
-value except in point and sequence. The player holding the quatorze of
-the highest rank may score any inferior ones that he may hold, and also
-any trios. Should his adversary hold any intermediate ones, they are of
-no value. In the absence of any quatorze, the best trio decides which
-player shall count all the trios he may have in his hand, his adversary
-counting none. For instance: One player holds four Tens and three
-Jacks, his adversary holding triplets of Aces, Kings, and Queens. None
-of the latter would be of any value, as the lowest quatorze is better
-than the highest trio, and the player with the four Tens could count
-his three Jacks also. Pairs have no value.
-
-The value of any quatorze is 14, as its name implies. Trios are worth 3
-only.
-
-In discarding, the object is to secure the best counting combinations,
-and also to retain cards which will win tricks in play. The
-combinations take precedence of one another in scoring, the first being
-always Carte Blanche, then the Point, then Sequence, and lastly the
-Quatorze or Trio.
-
-_=DECLARING.=_ Carte blanche must be announced and shown before a
-discard is made. Each player having discarded and drawn, the elder hand
-proceeds to announce any counting combinations he holds, which he must
-declare in regular order, beginning with the point. In announcing the
-point, the suit is not mentioned, only its value. The sequences are
-defined by the number of cards and the highest; “sixième to the King,”
-for instance. The fours and trios are defined in the same way; “four
-Kings,” or “three Jacks.”
-
-To each of these declarations, as they are made in regular order, the
-dealer must reply: “_=Good=_,” “_=Equal=_,” or, “_=Not good=_.” If the
-point is admitted to be good, the holder scores it; not by putting it
-down on the score sheet, but simply by beginning his count with the
-number of points it is worth. If the point is equal, neither player
-scores it, and secondary points have no value under any circumstances.
-If the point declared by the elder hand is not good, it is not
-necessary for the dealer to say how much better his point is; that
-will come later. To each of the other declarations replies are made
-in the same manner, except that fours and trios cannot be “equal.” As
-each combination is admitted to be good, the elder hand adds it to his
-count. For instance: His point is 51, good; his sequence is five to the
-Ace, good; and his triplet of Aces is good. These are worth 5, 15, and
-3 respectively, and his total count is 23, if he has no minor sequences
-or trios. This is not put down, but simply announced.
-
-The strict rules of the game require the player whose combination is
-acknowledged to be good, to show it; but among good players this is
-quite unnecessary, for each usually knows by his own cards what his
-adversary should and probably does hold.
-
-The elder hand having finished his declarations, and announced their
-total value in points, leads any card he pleases. If this card is a Ten
-or better, he claims one point for leading it, even if he does not win
-the trick, and he adds this point to his score.
-
-An illustration will probably make the foregoing processes clearer. The
-elder hand, after the draw, holds these cards:--
-
- ♡ A K Q J: ♣ A K Q: ♢ A K Q 7: ♠ A.
-
-He announces: “Forty-one.” “Not good.” “Quatrième to the Ace.” “Not
-good.” “Quatorze Aces,” which he knows is good; and which admits of his
-counting his triplets of Kings and Queens. These are worth collectively
-20 points, and on leading one of his Aces he announces “Twenty-one.”
-
-The dealer, before playing a card, proceeds to claim the count for the
-combinations which are good in his own hand, which is as follows:--
-
- ♣ J 10 9 8: ♢ J 10 9: ♠ K Q J 10 9.
-
-The point is worth 5; the quinte 15, the quatrième 4, and the tierce 3;
-27 altogether. His trios of Jacks and Tens are shut out by the superior
-combinations in the elder hand.
-
-Having claimed these 27 points, and their correctness having been
-admitted by the elder hand, the dealer proceeds to play a card. If
-either player has forgotten to declare anything before he plays, the
-count is lost.
-
-_=Sinking.=_ A player is not obliged to declare any combination unless
-he wishes to do so, and he may sink a card if he thinks it would be to
-his advantage to conceal his hand. Sinking is calling only part of a
-combination, as, for instance, calling 51 for his point when he really
-has 61; calling a quinte when he has a sixième, or a trio when he has
-a quatorze. Sinking is usually resorted to only when the player knows
-from his own hand and discards that what he declares is still better
-than anything his adversary can hold; but it must be remembered that
-the part of the declaration which is sunk in this manner is lost.
-
-_=Irregular Declarations.=_ If either player claims a combination which
-he does not hold, and does not remedy the error before he plays a card,
-he cannot count anything that deal, losing any other declarations he
-may have made which are correct. His adversary then counts everything
-in his hand, whether his combinations were inferior or not. He also
-counts for what he wins in the tricks.
-
-If the elder hand’s declaration is admitted by the dealer to be good,
-it is good, even if the dealer afterward proves to have a better point,
-sequence, quatorze or trio. If any combination named by the elder hand
-is not actually his best, he cannot amend his declaration after the
-dealer has replied to it. This is in order to prevent a player from
-getting information to which he is not entitled. If he holds three
-Kings and three Tens, for instance, and announces the Tens in order to
-find out whether or not his adversary has three Queens or Jacks, and
-the dealer says: “Not good,” the three Kings are lost, and the dealer
-scores his own trios.
-
-It sometimes happens that in order to keep a good point or sequence,
-a player will discard one card of a quatorze originally dealt him; or
-one of a trio, of which he afterward draws the fourth. He can score
-only the trio, of course; but his adversary, having none of that
-denomination either in his hand or discards, knows that four were
-possible, and after playing a card he has a right to ask the suit of
-the card which was discarded.
-
-_=METHOD OF PLAYING.=_ The elder hand can lead any card he pleases,
-announcing the suit at the same time. The dealer is bound to follow
-suit, if able, but he is not obliged to win the trick. As there are no
-trumps, the higher card, if of the suit led, wins the trick. If the
-second player does not follow suit, the leader wins. The winner of one
-trick leads for the next, and so on until all twelve tricks are played.
-
-Every time a card is played which is better than a Nine, the leader
-counts one for it, adding the number to the total value of his score
-as already announced. If the second player wins the trick with any
-card better than a Nine he also counts one; but if the trick is won by
-the player who led, there is no extra count for winning it. The winner
-of the _=last trick=_ counts one for it, in addition to his count for
-winning it with a card better than a Nine. If the leader wins it, he
-gets the one extra.
-
-If each player wins six tricks, there is no further scoring; but if
-either player wins the _=odd trick=_ he adds to his score ten points
-for _=cards=_, in addition to all other scores. If either player wins
-all twelve tricks, which would be the case in the example hand just
-given as an illustration, he adds to his score forty points for the
-_=capot=_; but this forty points includes the scores for the last trick
-and for the odd trick.
-
-A card once laid on the table cannot be taken back, unless the player
-has renounced in error. There is no _=revoke=_ in Piquet, and if a
-player has one of the suit led he must play it. If he fails to do so,
-when the error is discovered the cards must be taken back and replayed.
-
-_=REPIC.=_ If either player is able to reach 30 by successive
-declarations, beginning with the point, all of which are admitted by
-his adversary to be good, he adds 60 to his score, making it 90 instead
-of 30, and this is irrespective of what his adversary may have in minor
-or inferior combinations. The important thing to remember in repic is
-that declarations always count in regular order, carte blanche taking
-precedence of everything; then the point, sequences, and quatorze or
-trio. Suppose elder hand to hold the following cards:--
-
- ♡ K Q J 10 9; ♣ A K Q; ♢ A Q 9; ♠ Q.
-
-If the quinte to the King is admitted good for the point, it must be
-good for the sequence also. That is 20. The four Queens must be good,
-as the adversary cannot have any quatorze. This makes the total 34, and
-60 added for repic, 94 altogether, to which he will add one for leading
-the first card, if it is above a Nine.
-
-Suppose the elder hand had the following cards:--
-
- ♡ A K Q J 8; ♣ A K; ♢ A K; ♠ A K 10.
-
-If his point is good, that and his four Aces and Kings will make him
-33 altogether; but his sequence is not good, because the dealer holds
-five diamonds to the Queen, which comes in order before the score for
-quatorze, and so saves the repic. Suppose that with the foregoing cards
-the elder hand was told that even his point was not good. He would
-count 29 for the 14 Aces, 14 Kings, and the card led. If the dealer had
-a sixième in diamonds, and a quinte in clubs, for instance, he would
-claim a repic, 96 points, in spite of the 29 announced by the elder
-hand; because point and sequence score before quatorze.
-
-Equalities do not save the repic. Take the following hands:--
-
- Elder:--♡ A J 10 9 8; ♣ 10; ♢ 10; ♠ A J 10 9 8.
- Dealer:--♡ K Q; ♣ A K Q; ♢ A K Q J 7; ♠ K Q.
-
-The point is equal. The quatrième to the Jack is not good and the four
-Tens are not good; so elder hand leads a card, and counts, “One.” The
-dealer then claims repic, 95 points, which is good, although the elder
-hand had an equal point.
-
-_=PIC.=_ If either player can reach 30 in hand and play combined,
-before his adversary scores anything, 30 are added for the pic. Pic can
-never be made by the dealer unless the elder hand leads a card smaller
-than a Nine; he must make repic if anything. To make pic the elder hand
-must reach 30 in the regular order of scoring. Suppose holds these
-cards:--
-
- ♡ A 9; ♣ A K Q J; ♢ K Q J 10 9; ♠ K.
-
-If the dealer acknowledges the point to be good, everything else in
-the hand must be good also. This will give the elder hand 27 before
-playing a card; 5 for the point, 15 and 4 for the sequences, and 3 for
-the Kings. By leading out the A K and Q, 3 more points are secured, the
-dealer having nothing to score, and so the elder hand reaches 30 and
-makes the pic, counting 60, and still having the lead. Equalities do
-not save pic.
-
-According to the strict rules of the game, a player who is playing for
-pic is not allowed to count 30 at all, but must jump from his last
-count, 29, to 60, or he loses the pic; but this is seldom or never
-insisted on.
-
-_=SCORING.=_ The last card played, the total number of points made by
-each player are put down on the score sheet, or marked on a cribbage
-board, and if neither player has reached 100 points, the deal passes to
-the one who was elder hand on the last deal.
-
-The order of scoring should be carefully observed, in order to
-determine which goes out first, and whether or not a player is lurched.
-Carte blanche, The Point, Sequence, Quatorze or Trio, Repic, Points for
-Leading or Winning, Pic, the Odd Trick, Capot.
-
-If one player reaches 100 before his adversary has reached 50, it is a
-_=lurch=_, and counts a double game.
-
-_=Abandoned Hands.=_ If a player throws down his cards, he may still
-take them up again, unless he or his adversary have mixed their cards
-with the discards, or with the remainder of the talon.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner are
-good discarding, and taking advantage of tenace positions in the play,
-so as to secure the count for cards, which is often important.
-
-_=Elder Hand.=_ In discarding, the pone should consider what there may
-be against him. If it is unlikely that he will lose a pic or repic,
-he should try for the _=point=_, which very often carries with it the
-sequence. It must be remembered that there are only eight cards in
-each suit, and by comparing those that you hold with those that your
-adversary may hold it is comparatively easy, in the majority of hands,
-to estimate the possible scores against you. Next to the point, the
-most important thing is the score for _=cards=_. The point will save
-pic and repic, but the cards will make the greatest difference in the
-score in the long run. Sequences are always valuable, especially those
-that are Ace high in the elder hand, because they enable him to win a
-succession of tricks in play.
-
-The elder hand should risk a good deal if he has a fair chance to make
-a pic or repic, which will often settle the game. If there is any
-choice as to what to keep of two nearly equal chances, always preserve
-the combination that will be most likely to secure the count for cards.
-
-In _=Leading=_, it is best to begin with the point, unless you know
-that you are leading up to tenace, or to high cards that will bring in
-a long adverse suit. The piquet player soon learns the importance of
-tenace and fourchette, and can sometimes see how things must be managed
-for five or six tricks ahead, so as to secure the odd trick. Tenace is
-the best and third-best of any suit, such as A Q, while a fourchette
-is any two cards within one of each other, such as K J, or Q 10, and
-the lead from such combinations should always be avoided. If you have
-the odd trick in hand, make it at once, before you risk anything else,
-because the only difference between the odd trick and eleven tricks is
-the count for each card led in the tricks.
-
-_=The Dealer.=_ The first thing to guard against is a long run of
-winning leads from the elder hand, which might make the odd trick, or
-even capot. As there are no trumps it is very important for the dealer
-to keep guarded Kings and twice-guarded Queens. The principal thing for
-the dealer to remember is that if he cannot stop a long suit in the
-elder hand, he will have to provide in advance for a certain number of
-discards, and these must be so planned that guards will be preserved
-in the other suits. He should also get his hand into such condition
-that when he does get into the lead, he will not have to lead away
-from tenaces or guarded Kings. Careful attention to his adversary’s
-declarations, and a comparison of his own hand with his discards will
-usually guide the dealer to a correct conclusion as to what to keep and
-what to throw away in playing to tricks.
-
-Mathematicians have exhausted their resources on Piquet, but their
-conclusions are of little use to the average player. The subject of
-discards has been very fully illustrated by examples from actual play,
-especially in the _Westminster Papers_, but no one has yet given us any
-simple rules like the jeux de règle at Écarté.
-
-
-PIQUET NORMAND, FOR THREE PLAYERS.
-
-In this form of the game the players cut for seats and deal. The cards
-are dealt by twos and threes until each has ten, two cards remaining
-for the talon. The dealer may lay out any two cards in exchange for
-these, but no other player is allowed to touch them, nor to see the
-discards.
-
-The elder hand makes the first declarations. He makes repic and counts
-90 if he can reach 20 without playing a card; and he makes pic, 60,
-if he can reach 20 in hand and play, under the same conditions as in
-the game for two players. The majority of tricks counts 10; if it is a
-tie, each counts 5. Capot counts 40 if all the tricks are taken by one
-player; but if two take them all between them, they count 20 each.
-
-The game may be played for a pool, first man out to take all; or it may
-be agreed that after one has retired the others shall decide it between
-them by playing it out at the ordinary two-handed game.
-
-
-PIQUET VOLEUR, FOR FOUR PLAYERS.
-
-The players cut for partners, the two lowest pairing against the
-two highest, and the lowest cut taking the first deal. Partners sit
-opposite each other. All the cards are dealt out, two and three at a
-time, each receiving eight cards.
-
-The elder hand declares first, but instead of announcing one thing
-at a time, and awaiting the reply of his adversaries, he declares
-everything, and then plays a card. Suppose the cards are distributed as
-follows, Z being the dealer:--
-
-[Illustration:
-
- ♠ K Q J 10
- ♢ J 10 9 8
- +-----------+
- | Y |
- ♡ A; ♠ A; ♢ A Q | | ♡ K Q J; ♢ K 7
- |A B|
- ♣ A Q J 10 | | ♣ K 9 8
- | Z |
- +-----------+
- ♡ 10 9 8 7
- ♠ 9 8 7; ♣ 7
-]
-
-A announces 41 for his point, sequence of three to the Queen, four
-Aces, and says, “I play a club,” which is his lead for the first trick.
-If the second player admits all these to be good he says nothing, but
-plays a card. In this case, Y would announce four to the King, and
-four to the Jack, and would play a spade, having no club. B would
-then announce three Kings, which are good on account of his partner’s
-having four Aces; but both the sequences are shut out by Y’s better
-declarations. The dealer, Z, then declares four to the Ten and three to
-the Nine, both those sequences being made good by his partner’s holding
-the best sequence at the table.
-
-The first trick played, each person at the table shows what he has
-claimed, in order that his adversaries may verify the count. A would
-then gather up the first trick, announcing the total score for his
-side, which would be 22; 4 for the point, 14 Aces, 3 Kings, and 1 for
-the card led. He would then play another club, announcing 22. This his
-partner would win but would not count, as he is on the same side that
-has already counted for the lead. If the play is followed up it will
-be found that A-B make a capot. The adversaries will then score 15 for
-their three sequences of four, and one of three.
-
-No point of less than 30 can be announced.
-
-_=Pic and Repic.=_ If one player, or two partners together, reach 20
-in counting, without playing, they count 90 for the repic. If they
-reach 20 in declarations and play together, they count 60 for the pic.
-Carte blanche in the hand of one or other partner may count toward pic
-or repic; and if two partners each held carte blanche, they would be
-entitled to 90 points for the repic, no matter what the adversaries
-held, because carte blanche takes precedence of all other scores.
-
-
-PIQUET A ÉCRIRE.
-
-This game somewhat resembles Skat in the manner of playing and
-settling. Any number from three to seven persons sit around the table;
-but only two play, and the losses of each individual are charged to him
-on a score sheet ruled off for the purpose. The players may take turns,
-each playing two deals, the first with the person on his left, and the
-second with the one on his right. Or it may be agreed that the loser in
-each deal shall give way to a new player, the winner of the majority
-of points in each deal to continue. The game is generally arranged for
-a certain number of tours or deals, at the end of which the scores are
-balanced and settled for.
-
-
-RUBICON PIQUET, FOR TWO PLAYERS.
-
-The chief difference between this game and the usual form, Piquet au
-cent, is in the manner of declaring. The usual method in England and
-America is as follows:--
-
-_=The Point=_ is scored by the player holding the greatest number of
-cards in the suit, and the pip value is resorted to only to decide
-ties. This is done in order to conceal, if possible, the nature of the
-cards held. When the numerical value is asked, only the last figure is
-given, “seven,” for instance, if the point is 47.
-
-If the point is good, the elder hand immediately names the suit. If it
-is not good, the suit is not named, and the elder hand proceeds to call
-his _=sequences=_. It they are good, the suits must be named; the same
-with quatorze and trio.
-
-_=Under-calling.=_ If a player holds an inferior sequence, quatorze
-or trio, which he knows is better than any his adversary can possibly
-hold, he may call it, and afterward score the better combination,
-provided he is correct in estimating the inferior one that he called
-as _=good against the cards=_. But if the adversary can demonstrate
-that the inferior announcement was not actually good against the cards,
-and that it was possible for him to hold a better, the score for the
-higher combination is lost. For instance: A player holds four Kings and
-three Aces, and on glancing over his hand and discards, sees that his
-adversary cannot hold any quatorze, so he declares the three Kings,
-instead of the four Aces. Suppose he mistook a Nine for a Ten, and
-overlooked the fact that his adversary might have had four Tens, the
-score for the four Kings would be lost, but the three Aces would be
-good if his adversary had discarded a Ten, and did not actually hold
-four. In the ordinary game, the higher combination is lost if it is not
-called.
-
-In play, every card led, whatever its value, counts one, and winning
-the trick counts one also. The last trick counts two, and the capot
-forty. Pic and repic are reckoned as in the ordinary game.
-
-_=Scoring.=_ Instead of playing 100 points up, six deals is a game,
-each player dealing three times. The lower score is then deducted from
-the higher, and 100 points added to the difference to determine the
-value of the game, which is usually played for so much a point.
-
-If the result of the six deals is a tie, two more deals must be played.
-If they also result in a tie, the game is void.
-
-_=Rubicons.=_ If either or both players fail to reach 100 points in
-the six deals, the one having the most is the winner, and adds to his
-own score all the points made by the loser, with 100 in addition for
-game. For instance: A has 113 scored, and B 80. A wins 113 + 80 + 100 =
-293 altogether. Again; A has 88, B has 84. A wins 88 + 84 + 100 = 272
-altogether. Again; A has 180, B has 142. A wins the difference in the
-scores, 38 + 100 = 138 altogether.
-
-
-TEXT BOOKS.
-
- Jeux de Cartes, by Jean Boussac.
- Académie des Jeux, by Van Tenac.
- Académie des Jeux, by Richard.
- Règles de tous les Jeux, by Dreyfous.
- Bohn’s Handbook of Games.
- Piquet, and Rubicon Piquet, by Berkeley.
- Laws of Piquet, by “Cavendish.”
-
-_Westminster Papers_, Vols. II. to IX. inclusive. There are excellent
-articles on the Laws in Vols. III. and VI., and on discards in Vol. VII.
-
-
-IMPERIAL, OR PIQUET WITH A TRUMP.
-
-Impérial differs from Piquet in some minor details, although the
-leading principle is the same. There are no discards; sequences of
-court cards are the only ones that count; tierces are worthless; and a
-trump suit is added.
-
-The _=cards=_ rank K Q J A 10 9 8 7; the K Q J A and 7 of trumps are
-called honours, and in all sequences the four highest cards in the suit
-are the only ones that count.
-
-_=Counters.=_ Each player is supplied with six white and four red
-counters, which are passed from left to right as the points accrue.
-Each red is worth six white, and when all six white counters have been
-passed over, they must be returned, and a red one passed over in their
-place. When all the counters, four red and six white, have been passed
-over, the game is won.
-
-_=Dealing.=_ Twelve cards are given to each player, two or three at
-a time, and the twenty-fifth is turned up for the trump. If this is
-an honour, the dealer marks one white counter for it. There are no
-discards.
-
-_=Impérials.=_ Certain combinations of cards are known as impérials,
-and the player marks one red counter for each of them. The best
-impérial is carte blanche, which is sometimes marked as a double
-impérial, and worth two reds. A sequence of K Q J A in any suit is an
-impérial. An impérial de retourne may be formed in the dealer’s hand if
-the turn-up trump completes his sequence or makes four of a kind. An
-impérial tombée, or de rencontre, is made when the player who holds the
-King and Queen of trumps catches the Jack and Ace from his adversary.
-Four Kings, Queens, Jacks, Aces, or Sevens in one hand is an impérial;
-but the Eights, Nines and Tens have no value.
-
-_=Declaring.=_ The elder hand announces his point, as in Piquet,
-and arrives at its value in the same way, reckoning the Ace for 11,
-etc. The dealer replies, “Good,” or “Not good,” as the case may be;
-but there are no equalities. If the point is a tie, the elder hand
-counts it. The point is worth a _=white=_ counter. The impérials are
-then called, each being worth one _=red=_ counter. The sequences are
-called first, that in trumps being “good” of course; then the fours
-are called, the best being four Kings, and the lowest four Aces. In
-plain-suit sequences there are no “equals,” the elder hand counting
-ties as an offset to the advantages of the deal.
-
-_=Playing.=_ The elder hand leads a card, and the dealer then declares
-and marks any impérials he may have that are good; after which he plays
-a card. No impérials can be claimed or scored after the holder has
-played a card. The second player in each trick must win the trick if
-he can, either with a higher card or with a trump. For each honour in
-trumps in the tricks won the player marks a white counter at the end of
-the hand. The winner of the odd trick scores as many white counters as
-he has tricks in excess of his adversary. If either player makes capot,
-(all twelve tricks,) he scores two red counters.
-
-_=Scoring.=_ When one player reaches six white counters and changes
-them for a red, his adversary must take down any white counters he may
-have scored. For instance: The pone has 2 reds and 4 whites up; the
-dealer has 1 red and 5 whites. The pone scores two whites, reaching
-six, and advancing his score to 3 reds, which are sometimes called
-impérials. The dealer must take down his white counters, losing that
-count altogether, and leaving himself 1 red. The only exception to
-this is that at the beginning of the hand if both have impérials
-combinations in hand, neither side takes down its white counters.
-
-In _=Counting out=_ the following order of precedence must be observed:
-The turn-up trump, (if it is an honour). The Point. Impérial in hand,
-sequences first. Impérial de retourne. Impérial tombée. Honours in
-tricks. Odd tricks.
-
-
-CASSINO.
-
-This is a very old and always popular game, which has lately been much
-improved by the introduction of the variations known as Royal and Spade
-Cassino, the latter especially being a very lively game. Like Euchre,
-Cassino is eminently respectable, and is one of the few games of cards
-that are unhesitatingly admitted to the domestic circle.
-
-_=Cards.=_ Cassino is played with a full pack of fifty-two cards, which
-have no rank in play, their pip or face value being the only element of
-importance. In cutting for positions at the table, or for partners in
-the four-handed game, the Ace is the lowest card, the others ranking
-upward to the King in the order of their sequence.
-
-_=Markers.=_ When a certain number of points is agreed on as a game,
-the score may be kept with counters, on a sheet of paper, or on a
-cribbage board. If each hand is a game in itself, it is settled for
-immediately, either in counters or in money.
-
-_=Players.=_ Any number from two to four may play, each for himself, or
-four may play two against two, partners sitting opposite each other.
-The players on the dealer’s right and left are known as the pone, and
-the eldest hand respectively.
-
-_=Cutting.=_ The players draw from an outspread pack for positions at
-the table, the lowest card having the choice and dealing the first
-hand. If the first cut does not decide, those tying must cut again. If
-a player exposes more than one card he must cut again. The ace is low.
-
-_=Stakes.=_ Cassino may be played for so much a game, or so much a
-point; and it may be agreed that the game shall be a certain number of
-points, or shall be complete in one deal, or that the player making
-the majority of points on each deal shall score one, and the one first
-making a certain number in this manner, such as five, shall be the
-winner. If points are played for, the lower score is usually deducted
-from the higher, and the difference is the value of the game. It is
-sometimes agreed that if the winner has twice as many points as his
-adversary, he shall be paid for a double game.
-
-_=Dealing.=_ After the cards have been properly shuffled they must be
-presented to the pone to be cut, and he must leave at least four in
-each packet. Beginning on his left, the dealer distributes four cards
-to each player in two rounds of two at a time, giving two to the table
-just before helping himself in each round. No trump is turned, and the
-remainder of the pack is left face downward on the dealer’s left. The
-four cards dealt to the table are then turned face up, and the play
-begins. After the four cards given to each person have all been played,
-the dealer takes up the remainder of the pack, and without any further
-shuffling or cutting, deals four more cards to each player, two at
-a time, but gives none to the table. These four having been played,
-four more are dealt in the same manner, and so on, until the pack is
-exhausted, after which the deal passes to the left in regular rotation.
-
-_=Irregularities in the Deal.=_ If the pack is proved to be imperfect,
-or if a card is found faced in the pack there must be a fresh deal by
-the same dealer. If a player deals out of turn, he must be stopped
-before the cards on the table are turned face upward.
-
-A misdeal loses the deal. It is a misdeal if the pack has not been cut,
-or if the cards are shuffled after the pack has been properly cut; or
-if the dealer deals a card incorrectly, and fails to remedy it before
-dealing to the next player; or if he deals too many or too few cards to
-any player or to the table.
-
-If a card is exposed during the deal, an adversary may claim a fresh
-deal. If, after the cards on the table have been faced, a card is
-exposed by the dealer, or is found faced in the pack, the player to
-whom it would be dealt may reject it, and it must then be placed in
-the middle of the stock, and he must be given the top card. If a card
-is exposed in the last round, the dealer must take it, and must allow
-the player to whom it would have been dealt to draw a card from the
-dealer’s hand, face downward. If he draws the exposed card, he must
-keep it.
-
-If the dealer gives any player an incorrect number of cards in any
-round after the first, and does not detect and correct the error before
-he deals to the next player, the dealer cannot count anything that
-hand. The number of cards in each hand must be restored to four, either
-by drawing from them, face down, or adding from the stock. If any
-player lifts his cards before the dealer has helped all the players,
-including himself, a misdeal cannot be claimed.
-
-_=Objects of the Game.=_ The object in Cassino is to secure certain
-cards and combinations of cards which count toward game. These are as
-follows:--
-
- _Points._
- The majority of _=Cards=_ taken in. 3
- The majority of _=Spades=_ taken in. 1
- The Ten of diamonds, _=Big Cassino=_. 2
- The deuce of spades, _=Little Cassino=_. 1
- The _=Ace=_ of any suit. 1
- A _=Sweep=_ of all the cards on the table. 1
-
-The manner in which these points are secured will become apparent from
-the description of the method of playing the hands.
-
-_=Method of Playing.=_ Beginning on the dealer’s left, each player in
-turn plays a card from his hand, placing it face upward on the table.
-Only one card can be played at a time, and each person must play in his
-proper turn until all four of his cards are exhausted. After receiving
-fresh cards, the eldest hand again plays first, and so on for every
-round. Under certain conditions, each player in his proper turn may
-take up certain cards from the table, together with the one played from
-his hand, turning them face downward in front of him. He is entitled
-to count all the points contained in the cards taken in or won in this
-manner. These conditions are: that he can match or _=pair=_ a card or
-cards on the table; that he can _=combine=_ two or more cards on the
-table so as to make their total pip value equal to that of the card
-he plays; or that he can _=build=_ a card in his hand upon one on the
-table, so as to make their total pip value agree with that of a second
-card, still in his hand.
-
-_=Pairing.=_ If the person whose turn it is to play, holds in his hand
-any card of a similar denomination to any of those on the table, he may
-play the card from his hand, face upward, and then gather it in again,
-together with all similar cards, turning them face downward in front of
-him. For instance: He holds an Eight, and there are one or two Eights
-on the table. He plays the Eight from his hand, and then gathers in all
-of them.
-
-_=Combining.=_ If a player holds any card, not a K Q or J, the pip
-value of which is equal to that of two or more cards on the table, he
-may play the card from his hand, and then gather it in again, together
-with the two or three cards that collectively equal it in pip value.
-For instance: He holds a 9, and a 4, 3 and 2 are upon the table. He may
-combine these three cards, calling attention to the fact that their
-collective value is 9, and then play the 9 from his own hand, gathering
-in and turning down all four cards. An 8 and Ace, or 6 and 3 might be
-gathered in the same way; or two such combinations might be gathered at
-the same time, 3, 2, 6, 7, for instance, which would make two nines;
-all of which might be gathered by a player holding a 9 his hand.
-
-Pairs and combinations may be taken in together. For instance: Among
-the cards on the table are a 4, 6, and 10, and the player holds a 10.
-He can gather in not only the pair of Tens, but the combinations which
-equal a 10.
-
-_=Building.=_ A player may have in his hand two cards, the lower of
-which, if added to a card on the table, would build up its value to
-that of the higher card still in the player’s hand. For instance: A
-player holds a 9 and 2, and there is a 7 on the table. He may place the
-2 on the 7, announcing the total value; “Nine,” which will notify other
-players that those two cards cannot be separated; but he cannot take
-them in until it again comes round to his turn to play, because he is
-allowed to play only one card at a time, and he has played his card in
-making the build.
-
-Should any other player following him hold a 9, he would be entitled to
-take in this build, but he could not separate the two cards forming it.
-A player holding either a 7 or a 2 could not touch either of the cards
-in the build, because they are no longer a 7 and 2, but a 9, for all
-practical purposes.
-
-_=Increasing Builds.=_ If any player held an Ace and a 10 in his hand,
-he could increase the 9 build to a 10 build, by putting his Ace on the
-7 and 2, and announcing the total value, “Ten.” Any following player
-would then be unable to win the build with anything but a 10, and the
-player who originally built it a 9 would lose it unless he also held a
-10 in his hand. Should the build remain a 9 until it came round again
-to the player who originally built it, he could then take it in with
-his 9, or he might himself increase it to 10, if he had an Ace and a 10
-in his hand; but in order to do this the player must have in his hand
-the cards to win both the original and the increased builds. A player
-holding in his hand a 10, 3 and 2, but no 8, could not build a 5 on the
-table to an 8, and afterward advance it to 10. He must have the 2 3 8
-and 10 all in his own hand to do this.
-
-Some players imagine that a player cannot increase his own build
-in this manner, even if he has both the cards for the first and
-last build; but there is no reason why a player should be denied a
-privilege which is freely granted to his adversary. If any player can
-legitimately make or increase a build, all may do so, provided they
-have the proper cards.
-
-_=Double Builds.=_ When two cards of the same denomination, or two
-builds of the same value are put together as one, they cannot be
-increased. For instance: A player holds 7 and 3, and there are upon
-the table a 5 2 and 4. He places his 3 on the 4, and gathers the 5
-and 2 together, announcing the build as “Two Sevens.” This cannot be
-increased to 8, 9, or 10 under any circumstances, and nothing but a 7
-will win it.
-
-Pairs may be doubled in the same manner. If a player has two Nines in
-his hand, and there is one on the table, he may build on the latter
-with one of his own, announcing, “Two Nines,” which will prevent any
-player from building either of them to 10, and will entitle the builder
-to take in both cards with his third Nine when it comes round to his
-turn. Should any other player at the table hold the fourth Nine, he
-could of course take in the build.
-
-It is necessary to distinguish between building and combining. In
-combining cards, those already on the table are gathered together;
-in building, or increasing a build, a card must be played from the
-hand. If one player has made a build of any description, it cannot
-be interfered with or increased except by other cards from a player’s
-hand, those from the table not being available. For instance: One
-player has built a 5 by combining two Aces on the table with a 3 from
-his hand. On the table are also a 2 and 4 and a following player holds
-a 9 and 7. He cannot use the deuce on the table to increase the build
-from 5 to 7, nor the 4 to increase it to 9; because that would not be
-building from his hand; but if he held the 4 and 9 in his hand, he
-could build on the 5.
-
-The simple rule to be remembered is that no combination of cards
-once announced, and left on the table, can be changed, except by the
-addition of a card from the hand of some player.
-
-_=Taking In.=_ Any player who has made a build is obliged either to win
-it, when it is next his turn to play, or to win something else, or to
-make another build. For instance: He has built a 5 into a 9 with a 4,
-and holds another 4; if another 5 appears on the table before it comes
-to his turn to play, he may build that into a 9 also, with his other
-4, announcing, “Two Nines.” Or if some player should lay out a 4 he
-could pair it and take it in, leaving his 9 build until the next round.
-In the same way a player may increase or win another player’s build
-instead of taking in his own. An opponent’s build may be increased by
-cards from the hand only.
-
-In the four-handed game, partners may take in one another’s builds, or
-may make builds which can be won by the card declared in the partner’s
-hand. For instance; One player builds an 8, and his partner holds
-Little Cassino. If there is a 6 on the table, the Cassino can be built
-on it, and “two Eights,” called, although the player has no 8 in his
-own hand; the 8 already built by his partner is sufficient. If a player
-has built a 9 which has been taken in by an adversary, he still holding
-the 9 he built for, his partner may build for the declared 9 in the
-same way.
-
-_=Sweeping.=_ If at any time a player is able to win everything on the
-table with one card, it is a sweep, and counts a point. For instance:
-He holds an 8, and there are upon the table four cards only:--5 3 6
-and 2. By combining the 6 and 2, and the 5 and 3, two Eights will be
-formed, and the sweep is made. Sweeps are usually marked by leaving the
-cards with which they are made face upward at the bottom of the tricks
-taken in by the player. Sweeps made by opposite sides are sometimes
-turned down to cancel one another.
-
-_=Trailing.=_ When a player cannot pair, combine, or build anything,
-he must play a card. This is called trailing, because he is simply
-following along waiting for opportunities. In trailing it is usually
-the best policy to play the smaller cards, except Aces and Little
-Cassino, because as other players will probably trail small cards
-also, these may be combined and won with the larger cards kept in the
-player’s hand.
-
-_=Last Cards.=_ In the last round, all the cards remaining on the table
-are won by the player who takes the last trick, but it does not count
-as a sweep unless it would have been a sweep under any circumstances.
-The last trick is usually made by the dealer, who always keeps back a
-court card if he has one, to pair one already on the table.
-
-_=Irregularities in Play.=_ If any person plays out of his proper turn,
-the card so played is laid aside as exposed, until it comes to his
-turn, when it is simply placed on the table with the others. The player
-in error is not allowed to build or combine it, nor to win anything
-with it.
-
-If a player gathers in a card which does not belong to the combination
-or build, he must not only return the card improperly taken up, but
-all others taken in with it, together with his own card, the latter,
-however, being laid out separately from the others. If the combination
-was his own build, it must be broken up; if an adversary’s, it must be
-restored, and left as it was.
-
-If a player takes in a build with a wrong card, or takes in a wrong
-combination, or gathers cards to which he is not entitled, the error
-must be challenged and proved before the next trick is taken in by
-another player, because only the last trick gathered can be seen.
-
-If a player makes a build without the proper card in his hand to win
-it, on discovery of the error, the combination must be broken up, and
-the adversaries may take back the cards they have played in following
-the erroneous build, and may amend their play. If, however, another
-player has won the erroneous build, there is no penalty, nor any remedy.
-
-_=Showing.=_ After the last card has been played, each player counts
-his cards face downward, and announces the number. The player having
-the majority scores the three points for cards. If it is a tie, neither
-scores. The cards are then turned face up, and the spades counted and
-claimed; and then all the points for Cassinos and Aces. It should be
-remembered that the total number of points to be made in each hand,
-exclusive of sweeps, is eleven, and the total of the claims made must
-agree with that number.
-
-_=Scoring.=_ There are several methods of scoring. The old way was to
-play 11 points up, deducting the lower score from the higher at the end
-of each deal. If one side reached 11 before the adversary reached 6,
-it was a lurch, and counted as a double game. The common method is to
-count every hand a game, and settle for it in counters.
-
-
-TWENTY-ONE POINT CASSINO.
-
-This game is usually marked with counters, or pegged on a cribbage
-board. Nothing is scored until the end of the hand, when each side
-reckons and claims its points. In order to avoid disputes there should
-be a previous understanding as to what points go out first in a close
-game. In the absence of any agreement to the contrary, the points count
-out in the following order:--Cards first, then Spades, Big Cassino,
-Little Cassino, Aces, and Sweeps. If the Aces have to decide it, the
-spade Ace goes out first, then clubs, hearts, and diamonds. If the
-sweeps have to decide it, only the difference in the number of sweeps
-counts, and if there is none, or not enough, the game is not ended, and
-another deal must be played.
-
-It is better to agree to _=count out=_ in twenty-one point Cassino;
-each player keeping mental count of the number of cards and spades he
-has taken in, together with any “natural” points. The moment he reaches
-21 he should claim the game, and if his claim is correct he wins, even
-if his adversary has 21 or more. If he is mistaken, and cannot show
-out, he loses the game, no matter what his adversary’s score may be.
-If neither claims out, and both are found to be, neither wins, and the
-game must be continued to 32 points, and so on, eleven points more each
-time until one player claims to have won the game.
-
-_=Suggestions for Good Play.=_ The principal thing in Cassino is to
-remember what has been played especially in the counting and high
-cards, such as Aces, Eights, Nines, and Tens. In making pairs and
-combinations, give preference to those containing spades, and if you
-have to trail, do not play a spade if you can help it. If three Aces
-have been taken in, play the fourth, if you hold it, at the first
-opportunity, because it cannot be paired; but if there is another Ace
-to come, keep yours until you can make a good build with it. As between
-cards which were on the table and those trailed by an adversary, take
-in those trailed if you have a choice. Take in the adversary’s build
-in preference to your own, if you can, and build on his build at every
-opportunity. If Big Cassino is still to come, avoid trailing cards that
-will make a Ten with those on the table. Go for “cards” in preference
-to everything else, and always make combinations that take in as many
-cards as possible. If you have a Nine, and the cards on the table are
-2 2 5 7, take in the 2 2 5, in preference to the 2 7. It is considered
-bad policy to take in three court cards, as it stops all sweeps when
-the fourth appears.
-
-
-ROYAL CASSINO.
-
-The only difference in this form of the game is that the three court
-cards, K Q J, have a pip value, and may be used in combining and
-building, whereas in the ordinary game they can be used only in pairs.
-The Jack is worth 11, the Queen 12, and the King 13; so that a 9 and 2
-can be taken in with a Jack, or a 6 4 and 3 with a King. In the same
-manner a Queen will win a Jack and Ace, or a King will win a Jack and
-deuce. The aces are sometimes valued at 14 each.
-
-
-SPADE CASSINO.
-
-In this interesting variation every spade counts one point toward game.
-The spade Jack counts one in addition to its being a spade, and the
-extra point so made takes the place of the count for “spades” in the
-ordinary game, so that 24 points are made in every hand, exclusive of
-sweeps: Cards 3; Big Cassino 2; Little Cassino 1; the four Aces 4; the
-spade Jack 1, and 13 spades. It must be remembered that the spade Jack
-and deuce count 2 points each, the extra point being for the spade.
-
-The game is scored on a cribbage board, every point being pegged
-immediately; that is, every spade, every Ace, the Cassinos and the
-sweeps. There is nothing to count at the end of the hand but the cards.
-Sixty-one points is game, once round the board and into the game hole.
-
-
-DRAW CASSINO.
-
-In this variation, no more cards are dealt after the first round, but
-each player keeps his hand filled to four cards by drawing one from
-the top of the stock as soon as he plays one from his hand. The stock
-is left on the table, face down, slightly spread, for convenience in
-slipping off the top card as it is drawn.
-
-
-CONQUIAN.
-
-The etymology of this word is Spanish; _con quién_, “with whom,” but of
-the game it stands for, little or nothing is known except that it is
-a great favorite in Mexico, and in all the American States bordering
-upon it, especially Texas. It is an excellent game for two players,
-quite different from any other in its principles, and requiring very
-close attention and a good memory to play it well. In its finer points,
-especially in the judgment of what the adversary holds or is playing
-for, it ranks with our best games, and will probably grow in popularity
-as it becomes better known.
-
-_=Cards.=_ Conquian is played with the Spanish pack, forty cards, the
-8 9 10 of each suit being deleted. In America, it is much more common
-to play with a pack of forty cards from which the three court cards, K
-Q J, have been discarded, leaving each suit an unbroken sequence from
-the Ace to the Ten. Some persons play with the full pack, but it spoils
-the game; as it is then possible to win on a sequence of a single suit.
-There are no trumps, and the cards have no value as to rank, a sequence
-of 6 7 J being no better than one of 2 3 4. The Ace is not in sequence
-with the King.
-
-_=Counters.=_ Each player should be supplied with at least ten
-counters, which may be used in settling at the end of each deal.
-
-_=Players.=_ Conquian is played by two persons, one of whom is known as
-the dealer, and the other as the pone. If there are three at the table,
-the dealer takes no cards, and has no part in the game for that hand.
-
-_=Cutting.=_ Seats and deal are cut for, the lowest cut having the
-choice, and dealing the first hand. The Ace is low, the King high.
-
-_=Stakes.=_ Each deal is a game in itself, and the loser pays one
-counter for it. If the game is a tie, called a _=tableau=_, each puts
-up a counter for a pool, and the winner of the next game takes the
-pool, in addition to the counter paid by his adversary. If the next
-game is also a tableau, each player adds another counter to the pool,
-and so on until it is won.
-
-_=Dealing.=_ Ten cards are dealt to each player in five rounds of two
-at a time, and the twenty remaining in the stock are laid upon the
-table face down, between the players, but a little to the left of the
-dealer. The stock may be slightly spread, to facilitate the process of
-drawing cards from it.
-
-_=Objects of the Game.=_The object of each player is to form triplets,
-fours, and sequences, by combining the cards dealt him with others
-drawn from the stock. These combinations are laid upon the table, face
-up, and the player wins the game who first succeeds in laying down
-eleven cards in this manner.
-
-_=Sequences=_ must be all of the same suit, and cannot be shorter than
-three cards. The Ace is not in sequence with the King, but the 7 is
-next below the Jack. A sequence once started can be added to from time
-to time as the cards are drawn from the stock.
-
-_=Triplets=_ are any three cards of the same denomination, and they may
-be increased to _=Fours=_ at any time, by adding the other card.
-
-_=Borrowing.=_ A player with four of a kind on the table may borrow
-any one of the four to use in a sequence; but he cannot borrow one of
-three, because no combination may consist of less than three cards.
-In the same manner a player may borrow the card at either end of a
-sequence of at least four cards, if he can use it to make a triplet.
-He cannot borrow an intermediate card, nor one of a sequence of three
-cards only, because three cards must be left to maintain the sequence,
-but if he had a sequence of at least five cards on the table, he might
-borrow the top of it to make one triplet, and then the next card to
-make another triplet.
-
-_=Method of Playing.=_ The cards dealt, each player sorts his hand into
-sequences and triplets, and determines what cards he wants to complete
-his runs, so that he may be on the lookout for them. The pone then
-draws the top card from the stock and turns it face up on the pack. If
-this card can be used in combination with any of those in his hand, he
-draws it over to his side of the table, and takes from his hand the
-cards completing the combination of three cards, leaving them all face
-up. Even if he has cards enough in his hand to increase the combination
-to four or more cards, he should not show them. The cards drawn from
-the stock must never be taken into the hand.
-
-Let us suppose the pone holds these cards:--♡ J 7 6 4; ♠ 5 3 2; ♢ K 7
-5; and that the ♡ 5 is the first card he draws. He can use this card
-in three ways: By making a run of three with the ♡ 4 and ♡ 6; or a run
-with the ♡ 6 and ♡ 7; or a triplet with the two other 5’s. In this
-case he would probably lay out the 6 and 7, and make the run of three.
-If he should draw the ♡ Q later on, he could use it by continuing the
-sequence with his Jack; or if the ♡ 3 appeared, he could use it with
-his ♡ 4.
-
-_=Passing.=_ If he cannot use the card drawn, or does not wish to,
-he draws it from its position on the top of the stock and places it
-between himself and the dealer, still face up. The dealer then decides
-whether or not he wants it, and if he does not he “passes” it by
-turning it face down, and pushing it to his right. Cards once passed
-in this manner cannot again be seen by either player. The player who
-passes the card turns up the next one on the stock. If he does not want
-it, he places it on the table between himself and his adversary, and if
-his adversary does not want it either, he turns it down and passes it
-to the pile of deadwood, turning up the top card of the stock again.
-In this manner it will be seen that each player has to decide on two
-cards in succession; the one drawn but not used by his adversary,
-and the one he draws himself. This is continued until the stock is
-exhausted, which ends the game.
-
-_=Discarding.=_ If a player uses any card drawn from the stock in this
-manner, it is obvious that he has too many cards, and in order to
-reduce his hand and show-downs to ten cards, he must discard something,
-unless he can show down everything remaining in his hand, in which case
-he would have eleven cards down, and win the game. In discarding, the
-card thrown out is placed at the disposal of the adversary, as if it
-were the card drawn from the stock, and if the adversary does not want
-it, he passes it and draws another. It should be observed that the
-player drawing the card from the stock always has the first refusal of
-it. This is sometimes very important, as both players often need the
-same card.
-
-In the foregoing example, the player’s best discard would be his ♢ K,
-which is too far removed from the others in the suit to make a run
-possible, and there is no mate to it with which to start a triplet.
-If the adversary could use this King, he would have to discard in his
-turn, and the card so thrown out would be at the disposal of the other
-player, just as if it had been drawn from the stock.
-
-_=Forcing.=_ A player need not use any card drawn, but if he has upon
-the table any combination in which it can be used, his adversary may
-force him with it, even after it has been declined. For instance: A
-player has eight cards down, two sequences of four small cards each,
-and in his hand a pair of Kings. Another King will make him game; but
-if he has to depend on his sequences to put him out, he will have to
-get three more cards. Suppose he draws a card that will fit one of his
-sequences; it is to his advantage to pass it; but upon laying it on the
-table his adversary may take it up and force him with it, by placing
-it at the end of his sequence, at the same time saying: “Discard.” In
-the same manner a player holding one of the cards of his adversary’s
-show-down sequence or triplet may force after using a card, by placing
-his discard on his adversary’s sequence, instead of laying it on the
-table. If it is laid on the table, the adversary may pass it at once,
-by turning it down, and it is then too late to compel him to use
-it. Suppose you think your adversary holds two cards of an unplayed
-sequence, and has a triplet on the table. If you can use one of those
-sequence cards in his hand to advantage, and can force him by giving
-him the fourth card of his triplet, which is of no use to you, you
-should do so; but you must remember that you cannot force except after
-using a card yourself, because you are not allowed to discard under
-any other circumstances.
-
-If a player looks at any of the cards that have been passed and turned
-down, his adversary may take up and examine the remainder of the stock,
-but without disturbing the position of the cards therein, and without
-showing them. If a player looks at any of the cards in the stock except
-the one he draws, his adversary may look at all of them. If a player
-draws out of turn, his adversary simply claims the card.
-
-_=Showing.=_ After the last card is drawn from the stock and passed,
-each player shows the remainder of his hand, and as neither can combine
-his cards so as to get eleven down, it is a tableau, and each puts a
-counter in the pool for the next hand. The deal passes from one player
-to the other in rotation as long as they continue to play.
-
-_=Suggestions for Good Play.=_ Observation of the cards passed will
-usually show what the adversary is keeping, and what he has no chance
-for. Toward the end of the stock each player should know what the other
-holds in his hand by the cards which have not appeared in the drawing.
-If a player has not a good chance to get eleven down himself, he should
-play for a tableau, by using nothing that will compel him to discard
-cards which may put his adversary out. It should be remembered that a
-player cannot get eleven down in one suit, and careful observation of
-the cards passed will often show that his runs are blocked, the cards
-necessary to continue them having been turned down.
-
-One peculiar feature of the game is that a player cannot block his
-adversary and at the same time win the game, because so long as he
-holds up the card that his adversary wants he cannot get eleven down
-himself. His only chance is that he may be able to use the card that
-his adversary needs. For instance: He holds two 8’s, one of which will
-make his adversary eleven down by completing a sequence. If there is
-another 8 to come, the player with the pair may use both his 8’s, and
-win; but if there is no other 8 to come, it is impossible for the
-player with the two 8’s to win without first putting his adversary out.
-
-There are no _=Text Books=_ on Conquian, and this is the first complete
-description of it ever published.
-
-
-CALABRASELLA.
-
-This is a very popular game with the middle classes and the unoccupied
-clergy in Italy, and it is one of the very few good games of cards for
-three players. If the game were better known, the author is sure it
-would become a great favourite, especially with those who are fond of
-the whist family, because Calabrasella is an excellent training school
-for the use of cards of re-entry, long suits, and tenace positions in
-the end game. In the combination of two players against the third its
-tactics very closely resemble Skat, and many interesting and difficult
-positions occur in every game.
-
-_=Cards.=_ Calabrasella is played with the Spanish pack, forty cards,
-the 10 9 and 8 of each suit being discarded. The cards rank: 3 2 A K
-Q J 7 6 5 4, the 3 being the highest, and the 4 the lowest, both in
-cutting and in play. There are no trumps.
-
-_=Markers.=_ The game may be scored by paying and taking in counters,
-each player being provided with about fifty at the beginning of the
-game, which are purchased from a banker; but the better way is to keep
-account of the gains and losses of the single player in each deal, in
-the manner already described in connection with Skat, balancing the
-account at the end in the same way.
-
-_=Players.=_ Calabrasella is played by three persons, two of whom are
-partners against the third in each hand. If four play, the dealer takes
-no cards, but shares the fortunes of those who are opposed to the
-single player, just as in Skat. The players on the right and left of
-the dealer are known as the pone and the eldest hand respectively.
-
-_=Cutting.=_ The players cut for seats and deal, the lowest card having
-the first choice and dealing the first hand. A player exposing more
-than one card must cut again.
-
-_=Stakes.=_ The game is played for so much a point. The largest winning
-or loss for the single player is 140, but such an amount is almost
-impossible, and the average payments are 10 or 20.
-
-_=Dealing.=_ The cards are presented to the pone to be cut, and at
-least four must be left in each packet. The dealer then distributes
-them to the players four at a time, until each has twelve, four
-remaining in the stock or talon, which is left upon the table face
-down. No trump is turned. The deal passes to the left.
-
-There are no misdeals. If the cards are not properly distributed, or
-four cards are not left in the talon, the same dealer must deal again,
-without penalty.
-
-_=Objects of the Game.=_ The chief objects of the game are to win the
-last trick, and to secure counting cards in the other tricks in the
-course of play. There are 35 points to be played for in every deal. The
-six highest cards in each suit, 3 2 A K Q J, have a counting value, the
-Ace being worth 3, and the others 1 each. The last trick counts 3.
-
-_=Declaring.=_ The eldest hand examines his cards and determines
-whether or not he will _=stand=_; that is, play single handed against
-the two others. If not, he says “_=pass=_,” and the next player
-decides. If all three pass, the deal is void, and passes to the next
-player on the left. If any player stands, he asks for the 3 of any suit
-he pleases, and if either adversary holds it, he must give it up. If it
-is in the stock, the player cannot ask for any other card. If he has
-all four 3’s in his hand he may ask for a 2, but for no lower card. The
-adversary giving the card asked for must receive a card in exchange
-from the hand of the single player, but this card must not be shown to
-the other adversary.
-
-_=Discarding.=_ Having given a card in exchange for the 3 asked for,
-the single player must discard at least one more card, face downward on
-the table, and he may discard as many as four. The four cards remaining
-in the stock are then turned face up, and the single player may select
-from them as many cards as he has discarded; but he is not allowed to
-amend his discard in any way. The cards he does not take, if any, are
-turned down again, and are placed with his discards, forming a stock
-of four cards, which must not be seen or touched until the last card
-is played, when it becomes the property of the side that wins the last
-trick, and any counting cards it may contain are reckoned for that side.
-
-_=Playing.=_ The discards settled, the eldest hand leads any card he
-pleases, and the others must follow suit if they can, but no one is
-obliged to win a trick if he has a smaller card of the suit led, and
-does not want the lead. The two adversaries of the single player do
-their best to get him between them, and combine their forces to prevent
-him from winning tricks that contain counting cards, especially Aces.
-Whatever tricks they win are placed together, and the counting cards
-contained in them reckon for their joint account. The tricks have no
-value as such, except the last.
-
-_=Showing.=_ The winner of the last trick takes the stock, and each
-side then turns over its cards and counts the total value of the points
-won. The lower score is deducted from the higher, and the difference is
-the value of the game. If all 35 points are won by either side, they
-count double, 70.
-
-_=Scoring.=_ If the single player loses, he loses to both adversaries,
-and if he wins he wins from both. His score is the only one put down,
-and the amount is preceded with a minus or plus sign according to the
-result. If he secures 23 points, he wins 11; if he takes in 16 only, he
-loses 3. If the amount is less than 18 it must be a loss; if it is 18
-or more it must be a gain. The method of balancing the scores at the
-end will be found fully explained in connection with Skat.
-
-_=Irregularities.=_ The penalty for a revoke is the loss of 9 points,
-which are taken from the score of the side in error at the end of the
-hand, and added to the side not in fault. If the final score is 24
-to 11, for instance, in favour of the single player, and one of the
-partners has revoked, the score is 33 to 2, and the player wins 31
-points. If any player turns over the stock before he has announced to
-stand and has discarded at least one card, he loses 35 points to each
-adversary, and the deal is void. If an adversary of the single player
-turns over the stock before the player has discarded, there is no
-penalty, and the player may discard as he pleases. If an adversary of
-the single player leads or plays out of turn, the player may abandon
-the hand at that point, and claim the stock and last trick, the
-adversaries being entitled to count only the points they have won up to
-the time the error occurred.
-
-_=Suggestions for Good Play.=_ The general tactics of the game are
-extremely like those employed in Whist and Skat. The player establishes
-his long suit as rapidly as possible, and preserves his tenaces and
-cards of re-entry. The adversaries of the player should lead short
-suits up to him, and long suits through him, and every opportunity
-should be taken advantage of to discard counting cards on partner’s
-tricks, Aces especially, which are not the best of the suit, but count
-the most. Both sides scheme to get their hands in shape for winning the
-last trick, which usually makes a difference of ten or twelve points in
-the score, owing to the high cards held back, and those found in the
-stock. Each side should keep mental count of its score, so as to know
-whether or not it must win the last trick to get to 18. The exposure of
-the stock, the number of cards discarded by the player, the suits which
-are led and avoided, will all prove useful guides in determining where
-the strength or weakness in each suit lies, and proper advantage should
-be taken of all such inferences.
-
-Some judgment is required in selecting the suit in which the 3 is to
-be asked for, and the single player must plan in advance for all his
-discards, one for the exchange, and those for the stock. The player’s
-position at the table makes quite a difference. The leader has an
-advantage with a good long suit; but with tenaces it is better to be
-third player, and very bad to be second hand.
-
-Some pretty positions arise in the end game through the refusal
-of players to win tricks which would put them in the lead, and so
-lose them the last trick and the stock. After the first few tricks,
-everything must be arranged with a view to securing that last trick,
-but the importance of getting home with Aces must never be overlooked.
-These count 12 points in every hand, and the side that can get in three
-out of the four has 6 points the best of it.
-
-The only _=Text Book=_ on this game is the Pocket Guide, by
-“Cavendish”; there are some good articles in Vol. III. of the
-“_Westminster Papers_.”
-
-
-VINT.
-
-While this game is by some persons thought to be the forerunner of
-bridge, and might be classed as one of the whist family, it is at
-present so little known outside of Russia, where it is the national
-game, that the author has thought it best to group it with other games
-which are distinctly national in character.
-
-Vint has been variously described as bridge without a Dummy and as
-auction whist. It resembles bridge in the making of the trump, and
-whist in the manner of the play.
-
-_=Cards.=_ Vint is played with the full pack of fifty-two cards, which
-rank from the A K Q down to the deuce. Two packs are generally used.
-
-_=Players.=_ A table is complete with four players, and if there are
-more than four candidates for play the selection must be made by
-cutting. All the rules for formation of tables, cutting, ties, etc.,
-are the same as at bridge. The lowest cut takes the deal. Partners sit
-opposite each other.
-
-_=Dealing.=_ The dealer presents the pack to be cut, and then gives
-thirteen cards to each player, one at a time. No trump is turned. The
-deal passes to the left. All irregularities are governed by the same
-laws as bridge.
-
-_=Making the trump.=_ Each player in turn, beginning with the dealer,
-bids to make a certain number of tricks, from seven to thirteen, with
-a suit of his own choosing, which he names when he makes his bid. The
-suits outrank one another in the order of hearts, diamonds, clubs, and
-spades, hearts being the best. No-trumps are higher than hearts. A bid
-of seven tricks is usually called “one” in hearts, or whatever the suit
-may be. A bid of “two” means to win eight tricks, or two over the book.
-
-_=Bidding.=_ If a player wishes to go over the first offer made, he
-must either bid the same number of tricks in a better suit, or he must
-increase the number of tricks. No player can increase his own bid
-unless he is overbid in the interval, but there is no limit to the
-number of times that players may outbid one another. Observe that the
-dealer may bid or pass, and each player after him in turn may bid or
-pass. The highest bidder must abide by his announcement both as to the
-number of tricks and the suit.
-
-_=The Play.=_ No matter who dealt the cards, the player to the left of
-the highest bidder always leads for the first trick. Each player in
-turn must follow suit if he can, and the highest card played, if of the
-suit led, wins the trick, trumps winning all other suits. The winner of
-one trick leads for the next, and so on. There is no Dummy hand as in
-bridge.
-
-_=Scoring.=_ Although the bidding is for so many “odd” tricks, or
-tricks over the book, every trick taken is counted when it comes to the
-scoring; but it is the number of tricks bid, and not the rank of the
-suit, that determines the value. Every trick won by the same partners--
-
- In a bid of “one” is worth 10
- In a bid of “two” is worth 20
- In a bid of “three” is worth 30
- In a bid of “four” is worth 40
- In a bid of “five” is worth 50
- In a bid of “six” is worth 60
- In a bid of “seven” is worth 70
-
-Both sides score. If the highest bid was “two in diamonds,” and the
-bidder’s side won nine tricks, they would score 9 times 20, or 180;
-while their adversaries would score 4 times 20, or 80.
-
-As soon as either side reaches 500, they win the game, even if it is
-in the middle of a hand; but the hand must be played out in order to
-see how many points are won by each side. It should be observed that
-although the bidder’s side may make nine or ten tricks the adversaries
-can win the game if they get enough to count out before the bidder, by
-reaching 500 first.
-
-_=Tricks and Honours.=_ The score for tricks and for honours must be
-kept separate, usually above and below the line, as at bridge. All
-trick points, which are the only ones that count toward game, are
-placed below the line; the honour points above.
-
-For winning a game, 1,000 points are added in the honour column. The
-side that first wins two games of 500 points each adds 2,000 rubber
-points in the honour column.
-
-_=Slams.=_ If a little slam, 12 tricks, is made, but has not been bid,
-it is worth 1,000 points in honours. If a little slam, “six tricks,”
-has been bid and is made, it is worth 5,000 more for bidding it, or
-6,000 altogether. If a grand slam, 13 tricks, is made but not bid, it
-is worth 2,000 honour points. If a little slam is bid and a grand slam
-made, it is worth 7,000 altogether. If a grand slam is bid and made, it
-is worth 12,000 altogether.
-
-_=Lost Games.=_ If the bidder fails to make good, his adversaries score
-100 times the value of the tricks as penalty, in the honour column;
-the scores for the tricks actually won standing at their regular value
-below the line. Suppose the bid to be three in diamonds, making the
-tricks worth 30 each, and that the bidder’s side get the odd trick
-only. Although the bidder has failed to make good, he scores below the
-line for the seven tricks he took, at 30 each, and the adversaries
-score for the six they took, also at 30 each. Then, as the bidder fell
-short by two tricks of making good, his adversaries score these two
-tricks at 3,000 points each, penalty, in the honour column.
-
-_=Honours.=_ The honours are the A K Q J 10 of trumps and the four
-Aces, the Aces being always honours; but when there is a no-trump
-declaration they are the only honours. This makes the Ace of trumps
-count double, when there is a trump suit; once as one of the five
-honours in trumps, and once as an Ace.
-
-Each honour is worth ten times as much as a trick. If the bid was three
-in clubs, the tricks would be worth 30 each and the honours 300 each.
-The side that has the majority of Aces and of honours scores for all
-they hold; not for the majority or difference. Suppose the bidder’s
-side has three honours in clubs and three Aces; the other side must
-have only two honours and one Ace; therefore the bidder scores for six
-honours, at 300 each.
-
-If the Aces and honours in trumps are so divided that each side has a
-majority of one or the other, they offset. Suppose the bidder to hold
-four Aces and two honours. The adversaries must have the majority of
-trump honours. Then the number of their trump honours, which is three,
-is deducted from the number of the bidder’s Aces, four, leaving the
-bidder’s side only one honour to the good. Three honours on one side
-and three Aces on the other would be a tie, and no honours to score.
-
-If the Aces are a tie, the side that wins the most tricks scores
-them. Suppose the bidder has three honours and two Aces. He scores
-five honours if he wins the odd trick; otherwise he scores one only,
-the Aces being a tie and he having only one more honour than his
-adversaries.
-
-In no-trump hands, the honours are worth 25 times the value of the
-tricks. If Aces are easy, neither side scores. If one has three Aces,
-they are all scored. Suppose the bid to have been “two at no-trumps,”
-then the Aces are worth 25 times 20, and three of them are worth 1,500
-points.
-
-_=Coronets.=_ A sequence of three or more cards in any suit, trumps
-or plain, held by an individual player, is a coronet. Three or four
-Aces in one hand is also a coronet. When there is a trump suit, three
-Aces, or three of a plain suit in sequence, are worth 500 in the honour
-column. Each additional card is worth 500 points more. A sequence of K
-Q J 10 9 would be worth 1,500. In the trump suit, and in all the suits
-when there are no trumps, these coronets are worth double, and each
-additional card is therefore worth 1,000 more.
-
-_=Rubbers.=_ As soon as one side wins two games, that ends the first
-rubber. The partners then change, without cutting, in such a manner
-that at the end of three rubbers each player shall have had each of the
-others for a partner. At the end of the third rubber, the losses and
-gains are ascertained for each individual, and settled for.
-
-_=Laws.=_ The laws that govern the game are almost identical with those
-for Bridge.
-
-
-PREFERENCE.
-
-This is a simplified form of Vint, for three players, with a
-thirty-two-card pack. The cards rank: A K Q J 10 9 8 7, and the
-suits rank: Hearts, diamonds, clubs, and spades. Hearts are always
-_=preference=_. There are no hands played without a trump suit.
-
-If four persons play, the dealer takes no cards. The three active
-players make up a pool, each putting in an equal amount at first, and
-the bidder putting into it as many as he bids for the privilege of
-naming the trump suit.
-
-Any one may deal the first hand, after which the deal passes to the
-left. Three cards are given to each player the first round, then two
-are laid off for a widow, then four to each player, and then three to
-each. Beginning on the dealer’s left, each player in turn may name the
-trump if he thinks he can take at least six of the ten tricks to be
-played for. Bids outrank one another in the order of the suits, hearts
-being preference always. The number of tricks is not mentioned. In case
-there are no bids, each in turn has a second chance to bid for the
-widow. These bids are made in counters, to be put into the pool. The
-highest bidder takes the widow, lays out two cards, and then names the
-trump suit.
-
-The players agree upon a value for the tricks won, and payments are
-made from the pool accordingly. These payments may vary according to
-the rank of the trump suit.
-
-
-
-
-ODD GAMES.
-
-
-There are quite a number of odd games of cards, which come and go as
-favourites from time to time, and pass round the world from one country
-to another under many different names. The origin of most of these
-games is lost in the weedy undergrowth of variations, but the chief
-family trait in some of them can be traced back to the alpha of cards.
-
-Among the oldest of games was Ombre, immortalised by Pope, the only
-survivor of which is a variation played by the older Germans, under
-the name of Solo; a game which still faintly resists the exterminating
-influence of Skat. The ancient and honourable games of Comète, Hoc,
-and Nain Jaune survive to the present day in a large and prosperous
-family, ranging from Commit to Fan Tan, the latter being to-day quite
-a favourite among those who like simple and amusing games, free from
-mental effort. Fan Tan is unfortunately named, as many persons confuse
-it with the Chinese banking game, and it would be much better under its
-older name, Play or Pay.
-
-Among the many games of which everyone has heard, and which many
-thousands have been advised to play, is one which, strange to say, is
-not to be found described in any work on card games, and that is Old
-Maid. There was a time when the result of this game was supposed to
-be final and conclusive, and parties of young men have been known to
-substitute a Jack or King for the discarded Queen, in order to learn
-what the future had in store for them. Under such circumstances the
-game became Old Bachelor, of course.
-
-For those who believe in the verdict of the cards, there are other
-sources of information. Fortune telling, whether for the purpose of
-amusement or self-deception, has undoubtedly interested many persons
-in all stations of life ever since Eittella first explained the art,
-away back in the sixteenth century. The meanings attached to the cards
-individually, and the manner of their arrangement, is all that can
-be given in a work of this kind. The qualifications for success in
-foretelling the future do not depend so much on the cards as on good
-judgment of human nature, unlimited assurance, a glib tongue, and a
-certain amount of ingenuity in making a connected story out of the
-disjointed sentences formed by the chance arrangement of certain cards,
-to which an arbitrary or fanciful meaning is attached.
-
-Speculation is considered by some persons an excellent training school
-for the commercial instincts of the younger members of a family,
-teaching them to form correct estimates as to the value of certain
-articles offered for sale in a fluctuating market. Authors is a very
-good game for the family circle, and does not require special cards,
-the ordinary pack being easily adapted to the distinctions of the game.
-
-Patience, or Solitaire, has probably claimed the attention of every
-card-player at some time or other, and one cannot fail to be impressed
-by the number and ingenuity of the patience games which have been
-invented. One of the most expensive works on cards ever published is
-devoted exclusively to Solitaire.
-
-Among all these odd games one should be able to find something to amuse
-all sorts and conditions of card-players. The only apparatus required
-in any of them is a pack of cards and a few counters, and for the
-latter corn or coffee-beans will form an excellent substitute.
-
-
-SOLO.
-
-Under the name of Solo, the Germans play a great many variations of
-card games, of which the following is the best known.
-
-_=Cards.=_ Solo is played with a pack of thirty-two cards, which rank
-A K Q J 10 9 8 7. One suit is always first preference, or _=colour=_,
-and the suit usually selected is clubs. Any suit may be made the
-trump, but whatever the suit, the club Queen, _=Spadilla=_, is always
-the best trump; the Seven of the trump suit, _=Manilla=_, is always
-the second-best trump; and the spade Queen, _=Basta=_, is always the
-third-best trump.
-
-_=Players.=_ Solo is played by four persons, who throw round the cards
-for the first club turned up to deal eight cards to each player; 3-2-3
-at a time.
-
-_=Objects.=_ The object of the game is to secure the privilege of
-naming the trump suit, and of playing, either alone or with a partner,
-to make five tricks, _=solo=_, or eight tricks, _=tout=_. If a partner
-is required, he is selected by the player asking for a certain ace, but
-the holder of the ace remains unknown until the ace falls, although
-from the first he must assist the player who has asked for it. If a
-player asks for an ace while holding it himself, he of course plays
-without a partner, unknown to the others however, until he plays the
-ace asked for.
-
-_=Bidding.=_ The players bid against one another for the privilege of
-naming the trump suit, eldest hand having the first say. When no one
-will bid any higher, the player who has made the best offer names the
-game he wishes to play, with or without a partner.
-
-_=Games.=_ The rank of the various games, the amounts bid on them, and
-the payments made for them, are as follows:--
-
- Simple in suit, 2; in colour, 4.
- Forcée or Solo in suit, 4; in colour, 8.
- Tout in Suit, 16; in colour, 32.
-
-_=Simple Game=_ is to play for five tricks with a partner holding a
-designated ace. If the trump is clubs, (in colour,) it is worth double,
-4 counters.
-
-_=Solo=_ is five tricks without a partner. With clubs trumps it pays
-double, 8 counters.
-
-_=Tout=_ is eight tricks, with or without a partner. If alone, the
-single player wins or loses all; if with a partner he must share his
-gains or losses.
-
-_=Forcée=_ is when no bid is made, and any player holds both Spadilla
-and Basta. He must play a Solo, or call for an ace. If he calls, the
-player holding the ace names the trump suit; but the suit so named must
-not be the suit of the called ace. Forcée in clubs is worth double, 8
-counters.
-
-_=Playing.=_ The trump named, the eldest hand leads any card he
-pleases, and the others must follow suit if they can. The highest card
-played, if of the suit led, wins the trick, and trumps win all other
-suits. The hands are abandoned as soon as the bidder takes five tricks,
-if he is playing anything but a tout. If he goes on he must win all
-eight tricks, or lose the value of a tout.
-
-_=Payments.=_ A solo player wins from or loses to each of his
-adversaries individually the amount of the game in counters. Two
-partners pay or receive each from one adversary.
-
-_=HEART SOLO=_ is a game for three players, in which the pack is
-reduced to twenty-four cards by deleting the Eight of hearts, and all
-the diamonds but the Seven. Diamonds are always colour, and there are
-only three trumps in that suit; Spadilla, Manilla, and Basta. The only
-play is for the Solo, and if no one will make a bid, the hands are
-played in colour, and the winner of the last trick loses the value of a
-Solo.
-
-
-AUTHORS.
-
-This game was originally played with cards bearing the names of various
-authors, and other famous personages, arranged in groups, but the game
-is much simpler when played with an ordinary pack of fifty-two cards.
-
-Any number of persons can play. The cards are shuffled and spread, and
-the person drawing the lowest card deals the first hand. The ace is
-low. Each player then deposits a counter in the pool, and the cards are
-distributed one at a time until the pack is exhausted. If some players
-have a card more than others it makes no difference.
-
-The _=object=_ of the game is to secure tricks consisting of four cards
-of the same denomination; such as four 6’s or four K’s, and the player
-having the most tricks of this kind wins the pool. Ties divide it.
-
-The player on the left of the dealer begins by _=asking=_ for a certain
-card, which must be of the same denomination as one already in his
-hand. For instance: He holds the spade Ten. He may ask any one at the
-table for either of the three other Tens; but he must designate the
-suit, and must ask a particular player for the card wanted. If the
-player asked has the card, he must immediately surrender it, and the
-player to whom it is given can then ask again--any player for any card,
-always provided that the asker has one of the same denomination in his
-own hand.
-
-If the person asked has not the card demanded, the privilege of asking
-is transferred to him, and he may ask any person at the table for any
-card of the same denomination as one already in his own hand. If he has
-just been asked for a Ten, for instance, and has a Ten, but not of the
-suit asked for, he might turn upon his questioner and get a Ten from
-him, if he could guess the right suit.
-
-As soon as any player gets together four cards of the same
-denomination, he lays them face down upon the table in front of him,
-and they form a trick.
-
-A good memory is necessary to play this game well, as it is very
-important to recall who has asked for certain cards, and which players
-were unable to supply them. It is a legitimate artifice in the game to
-ask for a card you already have in your own hand, although you know it
-will lose your guess, because it may be the only way to prevent another
-player from drawing several valuable cards from you. For instance: You
-hold the Fives of diamonds and spades, and have asked for and received
-the Five of clubs. If you ask for the heart Five, and miss it, the
-player with that card may draw all yours; but if you ask for the spade
-Five, and he gets into the ask, he will at once betray the fact that
-he holds the fourth Five by asking you for the club Five; but he will
-never think of asking you for the spade Five, because you asked for it
-yourself. If you can get into the ask again you can immediately make a
-trick in Fives.
-
-
-SPECULATION.
-
-Any number of persons less than ten can play, each contributing an
-agreed number of counters to the pool, the dealer paying double. The
-full pack of fifty-two cards is used, and the cards rank from the A K Q
-down to the 2.
-
-In _=dealing=_, the cards are distributed from left to right, one at
-a time, until each player has received three. The next card on the
-top of the pack is turned up, and the suit to which it belongs is the
-trump, and forms the basis of speculation for that deal. If the turn-up
-card is an ace, the dealer takes the pool immediately, and the deal
-passes to the left. If the turn-up is a K Q or J, the dealer offers it
-for sale, before a card is looked at, and he may accept or refuse the
-amount offered. Whether the card is sold or not, all the cards that
-have been dealt out are turned face up, and the highest card of the
-turn-up suit wins the pool. If the card is not an honour, the dealer
-proceeds to sell it before any player is allowed to look at any of the
-cards dealt. If any one buys the dealer’s turn-up card, the purchaser
-places it on his own cards, leaving it face up. Whether it is sold or
-not, the elder hand proceeds to turn up the top card of his three.
-If this is not a trump, the next player on his left turns up his top
-card, and so on until a trump is turned that is better than the one
-already exposed. The player who possesses the original turn-up, does
-not expose any more of his cards until a better trump is shown. As soon
-as a better trump appears it is offered for sale, and after it is sold
-or refused, the cards are turned up again until a better trump appears,
-or all the cards have been exposed. The holder of the best trump at the
-end takes the pool.
-
-
-OLD MAID.
-
-Strange to say, this oft-quoted and continually derided game is not
-mentioned in any work on cards, a singular omission which we hasten to
-supply.
-
-Any number of young ladies may play, and a pack of fifty-one cards is
-used, the Queen of hearts having been deleted. Any player can deal the
-cards, which are distributed one at a time until the pack is exhausted;
-if every player has not the same number it does not matter. Beginning
-with the eldest hand, each player sorts her cards into pairs of the
-same denomination; such as two Fives, two Jacks, etc., and all pairs so
-formed are laid upon the table face down, without showing them to the
-other players. All the cards laid out in this manner are left in front
-of the player, in order to discover errors, if any. Three of a kind
-cannot be discarded, but four of a kind may be considered as two pairs.
-
-The discarding of pairs complete, the dealer begins by spreading her
-remaining cards like a fan, and presenting them, face downward, to
-her left-hand neighbour, who must draw one card at random. The card
-so drawn is examined, and if it completes a pair, the two cards are
-discarded. Whether it forms a pair or not, the player’s cards are
-spread and presented to the next player on the left, to be drawn from
-in the same manner.
-
-This process of drawing, forming pairs, and discarding is continued
-until it is found that one player remains with one card. This card is
-of course the odd Queen, and the unfortunate holder of it is the Old
-Maid; but only for that deal.
-
-
-LIFT SMOKE.
-
-The number of players must be limited to six, each of whom deposits a
-counter in the pool. A full pack of fifty-two cards is used. The cards
-rank from the ace down to the deuce, as at Whist. If there are four
-players, six cards are dealt to each, one at a time; if five play, five
-cards to each, and if six play, four cards to each. The last card that
-falls to the dealer is turned up for the trump, and the remainder of
-the pack is placed in the centre of the table as a stock to draw from.
-
-The eldest hand leads for the first trick, and the others must follow
-suit if they can. The highest card played, if of the suit led, wins the
-trick, and trumps win all other suits. The winner of each trick draws
-the top card from the talon, and leads again. When any player’s cards
-are exhausted he withdraws from the game, and the others continue. The
-player who remains to the end, having a card when his adversary has
-none, wins the pool. If two players remain with a card each, the winner
-of the trick draws from the stock, and the card so drawn wins the game,
-his adversary having none.
-
-
-EARL OF COVENTRY.
-
-This game is sometimes called Snip Snap Snorem, by those who are not
-of a poetical turn of mind. Any number of persons may play, and a full
-pack of cards is dealt out, one at a time. If some players have a card
-more than others, it does not matter. The eldest hand lays upon the
-table any card he pleases, and each player in turn pairs or matches
-it, if he can, with another of the same denomination, accompanying
-the action with a rhyme. Suppose the first card played is a King; the
-person playing it would say: “There’s as good as King can be.” The
-first player to lay down another King would say: “There is one as good
-as he.” The player holding the third King would say: “There’s the best
-of all the three,” and the holder of the fourth would then triumphantly
-exclaim: “And there’s the Earl of Coventry.”
-
-The fortunate holder of the Earl of Coventry in each round has the
-privilege of leading a card for the next trick, and the first player
-to get rid of all his cards wins one counter from the others for every
-card they hold. The words, “Snip, Snap, Snorem,” may be substituted for
-the foregoing rhymes if time is short.
-
-_=Jig=_ is a variation of Earl of Coventry in which the next higher
-in sequence and suit must be played, if the player has it, until four
-cards are shown. The one who lays down the last of the sequence of four
-cards starts a fresh sequence, and the winner is the one who can first
-get rid of all the cards originally dealt him. All the others then pay
-him a counter for each card they have left.
-
-
-COMMIT.
-
-The etymology of this word has been quite overlooked by those who have
-described the game. The word is from the French, cométe, a comet; but
-instead of being an equivalent in English, it is simply a phonetic
-equivalent; Commit, instead of Comet. Tenac informs us that the game
-was invented during the appearance of Halley’s comet; and the idea of
-the game is that of a string of cards forming a tail to the one first
-played, a feature which is common to quite a number of the older games
-of cards.
-
-Commit is played by any number of persons, with a pack of fifty-one
-cards, the Eight of diamonds having been deleted. The players draw for
-positions at the table and for the first deal, and make up a pool.
-The cards have no value except the order of their sequence in the
-various suits. The ace is not in sequence with the King, but below the
-2. The dealer distributes the cards, one at a time to each player in
-rotation, as far as they will go, leaving any odd cards on the table
-face downward, to form what are known as _=stops=_. As it is desirable
-to have a number of these stops, it is usual to give only nine cards to
-each when there are five players.
-
-The eldest hand begins by leading any card he pleases which he lays
-face upward in the centre of the table. If he holds any other cards
-in sequence above it, he must play them, and when he can no longer
-continue the series, he says aloud: “Without the Jack,” or whatever the
-card may be that he fails on. The player on his left must then continue
-the sequence in the same suit, if he can; or he must say: “Without
-the Jack.” When the sequence reaches the King, it is stopped, and the
-player who held the King receives a counter from each player at the
-table. The same player then begins another sequence with any card he
-pleases. If a sequence is opened with an ace, a counter may be demanded
-from each player at the table.
-
-If a sequence is stopped, which it will be if the card necessary to
-continue it is in the stock, or if the diamonds are run up to the
-Seven, the person who plays the last card before the stop is entitled
-to begin another sequence. Should any player who is unable to continue
-a sequence in his proper turn, hold the Nine of diamonds, he may play
-that card, and the player following him is then at liberty to continue
-the original sequence or to play the Ten of diamonds, following up that
-sequence. When the Nine of diamonds is played, the holder receives two
-counters from each player at the table; but if it is not got rid of
-in play, the holder of it must pay two counters to each of the other
-players.
-
-The first player to get rid of all his cards wins the pool, and the
-cards remaining in the other hands are then exposed. Any player holding
-a King must pay a counter for it to each of the other players.
-
-
-MATRIMONY.
-
-Any number of persons may play, and a full pack of fifty-two cards is
-used. Each player should be provided with an equal number of counters,
-to which a trifling value may be attached. A strip of paper is placed
-in the centre of the table, marked as follows:--
-
- +------------+-----------+--------------+-------+-------+
- | Matrimony. | Intrigue. | Confederacy. | Pair. | Best. |
- +------------+-----------+--------------+-------+-------+
-
-Any King and Queen is _=Matrimony=_; any Queen and Jack is
-_=Intrigue=_; any King and Jack is _=Confederacy=_; any two cards of
-the same denomination form a _=Pair=_, and the diamond ace is always
-_=Best=_.
-
-The players draw, and the lowest card deals: ace is low. The dealer
-then takes any number of counters he chooses, and distributes them as
-he pleases on the various divisions of the layout. Each player then
-takes a number of counters one less than the dealer’s, and distributes
-them according to his fancy.
-
-The cards are then cut, and the dealer gives one to each player, face
-down; and then another, face up. If any of the latter should be the
-diamond ace, the player to whom it is dealt takes everything on the
-layout, and the cards are gathered and shuffled again, the deal passing
-to the left, the new dealer beginning a fresh pool. If the diamond
-ace is not turned up, each player in turn, beginning with the eldest
-hand, exposes his down card. The first player to discover Matrimony in
-his two cards, takes all that has been staked on that division of the
-layout. The first to discover Intrigue or Confederacy, takes all on
-that, and the first player to expose a Pair takes that pool. The ace of
-diamonds is of no value except as one of a pair, if it is one of the
-cards that were dealt to the players face down. The pool for it remains
-until the card is dealt to some player face up. Any of the pools which
-are not won must remain until the following deal, and may be added to.
-
-
-POPE JOAN.
-
-This game is a combination of the layout in Matrimony, and the manner
-of playing in Commit. There are a great many ways of dividing the
-layout, but the following is the simplest. Five cards are taken from an
-old pack, and are laid out in the centre of the table, or their names
-are written on a sheet of paper.
-
-[Illustration:
-
- 🂾 🂭
- 🃇
- 🃊 🃛
-]
-
-The cards are thrown round for the deal, and the first Jack deals. The
-cards are distributed one at a time, the full pack of fifty-two cards
-being used. The following table will show the number of cards to be
-given to each player, and that left in the stock to form stops.
-
- 3 Players, 15 cards each 7 in the stock.
- 4 ” 12 ” 4 ”
- 5 ” 9 ” 7 ”
- 6 ” 8 ” 4 ”
- 7 ” 7 ” 3 ”
- 8 ” 6 ” 4 ”
-
-Before the deal, the dealer must dress the layout, by putting one
-counter upon the Ten, two upon the Jack, three upon the Queen, four
-upon the King, and five on the Pope, which is the Seven (or the Nine)
-of diamonds.
-
-The eldest hand begins by leading any card he pleases, and if he has
-those in sequence and suit with it and above it, he continues to play
-until he fails. He then says “No six,” or whatever the card may be that
-he stops on. The next player on his left then continues the sequence
-if he can, or if he cannot, he says, “No six,” also, and it passes to
-the next player. If no one can continue, the card must be in the stock,
-which remains on the table face down and unseen. When one sequence _is_
-stopped in this manner, the last player has the right to begin another
-with any card he pleases.
-
-The object of the game is twofold; to get rid of all the cards before
-any other player does so, and to get rid of the cards which appear on
-the layout. If the duplicate of any of those cards can be played, the
-holder of the card at once takes all the money staked upon it; but if
-he fails to get rid of it before some player wins the game by getting
-rid of all his cards, the player who is found with one of the layout
-cards in his hand at the end must double the amount staked on that
-card, to which the next dealer will add the usual contribution.
-
-The player who first gets rid of all his cards collects from the other
-players a counter for every card they hold. These cards must be exposed
-face up on the table, so that all may see who has to double the various
-pools. If any of the layout cards are in the stock, the pool simply
-remains, without doubling.
-
-There are a great many variations of Pope Joan. Sometimes a layout very
-similar to that in Matrimony is used, Pope taking the place of Pair,
-and Game that of Best. A trump is turned by the dealer, and Matrimony
-is King and Queen of trumps, Intrigue Queen and Jack of trumps,
-Confederacy, King and Jack of trumps. The player holding these cards
-will of course be able to play both of them if he can play one in a
-sequence, and will take the pool for the combination. If he holds one
-card and another player holds the other, they divide the pool. If one
-of the cards is in the stock, the pool remains. In some places it is
-the custom to remove the Eight of diamonds, as at Commit, to form an
-extra and known stop. The player first getting rid of his cards takes
-the pool on Game, and the holder of Pope takes that pool if he can get
-rid of the card in the course of play, if not, he must double the pool,
-just as with the honours in trumps.
-
-
-NEWMARKET, OR STOPS.
-
-This game, which is sometimes called Boodle, is Pope Joan without
-the pope. The four cards forming the layout are the ♡A, ♣K, ♢Q, ♠J;
-but there is no ♢7. The dealer names any number of counters that he
-is willing to stake, which must be at least four, and each player at
-the table must stake a similar amount. The counters are placed on the
-layout to suit the players, either all upon one card, or distributed
-among the four. The cards are dealt as at Pope Joan, and the same
-number must be left in the talon.
-
-Instead of the player being at liberty to begin a sequence with any
-card he pleases, he must begin with the lowest card in his hand of the
-suit which he selects. He is not restricted as to suit, but must play
-all he has in sequence, and then name the card that he fails on. If a
-new sequence is opened by any player, he must play the lowest card of
-the suit in his hand.
-
-If, in the course of play, any of the four cards on the layout can be
-got rid of, the player holding them takes the pool on that card. If
-he is left with the card in his hand at the end he is not obliged to
-double the pool, as at Pope Joan, but simply loses his chance to win
-it, and it remains until the next deal. The first player to get rid of
-all his cards receives one counter from the other players for each card
-they hold.
-
-_=SPIN=_ is Newmarket, with one variation. The player holding the
-diamond ace is allowed to play it in order to get the privilege of
-stopping one suit and opening another. For instance: The sequence in
-spades has run to the Nine, and one player holds both spade Ten and
-diamond ace. If this player saw that another was very likely to win the
-game at any moment, and he had a pool card to play, he might stop the
-spade sequence by playing both the Ten and the diamond ace together,
-announcing _=Spin=_. He can then play a pool card, or begin a new
-sequence with the lowest of the suit in his hand. He cannot play the
-diamond ace unless he can play to the sequence first.
-
-_=SARATOGA.=_ This varies from Newmarket only in the method of making
-up the pool. Instead of leaving the players to distribute their stakes
-at pleasure, each is compelled to place an agreed amount on each of the
-pool cards, as at Pope Joan.
-
-
-POCHEN.
-
-This is a round game for any number of players from three to six, with
-a thirty-two-card pack. The layout has a centre division for pools and
-seven other divisions round it, marked, respectively, A, K, Q, J, 10,
-Marriage, Sequence. Each player dresses the layout by placing a counter
-in each of the eight divisions. The dealer then gives cards three and
-then two at a time, as far as they will go equally, turning up the next
-for the trump.
-
-The holders of the five highest trumps show them and take the
-corresponding pools, Ace of trumps the A pool, etc. If any player holds
-both K and Q of trumps, he takes the pool for marriage. The player
-holding the highest and longest sequence in any suit takes the pool for
-sequence; but the sequence must be at least three cards. Pools not won
-remain until the next deal.
-
-After the pools round the edge are all decided, the players bet for the
-centre pool, or pochen. Any player with a pair, or three of a kind,
-wishing to bet on them, puts as many counters as he pleases into the
-centre pool, and any player willing to bet against him must put in a
-like amount. There is no raising these bets, and the players in order
-to the left of the dealer have the first say as to betting, or passing.
-The higher pair wins. Threes beat pairs, and four of a kind is the best
-hand possible.
-
-This pool settled, the play of the cards follows. Eldest hand leads any
-card he pleases and each in turn to the left must follow in sequence
-and suit, playing the 10 on the 9, the J on the 10, etc., until the K
-is reached. The player who has the King, or the highest card, if the
-King is in the stock, starts again with any card he pleases. Any player
-who cannot continue the sequence in his turn must pass that round.
-
-As soon as one player gets rid of his last card the game is at an end
-and every player at the table must pay him a counter for each card
-held. The deal then passes to the left and the layout is dressed for
-the next hand.
-
-
-RANTER GO ROUND.
-
-This is a round game for any number of players who make up a pool or
-stake to be played for. A full pack of fifty-two cards is used and each
-player has three markers. The dealer gives one card to each, face down.
-This card is examined and if it is not satisfactory it is passed to the
-player on the left, the object being to avoid holding the lowest card
-at the table.
-
-If the player on the left holds any card but a king, he is obliged
-to exchange. If the one who is forced to exchange gives an ace or a
-deuce, he announces it; but the player who demands the exchange is not
-allowed to say what he gives, as the card may be passed on. Each player
-in turn to the left may exchange, or he may pass, which means that he
-is satisfied with his card.
-
-When it comes round to the dealer, he cannot exchange; but he may cut
-the pack and take the top card. All the cards are then turned face up,
-and the lowest shown loses a counter. The deal passes to the left. When
-all the players but one have lost all their markers, the survivor takes
-the pool.
-
-
-FIVE OR NINE.
-
-This game, which is sometimes called Domino Whist, is simply Pope Joan
-or Matrimony without the layout. Any number of persons may play, and
-the full pack of fifty-two cards is used, the cards being dealt in
-proportion to the number of players, as at Pope Joan.
-
-The eldest hand must begin by laying out the Five or Nine of some suit
-to start the first sequence. If he has neither of those cards he must
-pass, and the first player on his left who has a Five or a Nine must
-begin. The next player on the left must then continue the sequence in
-the same suit if he can, but he may play either up or down, laying the
-card on the right or left of the starter. If a Five is led, he may
-play a Four or a Six. Only one card is played at a time by each person
-in turn. Any person not being able to continue the sequence may start
-another if he has another Five, but he cannot start one with a Nine
-unless the first starter in the game was a Nine. He is also at liberty
-to start a new sequence with a Five or Nine instead of continuing the
-old, but he must play if he can, one or the other. If he is unable to
-play, he must pay one counter into the pool, which is won by the first
-player who gets rid of all his cards. The winner is also paid a counter
-for every card held by the other players.
-
-
-FAN TAN.
-
-This is the simplest form of Stops, and requires no layout. Any number
-of players can take part, and a full pack of fifty-two cards is used.
-The players cut for deal and seats, low having the choice. Ace is low.
-The players are provided with an equal number of counters, and before
-the cards are dealt, each places an agreed number in the pool. All the
-cards are dealt out. If some have more than others it does not matter.
-
-The eldest hand begins by playing any card he pleases, and the next
-player on his left must either play the card next above it, or put one
-counter in the pool. Only one card is played at a time, and after the
-sequence has arrived at the King it must be continued with the ace, and
-go on until the suit is exhausted. The person who plays the thirteenth
-card of any suit must start another sequence, in any suit and with any
-card he pleases. The player who first gets rid of all his cards takes
-the pool.
-
-The great trick in this game is to provide for the last suit to be
-played, and in order to have the selection of the second suit it is
-usual for the eldest hand to begin with the higher of two cards next in
-value to each other, which will make him the last player in that suit.
-Each suit is turned face down as it is exhausted.
-
-
-SOLITAIRE.
-
-All games of Solitaire are played with the full pack of fifty-two
-cards. The games may be roughly divided into two classes; those in
-which the result is entirely dependent on chance, and cannot be changed
-by the player after the cards have been shuffled and cut; and those
-which present opportunities for judgment and skill, the choice of
-several ways to the same end being offered to the player at various
-stages of the game. The first class is of course the simplest, but the
-least satisfactory, as it is nothing more than a game of chance.
-
-Of the many hundreds of patience games, it is possible to give only a
-few of the best known.
-
-_=TAKE TEN.=_ Shuffle and cut the cards, and deal out thirteen face
-upward in two rows of five each, and one row of three. Any two cards,
-the pip value of which equals 10, may be withdrawn from the tableau,
-and others dealt from the top of the pack in their places. Only two
-cards may be used to form a 10. The K Q J 10 of each suit must be
-lifted together, none of these cards being touched until all four of
-the same suit are on the table together. When no cards can be lifted,
-the game is lost.
-
-The object in most patience games is to arrange the cards in sequences.
-An ascending sequence is one in which the cards run from A 2 3 up to
-the King; and a descending sequence is one in which they run down
-to the ace. Sequences may be formed of one suit or of mixed suits,
-according to the rules of the game.
-
-_=THE CARPET.=_ Shuffle and cut the pack. Deal out twenty cards in
-four rows of five cards each, face up. This is the carpet. Any aces
-found in it are taken out and used to form a fifth row, either at the
-bottom or the side. The holes made in the carpet by removing the aces
-are then filled up from the pack. Cards are then taken from the carpet
-to build upon the aces in ascending sequence, following suit, and the
-holes in the carpet are continually filled up with fresh cards from the
-top of the pack. As other aces appear they are laid aside to start the
-sequence in the suit to which they belong. When you are stopped, deal
-the cards remaining in the pack in a pile on the table by themselves,
-face upward. If any card appears which can be used in the ascending
-sequences, take it, and if this enables you to make more holes in the
-carpet, do so. But after having been driven to deal this extra pile,
-holes in the carpet can no longer be filled from the pack; they must be
-patched up with the top cards on the extra pile until it is exhausted.
-
-_=FOUR OF A KIND.=_ Shuffle and cut the pack, then deal out thirteen
-cards face down in two rows of five each and one row of three. Deal
-on the top of these until the pack is exhausted, which will give you
-four cards in each pile, face down. Imagine that these piles represent
-respectively the A 2 3 4 5 in the first row; the 6 7 8 9 10 in the
-second, and the J Q K in the third. Take the top card from the ace
-pile, turn it face upward, and place it, still face upward, under the
-pile to which it belongs. If it is a Jack, for instance, it will go
-face up under the first pile in the third row. Then take the top card
-from the second pile, and so on, keeping the left hand as a marker on
-the pile last drawn from. When you come to a pile which is complete,
-all the cards being face up, you can skip it, and go on to the next.
-If at the end you find that the last card to be turned up lies on its
-proper pile, and needs turning over only, you win; but if you have to
-remove it to another pile, you lose.
-
-_=TRY AGAIN.=_ Shuffle and cut the pack, and deal the cards face
-upward into four heaps. You are not obliged to deal to each pile in
-succession, but may place the cards on any of the four piles, according
-to your judgment or pleasure. In dealing out in this manner it is not
-good policy to cover one card with a higher, unless you are compelled
-to do so. Every time you come to an ace, separate it from the others,
-placing it in a new row, as a foundation for an ascending sequence,
-which may be continued regardless of the suit of the cards used. The
-top cards of the four piles are used to build up the sequence. After an
-ace has appeared, the player may examine the cards in any or all of the
-piles, but their order must not be disturbed. The object in looking at
-the cards is to select the pile which is least likely to stop you, or
-the one having the fewest cards in it.
-
-_=TAKE FOURTEEN.=_ Shuffle and cut the pack, and deal the cards one at
-a time, face upward, into twelve piles, and continue dealing on the top
-of these twelve until the pack is exhausted. This will give you four
-piles which contain one card more than the others. Then take off any
-two of the top cards which will make 14, reckoning the Jack as 11, the
-Queen as _12_ and the King as 13, all the others at their face value.
-Only two cards must be used to make 14. If you succeed in taking off
-all the cards in this manner, you win. You are at liberty to look at
-the underneath cards in the various piles, but you must not disturb
-their positions.
-
-_=HELP YOUR NEIGHBOUR.=_ Take from the pack the four aces, and lay
-them face upward on the table in a row. These are to be built upon in
-ascending sequences, following suit. Shuffle and cut the remaining
-forty-eight cards, and deal off four starters in a row, below the aces.
-These cards are to be built down on, in descending sequence, regardless
-of suit. The remainder of the pack is then taken in the left hand, and
-the cards turned up one by one from the top. Any card which can be used
-to build up on the ace row, or down on the second row, is placed on its
-proper pile at once. If the card is unavailable for either purpose,
-it must be placed in a separate and ninth pile, known as the talon,
-or deadwood. The ascending sequences may be built up from any of the
-three sources; cards from the top of the pack, those on the top of the
-various descending sequences, or those on the top of the deadwood.
-
-The top card in any descending sequence may be moved from one pile
-to another, or a card may be taken from an ascending sequence and
-placed on a descending, always provided that such a card continues
-the sequence in the pile to which it is removed. If any of the piles
-occupied by the descending sequences are exhausted, new cards may be
-placed there at any time the player thinks fit. Such new piles may be
-started from the pack, from the deadwood, or from any other pile.
-
-
-KLONDIKE.
-
-This game is sometimes mistakenly called “Canfield”, but that is a
-distinct game, described elsewhere, in which there are separate piles
-for stock and foundations.
-
-Shuffle the full pack of fifty-two cards, cut and turn up the top card.
-Lay six more cards in a row to the right of the first card, but all
-face down. Upon the second card of this row place another card face
-up, and then cards face down on the remaining five of the top row. On
-the third pile from the left, place another card face up, and then four
-more face down to the right. Continue this until you have seven cards
-face up, which will give you twenty-eight cards in your layout.
-
-Take out any aces showing, and place them in a row by themselves for
-“foundations.” Build up on these aces in sequence and suit to kings. On
-the layout, build in descending sequence, red on black, black on red,
-turning up the top card when any pile is left without a faced card upon
-it. If there is more than one card face up on any pile, they must be
-removed together or not at all. Spaces may be filled only with kings.
-
-The stock is run off three cards at a time, and any card showing can
-be used. The pack can be run through in this manner until no cards
-showing can be used, but there must be no shuffling or rearrangement of
-the cards. Sometimes it is the rule to run through the pack once only,
-turning up one card at a time.
-
-The object of the game is to see how many cards can be built on the ace
-row. A better average can usually be obtained when the pack is run off
-three at a time with the privilege of running through again and again
-as long as any card can be used.
-
-
-FORTUNE TELLING.
-
-Whatever the arrangement employed for laying out the tableau in fortune
-telling, the result of the reading will always be dependent on the
-person’s ability to string together in a connected story the meanings
-which are attached to the various cards. According to Eittella, the
-father of all fortune telling, only 32 cards should be used, and it
-is essential that they should be single heads, because a court card
-standing firmly on its feet is a very different thing from one standing
-on its head. If single-head cards are not at hand, the lower part of
-the double-head cards must be cancelled in some manner.
-
-The following are the interpretations of the various cards, the initial
-_=R=_ meaning that the card is reversed, or standing on its head.
-
-_=HEARTS.=_ Ace. The house, or home.
-
-King. A benefactor. _=R.=_ He will not be able to do you much good,
-although he means well.
-
-Queen. Everything that is lovely in woman. _=R.=_ You will have to wait
-awhile for the realization of your hopes.
-
-Jack. A person who may be useful to you. _=R.=_ He will not prove of
-much account.
-
-Ten. A pleasant surprise.
-
-Nine. Reconciliation.
-
-Eight. Children.
-
-Seven. A good marriage. _=R.=_ Fair to middling.
-
-_=CLUBS.=_ Ace. Profits from business or gambling.
-
-King. A just man, who has taken a fancy to you. _=R.=_ Something will
-interfere with his good intentions.
-
-Queen. Your best girl. _=R.=_ She is jealous.
-
-Jack. A probable marriage. _=R.=_ It may have to be postponed.
-
-Ten. Success in business. If followed by ♢ 9, the note will not be paid
-when it is due; if followed by the ♠ 9 you will lose the entire account.
-
-Nine. Success in love.
-
-Eight. Great anticipations.
-
-Seven. Trifling love affairs. _=R.=_ They will get you into trouble.
-
-_=DIAMONDS.=_ Ace. A letter, or a written notice.
-
-King. A person to beware of. _=R.=_ Will annoy you in any case.
-
-Queen. A shrew or gossip. _=R.=_ She will make you tired.
-
-Jack. A bearer of bad news. _=R.=_ Worse than you expected.
-
-Ten. An unexpected journey.
-
-Nine. That expected money will not come to hand.
-
-Eight. Some surprising actions on the part of a young man.
-
-Seven. Success in lotteries, gambling or speculation. _=R.=_ The amount
-will be very small.
-
-_=SPADES.=_ Ace. Love affairs.
-
-King. Police or sheriffs. _=R.=_ Loss of a lawsuit.
-
-Queen. A gay and deceptive widow. _=R.=_ She’s fooling thee.
-
-Jack. Disagreeable young man. _=R.=_ He will do you an injury or
-injustice of some kind.
-
-Ten. Prison.
-
-Nine. Vexatious delays in business matters.
-
-Eight. Bad news. If followed by the ♢ 7, quarrels.
-
-Seven. Quarrels which will be lasting unless the card is followed by
-some hearts. _=R.=_ Family rows.
-
-_=COMBINATIONS.=_ 4 aces, death; 3 aces, dissipation; 2 aces, enmity.
-
-4 Kings, honours; 3 Kings, success in business; 2 Kings, good advice.
-
-4 Queens, scandal; 3 Queens, dissipation; 2 Queens, friendship.
-
-4 Jacks, contagious diseases; 3 Jacks, idleness; 2 Jacks, quarrels.
-
-4 Tens, disagreeable events; 3 Tens, change of residence; 2 Tens, loss.
-
-4 Nines, good actions; 3 Nines, imprudence; 2 Nines, money.
-
-4 Eights, reverses in business or love; 3 Eights, marriage; 2 Eights,
-trouble.
-
-4 Sevens, intrigues; 3 Sevens, pleasure; 2 Sevens, small affairs and
-gossip.
-
-_=THE CONSULTATION.=_ There are several ways of telling fortunes, but
-one example will suffice. The most important thing is to know what your
-client wants to be told, and the next is to be sure that she cuts the
-cards with her left hand.
-
-The cards are shuffled, presented to be cut, and then counted off into
-sevens, every seventh card being laid face up on the table, the six
-intermediates being placed on the bottom of the pack each time. When
-twelve cards have been obtained in this manner, they are laid out in
-a row, and examined to see if the card representing the questioner is
-among them. If not, they must be gathered, shuffled, cut, and dealt
-again. A married man with light hair would be the ♢ K, with dark hair,
-the ♣ K. If he claims to be single, the ♡ J. If your client is a woman,
-the ♡ Q will do for blondes, the ♣ Q for brunettes. Do not ask if she
-is married, and take no notice of rings.
-
-Having obtained the necessary twelve cards, the more you know about
-the consultant’s history, hopes, and prospects, and the better you can
-judge her character, the less attention you need pay to the cards, and
-the more satisfactory the result of the consultation will be. It is
-not necessary to stick too closely to the meanings of the cards, nor
-to their combinations; the great thing is to tell your client what she
-wants to hear.
-
-In order to confirm the truth of the pleasing story you have built upon
-the twelve cards, they must be gathered together, shuffled, presented
-to be cut with the left hand, and then divided into four packets of
-three cards each. The first packet is for the Person, the second for
-the House, the third for the Future, and the fourth for the Surprise.
-Each packet is successively turned up, and its contents interpreted in
-connection with the part of the questioner’s life which it represents.
-In case there should be nothing very surprising in the last pack, it
-is well to have a few generalities on hand, which will be true of a
-person’s future six times out of ten. The expert at fortune telling
-has a stock of vague suggestions, supposed to be given by the cards,
-which are so framed as to draw from the client the drift of her hopes
-and fears. The scent once found, most of the fortune telling is in
-the nature of confirming the client’s own views of the situation.
-Nevertheless, when well done, by a good talker, fortune telling is very
-amusing, especially in a small company.
-
-
-
-
-BANKING GAMES.
-
-
-There are two distinct classes of banking games; those that can be
-played without any apparatus but a pack of cards and some counters;
-and those which require a permanent establishment and expensive
-paraphernalia. Among the first, probably the best known banking games
-are: Vingt-et-un, Baccara, Blind Hookey, and Fan Tan, the latter
-requiring only one card, the face of which is never seen. In the second
-class, which are often called table games, probably the best known are:
-Faro, Keno, Roulette, Rouge et Noir, and Chuck Luck.
-
-Each of these games has a number of offshoots, and the distinctions
-between the original and the variation are sometimes so minute as to
-be hardly worth mentioning. As a matter of reference, and for the
-convenience of those who hear these variations spoken of, their names
-and chief characteristics are here given.
-
-Banking games, properly so-called, are those in which one player is
-continually opposed to all the others. In round games, each player
-is for himself, but no player is selected for the common enemy. In
-partnership games, the sides are equally divided, and any advantage in
-the deal or lead passes alternately from one to the other. In other
-games, the single player that may be opposed to two or three others
-usually takes the responsibility upon himself, and for one deal only,
-so that any advantage he may have is temporary. In banking games, on
-the contrary, one player is selected as opposed to all others, and the
-opposition is continual. If there is any advantage in being the banker,
-it is supposed to be a permanent one, and if the banker has not been
-at any special expense in securing the advantages of his position he
-is obliged to surrender it from time to time and give other players a
-chance. This is the rule in Vingt-et-un, Baccara, and Blind Hookey.
-If the banker is not changed occasionally, he retains his position on
-account of the expense he has been put to to provide the apparatus for
-the play, as in Faro, Keno, Roulette, and Rouge et Noir. To justify
-this expenditure he must have some permanent advantage, and if no such
-advantage or “percentage” is inherent in the principles of the game,
-any person playing against such a banker is probably being cheated.
-
-At Monte Carlo, everything is perfectly fair and straightforward, but
-no games are played except those in which the percentage in favour
-of the bank is evident, and is openly acknowledged. In Faro there is
-no such advantage, and no honest faro bank can live. It is for that
-reason that the game is not played at Monte Carlo, in spite of the many
-thousands of Americans who have begged the management to introduce it.
-The so-called percentage of “splits” at Faro is a mere sham, and any
-candid dealer will admit that they do not pay for the gas. Roulette,
-Rouge et Noir, Keno, and Chuck Luck are all percentage games, although
-the banker in the latter is seldom satisfied with his legitimate gains.
-
-The peculiarity about all percentage banking games is that no system,
-as a system, will beat them. The mathematical expectation of loss
-is so nicely adjusted to the probabilities of gain that the player
-must always get just a little the worst of it if he will only play
-long enough. Take any system of martingales, and suppose for the sake
-of illustration that in 1000 coups you will win 180 counters. The
-mathematical expectation of the game is such that just about once in
-a thousand coups your martingale will carry you to a point in which
-you will lose 200 counters, leaving you just 20 behind on every 1000
-if you keep on playing. Every system has been carefully investigated,
-and enormous labour has been expended on the compilation of tables
-recording for a long series of time every number rolled at Roulette,
-and every coup raked in at Rouge et Noir, and the result of all
-systems is found to be the same, the bank succeeds in building up its
-percentage like a coral island, while the player’s money disappears
-like water in the sand.
-
-
-VINGT-ET-UN.
-
-Any number of persons may play Vingt-et-un, and a full pack of
-fifty-two cards is used. The _=cards=_ have no rank, but a counting
-value is attached to each, the ace being reckoned as 11 or 1, at the
-option of the holder, all court cards as 10 each, and the others at
-their face value.
-
-The cards are thrown round for the first deal, and the first ace takes
-it. The dealer is also the banker. Each player is provided with a
-certain number of _=counters=_, usually 25 or 50, and a betting limit
-is agreed on before play begins. The players on the dealer’s right and
-left are known as the pone and the eldest hand respectively.
-
-The _=object=_ of the game is to get as near 21 as possible in the
-total pip value of the cards held.
-
-_=Stakes.=_ Before the cards are dealt, each player except the dealer
-places before him the amount he bets upon his chances for that deal.
-This amount may be either at the option of the player, within the
-betting limit, or it may be a fixed sum, such as one counter. In one
-variation each player is allowed to look at the first card dealt him
-before making his bet, and before receiving a second card. When it
-comes to the dealer’s turn, he does not stake anything upon his card,
-but he has the privilege of calling upon all the others to _=double=_
-the amount they have placed on theirs. Any player refusing to double
-must pass over to the dealer the stake already put up, and stand out of
-the game for that hand.
-
-Another variation is to allow any player whose second card is of the
-same denomination as the first to separate them, and to place upon
-the second card a bet equal in amount to that upon his first card,
-afterward drawing to each separately, as if they were two different
-hands.
-
-_=Dealing.=_ The bets made, the cards are shuffled and presented to the
-pone to be cut; four must be left in each packet. Two cards are given
-to each player, including the dealer, one at a time in two rounds. If
-the dealer gives too many cards to any player, either in the first
-deal or in the draw, he must correct the error at once. If the player
-has seen the superfluous card he may keep any two he chooses of those
-dealt him. If the dealer gives himself too many he must keep them all.
-The last card in the pack must not be dealt. If there are not enough
-cards to supply the players, the discards must be gathered up, shuffled
-together, and cut.
-
-_=Naturals.=_ The cards all dealt, the dealer first examines his
-hand. If he has exactly 21, an Ace and a tenth card, which is called
-a natural, he shows it at once, and the players must pay him twice
-the amount they have staked in front of them, unless they also have a
-natural, when it is a stand-off. If the dealer has not a natural, each
-player in turn, beginning with the eldest hand, examines his two cards
-to see how nearly their total value approaches 21. If he has a natural,
-he exposes it immediately, and the dealer must pay him double the
-amount staked. It is sometimes the rule for the holder of a natural,
-the dealer having none, to take the stakes of all the other players;
-but this variation is not in favour.
-
-_=Drawing.=_ No natural being shown, each player in turn may draw
-another card, or stand on the two dealt him, which are not shown under
-any circumstances. If he is content, he says: “I stand.” If he wants a
-card he says: “One,” and the dealer gives it to him, face up. If the
-pips on the card drawn, added to those already in his hand, make his
-total greater than 21, he is créve, and passes over to the dealer his
-stake, throwing his cards in the centre of the table, still face down.
-If the total is not 21, he may draw another card, and so on until he
-is créve or stands. The first player disposed of in this manner, the
-dealer goes on to the next one, and so on until he comes to himself. He
-turns his two cards face upward, and draws or stands to suit himself.
-If he overdraws, all the other players expose their first two cards
-to show that they have 21 or less, and he then pays each of them the
-amount they have staked. If he stands, either before or after drawing,
-the others expose their cards in the same way, and those that have the
-same number are tied, and win or lose nothing. Those who have less than
-the dealer lose their stake; those that have more than the dealer, but
-still not more than 21, he must pay. When the result is a tie, it is
-called _=paying in cards=_.
-
-_=The Banker.=_ The banker for the next deal may be decided upon in
-various ways. The old rule was for one player to continue to act as
-banker and to deal the cards until one of his adversaries held a
-natural, the dealer having none to offset it. When this occurred, the
-player who held the natural took the bank and the deal until some one
-else held a natural. Another way was to agree upon a certain number of
-rounds for a banker, after which the privilege was drawn for again.
-Another was for one player to remain the banker until he had lost or
-won a certain amount, when the privilege was drawn for again. The
-modern practice is for each player to be the banker in turn, the deal
-passing in regular rotation to the left. When this is done there must
-be a penalty for dealing twice in succession, and it is usually fixed
-at having to pay ties, if the error is not discovered until one player
-has drawn cards. If before that, it is a misdeal.
-
-_=Pools.=_ Vingt-et-un is sometimes played with a pool. Each player
-contributes one counter at the start, and the pool is afterward fed by
-penalties. Every player who is créve puts in a counter; all ties with
-the dealer pay one, and the dealer pays one for any irregularity in
-dealing. The pool may be kept to pay for refreshments, like the kitty
-in Poker, or it may be won by the first natural shown, as may be agreed.
-
-_=Probabilities.=_ The only point in the game is for a player to know
-what hands to stand on, and what to draw to. The dealer is guided by
-the cards dealt to other players, and by what they ask for. The other
-players should stand on 17, but draw on 16. In practice it has been
-found that the odds are about 2 to 1 in favour of drawing at 16; 3
-to 1 for drawing at 15. The rules for drawing, etc., are more fully
-described in connection with the very similar game of Baccara.
-
-
-MACAO.
-
-In this variety of Vingt-et-un only one card is dealt to each player;
-court cards and tens count nothing, and the Ace is always worth one.
-The number to be reached is 9, instead of 21, and if a player has a 9
-natural, he receives from the banker three times his stake; if an 8
-natural, he receives double, and for a 7 natural, he is paid. If the
-banker has an equal number of points natural, it is a tie; and if the
-banker has a 7, 8, or 9 natural he receives from each of the others
-once, twice, or three times the amount of their stakes. If none of
-these naturals are shown, the players draw in turn, as at Vingt-et-un,
-and the dealer receives from those who have less points than he, or who
-are créve, and pays those who have more, but have not passed 9.
-
-
-FARMER.
-
-Any number of persons may play. All the 8’s and all the 6’s but the ♡6
-are discarded from a pack of fifty-two cards. All court cards count
-for 10, the ace for 1, and all others at their face value. A pool is
-then made up by each player contributing one counter. This is the farm,
-and it is sold to the highest bidder, who must put into it the price
-he pays for it. He then becomes the farmer, and deals one card to each
-player, but takes none himself.
-
-The object of the players is to get as near 16 as possible, and each
-in turn, beginning on the dealer’s left must take at least one card.
-After looking at it he may ask for another, and so on until he is
-créve or stands. Should a player overdraw himself, he says nothing
-about it until all are helped, when the hands are exposed. Any player
-having exactly 16 takes the farm and all its contents. If there is more
-than one 16, that which is made with the assistance of the ♡6 wins,
-otherwise the one which is made with the fewest cards. If this is a tie
-the eldest hand wins. If no one has exactly 16, the farm stays with its
-original owner deal after deal, until exactly 16 is held by some player.
-
-Whether any one wins the farm or not, when the hands are exposed all
-those who have overdrawn must pay to the one who owned the farm at the
-beginning of that deal, as many counters as they have points more than
-16. These payments do not go into the farm, but are clear profits.
-Those who have less than 16 pay nothing to the farmer; but the one
-who is nearest 16 receives a counter from each of the others. Ties
-are decided by the possession of the ♡ 6, or the fewest cards, or the
-eldest hand, as already described. If the farm remains in the same
-hands, the farmer deals again, and collects his profits until he loses
-his farm. When the farm is won, it is emptied, and resold as in the
-beginning.
-
-
-QUINZE.
-
-This is a form of Vingt-et-un for two players, but the number to be
-reached is 15 instead of 21. Court cards are reckoned as 10, and the
-ace as 1 only. Each player stakes an agreed amount every time, and the
-dealer then gives one card to his adversary and one to himself. The
-pone may stand on the first card, or draw; but he does not say anything
-if he overdraws. The dealer then draws or stands, and both show their
-cards. The one nearest to 15 wins; but if the result is a tie, or if
-both have overdrawn, the stakes are doubled, and another hand is dealt,
-the deal passing from player to player in rotation.
-
-
-BACCARA.
-
-This very popular variation of Vingt-et-un originated in the south
-of France, and came into vogue during the latter part of the reign
-of Louis Philippe. It is neither a recreation nor an intellectual
-exercise, but simply a means for the rapid exchange of money, well
-suited to persons of impatient temperament. The word “Baccara” is
-supposed to mean “nothing,” or “zero,” and is applied to the hands in
-which the total pip value of the cards ends with a cypher.
-
-There are two forms of the game in common use; Baccara a deux tableaux,
-and Baccara chemin de fer. The first will be first described.
-
-_=Players.=_ Baccara may be played by any number of persons from three
-to eleven. Those first in the room have the preference, and should
-immediately inscribe their names. The first eleven form the table, and
-the privilege of being the banker is sold to the highest bidder; that
-is, to the one that will put up the most money to be played for. The
-remaining ten persons draw for choice of seats at the table, the first
-choice being for the seat immediately on the right of the banker, then
-for the first seat on his left. Five players are arranged on each side
-of the banker in this manner, right and left alternately, according
-to the order of their choice. Sometimes an assistant or croupier is
-seated opposite the banker, to watch the bets, gather and shuffle the
-cards, etc. A waste basket is placed in the centre of the table for the
-reception of cards that have been used in play.
-
-If no one bids for the bank, it must be offered to the first on the
-list of players; if he declines, the next, and so on. The amount bid
-for the bank is placed on the table, and none of it can be withdrawn,
-all winnings being added to it. If no bid is made, the banker may
-place on the table any amount he thinks proper, and that amount, or
-what remains of it after each coup, is the betting limit. When the
-banker loses all he has, the bank is sold to the next highest bidder,
-or offered to the next player on the list. If the banker wishes at any
-time to retire, the person taking his place should begin with an amount
-equal to that then in the bank.
-
-_=Counters.=_ Each of the players should be provided with a certain
-number of counters, all of which must be sold and redeemed by the
-banker or his assistant.
-
-_=Cards.=_ Three packs of fifty-two cards each are shuffled together
-and used as one. The players shuffle as much as they please, the banker
-last, and the banker then presents them to any player he pleases to
-have them cut. The banker may burn one or two cards if he pleases; that
-is, turn them face upward on the bottom of the pack.
-
-_=Object of the Game.=_ The court cards and Tens count nothing, but all
-others, including the Ace, are reckoned at their face value. The object
-is to secure cards whose total pip value will most closely approach the
-number 8 or 9. An 8 made with two cards is better than a 9 made with
-three.
-
-_=Stakes.=_ Each player in turn, beginning with the first one on the
-right of the banker, and after him the first one on the left, and so
-on, right and left alternately, can bet any amount he pleases until
-the total amount bet equals the capital then in the bank. When this
-amount is reached it is useless to place further bets, as they may not
-be paid. For this reason Baccara is a very slow game when there is not
-much money in the bank. After all the players have made what bets they
-wish, outsiders may place bets on the result if they choose to do so.
-
-Either the players or the gallery may bet on either side of the table,
-which is divided down the middle by a line dividing it into two parts,
-right and left; hence the name, Baccara a deux tableaux. A person
-wishing to bet on both sides at once places his money _=à cheval=_;
-that is, across the line. If one side wins and the other loses, a bet
-placed in this manner is a stand-off; if both sides lose, the bet is
-lost, and if both win the bet is won. A common form of dishonesty at
-Baccara, and one for which a distinguished Englishman was recently
-tried, is to place a stake very close to the line, and if it is seen
-that the side on which it is placed has probably lost, to push the
-stake onto the line, so that it may be saved if the other side wins.
-The Englishman in question worked this little game on the Prince of
-Wales for some time before he was detected.
-
-When the banker loses, he pays the players in their order, right
-and left alternately, beginning with those who hold cards, until
-his capital is exhausted. Any further bets are disregarded. If any
-player bets on the opposite side of the table to that on which he is
-seated, his bet is not paid until all five of the players on that side
-have been settled with, because such a bet is regarded as that of
-an outsider, not belonging to that side of the table. If the player
-actually holding cards is not the one nearest the banker, he is still
-the first one to be paid, and then those beyond him in order. For
-instance: The third player holds cards; after him the fourth and fifth
-are paid, and then the first and second, each alternately with a player
-on the other side of the table.
-
-_=Banco.=_ Each player in turn, beginning with the one to whom cards
-will be dealt first, has the right to go banco; that is, to challenge
-the banker to play for his entire capital at a single coup. Such a
-proposition takes precedence of all others. If the bank loses such a
-coup, it must be put up to the highest bidder again, or offered to the
-next player on the list. If it wins, the same player, or any other
-player, may make a similar offer for the next coup, which will now be
-for double the first amount, of course; but no player is allowed to
-offer banco more than twice in succession.
-
-_=Dealing.=_ The cards cut, the banker takes a convenient number of
-them in his hand, or better, spreads them face downward on the table,
-and slips off the top card, giving it to the player next him on the
-right, face down. The next card he gives to the player on his left, and
-the next to himself. He gives another card to the right, to the left,
-and to himself, and then the players take them up and examine them. Ten
-cards must remain in the stock for the last deal.
-
-_=Irregularities.=_ After the first card is dealt no bets can be
-made or changed. The cards must be so held that they shall be at all
-times in full view of the players. Any card found faced in the pack
-is thrown in the waste basket. Any card once separated from the pack
-must be taken. If neither of the players want it, the dealer must
-take it himself. If the cards are dealt irregularly the error may be
-rectified if they have not been looked at; but any player may amend
-or withdraw his bet before the cards are seen. If the error is not
-detected in time, the player who holds cards may play the coup or not
-as he pleases, and all bets on his side of the table are bound by his
-decision. If a player holds one card too many, he may refuse the coup,
-or retain whichever two of the three cards he pleases, throwing the
-third into the waste basket, not showing it. If the banker has too many
-cards, the players may amend their bets, and the banker’s cards are
-then exposed, and the one taken from him which will leave him with the
-smallest point, the drawn card being thrown in the waste basket. If the
-banker gives himself two cards while either player has been given one
-only, the player must be given another card, and the banker must also
-take another. If the players have not amended their stake before the
-error was corrected, the first two cards dealt to the banker are thrown
-in the waste basket, and the third is his point for that deal. If the
-banker gives the second card to either player before dealing the first
-to himself, he must give the second to the other player also, and then
-take his own. This single card must then be thrown in the waste basket,
-but the banker may play out the hand as if he had two cards which
-counted 10 or 20; that is, baccara.
-
-_=Showing.=_ If any of the three persons holding cards finds he has a
-point of 8 or 9, it must be shown at once, and the two other hands are
-then exposed. If the banker has 8 or 9, and neither of the others has
-so many, the bank wins everything on the table. If either player has
-more than the banker, all the bets on that side of the table must be
-paid. If either player has as many as the banker, all the bets on that
-side of the table are a stand-off. If either player has less than the
-banker, all the bets on that side of the table are lost. If a player
-wrongly announces 8 or 9, he cannot draw cards unless his point was 10
-or 20.
-
-_=Drawing.=_ If none of the three can show 8 or 9, the banker must
-offer a card to the player on his right. The card must be slipped off
-the pack and offered face down. If the player on the right refuses,
-it is offered to the player on the left, and if he also refuses, the
-banker must take it himself. If the player on the right takes it, the
-player on the left may ask for a card also; but whether he does so
-or not, the banker is not obliged to draw unless he chooses, after
-the first card offered has been taken by either player. When the card
-is taken it is turned face up, and left on the table in front of the
-person to whom it belongs. Only one card may be drawn by any player,
-and all the hands are then exposed. Ties are a stand-off. The banker
-pays all bets on the side that is nearer 9 than himself, and wins all
-on the side which is not so near 9 as himself. The players on the
-opposite sides of the table have nothing to do with each other; each
-wins or loses with the banker alone.
-
-It should be observed that if a player had 4 originally, and draws a 9,
-his point is not 13, but 3, because all 10’s count for nothing. There
-is no such thing as being créve, as at Vingt-et-un.
-
-_=Irregularities.=_ If the banker gives two cards, face up, to the
-player on his right, the player may retain which he pleases, throwing
-the other into the waste basket. If two cards are given to the player
-on the left, he may select which he pleases, and the banker must take
-the other.
-
-_=Order of Playing.=_ The coup finished, and all bets paid, the cards
-which have been used are all thrown into the waste basket, and the
-stakes are placed for the next coup. The banker deals again, from the
-top of the stock, without any further shuffling or cutting of the
-cards. If the player on the right won the first coup, the banker deals
-to him again; but if he lost, the banker deals to the next player
-beyond him; that is, the second from the banker, on his right. The
-same with the player on the left. If the player on the right or left
-wins the second coup, the cards are dealt to him again for the third
-coup; if he loses they are dealt to the next player beyond him, and so
-on, until all five players have held cards and have lost a coup, after
-which the banker deals to the one nearest him again.
-
-It will thus be seen that there are in each coup only two active
-players, and that all stakes made upon the game are made upon the
-result of their hands.
-
-_=Suggestions for Playing.=_ In justice to those backing him, the
-player is supposed to draw or not to draw, according to the laws of
-probabilities, which are exactly the same as in Vingt-et-un. If he has
-four points, which would be 5 below 9, he should draw; just as he would
-if he had 16 at Vingt-et-un, which would be 5 below 21. If he has 5
-or more, he should stand; but if he has 5 exactly it is a matter of
-judgment, drawing a card being sometimes good play, especially if it is
-likely to lead the banker to overdraw himself. In some clubs there is a
-law that a player must draw if his point is less than 5, and must stand
-if it is more than 5, or he must pay a fine.
-
-As no one is backing the banker, he is at liberty to play as badly as
-he pleases, and he is really the only one that has an opportunity to
-exercise any judgment in the matter of drawing. If a player refuses a
-card, the banker may be able to judge whether or not he has 6 or 7 by
-his habit of drawing or not drawing at 5. If he is known to be a player
-who draws at 5, it is useless for the banker to stand at 5, unless he
-thinks he can beat the player on the other side of the table, and there
-is more money on that side. If the player demanding a card has been
-given a 10, the banker should stand, even at 3 or 4. If he has been
-given an ace, the banker should stand at 4; if a 2 or 3, the banker
-should stand at 5; if the player is given a 4, the banker should draw,
-even if he has 5. If a player has drawn a 5, 6 or 7, the banker should
-draw, even if he has 5 or 6. If the player draws an 8 or 9, the banker
-should stand at 4 or 5, sometimes even with 3.
-
-It must be remembered that the banker should have a sharp eye to the
-relative amounts staked on each side of the table, which will often
-decide which player he should try to beat. For example: The banker has
-5, and the player on his right has drawn a 10, the one on his left a 7.
-The banker has an excellent chance to win all the bets on the right,
-and should have a certainty of standing off with them, and unless those
-on the left very much exceeded them, the banker would be very foolish
-to risk losing everything by drawing to 5, simply to beat the player on
-his left.
-
-_=BACCARA CHEMIN DE FER.=_ In this variation, each player in turn on
-the left becomes the banker, taking the deal as soon as the first
-banker loses a coup. The banker gives cards only to the player on his
-right, and to himself. If this player will not go banco, each of the
-others in order beyond him may do so. If no one goes banco, each player
-in turn to the right makes what bets he pleases, within the limit of
-the bank’s capital. If the banker wins the coup, he deals again, and
-so on until he loses, when the deal passes to the player on his left.
-The banker, after winning a coup, may pass the deal to the player on
-his right, if he chooses to do so, provided that player will put up an
-amount equal to that then in the bank. When this player loses a coup,
-the bank must go to the player to whom it would have gone in regular
-order; that is, the one on the left of the player who transferred his
-privilege.
-
-Six packs of cards are generally used in Chemin de Fer, and the cards
-are placed in a wooden box, from which each dealer takes as many as he
-wants.
-
-_=CHEATING.=_ Baccara is honeycombed with trickery. Dishonest players,
-in collusion with the banker, have certain means of informing him of
-their point, so that he may win all the money staked upon that side
-of the table by the other players. This may be done in many ways. The
-player may ask the one sitting next him whether or not he should draw,
-which shows that he has 5. Or he may make a movement as if to expose
-his first two cards, and then correct himself. This shows the banker
-that the player has baccara, and is pretending that he thought he
-had 9. In addition to this system of communication, which Parisians
-call tiquer, marked cards, second dealing, and prepared stocks which
-can be palmed on the true cards, or substituted therefor, are all in
-common use. If Baccara is honestly played it is one of the fairest of
-all banking games, but the opportunities for cheating are so many and
-so easily availed of, and the money to be won and lost is so great,
-especially at Chemin de Fer, that few who know anything of cheating at
-cards can resist the temptation to practice it at Baccara.
-
-_=The Laws=_ of Baccara are very long and complicated. As no official
-code exists, and as each gambling club makes its own house rules, it
-is not necessary to give them here, the directions contained in the
-foregoing description being sufficient for any honest game.
-
-_=Text Books.=_ The following will be found useful:--
-
- Théorie Mathematique du Baccara, by Dormoy.
- Baccara Experimental, by Billard.
- Traité Théorique et Pratique Baccara, by Laun.
- _Westminster Papers_, Vols. X. and XI.
-
-
-BLIND HOOKEY.
-
-This game is sometimes called Dutch Bank. Any number of persons may
-play, and a full pack of fifty-two cards is used. The cards rank from
-the A K Q down to the deuce. Any player may shuffle, the dealer last.
-The pack is then cut, and the reunited parts are placed in the centre
-of the table. The players then cut it into several packets, none less
-than four cards, all of which remain on the table face down. Some
-player then pushes one of the packets toward the dealer, and bets are
-then made on the others. Any player, except the dealer, can bet what he
-pleases on any packet.
-
-After all the bets are made all the packets, including the dealer’s,
-are turned face up, exposing the bottom card of each. Any packet
-disclosing a card lower than the dealer’s loses all bets placed upon
-it. Any packet showing a card better than the dealer’s wins from him.
-The dealer takes all ties. The deal then passes to the next player on
-the left. Sometimes only three packets are cut, one of which is pushed
-to the dealer.
-
-This game is a great favourite with card-sharpers, especially on ocean
-steamers. They use packs in which the cards are trimmed long and short,
-so that a confederate may cut them by the ends or by the sides for high
-or low cards, afterward pushing one of the high cuts toward the dealer.
-
-
-CHINESE FAN TAN.
-
-This is apparently the fairest of all banking games, there being
-absolutely no percentage in favour of the banker except that the
-players have to do the guessing.
-
-The one who is willing to put up the largest amount of money to be
-played for is usually selected as the banker. He is provided with
-a large bowlful of beans, counters, buttons, small coins, or some
-objects of which a large number of similar size and shape can be easily
-obtained. An oblong card is placed in the centre of the table, and the
-players stake their money upon its corners or upon its edges. These
-corners are supposed to be numbered in rotation from 1 to 4, the figure
-1 being on the right of the banker.
-
-A bet placed on any of the corners takes in the number it is placed
-upon and the next higher also; so that a bet upon the corner 1 would be
-upon the numbers 1 and 2; upon 2 it would be upon 2 and 3; and upon 4
-it would be upon 4 and 1.
-
-[Illustration:
-
- +---------------+X
- |3 2|
- | |
- |4 1|
- +---------------+
-]
-
-In the illustration the bet would be upon 2 and 3.
-
-If the bet is placed upon the edge of the card, it takes in the next
-higher number only.
-
-[Illustration:
-
- +---------------+
- |3 2|
- | |X
- |4 1|
- +---------------+
-]
-
-In the illustration the bet is upon the number 2, and no other.
-
-After all the bets have been placed, the banker takes a large handful
-of the beans or counters from the bowl, and places them on the table,
-counting them off rapidly into fours. The number of odd counters
-remaining decides which number wins; if none remain, 4 wins. If there
-were 2 or 3 counters over, the banker would pay all bets on the corners
-1 and 2, even money. If there were 2 over, he would pay all bets on the
-edge of the card between 1 and 2 at the rate of three for one, and so
-on. The counters are then returned to the bowl, and bets are placed for
-another coup.
-
-Sometimes the banker will draw a handful of beans from the bowl and
-place them upon the table, covering them with a saucer or with his cap.
-He then bets any player that there will be 1, 2, 3, or 4 left, the
-player taking his choice, and being paid three for one if he guesses
-correctly.
-
-In spite of the fact that this game is apparently perfectly fair for
-all concerned, the author has never seen an American who could win
-anything at it while a Chinaman was the banker.
-
-
-FARO.
-
-This is one of the oldest banking games, and is supposed to be
-of Italian origin. It belongs to the same family as Lansquenet,
-Florentini, and Monte Bank. Under the name of Pharaon, it was in great
-favour during the reign of Louis XIV., and came to America by way of
-New Orleans. As originally played, the dealer held the cards in his
-left hand, and any bets once put down could not again be taken up until
-they were decided. In addition to splits, the dealer took hockelty.
-
-As now played, Faro requires extensive and costly apparatus, the
-engraved counters used being often worth more than their playing value.
-
-A full pack of fifty-two cards is shuffled and cut by the dealer, and
-then placed face upward in a dealing box, the top of which is open. The
-cards are drawn from this box in couples, by pushing them one at a time
-through a slit in the side. As the cards are withdrawn in this manner a
-spring pushes the remainder of the pack upward. The first card in sight
-at the beginning of each deal is called _=soda=_, and the last card
-left in the box is _=in hoc=_.
-
-The first card withdrawn is placed about six inches from the box, and
-the second is laid close to the box itself.
-
-[Illustration]
-
-Every two cards withdrawn in this manner are called a _=turn=_, and
-there are twenty-five turns in each deal, Soda and Hoc being dead
-cards. In making the first turn, the Soda begins the pile farther from
-the box, and the next card taken out is called a _=loser=_, which is
-placed close to the box. The card left face upward in the box is the
-_=winner=_ for that turn, so that there must be a winner and a loser
-for every turn; the loser outside the box, and the winner left in it.
-On the next and all following turns, the winning card on the previous
-turn will be placed on the same pile as the Soda, so that it shall be
-possible at any time to decide which cards have won, and which have
-lost.
-
-The _=Object of the Game=_ is for the players to guess whether the
-various cards on which they place their money will win or lose. They
-are at liberty to select any card they please, from the ace to the
-King, and to bet any amount within the established limit of the bank.
-
-_=The Layout.=_ All bets are made with counters of various colors
-and values, which are sold to the players by the dealer, and may be
-redeemed at any time. These counters are placed on the layout, which is
-a complete suit of spades, enamelled on green cloth, sufficient space
-being left between the cards for the players to place their bets. The
-ace is on the dealer’s left.
-
-[Illustration:
-
- +----------------+
- | 🂦 🂥 🂤 🂣 🂢 🂡 |
- |🂧 |
- | 🂨 🂩 🂪 🂫 🂭 🂮 |
- +----------------+
-]
-
-There are a great many ways of placing bets at Faro. For instance: A
-player may make bets covering twenty-one different combinations of
-cards, all of which would play the Ten to win, as follows:--
-
-[Illustration:
-
- 🂥 🂤 🂣
- 20 12 13 21
- 18 3 19
- 14 15 16 17
- 🂨10 🂩 2 8🂪9 4 🂫 11🂭
- 6 5 7
-]
-
-If the first bet is supposed to be flat upon the Ten itself, 2, 3 and
-4 would take in the card next the Ten; 5 the cards on each side with
-the Ten; 6 and 7 the three cards behind which the bets are placed, the
-Ten being one in each instance; 8 and 9 take in the Ten and the card
-one remove from it in either direction; 10 and 11 are the same thing,
-but placed on the other card; 12 to 17 inclusive take in the various
-triangles of which the bet is the middle card; 18 and 19 take in the
-four cards surrounding them; 20 and 21 are _=heeled=_ bets, the bottom
-counter being flat on the corner of the card, and the remainder being
-tilted over toward the card diagonally across from the one on which
-the bet is placed, playing both cards to win. In addition to these
-twenty-one bets, others might be made by heeling bets that would take
-certain cards to lose, and the Ten to win. Bets may also be _=strung=_
-behind odd or even cards on the side next the dealer. These show that
-the player bets the next case card that comes will win if it is an even
-card, and lose if it is odd; that is, if he places his string behind an
-even card.
-
-If the player thinks a card will win, he bets it _=open=_, that is,
-with nothing but his counters. If he wants to play a card to lose,
-he _=coppers=_ it, by placing a checker or button on his chips. If a
-player wishes to reach two cards widely separated, such as the deuce
-and Seven, and has not money enough to bet on both; he can ask the
-dealer for a _=marker=_, which is a flat oblong piece of ivory. This is
-placed on the card to be played with the same money, and the dealer may
-either trust his memory for the bet, or place another marker on it.
-
-After the dealer has waved his hand preparatory to pushing the top card
-from the box, no bet can be made or changed. After the turn is made,
-the dealer first picks up all the bets he wins, and then pays all he
-loses, after which he waits for the players to rearrange their bets
-for the next turn. Between each turn a player may make any change he
-pleases. A lookout sits on the right of the dealer to see that he pays
-and takes correctly, and to watch that no bets are changed, or coppers
-slipped off, during the turn.
-
-_=Splits.=_ If two cards of the same denomination win and lose on the
-same turn, it is a split, and the dealer takes half the bets on the
-split card, no matter whether it is bet to win or lose. Splits should
-come about three times in two deals if the cards are honestly dealt.
-
-_=Keeping Cases.=_ As the cards are withdrawn from the box they are
-marked on a case-keeper, which is a suit of thirteen cards, with four
-buttons running on a steel rod opposite each of them. As the cards come
-out, these buttons are pushed along, so that the player may know how
-many of each card are still to come, and what cards are left in for the
-last turn. In brace games, when the cards are pulled out two at a time
-to change the run of them, the case-keeper is always a confederate of
-the dealer, and is signalled what cards have been pulled out under the
-cards shown, so that he can secretly mark them up. A bet placed or left
-upon a card of which none are left in the box is called a _=sleeper=_,
-and is public property; the first man that can get his hands on it
-keeps it.
-
-When only one card of any denomination is in the box, it is obvious
-that such a card cannot be split, and that the bank has no advantage
-of the player. Such cards are called _=cases=_, and the betting limit
-on cases is only half the amount allowed on other cards. It is not
-considered _comme il faut_ for a player to wait for cases, and those
-who play regularly usually make a number of small bets during the early
-part of the deal, and then bet high on the cases as they come along.
-A player who goes upon the principle that the dealer can cheat those
-who bet high, and who follows and goes against the big bets with small
-ones, or who plays one-chip bets all over the board, hoping to strike
-a good spot to fish on, is called a piker; and when a game runs small
-this way, the dealers call it a _=piking game=_.
-
-_=Keeping Tab.=_ In addition to the case-keeper, score sheets are
-provided on which the players may keep a record of what cards win and
-lose on each turn. These tabs are printed in vertical columns, about
-five deals to a sheet. A dot indicates the soda card; a dash, hoc. All
-winners are marked with a down stroke, and all losers with a cypher.
-The diagram in the margin will give a very good idea of a faro tab for
-a complete deal. The Queen was soda, the Five split out, and the Eight
-was in hoc.
-
- A | 0 0 1 0
- 2 | 0 1 1 1
- 3 | 0 0 1 1
- 4 | 1 0 0 0
- 5 | 0 0 X
- 6 | 1 1 1 1
- 7 | 0 1 1 0
- 8 | 1 1 0 -
- 9 | 0 1 0 1
- 10 | 0 0 0 0
- J | 1 1 1 0
- Q | . 0 1 0
- K | 1 0 1 1
-
-_=Systems.=_ On the manner in which the cards will go, a great many
-systems of play are based. There are sixteen different ways for a
-card to “play,” which are simply the permutations of the stroke and
-the cypher arranged in rows of four at a time. If a player is betting
-_=three on a side=_, he will take each card as it becomes a case, and
-bet that it either wins three times and loses once, or loses once and
-wins three times. In the foregoing deal he would have bet on the A 3
-4 6 9 J to lose on the fourth card out of the box, and would have bet
-on the case cards of the 2 7 8 10 Q K to win. The Soda, it must be
-remembered, is really a winning card. Of these bets he would have won
-5 out of twelve, taking back his money on the 8, as that card was left
-in hoc. Playing _=break even=_, these bets would have been exactly
-reversed, as all the cards would have played either to win and lose an
-equal number of times, or to _=win=_ or _=lose out=_; that is, to do
-the same thing all four times.
-
-Another favourite system is colours. The player takes some definite
-card, such as the soda, or the first winner or loser, as his starter,
-and whatever the colour of the third card of each denomination,
-that is, the card that makes it a case, he plays it to win or lose,
-according to the system of colours he is playing. Many players reverse
-on the last turn.
-
-When a player bets one card to lose and another to win, and loses both
-bets on the same turn, he is _=whipsawed=_.
-
-_=The Last Turn.=_ If three different cards are left in for the last
-turn, the players can _=call the turn=_, naming the order in which they
-think the cards will be found. Suppose the three cards left in the box
-are the 9 8 2, these may come in six different ways:--
-
- 9 8 2 9 2 8 8 9 2 8 2 9 2 9 8 2 8 9
-
-The odds against any one of these ways are 5 to 1; but the dealer pays
-4 for 1 only. In calling the turn, the bet is strung from the selected
-loser to the selected winner. If the third card intervenes, the bet is
-strung away from it, to show that it goes round the layout to the other
-card.
-
-If there are two cards of the same denomination in the last turn, it is
-called a _=cat-hop=_; and as it can come only three ways, the dealer
-pays 2 for 1. Suppose the cards are 8 8 5, they can come:--
-
- 8 8 5 8 5 8 5 8 8
-
-If three cards of the same denomination are left, the call is by the
-colour, and is paid 2 for 1. Suppose two black and one red card are
-left. These may come:--
-
- B B R B R B R B B
-
-The bets are placed on the dealer’s right for red first; on his left
-for black and red, and in front of him for two blacks.
-
-_=CHEATING.=_ If Faro were honestly played, it would be one of the
-prettiest banking games in the world; but unfortunately the money to be
-made at this game is so great that the richest prizes in the gambling
-world are offered to the men who can so handle the cards as to “protect
-the money of the house.” All systems are not only worthless, but
-dangerous to use, when opposed to the skill of the modern faro dealer.
-A first-class “mechanic” can get from one to two hundred dollars a
-week, and a percentage of the profits; but it is hardly necessary to
-say that he is not paid that amount simply for pulling cards out of a
-box. Before venturing to “buck the tiger” get some one to show you how
-fifty-three cards are shuffled up, so as to make the last turn come the
-way that there is most money in it for the house. Watch the movements
-carefully, so that you will know them the next time you see them in a
-fashionable house, which you imagine to be “dead square.” If you see a
-dealer with a shuffling board as thick as his dealing box, don’t play
-against that game. If you see a dealer take up the cards already taken
-from the box, slipping them one under the other, as if to straighten
-them up, the sooner you cash your chips the better, for you are up
-against a brace game, no matter where it is dealt.
-
-The proprietors of some fashionable “clubs,” especially at watering
-places, pretend to be above all such things as cheating at faro, and
-get indignant at the suggestion of the possibility of there being
-anything crooked in their establishments. The author has but one reply
-to all such. If it is true that there is nothing unfair in your game,
-let me put a type-writer girl in the dealer’s place to shuffle and pull
-out the cards, and let your men just see to paying and taking bets.
-
-The boast of all these fashionable gambling houses is that they never
-won a man’s money except in a square game. Strange to say, this is
-generally true, and the explanation is very simple. If you are losing
-there is no necessity to cheat you, so you lose your money in a square
-game. If you are winning, it is the bank’s money, and not yours, that
-they would win if they started to cheat you; and as the dealer is paid
-to “protect the money of the house,” as they call it, he is perfectly
-justified in throwing the harpoon into you for a few deals, just to get
-his own money back; but he is very careful not to cheat you out of any
-of your own money. You may lose if you like, but you cannot win; faro
-banks are not run that way.
-
-
-ROUGE ET NOIR, OR TRENTE-ET-QUARANTE.
-
-The banker and his assistant, called the croupier, sit opposite each
-other at the sides of a long table, on each end of which are two large
-diamonds, one red and the other black, separated by a square space and
-a triangle. Any number of persons can play against the bank, placing
-their bets on the colour they select, red or black.
-
-Six packs of fifty-two cards each are shuffled together and used as
-one, the dealer taking a convenient number in his hand for each deal.
-The players having made their bets, and cut the cards, the dealer
-turns one card face upward on the table in front of him, at the same
-time announcing the colour he deals for, which is always for _=black
-first=_. The dealer continues to turn up cards one by one, announcing
-their total pip value each time, until he reaches or passes 31. Court
-cards and Tens count 10 each, the ace and all others for their face
-value. Having reached or passed 31 for black, the _=red=_ is dealt for
-in the same manner, and whichever colour most closely approaches 31,
-wins. Suppose 35 was dealt for black, and 38 for red; black would win.
-The number dealt must never exceed 40.
-
-The colour of the first card dealt in each coup is noted, and if the
-same colour wins the coup, the banker pays all bets placed on the space
-marked _=Couleur=_. If the opposite colour wins, he pays all bets in
-the triangle marked _=Inverse=_. All bets are paid in even money, there
-being no odds at this game.
-
-Although black is the first colour dealt for, both it and inverse are
-ignored in the announcement of the result, red and colour being the
-only ones mentioned, win or lose.
-
-If the same number is reached for both colours, it is called a
-_=refait=_, and is announced by the word, “Après,” which means that
-all bets are a stand-off for that coup. If the refait happens to be
-exactly 31, however, the bank wins half the money on the table, no
-matter how it is placed. The players may either pay this half at once,
-or may move their entire stake into the first prison, a little square
-marked out on the table, and belonging to the colour they bet upon. If
-they win the next coup, their stake is free; if not, they lose it all.
-Should a second refait of 31 occur, they would have to lose a fourth of
-this imprisoned stake, and the remainder would be moved into a second
-prison, to await the result of the next coup, which would either free
-it or lose it all.
-
-_=Probabilities.=_ It has been found that of the ten numbers that can
-be dealt, 31 to 40, the number 31 will come oftener than any other. The
-proportions are as follow:--
-
- 31--13 times,
- 32--12 times,
- 33--11 times,
- 34--10 times,
- 35--9 times,
- 36--8 times,
- 37--7 times,
- 38--6 times,
- 39--5 times,
- 40--4 times.
-
-The 31 refait also comes oftener than any other. Although the odds
-against it are supposed to be 63 to 1, the bankers expect it about
-twice in three deals, and each deal will produce from 28 to 33 coups.
-
-
-ROULETTE.
-
-It is probable that more money has been lost at the wheel than at any
-other gambling game in the world. In conjunction with Rouge et Noir, it
-forms the chief attraction at Monte Carlo, and other public gambling
-casinos. The rage for these games was so great, and the trickery
-connected with them so common, that they were banished from France
-by the law of 18 juillet, 1836, and had to take refuge in Baden and
-Homburg. Before that time the public revenue from the gaming houses
-amounted to five or six millions a year, all of which was lost by
-closing them up. The evil was not exterminated, however, for there are
-to-day hundreds of gambling hells in Europe, which make up for the
-brevity of their existence by the rapidity with which they fleece their
-patrons.
-
-In America, the wheel has always been popular, but Rouge et Noir is
-practically unknown, the reason being that in the latter game there
-is no variety, and therefore no chance for the player to exercise any
-judgment, or to play any “system” in making his bets, as he can in Faro.
-
-_=The Wheel.=_ The roulette wheel is turned by a small cross-bar
-rising from its axis. The surface of the wheel slopes from the axis to
-the outer edge, which is divided into small square pockets, coloured
-alternately red and black, and each having a number just above it, on
-the surface of the wheel. These numbers may be in any order, according
-to the fancy of the maker of the wheel, and they may run from 1 to
-27, to 30, to 33, or to 36. In addition to the numbers there are zero
-marks, which are called _=single=_ and _=double 0=_, and _=Eagle
-Bird=_. All three of these are used in American wheels, and they are
-green, so that they win for neither colour. In some of the European
-wheels there are two zeros, the single 0 being red, and the double 0
-black. The single 0 also counts as “odd,” and as below 19; while the
-double 0 is “even,” and above 18. Bets on odd or even, above and below,
-are not paid, however, but must remain on the table until the next
-roll, when the player either gets back twice his money or loses it
-all. At Monte Carlo there is only one zero, which is green, and takes
-everything but bets on itself. The numbers on the wheel are arranged as
-follows at Monte Carlo, the heavy type being the black:--
-
-[Illustration]
-
-The pockets on the edge of the wheel are at the bottom of a sort of
-circular valley, the centre of which is formed by the revolving wheel,
-and the outer slope by a stationary but rising margin or border, at
-the top of which is an overhanging edge, under which the banker spins
-a small ivory ball, always in the direction opposite to that in which
-the wheel is turning. As the ball loses its momentum it strikes some
-little brass ridges, which cause it to jump onto the wheel, and then to
-run into one of the pockets. The number, the colour, odd or even, and
-whether above or below, is immediately announced by the banker, and all
-bets are taken and paid accordingly.
-
-_=The Layout.=_ The wheel is sunk in the middle of a long table, on
-each end of which is a layout, and on these layouts all bets are
-placed. The divisions are as follows:--
-
-The heavy faced type indicates the black numbers:
-
-[Illustration:
-
- +------+
- | 0 |
- +--------+------+------+------+--------+
- | | 1 | =2= | 3 | |
- | +------+------+------+ |
- | | =4= | 5 | =6= | |
- | Passe +------+------+------+ Manque |
- | | 7 | =8= | 9 | |
- | +------+------+------+ |
- | | =10= | =11= | 12 | |
- +--------+------+------+------+--------+
- | | =13= | 14 | =15= | |
- | +------+------+------+ |
- | | 16 | =17= | 18 | |
- | Pair +------+------+------+ Impair |
- | | 19 | =20= | 21 | |
- | +------+------+------+ |
- | | =22= | 23 | =24= | |
- +--------+------+------+------+--------+
- | | 25 | =26= | 27 | |
- | +------+------+------+ |
- | | =28= | =29= | 30 | |
- | Noir +------+------+------+ Rouge |
- | | =31= | 32 | =33= | |
- | +------+------+------+ |
- | | 34 | =35= | 36 | |
- +--+--+--+------+------+------+--+--+--+
- | P| M| D| | | | P| M| D|
- |12|12|12| | | |12|12|12|
- +--+--+--+------+------+------+--+--+--+
-]
-
-Bets may be made on the following chances:
-
-1. _=En plein.=_ Flat upon any number, which pays 35 for 1. The betting
-limit at Monte Carlo is 180 francs.
-
-2. _=A cheval=_, on the line between two numbers, which pays 17 for 1.
-Betting limit on this chance is 360 francs.
-
-3. _=Un carré=_, on a cross line, taking in four numbers. This pays 8
-for 1. Limit is 750 francs.
-
-4. _=Transversale=_, at the end of any three numbers, and taking them
-in horizontally. Pays 11 for 1. Limit is 560 francs.
-
-5. _=Transversale Six=_, placed on the line at the end, taking in the
-three numbers horizontally above and below. This pays 5 for 1. Limit is
-1,200 francs.
-
-6. _=Bas.=_ At the bottom of any of the three vertical columns, taking
-in the twelve numbers. This pays 2 for 1. Limit is 3,000 francs.
-
-7. _=Bas à cheval=_, between any two of these columns. This pays ½ for
-1. Limit is 3,000 francs.
-
-8. _=Premier, Milieu, Dernier.=_ Bets placed in the spaces marked P 12,
-M 12, and D 12, are upon the first, middle and last twelve numbers;
-that is, from 1 to 12, 13 to 24, and 25 to 36 respectively. This pays 2
-for 1. Limit is 3,000 francs.
-
-A cheval between any two of the last mentioned, pays ½ for 1.
-
-In addition to the foregoing, all the following chances may be bet
-upon. They all pay even money. The limit is 6,000 francs.
-
-9. _=Impair.=_ That the number will be odd.
-
-10. _=Pair.=_ That the number will be even.
-
-11. _=Manque.=_ That the number will be from 1 to 18.
-
-12. _=Passe.=_ That the number will be from 19 to 36.
-
-13. _=Rouge=_ or _=Noir=_. Red or Black.
-
-The foregoing are the payments at Monte Carlo; but wheels with less
-numbers are scaled down accordingly. The players can bet on the zero
-if they choose, and they will be paid if it comes up, 35 for 1, but
-all other bets are lost. In wheels with two zeros, red and black, the
-bank wins on the colour which does not come, and the bets on the right
-colour are neither paid nor taken, but must remain until the next
-turn of the wheel. This is now the practice at Monte Carlo, with the
-single-zero wheels.
-
-_=Systems.=_ As at Faro, gamblers at Roulette are never tired of
-devising systems to beat the game; but none of them are of any further
-use than to afford a little passing amusement to their inventors.
-Persons who are interested in systems will find in the New York Sun,
-July 5, 1896, a very interesting tabulation of every roll of the ball
-at Monte Carlo for seven successive days, 4,012 in all, of which 120
-were zeros. If they can find a system that will beat the wheel for
-seven days, and have a return ticket, Monte Carlo will take care of all
-their spare cash.
-
-One curious fallacy about some systems is to imagine that they will win
-if the player will quit when he is a certain amount ahead, and not play
-again until next day. Until some rule can be given by which the exact
-hour can be fixed to begin play, all such systems must be delusions,
-as there is no reason why a second man should not begin where the first
-left off, and therefore no reason why the first should not continue
-playing all the time.
-
-It is in the interest of the proprietors of all gambling houses to
-pretend to be afraid of systems. The word is passed round, and the
-deluded gamesters think they have found the thread which has held the
-sword of Damocles above the banker’s head so long. As a matter of
-fact, there is no one so welcome at a gambling house as a player with
-a system. A man may be fortunate enough for a long time to guess right
-oftener than he will guess wrong, and a lucky man in good guessing form
-is a very dangerous customer, that no cold deck will beat; but a man
-with a system surrenders to a double foe; the inevitable percentage of
-the game, and the skill of the banker, who can beat any system if the
-player will only promise to stick to it.
-
-
-KENO, OR LOTTO.
-
-This game is played with a large number of cards, on which are printed
-various permutations of the numbers 1 to 90, taken five at a time; but
-each of the five numbers selected for one combination must be in a
-separate division of tens, such combinations as 2 4 8 16 18 not being
-allowed on any card, because the 2 4 and 8, for instance, are all
-in the first ten numbers of the 90. These cards have each a number,
-printed in large red type across the face of the other figures. The
-following might be a keno card, No. 325:--
-
-[Illustration:
-
- +----+----+----+----+----+----+----+----+----+
- | 1 | | 26 | | 45 | 53 | | 77 | |
- +----+----+----+----+----+----+----+----+----+
- | | 10 | 28 | =3=| =2=| =5=| 62 | 79 | 83 |
- +----+----+----+----+----+----+----+----+----+
- | 4 | 12 | | 37 | | 67 | | 90 |
- +----+----+----+----+----+----+----+----+----+
-]
-
-Some cards have more than three rows of figures on them, but none have
-more than five in one row.
-
-The cards are left on the tables in large numbers, and any number of
-persons may play. Each selects as many cards as he wishes, or thinks he
-can watch, and places upon them their price, usually twenty-five cents
-each. An assistant comes round and calls out the numbers of all the
-cards to be played, and they are “pegged” on a large board provided for
-the purpose.
-
-Ninety small ivory balls, with flattened surfaces to carry the numbers,
-are placed in a keno goose, which looks like a coffee urn with the
-spout at the bottom. This spout can be screwed out to put in the
-balls, and is controlled with a spring cut-off like a powder horn,
-which lets out only one ball at a time. When all the cards have been
-pegged, the goose is rapidly revolved several times back and forth, and
-then a number is taken out, and placed in a little tray with ninety
-depressions in it, numbered in regular order, which hold the balls as
-they come from the goose. The keno roller calls each number distinctly,
-and the players who find it on their cards cover it with a button. The
-first player to get a horizontal row of five numbers covered in this
-manner, calls out “Keno!” or bangs the table with a card, and that
-stops the game. An assistant comes round to the table and calls out the
-number of the card; if it has been paid for and pegged, he proceeds to
-call the numbers forming the keno, and these are checked by the roller
-from the balls on the tray. If everything is correct, the player is
-given all the money paid by the other players for their cards, less the
-ten per cent which goes to the house. If two kenos are made on the same
-number, they divide the pool equally.
-
-As an illustration of the profitable nature of the game for the house,
-it may be remarked that if ten men were to play keno for a dollar a
-card, and each of them made keno ten times, they would all be “dead
-broke;” because on each of the hundred kenos at ten dollars each, the
-bank would have taken out its dollar percentage.
-
-
-CHUCK-LUCK.
-
-This game is sometimes called _=Sweat=_, and again, but erroneously,
-_=Hazard=_. It is played with three dice, which are usually thrown down
-a funnel in which several cross-bars are placed. The player is offered
-five different forms of betting, all of which appear on the _=Layout=_,
-and which cover all the combinations possible with three dice.
-
-[Illustration:
-
- +-----------------------+
- | Single Numbers. |
- HIGH. +---+---+---+---+---+---+ LOW.
- | 1 | 2 | 3 | 4 | 5 | 6 |
- +---+---+---+---+---+---+
-
- +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
- | 18| 17| 16| 15| 14| 13| 12| 11| 10| 9| 8| 7| 6| 5| 4| 3|
- +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
- |180| 60| 29| 18| 12| 8| 6| 6| 6| 6| 8| 12| 18| 29| 60|180|
- +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
-
- +-----------------------+
- | Raffles. |
- ODD. +---+---+---+---+---+---+ EVEN.
- | 1 | 2 | 3 | 4 | 5 | 6 |
- +---+---+---+---+---+---+
-]
-
-The Raffles are sometimes indicated by a representation of one face of
-a die. Bets on single numbers pay even money, if the number bet on
-comes up on the face of any of the three dice. If it comes up on two
-of them, such as two deuces, it pays double; but if all three dice are
-alike it is a _=raffle=_, and the house takes all bets not placed on
-raffles. Bets on the numbers from 18 to 3 are upon the total count of
-the pips on the upper faces of the three dice. The small figures under
-these numbers show the odds paid; 14, for instance, pays twelve for
-one. All raffles pay 180 for one; the same as 18 or 3.
-
-Bets on High and Low, Odd or Even, pay even money. High throws are all
-above 10, and low throws are all below 11. This would be perfectly even
-betting if the house did not take raffles. Some houses allow a player
-to bet on raffles generally; that is, to bet that a raffle of some kind
-will come. Such bets are paid 30 for 1.
-
-The percentage of the house, even in a square game, may be seen from
-the following table, which gives the odds against the event, and the
-odds which the house pays:--
-
- The odds against 3 or 18 are 215 to 1; the house pays 180
- ” 4 ” 17 ” 71 ” 1 ” 60
- ” 5 ” 16 ” 35 ” 1 ” 29
- ” 6 ” 15 ” 20½ ” 1 ” 18
- ” 7 ” 14 ” 13¼ ” 1 ” 12
- ” 8 ” 13 ” 9¼ ” 1 ” 8
- ” 9 ” 12 ” 7¼ ” 1 ” 6
- ” 10 ” 11 ” 7 ” 1 ” 6
-
-_=Cheating.=_ There are endless ways of swindling at Chuck-luck, the
-most modern being to turn the dice over after they have reached the
-table through the funnel. This is done by an apparatus under the cloth,
-the dealer looking down the funnel to see how the dice lie, and then
-adjusting them to suit himself. Another method is to hold out one die,
-throwing only two down the funnel, and slipping the third down the
-outside, turning it so that when it is combined with the two already
-in the funnel it will beat the big bets on the layout. Raffles can be
-forced in this way whenever the two dice in the funnel are paired.
-
-
-RONDEAU.
-
-This game is played on a pocket billiard table. The banker asks for
-bets on the _=inside=_ and _=outside=_, and the amounts staked on each
-side must balance. So long as they do not balance, the banker must ask
-for what he wants: “Give me fourteen dollars on the outside to make
-the game,” etc. As soon as the amounts balance, and no more bets are
-offered, he says: “Roll. The game is made.”
-
-A round stick, about a foot long, is placed behind nine small ivory
-balls. Any person may roll. He takes his stand at one corner of the
-table and rolls the balls across the table to the pocket diagonally
-opposite him. At least one ball must go into the pocket and one must
-be left out, or they must be rolled over again. The number of balls
-left outside the pocket, odd or even, decides whether the inside or the
-outside bets win; and after the banker has deducted his ten per cent,
-the players who have backed the winning side get their money.
-
-
-MONTE BANK.
-
-The money staked by the banker is piled upon the table, so that all
-players may see what is to be won. The banker takes a Spanish pack of
-forty cards, shuffles them, and offers them to the players to be cut.
-Holding the pack face down, the banker draws two cards from the bottom
-and places them on the table, face up, for the “bottom layout.” He then
-draws two cards from the top of the pack for the “top layout.”
-
-The players can bet on either layout, and after all the bets are placed
-the pack is turned face up. The card that shows is called the “gate.”
-If it is of the same suit as either of the cards in the top layout, the
-banker pays all bets on that layout. If there is a card of the same
-suit as the gate in the bottom layout, the banker pays that also. If
-there is no card of the same suit as the gate in either of the layouts,
-the banker wins from that layout; so that he may win or lose from
-either or both on the same gate.
-
-The pack is then turned face down, the gate is drawn off and thrown
-aside and two fresh layouts are made, as before and the bets placed
-before the new gate is shown. This is continued until the pack is
-exhausted.
-
-
-THREE-CARD MONTE.
-
-This is a purely gambling game, chiefly useful for separating fools
-from their money. The dealer takes three cards, slightly bent
-lengthwise, so as to be more easily picked up by the ends. One of these
-is shown, and the players are told to watch it. After a few skilful
-passes, the three cards come to rest on the layout, and the players are
-asked to bet that they can pick out the card shown.
-
-If the dealer will lay two to one, it is a fair gamble; but if he lays
-even money only, the player is betting two to one against himself.
-There are endless ways of pretending to mark the shown card, so that
-it may be known by the back; but the dealer or his confederate always
-knows that this is done, and the mark is shifted during the passes.
-
-
-UNDER AND OVER SEVEN.
-
-This game is played with a layout, divided and marked as follows:--
-
-[Illustration:
-
- +------+--------+------+
- | _U_ | _7_ | _O_ |
- | EVEN | 3 TO 1 | EVEN |
- +------+--------+------+
-]
-
-The players can bet on any of the three spaces. Two dice are thrown by
-the banker, and if the number thrown is _=under=_ seven he pays all
-bets upon the U, even money, taking all those upon 7 and O. If the
-throw is _=over=_ seven, he pays all bets upon the O, taking all those
-upon U and 7. If seven is thrown, he pays all bets upon that number,
-three for one, and takes all upon U and O.
-
-As there are 36 possible throws with two dice, 15 being under and 15
-over seven, the percentage in favour of the banker is always 21 to 15,
-on U and O. As there are only 6 ways out of 36 to throw seven, the
-odds against it are 5 to 1; but the banker pays only 3 for 1. In spite
-of this enormous percentage in his favour, he frequently adds to his
-revenue by skilful cheating.
-
-
-LANSQUENET.
-
-This is a banking game for any number of players, with a pack of
-fifty-two cards. After the pack has been shuffled and cut, the dealer
-lays off two cards, face up for “hand cards.” He then deals a card for
-himself and one for the players, also face up. If either of these is of
-the same denomination as either of the hand cards, it must be placed
-with them, and another card dealt; because all bets must be made on
-single cards.
-
-Having two cards, one for the players and one for himself, the banker
-turns up cards one at a time. If he draws the same denomination as
-the players’ card, he wins all the bets upon it. If he draws his own
-denomination, he loses all bets upon the other card. If he draws a card
-that matches neither, and is not in the hand cards, it is placed on the
-table, and the players can bet upon it.
-
-As soon as the players’ card is matched, the banker withdraws both
-cards, but he cannot withdraw his own card. All cards matching the hand
-cards must be placed with them.
-
-
-
-
-TABLE GAMES.
-
-
-The common form of folding chess-board provides a field for three
-of our best known games; Chess, Checkers, and Backgammon, which are
-generally spoken of as “table games,” although, strictly speaking,
-Backgammon is the only game of Tables. These three games were probably
-played long before history noticed them, and they have survived almost
-all ancient forms of amusement.
-
-_=Chess=_ is not only the most important of the three, but the most
-widely known, and possesses the most extensive literature. According
-to Chatto, it is probable that all games of cards owe their origin
-to chess, cards themselves having been derived from an old Indian
-variation of chess, known as the Four Kings. Chess is also the most
-fascinating of the table games, its charm being probably due to the
-fact that, like whist, it is a game that no man ever mastered. Whether
-or not this is in its favour is an open question. The amount of study
-and practice required to make a person proficient in chess brings a
-serious drain upon the time, and the fascinations of the game are such
-that once a person has become thoroughly interested in it, everything
-else is laid aside, and it is notorious that no man distinguished as a
-chess-player has ever been good for anything else.
-
-Mr. Blackburne, the English chess champion, regards the game as a
-dangerous intellectual vice which is spreading to rather an alarming
-extent. Discussing the matter, after his game with Mr. Bardeleben,
-he said: “I know a lot of people who hold the view that chess is an
-excellent means of training the mind in logic and shrewd calculation,
-provision and caution. But I don’t find these qualities reflected in
-the lives of chess-players. They are just as fallible and foolish as
-other folks who don’t know a rook from a pawn. But even if it were a
-form of mental discipline, which I doubt, I should still object to
-it on the ground of its fatal fascination. Chess is a kind of mental
-alcohol. It inebriates the man who plays it constantly. He lives in a
-chess atmosphere, and his dreams are of gambits and the end of games. I
-have known many an able man ruined by chess. The game has charmed him,
-and, as a consequence, he has given up everything to the charmer. No,
-unless a man has supreme self-control, it is better that he should not
-learn to play chess. I have never allowed my children to learn it, for
-I have seen too much of its evil results. Draughts is a better game, if
-you must have a game.”
-
-Chess is generally believed to have originated in India, and in
-its primitive form was called Chaturanga. It is mentioned in the
-Hindoo Puranas, at least 3000 years B. C. The game seems to have
-spread eastward long before it came West, going through Burmah to
-Thibet, Siam, China, Malacca, Java, and Borneo. Owing to the better
-preservation of historical records in China, many persons have been
-led to credit that country with the invention of chess, but recent
-investigations have shown that the Chinese got it from India. At some
-remote period of the world’s history the game was taken from China to
-Japan, and there are to-day many points in common between the games
-played in these two countries, especially in the arrangement of the
-pieces, although the Japanese board has eighty-one squares.
-
-Chess came westward through Constantinople, it having passed through
-Persia sometime during the sixth century. The Arabs seem to have
-learned the game, and taken it to Mecca and Medina, afterward passing
-it along to Syria and the Byzantines, sometime during the seventh
-century. Disbanded body-guards of the Byzantine emperors carried it to
-Scandinavia and the North, while it was gradually spreading over Europe
-by way of the Bosphoros and the Danube.
-
-_=Draughts=_, or _=Checkers=_, is sometimes claimed to be an older game
-than Chess: but it is much more probable that both are developments of
-some still older game, all trace of which is lost. In Egypt and Nubia
-there are illustrations of persons playing at draughts twenty centuries
-before the Christian era. During recent explorations in Egypt quite a
-variety of draughtmen have been found, some of which were used during
-the reign of Rameses III. The usual form seems to have been circular,
-about an inch in diameter, and surmounted by a round knob, something
-like a chess pawn, so that the men could be easily picked up. From the
-manner in which the men are shown mixed upon the board, it is evident
-that they could not move or take backwards, as in Polish draughts, but
-whether they advanced diagonally, as at the present day, there is no
-evidence to show. The Japanese game of draughts has lately been revived
-in England and America under the name of Go-Bang, but as it requires a
-special board of 324 squares, it has never been popular.
-
-_=Backgammon=_ cannot be traced to its origin. Several authorities
-have fallen into the error of ascribing the game to a certain country
-because the name is derived from a certain language, forgetting that in
-ancient times every country invented its own names for games. Chess is
-called Choke-choo-hong-ki in China, and Shogi in Japan; but that does
-not make it either a Chinese or a Japanese game. Either of these names
-might be used for Backgammon, as they have exactly the same meaning.
-The Welsh words, bach, and cammen; or the Saxon bac, and gamen,
-signify “a little battle;” while the Chinese and Japanese names for
-Chess signify “mimic warfare.”
-
-The Welsh and Saxons undoubtedly got Backgammon from the Romans, who
-played it under the name of Scripta Duodecimo. They seemed to have got
-it from the Greeks, who are known to have used a table called Abacus,
-very much like a backgammon board in form, with lines drawn upon it,
-and the men were moved from one line to another according to the throws
-of the dice.
-
-There is no trace of Backgammon among the games of the Egyptians or the
-Hebrews, although the chief factors in the game, the dice, have been
-known to all nations, and are probably the oldest gaming instruments in
-the world.
-
-As to the respective merits of these table games, there is little to be
-said. Curiously enough they are played by entirely different classes of
-people. Backgammon has always been highly respectable, and seems likely
-to retain its position as the fashionable game. Draughts is peculiarly
-the game of the middle classes, popular at the workman’s dinner hour,
-in the sitting-rooms of cheap hotels, in country clubs, and in fire
-engine stations; the latter being a favourite training ground for our
-checker champions. Chess is probably the most universal game of all,
-and its general character is understood by almost every educated person
-in the world.
-
-
-CHESS.
-
-Chess is played upon a square board, divided into sixty-four smaller
-squares of equal size. These small squares are usually of different
-colours, alternately light and dark, and the board must be so placed
-that each player shall have a light square at his right, on the side
-nearer him.
-
-Each player is provided with sixteen men, eight of which are called
-_=pieces=_, and eight _=pawns=_. The men on one side are red or black,
-and those on the other side are white or yellow, and they are usually
-of a standard pattern, which is known as the Staunton model.
-
-The eight pieces are:
-
- The King, ♚ The Queen, ♛ Two Rooks or Castles, ♜
- Two Bishops, ♝ and two Knights, ♞
-
-These eight pieces are arranged on the side of the board nearer the
-player, and immediately in front of them stand the eight Pawns, ♟.
-Diagram No. 1 will show the proper arrangement of the men at the
-beginning of a game:--
-
-[Illustration: _No. 1._
-
- BLACK.
- +---+---+---+---+---+---+---+---+
- | ♜ | ♞ | ♝ | ♛ | ♚ | ♝ | ♞ | ♜ |
- +---+---+---+---+---+---+---+---+
- | ♚ | ♚ | ♚ | ♚ | ♚ | ♚ | ♚ | ♚ |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ |
- +---+---+---+---+---+---+---+---+
- | ♖ | ♘ | ♗ | ♕ | ♔ | ♗ | ♘ | ♖ |
- +---+---+---+---+---+---+---+---+
- WHITE.
-]
-
-It will be observed that the two Queens are opposite each other, and
-that each Queen stands upon a square of the same colour as herself. For
-irregularities in setting up the men, see the Laws of Chess.
-
-The _=players=_ are designated by the colour of the men with which they
-play, Black or White, and White always has the first move. In a series
-of games each player alternately takes the white men with the first
-move. It is usual to draw for the first game, one player concealing
-in each hand a pawn of a different colour, and offering the choice of
-hands to his adversary. Whichever colour the chosen hand contains is
-the one the chooser must take for the first game.
-
-The duplicate pieces of each colour are distinguished by their position
-with regard to the King or Queen; those on the King’s side being called
-the King’s Bishop, the King’s Knight, and the King’s Rook. Those on the
-Queen’s side are the Queen’s Bishop, Queen’s Knight, and Queen’s Rook.
-The pawns are designated by the pieces in front of which they stand;
-King’s Pawn; Queen’s Knight’s Pawn, etc.
-
-The comparative _=value of the pieces=_ changes a little in the course
-of play, the Rooks especially not being so valuable early in the game.
-Authorities differ a little as to the exact value of the pieces, but if
-we take the Pawn as a unit, the fighting value of the others will be
-about as follows:--
-
- A Knight is worth 3½ Pawns.
- A Bishop is worth 5¼ Pawns.
- A Rook is worth 9½ Pawns.
- A Queen is worth 15 Pawns.
- A King is worth 4½ Pawns.
-
-_=THE MOVES.=_ Each piece has a movement peculiar to itself, and, with
-the exception of the Pawns, any piece can capture and remove from the
-board any opposing piece which it finds in its line of movement. The
-captured piece is not jumped over, but the capturing piece simply
-occupies the square on which the captured piece stood. The movement of
-each piece should be studied separately.
-
-♟ _=The Pawns=_ move straight forward, one square at a time, except
-on the first move, when they have the privilege of moving either one
-or two squares, at the option of the player. In capturing, the Pawn
-does not take the piece directly in its path, but the one diagonally
-in front of it on either side. Such a capture of course takes the Pawn
-from the file it originally occupied, and it must then continue to
-advance in a straight line on its new file. In Diagram No. 2, the white
-Pawns could not capture either of the black Bishops or Rooks, but the
-Pawn on the left could take either of the black Knights:--
-
-[Illustration: _No. 2._
-
- | ♞ | | ♞ | | | | ♙ | ♜ |
- +---+---+---+---+---+---+---+---+
- | | ♙ | | | ♝ | | ♜ | |
- +---+---+---+---+---+---+---+---+
- | | | | | ♙ | ♝ | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- WHITE.
-]
-
-After a Pawn has crossed the middle line of the board into the
-adversary’s territory, it is called a _=passed Pawn=_. If an adverse
-Pawn attempts to pass this Pawn by availing itself of the privilege of
-moving two squares the first time, that would not prevent the passed
-Pawn from capturing it _=en passant=_. In the position shown in Diagram
-No. 3, for instance, if the black Queen’s Pawn were to advance two
-squares, the white Pawn could capture it en passant, lifting it from
-the board, and taking the position that the black Pawn would have
-occupied if it had moved only one square the first time; that is,
-the first black square in front of the Queen. A Pawn can be taken en
-passant only by another pawn, never by any other piece.
-
-[Illustration: _No. 3._
-
- BLACK.
- +---+---+---+---+---+---+---+---+
- | ♜ | ♞ | ♝ | ♛ | ♚ | ♝ | ♞ | ♜ |
- +---+---+---+---+---+---+---+---+
- | ♟ | ♟ | ♟ | ♟ | | ♟ | ♟ | ♟ |
- +---+---+---+---+---+---+---+---+
- | | | | | ♟ | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | ♙ | | | |
-]
-
-♜ _=The Rook=_ can be moved any number of squares at a time, forward or
-backward, but only in vertical or horizontal lines, never diagonally.
-The Rook’s movement is of course limited by pieces obstructing its
-path, for it cannot jump over anything. At the beginning of the game,
-for instance, the Rook cannot move at all.
-
-♝ _=The Bishop=_ can be moved any number of squares at a time, forward
-or backward, but only in diagonal lines, never horizontally or
-vertically. For this reason the Bishop never leaves the squares of the
-same colour as that on which it originally stood. A Bishop is often
-spoken of as a white Bishop or a black Bishop, which does not mean that
-it is one of White’s Bishops, or one of Black’s; but that it stands
-upon a white or black square. Like the Rook, the Bishop cannot jump
-over other pieces, and cannot be moved at all until one or other of the
-two Pawns diagonally in front of it have opened the way.
-
-♛ _=The Queen=_ combines the movements of the Rook and Bishop, and can
-be moved horizontally, vertically, or diagonally, any number of squares
-at a time, provided that the path is clear. Like the Rook and Bishop,
-she cannot move at all until some of the adjoining pieces have made a
-way for her.
-
-♚ _=The King=_ has the same movement as the Queen, but is limited to
-one square at a time. The King is not allowed to move to a square which
-would expose him to capture by adverse pieces, for reasons which will
-presently be explained.
-
-♞ _=The Knight=_ has a very peculiar movement, which is L shaped, and
-necessitates his changing the colour of the square he stands on, every
-time he moves. The simplest way for the beginner to learn the Knight’s
-move is to observe that he must go two squares, neither more nor less,
-in a vertical or a horizontal direction, and must then change the
-colour of the square he stands on by going one square either to the
-right or left, which will complete the L shaped movement. Diagram No.
-4 will show that when the Knight is away from the side of the board,
-he may go to any one of eight different squares; but when he is in a
-corner he can go to two only. For that reason Knights are much more
-powerful when placed near the centre of the board.
-
-[Illustration: _No. 4._
-
- +---+---+---+---+---+---+---+---+
- | | | | | 8 | | 1 | |
- +---+---+---+---+---+---+---+---+
- | | | | 7 | | | | 2 |
- +---+---+---+---+---+---+---+---+
- | | | | | | ♞ | | |
- +---+---+---+---+---+---+---+---+
- | | | | 6 | | | | 3 |
- +---+---+---+---+---+---+---+---+
- | | | | | 5 | | 4 | |
- +---+---+---+---+---+---+---+---+
- | | 1 | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | 2 | | | | | |
- +---+---+---+---+---+---+---+---+
- | ♞ | | | | | | | |
- +---+---+---+---+---+---+---+---+
-]
-
-The peculiarity of the Knight’s move is that it is not retarded by
-other pieces, because the Knight can jump over them, a privilege which
-is not given to any other piece on the board. In Diagram No. 5, for
-instance, the Knights have been legitimately moved, but no other piece
-could be moved until the Pawns had made way for it.
-
-[Illustration: _No. 5._
-
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | ♘ | | | ♘ | | |
- +---+---+---+---+---+---+---+---+
- | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ |
- +---+---+---+---+---+---+---+---+
- | ♖ | | ♗ | ♕ | ♔ | ♗ | | ♖ |
- +---+---+---+---+---+---+---+---+
-]
-
-There are one or two peculiar movements which are allowed only under
-certain conditions. One of these is _=Castling=_. If there are no
-pieces between the King and the Rook, and neither piece has been
-moved, the King may be moved two squares toward the Rook, and at the
-same time the Rook may be brought round to the other side of the King.
-The movement must be made with both hands, each manipulating a piece.
-In the position shown in Diagram No. 6, for instance, the King could
-castle on either side, with the King’s Rook, or with the Queen’s Rook:--
-
-[Illustration: _No. 6._
-
- +---+---+---+---+---+---+---+---+
- | ♜ | | | | ♚ | | | ♜ |
- +---+---+---+---+---+---+---+---+
- | ♟ | ♟ | ♟ | | ♛ | ♟ | ♟ | ♟ |
- +---+---+---+---+---+---+---+---+
- | | | ♞ | ♟ | ♝ | ♞ | | |
- +---+---+---+---+---+---+---+---+
- | | | ♝ | | ♟ | | | |
- +---+---+---+---+---+---+---+---+
- | | | ♗ | | ♙ | | | |
- +---+---+---+---+---+---+---+---+
- | | | ♘ | ♙ | ♗ | ♘ | | |
- +---+---+---+---+---+---+---+---+
- | ♙ | ♙ | ♙ | | ♕ | ♙ | ♙ | ♙ |
- +---+---+---+---+---+---+---+---+
- | ♖ | | | | ♔ | | | ♖ |
- +---+---+---+---+---+---+---+---+
-]
-
-If an adverse piece commands the square that would be passed over by
-the King in castling, the move is not allowed; because a King must not
-move into check, nor cross a square that is checked by an adverse piece
-nor castle out of check.
-
-In Diagram No. 7 the position that would result from castling with the
-Queen’s Rook is shown by the black men.
-
-[Illustration: _No. 7._
-
- +---+---+---+---+---+---+---+---+
- | | | ♚ | ♜ | | | | ♜ |
- +---+---+---+---+---+---+---+---+
- | ♟ | ♟ | ♟ | | ♛ | ♟ | | ♟ |
- +---+---+---+---+---+---+---+---+
- | | | ♞ | ♟ | ♝ | ♞ | | |
- +---+---+---+---+---+---+---+---+
- | | | ♝ | | ♟ | | | |
-]
-
-_=Queening Pawns.=_ If a passed Pawn succeeds in reaching the last or
-eighth square on any file, the player to whom the Pawn belongs may
-call it anything he chooses, from a Queen to a Knight. If the piece he
-chooses has already been captured, it must be replaced on the board,
-and on the square occupied by the Pawn, which is then removed. If not,
-some other piece must be put upon the board as a marker; a Rook upside
-down, or a Pawn with a ring on it, may represent a second Queen.
-
-_=OBJECT OF THE GAME.=_ If all the pieces could be captured, the object
-of the game might be to clear the board of the adversary’s men, as in
-Checkers; but the peculiarity of Chess is that one piece, the King,
-cannot be captured, and the object is to get the adverse King in such
-a position that he could not escape capture if he were a capturable
-piece. When that is accomplished the King is said to be _=mated=_, and
-the player who first succeeds in giving mate to the adversary’s King
-wins the game, regardless of the number or value of the pieces either
-side may have on the board at the time the mate is accomplished.
-
-When an adverse piece is moved so that it could capture the King on
-the next move, due notice must be given to the threatened King by
-announcing “_=Check=_,” and the player must immediately move his King
-out of check, interpose a piece or a Pawn, or capture the piece that
-gives the check. If he cannot do one of these three things he is mated,
-and loses the game. A very simple example of a mate is given in Diagram
-No. 8.
-
-[Illustration: _No. 8._
-
- +---+---+---+---+---+---+---+---+
- | | | ♖ | | | | ♚ | |
- +---+---+---+---+---+---+---+---+
- | ♝ | | | | | ♟ | ♟ | ♟ |
- +---+---+---+---+---+---+---+---+
- | ♞ | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | ♔ | | | | |
-]
-
-The white Rook has just been moved down to the edge of the board,
-giving “check.” As the black King can move only one square at a time,
-he cannot get out of check by moving, because the only squares to which
-he could go would still leave him in check from the Rook. Neither the
-Knight nor the Bishop can interpose to shut out the Rook’s attack;
-neither of those pieces can capture the Rook; and the Pawns cannot move
-backward; so the black King is mated, and White wins the game.
-
-A mate may take place in the middle of the board, as shown in Diagram
-No. 9.
-
-[Illustration: _No. 9._
-
- +---+---+---+---+---+---+---+---+
- | | ♛ | ♚ | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | ♕ | | |
- +---+---+---+---+---+---+---+---+
- | | | | | ♔ | | | |
- +---+---+---+---+---+---+---+---+
- | | ♜ | | | | | | |
-]
-
-If the black Queen moves diagonally four squares, placing herself in
-front of the white King, and on the same horizontal file as the black
-Rook, it will be check-mate, because the white King cannot get out of
-one check into another by taking the Queen, which is protected by the
-Rook. For the same reason he cannot move, as the only squares open to
-him would leave him in check from the Queen, or move him into check
-from the black King.
-
-_=Stalemate.=_ If the King is not in check, but cannot move without
-going into check, and there is no other piece for the player to move,
-it is called a stale-mate, and the game is drawn. In Diagram No. 10,
-for instance,
-
-[Illustration: _No. 10._
-
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | ♟ | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | ♗ | | ♟ |
- +---+---+---+---+---+---+---+---+
- | | | | | | | ♜ | ♟ |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | ♚ |
- +---+---+---+---+---+---+---+---+
- | | | | | | ♙ | ♟ | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | ♔ | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
-] the black King cannot move without going into check from the Pawn or
-the King; none of the black Pawns can move, and Black cannot move the
-Rook without putting his own King in check, (from the Bishop,) which is
-not allowed.
-
-_=Perpetual Check.=_ If a piece gives check to the adverse King, and
-the King moves away, the check may be repeated, and the King must move
-again, or interpose a piece, or capture the checking piece. If the
-position is such that no matter how often the King moves or is covered
-he cannot get out of check, and no matter how much the opposing pieces
-move they cannot check-mate him, the game is drawn by perpetual check.
-Diagram No. 11 is an illustration of such a position.
-
-[Illustration: _No. 11._
-
- BLACK.
- +---+---+---+---+---+---+---+---+
- | ♚ | ♛ | | | | | | |
- +---+---+---+---+---+---+---+---+
- | ♟ | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | ♜ | ♟ | ♕ | | | | | |
- +---+---+---+---+---+---+---+---+
- | | ♔ | | | | | | |
-]
-
-The only way out of the check is to interpose the Queen, whereupon the
-white Queen will move diagonally to the edge of the board and check
-again, forcing the black Queen back where she came from, and drawing
-the game by perpetual check. If the black Queen moves away from the
-King, she will be captured, and White will give check-mate at the same
-time.
-
-_=NOTATION.=_ The various moves which take place in the course of a
-game are recorded by a system of chess notation, the number of the move
-being given first, and then the pieces moved and the direction of their
-movement. The names of the pieces themselves are used to distinguish
-the various files of squares running vertically from the piece itself
-to the opposite side of the board, and the seven squares in front of
-each piece are numbered from 2 to 8. No matter how much the pieces
-may be moved, the various vertical files still retain the name of the
-pieces which stood at the bottom of them when the men were first set
-up. In chess notation, only the initials of the pieces are used, K
-standing for King, and Kt for Knight. Although the files bear the same
-names, the numbers count from the side on which the men are placed, so
-that each square has a double name, depending on the colour of the man
-placed upon it.
-
-[Illustration: _No. 12._
-
- |QR |QKt|QB | Q | K |KB |KKt|KR | Black.
- +---+---+---+---+---+---+---+---+
- 8 | ♜ | ♞ | ♝ | ♛ | ♚ | ♝ | ♞ | ♜ |
- +---+---+---+---+---+---+---+---+
- 7 | ♟ | ♟ | ♟ | ♟ | | ♟ | ♟ | ♟ | 2
- +---+---+---+---+---+---+---+---+
- 6 | | | | | | | | | 3
- +---+---+---+---+---+---+---+---+
- 5 | | | | | ♟ | | | | 4
- +---+---+---+---+---+---+---+---+
- 4 | | | | | ♙ | | | | 5
- +---+---+---+---+---+---+---+---+
- 3 | | | | | | ♘ | | | 6
- +---+---+---+---+---+---+---+---+
- 2 | ♙ | ♙ | ♙ | ♙ | | ♙ | ♙ | ♙ | 7
- +---+---+---+---+---+---+---+---+
- | ♖ | ♘ | ♗ | ♕ | ♔ | ♗ | | ♖ | 8
- +---+---+---+---+---+---+---+---+
- White. |QR |QKt|QB | Q | K |KB |KKt|KR |
-]
-
-In Diagram No. 12, for instance, both the Pawns that have been moved
-would be spoken of as on K 4. The Knight that has been moved is on K
-B 3, because it is a white Knight. If it was a black Knight it would
-be on K B 6, reckoning from the black side of the board for the black
-pieces. In order to test your understanding of this system of notation,
-which is very important in following published games or problems,
-take the board and men, white side next you, and set up the following
-position, remembering that when no number is given, the piece stands
-upon the square originally occupied by the piece which gives its name
-to the file:--
-
-Black men;--King on Q R’s; Queen on Q Kt’s; Pawns on Q R 2, and Q Kt,
-3; Rook on Q R 3.
-
-White men;--King on Q Kt 5; Queen on Q B 6.
-
-Now look at Diagram No 11, and see if you have it right.
-
-In addition to the notation of position, there is that of action. If
-a dash is placed between the initials of the piece and the definition
-of the square, it shows first the piece moved, and then the square to
-which it is moved. In Diagram No 11, for instance, Black’s only move
-to cover the check would be given: Q-Q Kt 2; and White’s continuation
-would be given; Q-K 8.
-
-The first of these might be abbreviated by saying, Q-Kt 2, because
-there is only one Kt 2 to which the Queen could be moved.
-
-The moves of the white pieces are always given first, either in the
-left hand of two vertical columns, which are headed “White,” and
-“Black” respectively; or above a line which divides the white move from
-the black, the latter form being used in text-books, the former in
-newspapers. The moves in Diagram No. 11 would be as follows, supposing
-the white Queen to arrive from K8 in the first place:--
-
- _White._ _Black._
- 1. Q-B 6, ch Q-Kt 2 Q-B 6, ch
- Or this; 1. ---------
- 2. Q-K 8, ch Q-Kt’s Q-Kt 2
-
-When the abbreviation “ch.” is placed after a move, it means “check.”
-If it is a mate, or a drawn game, or the player resigns, the word
-follows the move. When the King castles with the King’s Rook, which is
-the shorter move for the Rook, it is indicated by the sign O-O. When
-the King is castled with the Queen’s Rook, which is the longer move for
-the Rook, the sign O-O-O is used.
-
-A cross, x, placed after the piece moved shows that it captured
-something, and the letters following the cross do not give the square
-to which the piece is moved, but show the piece that is captured. K B x
-Q P, for instance, would mean that the adversary’s Queen’s Pawn was to
-be taken from the board, and the King’s Bishop was to occupy the square
-upon which the captured Queen’s Pawn had stood.
-
-Beginners usually have some difficulty in following the moves of the
-Knights, because it frequently happens that the same square can be
-reached by either of them. The Bishops cannot be confused in this way,
-because they never change the colour of the square they stand upon. In
-some sets of chessmen the Knights are distinguished by putting a small
-crown on the King’s Knight, but this is never done in the regulation
-Staunton model. The beginner will find it very convenient, when
-following out the play of published games, to screw off the bottom of
-one white and one black Knight, and to exchange the bases. The white
-King’s Knight will then have a black base, and the black King’s Knight
-will have a white base, and they can be easily identified at any period
-of the game.
-
-_=GERMAN NOTATION.=_ Many of our standard chess books, and some of
-the best edited chess columns, are in German, and the student should
-be familiar with the German notation, which is much simpler than the
-English.
-
-The white men are always considered as the side nearer the player; the
-vertical columns are designated from left to right by the letters a b
-c d e f g h; and the horizontal rows by the numbers 1 2 3 4 5 6 7 8,
-beginning at the bottom, or white side. The pieces are designated by
-one capital letter only, as follows:--
-
- K for König, or King.
- D for Dame, or Queen.
- T for Thurm, or Rook.
- L for Läufer, or Bishop.
- S for Springer, or Knight.
-
-The Pawn is called a Bauer, but when it is moved no initial is given,
-simply the square it comes from. In Diagram No. 12, for instance, the
-English notation for the first two moves made by white would be:--P-K
-4, and K Kt-B 3, or, Kt-K B 3. The German notation would be:--e 2-e 4;
-and S g 1-f 3. The move of the Knight, it will be observed, gives the
-initial of the piece and the square upon which it stands, and then the
-square to which it is moved. A capture is indicated by the letter “n”
-taking the place of the dash. If the white Knight took the black King’s
-Pawn in Diagram No. 12, for instance, the move would be recorded: S f 3
-n e 5, that is, the Springer at f 3 “nimmt” whatever it found at e 5.
-A check is indicated by a plus sign, +, following the move. In Diagram
-No. 11, for instance, the last move of the white Queen would be: D e
-8-c 6 +; and Black’s reply would be: D b 8-b 7.
-
-_=THE OPENINGS.=_ Time and experience have shown that it is best for
-each player to adopt certain conventional openings, in order to develop
-his pieces. White always has the advantage, usually believed to be
-equal to 55%, counting drawn games as one half. This is because White
-can usually take more risks in offering a gambit than Black can in
-accepting it, and the best judges say that they would rather give a
-Knight and take the white pieces, than give Pawn-and-move and take the
-black. _=Gambit=_ is a term used in Italian wrestling, and means that
-the adversary is given an apparent advantage at the start, in order
-more successfully to trip him up later on.
-
-There are a great many chess openings, all of which have been analysed
-as far as the tenth move, including every possible variation on the
-way. The student who wishes to study them in detail should procure
-Freeborough’s “Chess Openings,” or Cook’s “Synopsis.” In these works,
-if either side has an advantage before the tenth move, it is indicated
-by a plus sign; if the position is equal, it is so marked.
-
-In studying openings, the student should be careful always to play with
-the winning side next him; that is, never study how to play a losing
-game. If the variation ends with a plus sign, showing a win for the
-white, play it over with the white men next you. In selecting openings
-for general use in play, if it is one for the white men, take those
-openings that have the greatest number of variations ending in favour
-of white. The Ruy Lopez is a very good opening for beginners, and the
-Evans’ Gambit may be studied later. The French Defence and the Petroff
-are good openings for Black.
-
-The theory of opening is to mobilise your forces for the attack in the
-fewest possible moves. Lasker thinks six moves should be enough for
-this purpose, and he recommends that only the King’s and Queen’s Pawns
-should be moved, after which each piece should be placed at once upon
-the square from which it can operate to the best advantage. He thinks
-the Knights should be first brought out, and posted at B 3, and then
-the K’s B, somewhere along his own diagonal. The great mistake made by
-beginners is that they rush off to the attack and try to capture some
-of the adverse pieces before they have properly prepared themselves for
-re-inforcement or retreat. It should never be forgotten that the game
-is not won by capturing the adversary’s pieces, but by check-mating his
-King.
-
-Take the board and pieces, arrange them with the white men next you,
-and play over the following simple little game. Remember that the
-figures above the line are for the white men; those below for the black.
-
- P-K4 Kt-KB3 Kt-QB3 B-B4
- 1 ---- 2 ------ 3 ------ 4 -----
- P-K4 P-Q3 P-KR3 B-Kt5
-
-The third move made by Black accomplishes nothing, and is simply a
-waste of time. He should have continued by bringing his Knights into
-play. His fourth move is also a mistake; he should develop the Knights
-before the Bishops.
-
- KtxP BxKBP ch Kt-Q5 mate
- 5 ---- 6 -------- 7 ----------
- BxQ K-K2
-
-On his fifth move, Black jumps at the chance to win White’s Queen, but
-this is not of the slightest benefit to him, because the object of the
-game is not to win the Queen, but to mate the King. At the seventh move
-the beginner will see that the black King cannot move out of check,
-neither can he move into check by taking the Bishop. He has no piece
-that can capture the Knight that gives the check, and nothing can be
-interposed, so he is mated, and White wins.
-
-Here is another simple little game. Take the black pieces this time,
-but make the white men move first, of course.
-
- P-K4 Kt-KB3 KtxP
- 1 ---- 2 ------ 3 ------
- P-K4 Kt-KB3 Kt-QB3
-
-You don’t take the King’s Pawn; it is much more important to develop
-your pieces rapidly.
-
- KtxKt P-Q3 B-Kt5
- 4 ----- 5 ----- 6 -----
- QPxKt B-QB4 KtxP
-
-White’s sixth move is bad, and you immediately take advantage of it. If
-he takes your Knight with his Pawn, you will take his K B P with your
-Bishop, and say “Check.” If he takes the Bishop you win his Queen. If
-he moves his King you check again with your other Bishop, which will
-force him to take your black Bishop, and lose his Queen.
-
- BxQ K-K2
- 7 ------ 8 ----------
- BxP ch K-Kt5 mate
-
-If the beginner will examine the position, he will find that there is
-no way of escape for the King, and Black wins.
-
-Openings are usually divided into five principal classes: Those in
-which the first piece developed is the _=King’s Knight=_; those in
-which the _=King’s Bishop=_ is the first piece brought into play;
-those in which a _=Gambit=_ is offered on the second move, usually a
-sacrificed Pawn; those which are called _=Close=_ openings, securing
-a good defensive game for the black pieces; and those which are
-_=Irregular=_.
-
-In the following outline of fifty of the openings, only the first four
-moves are given, and usually only one variation is selected, the object
-being more to give the student an idea of the development than to
-exhaust the subject. The arrangement is alphabetical, that being more
-convenient in a book of reference. For the continuations the student is
-recommended to study “Freeborough,” or the “Handbuch des Schachspiels.”
-
-Allgaier Gambit:--
-
- P-K4 P-KB4 Kt-KB3 P-KR4
- 1 ---- 2 ----- 3 ------ 4 -----
- P-K4 PxP P-KKt4 P-Kt5
-
-Boden-Kieseritzky Gambit:--
-
- P-K4 B-B4 Kt-KB3 Kt-B3
- 1 ---- 2 ------ 3 ------ 4 -----
- P-K4 Kt-KB3 KtxP KtxKt
-
-Berlin Defence:--
-
- P-K4 B-B4 Q-K2 P-QB3
- 1 ---- 2 ------ 3 ------ 4 -----
- P-K4 Kt-KB3 Kt-QB3 B-B4
-
-Blackmar Gambit:--
-
- P-Q4 P-K4 P-KB3 KtxP
- 1 ---- 2 ------ 3 ------ 4 -----
- P-Q4 PxP PxP B-B4
-
-Calabrese Counter Gambit:--
-
- P-K4 B-B4 P-Q3 P-B4
- 1 ---- 2 ----- 3 ------ 4 ----
- P-K4 P-KB4 Kt-KB3 P-Q4
-
-Centre Gambit:--
-
- P-K4 P-Q4 QxP Q-K3
- 1 ---- 2 ----- 3 ------ 4 --------
- P-K4 PxP Kt-QB3 B-Kt5 ch
-
-Centre Counter Gambit:--
-
- P-K4 PxP Kt-QB3 P-Q4
- 1 ---- 2 ----- 3 ------ 4 ------
- P-Q4 QxP Q-Q sq Kt-KB3
-
-Classical Defence, to K. B. opening:--
-
- P-K4 B-B4 P-QB3 P-Q4
- 1 ---- 2 ---- 3 ------ 4 ----
- P-K4 B-B4 Kt-KB3 PxP
-
-Cunningham Gambit:--
-
- P-K4 P-KB4 Kt-KB3 B-B4
- 1 ---- 2 ----- 3 ------ 4 -------
- P-K4 PxP B-K2 B-R5 ch
-
-Cochrane Gambit:--
-
- P-K4 P-KB4 Kt-KB3 B-B4
- 1 ---- 2 ----- 3 ------ 4 -----
- P-K4 PxP P-KKt4 P-Kt5
-
-Danish Gambit:--
-
- P-K4 P-Q4 P-QB3 B-QB4
- 1 ---- 2 ----- 3 ----- 4 ------
- P-K4 PxP PxP Kt-KB3
-
-English Opening:--
-
- P-QB4 P-B4 P-Q3 Kt-QB3
- 1 ----- 2 ---- 3 ------ 4 ------
- P-QB4 P-B4 Kt-KB3 P-Q3
-
-Evans’ Gambit:--
-
- P-K4 Kt-KB3 B-B4 P-QKt4
- 1 ---- 2 ----- 3 ---- 4 -------
- P-K4 Kt-QB3 B-B4 BxKtP
-
-Evans’ Gambit Declined:--
-
- P-K4 Kt-KB3 B-B4 P-QKt4
- 1 ---- 2 ------ 3 ---- 4 ------
- P-K4 Kt-QB3 B-B4 B-Kt3
-
-Fianchetto Opening:--
-
- P-K3 P-QB4 Kt-QB3 PxP
- 1 ---- 2 ------ 3 ------ 4 ------
- P-K4 Kt-KB3 P-Q4 KtxP
-
-Fianchetto Defence:--
-
- P-K4 P-Q4 B-Q3 Kt-K2
- 1 ------ 2 ---- 3 ----- 4 ------
- P-QKt3 P-K3 B-Kt2 Kt-KB3
-
-Four Knights:--
-
- P-K4 Kt-KB3 Kt-B3 B-Kt5
- 1 ---- 2 ------ 3 ----- 4 ------
- P-K4 Kt-QB3 Kt-B3 B-Kt5
-
-French Defence:--
-
- P-K4 P-Q4 Kt-QB3 B-KKt5
- 1 ---- 2 ---- 3 ------ 4 ------
- P-K3 P-Q4 Kt-KB3 B-K2
-
-From Gambit:--
-
- P-KB4 PxP PxP Kt-KB3
- 1 ----- 2 ----- 3 ----- 4 ------
- P-K4 P-Q3 BxP Kt-KB3
-
-Giuoco Piano:--
-
- P-K4 Kt-KB3 B-B4 P-B3
- 1 ---- 2 ------ 3 ---- 4 -----
- P-K4 Kt-QB3 B-B4 Kt-B3
-
-Greco-Counter Gambit:--
-
- P-K4 Kt-KB3 KtxP P-Q4
- 1 ---- 2 ------ 3 ------ 4 ------
- P-K4 P-KB4 Q-B3 P-Q3
-
-Hamppe-Allgaier Gambit:--
-
- P-K4 Kt-QB3 P-B4 Kt-B3
- 1 ---- 2 ------ 3 ----- 4 ------
- P-K4 Kt-QB3 PxP P-KKt4
-
-Hungarian Defence:--
-
- P-K4 Kt-KB3 B-B4 P-Q4
- 1 ---- 2 ------ 3 ---- 4 ------
- P-K4 Kt-QB3 B-K2 P-Q3
-
-Irregular Openings:--
-
- P-K4 P-QB3 Kt-B3 KtxP
- 1 ---- 2 ----- 3 ----- 4 ------
- P-K4 P-Q4 PxP B-Q3
-
- P-K4 P-Q4 B-Q3 P-QB3
- 1 ------ 2 ------ 3 ------- 4 --------
- P-Q3 Kt-KB3 Kt-QB3 P-K4
-
- P-K4 P-Q4 PxP B-Q3
- 1 ------ 2 ------ 3 ------- 4 --------
- P-QB3 P-Q4 PxP Kt-QB3
-
- P-K4 P-Q4 PxP P-KB4
- 1 ------ 2 ------ 3 ------- 4 --------
- Kt-QB3 P-K4 KtxP Kt-Kt3
-
-Jerome Gambit:--
-
- P-K4 Kt-KB3 B-B4 BxP ch
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 Kt-QB3 B-B4 KxB
-
-Kieseritzky Gambit:--
-
- P-K4 P-KB4 Kt-KB3 P-KR4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 PxP P-KKt4 P-Kt5
-
-King’s Bishop’s Gambit:--
-
- P-K4 P-KB4 B-B4 K-B sq
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 PxP Q-R5 ch B-B4
-
-King’s Bishop’s Pawn Game:--
-
- P-KB4 Kt-KB3 P-K3 B-K2
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K3 Kt-KB3 B-K2 P-QKt3
-
-King’s Knight Opening. Irregular Defences:--
-
- P-K4 Kt-KB3 KtxP Kt-KB3
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 P-KB3 Q-K2 P-Q4
-
- P-K4 Kt-KB3 Kt-B3 P-Q4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 Q-B3 P-B3 PxP
-
- P-K4 Kt-KB3 B-B4 P-Q4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 B-Q3 Kt-KB3 Kt-B3
-
- P-K4 Kt-KB3 KtxP P-Q4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 B-B4 Q-K2 B-Kt3
-
-King’s Gambit:--
-
- P-K4 P-KB4 P-Q4 K-K2
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 PxP Q-R5 ch P-Q4
-
- P-K4 P-KB4 P-KR4 PxP
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 PxP P-Q4 QxP
-
- P-K4 P-KB4 Kt-KB3 B-B4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 PxP P-KKt4 B-Kt2
-
- P-K4 P-KB4 P-KR4 Kt-KB3
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 PxP B-K2 Kt-KB3
-
-King’s Gambit Declined:--
-
- P-K4 P-KB4 PxQP Kt-QB3
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 P-Q4 QxP Q-K3
-
-Max Lange’s Attack:--
-
- P-K4 Kt-KB3 B-B4 Castles
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 Kt-QB3 B-B4 Kt-B3
-
-Muzio Gambit:--
-
- P-K4 P-KB4 Kt-KB3 B-B4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 PxP P-KKt4 P-Kt5
-
-Petroff’s Counter Attack:--
-
- P-K4 Kt-KB3 KtxP K-KB3
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 Kt-KB3 P-Q3 KtxP
-
-Philidor’s Defence:--
-
- P-K4 Kt-KB3 P-Q4 KtxP
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 P-Q3 PxP P-Q4
-
-Pierce Gambit:--
-
- P-K4 Kt-QB3 P-B4 Kt-B3
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 Kt-QB3 PxP P-KKt4
-
-Queen’s Pawn Counter Gambit:--
-
- P-K4 Kt-KB3 PxP P-Q4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 P-Q4 B-Q3 P-K5
-
-Queen’s Gambit:--
-
- P-Q4 P-QB4 P-K3 BxP
- 1 ------ 2 ------ 3 ------- 4 --------
- P-Q4 PxP P-K4 PxP
-
- P-Q4 P-QB4 P-K4 P-Q5
- 1 ------ 2 ------ 3 ------- 4 --------
- P-Q4 PxP P-K4 P-KB4
-
- P-Q4 P-QB4 Kt-KB3 P-K3
- 1 ------ 2 ------ 3 ------- 4 --------
- P-Q4 PxP P-K3 Kt-KB3
-
-Queen’s Pawn Game:--
-
- P-Q4 P-K3 Kt-KB3 B-K2
- 1 ------ 2 ------ 3 ------- 4 --------
- P-Q4 P-K3 Kt-KB3 B-K2
-
-Ruy Lopez:--
-
- P-K4 Kt-KB3 B-Kt5 B-R4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 Kt-QB3 P-QR3 Kt-B3
-
-Salvio Gambit:--
-
- P-K4 P-KB4 Kt-KB3 B-B4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 PxP P-KKt4 P-Kt5
-
-Scotch Game:--
-
- P-K4 Kt-KB3 P-Q4 KtxP
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 Kt-QB3 PxP B-B4
-
-Sicilian Defence:--
-
- P-K4 Kt-QB3 Kt-B3 P-Q4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-QB4 Kt-QB3 P-K3 PxP
-
-Staunton’s Opening:--
-
- P-K4 Kt-KB3 P-B3 P-Q4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 Kt-QB3 P-B4 P-Q3
-
-Steinitz Gambit:--
-
- P-K4 Kt-QB3 P-KB4 P-Q4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 Kt-QB3 PxP Q-R5 ch
-
-Three Knights’ Game:--
-
- P-K4 Kt-KB3 Kt-B3 P-Q4
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 Kt-KB3 P-Q3 PxP
-
-Two Knights’ Defence:--
-
- P-K4 Kt-KB3 B-B4 Kt-Kt5
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 Kt-QB3 Kt-B3 P-Q4
-
-Vienna Opening:--
-
- P-K4 Kt-QB3 P-B4 Kt-B3
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K4 B-B4 P-Q3 Kt-KB3
-
-Zukertort’s Opening:--
-
- Kt-KB3 P-Q4 P-K3 B-K2
- 1 ------ 2 ------ 3 ------- 4 --------
- P-K3 Kt-KB3 P-QKt3 B-Kt2
-
-_=GAMES AT ODDS.=_ Between unequal players it is a common practice for
-the stronger to give the weaker some advantage. Very few are able to
-give a Queen, or even a Rook, but a _=Knight=_ is quite common, and one
-who can concede a Knight to the weakest players in a club is usually
-spoken of as, “a Knight player.” The most common odds between nearly
-equal players is _=Pawn and Move=_; and with a player not strong enough
-to give a Knight, _=Pawn and Two Moves=_. The Pawn removed in each
-instance is Black’s K B P, and the Knight is usually the Q Kt. Here are
-a few examples of the openings in games at odds:--
-
-Pawn and Move:--
-
- P-K4 P-Q4 Q-R5 ch Q-K5
- 1 ------ 2 ------ 3 ------- 4 -------
- P-K3 P-Q4 P-KKt3 Kt-KB3
-
- P-K4 P-Q4 Kt-QB3 P-Q5
- 1 ------ 2 ------ 3 ------- 4 -------
- P-Q3 Kt-KB3 Kt-B3 Kt-K4
-
- P-K4 P-Q4 P-K5 B-QKt5
- 1 ------ 2 ------ 3 ------- 4 -------
- Kt-QB3 P-Q4 B-B4 Q-Q2
-
- P-K4 P-Q4 PxP P-KB4
- 1 ------ 2 ------ 3 ------- 4 -------
- Kt-QB3 P-Q4 KtxP Kt-B2
-
-Pawn and Two Moves:--
-
- P-K4 P-Q4 B-Q3 P-Q5
- 1 ------ 2 ------ 3 ------- 4 -------
- P-K3 P-B4 P-Q3
-
- P-K4 P-Q4 P-QB4 P-Q5
- 1 ------ 2 ------ 3 ------- 4 -------
- P-K3 P-B4 P-Q3
-
- P-K4 P-Q4 P-KB4 B-Q3
- 1 ------ 2 ------ 3 ------- 4 -------
- P-Q3 P-K3 Kt-K2
-
- P-K4 P-Q4 P-Q5 P-KB4
- 1 ------ 2 ------ 3 ------- 4 -------
- Kt-QB3 Kt-K4 Kt-B2
-
-Odds of Queen’s Knight:--
-
- P-K4 Kt-B3 PxP Kt-K5
- 1 ------ 2 ------ 3 ------- 4 -------
- P-K4 P-Q4 P-K5 QxP
-
- P-K4 P-KB4 PxQP Kt-B3
- 1 ------ 2 ------ 3 ------- 4 -------
- P-K4 P-Q4 QxP P-K5
-
-Odds of King’s Knight:--
-
- P-K4 B-B4 Kt-B3 P-Q4
- 1 ------ 2 ------ 3 ------- 4 -------
- P-K4 P-QB3 Kt-B3 P-Q4
-
- P-K4 B-B2 P-Q2 0-0
- 1 ------ 2 ------ 3 ------- 4 -------
- P-K4 Kt-KB3 B-B4 0-0
-
-In order to give the student an idea of the value and popularity of the
-various openings, the following table of the results of 1500 games may
-be useful. It is from the chess columns of the New York _Sun_:--
-
- ---------------------+----------------+--------+---------+---------
- | FIRST | TOTAL |PER CENT.|PER CENT.
- OPENINGS. | PLAYER. | PLAYED.| WON BY | TOTAL
- +----+-----+-----+ | FIRST | GAMES
- |WON.|LOST.|DREW.| | PLAYER. | PLAYED.
- ---------------------+----+-----+-----+--------+---------+---------
- Ruy Lopez |145 |103 | 58 | 306 | 57 | 20
- Queen’s Pawn(a) | 97 | 63 | 39 | 199 | 48 | 13
- French Defence | 84 | 48 | 39 | 171 | 60 | 11
- Vienna | 47 | 34 | 15 | 96 | 57 | 6
- Sicilian Defence | 40 | 29 | 10 | 79 | 57 | 5
- King’s Gambit | 36 | 32 | 11 | 79 | 52 | 5
- Giuoco Piano | 36 | 32 | 10 | 78 | 52 | 5
- Evans | 34 | 20 | 12 | 66 | 61 | 4
- Irregular | 29 | 31 | 14 | 74 | 49 | 5
- Scotch | 22 | 26 | 9 | 57 | 47 | 4
- Zukertort | 23 | 17 | 11 | 51 | 56 | 3
- Two Knights Defence | 16 | 20 | 10 | 46 | 46 | 3
- Staunton’s | 19 | 15 | 5 | 39 | 55 | 3
- Fianchetto | 13 | 14 | 2 | 29 | 48 | 2
- Petroff Defence | 15 | 9 | 3 | 27 | 61 | 2
- Centre Gambit(b) | 11 | 11 | 4 | 26 | 50 | 2
- Philidor Defence | 8 | 9 | 3 | 20 | 47 | 1
- Miscellaneous | 22 | 29 | 6 | 57 | 44 | 4
- +----+-----+-----+--------+---------+---------
- Total |697 |542 | 261 | 1500 | |
- ---------------------+----+-----+-----+--------+---------+---------
-
-The first player won 55.2 per cent. of games played, counting drawn
-games as one-half.
-
-(a). Includes Queen’s Gambits and Queen’s Gambits declined.
-
-(b). Includes Centre and Counter Centre Gambits.
-
-_=THE MIDDLE GAME.=_ After a little experience with openings, the
-player will usually select one or two which he feels that he can
-handle better than others, and will make a specialty of them. Having
-mastered a number of variations, and learned the object of them in
-forming his pieces for attack or defence, he will naturally be led
-to the study of the middle game. In this there are a few general
-principles which should be steadily kept in view. For attack, the
-player should secure command of a wide range of the board; but for
-defence he should concentrate his forces as much as possible. He should
-be careful not to get his pieces in one another’s way, and not to
-leave pieces where they can be attacked and driven back by inferior
-pieces, because that entails a loss of valuable time. A player should
-never exchange a man in active service for one that is doing nothing.
-If several lines of play are open, the one offering the most numerous
-good continuations should be selected. When a player is not ready for
-attack, he should develop his pieces, and remember that the more of
-them he can get to bear on the enemy’s King, the better. Supporting
-pieces should be placed where they are not easily attacked, because
-good players attack the supports first, so as to isolate the advance
-guard. Beginners are usually in too great a hurry to give check; the
-best players do not check until they are ready to follow it up with
-a mate, or a winning position, or can gain time in developing their
-pieces.
-
-_=END GAMES.=_ There are certain positions in which apparently equal
-games are not necessarily drawn, and there are others in which a player
-with a decided advantage cannot win, within the fifty moves which are
-allowed him, unless he knows exactly how to proceed. If a player is
-not well up in endings he may lose many a game which could be won if
-he only knew how to win it. The following games may be abandoned as
-_=drawn=_:--
-
- King and Bishop against a King.
- King and Knight against a King.
- King and two Knights against a King.
- King and Queen against two Rooks.
- King and Queen against King and two Bishops.
- King and Rook against King, Rook and Pawn.
- King and Rook against King and Bishop.
- King and Rook against King and Knight.
- King and Rook against King, Rook and Bishop.
-
-The following games can be _=won=_:--
-
- King and Queen, or King and Rook, against a King.
- King and Queen against King and Rook.
- King and Queen against King and Bishop.
- King and Queen against King and Knight.
- King and Queen against King and Pawn.
- King and two Rooks against King and Rook.
- King and two Bishops against a King.
- King Bishop and Knight against a King.
-
-In order to master all these endings, the student should take up
-Staunton’s Handbook, or the Lehrbuch des Schachspiels, in which they
-are given very fully. For the beginner only one or two of the most
-common and important are necessary.
-
-K and Q, or K and R, against K. All that is necessary is to drive the
-King to the edge of the board, which may be done by holding him below
-a certain parallel with the Q or R, and then getting your own King in
-front of him; a check will then drive him one line further back, and
-when he arrives at the edge of the board, and can no longer go back, he
-is mated.
-
-K and Q against K and R. Freeborough has devoted an entire volume to
-this ending, which may be very much prolonged by a skilful player. The
-object is to drive the King to the edge of the board, and then to get
-the Rook in such a position that it must be sacrificed to save the
-mate, or that the mate can be accomplished with the Rook on the board.
-The player with the Queen must be on his guard against stale-mate in
-this ending.
-
-K and Q against K and B, K and Kt, or K and P. This is easy enough for
-the Queen if the player is careful to avoid stale-mate.
-
-K and two R’s against K and R. This can be won easily by forcing an
-exchange of Rooks.
-
-K and two B’s against K. In this position the King must be ruled off
-into a corner by getting the Bishops together, protected by their King.
-Start with the men in the following position:--
-
-Black K on his own square. White King on K B 6; white Bishops on K B 4
-and K B 5. White to move and win. The mate can be accomplished in six
-moves, as follows:--
-
- B-B7 B-Q7 K-Kt6
- 1 --------- 2 -------- 3 ---------
- K-B sq K-Kt sq K-B sq
-
- B-Q6 ch B-K6 ch B-K5 mate
- 4 --------- 5 -------- 6 ---------
- K-Kt sq K-R sq
-
-K, B and Kt against K. This is one of the most difficult endings for a
-beginner, but is very instructive, and should be carefully studied. Set
-up the men as follows:--
-
-Black King on K R sq. White King on K B 6, white Bishop on K B 5, and
-white Knight on K Kt 5; White to move and win. The object is to drive
-the King into a corner of the board which is commanded by the Bishop,
-as he cannot otherwise be mated.
-
- Kt-B7 ch B-K4 B-R7 Kt-K5
- 1 --------- 2 -------- 3 --------- 4 --------
- K-Kt sq K-B sq K-K sq K-B sq
-
- Kt-Q7 ch K-K6 K-Q6 B-K6 ch
- 5 --------- 6 -------- 7 --------- 8 --------
- K-K sq K-Q sq K-K sq K-Q sq
-
- K-B6 B-B7 Kt-Kt7 ch K-B6
- 9 --------- 10 --------- 11 --------- 12 --------
- K-B sq K-Q sq K-B sq K-Kt sq
-
- K-Kt6 B-K6 ch Kt-B5 B-Q7
- 13 --------- 14 --------- 15 --------- 16 --------
- K-B sq K-Kt sq K-R sq K-Kt sq
-
- Kt-R6 ch B-B6 mate
- 17 --------- 18 ---------
- K-R sq
-
-If, at the fourth move, the black King does not go back to the Bishop’s
-square, but goes on to the Queen’s square, hoping to cut across to the
-other black corner of the board, the continuation will be as follows,
-beginning at White’s fifth move:--
-
- K-K6 Kt-Q7 B-Q3 B-Kt5
- 5 --------- 6 --------- 7 --------- 8 --------
- K-B2 K-B3 K-B2 K-Q sq
-
- Kt-K5 Kt-B4 K-Q6 Kt-R5
- 9 --------- 10 --------- 11 --------- 12 --------
- K-B2 K-Q sq K-B sq K-Q sq
-
- Kt-Kt7 ch K-B6 Kt-Q6 K-B7
- 13 --------- 14 --------- 15 --------- 16 --------
- K-B sq K-Kt sq K-R2 K-R sq
-
- B-B4 Kt-B8 ch B-Q5 mate
- 17 --------- 18 --------- 19 ---------
- K-R2 K-R sq
-
-_=PAWN ENDINGS.=_ There are a great number of these, many being
-complicated by the addition of Pawns to other pieces. The following
-example, which is a position that often occurs, should be understood by
-the beginner:--
-
-Put the black King on K B square; the white King on K B 6, and a white
-Pawn on K 6. If it is Black’s move, White can win easily; but if it is
-White’s move it is impossible to win, because whether he checks or not
-the black King gets in front of the Pawn and either wins it or secures
-a stale-mate.
-
-Put the Pawn behind the King, on K B 5, and White wins, no matter which
-moves first, for if Black moves he allows the white King to advance to
-the seventh file, which will queen the Pawn. If White moves first, and
-the black King keeps opposite him, the Pawn advances. If Black goes in
-the other direction, the white King goes to the seventh file and wins
-by queening the Pawn.
-
-If the white King and Pawn are both moved one square further back, the
-King on K B 5, and the Pawn on K B 4. the win will depend on the move.
-If it is White’s move he can win by advancing the King; but if it is
-Black’s move he can draw by keeping his King always opposite the white
-King. If the Pawn advances, he will get in front of it, and if the
-King is afterward advanced, he will get in front of it; winning the
-Pawn or securing a stale-mate.
-
-_=THE KNIGHT’S TOUR.=_ Owing to the peculiarity of the Knight’s move,
-many persons have amused themselves in trying to cover the entire chess
-board with a Knight, touching the same square once only, and returning
-to the starting-point again. There are several ways of doing this, one
-of the simplest being the following:--
-
-[Illustration:
-
- +--+--+--+--+--+--+--+--+
- |14|29|34|55|12|27|24|49|
- +--+--+--+--+--+--+--+--+
- |35|56|13|28|33|50|11|26|
- +--+--+--+--+--+--+--+--+
- |30|15|54|51|58|25|48|23|
- +--+--+--+--+--+--+--+--+
- |41|36|57|32|61|52|63|10|
- +--+--+--+--+--+--+--+--+
- |16|31|40|53|64|59|22|47|
- +--+--+--+--+--+--+--+--+
- |37|42| 1|60|19|62| 9| 6|
- +--+--+--+--+--+--+--+--+
- | 2|17|44|39| 4| 7|46|21|
- +--+--+--+--+--+--+--+--+
- |43|38| 3|18|45|20| 5| 8|
- +--+--+--+--+--+--+--+--+
-]
-
-_=TEXT BOOKS.=_ Among the very large number of works on Chess there
-is abundant room for choice, but the following works are considered
-standard authorities on the game:--
-
- Freeborough’s Chess Openings, 1896.
- Cook’s Synopsis.
- Minor Tactics of Chess, by Young and Howell.
- Modern Chess Instructor, by W. Steinitz.
- Common Sense in Chess, by E. Lasker.
- Walker’s Treatise on Chess, 1841.
- Handbuch des Schachspiels.
- Lehrbuch des Schachspiels, by J. Dufresne.
- Teoria e Practica del Giuoco degli Schacchi.
- British Chess Magazine.
- Chess Player’s Chronicle.
- Chess Monthly.
- _Westminster Papers_, 1868 to 1879.
-
-Of these works, “Minor Tactics” will be found most useful to the
-beginner, as it simplifies the openings by grouping them, and
-concentrates the attention on the essential points of chess strategy.
-
-
-CODE OF CHESS LAWS. ADOPTED BY THE FIFTH AMERICAN CHESS CONGRESS.
-
-_=Definitions of Terms Used.=_ Whenever the word “_Umpire_” is used
-herein, it stands for any Committee having charge of Matches or
-Tournaments, with power to determine questions of chess-law and rules;
-or for any duly appointed Referee, or Umpire; for the bystanders, when
-properly appealed to; or for any person, present or absent, to whom
-may be referred any disputed questions; or for any other authority
-whomsoever having power to determine such questions.
-
-When the word “_move_” is used it is understood to mean a legal move or
-a move to be legally made according to these laws.
-
-When the word “_man_” or “_men_” is used, it is understood that it
-embraces both Pieces and Pawns.
-
-_=The Chess-Board and Men.=_ The Chess-board must be placed with a
-white square at the right-hand corner.
-
-If the Chess-board be wrongly placed, it cannot be changed during the
-game in progress after a move shall have been made by each player,
-provided the men were correctly placed upon the board at the beginning,
-_i.e._, the Queens upon their own colours.
-
-A deficiency in number, or a misplacement of the men, at the beginning
-of the game, when discovered, annuls the game.
-
-The field of the Standard Chess-board shall be twenty-two inches square.
-
-The Standard Chess-men shall be of the improved Staunton Club size and
-pattern.
-
-_=First Move and Colour.=_ The right of first move must be determined
-by lot.
-
-The player having the first move must always play with the white men.
-
-The right of move shall alternate, whether the game be won, lost or
-drawn.
-
-The game is legally begun when each player shall have made his first
-move.
-
-Whenever a game shall be annulled, the party having the move in
-that game shall have it in the next game. An annulled game must be
-considered, in every respect, the same as if it had never been begun.
-
-_=Concessions.=_ The concession of an indulgence by one player does
-not give him the right of a similar, or other, indulgence from his
-opponent.
-
-_=Errors.=_ If, during the course of the game, it be discovered that
-any error or illegality has been committed, the moves must be retraced
-and the necessary correction made, without penalty. If the moves cannot
-be correctly retraced, the game must be annulled.
-
-If a man be dropped from the board and moves made during its absence,
-such moves must be retraced and the man restored. If this cannot be
-done, to the satisfaction of the Umpire, the game must be annulled.
-
-_=Castling.=_ The King can be Castled only:
-
-When neither the King nor the Castling Rook has been moved, and
-
-When the King is not in check, and
-
-When all the squares between the King and Rook are unoccupied, and
-
-When no hostile man attacks the square on which the King is to be
-placed, or the square he crosses.
-
-In Castling, the King must be first moved.
-
-The penalty of moving the King prohibits Castling.
-
-_=En Passant.=_ Taking the Pawn “_en passant_,” when the only possible
-move, is compulsory.
-
-_=Queening the Pawn.=_ A pawn reaching the eighth square must be at
-once exchanged for any piece (except the King) that the player of the
-Pawn may elect.
-
-_=Check.=_ A player falsely announcing “check,” must retract the move
-upon which the announcement was based and make some other move, or the
-move made must stand at the option of the opponent.
-
-No penalty can be enforced for any offence committed against these
-rules in consequence of a false announcement of “check,” nor in
-consequence of the omission of such announcement, when legal “check” be
-given.
-
-_=“J’adoube.”=_ “J’adoube,” “I adjust,” or words to that effect, cannot
-protect a player from any of the penalties imposed by these laws,
-unless the man or men touched, obviously _need_ adjustment, and unless
-such notification be distinctly uttered _before_ the man, or men, be
-touched, and only the player whose turn it is to move is allowed so to
-adjust.
-
-The hand having once quitted the man, but for an instant, the move must
-stand.
-
-Men overturned or displaced accidentally may be replaced by either
-player, without notice.
-
-A wilful displacement, or overturning of any of the men, forfeits the
-game.
-
-_=Penalties.=_ Penalties can be enforced only at the time an offence is
-committed, and before any move is made thereafter.
-
-A player touching one of his men, when it is his turn to play, must
-move it. If it cannot be moved he must move his King. If the King
-cannot move, no penalty can be enforced.
-
-For playing two moves in succession, the adversary may elect which move
-shall stand.
-
-For touching an adversary’s man, when it cannot be captured, the
-offender must move his King. If the King cannot move, no other penalty
-can be enforced. But if the man touched can be legally taken, it must
-be captured.
-
-For playing a man to a square to which it cannot be legally moved, the
-adversary, at his option, may require him to move the man legally, or
-to move the King.
-
-For illegally capturing an adversary’s man, the offender must move his
-King, or legally capture the man, as his opponent may elect.
-
-For attempting to Castle illegally, the player doing so must move
-either the King or Rook, as his adversary may dictate.
-
-For touching more than one of the player’s own men, he must move either
-man that his opponent may name.
-
-For touching more than one of the adversary’s men, the offender
-must capture the one named by his opponent, or if _either_ cannot
-be captured, he may be required to move the King or capture the man
-which can be taken, at the adversary’s option; or, if _neither_ can be
-captured, then the King must be moved.
-
-A player moving into check may be required, by the opposing player,
-either to move the King elsewhere, or replace the King and make some
-other move--but such other move shall not be selected by the player
-imposing the penalty.
-
-For discovering check on his own King, the player must either legally
-move the man touched, or move the King at his adversary’s option. In
-case neither move can be made, there shall be no penalty.
-
-While in check, for touching or moving a man which does not cover the
-check, the player may be required to cover with another piece, or move
-the King, as the opposing player may elect.
-
-_=Touching the Squares.=_ While the hand remains upon a man, it may be
-moved to any square that it commands, except such squares as may have
-been touched by it during the deliberation on the move; but if all the
-squares which it commands have been so touched, then the man must be
-played to such of the squares as the adversary may elect.
-
-_=Counting Fifty Moves.=_ If, at any period during a game, either
-player persist in repeating a particular check, or series of checks,
-or persist in repeating any particular line of play which does not
-advance the game; or if “_a game-ending_” be of doubtful character as
-to its being a win or a draw, or if a win be possible, but the skill to
-force the game questionable, then either player may demand judgment of
-the Umpire as to its being a proper game to be determined as drawn at
-the end of fifty additional moves, on each side; or the question: “Is,
-or is not the game a draw?” may be, by mutual consent of the players,
-submitted to the Umpire at any time. The decision of the Umpire, in
-either case, to be final.
-
-And whenever fifty moves are demanded and accorded, the party demanding
-it may, when the fifty moves have been made, claim the right to go on
-with the game, and thereupon the other party may claim the fifty move
-rule, at the end of which, unless mate be effected, the game shall be
-decided a draw.
-
-_=Stale-Mate.=_ A stale-mate is a drawn game.
-
-_=Time Limit.=_ The penalty for exceeding the time limit is the
-forfeiture of the game.
-
-It shall be the duty of each player, as soon as his move be made, to
-stop his own register of time and start that of his opponent, whether
-the time be taken by clocks, sand-glasses, or otherwise. No complaint
-respecting an adversary’s time can be considered, unless this rule be
-strictly complied with. But nothing herein is intended to affect the
-penalty for exceeding the time limit as registered.
-
-_=Abandoning the Game.=_ If either player abandon the game by quitting
-the table in anger, or in any otherwise offensive manner; or by
-momentarily resigning the game; or refuses to abide by the decision of
-the Umpire, the game must be scored against him.
-
-If a player absent himself from the table, or manifestly ceases to
-consider his game, when it is his turn to move, the time so consumed
-shall, in every case, be registered against him.
-
-_=Disturbance.=_ Any player wilfully disturbing his adversary shall
-be admonished; and if such disturbance be repeated, the game shall be
-declared lost by the player so offending, provided the player disturbed
-then appeals to the Umpire.
-
-_=The Umpire.=_ It is the duty of the Umpire to determine all questions
-submitted to him according to these laws, when they apply, and
-according to his best judgment when they do not apply.
-
-No deviation from these laws can be permitted by an Umpire, even by
-mutual or general consent of the players, after a match or tournament
-shall have been commenced.
-
-The decision of the Umpire is final, and binds both and all the
-players.
-
-
-RULES FOR PLAYING THE GAME AT ODDS.
-
-I. In games where one player gives the odds of a piece, or “the
-exchange,” or allows his opponent to count drawn games as won, or
-agrees to check-mate with a particular man, or on a particular square,
-he has the right to choose the men, and to move first, unless an
-arrangement to the contrary is agreed to between the combatants.
-
-II. When the odds of Pawn and one move, or Pawn and more than one move
-are given, the Pawn given must be the King’s Bishop’s Pawn when not
-otherwise previously agreed on.
-
-III. When a player gives the odds of his King’s or Queen’s Rook, he
-must not Castle (or more properly speaking leap his King) on the side
-from which the Rook is removed, unless before commencing the game or
-match he stipulates to have the privilege of so doing.
-
-IV. When a player undertakes to give check-mate with one of his Pawns,
-or with a particular Pawn, the said Pawn must not be converted into a
-piece.
-
-V. When a player accepts the odds of two or more moves, he must not
-play any man beyond the fourth square, _i.e._, he must not cross the
-middle line of the board, before his adversary makes his first move.
-Such several moves are to be collectively considered as the first move
-of the player accepting the odds.
-
-VI. In the odds of check-mating on a particular square it must be the
-square occupied by the King mated, not by the man giving the mate.
-
-VII. The player who undertakes to win in a particular manner, and
-either draws the game, or wins in some other manner, must be adjudged
-to be the loser.
-
-In all other respects, the play in games at odds must be governed by
-the regulations before laid down.
-
-
-RULES FOR PLAYING CORRESPONDENCE AND CONSULTATION GAMES.
-
-I. In playing a game by correspondence or in consultation, the two
-parties shall always agree beforehand in writing or otherwise as to the
-persons who are to take part in the contest, as to the time and mode
-of transmitting the moves, as to the penalties to be inflicted for any
-breach of the contract, and as to the umpire or referee.
-
-II. In games of this description each party is bound by the move
-dispatched; and in this connection the word move refers to what is
-intelligibly written, or delivered _viva voce_.
-
-In any game the announcement of a move which does not include the
-actual transfer of a man from one square to another, shall be
-considered as a move not intelligibly described within the meaning of
-this section.
-
-III. Each party must be bound by the move communicated in writing,
-or by word of mouth, to the adversary whether or not it be made on
-the adversary’s board. If the move so communicated should prove to be
-different from that actually made on the party’s own board, the latter
-must be altered to accord with the former.
-
-IV. If either party be detected in moving the men when it is not their
-turn to play, or in moving more than one man (except in castling) when
-it is their turn to play, they shall forfeit the game, unless they can
-show that the man was moved for the purpose of adjusting or replacing
-it.
-
-V. If either party has, accidentally or otherwise, removed a man from
-the board, which has not been captured in the course of the game, and
-made certain moves under the impression that such man was no longer in
-play, the moves must stand, but the man may be replaced whenever the
-error is discovered.
-
-VI. If either party permit a bystander to take part in the contest,
-that party shall forfeit the game.
-
- * * * * *
-
-The foregoing laws differ very slightly from those of the British Chess
-Association, and it is to be hoped that an international code will be
-agreed upon before a second edition of this work is issued.
-
-
-CHECKERS, OR DRAUGHTS.
-
-_=The Board.=_ Checkers is played upon a board which is not more
-than sixteen, nor less than fourteen inches square, and is divided
-into sixty-four smaller squares of equal size. These squares are of
-different colours, alternately light and dark, and the board must be so
-placed that each player shall have a light square at his right on the
-side nearer him.
-
-_=The Men.=_ Each player is provided with twelve men, which are
-circular in form, one inch in diameter, and three eighths thick. The
-men on one side are red or black; those on the other white or yellow.
-The men must be placed on the _=black=_ squares.
-
-_=Diagrams.=_ For convenience in illustrating games and problems the
-men are always shown as placed on the white squares, type made in that
-manner being more easily read. The following diagram will show the
-proper arrangement of the men at the beginning of the game, if the
-white squares are supposed to be black ones:--
-
-[Illustration:
-
- +---+---+---+---+---+---+---+---+
- | | ⛀ | | ⛀ | | ⛀ | | ⛀ |
- +---+---+---+---+---+---+---+---+
- | ⛀ | | ⛀ | | ⛀ | | ⛀ | |
- +---+---+---+---+---+---+---+---+
- | | ⛀ | | ⛀ | | ⛀ | | ⛀ |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | ⛂ | | ⛂ | | ⛂ | | ⛂ | |
- +---+---+---+---+---+---+---+---+
- | | ⛂ | | ⛂ | | ⛂ | | ⛂ |
- +---+---+---+---+---+---+---+---+
- | ⛂ | | ⛂ | | ⛂ | | ⛂ | |
- +---+---+---+---+---+---+---+---+
-]
-
-_=Two Move Restriction.=_ It has lately become the custom in important
-tournaments to write an opening and second move, such as 10-14, 22-17
-on a slip of paper; 10-14, 24-19 on another, and so on for all possible
-openings. These are placed in a hat and when the players face each
-other, a slip is drawn. If it is 11-15, 22-18, the game must be opened
-with those moves. When these players start the second game, the one who
-was second player on the first game begins with 11-15, and his opponent
-must play 22-18. The same opening is never again used by the same pair,
-the object being to diversify the play and drive contestants out of
-their favourite ruts.
-
-_=The Players=_ are designated by the colour of the men with which
-they play, White or Black, and Black always has the first move. In a
-series of games each player in turn takes the black men and the move.
-It is usual to draw for the first game, one player concealing in each
-hand a man of different colour, and offering the choice of hands to his
-adversary. Whichever colour the chosen hand contains the chooser must
-take for the first game.
-
-_=The Moves.=_ The men never leave the colour of the squares on which
-they are originally set up, so that they always move diagonally. At
-the beginning of the game the men move only one square at a time, and
-always forward, and can be placed only on squares which are unoccupied.
-If an adverse piece stands upon a square to which a man might be moved,
-and there is a vacant square beyond, the man must jump over the adverse
-piece to the unoccupied square, at the same time removing from the
-board the piece so jumped over. In the position shown in Diagram No.
-1, for instance, it being White’s turn to move, he must jump over the
-black man, removing it from the board. Black will then have a choice
-of two jumps, over one man or over two, and will of course select the
-jump toward the right of the board first, and then over the second man,
-removing both from the board. A man may jump over and capture several
-men at one move, provided there are vacant squares between them, and
-beyond the last man.
-
-[Illustration: No. 1.
-
- +---+---+---+---+---+---+---+---+
- | | ⛀ | | ⛀ | | ⛀ | | |
- +---+---+---+---+---+---+---+---+
- | ⛀ | | ⛀ | | ⛀ | | | |
- +---+---+---+---+---+---+---+---+
- | | ⛀ | | ⛀ | | ⛂ | | ⛀ |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | ⛂ | | ⛂ | | | | ⛀ | |
- +---+---+---+---+---+---+---+---+
- | | ⛂ | | ⛂ | | ⛂ | | ⛂ |
- +---+---+---+---+---+---+---+---+
- | | | ⛂ | | ⛂ | | ⛂ | |
- +---+---+---+---+---+---+---+---+
-]
-
-_=Huffing.=_ If a player who can capture a piece neglects to do so, his
-adversary has the choice of three things:--To compel the player to take
-back his move and capture the piece; to huff (remove from the board,)
-the man that should have captured the piece; or to let the move stand,
-and go on with his own move. A huff does not constitute a move; the
-piece is simply removed from the board as a penalty, but the penalty
-must be enforced before the player exacting it makes his own move.
-
-_=Kings.=_ When a man arrives at any of the four squares on the edge
-of the board farthest from the side on which he started, he becomes a
-King, and is _=crowned=_ by putting another man of the same colour on
-the top of him. In diagrams, kings are distinguished by putting a ring
-round the single man. ⦾ ⦿. Kings can move either backward or forward,
-but only one square at a time. If a man arrives at the king-row by
-capturing an adverse piece, that ends the move, and the newly made king
-cannot move again, even to capture another piece, until his adversary
-has moved. [See notes to Diagram No. 7.]
-
-_=The Object of the Game=_ is to confine your adversary’s pieces so
-that he cannot move any of them; or to capture all of them, so that
-he has none to move. You may succeed in confining the whole twelve of
-your adversary’s men, without capturing any of them, as in Diagram No.
-2; or such as are left on the board after a certain number have been
-captured, as in Diagram No. 3.
-
-[Illustration: No. 2.
-
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | ⛂ | | ⛂ | | ⛂ | | ⛂ | |
- +---+---+---+---+---+---+---+---+
- | | ⛂ | | ⛂ | | ⛂ | | ⛂ |
- +---+---+---+---+---+---+---+---+
- | ⛂ | | ⛀ | | ⛂ | | ⛂ | |
- +---+---+---+---+---+---+---+---+
- | | ⛀ | | ⛀ | | ⛂ | | ⛀ |
- +---+---+---+---+---+---+---+---+
- | ⛀ | | ⛀ | | ⛀ | | ⛀ | |
- +---+---+---+---+---+---+---+---+
- | | | | ⛀ | | ⛀ | | ⛀ |
- +---+---+---+---+---+---+---+---+
- | | | ⛀ | | | | | |
- +---+---+---+---+---+---+---+---+
-
-White to Move.]
-
-[Illustration: No. 3.
-
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | ⛂ | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | ⛂ | | | | |
- +---+---+---+---+---+---+---+---+
- | ⛂ | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | ⛀ | | | | ⛀ |
- +---+---+---+---+---+---+---+---+
- | ⛃ | | ⛀ | | | | | |
- +---+---+---+---+---+---+---+---+
-
-White to Move.]
-
-Diagram No. 2 is the ending of our Illustrative Game No. 7.
-
-In No. 3, White gives away a man, bottling up the three black men, and
-then catches the other black man. In both these examples it will then
-be Black’s move, and as he cannot move, White wins.
-
-_=Notation.=_ The various moves which take place in the course of a
-game are recorded by giving each square on the board a number, and
-putting down the number of the square the man is moved from, and the
-one it is moved to. Only those squares upon which the men stand are
-numbered, and the black men are always supposed to be originally placed
-upon the lower numbers, from 1 to 12; the white men being placed upon
-the squares numbered from 21 to 32. Diagrams Nos. 4 and 5 show the
-method of numbering the board, and the men placed in position.
-
-[Illustration: No. 4.
-
- +---+---+---+---+---+---+---+---+
- | | 1 | | 2 | | 3 | | 4 |
- +---+---+---+---+---+---+---+---+
- | 5 | | 6 | | 7 | | 8 | |
- +---+---+---+---+---+---+---+---+
- | | 9 | |10 | |11 | |12 |
- +---+---+---+---+---+---+---+---+
- |13 | |14 | |15 | |16 | |
- +---+---+---+---+---+---+---+---+
- | |17 | |18 | |19 | |20 |
- +---+---+---+---+---+---+---+---+
- |21 | |22 | |23 | |24 | |
- +---+---+---+---+---+---+---+---+
- | |25 | |26 | |27 | |28 |
- +---+---+---+---+---+---+---+---+
- |29 | |30 | |31 | |32 | |
- +---+---+---+---+---+---+---+---+
-]
-
-[Illustration: No. 5.
-
- +---+---+---+---+---+---+---+---+
- | | ⛂ | | ⛂ | | ⛂ | | ⛂ |
- +---+---+---+---+---+---+---+---+
- | ⛂ | | ⛂ | | ⛂ | | ⛂ | |
- +---+---+---+---+---+---+---+---+
- | | ⛂ | | ⛂ | | ⛂ | | ⛂ |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | ⛀ | | ⛀ | | ⛀ | | ⛀ | |
- +---+---+---+---+---+---+---+---+
- | | ⛀ | | ⛀ | | ⛀ | | ⛀ |
- +---+---+---+---+---+---+---+---+
- | ⛀ | | ⛀ | | ⛀ | | ⛀ | |
- +---+---+---+---+---+---+---+---+
-]
-
-In checker notation the number of the move is never given, as it is
-in Chess. The moves of the black men are distinguished from those of
-the white men by being hyphenated, but there are no marks to show when
-pieces are captured. Letters or figures in the margins are used to
-refer to possible variations in the play.
-
-_=Openings.=_ There are a number of standard openings in Checkers which
-are formed by the preliminary moves on each side. These openings are
-known by various fanciful names, dear to all checker-players. In the
-following list they are arranged in alphabetical order for convenience
-in reference.
-
- +---------+---------+---------+---------+---------+---------+---------+
- | |AYRSHIRE | | | | | |
- | ALMA. | LASSIE. |BRISTOL. | CENTRE. | CROSS. |DEFIANCE.| DENNY. |
- | | | | | | | |
- | 11-15 | 11-15 | 11-16 | 11-15 | 11-15 | 11-15 | 10-14 |
- | 23 19 | 24 20 | 24 20 | 23 19 | 23 18 | 23 19 | |
- | 8-11 | 8-11 | 16-19 | 8-11 | | 9-14 | |
- | 22 17 | | | 22 17 | | 27 23 | |
- | 3- 8 | | | 15-18 | | | |
- +=========+=========+=========+=========+=========+=========+=========+
- | | DOUBLE | | | | | |
- | DYKE. | CORNER. | DUNDEE. |EDINBURG.| FIFE. |GLASGOW. | KELSO. |
- | | | | | | | |
- | 11-15 | 9-14 | 12-16 | 9-13 | 11-15 | 11-15 | 10-15 |
- | 22 17 | | | | 23 19 | 23 19 | |
- | 15-19 | | | | 9-14 | 8-11 | |
- | | | | | 22 17 | 22 17 | |
- | | | | | 5- 9 | 11-16 | |
- +=========+=========+=========+=========+=========+=========+=========+
- | | | | | SECOND | | |
- | LAIRD | MAID OF | OLD | | DOUBLE | SINGLE | |
- |AND LADY.|THE MILL.| 14TH. |PAISLEY. | CORNER. | CORNER. | SOUTER. |
- | | | | | | | |
- | 11-15 | 11-15 | 11-15 | 11-16 | 11-15 | 11-15 | 11-15 |
- | 23 19 | 22 17 | 23 19 | 24 19 | 24 19 | 22 18 | 23 19 |
- | 8-11 | 8-11 | 8-11 | | | | 9-14 |
- | 22 17 | 17 13 | 22 17 | | | | 22 17 |
- | 9-13 | 15-18 | 4- 8 | | | | 6- 9 |
- +=========+=========+=========+=========+=========+=========+=========+
- | | | WILL O’ | WHITE | |
- |SWITCHER.|WHILTER. |THE WISP.| DYKE. | IRREGULAR OPENINGS. |
- | | | | | | | |
- | 11-15 | 11-15 | 11-15 | 11-15 | 11-15 | 11-15 | 10-15 |
- | 21 17 | 23 19 | 23 19 | 22 17 | 22 17 | 23 19 | 22 18 |
- | | 9-14 | 9-13 | 8-11 | 8-11 | 8-11 | 15-22 |
- | | 22 17 | | 17 14 | 25 22 | 22 17 | 25 18 |
- | | 7-11 | | | | | |
- +---------+---------+---------+---------+---------+---------+---------+
-
-_=The Middle Game.=_ The best way for the student to learn the manner
-in which the various openings are followed up, is to play over
-illustrative games, and in doing so he should be careful always to play
-with the winning side next him. In selecting openings, take those
-that show the greatest number of wins for the side you propose to
-play. In all checker books there are marks at the foot of the column
-to show which side has an advantage, if any exists, at the end of each
-variation. The Alma, for instance, shows a great many more winning
-variations for the black men than for the white, and is consequently
-one of the best openings for Black.
-
-Any person who plays correctly can always be sure of avoiding defeat;
-that is, no one can beat him if he makes no slips, and the worst he can
-get is a draw. It is a common error to suppose that the first move is
-an advantage. [See Illustrative Game No. 7.]
-
-The strategy of the game consists in so deploying your men that
-alluring openings are left for your adversary. These openings are
-always pitfalls of the most dangerous character, and whenever you think
-a good player has made a mistake and left you a chance, you should
-examine the position with great care, or you will probably walk into a
-trap. The first of the example games given in this work is a case in
-point. White’s move, 27 24, is apparently the best possible, yet it
-immediately and hopelessly loses the game. Sometimes these traps are
-set very early in the opening, and sometimes after the pieces have been
-pretty well developed.
-
-There are many cases in which a good player may take advantage of
-the weakness of an adversary by making moves which are really losing
-moves, and which would lead to immediate defeat if he were opposed by
-an expert. But if he feels that his adversary is not skilful enough to
-take advantage of these losing moves, a winning position may sometimes
-be rapidly obtained by departing from the regular development of the
-opening.
-
-The beginner should be satisfied with learning only one or two forms of
-the openings, committing to memory as many variations as possible. When
-he meets with a line of play that beats him, he should study out the
-variation in his text books, and see at what point he made the losing
-move. To be perfect in any one opening a person must know at least
-five hundred variations by heart; but if he finds himself caught in a
-variation which he does not remember, or has never learned, he should
-trust to good judgment rather than to defective memory.
-
-_=The End Game=_ usually resolves itself into one of four well-known
-positions. These four positions are those in which there is a win for
-one side or the other owing to the peculiar position occupied by the
-opposing forces, although they may be numerically equal. Every checker
-player must know these four positions thoroughly, or he may abandon
-many a game as drawn which he could win, and may lose many a game which
-he could draw. These four positions are here given as they are usually
-found in the books, but the player must be able to recognize at once
-any position which resembles them, or can be made to lead up to them.
-The student will find many games marked as “won” in which he cannot see
-any winning position unless he is familiar with the four endings. The
-expert strives to exchange his men so as to bring about one of these
-positions, after which he knows he has a won game, although his less
-skilful adversary may be unconscious of his advantage.
-
-[Illustration: _=First Position.=_
-
-Black to move and win.
-
- WHITE.
- +---+---+---+---+---+---+---+---+
- | | | | | | ⛀ | | |
- +---+---+---+---+---+---+---+---+
- | | | ⛂ | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | ⛂ | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | ⛁ | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- BLACK.
-]
-
-[Illustration: _=Second Position.=_
-
-Black to move and win.
-
- WHITE.
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | ⛀ |
- +---+---+---+---+---+---+---+---+
- | ⛀ | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | ⛁ | | | | ⛂ | | |
- +---+---+---+---+---+---+---+---+
- | | | ⛂ | | | | ⛃ | |
- +---+---+---+---+---+---+---+---+
- BLACK.
-]
-
-[Illustration: _=Third Position.=_
-
-Either to move; White to win.
-
- WHITE.
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | ⛃ | | ⛁ | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | ⛁ | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | ⛁ | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | ⛃ | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- BLACK.
-]
-
-[Illustration: _=Fourth Position.=_
-
-Black to play and win. White to play and draw.
-
- WHITE.
- +---+---+---+---+---+---+---+---+
- | | ⛁ | | ⛁ | | ⛀ | | |
- +---+---+---+---+---+---+---+---+
- | ⛃ | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | ⛃ | | ⛃ | | ⛂ |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- BLACK.
-]
-
-The first position is one of the most common endings on the checker
-board, and should be very thoroughly understood. The letters in
-the margin refer to the variations. There are a great many minor
-variations, for which the student must be referred to Janvier’s
-Anderson, page 265.
-
- _=First Position.=_
- 27-32
- 8 11
- 32-27
- 11 7
- 27-23
- 7 10
- 22-26
- A 10 6
- 26-31
- 6 9
- 31-26
- 9 6
- 26-22
- 6 10
- 23-18
- 10 6
- 18-14
- 6 1
- 22-18
- 1 6
- 18-15
- 6 1
- 15-10
- 1 5
- 10- 6
- 5 1
- 14-13
- 1 5
- 6- 1
- 5 9
- 1- 5
- 9 13
- 10-14
- 13 9
- 14-18
- 9 6
- 18-15
- 30 25
- 15-18
- 6 10
- 5- 1
- 25 21
- 1- 5
- 10 6
- 18-15
- 21 17
- 5- 1
- 6 9
- 15-18
- 17 13
- 18-15
- 9 14
- 1- 5
- 14 17
- 15-10
- 17 22
- 10-14
- 22 25
- 5- 1
- 25 22
- 1- 6
- 22 25
- 6-10
- 25 22
- 10-15
- 22 25
- 15-18
- 25 21
- B wins
- ------
- Var A.
- 30 25
- 23-18
- 10 6
- 18-14
- 6 1
- 26-30
- 25 21
- 30-25
- 1 5
- 25-22
- 5 1
- 22-18
- 1 5
- 18-15
- 5 1
- 15-10
- 1 5
- 10- 6
- 5 1
- 14-10
- 1 5
- 6- 1
- 5 9
- 10-15
- B 9 5
- 15-18
- 5 9
- 1- 5
- 9 6
- 18-15
- 21 17
- 5- 1
- 6 9
- 15-18
- 9 5
- 18-22
- 17 14
- 1- 6
- 5 1
- 6- 2
- 1 5
- 22-17
- 14 9
- B wins
- ------
- Var B.
- 9 14
- 1- 5
- 21 17
- 5- 1
- 17 13
- 1- 5
- 14 17
- 15-10
- B wins
-
- _=Second Position.=_
- 1- 5
- 8 11
- 5- 9
- 11 15
- 9-14
- 15 11
- 14-18
- 11 16
- 18-15
- 16 20
- 15-11
- 20 24
- 3- 7
- 24 19
- 7-10
- 19 23
- 10-15
- 23 27
- 15-19
- 27 32
- 19-24
- 32 28
- 24-27
- 28 32
- 27-31
- 32 28
- 31-27
- 28 32
- 27-23
- 32 28
- 23-18
- 28 24
- 18-14
- 24 19
- 6-10
- 19 23
- 10-15
- 23 27
- 15-19
- 27 32
- 19-24
- 32 28
- 24-27
- 28 24
- 27-32
- 24 28
- 32-27
- 28 32
- 27-24
- 32 28
- 24-19
- 28 32
- 19-15
- 32 28
- 15-10
- 28 24
- 10- 6
- 24 19
- 14-10
- 19 24
- 10-15
- 24 28
- 15-19
- 28 32
- 19-24
- 32 28
- 11-16
- 28 19
- 16-23
- 12 8
- 23-18
- 8 4
- 18-14
- 4 8
- 6- 1
- 8 11
- 14- 9
- 13 6
- 1-10
- 11 16
- 10-15
- 16 20
- 15-19
- B wins
-
- _=Third Position.=_
- White to move
- 18 15
- A 6- 1
- 14 9
- 24-28
- 23 19
- 1- 5
- 9 6
- B 28-32
- 19 24
- 5- 1
- 24 19
- W wins
- -----
- Var A.
- 24-28
- 23 27
- 6- 1
- 14 10
- 28-32
- 27 24
- 1- 5
- 10 6
- W wins
- ------
- Var B.
- 5- 1
- 6 10
- W wins
- ------
- Black to move
- 6- 1
- 18 15
- C 1- 6
- 14 10
- 6- 9
- 23 19
- 24-27
- 15 18
- D 27-32
- 19 24
- 9- 5
- 10 14
- 32-28
- 24 27
- W wins
- ------
- Var C.
- 1- 5
- 14 10
- 24-28
- 23 19
- 28-32
- 15 18
- 32-27
- 10 6
- 27-32
- 19 23
- 5- 1
- 6 9
- W wins
- ------
- Var D.
- 9- 5
- 10 6
- 27-32
- 19 23
- 5- 1
- 6 9
- 32-28
- 23 27
- W wins
-
- _=Fourth Position.=_
- Black to play
- 28-24
- 32 28
- 24-20
- 28 32
- 22-18
- 31 27
- 23-19
- 27 31
- 19-24
- 32 27
- 24-28
- 27 32
- 18-22
- 31 27
- 22-26
- 30 23
- 28-24
- B wins
- -----
- White to play
- 31 27
- 23-19
- 27 31
- 19-24
- 32 27
- 24-20
- 27 32
- 22-18
- 31 27
- 28-24
- 27 31
- 18-23
- 31 26
- Drawn
-
-_=Traps.=_ The beginner should be on his guard against being caught,
-“two for one,” especially in such positions as those shown in Diagrams
-Nos. 6 and 7.
-
-[Illustration: No. 6.
-
- +---+---+---+---+---+---+---+---+
- | | | | ⛀ | | | | |
- +---+---+---+---+---+---+---+---+
- | | | ⛀ | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | ⛀ | | | | ⛂ | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | ⛂ | | | | | | ⛂ | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
-]
-
-[Illustration: No. 7.
-
- +---+---+---+---+---+---+---+---+
- | | ⛀ | | | | ⛀ | | |
- +---+---+---+---+---+---+---+---+
- | | | ⛀ | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | ⛂ | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | ⛂ | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | ⛂ | | |
- +---+---+---+---+---+---+---+---+
- | | | | | ⛂ | | | |
- +---+---+---+---+---+---+---+---+
-]
-
-In No. 6, White will play 19 16, forcing you to jump, and will then
-play 27 23, forcing you to jump again. In No. 7, White will play 30
-26, making your man a King. He will then play 32 28, and wait for your
-newly made King to jump. This will give him three of your men, and he
-will catch the other before it gets to the king row.
-
-Another common form of trap is to get a player into such a position in
-the end game, when he has only one or two men, that he cannot get to
-the king row without being caught; sometimes because he is driven to
-the side of the board by the man following him, and sometimes because
-the man meeting him can head him off. The adversary can do this only
-when he has “the move.”
-
-_=Theory of the Move.=_ When the position is such that you will be able
-to force your adversary into a situation from which he cannot escape
-without sacrificing a piece or losing the game, you are said to have
-the move; and if he does not change it by capturing one of your men he
-must lose the game. As the move is often of the greatest importance in
-the end game, every checker-player should understand its theory, so
-that he may know when it is necessary to make an exchange of men in
-order to secure the move, and when he should avoid an exchange which
-would lose it. The move is only important when the number of men on
-each side is equal.
-
-In order to calculate the move, the board is supposed to be divided
-into two systems of squares, sixteen in each. The first system is
-formed by the four vertical rows running from your own side of the
-board, as shown by the dotted lines in Diagram No. 8. The second system
-runs from your adversary’s side of the board, as shown in Diagram No.
-9.
-
-FIRST SYSTEM.
-
-[Illustration: No. 8.
-
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
-]
-
-SECOND SYSTEM.
-
-[Illustration: No. 9.
-
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
-]
-
-In order to ascertain if you have the move when it is your turn to
-play, add together all the men, both black and white, in one of the
-systems, taking no notice of those in the other system, and if the
-number is _=odd=_, you have the move. In Diagram No. 10, for instance,
-if you have the black men, and it is your turn to play, you will find
-three men on your own system, and therefore you have the move, and must
-win by playing 10-15. When White moves, there will again be an odd
-number of men on your system, and you will still have the move, and he
-must sacrifice both his men.
-
-[Illustration: No. 10.
-
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | ⛀ | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | ⛀ | | ⛂ | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | . | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
- | . | | ⛂ | | . | | . | |
- +-.-+---+-.-+---+-.-+---+-.-+---+
-]
-
-[Illustration: No. 11.
-
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | ⛀ | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | ⛀ | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | ⛂ | . | | . | ⛀ | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | ⛂ | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | ⛂ |
- +---+-.-+---+-.-+---+-.-+---+-.-+
- | | . | | . | | . | | . |
- +---+-.-+---+-.-+---+-.-+---+-.-+
-]
-
-In Diagram No. 11, if you count up the men on either your own or your
-adversary’s system, you will find that the number is even, and as you
-have not the move you should force an exchange immediately, which will
-give it to you, and win the game.
-
-Every single exchange of man for man _=changes the move=_ when only
-one of the capturing pieces remains on the board, and the following
-rule is given for ascertaining how proposed exchanges in complicated
-positions will affect the move:--The capturing pieces of both black and
-white in both systems must first be added together, and if the number
-agrees--in the matter of being odd or even--with that of the number of
-captured pieces in each system, the move will not be changed; but if
-one number so found is odd, and the other is even, the move will be
-changed.
-
-
-ILLUSTRATIVE GAMES.
-
-The asterisk shows the losing move.
-
- +-----------------------+-------------------------------+
- | Play with Black Men. | Play with White Men. |
- +-------+-------+-------+-------+-------+-------+-------+
- | _1_ | _2_ | _3_ | _4_ | _5_ | _6_ | _7_ |
- +-------+-------+-------+-------+-------+-------+-------+
- | 11-15 | 11-15 | 10-15 | 11-15 | 11-15 | 11-15 | 10-15 |
- | 22 18 | 23 19 | 22 18 | 24 20 | 22 18 | 23 19 | 23 18 |
- | 15-22 | 8-11 | 15-22 | 8-11 | 15-22 | 8-11 | 12-16 |
- | 25 18 | 22 17 | 25 18 | 28 24 | 25 18 | 26 23 | 21 17 |
- | 8-11 | 3- 8 | 6-10 | 4- 8 | 8-11 | 4- 8 | 16-19 |
- | 29 25 |*17 14 | 29 25 | 23 19 | 29 25 | 30 26 | 17 14 |
- | 4- 8 | 9-18 | 10-15 |* 9-13 | 4- 8 |* 9-13 | 9-13 |
- | 24 20 | 21 17 |*25 22 | 20 16 | 24 20 | 19 16 | 24 20 |
- | 10-15 | 18-22 | 15-19 | 11-20 | 10-15 | 12-19 | 8-12 |
- | 25 22 | 25 18 | 23 16 | 22 17 | 25 22 | 23 16 | 25 21 |
- | 12-16 | 15-22 | 12-19 | 13-22 |* 9-13 | 11-20 | 12-16 |
- |*27 24 | 26 23 | 24 15 | 25 4 | 20 16 | 22 17 | 21 17 |
- | 15-19 | 5- 9 | 9-14 |W wins.| 12-19 | 13-22 | 4- 8 |
- | 24 15 | 17 13 | 18 9 | | 23 16 | 25 4 | 29 25 |
- | 16-19 | 11-15 | 11-25 | | 11-20 |W wins.| 6- 9 |
- | 23 16 | 23 18 |B wins.| | 18 4 | | 27 24 |
- | 9-14 | 1- 5 | | |W wins.| | 1- 6 |
- | 18 9 | 18 11 | | | | | 32 27 |
- | 11-25 | 7-23 | | | | | 6-10 |
- | 28 24 | 27 18 | | | | | 27 23 |
- | 5-14 | 9-14 | | | | | 8-12 |
- | 24 19 | 18 9| | | | | 25 21 |
- | 6-10 | 5-14 | | | | | 2- 6 |
- |B wins.|B wins.| | | | | 31 27 |
- | | | | | | | 3- 8 |
- | | | | | | | 30 25 |
- | | | | | | |W wins.|
- +-------+-------+-------+-------+-------+-------+-------+
-
-_=LOSING GAME.=_ In this variety of Draughts, the object is to give
-away all your men before your adversary can give away his, or to block
-yourself so that you cannot move. The secret of success in Losing Game
-is to get your men on such squares that they cannot be made to jump to
-the king row. These squares will be the row next you on your own side
-of the board, and every second row from that, horizontally. Get your
-men on those squares as soon as possible, and do not be in too great a
-hurry to capture your adversary’s men.
-
-_=POLISH DRAUGHTS.=_ Although intended for a special board of 100
-squares this game can be played on a common checker board. It differs
-from ordinary draughts in two particulars:
-
-Although the men can move only forward, they can take backward, and
-Kings can go any distance at one move.
-
-If in taking a piece, a man arrives at the king row, that does not end
-the move if he can capture another piece by jumping backward out of the
-king row again. As this brings him away from the king row before the
-move is complete, he will not be a king until he can get to the king
-row at the end of a move.
-
-Kings can go any number of squares in a straight line, and can capture
-any piece which is on the diagonal, not protected by another piece
-behind it. Kings can also go on for any number of squares beyond the
-captured piece, and then turn a corner to capture another piece. In
-Diagram No. 12, for instance, the black King could capture all six of
-the white men by going over the first one only, and then turning to
-the left, and continuing to turn to the left after every capture, as
-shown by the squares with the numbers on them, which indicate his five
-successive turning-points.
-
-[Illustration: No. 12.
-
- +---+---+---+---+---+---+---+---+
- | | | | 5 | | | | |
- +---+---+---+---+---+---+---+---+
- | | | ⛀ | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | 1 | | ⛀ | | |
- +---+---+---+---+---+---+---+---+
- | | | ⛀ | | ⛀ | | 4 | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | 2 | | | | ⛀ | | | |
- +---+---+---+---+---+---+---+---+
- | | ⛀ | | | | | | ⛃ |
- +---+---+---+---+---+---+---+---+
- | | | 3 | | | | | |
- +---+---+---+---+---+---+---+---+
-]
-
-_=DEVIL AMONG THE TAILORS.=_ This is hardly a variation of the game of
-Draughts, although it is played on a checker board. Four white men, the
-tailors, are placed upon 29 30 31 and 32; and one black man, the devil,
-on 1. The men can move only one square at a time, diagonally; the
-white men forward only, the black man forward or backward. There is no
-jumping or capturing, and the object of the tailors is to pin the devil
-in, so that he cannot move. If the black man can reach the free country
-behind the white men, he wins the game.
-
-The game is a certainty for the white men if properly played. At the
-end of four moves they should be lined up on squares 25, 26, 27, 28 and
-whichever end the devil attacks, the tailors should move in from the
-other end.
-
-There are two critical positions.
-
-[Illustration: No. 13.
-
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | ⛂ | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | ⛀ | | ⛀ | | ⛀ | |
- +---+---+---+---+---+---+---+---+
- | | | | ⛀ | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
-]
-
-[Illustration: No. 14.
-
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | ⛂ | | ⛀ | | |
- +---+---+---+---+---+---+---+---+
- | | | | | ⛀ | | | |
- +---+---+---+---+---+---+---+---+
- | | ⛀ | | ⛀ | | | | |
- +---+---+---+---+---+---+---+---+
- | | | | | | | | |
- +---+---+---+---+---+---+---+---+
-]
-
-In Diagram No. 13, if White moves 24 19 he loses, because Black goes to
-11, and as the tailors advance to head him off, he goes back to 15 and
-18, and then gets round by going to 14. White’s proper play is 22 18,
-after which 26 22 will reform his line.
-
-In Diagram No. 14, if White moves 26 22, or 19 15, he loses
-immediately. In the first case Black will run to 15 and 11, and either
-get round or double back to 18. In the second case Black will get round
-by way of 7, or get through.
-
-
-CHECKER LAWS.
-
-_=1.=_ The Standard board must be of light and dark squares, not less
-than fourteen inches nor more than fifteen inches across said squares.
-
-_=2.=_ The board shall be so placed that the bottom corner square, on
-the left hand, shall be black.
-
-_=3.=_ The Standard men, technically described as White and Black, must
-be light and dark (say white and red, or yellow and black), turned, and
-round, not less than one inch, nor more than 1⅛ inches in diameter.
-
-_=4.=_ The men shall be placed on the black squares.
-
-_=5.=_ The black men shall invariably be placed upon the real or
-supposed first twelve squares of the board; the white upon the last
-twelve squares.
-
-_=6.=_ Each player shall play alternately with the white and black men,
-and lots shall be cast for the colour only once, viz., at the beginning
-of the play--the winner to have his choice of taking black or white.
-
-_=7.=_ The first play must _=invariably=_ be made by the person having
-the black men.
-
-_=8.=_ At the end of five minutes [if the play has not been previously
-made], “Time” must be called by the person appointed for that purpose,
-in a distinct manner; and if the play is not completed in another
-minute, the game shall be adjudged lost through improper delay.
-
-_=9.=_ 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 play is not
-completed in another minute, the game shall be adjudged lost through
-improper delay.
-
-_=10.=_ Either player is entitled, on giving intimation, to arrange his
-own or his opponent’s pieces properly on the squares. After the first
-move has been made, however, if either player touch or arrange any
-piece without giving intimation to his opponent, he shall be cautioned
-for the first offence, and shall forfeit the game for any subsequent
-act of the kind.
-
-_=11.=_ After the pieces have been arranged, if the person whose turn
-it is to play _=touch=_ one, he must either play it or forfeit the
-game. When the piece is not playable, he forfeits according to the
-preceding law.
-
-_=12.=_ If _=any part=_ of a playable piece is moved over an angle of
-the square on which it is stationed, the move must be completed in
-_=that=_ direction.
-
-_=13.=_ A capturing play, as well as an ordinary one, is completed
-whenever the hand has been withdrawn from the piece played, although
-one or more pieces should have been taken.
-
-_=14.=_ The Huff or Blow is to remove from the board, before one plays
-his own piece, any one of the adverse pieces that might or ought to
-have taken but the Huff or Blow never constitutes a play.
-
-_=15.=_ The player has the power to _=huff=_, _=compel the capture=_,
-or _=let the piece remain on the board=_, as he thinks proper.
-
-_=16.=_ When a man first reaches any of the squares on the opposite
-extreme line of the board, it becomes a King, and can be moved backward
-or forward as the limits of the board permit, though not in the same
-play. The adversary must crown the new King, by placing a captured man
-on the top of it, before he makes his own move.
-
-_=17.=_ A player making a false or improper move forfeits the game to
-his opponent.
-
-_=18.=_ When taking, if either player removes one of his own pieces,
-_=he=_ cannot replace it; but his _=opponent=_ can either play or
-insist on the man being replaced.
-
-_=19.=_ A Draw is when neither of the players can force a Win. When
-one of the sides appears stronger than the other, the stronger is
-required to complete the Win, or to show a decided advantage over his
-opponent within forty of his own moves--to be counted from the point at
-which _=notice=_ was given,--failing which, the game must be abandoned
-at Drawn.
-
-_=20.=_ Anything which may annoy or distract the attention of the
-player is strictly forbidden; such as making signs or sounds, pointing
-or hovering over the board, unnecessarily delaying to move a piece
-touched, or smoking. Any _=principal=_ so acting, after having been
-warned of the consequence and requested to desist, shall forfeit the
-game.
-
-_=21.=_ While a game is pending, neither player is permitted to leave
-the room without giving a sufficient reason, or receiving the other’s
-consent or company.
-
-_=22.=_ A player committing a breach of any of these laws must submit
-to the penalty, which his opponent is equally bound to exact.
-
-_=23.=_ Any spectator giving warning, either by sign, sound, or remark,
-on any of the games, whether played or pending, shall be expelled from
-the room.
-
-_=24.=_ Should any dispute occur, not satisfactorily determined by the
-preceding laws, a _=written statement of facts=_ must be sent to a
-disinterested arbiter having a knowledge of the game, whose decision
-shall be final.
-
-
-TEXT BOOKS.
-
- Spayth’s Checkers for Beginners.
- Game of Draughts, John Robertson.
- Janvier’s Anderson.
- Bowen’s Bristol.
- Bowen’s Cross.
- Bowen’s Fife.
- E.T. Baker’s Alma.
- Scattergood’s Game of Draughts.
- Lyman’s Selected Problems.
- Backgammon and Draughts, by Berkeley.
- Anderson’s Checkers.
- Dunne’s Draught Proxis.
- Kear’s Sturges.
-
-
-BACKGAMMON. OR TRIC-TRAC.
-
-Backgammon is played by two persons, each of whom is provided with
-fifteen men, two dice, and a dice-box. The men on each side are of
-different colours, black and white, and the players are distinguished
-by the colour of the men with which they play. The board is divided
-into two tables, _=inner=_ and _=outer=_, and at the beginning of the
-game the men may be set up in either of the positions shown in the
-diagram.
-
-[Illustration:
-
- +-+-+-+-+-+-++-+-+-+-+-+-+ +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | | |
- | | | | | |⛀|| | | | | |⛂| |⛂| | | | | ||⛀| | | | | |
- | | | | | |⛀|| | | | | |⛂| |⛂| | | | | ||⛀| | | | | |
- LIGHT | INNER || OUTER | | OUTER || INNER | LIGHT
- | | | | | |⛂|| | | | | |⛀| |⛀| | | | | ||⛂| | | | | |
- | | | | | |⛂|| | | | | |⛀| |⛀| | | | | ||⛂| | | | | |
- | | | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | | |
- |⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+ +-+-+-+-+-+-++-+-+-+-+-+-+
-]
-
-It will be observed that the black men on any point have exactly the
-same number of white men standing opposite them. In one table there are
-only two upon one point, and in the other there are only three upon one
-point. The table with the two men is always the _=inner table=_ while
-the one with three is always the _=outer table=_. This distinction
-is important, and may be remembered by observing that the number of
-letters in the words _=in=_ and _=out=_ are two and three respectively.
-
-In setting up the men the inner table is always placed _=toward the
-light=_, whether it be a window or the gas. Each player must always
-have the majority of his men, five and three, on the side nearer him;
-and the minority, five and two, on the side farther from him. The side
-of the _=inner table=_ which is nearer the player will always be his
-_=home table=_. In all the illustrations in this work you are supposed
-to be playing with the black side next you, and with your inner or home
-table on your _=left=_ hand.
-
-The raised portion or hinge of the board, which divides the inner from
-the outer tables, is known as the _bar_, and the points, or flèches,
-in each player’s home table are numbered from 1 to 6, reckoning from
-the outer edge toward the bar. These six points are spoken of as the
-Ace, Deuce, Trey, Four, Five and Six points respectively, and they
-correspond to the six faces on a single die. The points in the outer
-tables have no numbers, but the one next the bar on each side is called
-the _=bar point=_. In giving the moves of the men in a game, the names
-of the six points in the home tables are disregarded, and each player,
-Black and White, numbers the board from 1 to 24, starting from the
-square on which he has only two men. The notation for the black moves
-would be as shown in the margin; that for white being exactly opposite,
-of course.
-
-[Illustration:
-
- +---+---+---+---+---+---++---+---+---+---+---+---+
- | ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ |
- | ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ |
- | | | | | | ⛀ || | ⛀ | | | | ⛂ |
- | | | | | | ⛀ || | | | | | ⛂ |
- | | | | | | ⛀ || | | | | | ⛂ |
- | 1 2 3 4 5 6 || 7 8 9 10 11 12 |
- |24 23 22 21 20 19 ||18 17 16 15 14 13 |
- | | | | | | ⛂ || | | | | | ⛀ |
- | | | | | | ⛂ || | | | | | ⛀ |
- | | | | | | ⛂ || | ⛂ | | | | ⛀ |
- | ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ |
- | ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ |
- +---+---+---+---+---+---++---+---+---+---+---+---+
-]
-
-The men on each side are always moved in the direction of their
-notation numbers. In all the following illustrations the black men move
-round the board from right to left, like the hands of a clock, while
-the white men go in the opposite direction; so that the two opposing
-forces are continually meeting and passing, like the people in the
-street.
-
-The _=Object of the Game=_ is for each player to move his men from
-point to point in order to get them all into his home table. It does
-not matter what part of the home table they reach, so that they get
-across the bar. The men are moved according to the throws of the dice,
-each player in turn having a throw and a move. After the men on either
-side are all home, they are taken off the board according to the throws
-of the dice, and the player who is the first to get all his men off the
-board in this manner wins the game.
-
-If each player has taken off some of his men, the player getting all
-his off first wins a _=hit=_, which counts as a single game. If one
-player gets off all his men before his adversary has thrown off a
-single man, it is a _=gammon=_, and counts as a double game. If the
-loser has not only taken off none of his men, but has one or more men
-left on the side of the board farther from him when his adversary
-throws off his last man, it is a _=backgammon=_, and counts as a triple
-game. In America, gammons and backgammons are seldom played, every game
-being simply a hit. This spoils some of the fine points of the game,
-and entirely alters the tactics of the players, as will be seen when we
-come to the suggestions for good play.
-
-_=The Dice.=_ Although it is usual for each player to be provided
-with two dice, some players insist on the same pair being used by
-each player alternately; the claim being that luck will then run more
-evenly. At the beginning of the game each player makes a cast, either
-with one die or with two, as may be agreed, and the higher throw has
-the first play. In some clubs the player making the higher throw is
-allowed the option of playing the first cast, or of throwing again; but
-the general practice is to insist that the first cast is simply for the
-privilege of playing first, and that the dice must be cast again for
-the first move.
-
-After each throw the dice must fall within the borders of the table on
-the caster’s right, and each die must rest fairly and squarely on one
-of its faces. If it is _=cocked=_ against a man, the edge of the board,
-or the other die, or if it jumps over the edge of the table in which it
-is thrown, both dice must be taken up and cast again. The caster must
-announce his throw as soon as made.
-
-_=The Moves.=_ As the men on each side are moved round the board in
-opposite directions to reach their respective homes, they are of course
-obliged to meet and pass a number of the adversary’s men, and they must
-pick their way among them by going to points which are unoccupied by
-the enemy; for if there are two or more of the enemy in possession
-of any point, that point is said to be _=covered=_, and must be
-jumped over. If only one adverse man occupies a point, it is called a
-_=blot=_, and the man may be captured, as will presently be explained.
-
-The numbers that appear on the upper faces of the two dice, when they
-are thrown, are the number of points that each of any two men, or that
-any one man may be moved at a time. If a player throws four-deuce, for
-instance, he may either move one man four points and another two; or
-he may move a single man four points and two points, or two points and
-four points. He cannot lump the throw and call it six points, because
-if the fourth point from where the man stood was covered by two or
-more of the enemy, the four could not be played with that man. If the
-second point from where the man stood was also covered, he could not
-be moved at all, although the sixth point from where he stood might
-be unoccupied. If Black’s first throw is five-deuce, for instance, he
-cannot move one of the two men on his adversary’s ace point for the
-five, because the fifth point thence is covered. Neither could he move
-one of them two and then five, because the seventh point is covered
-also.
-
-If a player throws _=doublets=_, that is, the same number on each die,
-he plays the throw twice over. If a player throws double fours, for
-instance, he can either move one man four points four times; or one man
-four points once, and another man four points three times; or two men
-four points twice; or two men four points each, and then two other men
-four points, always provided that the points moved to at the end of
-each four are not covered by the enemy.
-
-If there is only one of the adversary’s men on any point which can be
-reached by a throw of the dice, the blot may be hit, a man being moved
-to that point, and the adverse man taken from the board and placed upon
-the bar. In the diagram in the margin, for instance, it is White’s
-play, and he has thrown six-four. Black has left a blot on White’s
-four-point, and the single white man in the outer table can reach this
-with the six throw, taking up the black man, and placing it upon the
-bar. White now has a blot on his four point, which he should cover by
-playing in a man four points from the outer table, it being better to
-leave a blot there than at home.
-
-[Illustration:
-
- +-+-+-+-+-+-++-+-+-+-+-+-+
- | | |⛀|⛂|⛀|⛀||⛀|⛀| |⛀| |⛂|
- | | |⛀| |⛀|⛀||⛀|⛀| | | |⛂|
- | | | | | | ||⛀| | | | | |
- | | | | | | || | | | | | |
- | | | | | | || | | | | | |
- | || |
- | | | | | | || | | | | | |
- | | | | | | || | | | | | |
- | | |⛂| | |⛂|| | | | | | |
- |⛂| |⛂| | |⛂||⛂|⛂| | | |⛀|
- |⛂| |⛂| | |⛂||⛂|⛂| | |⛀|⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-]
-
-When a player has a man that has been hit, and placed upon the bar by
-the adversary, he must re-enter that man before he moves any others.
-He may choose for the purpose either of the numbers on the next throw
-of the dice, and must place his man on the point in the adversary’s
-home table which agrees with the number selected. Suppose that in the
-foregoing example, Black’s next throw is five-deuce. He cannot enter
-the man on the five-point, because it is covered by the enemy: so he
-must enter upon the deuce point, which is not covered, and must move
-some other man five points for the throw upon the other die. If both
-the five and deuce points were covered, Black could not enter on either
-of them, and as he cannot play until the man on the bar is entered,
-the throw would be lost, and he would have to wait until his adversary
-threw and moved in his turn. If two men are upon the bar, both must be
-entered before any man can be moved. A man may enter and hit a blot at
-the same time.
-
-If a player could get his men round the board without any of them being
-hit, seventy-seven points on the dice thrown would bring them all home;
-but as every man hit has to start all over again from his adversary’s
-home table, it may take a great many throws to get all the men home.
-For this reason it is obvious that each player should leave as few
-blots as possible, in order to save his men from being hit; and at the
-same time he should strive to cover as many points as possible, in
-order to prevent his adversary from moving round the board freely. It
-is still more important to cover points in the home table, so that when
-an adverse man is hit he will have fewer points upon which to enter. It
-is, of course, unnecessary to say that one can always enter or play on
-points covered by his own men.
-
-[Illustration:
-
- +-+-+-+-+-+-++-+-+-+-+-+-+
- | |⛀|⛀|⛀|⛀|⛀|| | | | | | |
- | |⛀|⛀|⛀|⛀|⛀|| | | | | | |
- | | | |⛀| |⛀|| | | | | | |
- | | | | | | || | | | | | |
- |⛂| | | | | || | | | | | |
- |⛂ || |
- |⛂| | | | | || | | | | | |
- |⛂| | | | | || | | | | | |
- |⛂| | |⛂|⛂| || | | | | | |
- |⛂|⛀|⛂|⛂|⛂| || | | | | | |
- |⛂|⛀|⛂|⛂|⛂| || | | | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-]
-
-_=Throwing Off.=_ When either player has succeeded in getting all
-his men home, he removes them from the board two or four at a time,
-according to the throws of the dice, provided he has men on the points
-in his home table corresponding to the numbers thrown. If not, he must
-move his men up toward the ace point. Doublets may take off four men if
-there are so many on the point. If there are no men on a number thrown,
-and the number is so high that the man farthest from the ace point
-cannot be moved up, that man may be taken off. In the diagram in the
-margin, for instance, Black has all his men home, and is ready to throw
-them off. If he threw six-deuce, having no men on either point he would
-have to move up the deuce; but the farthest man from the ace point
-cannot be moved up six, so he can throw that man off. This must result
-in leaving a blot, no matter which man is played up the two Points, and
-White may hit this blot on his next throw. Should he do so, Black would
-have to throw an ace to re-enter, as all the other points in White’s
-home table are covered, or “made up.” Black could not throw off another
-man until the one hit had not only been re-entered, but had made the
-circuit of the board and got home again.
-
-A player is not obliged to throw off a man if he prefers to move, but
-he must do one or the other. In the foregoing diagram, for instance, if
-Black threw three-ace, he would be very foolish to take off two men,
-leaving a blot on his three point. He should move the ace from his four
-to his three point, and then take off the three, leaving no blots.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ Always see that the men are properly set
-up. It would be a great help to many persons if the manufacturers of
-backgammon boards would print upon them a small diagram of the correct
-position of the men.
-
-The first thing for the beginner to learn is the proper manner of
-playing the opening throws, and this should be practised with a board
-and men. In some cases there are several ways to play the same throw;
-double fours, for instance, it is said cannot be played wrong. All
-possible throws of the dice, from double six to double ace, and the
-various ways of playing them, are shown in the diagrams. Black men only
-are moved, and those with white centres have been brought from the
-points marked with a small cross x.
-
-The best throws are those which cover the most points, take possession
-of your own or your adversary’s five point, make up your own bar point,
-or make up points in your home table.
-
-[Illustration:
-
- ⚅⚅
- +-+-+-+-+-+-++-+-+-+-+-+-+
- | | | | | |⛀||⛂|⛀| | | |⛂|
- | | | | | |⛀||⛂|⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | | |
- | | | | | |⛀|| | | | | | |
- |x || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂||⛂|⛂| | | |⛀|
- |⛀| | | | |⛂||⛂|⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚅⚄
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- |x || ⛂|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚅⚃
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | |⛂|⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- |x || |
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚅⚂
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| |⛂| |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- |x || |
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚅⚁
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚅⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- | || x|
- | || x |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- |⛀| | | | |⛂||⛂|⛂| | | |⛀|
- |⛀| | | | |⛂||⛂|⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-]
-
-[Illustration:
-
- ⚄⚄
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | | |
- | | | | | |⛀|| | | | | | |
- | || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| |⛂| | |⛂|| |⛂| | | |⛀|
- |⛀| |⛂| | |⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚄⚃
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| |⛂| |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- |x || |
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚄⚂
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | || |
- | x|| x |
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- |⛀| |⛂| | |⛂|| |⛂| | | |⛀|
- |⛀| |⛂| | |⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚄⚁
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | | |
- | | | | | |⛀|| | | | | | |
- | || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | |⛂|⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚄⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- | || x|
- | x|| |
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚄⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂|⛂| | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- |x || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚃⚃
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | | |
- | | | | | |⛀|| | | | | | |
- | || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂| | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚃⚃
- +-+-+-+-+-+-++-+-+-+-+-+-+
- | | | | |⛂|⛀|| |⛀| | | |⛂|
- | | | | |⛂|⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | | |
- | | | | | |⛀|| | | | | | |
- |x || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂|⛂| | |⛀|
- |⛀| | | | |⛂|| |⛂|⛂| | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚃⚂
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | | |
- | | | | | |⛀|| | | | | | |
- | || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂|⛂|⛂| |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚃⚁
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | || |
- | x|| x |
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- |⛀| | |⛂| |⛂|| |⛂| | | |⛀|
- |⛀| | |⛂| |⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚃⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- | || x|
- | x|| |
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂|⛂| | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚃⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂|⛂| | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- |x || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂|⛂| | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-]
-
-[Illustration:
-
- ⚂⚂
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | || |
- | x|| x |
- | | | | | | || | | | | |⛀|
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- |⛀| |⛂| |⛂|⛂|| | | | | |⛀|
- |⛀| |⛂| |⛂|⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚂⚂
- +-+-+-+-+-+-++-+-+-+-+-+-+
- | | | |⛂| |⛀|| |⛀| | | |⛂|
- | | | |⛂| |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- |x || |
- | || x |
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- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- |⛀| | | |⛂|⛂|| | | | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚂⚂
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | | |
- | | | | | |⛀|| | | | | | |
- | || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂||⛂|⛂| | | |⛀|
- |⛀| | | | |⛂||⛂|⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚂⚁
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | | |
- | | | | | |⛀|| | | | | | |
- | || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| |⛂|⛂|⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚂⚁
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| |⛂| | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- |x || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| |⛂| |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚂⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | || |
- | x|| x |
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂| | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚁⚁
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | | |
- | | | | | |⛀|| | | | | | |
- | || x|
- | x|| |
- | | | | | | || | | | | |⛀|
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | |⛂| |⛂|| |⛂| | |⛂|⛀|
- |⛀| | |⛂| |⛂|| |⛂| | |⛂|⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚁⚁
- +-+-+-+-+-+-++-+-+-+-+-+-+
- | | |⛂| | |⛀|| |⛀| | | |⛂|
- | | |⛂| | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- |x || |
- | x|| |
- | | | | | | || | | | | |⛀|
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | |⛂| |⛂|| |⛂| | | |⛀|
- |⛀| | |⛂| |⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚁⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- | || x|
- | x|| |
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂| | |⛂|⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚁⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂|⛂| | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- |x || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | |⛂|⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚁⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- | || x|
- | || |
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| |⛂| |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚀⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | || |
- | x|| x |
- | | | | | | || | | | | |⛀|
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- |⛀| | | |⛂|⛂||⛂| | | | |⛀|
- |⛀| | | |⛂|⛂||⛂|⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-]
-
-Double aces are the best, because they make up two of the most
-important points at once. A first-class player will sometimes give an
-adversary the odds of a first throw of double aces. Double sixes is the
-next best, and five-ace is considered one of the worst.
-
-Three of these throws require special mention, all of which would
-be very bad openings in the American game, for reasons which will
-presently be explained. These throws are five-ace, four-ace, and
-deuce-ace, when played as follows:--
-
-[Illustration:
-
- ⚄⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- | || x|
- | x|| |
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂| | | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚃⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- | || x|
- | x|| |
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂|⛂| | |⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-
- ⚁⚀
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- |⛂| | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| |⛀| | | |⛂|
- | | | | | |⛀|| | | | | |⛂|
- | | | | | |⛀|| | | | | | |
- | || x|
- | x|| |
- | | | | | | || | | | | |⛀|
- | | | | | |⛂|| | | | | |⛀|
- | | | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | | |⛂|| |⛂| | | |⛀|
- |⛀| | | |⛂|⛂|| |⛂| | |⛂|⛀|
- +-+-+-+-+-+-++-+-+-+-+-+-+
-]
-
-These are all unfortunate opening throws, five-ace being especially
-bad, and the English players think the best, perhaps because the
-boldest, way to play them is to leave one or two blots, one of which,
-however, lays the foundation for possession of your five-point on the
-next throw, always a great advantage if you can secure it. If neither
-of the blots are hit, the Englishman pushes forward in the hope of
-gammoning his adversary, and so winning a double game. In America,
-where gammons count no more than hits, nothing is to be gained by
-taking such chances, and the foregoing methods of playing these three
-throws would therefore be considered very bad.
-
-_=The English Game.=_ When the players count double and triple games,
-it is not an uncommon thing to play for the gammon, especially against
-inferior adversaries, or when one gets a decided advantage at the
-start. The first thing is to secure your own or your adversary’s
-five point, or both, and if you succeed in that you should play a
-very forward game, and endeavour to gammon your opponent. After the
-five-points, secure your bar point, so as to prevent your opponent from
-“running” with double sixes. Some players think the bar point better
-than the five point, but it must be remembered that points in the home
-table are usually better than any outside. If you get the five and bar
-points made up, try for the four point, and after that you may take
-some risks to get your men home, and do not take up your opponent’s men
-if you are ahead of him, because they may give you trouble when they
-re-enter in your home table.
-
-_=The American Game.=_ When a gammon or backgammon counts you nothing
-more if you win it, and costs you nothing more if you lose it, the
-tactics of the game are entirely changed. It is folly to take any risks
-for the sake of a gammon, and any plays which leave unnecessary blots
-are very bad; for which reason the three throws shown in the foregoing
-diagram would be absurd in the American game. On the other hand, you
-may risk being gammoned, or even backgammoned, if it is the only way to
-save the game. An Englishman cannot take this risk, for he might lose a
-triple game in attempting to save a single.
-
-Secure the five point in your own and your adversary’s home table as
-soon as possible, and then the bar and four points. After the first few
-throws the player should take a general survey of the board, in order
-to see whether he is ahead or behind, or if he has any advantage of
-position. He must then decide whether he will play a _=backward=_ or a
-_=forward=_ game. A glance at the relative positions of the men will
-usually show if one side is much more advanced than the other, without
-going into any minute calculations as to how many points nearer home
-one side _may_ be.
-
-If, at the beginning of the game, one player makes two or three large
-throws in succession, while his adversary gets small throws only, the
-latter will have little chance of winning the game simply by running
-for home, whereas the former’s best chance will be to follow up his
-early advantage and get home as fast as possible. The only hope for
-the man who is behind is that he can pick up some of his opponent’s
-men, setting them back, and in order to do this he must keep behind his
-adversary, so as to meet as many of his men as possible.
-
-This enables us to formulate the great principle of the American game,
-which is that when a player is ahead he should go ahead as fast as he
-can; and when he is behind, he should stay behind as long as he can.
-In the first place he is playing a forward, and in the second place a
-backward game.
-
-_=The Forward Game.=_ The great point in this game, after having
-obtained the advantage of several good throws in the opening, is to get
-home as rapidly as possible without unnecessarily exposing your men by
-leaving blots. Do not take up your adversary’s men if you can help it,
-because by so doing you place obstacles in your own path, and assist
-him by allowing him to stay behind, which is just his game. Get past
-all his men if possible, especially if he has moved his two men out of
-your home table.
-
-_=The Backward Game.=_ Exactly the opposite tactics are of course the
-best for the player who is behind. He should keep two or three men in
-his adversary’s home table, preferably on the ace and deuce points, in
-the hope of catching some of the enemy, and setting them back. The
-result of these tactics, if successful, will be to offset the advantage
-of the adversary’s high throws early in the game, because every man
-captured not only has to start his journey over again, but is liable to
-be picked up a second or third time. As it is to the advantage of the
-forward player to avoid picking up men, the one who is behind can leave
-blots with great freedom, and may even spread his men so that some of
-them must be taken up. This intense back game is peculiarly American,
-for in the English game such tactics would usually result in a gammon,
-and often in a backgammon, and the player dare not risk so much just
-to save a hit. In the back game it is very important to spread the men
-freely, so that they may act as _=catchers=_.
-
-[Illustration:
-
- +-+-+-+-+-+-++-+-+-+-+-+-+
- |⛀|⛀|⛂|⛀|⛀| ||⛂| | | | |⛂|
- |⛀|⛀|⛂|⛀|⛀| ||⛂| | | | |⛂|
- |⛀|⛀| | | | || | | | | | |
- |⛀| | | | | || | | | | | |
- | | | | | | || | | | | | |
- | || X X|
- | || X X|
- | | | | | | || | | | | | |
- | | | | | | || | | | | | |
- | | | | | | || | | | | | |
- | |⛂| |⛂|⛂|⛂|| | | | | | |
- |⛂|⛂|⛀|⛂|⛂|⛂|| | | | | | |
- +-+-+-+-+-+-++-+-+-+-+-+-+
-]
-
-In the position shown in the margin, for instance, White has already
-thrown off three of his men, but one has been caught and set back. It
-is impossible for Black to win unless he can catch this man again, or
-capture one or two of those in White’s home table, keeping White from
-throwing off any more men until Black gets home.
-
-Suppose that in this position Black threw double threes. His play
-would be to separate all his men in the outer table, so that no matter
-what White might throw he could hardly escape being caught. The black
-men might be placed on the points marked with small crosses, and then
-if the white man cannot be caught and set back long enough for Black
-to get home, the game cannot be saved. If Black succeeds in picking
-up this man, he should then complete his home table as rapidly as
-possible, still keeping his outside men spread, and not disturbing the
-two men on White’s trey point until necessary.
-
-_=Throwing Off.=_ Always throw off every man possible; never move up
-instead of throwing off, unless there are some adverse men in your home
-table. If you make a throw which will not take off a man, do not move
-two men, but move up and take off one man if possible.
-
-_=Chances.=_ Some players profess to attach great importance to the
-chances of the dice, but such matters are of little practical value
-except in a general way. It may be interesting to know that the odds
-were thirty-five to one against a certain throw, but that knowledge
-does not prevent your adversary from winning the game.
-
-It should always be remembered that it is more difficult for your
-adversary to hit a man that is very close to him or very far from him,
-than one that is about half way. The odds against being hit by a given
-number, either on one or on both dice, are given in the margin. The
-throws given in the second column cannot be made without counting both
-dice, and a player is therefore safer when it takes “double dice” to
-hit him.
-
- +------------------+-------------------+
- |_Single Die._ |_Double Dice._ |
- | 25 to 11 ag’st 1 | 30 to 6 ag’st 7 |
- | 24 to 12 ag’st 2 | 30 to 6 ag’st 8 |
- | 22 to 14 ag’st 3 | 31 to 5 ag’st 9 |
- | 21 to 15 ag’st 4 | 33 to 3 ag’st 10 |
- | 21 to 15 ag’st 5 | 34 to 2 ag’st 11 |
- | 19 to 17 ag’st 6 | 35 to 1 ag’st 12 |
- +------------------+-------------------+
-
-
-LAWS.
-
-_=1.=_ If the men are wrongly set up, the mistake may be remedied if
-the player in error has not moved a man, otherwise they must stand as
-set up.
-
-_=2.=_ If a player begins with less than the proper number of men, the
-error cannot be rectified after the player has made a throw for his
-move.
-
-_=3.=_ The players must each cast a single die for the privilege of
-first move, the higher winning. Ties throw again.
-
-_=4.=_ By mutual consent it may be agreed to let the higher throw play
-the points on his own and his adversary’s die for the first move;
-otherwise he must throw again with two dice.
-
-_=5.=_ Each player must throw the dice into the table on his right
-hand, and if either die jumps into the other table, or off the board,
-both dice must be taken up and thrown again.
-
-_=6.=_ To constitute a fair throw, each die must rest flat upon the
-board, and if either die is “cocked” against the other, or against the
-edge of the board or of a man, both dice must be taken up and thrown
-again.
-
-_=7.=_ If the caster interferes with the dice in any way, or touches
-them after they have left the box, and before they come absolutely to
-rest and the throw is called by the caster, the adversary may place
-face upward on the die or dice so interfered with, any number he
-chooses, and the caster must play it as if thrown.
-
-_=8.=_ Before playing, the throw must be announced by the caster, and
-if the throw is played as called it stands good, unless an error in the
-call is discovered before the dice have been touched for the purpose of
-putting them in the box again.
-
-_=9.=_ If a player moves a man a wrong number of points, the throw
-being correctly called, the adversary must demand that the error be
-rectified before he throws himself, or the erroneous move stands good.
-
-_=10.=_ If a man wrongly moved can be moved correctly, the player in
-error is obliged to move that man. If he cannot be moved correctly, the
-other man that was moved correctly on the same throw must be moved on
-the number of points on the second die, if possible. If the second man
-cannot be so moved onward, the player is at liberty to move any man he
-pleases.
-
-_=11.=_ Any man touched, except for the purpose of adjusting it, must
-be moved if the piece is playable. A player about to adjust a man must
-give due notice by saying, “J’adoube.” A man having been properly
-played to a certain point and quitted, must remain there.
-
-_=12.=_ The numbers on both dice must be played if possible. If there
-are two ways to play, one of which will employ the numbers on both
-dice, the other only one of them, the former must be played. If either,
-but only one, of the two numbers thrown can be played, the larger of
-the two must be selected.
-
-_=13.=_ If a player throws off men before all his men are at home, the
-men so thrown off must be placed on the bar, and re-entered in the
-adversary’s home table, just as if they had been captured in the course
-of play. The same penalty attaches to throwing off men while one is on
-the bar.
-
-
-RUSSIAN BACKGAMMON.
-
-In this variety of the game, no men are placed upon the board at
-starting, but each player enters his men by throws of the dice, and
-both players enter upon the same table, so that all the men on both
-sides move round the board in the same direction, and both players have
-the same home table, which is always the one opposite the entering
-table.
-
-After having entered two men on the first throw, the player is at
-liberty either to continue entering his men with any subsequent throws,
-or to play the men already entered. In moving or in entering a player
-may capture any blots left by his adversary; but he cannot enter upon a
-point covered by two or more of the adversary’s men. If a player cannot
-enter a fresh man with the throw made, he must play a man if he can.
-When a man is captured, he must be re-entered before any other man can
-be moved.
-
-Except on the first throw of the game, doublets give the player a great
-advantage. He can not only play the upper faces of the dice twice over,
-as in the ordinary game, but the faces opposite them also, and can then
-throw again before his adversary. Should he again throw doublets, he
-would play both faces of the dice, and throw again, and so on. As the
-opposite face is always the complement of seven, it is not necessary
-to turn the dice over to see what it is. A player throwing double four
-knows that he has four fours and four threes to play and will then get
-another throw. The upper faces of the dice must be played first, and if
-all four cannot be played the opposites and the second throw are lost.
-If the upper faces can be played, but not all the opposites, the second
-throw is lost.
-
-If the first throw of the game made by either player is a doublet, it
-is played as in the ordinary game, without playing the opposite faces
-or getting a second throw.
-
-The chief tactics of the game are in getting your men together in
-advance of your adversary, and covering as many consecutive points as
-possible, so that he cannot pass you except singly, and then only at
-the risk of being hit. After getting home, the men should be piled on
-the ace and deuce points unless there is very little time to waste in
-securing position.
-
-
-TEXT BOOKS.
-
- Backgammon, by Kenny Meadows, 1844.
- Backgammon and Draughts, by Berkeley.
- Pocket Guide to Backgammon, by “Cavendish.”
- Bohn’s Handbook of Games.
-
-
-REVERSI.
-
-This game requires a special board of sixty-four squares. Two players
-are each provided with thirty-two men which are red on one side and
-black on the other. The first player sets a man on any of the four
-squares in the middle of the board, and then his opponent places
-another man in the same four squares, each player having his own colour
-uppermost.
-
-After the first move on each side, the object of each player is so
-to set his men that they shall be next to an opposing man, but with
-one of his own men in a direct line on the other side, horizontally,
-vertically, or diagonally, no matter how far off the man in line may be.
-
-When a player succeeds in doing this, he reverses the colour of all the
-intervening men, turning them to his own side. A man placed at an angle
-may turn more than one line at a time. As soon as the board is filled,
-each man counts up his colour, and the one that has the majority wins
-the game.
-
-
-HALMA.
-
-This is played on a board with 256 squares, each player having nineteen
-men of distinguishing colours. At the start the men are placed in an
-enclosure at the corner of the board, called a “yard.” The object
-of the player is to get his men out of his own yard and into his
-adversary’s.
-
-The men move one square at a time, like a king at chess, unless a man
-gets to the square adjoining that occupied by another man with a space
-beyond it. Whether the adjoining man is his own or his adversary’s, the
-player can hop over it into the vacant space beyond, and he can make as
-many hops as there are men and spaces. This being so, a player will try
-to make “ladders” with his own men, placing them in a line diagonally,
-with a space between each, and will then hop his men over them all.
-As soon as he gets all his men into his adversary’s yard the game is
-ended. Special directions always come with the apparatus.
-
-
-GO-BANG.
-
-This is played on a board of 361 squares. Each player has his own
-coloured counters, and they draw for the first move. Each places a
-man in turn, and the first to get five men in a row, horizontally,
-vertically, or diagonally, wins the game.
-
-
-MORELLES, OR NINE MEN’S MORRIS.
-
-This game, sometimes called _=The Mill=_, is played on a board ruled
-off into compartments, as follows:
-
-[Illustration:
-
- +----------+----------+
- | | |
- | +------+------+ |
- | | | | |
- | | +--+--+ | |
- | | | | | |
- +---+---+ +---+---+
- | | | | | |
- | | +--+--+ | |
- | | | | |
- | +------+------+ |
- | | |
- +----------+----------+
-]
-
-Each player has nine men, of distinguishable colours. They draw for
-first move, and each in turn places a man on any one of the corners
-or intersections of the lines. As soon as either player gets three
-men in line, he can remove from the board any one of his adversaries’
-pieces that he pleases, provided the piece is not one of three that
-are already in a line. If there are no other men on the board, he can
-remove one of a line.
-
-After entering all nine of his men, the player can shift them about,
-one at a time, but no man can be moved farther than to the adjoining
-corner or intersection, and that must be vacant. As soon as a new line
-is formed in this way, an adverse man can be lifted. It is possible for
-one man to move back and forth in such a manner as to continually form
-and reform a line of three. When one player has only three men left, he
-can jump any of them to any vacant space on the board, no matter how
-far off. As soon as either player is reduced to two men, the game is
-over and he has lost.
-
-
-DOMINOES.
-
-Although properly a game for two persons, Dominoes is sometimes played
-by four, two being partners against the other two. There are also some
-round games in which any number from three to six may play, each for
-himself.
-
-_=The Sets.=_ A set of dominoes is a number of pieces of bone, usually
-about 1½ inches by ¾, and ⅜ thick. These bones have upon their faces
-the permutations of the numbers from six to blank, taken two at a time.
-Some sets begin at double nine, and others at double twelve; but the
-standard set is double six, and is composed of twenty-eight pieces.
-
-_=The Suits.=_ All the dominoes with the same number upon either end
-belong to the same suit; the seven bones with a 4 forming the 4 suit;
-those with a 6 the 6 suit, and so on. The number of pips in each suit
-may be easily remembered by observing that the ace suit has the same
-number of pips as the pieces in the set, 28; and that each suit above
-the ace has seven pips more than the number of pieces in the set, while
-the blank suit has seven pips less, so that each suit progresses in
-regular order, seven pips at a time, as shown in the margin.
-
- Blank 21
- Ace 28
- Deuce 35
- Trey 42
- Four 49
- Five 56
- Six 63
-
-_=Shuffling and Cutting.=_ Dominoes are provided with a small brass
-pin in the centre of the face, which enables one to spin them round,
-push them about on the table, and so to shuffle them thoroughly. There
-are three methods of determining who shall have the first play, or
-_=set=_, as it is called: _=1.=_ The player having the higher double;
-or, failing any double in either hand, the _=heavier=_ domino, that
-is, one with a greater number of pips on its face than any held by his
-adversary. _=2.=_ One player selects any two dominoes, face down, and
-pushes them toward his adversary, who chooses one. Both are then turned
-up, and whichever gets the lighter domino has the first set. _=3.=_
-Each player draws a domino, face down, and the one getting the lower
-double sets first. If neither draws a double the lighter domino sets.
-
-The dominoes are then shuffled again by both players, and each draws
-the number of pieces required by the game they are about to play.
-The dominoes remaining on the table are left face down, and form the
-_=stock=_ or _=bone-yard=_. Each player should sort his dominoes into
-suits, and either leave them standing on their edges on the table with
-their faces toward him, or hold them in his hand. Few persons can hold
-more than six dominoes in this way, so the seventh is left upon the
-table, or is the first one set.
-
-[Illustration]
-
-_=Matching.=_ All games of dominoes are based upon the principle of
-matching, or following suit; which requires that each domino played
-shall belong to the same suit as one of the exposed ends of the line
-of dominoes already played, and exposed upon the table. In playing a
-domino, it must be so placed that the end of it shall match and adjoin
-the exposed end of the line; a six being played to a six, a four to a
-four, and so on. Each domino, as played, is laid face upward on the
-table, the ends abutting, and doublets being laid across, or at right
-angles to the line.
-
-The principal games are divided into two classes; those in which the
-object is to _=block=_ a player, so that he cannot follow suit, and
-those in which the object is to make the ends of the line some multiple
-of _=five=_ or _=three=_. The Block Game will be described first.
-
-_=THE BLOCK GAME.=_ Each player draws seven dominoes, and the one whose
-turn it is to set lays down any domino he pleases. If a good player,
-he will select one of his longest suit, especially if he has three
-or more, and his object will be to get the line back to his suit as
-often as possible. If a player had to set with the hand of dominoes
-shown in the foregoing diagram, he would select the 5-0, because he
-has four of the 5 suit, and three of the 0 suit. This would compel his
-adversary to play some domino having upon it a 5 or a 0. Let us suppose
-this adversary to hold the following dominoes: 6-6, 6-3, 6-1, 6-0,
-5-1, 5-0. He would of course play the 6-0, in order to bring the line
-round to his long suit of 6’s. As this would close the blank end of the
-line, the first player, whom we shall call A, would have to play on
-the 5 end, as he has no 6. In order to get the line back to his second
-longest suit, the blanks, he would play the 5-2, hoping to play 2-0
-next time. His adversary, B, would play on this end if he could, but
-being unable to do so, he gets rid of his heaviest domino, playing the
-double six. A plays 2-0, and B should now bring in his suit of aces by
-playing 6-1, which would win the game; but for the sake of illustration
-we shall suppose that he foolishly plays 6-4. A plays his double four,
-and the dominoes on the table present the following appearance:--
-
-[Illustration]
-
-B, having neither 4 nor 0 on any of his remaining dominoes, says:
-“_=Go=_,” which signifies that he is blocked, and cannot play. A can
-now play at either end, and with either of two dominoes; but it would
-be bad policy to play the 4-5, because his adversary might be able to
-play to the 5; but it is a certainty that he cannot play to either 0 or
-4. If A plays the 4-5, B gets rid of all his dominoes before A can play
-again. If A plays the 4-0 on the blank end, he will have to play again
-with his 4-5; but if he plays it on the 4 end he blocks himself.
-
-Whether to block the game or not depends on the probable comparative
-value of the dominoes held by A and B. If A blocks the game by making
-both ends blank, both players show their remaining dominoes, and the
-one with the greater number of pips loses as many points as he has pips
-in excess of the other player. In order to judge whether to block or
-play, it should be remembered that as there are 147 pips in the entire
-set, the average value of each domino will be 5¼. If A blocks the game,
-he will have 17 pips left in his hand, which is above the average value
-of two dominoes; but his adversary will have four dominoes to count,
-and it is probable that they will be worth about 21 points. The fact
-that the seven dominoes already played are 13 pips above the average
-will reduce the probable value of B’s dominoes to about 20. On the
-other hand, A knows that B has no blanks, which would slightly increase
-the weight of B’s dominoes.
-
-If A blocks the game, as he should do with the odds in his favour, he
-will win 7 points, the difference between his 17 and B’s 24. If he does
-not block, he must follow the 4-0 with the 5-4. This will bring in B’s
-ace suit, bringing him back to his long suit of 6’s. When the 5-1 was
-played, A would have to say, “go,” and B would continue with 1-1, 1-6,
-6-3, claiming _=domino=_, all his pieces being exhausted. Although
-A can now play, it is too late, for when one player makes domino he
-counts all the pips remaining in his adversary’s hand; in this case, 8
-points for B.
-
-Had B played properly, by putting down 6-1, instead of 6-4, A would
-have been compelled to play his 4-0, and B would have made both ends
-6’s, A saying, “go.” By then playing his double ace, B would have made
-certain of domino next time by playing the 6-3, for even if A could
-play to the 3, he could not shut B out of the ace, and B’s 5-1 would
-make, him domino, winning 17 points.
-
-The Block Game is sometimes played 50 or 100 points up, and at the end
-the winner takes the stakes, if any, or settles at so much a point for
-the difference between the scores.
-
-In the _=Four-handed Block Game=_ the players cut for partners, the two
-lowest playing against the two highest, and the lowest cut having the
-first set. Each player draws four bones, and the play goes round from
-right to left. When any player is blocked, and says “go,” the one on
-his left must play or say “go,” also. The game is at an end when one
-player gets rid of all his dominoes, or all four players are blocked.
-The pips remaining in the hands of the partners are then reckoned, and
-the side having the lower number wins the difference.
-
-Another variation is for each to play for himself, but instead of
-playing only one domino at a time in each round, a player may go on as
-long as he can follow suit to either end of the line.
-
-_=DRAW GAME.=_ In this variation of the Block Game, each player has the
-option of drawing any number of dominoes from the bone-yard except the
-last two, which must always remain in stock. He may draw while he is
-still able to play, or not until he is blocked; but when he is blocked
-he is compelled to draw until he obtains a domino that can be played,
-or has drawn all but the last two in the bone-yard.
-
-_=MATADORE GAME.=_ This is another variety of the Block Game. Each
-player takes seven bones, and the highest double or the heaviest
-domino sets. The object is not to follow suit to the ends, but to play
-a number which will make the end and the number played to it equal
-_=seven=_. If the end is a 3, a 4 must be played; a 2 must be played
-to a 5, and an ace to a 6. Four dominoes in the set are trumps, or
-Matadores. These are the double blank, and the three dominoes that
-have seven on their faces; 6-1, 5-2, and 4-3. Any of these trumps
-may be played at any time on either of the ends, in order to prevent
-a block; but the following player, if he does not play a trump also,
-must play the complement of seven to whichever end of the matadore is
-left exposed. Doublets are not placed crosswise, and count only for
-the suit to which they belong; a double three cannot be played to an
-ace, because it counts as three only. The trumps are usually placed at
-right angles to the line. The game is decided and settled for as in the
-ordinary Block Game.
-
-_=SEBASTOPOL.=_ In this variety of the Block Game, four persons play.
-Each takes seven bones, and the double six sets. Nothing but sixes can
-be played until both sides and both ends of the first set have been
-played to. When these five dominoes have been set, any of the four ends
-may be played to. Each player in turn must play or say, “go.” The game
-is decided and settled for as in the ordinary Block Game.
-
-_=BERGEN GAME.=_ Two persons play, each of whom draws six bones. The
-highest double sets, and scores two points for the _=double header=_.
-Two points are scored by the player making both ends of the line the
-same. If there is a doublet at one end, and one of the same suit at the
-other, it is a triple header, and counts three. Fifteen points is game.
-In addition to the headers, domino counts one. If both players are
-blocked, the bones are shown, and the one having the smallest number of
-pips and no doublet counts one toward game. If he holds a doublet, his
-adversary scores one; but if both hold doublets, the lower number of
-pips wins the point.
-
-_=DOMINO POOL.=_ Any number from three to six can play, and a pool is
-made up. They draw for the first set, and after shuffling again, each
-player takes such an equal number of bones as will leave at least eight
-in the stock. The leader plays anything he pleases for the first set,
-and each following player must follow suit if he can, to one end or the
-other. If a person cannot play, he says “go,” and the player on his
-left plays or passes also. When one makes domino he wins the pool. If
-all are blocked, the smallest number of pips left in hand wins; ties
-divide.
-
-_=MUGGINS, OR ALL FIVES.=_ This is a game for two, three, or four
-players. The object is to make the two ends of the line some multiple
-of five, and for every five so made the player scores five points
-toward game, which is usually 100 up. If only one point is scored for
-each five, 20 or 21 may be game. Each player draws seven bones, and
-the highest double sets, each person afterward playing in turn. If
-double five is the first set it counts 10. The 5-0 played to this would
-count 10 for the second player, because one end of the line being 10
-and the other 0, the total value of the two ends is still 10. Double
-blank played to this would count 10 more. If 5-6 is now played on one
-end, and 0-4 on the other, the count will be 10 again, as shown on the
-diagram. The figures show the order in which the dominoes were played.
-
-[Illustration]
-
-The highest possible score is 20 points, made with the 4-4 and 6-6,
-at different ends. If either player makes a multiple of five without
-noticing or claiming it, his adversary says, “_=muggins=_,” and scores
-it himself. If a player makes an erroneous score, it must be taken
-down, and his adversary marks it as penalty.
-
-When a player cannot follow suit, he must draw from the bone-yard until
-he gets a domino that can be played; but the last two in the stock must
-never be drawn. When one player gets rid of all his bones, he calls
-_=domino=_, and scores the nearest multiple of five that is found in
-the dominoes remaining in his adversary’s hand. Remainders of 3 or 4
-count as 5; those of 1 or 2 as nothing; so that 12 pips would count as
-10; but 13 would count as 15. The players usually settle at the end of
-the game for the difference between their scores.
-
-Muggins is sometimes varied by playing from both ends of the first
-doublet set, as well as from the sides. It is not necessary to play on
-the ends of the first set until one cannot play on the line; but any
-of the four points may be played to at any time. The end of the first
-doublet does not count in making multiples of five, but the ends of any
-dominoes played to it must be counted. If only one end of the first
-doublet has been played to, there will be three ends to count to make
-multiples of five; and if both ends of the first doublet have been
-played to, there will be four ends. Every count must take in all the
-ends that are in play. The highest count possible is 35; all four lines
-open, with the 6-6, 4-4, 5-5, and 0-5 at the ends.
-
-_=ALL THREES.=_ Muggins is sometimes played by making the object to get
-multiples of three at the ends, instead of multiples of five. Otherwise
-the game is the same as All Fives.
-
-There are several _=card games=_ with dominoes, but they are little
-used, and hardly worth description in a work of this kind.
-
-
-DICE.
-
-Dice are probably the oldest gambling instruments in the world. Chatto
-thinks that man acquired the passion for gambling as soon as he could
-distinguish odd from even, or a short straw from a shorter. Simple
-gambling instruments were probably very early articles of manufacture,
-and Chatto says that it is not unlikely that after a simple dinner
-of mutton some enterprising gamester may have taken the small bones
-from between the shank and the foot, and after burning spots in them
-to distinguish one from the other, put them into _a_ cow’s horn and
-shaken them up, afterward rolling them upon the ground. From some such
-beginning Astragali was developed, a game which Dr. Thomas Hyde thinks
-was known at the time of the Deluge. Later on, other instruments were
-used in connection with dice, and so the earliest forms of Backgammon
-were developed.
-
-Dice are still the favourite implements for deciding any matters of
-pure chance, such as raffling off a horse or a gold watch; but the
-rules governing such lotteries are but imperfectly understood by people
-in general. There are also a number of smaller matters, such as the
-payment for refreshments or cigars, which are settled by thousands of
-persons every day, simply by throwing dice. The various methods of
-throwing, and the rules governing all such games are as follows:--
-
-_=THE DICE.=_ Although dice may be of any size, the standard pattern
-are half an inch square, of ivory or bone, with black spots one tenth
-of an inch in diameter. The opposite sides of the die always equal
-seven, and if the die is placed upon the table with the ace uppermost
-and the deuce nearest you, the four will be on the left and the three
-on the right. The positions of the three and four are sometimes
-reversed to enable sharpers to distinguish fair dice from those which
-have been doctored.
-
-At the beginning of any dice game, it is quite unnecessary to examine
-the dice to be used, because they are always fair. Crooked dice are
-_=rung in=_ during the game, and the player should make it a point
-to examine the dice frequently if he has any suspicions. First
-see that each die has all six figures upon it, for some dice are
-_=dispatchers=_, made with double numbers, so as to secure higher
-throws than the natural average. Double fives are great favourites
-with backgammon sharps. The next thing is to place the dice together
-in pairs, to be sure that they are exactly the same height each way.
-If dice are not square they can be made to roll over and over on the
-same faces. The faces should then be tested to see that they are not
-convex, even in the slightest degree. Shaped dice are usually flat on
-the ace and six faces, especially in crap shooting. Each die should
-be held between the thumb and forefinger at its longest diameter, to
-see if it has any tendency to swing on a pivot, for if it does it is
-loaded. Even if the dice are transparent, it is no guarantee that they
-are not loaded in the spots. Loaded ivory dice soon get discoloured,
-and the presence of any darkness in the corners is usually a sign of
-the presence of mercury. It is a mistake to suppose that loaded dice
-will always throw high or low; all they will do is to beat averages.
-Finally, the dice should be tested with a magnet, as they are sometimes
-made to work in connection with a battery concealed under the table.
-
-_=DICE BOXES.=_ Although the dice may be perfectly fair, the box may
-be “crooked.” A fair box may be of leather, perfectly smooth inside,
-or it may be of bone, ivory or wood, with the interior “screwed” or
-grooved. If the upper edge of the inside presents a sloping flat
-surface, slightly roughened with sand paper, it will be just as well to
-refuse to allow such a box to be used, as your adversary _is_ probably
-an expert at _=securing=_, which is a method of holding one of the
-dice securely against this upper edge while the others are shaken
-and rattled about in the usual manner. A person who is securing dice
-can be detected by the manner in which he holds the box, keeping his
-fingers, instead of his palm, over the mouth. When he turns the box
-face downward on the table, he will still have his fingers under it,
-and will withdraw them in regular order, the second and third fingers
-being first separated.
-
-_=THROWING DICE.=_ There are three methods of throwing dice: The
-first is to shake them in the box with the palm over the top, and
-then to shift the hold to the sides, completely exposing the mouth.
-The box is then turned mouth downward on the table, leaving all the
-dice completely covered. The box must be lifted by the person who is
-recording the throws, in a raffle, for instance, after the spectators
-have had time to assure themselves that all the dice are covered. If
-the caster has his fingers over the mouth of the box when he turns it
-over, or lifts the box himself, the throw is foul.
-
-The second method is known as rolling, or the _=long gallery=_, and is
-generally used in poker dice and such games. After the box has been
-shaken, the caster holds it by the side, and gives it a twist and a
-push, which causes the dice to pour out, and roll along the table.
-
-The third method is called _=shooting=_, and is always employed in
-craps. No box is used, the dice being held in the hand and rolled
-along the table or the ground. The crap shooter is obliged to shake
-the dice in his hand to show that he is not holding them with certain
-faces together, which is a common way of preventing or getting certain
-throws, especially with shaped dice.
-
-Whichever method is employed, each die must lie flat upon one of its
-own faces after the throw, neither resting upon nor _=cocked=_ against
-any other die or any obstruction upon the table or the ground. If any
-of the dice are cocked, all of them must be taken up and thrown again.
-
-RAFFLING.
-
-In a raffle for prizes of any kind, each player has three throws with
-three dice. The rules already given for throwing dice from a box must
-be followed, the scorer placing the dice in the box before each throw,
-and lifting the box after it. The total of the three throws is recorded
-opposite the name of each player, and the highest throw wins. The odds
-against throwing a certain number or higher are shown in the margin.
-
- +--------------------------------+
- |IT IS ABOUT AGAINST THROWING|
- +---------------------+----------+
- | Even |32 or more|
- | 9 to 7 |33 ” |
- | 11 to 6 |34 ” |
- | 28 to 11 |35 ” |
- | 3 to 1 |36 ” |
- | 5 to 1 |37 ” |
- | 7 to 1 |38 ” |
- | 10 to 1 |39 ” |
- | 16 to 1 |40 ” |
- | 24 to 1 |41 ” |
- | 39 to 1 |42 ” |
- | 66 to 1 |43 ” |
- | 116 to 1 |44 ” |
- | 215 to 1 |45 ” |
- | 422 to 1 |46 ” |
- | 886 to 1 |47 ” |
- | 2016 to 1 |48 ” |
- | 5032 to 1 |49 ” |
- | 14093 to 1 |50 ” |
- | 45809 to 1 |51 ” |
- | 183229 to 1 |52 ” |
- | 1007768 to 1 |53 ” |
- | 10077695 to 1 |54 |
- +---------------------+----------+
-
-Suppose the prize in a raffle is a horse which would be worth a hundred
-dollars to you. The highest throw so far is 42, and there are only
-twenty more chances to be thrown. It is 2 to 1 that 42 is not beaten
-or equalled because it is 39 to 1 that 42 is not thrown, and there are
-only 20 more chances to throw it. If 45 had been thrown, and there were
-still 21 chances to be thrown, you would be safe in paying liberally
-for the 45 chance. The great mistake that people make in buying or
-selling chances on throws already made in raffles is in thinking that
-because a certain number has not been thrown, that therefore it is
-likely to be. If there are 116 chances, they argue that 44 or better
-should be thrown, because that number or higher should come once in
-116 times. This is quite right at the beginning of the raffle, but it
-is not right to assume that because 100 of the 116 chances have been
-thrown without reaching 44, that the odds are only 15 to 1 that 44 will
-not be thrown in the remaining 16 chances. The odds are still 116 to
-1 against 44, just as they were before the raffle began. If you are
-going back to take into account the previous throws of the dice, you
-should know the 100 throws that were made with those dice before the
-raffle began.
-
-
-CRAP SHOOTING.
-
-This game is a simple form of Hazard, and when played “on the square,”
-is one of the fairest of all games, the percentage in favour of either
-side being very small. It is rapidly replacing Faro as the gambling
-game of America.
-
-Any number of persons may play, and any one may be the caster for the
-first throw. Two dice are used. The players bet a certain amount of
-money, and the caster covers it, or as much of it as he can. If the
-caster does not take all the bets offered, players may back him against
-the other players. The bets made, the caster shoots. If the total of
-the two dice on the first throw is seven or eleven, it is called a
-_=nick=_, or _=natural=_, and the caster immediately wins the stakes.
-If the first throw is two, three or twelve, it is a _=crap=_, and
-the caster immediately loses. If the caster throws any number, 4, 5,
-_6_, 8, 9, or 10, that number is his _=point=_, and he must continue
-throwing until he throws the same number again, in which case he wins;
-or throws a seven, in which case he loses.
-
-Two dice may come up in thirty-six different ways, each of which will
-produce one or more of eleven possible throws, running from 2 to 12.
-The most common throw is seven, because there are six ways that the two
-dice may come that will make seven; 6-1, 5-2, 4-3, 3-4, 2-5 and 1-6.
-The most uncommon are two and twelve, because there is only one way
-for each of them to come; double aces or double sixes. The numbers of
-different ways in which each throw may come are as follows:--
-
- 7 may come 6 different ways.
- 6 or 8 may come 5 different ways.
- 5 or 9 may come 4 different ways.
- 4 or 10 may come 3 different ways.
- 3 or 11 may come 2 different ways.
- 2 or 12 can come 1 way only.
-
-When the caster makes his first throw, he has 8 chances out of 36 to
-get 7 or 11, which will win for him; and 4 chances out of 36 to throw
-2, 3 or 12, which will lose for him. It does not follow from this that
-the odds are 2 to 1 in favour of the caster, because there are only
-12 throws out of the 36 possible that will bring any “action” on the
-bets; so that the odds are 2 to 1 that the first throw will not settle
-the bets either way. After the first throw, the caster’s chances vary
-according to his point. If his point was six, he would have 5 chances
-out of 36 to throw it again, while the players would have 6 chances out
-of 36 to get a seven. If the player’s point is four or ten, the odds
-will be 6 to 3 against him; because there are only three ways to get
-his point, while there are six ways to get a seven.
-
-If the caster wins he shoots again, but when he loses he passes the
-dice to the next player in turn.
-
-The old game of Hazard was a very complicated affair compared to
-modern craps, an intimate knowledge of odds and probabilities being
-requisite for success. The game was generally against the caster, and
-certain throws were barred when a certain number was the point. Those
-interested in the subject will find it exhaustively treated in George
-Lowbut’s “Game of Hazard Investigated.”
-
-
-POKER DICE.
-
-If ordinary dice are used, the aces rank above the sixes, the deuces
-being the lowest. Any number of persons may play, and five dice are
-used. Each in turn takes the box and has three throws, the first being
-made with all five dice. After the first throw the caster may lay aside
-any of the five dice he chooses, putting the others back in the box for
-a second throw. The same process of selection is allowed for the third
-throw, any or all five of the dice being available for the last throw.
-The second and third throws have the same effect as the draw at Poker,
-except that the dice player may draw twice if he wishes to, and may put
-back all or any of the dice that he kept on the first or second throws,
-or he may stand pat on any throw.
-
-The object of the game is to secure pairs, triplets, full hands, and
-four or five of a kind. Straights do not count in Poker Dice. Suppose
-the player’s first throw to be a pair of sixes. He places them on one
-side, and picks up the three other dice, throwing them over again. If
-the second throw produced another six, it would be placed with the
-first pair, making a triplet, and the two remaining dice would be
-thrown again. Whatever they produced would be the final value of his
-hand. The player is not obliged to throw again, if he is satisfied with
-his first or second throw; neither is he obliged to leave any pairs or
-triplets. A player getting two small pairs on the first throw may put
-either or both of them back in the box again if he chooses.
-
-In throwing for drinks or cigars, it is usual to throw _=horse and
-horse=_; that is, if several persons are in the game the highest man
-on each round goes out, ties shake it off immediately, one hand each.
-After it gets down to two men, they shake for the best two out of three
-hands, and if each wins a hand they are horse and horse, and throw a
-third to decide it. The last person to throw on each round follows his
-lead, throwing the first hand on the next round.
-
-
-TEN PINS WITH DICE.
-
-Any number can play, and the score sheet is ruled off for ten frames,
-just as in ten pins. Only two dice are used, and they are rolled from
-a box. Sixes count nothing, and are “off the alley.” Each player has
-three balls or rolls, and he can leave either one or both dice at the
-end of any throw. If he leaves one he picks up the other and throws
-it again, but he must abide by the figures appearing on the two dice
-at the end of his third throw. Suppose he throws double fives on his
-first throw; that is a _=strike=_, and is so scored, and the total pips
-appearing on the two dice at the end of his second throw on the next
-frame will count on the strike. Suppose he rolls five-deuce the first
-time. He leaves the five and rolls the other die again, getting another
-five. That is a _=spare=_, and the total pips on his first throw on the
-next frame will count on the spare. If he does not get a spare, it is a
-_=break=_, and the total pips on his two dice at the end of his third
-throw are scored.
-
-It is usual to take up anything but fives on the first throw, on the
-chance of getting a spare. If a spare is not thrown on the second
-throw, most players leave anything as good as threes, and always leave
-fours; but ace and treys are always thrown again.
-
-
-BASE BALL WITH DICE.
-
-There are two forms of this game. In the simpler any number of persons
-may play, and three dice are used. Each player throws in turn, the
-three dice representing his three strikes. Nothing but aces count, but
-each of them is a run; and as long as a player makes runs he goes on
-throwing. When each player has had nine innings the game is ended, and
-the highest score wins.
-
-The more complicated form of the game is to have a rough diagram of a
-base-ball diamond. The players take sides, and each is provided with
-three markers of different colours, such as red and white poker chips.
-Only one die is used, and it is thrown from a box. The captains of the
-teams throw for the first time at the bat, the higher throw winning the
-choice. Each player in turn of the side at the bat has one throw, and a
-marker is placed on the base he reaches. Ace, deuce, and trey count for
-first, second, and third bases respectively; four is a home run. When
-a five or six is thrown, the result depends on the number of men on
-bases, but the striker is always out. If there are no men on bases, or
-if all the bases are full, the player is out if he throws five or six.
-If there is only one man on the bases and a five is thrown, the striker
-is _=caught out=_, and the man on the base is also caught. If six is
-thrown, only the striker is caught out, and the man holds his base. If
-there are two men on bases, they must be in one of three positions: on
-first and second; on first and third; or on second and third. In any
-position, only the striker is out on six thrown. In the last position,
-if five is thrown, the striker only is out, as the men cannot run. If
-there are men on first and second, and five is thrown, the striker is
-out, and the man on second is caught trying to steal third; while the
-man on first holds his base. If five is thrown when there are men on
-first and third, the striker is out, and the man on third is safe, but
-the man on first is caught trying to steal second.
-
-When bases are thrown, they are safe hits, and all the men on bases are
-advanced as many as the man at the bat throws. As soon as three men on
-each side have struck or been caught out by throwing five or six, the
-side is out, and all men left on bases count for nothing. As long as
-three men are not out, the side continues to send its men to the bat in
-regular order.
-
-
-GOING TO BOSTON.
-
-This game is known in the colonies as Yankee Grab, or Newmarket. Each
-player has three throws with three dice, and the highest die in each
-throw is laid aside. If two are equally high, only one is retained. The
-others are returned to the box and thrown again. The higher of these
-two is retained, and the third die is thrown again. The final total
-of the three dice is the player’s score, and the highest wins. In the
-colonies the ace counts as seven. The game is usually played for a pool.
-
-
-ACE IN THE POT.
-
-Any number can play, and two dice are used. The game is for a pool,
-which is won by the final possessor of a single counter. At the
-beginning each player has two counters, and each in turn throws the
-two dice. If he throws an ace he pushes one of his counters into the
-pot; two aces gets rid of both. If he throws a six on either die, he
-passes a counter to his left-hand neighbour, who will have the next
-throw. Two sixes passes both counters if the caster still has so many.
-The players throw in turn until all the counters but one have been
-placed in the pot. If a player has no counters, the throw passes him
-to the next player on his left who has counters in front of him. The
-last counter of all cannot be put in the pot by throwing an ace; but it
-must be passed along to the left when a six is thrown. The player with
-the last counter in front of him must throw both dice three times in
-succession, and if he succeeds in avoiding a six, he keeps the counter
-and wins the pool. If he throws a six, the player who gets the counter
-must throw three times, and so on, until some one throws three times
-without getting a six. Instead of a pool, it is sometimes agreed that
-the final holder of the last counter shall pay for the refreshments.
-
-
-MULTIPLICATION.
-
-Any number can play, and three dice are used. Each player throws in
-turn, and the highest die is left on the table; if two are equally
-high, only one remains. The two other dice are thrown again, and the
-higher left. The sum of these two is then added together, and the third
-die is thrown as a multiplier, the result of the multiplication being
-the player’s score.
-
-
-ROUND THE SPOT.
-
-Any number can play, and three dice are used. Nothing counts but the
-spots that surround a centre one; so that ace, deuce, four, and six
-count as blanks. The trey counts as 2, and the five as 4. Each player
-has three throws with the three dice, and the highest total wins.
-
-
-VINGT-ET-UN.
-
-Any number of persons can play, making up a pool for the winner. A
-single die is used, and each player in turn throws as often as he
-pleases. The object is to get as near twenty-one as possible without
-passing it, and it is usually considered best to stand at 18, but to
-throw again at 17. If a player goes beyond 21, he is out of it. The one
-getting nearest 21 takes the pool; ties divide it.
-
-
-CENTENNIAL.
-
-Two persons or sides play with three dice. The object of the game is
-to secure pips on the dice, or multiples of pips, which will make the
-figures from 1 to 12 in numerical order, and afterward the numbers from
-12 to 1 again. The first side to accomplish this wins the game. There
-must be an ace in the first throw or nothing counts; that obtained,
-any following numbers may be made singly, or by adding two or more
-together. Suppose the first throw is 4, 2, 1. The 1 and 2 will make 1,
-2 and 3. Then the 4, 1, 2 will make 4, 5, 6 and 7. Each side continues
-to throw until it fails to score, when the box must be passed to the
-adversary. If a combination is overlooked by one side, the other may
-count it if it continues the sequence on their side.
-
-
-HELP YOUR NEIGHBOUR.
-
-Six persons play, with three dice, and five points is Game. Each player
-has a number, from 1 to 6, and is provided with five counters, and the
-first to get rid of them wins. Each player in rotation has one throw,
-and no matter what he throws, the player whose number appears on the
-upper face of any die thrown counts one point toward game. If No. 2
-should throw a four and two sixes, for instance, he would count nothing
-himself, but No. 4 would count 1, and No. 6 would count 2 points toward
-game.
-
-
-PASSE DIX.
-
-Any player can be the banker for the first round, and he holds his
-position as long as he wins. When he loses, he passes the box to the
-player on his left hand. He has three dice, which he throws in one
-cast, after the players have made their bets. If he gets ten or more,
-he wins. If he gets less than ten, he loses. His advantage lies in
-winning when he gets ten exactly; because that gives him nine throws
-that win for him out of the sixteen possible with three dice.
-
-
-SHUFFLE BOARD.
-
-Shuffle Board is played on a table 30 feet long and 20 inches wide,
-with a gutter running all round it. The board is sprinkled with very
-fine sand. Four weights are used by each side, marked A and B to
-distinguish them. These weights are of iron or brass, 2½ inches in
-diameter, and ½ inch thick. Five inches from each end of the board and
-parallel with it is the deuce line.
-
-The object of the game is to push the weights from one end of the board
-to the other, each side playing one weight alternately until all four
-weights on each side are played. All pieces over the deuce line count
-2, but if a piece hangs over the end of the board it is a _=ship=_, and
-counts 3. If there are no ships or deuces, the weight lying nearest to
-the deuce line counts one point. Only one ship or deuce can be counted
-in each round, so that only one side can score. The ship that overhangs
-the most, or the deuce nearest the edge, counts. Twenty-one points is
-game. The sides play from each end alternately.
-
-_=On ship board=_, the pieces are wooden disks, six inches in diameter,
-marked with oughts and crosses. These are pushed along the deck with
-long sticks that have enlarged and flattened ends to fit the pieces.
-The object is to get each piece to settle fairly and squarely within
-the borders of some one of a number of spaces which are chalked out on
-a diagram about 10 feet by 6, which is about 30 feet from the player.
-These spaces are numbered from 1 to 10, and some of them are marked
-“minus.” Each side has four shots with four separate pieces. Fifty
-points is game.
-
-
-
-
-BILLIARDS.
-
-
-_=THE TABLE.=_ The standard American billiard table for championship
-games is ten feet by five; but that in common use is nine by four and a
-half. The old tables for the four-ball game had only four pockets, but
-all modern pool tables have six. The English billiard tables are all
-twelve feet by six, with six pockets, which are used for both billiards
-and pool. The head of the table is the end from which the players make
-their opening shots, and the foot is that on which the red ball is
-spotted. The baulk is the space at the head of the table behind a line
-drawn from the second diamonds or “sights” through the white spot. The
-“D” is the semicircle on the baulk line on English tables.
-
-American tables are made more difficult for championship games by
-drawing baulk lines 8 or 14 inches from the cushions, barring the rail
-nurse and the anchor shot. The English game is made difficult by making
-the cushions higher, the pockets narrower, and barring the spot stroke.
-The push shot is allowed in the English game, but in America it is
-permitted only in pool; never in the carrom game.
-
-The American carrom game cannot be played on an English table on
-account of the pockets. If the English game is played on an American
-pool table the red spot should be only nine inches from the bottom
-rail, and the “D” should be drawn with a radius of eleven inches from
-the white spot on the baulk line. The D is never marked on an American
-table, but the opening shot in the three-ball game must be made from
-within a semicircle of six inch radius from the white spot. In the
-four-ball game, and in all forms of American Pool, the player may place
-his ball anywhere within the baulk line.
-
-_=THE BALLS.=_ The American standard balls are 2⅜ inches in diameter,
-while the English are only 2-1/16. Billiard balls should be carefully
-protected from sudden changes in temperature by being laid away in bran
-or sawdust in cold weather. It is a mistake to soak the balls in oil;
-all they need is to be wiped off with a damp cloth, and polished with
-chamois skin. The three balls employed in both the English and American
-games are known as the _=red=_, _=white=_, and _=spot white.=_ In play
-they are distinguished as the _=cue ball=_, which is the one struck
-by the player; the _=object ball=_, which is the one that the cue ball
-first comes into contact with; and the _=carrom ball=_, which is the
-second ball struck by the cue ball in making a carrom.
-
-_=THE SHOTS.=_ There are three shots common to billiards: The
-_=carrom=_ or _=cannon=_, in which a count is made by the cue ball
-striking both the other balls on the table. The _=winning hazard=_,
-in which the object or the carrom ball is driven into a pocket. The
-_=losing hazard=_, in which the cue ball goes into a pocket after
-contact with another ball. There are five ways of making the principal
-shots at billiards, and they should be thoroughly mastered by every
-player. These are: The force, the follow, the draw, the massé, and the
-side stroke.
-
-[Illustration]
-
-The first great principle in billiards is that the cue ball will always
-travel in the _=direction=_ in which the cue is pointed. Holding the
-cue upward, downward or sidewise makes no difference; the line of
-travel will be a prolongation of the line of the cue. In the three ways
-of striking the cue ball shown in the diagram in the margin, the ball
-will go in the direction of the arrow in each instance.
-
-[Illustration]
-
-If the cue is held nearly level with the surface of the table the ball
-will be pushed or rolled along; but if the cue is held perpendicularly,
-and the ball is struck directly on the top, the ball will be
-_=pinched=_ to the table, as in the first figure in the margin, and
-will not move. If the ball is struck off the centre, as in the second
-figure, it will travel only a short distance, as a result of the cue’s
-being forced past it toward the cloth, and will then return with a very
-strong retrograde motion after touching the object ball. If the cue
-strikes too near the top, the pinch will be too strong for the cue ball
-to reach the object ball, and if the cue is not held perpendicularly,
-the ball will not return. If the cue points toward the centre of the
-ball, as in the third figure, the ball will be driven forward, without
-any tendency to return after striking the object ball. The latter shot
-is useful in making a “close follow,” to avoid making a foul.
-
-_=The Force Shot.=_ The beginner at billiards should strike his ball
-always exactly in the centre, until he learns the angles. With
-moderate strength the effect of the stroke is to cause the ball to roll
-naturally along the cloth until it reaches the object ball, after which
-it will be deflected from its original course according to the angle
-at which the object ball is struck. If the cue ball is struck very
-hard, however, and very slightly below the centre, it will slide for a
-certain distance before beginning to roll, and if it reaches the object
-ball before this sliding motion ceases it will simply come to a stop,
-or go off at a right angle if the object ball is not struck exactly in
-the centre. This method of forcing a ball to go off at a right angle is
-called “screwing” in England.
-
-[Illustration]
-
-_=The Follow Shot.=_ If the cue ball is struck above the centre, the
-rolling motion is set up at once, no matter how hard the ball is
-struck, and the effect of contact with the object ball is simply to
-check the motion for a moment, after which the cue ball rolls forward
-again, deflected only by the angle at which the object ball was struck.
-The great art in making follow shots is to let the cue follow the ball,
-the tip passing at least three inches beyond where the ball stood, as
-shown by the dotted lines in the diagram. When the balls are very close
-together the cue must be lifted, and the ball struck very much on one
-side, the cue being behind the centre, as shown in the third position
-in the diagram of pinch shots.
-
-[Illustration]
-
-_=The Draw Shot.=_ This is exactly the reverse of the follow shot, the
-ball being struck below the centre, and the cue passing at least three
-inches beyond where the ball stood, as shown in the diagram. This gives
-the cue ball a retrograde motion, similar to that imparted to a child’s
-hoop by spinning it backward while throwing it forward, so as to make
-it return. If the object ball is reached before this retrograde motion
-is exhausted, the effect will be to stop the forward motion of the cue
-ball, and to give what is left of the retrograde motion full play,
-making the cue ball return. The two great mistakes made by beginners in
-playing draw shots are that they pull the cue back, instead of driving
-it clear through the ball aimed at, and that they strike so hard that
-the forward motion of the cue ball is too strong for the retrograde
-motion to overcome it, or the object ball to stop it. It is never
-necessary to strike harder than sufficient to reach the object ball and
-get back to the carrom ball, unless one is playing for position.
-
-When the balls are so close together that to run the cue through the
-ball would make a foul shot, the draw may still be made by pointing
-the cue off to the side, and pushing it past the cue ball, instead of
-through it. This will secure the retrograde motion, but accompanied by
-a great deal of twist, which must be calculated for if the cue ball is
-to strike a cushion. A short draw may also be made by using the pinch.
-
-[Illustration]
-
-_=The Massé.=_ Most players imagine this to be a very difficult shot,
-but it is extremely simple if the principle of the direction of the cue
-and the effect of the pinch are kept in view. If we place the three
-balls in a straight line, about four inches apart, we have the simplest
-form of the massé. To find the exact spot at which the cue ball must be
-struck, join the centres of the cue and object balls by an imaginary
-line A-B. At right angles to this will be a line A-E, and no matter
-which side of the ball B you wish to massé upon, your cue must strike
-the ball A somewhere on the line A-E. Suppose you wish to massé to the
-left, as shown in the diagram. The pinch must be made on the ball about
-a quarter from the top, the cue being pointed in the direction in which
-you want the ball to go, which will be to the extreme edge of B, on the
-line C-D. The cue must be held at an angle of about 70 degrees. A firm
-but light blow with a well chalked cue will pinch your ball toward E;
-but the direction of the cue will propel it toward D. If the cue has
-been held at the right angle, and you have not struck too hard, the
-ball will feel the effect of these two forces equally, which will make
-it move toward a point half way between D and E, which will be F. The
-retrograde motion being stronger than the propulsion of the pinch, will
-gradually overcome it, and the ball will return toward G. Contact with
-the ball B will cause it to lose all but the forward motion, and it
-will roll easily toward H, making the carrom.
-
-_=The Side Stroke.=_ It is a popular delusion that the only way to
-change the course of a ball is by giving it “twist,” “English,” or
-“side.” Side has little or no influence on the cue ball until it
-touches a cushion. Striking above or below the centre is all that is
-necessary. If it is required to vary the angle at which the object
-ball is to be struck, the distance below the centre will change the
-angle of direction in the cue ball without any side stroke. The art
-of accomplishing this is called _=compensation=_, an illustration of
-which is given in the diagram, A being the cue ball, and B the object
-ball. This is a half draw or force shot, the ball being struck about
-half way between its centre and the cloth. If we draw imaginary lines
-connecting the centres of A-B and B-C, and bisect the angle, we get the
-point D, which the cue ball must strike to make the carrom. This will
-drive the object ball in the direction D-E; but if it is desirable that
-the object ball should go more in the direction G-F, so as to secure
-a better position for the next shot, the cue ball will have to strike
-at G, which will make a draw shot, bringing it back in the direction
-H, securing the position, but missing the count. In this position the
-ignorant player puts on side, but all that is necessary to compensate
-for this deviation in the point of impact is to approach the point of
-the cue toward the centre of the ball the exact distance that the point
-G is from the point D. The higher the point of the cue is raised, the
-further the ball will go from the line D-H. If struck much above the
-centre, it will follow through the object ball, passing beyond the ball
-C altogether.
-
-[Illustration]
-
-When side is put upon a ball, it spins in that direction. If it is
-struck on the left, and then goes to a cushion directly in front of it,
-it will tend to fly off the cushion toward the left, making the angle
-wider. If a ball spinning to the left goes to a cushion on the left,
-it will tend to make the angle smaller, and the effect so produced is
-called _=reverse English=_, which tends to slow the cue ball.
-
-
-THE AMERICAN GAME.
-
-In the American game every carrom counts one point, and the number of
-points that will constitute a game must be agreed upon before play
-begins. The players string for the lead, the one bringing his ball
-nearer the head cushion having the choice of balls and of the first
-shot.
-
-The great art in the American game is to keep the balls in front of
-you, so as to leave yourself a comparatively easy shot. Every time
-you get the cue ball between the two others you will find yourself in
-difficulties; but whenever both the balls are in front of the cue ball,
-there will be some chance to score. When there is a choice of several
-ways of making a shot, the balls being wide apart, it will usually be
-found that one of them will bring the balls into better position than
-the others, and for that reason it is called a _=gathering shot=_.
-The expert tries to get the balls on the rail by a series of these
-gathering shots, and if any of the three positions shown in the diagram
-can be arrived at, a large run may be made by the _=rail nurse=_.
-When the balls are not left in one of these positions they are said
-to _=break=_, but there are several positions in which they may be
-recovered by a kiss or a massé shot. In No. 4, the player must be
-careful to come back on the proper side of the carrom ball, so as to
-get back to position 2, if possible.
-
-[Illustration]
-
-[Illustration]
-
-[Illustration]
-
-When the player reaches the corner, there are three principal positions
-for accomplishing the turn. In the first shown, the spot white must
-be touched very lightly on the left side, the cue ball going to
-the cushion with a strong English on the right side. In the second
-position, the red ball is barely touched. The third position is a light
-force shot but would be a half follow if the spot white were further
-out.
-
-
-BAULK-LINE BILLIARDS.
-
-Professionals became so skilful in rail nursing that the baulk-line was
-introduced to keep the balls away from the rail. This is a chalk line,
-10, 12, 14, or 18 inches from the cushions, according to agreement,
-dividing the table into eight baulk spaces, as shown in the diagram.
-
-[Illustration]
-
-It is foul if more than two successive shots are made on balls both of
-which are within any one of the eight interdicted spaces. Both balls
-being within the space, the striker can play on them once without
-sending either out; his next stroke must send at least one out. Should
-it return, and both balls be again inside, he can play one shot, as
-before, without sending either out. This process may be repeated _ad
-libitum_. Should the second stroke fail to send a ball out it does not
-count, the striker’s hand is out, and the next striker plays at the
-balls as he finds them.
-
-[Illustration]
-
-The great art in baulk-line nursing is to get the object and carrom
-balls astride the line, and then to follow the principle of the rail
-nurse. The _=anchor=_ shot is now barred in championship games. It
-consisted in getting two balls frozen to the cushion astride of one end
-of a line, and then just rubbing their faces with the cue ball. In the
-baulk-line nurse there are three principal positions, and two turns,
-as shown in the diagram. In No. 3 the red ball must be driven to the
-rail and back with great accuracy, leaving the balls in position No. 1
-again. The turns are very difficult.
-
-
-CUSHION CARROMS.
-
-This is a variety of the three-ball game in which a cushion must be
-touched by the cue ball before the carrom is completed. The cushion
-may be struck first, and the object ball afterward, or the object ball
-first, and then the cushion. In the _=Three-cushion Carrom Game=_,
-three cushions must be touched by the cue ball before completing the
-count. In the _=Bank-shot Game=_, the cue ball must strike at least one
-cushion before touching the object ball.
-
-The _=Four-ball Game=_ is now obsolete. It was first played on a table
-with corner pockets, and afterward on a carrom table, two red balls
-being used, one spotted on the red and the other on the white spot. Two
-carroms could be made on one shot.
-
-The following are the most important _=LAWS=_ of the carrom game,
-and are copied by permission from the 1908 edition of the “Laws of
-Billiards,” published by the Brunswick-Balke-Collender Co.
-
-
-AMERICAN BILLIARD LAWS.
-
-_=1.=_ The game is begun by stringing for the lead; the player who
-brings his ball nearest to the cushion at the head of the table winning
-the choice of balls and the right to play first or to compel his
-opponent to play. Should the striker fail to count, his opponent makes
-the next play, aiming at will at either ball on the table.
-
-_=2.=_ A carrom consists in hitting both object-balls with the cue-ball
-in a fair and unobjectionable way; each carrom will count _one_ for the
-player. A penalty of _one_ shall also be counted against the player for
-every miss occurring during the game.
-
-_=3.=_ A ball forced off the table is put back on its proper spot.
-Should the player’s ball jump off the table after counting, the count
-is good, the ball is spotted, and the player plays from the spot.
-
-_=4.=_ If in playing a shot the cue is not withdrawn from the cue-ball
-before the cue-ball comes in contact with the object-ball, the shot is
-foul, the player loses his count, and his hand is out.
-
-_=5.=_ If the balls are disturbed accidentally through the medium of
-any agency other than the player himself, they must be replaced and the
-player allowed to proceed.
-
-_=6.=_ If in the act of playing the player disturbs any ball other than
-his own, he cannot make a counting stroke, but he may play for safety.
-Should he disturb a ball after having played successfully, he loses
-his count on that shot; his hand is out, and the ball so disturbed is
-placed back as nearly as possible in the position which it formerly
-occupied on the table, the other balls remaining where they stop.
-
-_=7.=_ Should a player touch his own ball with the cue or otherwise
-previous to playing, it is foul, the player loses one, and cannot play
-for safety. It sometimes happens that the player after having touched
-his ball gives a second stroke, then the balls remain where they stop,
-or are replaced as nearly as possible in their former position at the
-option of his opponent.
-
-_=8.=_ When the cue-ball is very near another, the player shall not
-play without warning his adversary that they do not touch, and giving
-him sufficient time to satisfy himself on that point.
-
-_=9.=_ When the cue-ball is in contact with another, the balls are
-spotted and the player plays with his ball in hand.
-
-_=10.=_ Playing with the wrong ball is foul. However, should the player
-using the wrong ball play more than one shot with it, he shall be
-entitled to his score just the same as if he had played with his own;
-as soon as his hand is out, the white balls must change places, and the
-game proceed as usual.
-
-ON FOUL STROKES.--It is a foul, and no count can be made:
-
-_=1.=_ If a stroke is made except with the point of the cue.
-
-_=2.=_ If the cue is not withdrawn from the cue-ball before the latter
-comes in contact with an object-ball.
-
-_=3.=_ If the striker, when in hand, plays from any position not within
-the six-inch radius.
-
-_=4.=_ If, in the act of striking, he has not at least one foot
-_touching_ the floor.
-
-_=5.=_ If he strikes while a ball is in motion, unless it has come to a
-rest, as provided in Sec. 10 on Foul Strokes.
-
-_=6.=_ If he plays with the wrong ball, except as provided in foregoing
-Law 10.
-
-_=7.=_ If the player touches the cue-ball more than once in any way, or
-hinders or accelerates it in any other way than by a legitimate stroke
-of the cue; or if, during a stroke or after it, he in any way touches,
-hinders, or accelerates an object-ball, except by the one stroke of the
-cue-ball to which he is entitled.
-
-_=8.=_ As touching any ball _in any way_ is a stroke, a second touch is
-a foul.
-
-_=9.=_ It is a foul against the striker if any ball be disturbed,
-hastened, or hindered by an opponent or any one but himself, whether
-the ball or balls are at rest while he is aiming or striking, in motion
-after he has struck, or at rest again after he has struck, and pending
-his again taking aim.
-
-_=10.=_ Should a ball that has once come to a standstill move without
-apparent cause, while the player is preparing to strike, it shall be
-replaced. Should it move before he can check his stroke, it, and all
-other balls set in motion by that stroke, shall be replaced, and the
-player shall repeat his shot, inasmuch as but for the moving of the
-ball, he might have counted where he missed, or missed where he counted.
-
-_=11.=_ It is a foul if the striker plays directly at any ball with
-which his own is in fixed contact, and the striker must in this
-instance play from balls spotted, as in the opening stroke of the game.
-
-_=12.=_ It is a foul to place marks of any kind upon the cloth or
-cushions as a guide to play; also foul to practise the banking shot for
-the lead-off upon the plea of testing the balls.
-
-_=13.=_ It is a foul against the non-striker, and the striker cannot
-make a count on the ensuing shot, if a ball in play is lifted from
-the table, except it be unavoidable in those cases in which it is
-provided that, because of foul or irregular strokes, the balls shall be
-transposed or replaced.
-
-_=14.=_ In order to restrict deliberate playing for safety, it shall be
-optional with the non-striker, if his opponent makes a miss in each one
-of three successive innings, to accept the third miss or to reject it
-and force his antagonist to hit at least one object-ball; and for this
-purpose that antagonist’s ball shall be replaced by the referee. Should
-two balls be hit by this stroke, there shall be no count.
-
-
-FIFTEEN-BALL POOL.
-
-The most successful pool player is not the one who can make difficult
-winning hazards with the greatest accuracy, but he who thoroughly
-understands playing for position. If he is familiar with the principles
-of the force, the follow, the draw, and the side stroke, he should
-invariably be able to leave himself in a good position for each
-succeeding shot; but unless he plans for position in advance, he can
-never hope to be more than an average player. To attain to proficiency
-in this there is no better training than playing so many balls or “no
-count.”
-
-There are some shots peculiar to winning hazards which should be
-understood by every pool player, and they are illustrated in the
-accompanying diagrams.
-
-[Illustration]
-
-_=No. 1=_ is the _=stirabout=_, and is a combination of the pinch and
-push shots. It is used when the cue and object balls are both very
-close to the pocket, but not in such a position as to allow the player
-to “cut” the ball in. The cue is held perpendicularly, and as low down
-on the ball as it will hold without slipping off. The ball is then
-slowly rolled over with the point of the cue until the cue begins to
-descend on the other side. The cue ball is then pushed against the
-object ball, still with the point of the cue. _=No. 2=_ will drive the
-spot white into the pocket if it is frozen to the red ball. No. _=3=_
-is a very useful push shot when the balls are close together. The cue
-is kept steadily on the cue ball until the object ball has been pushed
-to one side. The moment the latter is at the proper angle to run into
-the pocket the cue is applied sharply, and then withdrawn. _=No. 4=_
-is a push shot used when the balls are frozen to the cushion. The cue
-ball must be kept in contact with the object ball until the latter
-has acquired sufficient momentum to reach the pocket. _=No. 5=_ is a
-shot which was thought impossible until a few years ago. It depends on
-the communication of side to the object ball. The cue ball is struck
-very much on the side, almost like a massé, the spin thus given being
-communicated to the object ball and from that to the second ball, to
-which it must be frozen. The result will be that the second ball will
-make a slight curve on its way to the pocket.
-
-_=False Angles.=_ In playing bank shots it is sometimes necessary to
-make the object ball come back from the cushion at a smaller angle
-than the natural one. Some players imagine this can be done by putting
-side on the cue ball, but such is not the case. It is accomplished
-by striking so hard that the ball buries itself in the cushion, the
-result of which is that the angle of reflection is less than that of
-incidence. It is possible to drive an object ball to the rail at an
-angle of 60 degrees with such force that after crossing the table twice
-it will come off at a perfect right angle from the cushion. This is a
-very useful shot in banking for the side pockets, and also in playing
-for the 1 or 4 pin at Pin Pool.
-
-The following _=LAWS=_ for Fifteen-Ball Pool are copied, by
-permission, from the 1908 edition of the rules published by the
-Brunswick-Balke-Collender Co.
-
-_=1.=_ The game of Fifteen-Ball Pool is played with fifteen balls
-numbered from one to fifteen, respectively, and one white ball not
-numbered. The latter is the cue-ball, and at the opening of the game,
-the player plays with it from within the string at the head of the
-table, at any of the numbered balls, and afterward as he finds it on
-the table, his object being to pocket as many of the numbered balls
-as he can, the number on each ball he pockets being scored to his
-credit; so that not he who pockets the largest number of balls, but he
-whose score, when added up, yields the largest total, wins the game.
-Before commencing the game these fifteen balls are placed in the form
-of a triangle upon the table--a triangular frame being employed for
-this purpose to insure correctness. The ball numbered fifteen is so
-placed upon the table as to form the apex of the triangle, pointing
-upward toward the head of the table, and in forming the triangle the
-fifteen-ball should rest as nearly as possible upon the spot known
-as the deep-red spot in the Three-Ball Game. The other balls should
-have their places in the triangle so that the highest numbers shall be
-nearest the apex, the lowest numbers forming the base.
-
-_=2.=_ The player who makes the opening stroke must play from within
-the string from the head of the table and must strike the pyramid
-of object-balls with such force as to make at least two of the
-object-balls strike a cushion, or at least one object-ball go into a
-pocket. Should he fail to do either he forfeits three points and the
-next player plays. All balls pocketed on the opening stroke count for
-the player, and it is not necessary for him to call the numbers of the
-balls he intends pocketing before making the opening stroke.
-
-_=3.=_ Before making any other stroke except the opening stroke the
-player must _distinctly_ call the number of the ball he intends to
-pocket, but he need not designate the particular pocket into which
-he intends to put it. Unless he calls the ball pocketed it does not
-count for him, and must be placed on the deep-red spot, or if that be
-occupied, as nearly below it as possible. The player loses his hand but
-does not forfeit any points, and the next player plays. Should he call
-more than one ball he must pocket all the balls he calls, otherwise
-none of them can be counted for him.
-
-_=4.=_ After the opening stroke each player must either pocket a ball,
-make an _object_-ball strike a cushion, or the cue-ball strike a
-cushion after contact with an object-ball, under penalty of forfeiture
-of three points. Three forfeitures in succession loses the game for the
-player making them.
-
-_=5.=_ Should the player pocket, by the same stroke, more balls than he
-calls, he is entitled to the balls he pockets, provided he pockets the
-called ball.
-
-_=6.=_ A forfeiture of three points is deducted from the player’s score
-for making a miss; pocketing his own ball; forcing his own ball off
-the table; failing to make the opening stroke, as provided in Rule 2;
-failing either to make an object-ball strike a cushion or go into a
-pocket, as provided in Rule 4; striking his own ball twice; playing
-out of his turn, if detected doing so before he has made more than one
-counting stroke.
-
-_=7.=_ A ball whose centre is on the string line must be regarded as
-within the line.
-
-_=8.=_ If the player pocket one or more of the object-balls, and his
-own ball goes into a pocket, or off the table from the stroke, he
-cannot score for the numbered balls, which must be placed on the spot
-known as the deep-red spot, or if it be occupied as nearly below it as
-possible on a line with that spot.
-
-
-AMERICAN PYRAMID POOL.
-
-The fifteen balls are numbered from one to fifteen respectively, and
-are usually colored red, but the numbers on the balls are used simply
-for convenience in calling the number of each ball which the player
-intends to pocket and do not in any way affect the score of the player,
-which is determined by the number of balls pocketed. Scratches pay one
-ball, which must be placed on the deep red spot.
-
-
-CONTINUOUS POOL.
-
-In Continuous Pool, the scoring of the game is continued until all
-the balls in each frame have been pocketed, and the game may consist
-of any number of balls or points up which may be agreed upon. Each
-ball pocketed scores one point for the striker and the game is usually
-scored upon the string of buttons over the table, as in regular
-billiards. Penalties are paid through deducting points from the
-offending player’s score or string of buttons, instead of forfeiting a
-ball to the table as in regular pyramid pool. The numbers on the balls
-are simply used for convenience in calling the number of each ball
-which the player intends to pocket, and do not in any way affect the
-score of the player.
-
-
-ENGLISH PYRAMID POOL.
-
-This differs from the American game in several points. There are no
-“call shots,” the player being entitled to every ball he pockets,
-whether he played for it or not. All balls in hand must be played
-from a D, 21 to 23 inches in diameter. There is no rule about driving
-two balls to the cushion on the opening shot. When all the red balls
-but one are pocketed, the red and white balls are used as cue balls
-alternately. If there are only two players, and only two balls on the
-table, the red and white, if either player makes a miss or goes in the
-pocket himself, that ends the game; but if there are more than two
-players another red ball is spotted, as in the American game. The baulk
-line is no protection, a player in hand being allowed to play on any
-ball on the table, even if it is behind the D.
-
-
-SHELL OUT.
-
-This game should not be confounded with Black Pool. It is simply
-English Pyramids, but instead of making the player with the lowest
-score at the end pay for the table, each player equally shares the
-expense, and the balls are pocketed for so much apiece. If the amount
-of the shell-out was a shilling, and there were six players, any person
-pocketing a ball would receive a shilling from each of the others, and
-would play again. A losing hazard or a miss would compel the striker to
-pay a shilling to each of the others, instead of putting a ball back on
-the table. The last ball pays double.
-
-
-HIGH-LOW-JACK-GAME.
-
-This game is played with a set of balls the same as used in
-Fifteen-Ball Pool.
-
-Any number of persons may play, the order of play being determined by
-the rolling of the small numbered balls.
-
-The fifteen-ball is High; the one-ball is Low; the nine-ball is Jack;
-and the highest aggregate is Game. Seven points generally constitute a
-game.
-
-In cases where players have one and two to go to finish game, the first
-balls holed count out first, be they High, Low, or Jack.
-
-In setting up the pyramid the three counting balls--High, Low,
-Jack--are placed in the centre, with High at the head of the three
-named balls, the other balls as in regular Fifteen-Ball Pool.
-
-When players have each one to go, instead of setting up an entire frame
-of pyramids, a ball is placed at the foot of the table, in direct line
-with the spots, and at a distance from the lower cushion equal to the
-diameter of another of the pool balls. This ball must be pocketed by
-banking it to one or more cushions. The player who pockets the ball
-wins the game.
-
-
-FORTY-ONE POOL.
-
-Forty-One Pool is played with a regular Fifteen-Ball Pool set of balls,
-the object of play being to pocket a sufficient number of the pool
-balls which added to the private small ball shall score exactly 41.
-
-
-CHICAGO POOL.
-
-This game is played with the numbered pool balls from 1 to 15 and a
-white cue-ball, as in Fifteen-Ball Pool, the object being to play upon
-and pocket the balls in their numerical order.
-
-The table is laid out for the game by placing the one ball against
-the end cushion at the first right-hand diamond sight at the foot of
-the table, the two-ball is placed at the centre diamond sight on same
-cushion; the remaining thirteen balls are placed in the order of their
-numbers at the succeeding diamond sights. The three sights on the end
-rail at head of the table are not occupied by any ball.
-
-The opening stroke _must_ be to strike the _one_-ball. If that ball is
-holed it is placed to the credit of the player, and he continues his
-hand until he fails to score, but in continuing he must play each time
-upon the ball bearing the lowest number on the table. After playing
-upon that ball, however, should any other be pocketed by the same
-stroke, irrespective of its number, it shall be placed to the player’s
-credit so pocketing it.
-
-If the line of aim at the ball required to be hit is covered by another
-ball, the player may resort to a bank play or massé, etc., but should
-he fail to hit the required ball he forfeits three, receiving a scratch.
-
-
-COW-BOY POOL.
-
-1. The game is played by two or more contestants, on a pool table, with
-one cue ball and three colored balls numbered respectively 1, 3 and 5.
-
-2. At the commencement of the game the ball numbered 1 shall be placed
-on the spot at the head of the table, the ball numbered 5 shall be
-placed on the centre spot, and the ball numbered 3 shall be placed on
-the lower spot, and whenever any object ball is pocketed or forced off
-the table it shall be replaced on the original spot, except as provided
-for in Rule No. 12.
-
-3. The opening player may play from any point within the string line
-he may choose, but must play upon the No. 3 ball before striking any
-other, or forfeit his hand.
-
-4. The winner is the player who first accomplishes the main object of
-the game, which is to score 101 points by the “Cow-Boy method,” which
-is that the first 90 points may be scored by either carroms or the
-pocketing of one or more of the numbered balls, which shall count that
-number for the player; the scoring of a single carrom shall count 1,
-and a double 2.
-
-5. On arriving at the exact number of 90 points, the contestant must
-next obtain 10 more points by carroms only; and having arrived at
-the score of 100, the last point must be obtained by playing the cue
-ball onto the No. 1 ball and thence into any pocket he may designate,
-without touching either of the other balls, however, and should the cue
-ball enter any other pocket, the hand is out and the run, if any, lost.
-
-6. Any point made by a player and scored for him by either the marker
-or himself at the completion of any hand can never be lost; but
-should a player at any time make a scratch, miss or foul, any points
-previously made by him in that hand shall be lost and the hand shall
-pass.
-
-7. At the completion of the first 90 points all the balls must come to
-rest on the table before the player makes his next stroke; otherwise
-the following stroke shall be a foul.
-
-8. At the completion of 100 points the balls must all come to rest
-before the player makes his next stroke; otherwise the stroke is foul.
-
-9. Should a player pocket the cue ball twice in succession without
-striking any object bail, he shall forfeit the game.
-
-10. Should a player while upon his carroms pocket any ball, the hand is
-out, and he loses any points he may have made on that run.
-
-11. Whenever, except on the final stroke, the cue ball is pocketed or
-forced off the table, the hand is out, the points scored on that run
-are lost, and the cue ball is in hand for the following player, who
-must play on a ball outside the string line, or else on some point of
-the cushion outside the line.
-
-12. Should the spot on which any pocketed ball belongs be occupied,
-said ball shall be left off the table until the spot is free and the
-balls are at rest, with this exception--that should the 1 ball be
-pocketed, and its spot occupied, any player who is exactly 100, and
-whose turn it is to play, may demand that all the object balls be
-spotted and he shall play with ball in hand.
-
-13. It is a foul if the player touch any ball with his person or
-clothing. It is a foul if he strike the cue ball twice or with anything
-but the point of the cue. It is a miss if he shoot without causing the
-cue ball to strike any object ball. It is a scratch if he cause the cue
-ball to enter a pocket except on the 101st point, or leave the table.
-
-14. Carroms obtained by pushing during the first 90 points are
-legitimate, but not during the following ten points; and the 101st shot
-must be a clean stroke, and a push shot will not be allowed.
-
-15. When a player is 100, should he fail to strike the 1 ball his hand
-is out and his run, if any, forfeited.
-
-16. During the first 90 points, should the cue ball be frozen to an
-object ball, and if by a push causes the object ball to move, any
-resulting carrom shall be valid. If, however, the frozen object ball
-fails to move, it shall be considered as not having been touched except
-that should the cue ball strike a cushion, it shall not be a scratch.
-
-17. Any cases not covered by these rules shall be governed as far as
-possible by the accepted rules of pool and four-ball billiards.
-
-
-SNOOKER POOL.
-
-1. The game of Snooker’s Pool is played by two or more players, either
-all against all or in partnership, with fifteen red balls, six pool
-balls, and one white ball as hereafter described. Any rest may be used.
-
-2. To decide the order of play, as many pool balls as there are players
-or sides shall be put into a basket, shaken, and given out to the
-players by the marker.
-
-The players play in the order in which the colors appear on the pool
-marking board. A player pocketing a ball scores its value as against
-each of the other players, and when penalized, pays the penalty to each
-of them. In a game where sides are formed a player either scores for
-his own side, or is penalized to the opposing side or sides.
-
-3. When commencing a game the fifteen red balls shall be placed as in
-the game of Pyramids. For each of these balls pocketed, according to
-rule, the striker shall score one point. The pool balls to be used are
-the yellow, green, brown, blue, pink, and black, which shall be spotted
-as follows at the commencement of the game, and have the appended
-values when pocketed according to rule:
-
- The Yellow ball shall be placed on the right hand spot of the
- baulk line and count two points;
-
- The Green ball shall be placed on the left hand spot of the
- baulk line and count three points;
-
- The Brown ball shall be placed on the middle spot of the baulk
- line and count four points;
-
- The Blue ball shall be placed on the spot between the two
- middle pockets and count five points;
-
- The Pink ball shall be placed at the apex of the pyramid and
- count six points;
-
- The Black ball shall be placed on the billiard spot and count
- seven points.
-
- The White ball shall be used in rotation by the various players
- taking part in the game solely as the striker’s ball, and shall
- be played from the “D” at the start of a game by the first
- player, and at any other period of the game, after it has been
- off the table from any cause whatever.
-
-4. The ball shall be struck with the point of the cue and not “pushed.”
-If, after the striker’s ball has been forced against an object ball,
-the point of his cue remain or come in contact with his ball, the
-stroke is foul. There is no difference between the act of striking and
-the act of aiming.
-
-5. The “baulk” is no protection.
-
-6. The striker must pocket a red ball before playing upon a pool
-ball; otherwise the stroke is foul, and after pocketing a red ball he
-must play upon a pool ball, an order of play that must be observed
-throughout each break so long as a red ball remains upon the table.
-
-7. After pocketing a red ball the striker is at liberty to select the
-pool ball upon which he will play, but when there is no longer a red
-ball on the table, the pool balls must be played at and taken in their
-order of value from lowest to highest, save that the player pocketing
-the last red ball shall be allowed to select the first pool ball upon
-which he plays, which, if pocketed, shall be respotted and the pool
-balls played at in their order of value.
-
-8. When playing on a pool ball the striker, if asked the question by a
-player taking part in the game, shall “declare” the ball selected.
-
-9. Any number of red balls may be taken in one stroke; but, if a pool
-ball is taken in conjunction with a red ball, the stroke is foul. After
-pocketing a red ball only the pool ball aimed at may be taken.
-
-10. A red ball once off the table shall not be brought into play again
-under any circumstances; but all pool balls pocketed shall be respotted
-in their original positions (save that the pink ball shall be placed on
-the pyramid spot), until Rule 7, as to playing upon the pool balls in
-rotation, comes into force. When the pool balls are being played upon
-in rotation, they shall not be respotted after being pocketed in proper
-order and according to rule.
-
-11. No ball shall, under any circumstances, be taken up.
-
-12. Should the spot allotted to any pool ball be occupied when it
-becomes necessary to respot it, it shall be placed upon the _nearest
-unoccupied spot_, and, failing that, as near as possible to its proper
-spot in the direction of the centre spot. If the middle spot of the
-baulk line is occupied, the brown ball after being pocketed shall,
-if possible, be placed on the left-hand spot of the baulk line, and,
-failing that, the rule as above applies.
-
-13. If the striker’s ball is touching another, such ball not being
-playable, and he disturb the ball touching his own, the stroke is foul.
-
-14. Should the striker’s ball be so placed that he cannot play direct
-on the object ball, he is said to be “snookered.”
-
-
-FOUL STROKES AND PENALTIES.
-
-15. Foul strokes are made or penalties incurred by (1) “Pushing”
-instead of striking the ball, or striking the ball more than once;
-(2) Playing out of turn; (3) Playing with both feet off the floor;
-(4) Playing before all the balls have become stationary, when off
-the table, or wrongly spotted; (5) Playing with the wrong ball; (6)
-Touching or moving any ball, except in the legitimate manner set forth
-in these rules; (7) Forcing any ball off the table; (8) Wilfully
-interfering with an opponent, or the run of the balls, and refusing to
-obey the referee’s decision; (9) Missing, running a coup, striking the
-wrong ball, or pocketing the white ball; (10) Playing at or pocketing
-any ball except in the proper rotation; (11) Striking two balls, other
-than two red balls, simultaneously; (12) Giving an intentional miss;
-(13) Pocketing more than one ball--other than red balls--by one stroke.
-
-16. If the striker “push” his ball or strike it more than once, he
-cannot score, but is subject to any other penalty that he may incur by
-the stroke.
-
-17. If a player play out of turn, he shall forfeit his next turn,
-otherwise the sequence of turns shall not be altered. If the error be
-discovered during his break, he cannot score from the last stroke made,
-and the balls shall be replaced by the marker as nearly as possible in
-the positions they occupied before the stroke objected to. The striker
-shall be credited with any previous scores, but is subject to any other
-penalty he may incur.
-
-18. The striker cannot score by a stroke made with both feet off the
-floor, but is subject to any penalty he may otherwise incur.
-
-19. If the striker play before all the balls have ceased rolling, or
-before a pool ball has been respotted, or whilst any pool ball has
-been wrongly spotted, he cannot score, and the next player in rotation
-shall proceed from the position in which the balls have been left. The
-striker is subject to any penalty he may otherwise incur.
-
-20. If the striker play with the wrong ball, he shall be penalized in
-the value of the black ball.
-
-21. If the striker touch a ball in play otherwise than in the proper
-manner laid down in these Rules, he cannot score and the balls shall be
-replaced. After the balls are replaced the stroke must be played, if
-the striker was still in play when the ball was moved or touched, and
-he is subject to any other penalty he may incur. Should he touch a ball
-after the completion of any stroke, _i.e._, when the balls have become
-stationary, his scores from previous strokes shall hold good.
-
-22. If the striker force any of the red or pool balls off the table,
-he shall be penalized in the value of the ball or balls so forced off.
-Should the ball or balls forced off the table be struck out of order,
-or of inferior value to the ball that should have been struck, the
-latter ball shall govern the penalty. Should he force his own ball off
-the table, he shall be penalized in the value of the ball aimed at,
-unless another ball of higher value be first struck, in which case such
-higher ball shall govern the penalty.
-
-23. If a player refuse to continue the game when called upon to do so,
-or intentionally obstruct an opponent, or wilfully interfere with the
-running of the balls, he shall be penalized in the total value of all
-the balls remaining in play.
-
-24. If the striker miss the object ball, or run a coup, or pocket
-the white ball, he shall be penalized in the value of the ball aimed
-at; but, if he strike another ball or balls, he shall be penalized
-in the value of the first ball so struck, unless the ball so struck
-is of lower value than the ball aimed at and missed, in which case
-the penalty is governed by the value of the ball aimed at. Should the
-striker in pocketing any ball hole the white, he cannot score, and
-is penalized in the value of the ball pocketed. Should the striker
-(excepting as provided in _Rule_ 9) pocket a ball other than the one
-aimed at, he cannot score, and is penalized in the value of such ball
-unless the ball pocketed is of lower value than the ball aimed at, in
-which case the penalty is governed by the value of the ball aimed at.
-
-25. If the striker play at or pocket a ball except in the proper
-rotation, he shall be penalized in the value of the ball so played at
-or pocketed unless the ball so played at be of lower value than the
-ball which should have been selected, in which case the penalty is
-governed by the latter ball.
-
-26. If the striker strike simultaneously a pool ball and a red ball, or
-two pool balls, he shall be penalized in the value of the higher ball.
-
-27. If the striker pocket the white ball after contact with another, he
-shall be penalized in the value of the ball struck, unless the object
-ball so struck be out of order, in which case the penalty shall be
-governed by the ball of the higher value.
-
-28. Should the striker give an intentional miss, he shall be penalized
-in the value of the black ball, and be compelled to play the stroke
-again. No score can accrue from such stroke, but the striker shall be
-subject to any further penalty he may incur.
-
-29. If the striker pocket more than one ball, other than red balls,
-in one stroke, he cannot score, and is penalized in the value of the
-highest ball pocketed.
-
-30. In the absence of a referee the marker of the room shall decide
-all disputes that may arise; and, if he does not know of the matter in
-dispute, the majority of the onlookers shall decide.
-
-
-ENGLISH POOL.
-
-This game is known in England as Colom-Ball, or Following Pool. The
-balls are placed in a pool bottle, and shaken up by the marker, who
-then gives one to each candidate for play in rotation. The player who
-receives the white ball places it on the spot, and the one who gets
-the red ball plays from within the D at the head of the table. The
-marker calls the colour of the player whose turn it is, and notifies
-him which ball will play on him, so that he may play for safety if he
-can. The following are Brunswick-Balke-Collender Co.’s rules:
-
-The WHITE BALL is spotted.
-
- RED BALL plays upon WHITE.
- YELLOW ” RED.
- GREEN ” YELLOW.
- BROWN ” GREEN.
- BLUE ” BROWN.
- PINK ” BLUE.
- SPOT-WHITE ” PINK.
- SPOT-RED ” SPOT-WHITE.
- SPOT-YELLOW ” SPOT-RED.
- SPOT-GREEN ” SPOT-YELLOW.
- SPOT-BROWN ” SPOT-GREEN.
- SPOT-BLUE ” SPOT-BROWN, and
- WHITE ” SPOT-BLUE.
-
-_=1.=_ When coloured balls are used, the players must play
-progressively, as the colours are placed on the pool marking-board, the
-top colour being No. 1.
-
-_=2.=_ Each player has _three_ lives at starting. No. 1 places his ball
-on the “winning and losing” spot, No. 2 plays at No. 1, No. 3 at No. 2,
-and so on--each person playing at the last ball, unless the striker’s
-ball be in hand, when he plays at the nearest ball.
-
-_=3.=_ When a striker loses a life the next in rotation plays at the
-ball nearest to his own; but if this player’s ball be in hand, he plays
-at the ball nearest to the centre of the baulk-line, whether it be in
-or out of baulk.
-
-_=4.=_ When any doubt arises as to the nearest ball, the marker
-measures the distance, and the player strikes at the ball declared to
-be nearest his own.
-
-_=5.=_ The baulk is no protection.
-
-_=6.=_ The player loses a life by pocketing his own ball off another,
-by running a coup, by missing the ball played on, by forcing his ball
-off the table, by playing _with_ the wrong ball, by playing _at_ the
-wrong ball, by playing out of his turn, by striking the wrong ball, or
-by having his ball pocketed by the next striker.
-
-_=7.=_ Should the striker pocket the ball he plays at, and by the same
-stroke pocket his own or force it over the table, _he_ loses a life and
-not the person whose ball he pocketed.
-
-_=8.=_ Should the player strike the wrong ball, he pays the same
-forfeit to the person whose ball he should have played at as he would
-have done if he had pocketed it himself.
-
-_=9.=_ If the striker miss the ball he ought to play at, and by the
-same stroke pocket another ball, _he_ loses a life, and not the person
-whose ball he pocketed; in which case the striker’s ball must be taken
-up, and both balls remain in hand until it be their several turns to
-play.
-
-_=10.=_ If the player inquire as to which is his ball, or if it be his
-turn to play, the marker or the players must give him the information
-sought.
-
-_=11.=_ If the striker, while taking aim, inquire which is the ball he
-ought to play at, and should be misinformed by the marker or by any of
-the company, he does not lose a life. His ball must in this case be
-replaced and the stroke played again.
-
-_=12.=_ When a ball or balls touch the striker’s ball, or are in line
-between it and the ball he has to play at, so that it will prevent
-him hitting _any part of the object-ball_, such ball or balls must be
-taken up until the stroke be played, and, after the balls have ceased
-running, they must be replaced.
-
-_=13.=_ If a ball or balls are in the way of a striker’s cue, so that
-he cannot play at his ball, he can have them taken up.
-
-_=14.=_ When the striker _takes_ a life, he continues to play on as
-long as he can pocket a ball, or until the balls are all off the table,
-in which latter case he places his own ball on the spot as at the
-commencement.
-
-_=15.=_ The first player who loses his three lives is entitled to
-purchase, or _star_, by paying into the pool a sum equal to his
-original stake, for which he receives lives equal in number to the
-lowest number of lives on the board.
-
-_=16.=_ If the player first out refuse to star, the second player out
-may do so; but if the second refuse, the third may star, and so on,
-until only two players are left in the pool, when the privilege of
-starring ceases.
-
-_=17.=_ Only one star is allowed in a pool.
-
-_=18.=_ If the striker move his own or any other ball _while in the act
-of striking_, the stroke is foul; and if, by the same stroke, he pocket
-a ball or force it off the table, the owner of that ball does not lose
-a life, and the ball so pocketed must be placed on its original spot.
-But if by that foul stroke the player pocket his own ball or force it
-off the table, _he_ loses a life.
-
-_=19.=_ 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
-such stroke is not to be considered foul; in such a case, however, the
-striker loses a life by running his ball into a pocket or forcing it
-over the table.
-
-_=20.=_ If, after making a hazard, the striker takes up his ball, or
-stops it before it has done running, he cannot claim the life for the
-ball pocketed.
-
-_=21.=_ If, before a star, two or more balls, each having one life, are
-pocketed by the same stroke, the owner of the first ball struck can
-star; but if he refuse, the other player whose ball was pocketed may
-star.
-
-_=22.=_ Should the striker’s ball stop on the place from which a ball
-has been taken up, the ball which has been removed must remain in hand
-until the spot is unoccupied, when it is to be replaced.
-
-_=23.=_ Should the striker’s ball miss the ball played at, no person
-except the striker is allowed to stop the ball till it has ceased
-running or struck another ball.
-
-_=24.=_ Should the striker have his next player’s ball removed, and his
-own ball stop on the spot it occupied, the next player must give a miss
-from baulk, for which miss he does not lose a life.
-
-_=25.=_ When a ball has been taken up, and any other than the next
-player’s ball stop on the spot it occupied, the ball so taken up must
-remain in hand till it can be replaced. But if it be the turn of the
-ball in hand to play before the one occupying its proper place, the
-latter must be taken up till there be room to replace it.
-
-_=26.=_ If the corner of the cushion should prevent the striker from
-playing in a direct line, he can have any ball removed for the purpose
-of playing at the object-ball from a cushion.
-
-_=27.=_ When three players, each with one life, remain in a pool, and
-the striker make a miss, the other two divide without a stroke.
-
-_=28.=_ Neither of the last two players can star, but if they are
-left with an equal number of lives each they may divide the pool; the
-striker, however, is entitled to his stroke before the division.
-
-_=29.=_ All disputes are to be decided by the marker; but if he be
-interested in the game, they shall then be settled by a majority of the
-players.
-
-
-BLACK POOL.
-
-This is a variation of English Colour-Ball Pool. A black ball is placed
-on the centre spot. The colours follow one another just as in English
-pool, until all the balls have come upon the table. After that, any
-ball on the table may be played at, and if it is pocketed, the player
-has the option of playing at the black ball. If he pockets it, each
-player pays him the amount of a life, so that the player whose ball was
-first pocketed would have to pay two, one for his own ball and one
-for the black. If a ball is pocketed before the balls are all on the
-table, the player may play on the black; but the following players must
-play on their colours until the first round is complete. No one is ever
-dead, and the game may be continued indefinitely, although half an hour
-is the usual limit. The players share the expense of the table, as at
-Shell-out.
-
-
-ENGLISH BILLIARDS.
-
-This game is played with three balls, one red and two white. Every
-winning hazard off the red counts 3; hazards off the white count 2, and
-all carroms count 2. If a player makes a carrom and a losing hazard
-on the same stroke, it counts 5 if the red was the object ball; 4 if
-the white was the object ball. A player may make 10 on one stroke by
-playing on the red, making a carrom, and pocketing all three balls. A
-miss counts one for the adversary; but if the player who makes a miss
-runs into a pocket or jumps off the table, his adversary counts 3.
-
-The secret of success in the English game is not in gathering shots
-or rail nursing, but in repeated position; that is, playing shots so
-that the object ball returns to its position, the cue ball falling
-into a pocket and being played again from an advantageous position in
-the D. If the red ball is left in a good position for a losing hazard
-in either of the side pockets, the player should place his own ball
-in such a position in the D that he can drive the red to the bottom
-cushion and back again, leaving himself another easy hazard in the side
-pockets.
-
-If the red is near a bottom pocket, and the player’s ball is in hands,
-the beginner will invariably leave the red ball in baulk, even if he
-makes the hazard. The reason is that he strikes with just force enough
-to reach the red and go into the pocket, and this force is just enough
-to drive the red about the same distance in the opposite direction,
-leaving it where the cue ball came from--in baulk.
-
-The English do not understand gathering shots, nursing, and cushion
-carroms so well as the Americans, and play chiefly for the winning
-and losing hazards. The objective point of the expert is the _=spot
-stroke=_, which consists in getting exactly behind the red ball when it
-is on its spot, and then driving it into the corner pocket, returning
-the cue ball to its position with a light draw shot. If the cue ball
-fails to come back exactly behind the red the position may be recovered
-in several ways, some of which are shown in the diagrams.
-
-[Illustration]
-
-No. 1 is the perfect position for the spot stroke; the dotted lines in
-the others show the course that must be followed by the cue ball to
-recover the initial position.
-
-_=Man-of-war Game=_ is a variety of English billiards in which there
-are three white balls, each belonging to different players.
-
-The following _=LAWS=_ are taken, by permission, from the rules
-published by the Brunswick-Balke-Collender Co.
-
-
-ENGLISH BILLIARD LAWS.
-
-_=1.=_ The choice of balls and order of play shall, unless mutually
-agreed upon by the two players, be determined by stringing; and the
-striker whose ball stops nearest the lower [or bottom] cushion, after
-being forced from baulk up the table, may take which ball he likes, and
-play, or direct his opponent to play first, as he may deem expedient.
-
-_=2.=_ The red ball shall, at the opening of every game, be placed on
-the top [or red] spot, and replaced after being pocketed or forced off
-the table, or whenever the balls are broken.
-
-_=3.=_ Whoever breaks the balls, i. _e_., opens the game, must play out
-of baulk, though it is not necessary that he shall strike the red ball.
-
-_=4.=_ The game shall be adjudged in favour of whoever first scores
-the number of points agreed on, when the marker shall call “game”; or
-it shall be given against whoever, after having once commenced, shall
-neglect or refuse to continue when called upon by his opponent to play.
-
-_=5.=_ If the striker scores by his stroke he continues until he ceases
-to make any points, when his opponent follows on.
-
-_=6.=_ If when moving the cue backward and forward, and prior to a
-stroke, it touches and moves the ball, the ball must be replaced to the
-satisfaction of an adversary, otherwise it is a foul stroke; but if the
-player strikes, and grazes any part of the ball with any part of the
-cue, it must be considered a stroke, and the opponent follows on.
-
-_=7.=_ If a ball rebounds from the table, and is prevented in any way,
-or by any object except the cushion, from falling to the ground, or if
-it lodges on a cushion and remains there, it shall be considered off
-the table, unless it is the red, which must be spotted.
-
-_=8.=_ A ball on the brink of the pocket need not be “challenged”: if
-it ceases running and remains stationary, then falls in, it must be
-replaced, and the score thus made does not count.
-
-_=9.=_ Any ball or balls behind the baulk-line, or resting exactly upon
-the line, are not playable if the striker be in hand, and he must play
-out of baulk before hitting another ball.
-
-_=10.=_ Misses may be given with the point or butt of the cue, and
-shall count one for each against the player; or if the player strike
-his ball with the cue more than once a penalty shall be enforced, and
-the non-striker may oblige him to play again, or may call on the marker
-to place the ball at the point it reached or would have reached when
-struck first. [The butt may also be used for playing a ball in hand up
-the table in order to strike a ball in baulk.]
-
-_=11.=_ Foul strokes do not score to the player, who must allow his
-opponent to follow on. They are made thus: By striking a ball twice
-with the cue; by touching with the hand, ball, or cue an opponent’s
-or the red ball; by playing with the wrong ball; by lifting both feet
-from the floor when playing; by playing at the striker’s own ball and
-displacing it ever so little (except while taking aim, when it shall be
-replaced, and he shall play again).
-
-_=12.=_ The penalty for a foul stroke is losing the lead, and, in
-case of a score, an opponent must have the red ball spotted, and
-himself break the balls, when the player who made the foul must follow
-suit, both playing from the D. If the foul is not claimed the player
-continues to score, if he can.
-
-_=13.=_ After being pocketed or forced off the table the red ball must
-be spotted on the top spot, but if that is occupied by another ball the
-red must be placed on the centre spot between the middle pockets.
-
-_=14.=_ If in taking aim the player moves his ball and causes it to
-strike another, even without intending to make a stroke, a foul stroke
-may be claimed by an adversary. (See Rule Fifteenth.)
-
-_=15.=_ If a player fail to hit another ball, it counts one to his
-opponent; but if by the same stroke the player’s ball is forced over
-the table or into any pocket it counts three to his opponent.
-
-_=16.=_ Forcing any ball off the table, either before or after the
-score, causes the striker to gain nothing by the stroke.
-
-_=17.=_ In the event of either player using his opponent’s ball and
-scoring, the red must be spotted and the balls broken again by the
-non-striker; but if no score is made, the next player may take his
-choice of balls and continue to use the ball he so chooses to the end
-of the game. No penalty, however, attaches in either case unless the
-mistake be discovered before the next stroke.
-
-_=18.=_ No person except an opponent has a right to tell the player
-that he is using the wrong ball, or to inform the non-striker that his
-opponent has used the wrong ball; and if the opponent does not see the
-striker use the ball, or, seeing him, does not claim the penalty, the
-marker is bound to score to the striker any points made.
-
-_=19.=_ Should the striker [whose ball is in hand], in playing up the
-table on a ball or balls in baulk, either by accident or design, strike
-one of them [with his own ball] without first going out of baulk, his
-opponent may have the balls replaced, score a miss, and follow on; or
-may cause the striker to play again, or may claim a foul, and have the
-red spotted and the balls broken again.
-
-_=20.=_ The striker, when in hand, may not play at a cushion within the
-baulk (except by going first up the table) so as to hit balls that are
-within or without the line.
-
-_=21.=_ If in hand, and in the act of playing, the striker shall move
-his ball with insufficient strength to take it out of baulk, it shall
-be counted as a miss to the opponent, who, however, may oblige him to
-replace his ball and play again. [Failing to play out of baulk, the
-player may be compelled to play his stroke over again.]
-
-_=22.=_ If in playing a pushing stroke the striker pushes more than
-once it is unfair, and any score he may make does not count. His
-opponent follows by breaking the balls.
-
-_=23.=_ If in the act of drawing back his cue the striker knocks the
-ball into a pocket, it counts three to the opponent, and is reckoned a
-stroke.
-
-_=24.=_ If a foul stroke be made while giving a miss, the adversary may
-enforce the penalty or claim the miss, but he cannot do both.
-
-_=25.=_ If either player take up a ball, unless by consent, the
-adversary may have it replaced, or may have the balls broken; but if
-any other person touches or takes up a ball it must be replaced by the
-marker as nearly as possible.
-
-_=26.=_ If, after striking, the player or his opponent should by any
-means obstruct or hasten the speed of any ball, it is at the opponent
-or player’s option to have them replaced, or to break the balls.
-
-_=27.=_ No player is allowed to receive, nor any bystander to offer
-advice on the game; but should any person be appealed to by the marker
-or either player he has a right to offer an opinion; or if a spectator
-sees the game wrongly marked he may call out, but he must do so prior
-to another stroke.
-
-_=28.=_ The marker shall act as umpire, but any question may be
-referred by either player to the company, the opinion of the majority
-of whom shall be acted upon.
-
-
-PIN POOL.
-
-The game of Pin Pool is played with two white balls and one red,
-together with five small wooden pins, which are set up in the middle of
-the table, diamond fashion, each pin having a value to accord with the
-position it occupies.
-
-[Illustration:
-
- 4*
- 3* 5* 2*
- 1*
-]
-
-The pin nearest the string line is No. 1; that to the right of it is
-No. 2; to the left, No. 3; the pin farthest from the string line is No.
-4; and the central or black pin, No. 5. These numbers may be chalked on
-the cloth in front of each particular pin.
-
-Neither carroms nor hazards count; for pocketing a ball (when playing
-on a pocket table), or causing it to jump off the table or lodge on the
-cushion, or for missing altogether, nothing is forfeited other than
-the stroke. The only penalty is that the ball so offending shall be
-spotted upon the white-ball spot at the foot of the table, or if that
-be occupied then on the nearest spot thereto unoccupied.
-
-When the pins are arranged, the rotation of the players is determined
-in like manner as in Fifteen-Ball Pool, after which each player
-receives from the marker a little numbered ball which is placed in the
-player’s cup on the pool board, and the number of which is not known to
-any of his opponents.
-
-The object of the player is to knock down as many pins as will count
-exactly thirty-one when the number on the small ball held by him is
-added to their aggregate; thus, if the small ball is No. 9, the player
-will have to gain twenty-two points on the pins before calling game,
-and whoever first gets exactly thirty-one points in this manner wins
-the pool.
-
-A white ball is spotted five inches from the lower end of the table, on
-a line drawn down the centre; and the red ball placed upon its own spot
-at the foot of the table.
-
-Player No. 1 must play with the remaining white ball from any point
-within the string-line at the head of the table at either the red or
-white ball, or place his own on the string spot. Player No. 2 may play
-with any ball on the table--red or white. After the first stroke has
-been played, the players, in their order, may play with or at any ball
-upon the board.
-
-Unless the player has played on some ball upon the board before
-knocking down a pin, the stroke under all circumstances goes for
-nothing, and the pin or pins must be replaced and the player’s ball
-put upon the white-ball spot at the foot of the table or if that be
-occupied, on the nearest unoccupied spot thereto. But should two balls
-be in contact the player can play with either of them, direct at the
-pins, and any count so made is good.
-
-If a player, with one stroke, knocks down the four outside pins and
-leaves the black one standing on its spot, it is called a Natural, or
-_=Ranche=_, and under any and all circumstances it wins the game.
-
-When a player gets more than 31, he is _=burst=_, and he may either
-play again immediately with the same ball he has in the pool rack,
-starting at nothing of course, or he may take a new ball. If he takes a
-new ball he may either keep it or keep his old one, but he cannot play
-again until it comes to his turn.
-
-
-THE LITTLE CORPORAL.
-
-This game is the regular Three-Ball Carrom Game with a small pin
-added, like those used in Pin Pool, which is set up in the centre of
-the table. The carroms and forfeits count as in the regular Three-Ball
-Game, but the knocking down of the pin scores five points for the
-striker, who plays until he fails to effect a carrom or knock down the
-pin. A ball must be hit by the cue-ball before the pin can be scored;
-playing at the pin direct is not allowed. The pin must be set up where
-it falls; but in case it goes off the table or lodges on the top of the
-cushion it must be placed upon the centre spot. The pin leaning against
-the cushion must be scored as down, and when the pin lodges in the
-corner of the table, so that it cannot be hit with the ball, it is to
-be set up on the centre spot. One hundred points generally constitute a
-game, but any number of points may be agreed upon.
-
-
-THE SPANISH GAME OF BILLIARDS.
-
-This game is played in the South, California, and in Mexico and Cuba,
-and is played with two white and one red ball, and five pins placed
-similar to those in Pin Pool. The red ball is placed on the red-ball
-spot, and the first player strikes at it from within the baulk
-semicircle. The game is scored by winning and losing hazards, carroms,
-and by knocking over the pins. It is usually played thirty points up.
-
-The player who knocks down a pin after striking a ball gains _two_
-points, if he knocks down two pins he gains _four_ points, and so on,
-scoring two points for each pin knocked down. If he knock down the
-middle pin alone he gains _five_ points. The player who pockets the red
-ball gains _three_ points and two for each pin knocked down by the same
-stroke. The player who pockets the white ball gains two points, and
-two for each pin knocked over with the same stroke. Each carrom counts
-two. The player who knocks down a pin or pins with his own ball before
-striking another ball loses two for every pin so knocked down. The
-player who pockets his own ball without hitting another ball forfeits
-three points; for missing altogether he forfeits one point. The striker
-who forces his own ball off the table without hitting another ball
-forfeits _three_ points, and if he does so after making a carrom or
-pocket he loses as many points as he would otherwise have gained. The
-rules of the American Carrom Game, except where they conflict with the
-foregoing rules, govern this game also.
-
-
-BOTTLE POOL.
-
-The game of Bottle Pool is played on a pool table with one white ball,
-the 1 and 2 ball, and pool-bottle. The 1 and 2 balls must be spotted,
-respectively, at the foot of the table, at the left and right diamond
-nearest each pocket, and the pool-bottle is placed standing on its neck
-on the spot in the centre of the table, and when it falls it must be
-set up, if possible, where it rests.
-
-Carrom on the two object-balls counts 1 point; Pocketing the 1 ball
-counts 1 point; Pocketing the 2 ball counts 2 points; Carrom from ball
-and upsetting bottle counts 5 points. The game consists of 31 points.
-The player having the least number of points at the finish of the game
-shall be adjudged the loser.
-
-Any number of persons can play, and the rotation of the players is
-decided as in ordinary pool. Player No. 1 must play with the white
-ball from any point within the string at the head of the table, at
-either the 1 or 2 ball at his option. The player who leads must play
-at and strike one of the object-balls before he can score a carrom on
-the pool-bottle. If a player carrom on the bottle from either of the
-object-balls, in such a way as to seat the bottle on its base, he wins
-the game, without further play.
-
-Should the 1 or 2 ball in any way, during the stroke, touch the bottle
-and the bottle is in the same play knocked over or stood on its base
-by the cue-ball, the stroke does not count. If the player forces the
-bottle off the table or into a pocket, the bottle must be spotted on
-its proper spot in the centre of the table, the player loses his shot
-and forfeits one point, and the next player plays.
-
-A player who makes more than 31 points is burst, and must start his
-string anew; all that he makes in excess of 31 points count on his new
-string, and the next player plays.
-
-
-BILLIARD TEXT BOOKS.
-
-_=American Game=_:--
-
- Modern Billiards, Brunswick-Balke-Collender Co.
- Billiard Laws, ” ” ” ”
- Manuel du Biliard, by Vignaux.
- Garnier’s Practice Shots.
-
-_=English Game=_:--
-
- Billiards Simplified, Burroughs and Watts.
- Billiards, by W. Cook.
- Billiards, by Joseph Bennet.
- Billiards, by Maj.-Gen. Drayson.
- Practical Billiards, by W. Dufton.
- The Spot Stroke, by Joseph Bennet.
-
-
-
-
-CHANCE AND PROBABILITY.
-
-
-In calculating the probability of any event, the difficulty is not,
-as many persons imagine, in the process, but in the statement of the
-proposition, and the great trouble with many of those who dispute on
-questions of chance is that they are unable to think clearly.
-
-The chance is either for or against the event; the probability is
-always for it. The chances are expressed by the fraction of this
-probability, the denominator being the total number of events possible,
-and the numerator the number of events favourable. For instance:
-The probability of throwing an ace with one cast of a single die is
-expressed by the fraction ⅙; because six different numbers may be
-thrown, and they are all equally probable, but only one of them would
-be an ace. Odds are found by deducting the favourable events from the
-total, or the numerator from the denominator. In the example, the odds
-against throwing an ace are therefore 5 to 1. The greater the odds
-against any event the more _=improbable=_ it is said to be, and the
-more _=hazardous=_ it is to risk anything upon it.
-
-When an event happens which is very improbable, the person to whom it
-happens is considered _=lucky=_, and the greater the improbability, the
-greater his luck. If two men play a game, the winner is not considered
-particularly lucky; but if one wanted only two points to go out and the
-other wanted a hundred, the latter would be a very lucky man if he won.
-
-It is a remarkable fact that luck is the only subject in the world on
-which we have no recognised authority, although it is a topic of the
-most universal interest. Strictly speaking, to be lucky simply means to
-be successful, the word being a derivative of _gelingen_, to succeed.
-There are a few general principles connected with luck which should be
-understood by every person who is interested in games of chance. In the
-first place, luck attaches to persons and not to things. It is useless
-for an unlucky man to change the seats or the cards, for no matter
-which he chooses the personal equation of good or bad luck adhering to
-him for the time being cannot be shaken off. In the second place, all
-men are lucky in some things, and not in others; and they are lucky or
-unlucky in those things at certain times and for certain seasons. This
-element of luck seems to come and go like the swell of the ocean. In
-the lives of some men the tide of fortune appears to be a long steady
-flood, without a ripple on the surface. In others it rises and falls
-in waves of greater or lesser length; while in others it is irregular
-in the extreme; splashing choppy seas to-day; a storm to-morrow that
-smashes everything; and then calm enough to make ducks and drakes with
-the pebbles on the shore. In the lives of all the tide of fortune is
-uncertain; for the man has never lived who could be sure of the weather
-a week ahead. In the nature of things this must be so, for if there
-were no ups and downs in life, there would be no such things as chance
-and luck, and the laws of probability would not exist.
-
-The greatest fallacy in connection with luck is the belief that certain
-men _are_ lucky, whereas the truth is simply that they _have been_
-lucky up to that time. They have succeeded so far, but that is no
-guarantee that they will succeed again in any matter of pure chance.
-This is demonstrated by the laws governing _=the probability of
-successive events=_.
-
-Suppose two men sit down to play a game which is one of pure chance;
-poker dice, for instance. You are backing Mr. Smith, and want to know
-the probability of his winning the first game. There are only two
-possible events, to win or lose, and both are equally probable, so 2 is
-the denominator of our fraction. The number of favourable events is 1,
-which is our numerator, and the fraction is therefore ½, which always
-represents equality.
-
-Now for the successive events. Your man wins the first game, and they
-proceed to play another. What are the odds on Smith’s winning the
-second game? It is evident that they are exactly the same as if the
-first game had never been played, because there are still only two
-possible events, and one of them will be favourable to him. Suppose he
-wins that game, and the next, and the next, and so on until he has won
-nine games in succession, what are the odds against his winning the
-tenth also? Still exactly an even thing.
-
-But, says a spectator, Smith’s luck must change; because it is very
-improbable that he will win ten games in succession. The odds against
-such a thing are 1023 to 1, and the more he wins the more probable it
-is that he will lose the next game. This is what gamblers call the
-_=maturity of the chances=_, and it is one of the greatest fallacies
-ever entertained by intelligent men. Curiously enough, the men who
-believe that luck must change in some circumstances, also believe in
-betting on it to continue in others. When they are _=in the vein=_ they
-will “follow their luck” in perfect confidence that it will continue.
-The same men will not bet on another man’s luck, even if he is “in the
-vein,” because “the maturity of the chances” tells them that it cannot
-last!
-
- GAMES. ODDS.
- One 1 to 1
- Two 3 to 1
- Three 7 to 1
- Four 15 to 1
- Five 31 to 1
- Six 63 to 1
- Seven 127 to 1
- Eight 255 to 1
- Nine 511 to 1
- Ten 1023 to 1
-
-If Smith and his adversary had started with an agreement to play ten
-games, the odds against either of them winning any number in succession
-would be found by taking the first game as an even chance, expressed
-by unity, or 1. The odds against the same player winning the second
-game also would be twice 1 plus 1, or 3 to 1; and the odds against his
-winning three games in succession would be twice 3 plus 1, or 7 to 1,
-and so on, according to the figures shown in the margin.
-
- GAMES.
- 1st 2nd
- 1 1
- 1 0
- 0 1
- 0 0
-
-That this is so may easily be demonstrated by putting down on a sheet
-of paper the total number of events that may happen if any agreed
-number of games are played, expressing wins by a stroke, and losses by
-a cipher. Take the case of two games only. There are four different
-events which may happen to Smith, as shown in the margin. He may win
-both games or lose both; or he may win one and lose the other, either
-first. Only one of these four equally probable events being favourable
-to his winning both games, and three being unfavourable, the odds are
-3 to 1 that he does not win both; but these are the odds _=before he
-begins to play=_. Having won the first game, there are only two events
-possible, those which begin with a win, and he has an equal chance to
-win again.
-
- GAMES.
- 1st 2nd 3rd
- 1 1 1
- 1 1 0
- 1 0 1
- 1 0 0
- 0 0 0
- 0 0 1
- 0 1 0
- 0 1 1
-
-If the agreement had been to play three games, there would have been
-eight possible events, one of which must happen but all of which were
-equally probable. These are shown in the margin. If Smith wins the
-first game, there are only four possible events remaining; those in
-which the first game was won. Of these, there are two in which he may
-win the second game, and two in which he may lose it, showing that it
-is still exactly an even thing that he will win the second game. If he
-wins the second game, there are only two possible events, the first
-two on the list in the margin, which begin with two wins for Smith.
-Of these he has one chance to win the third game, and one to lose it.
-No matter how far we continue a series of successive events it will
-always be found that having won a certain number of games, it is still
-exactly an even thing that he will win the next also. The odds of 1023
-to 1 against his winning ten games in succession existed only before
-he began to play. After he has won the first game, the odds against
-his winning the remaining nine are only 511 to 1, and so on, until it
-is an even thing that he wins the tenth, even if he has won the nine
-preceding it.
-
-In the statistics of 4000 coups at roulette at Monte Carlo it was found
-that if one colour had come five times in succession, it was an exactly
-even bet that it would come again; for in twenty runs of five times
-there were ten which went on to six. In the author’s examination of
-500 consecutive deals of faro, there were 815 cards that either won or
-lost three times in succession, and of these 412 won or lost out. In
-a gambling house in Little Rock a roulette wheel with three zeros on
-it did not come up green for 115 rolls, and several gamblers lost all
-they had betting on the eagle and O’s. When the game closed the banker
-informed them that the green had come up more than twenty times earlier
-in the evening. They thought the maturity of the chances would compel
-the green to come; whereas the chances really were that it would not
-come, as it had over-run its average so much earlier in the evening.
-The pendulum swings as far one way as the other, but no method of
-catching it on the turn has ever yet been discovered.
-
-_=Compound Events.=_ In order to ascertain the probability of compound
-or concurrent events, we must find the product of their separate
-probability. For instance: The odds against your cutting an ace from a
-pack of 52 cards are 48 to 4, or 12 to 1; because there are 52 cards
-and only 4 of them are aces. The probability fraction is therefore
-1/13. But the probabilities of drawing an ace from two separate packs
-are 1/13 × 1/13 = 1/169, or 168 to 1 against it.
-
-Suppose a person bets that you will not cut a court card, K Q or J,
-from a pack of 52 cards, what are the odds against you? In this case
-there are three favourable events, but only one can happen, and as
-any of them will preclude the others, they are called _=conflicting
-events=_, and the probability of one of them is the sum of the
-probability of all of them. In this case the probability of any one
-event separately is 1/13, and the sum of the three is therefore 1/13 +
-1/13 + 1/13 = 3/13; or ten to 3 against it.
-
-In order to prove any calculation of this kind all that is necessary is
-to ascertain the number of remaining events, and if their sum, added to
-that already found, equals unity, the calculation must be correct. For
-instance: The probability of turning a black trump at whist is 13/52
-+ 13/52 = 26/52; because there are two black suits of 13 cards each.
-The only other event which can happen is a red trump, the probability
-of which is also 26/52, and the sum of these two probabilities is
-therefore 26/52 + 26/52 = 52/52, or unity.
-
-Another fallacy in connection with the maturity of the chances is shown
-in betting against two successive events, both improbable, one of which
-has happened. The odds against drawing two aces in succession from a
-pack of 52 cards are 220 to 1; but after an ace has been drawn the odds
-against the second card being an ace also are only 16 to 1, although
-some persons would be mad enough to bet 1000 to 1 against it, on the
-principle that the first draw was a great piece of luck and the second
-ace was practically impossible. While the four aces were in the pack
-the probability of drawing one was 4/52. One ace having been drawn, 3
-remain in 51 cards, so the probability of getting the second is 3/51,
-or 1/17. Before a card was drawn, the probability of getting two aces
-in succession was the product of these fractions; 1/13 × 1/17 = 1/221.
-On the same principle the odds against two players cutting cards that
-are a tie, such as two Fours, are not 220 to 1, unless it is specified
-that the first card shall be a Four. The first player having cut, the
-odds against the second cutting a card of equal value are only 16 to 1.
-
-_=Dice.=_ In calculating the probabilities of throws with two or more
-dice, we must multiply together the total number of throws possible
-with each die separately, and then find the number of throws that will
-give the result required. Suppose two dice are used. Six different
-throws may be made with each, therefore 6 × 6 = 36 different throws
-are possible with the two dice together. What are the odds against one
-of these dice being an ace? A person unfamiliar with the science of
-probabilities would say that as two numbers must come up, and there
-are only six numbers altogether, the probability is 2/6, or exactly
-2 to 1 against an ace being thrown. But this is not correct, as will
-be immediately apparent if we write out all the 36 possible throws
-with two dice; for we shall find that only 11 of the 36 contain an
-ace, and 25 do not. The proper way to calculate this is to take the
-chances against the ace on each die separately, and then to multiply
-them together. There are five other numbers that might come up, and the
-fraction of their probability is ⅚ × ⅚ = 25/36, or 25 to 11 in their
-favour.
-
-Take the case of three dice: As three numbers out of six must come up,
-it might be supposed that it was an even thing that one would be an
-ace. But the possible throws with three dice are 6 × 6 × 6 = 216; and
-those that do not contain an ace are 5 × 5 × 5 = 125; so that the odds
-against getting an ace in one throw with three dice, or three throws
-with one die, are 125/216, or 125 to 91 against it.
-
-To find the probability of getting a given total on the faces of
-two or three dice we must find the number of ways that the desired
-number can come. In the 36 possible throws with two dice there are 6
-which will show a total of seven pips. The probability of throwing
-seven is therefore 6/36, or 5 to 1 against it. A complete list of the
-combinations with two dice were given in connection with Craps.
-
-_=Poker.=_ In calculating the probability of certain conflicting
-events, both of which cannot occur, but either of which would be
-favourable, we must make the denominator of our fraction equal in both
-cases, which will, of course, necessitate a proportionate change in our
-numerator. Suppose a poker player has three of a kind, and intends to
-draw one card only, the odds against his getting a full hand are 1/16;
-against getting four of a kind, 1/48. To find the total probability of
-improvement, we must make the first fraction proportionate to the last,
-which we can do by multiplying it by 3. The result will be 3/48 + 1/48
-= 4/48; showing that the total chance of improvement is 1 in 12, or 11
-to 1 against it.
-
-_=Whist.=_ To calculate the probable positions of certain named cards
-is rather a difficult matter, but the process may be understood from
-a simple example. Suppose a suit so distributed that you have four to
-the King, and each of the other players has three cards; what are the
-probabilities that your partner has both Ace and Queen? The common
-solution is to put down all the possible positions of the two named
-cards, and finding only one out of nine to answer, to assume that
-the odds are 8 to 1 against partner having both cards. This is not
-correct, because the nine positions are not equally probable. We must
-first find the number of possible positions for the Ace and Queen
-separately, afterward multiplying them together, which will give us
-the denominator; and then the number of positions that are favourable,
-which will give us the numerator.
-
-As there are nine unknown cards, and the Ace may be any one of them, it
-is obvious that the Queen may be any one of the remaining eight, which
-gives us 9 × 8 = 72 different ways for the two cards to lie. To find
-how many of these 72 will give us both cards in partner’s hand we must
-begin with the ace, which may be any one of his three cards. The Queen
-may be either of the other two, which gives us the numerator, 3 × 2 =
-6; and the fraction of probability, 6/72, = 1/12; or 11 to 1 against
-both Ace and Queen.
-
-If we wished to find the probability of his having the Ace, but not
-the Queen, our denominator would remain the same; but the numerator
-would be the three possible positions of the Ace, multiplied by the
-six possible positions of the Queen among the six other unknown cards,
-in the other hands, giving us the fraction 18/72. The same would be
-true of the Queen but not the Ace. To prove both these, we must find
-the probability that he has neither Ace nor Queen. There being six
-cards apart from his three, the Ace may be any one of them, and the
-Queen may be any one of the remaining five. This gives us 6 × 5 = 30,
-and the fraction 30/72. If we now add these four numerators together,
-we have:--for both cards in partner’s hand, 6; for Ace alone, 18; for
-Queen alone, 18; and for neither, 30; a total of 72, or unity, proving
-all the calculations correct.
-
-In some of the problems connected with Whist, it is important to
-know the probability of the suits being distributed in various ways
-among the four players at the table; or, what is the same thing, the
-probable distribution of the four suits in any one hand. The author is
-indebted to Dr. Pole’s “Philosophy of Whist” for these calculations. As
-an example of the use of this table, suppose it was required to find
-the probability of any other player at the table holding four or more
-trumps if you had six. Take all the combinations in which the figure 6
-appears, and add together the number of times they will probably occur.
-That will be your denominator, 166. The numerator will be the number of
-times that the combinations occur which contain a figure larger than 3,
-in addition to the 6. This will be found to be 74, and the probability
-will therefore be 74/166.
-
- DISTRIBUTIONS. TIMES IN
- 1000.
-
- 8 2 2 1 2
- 8 3 1 1 1½
- 8 3 2 0 1
- 8 4 1 0 ½
- 8 5 0 0 0
-
- 7 2 2 2 5
- 7 3 2 1 19
- 7 3 3 0 3
- 7 4 1 1 4
- 7 4 2 0 3
- 7 5 1 0 1
- 7 6 0 0 0
-
- 6 3 2 2 57
- 6 3 3 1 35
- 6 4 2 1 47
- 6 4 3 0 13
- 6 5 1 1 7
- 6 5 2 0 6
- 6 6 1 0 1
-
- 5 3 3 2 155
- 5 4 2 2 106
- 5 4 3 1 130
- 5 4 4 0 12
- 5 5 2 1 32
- 5 5 3 0 9
-
- 4 3 3 3 105
- 4 4 3 2 215
- 4 4 4 1 30
-
-_=MARTINGALES.=_ Many gamblers believe that as the science of
-probabilities teaches us that events will equalise themselves in time,
-all that is necessary is to devise some system that will keep a person
-from guessing, so that he may catch the pendulum as it swings; and to
-add to it some system of betting, so that he will have the best of
-it in the long run. Some content themselves with playing a “system”
-against banking games, which is merely a guide to the placing of the
-bets, the simplest example of which would be to bet always on heads if
-a coin was tossed a thousand times, or to bet on nothing but red at
-Roulette. Others depend more on martingales, which are guides to the
-amount of the bets themselves, irrespective of what they are placed on.
-
-The most common form of martingale is called _=doubling up=_, which
-proceeds upon the theory that if you lose the first time and bet double
-the amount the next time, and continue to double until you win, you
-must eventually win the original amount staked. If there was no end to
-your capital, and no betting limit to the game, this would be an easy
-way to make money; but all banking games have studied these systems,
-and have so arranged matters that they can extend their heartiest
-welcome to those who play them.
-
-In the first place, by simply doubling up you are giving the bank
-the best of it, because you are not getting the proper odds. If you
-double up five times you are betting 16 to 1; but the odds against five
-successive events are 31 to 1, as we have already seen, and the bank
-should pay you 31 instead of 16. You should not only double, but add
-the original amount of the stake each time, betting 1, 3, 7, 15, 31,
-63, and so on. If you do this, you will win the amount of your original
-stake for every bet you make, instead of only for every time you win.
-This looks well, but as a matter of fact doubling up is only another
-way of borrowing small sums which will have to be paid back in one
-large sum when you can probably least afford it.
-
-Suppose the game is Faro, the chips five dollars a stack, and the
-limit on cases twenty-five dollars. The limit on cases will then be
-400 chips. If eight successive events go against your “system,” which
-they will do about once in 255 times, your next bet will be beyond the
-limit, and the banker will not accept it. At Monte Carlo the smallest
-bet is a dollar, and the limit is $2,400. They roll about 4,000 coups
-a week, and if you were to bet on every one of them, doubling up, you
-would win about $1,865, one dollar at a time, and would lose $4,092
-simply through being unable to follow your system beyond the limit
-of the game during the two or three occasions, in the 4,000 coups,
-that your system would go against you for eleven or more coups in
-succession. It is useless to say it would not go against you so often,
-for probabilities teach us that it would be more wonderful if it did
-not than if it did.
-
-It must never be forgotten that the most wonderful things that happen
-are not more wonderful than those that don’t happen. If you tossed
-a coin a thousand times, and did not once toss heads eight times in
-succession, it would be four times more surprising than if you tossed
-heads ten times in succession.
-
- Bets
- Won. Lost.
- 10 -
- 9 -
- 8 -
- - 7
- - 8
- 9 -
- - 8
- - 9
- 10 -
- - 9
- ----------
- 46 41
-
-_=Progression.=_ This is a favourite martingale with those who have
-not the courage or the money to double up. It consists in starting
-with a certain amount for the first bet, say ten dollars, and adding a
-dollar every time the bet is lost, or taking off a dollar every time
-a bet is won. If the player wins as many bets as he loses, and there
-is no percentage against him, he gets a dollar for every bet he wins,
-no matter how many bets he makes, or in what order the bets are won
-and lost, so that the number won equals the number lost. That this is
-so may be easily demonstrated by setting down on a sheet of paper any
-imaginary order of bets, such as the ten shown in the margin, five of
-which are won, and five lost; the net profit on the five bets won being
-five dollars. No matter how correctly the player may be guessing, and
-how much the luck runs his way, he wins smaller and smaller amounts,
-until at last he is “pinched off.” But if a long series of events goes
-against him his bets become larger and larger, but he must keep up the
-progression until he gets even. If ten bets go his way he wins $55; if
-ten go against him he loses $145.
-
-It is said that Pettibone made a fortune playing progression at Faro,
-which is very likely, for among the thousands of men who play it
-the probabilities are that one will win all the time, just as the
-probabilities are that if a thousand men play ten games of Seven
-Up, some man will win all ten games. At the same time it is equally
-probable that some man will lose all ten.
-
-Some players progress, but never pinch, keeping account on a piece of
-paper how many bets they are behind, and playing the maximum until they
-have won as many bets as they have lost. Against a perfectly fair game,
-with no percentage and no limit, and with capital enough to follow the
-system to the end, playing progression would pay a man about as much as
-he could make in any good business with the same capital and with half
-the worry; but as things really are in gambling houses and casinos, all
-martingales are a delusion and a snare. It is much better, if one must
-gamble, to trust to luck alone, and it is an old saying that the player
-without a system is seldom without a dollar. It is the men with systems
-who have to borrow a stake before they can begin to play.
-
-Such matters as calculating the probability of a certain horse getting
-a place, the odds against all the horses at the post being given, would
-be out of place in a work of this kind; but those interested in such
-chances may find rules for ascertaining their probability in some of
-the following text books.
-
-
-TEXT BOOKS.
-
- Calcul de Probabilité, by Bertrand.
- Philosophy of Whist, by Dr. Pole.
- Winning Whist, by Emory Boardman.
- Chance and Luck, by R.A. Proctor.
- Complete Poker Player, by John Blackbridge.
- Bohn’s Handbook of Games.
- Betting and Gambling, by Major Churchill.
-
-
-
-
-TEN PINS.
-
-
-The standard American game of Ten Pins is played upon an _=alley=_ 41
-or 42 inches wide, and 60 feet long from the head pin to the foul or
-scratch line, from behind which the player must deliver his ball. There
-should be at least 15 feet run back of the foul line, and the gutters
-on each side of the alley must be deep enough to allow a ball to pass
-without touching any of the pins standing on the alley.
-
-[Illustration:
-
- 7 8 9 10
- 4 5 6
- 2 3
- 1
-]
-
-_=The Pins=_ are spotted as shown in the margin, the centres 12 inches
-apart, and those of the back row 3 inches from the edge of the pit. The
-regulation pins are 15 inches high, 2¼ diam. at the base, 15 inches
-circumference 4½ from the bottom, and 5¼ at the neck. _=The Balls=_
-must not exceed 27 inches in circumference in any direction, but
-smaller balls may be used.
-
-_=Frames.=_ Each player rolls ten frames or innings, in each of which
-he is supposed to have three balls, although as a matter of fact he
-rolls two only. In match games, two alleys are used, and the players
-roll one inning on each alternately.
-
-_=A Strike=_ is made when all ten pins are knocked down with the first
-ball of the innings, and it is scored on the blackboard with a cross,
-the number of pins made with the three balls being filled in afterward.
-_=A Spare=_ is made when all ten pins are knocked down with the two
-balls of one inning, and it is marked with a diagonal stroke. If the
-player fails to get either a strike or a spare, it is a _=Break=_,
-marked with a horizontal line, under which is written the actual number
-of pins down. After each ball is rolled any pins that have fallen on
-the alley are called _=deadwood=_, and must be removed before the
-second ball is rolled.
-
-_=Counting.=_ If a player makes a strike in one inning, all that he
-makes on the next two balls rolled, whether in one inning or not,
-counts also on the strike, so as to give him the total score on three
-balls for the frame. Three successive strikes would give him 30 points
-on the first frame, with a ball still to roll to complete the second
-frame, and two balls to roll to complete the third. If he got two
-strikes in succession, and 5 pins on the first ball of the third frame,
-4 on the second ball, the first frame would be worth 25, the second
-frame 19, and the break on the third frame 9; making his total score 53
-for the three frames.
-
-If the player makes a spare in one inning, all the pins knocked down by
-the first ball of the next inning count also on the spare. Suppose a
-spare to be followed by a strike, the frame in which the spare was made
-would be worth 20. If he made 5 pins only, the spare would be worth 15.
-
-Although the player is supposed to have three balls in each inning, and
-is allowed to count all he makes on three balls if he gets a strike
-or a spare, he is not allowed to roll three balls on a break. It was
-formerly the custom to let him roll the third ball on the chance of
-getting a break of 10. This was afterward changed to giving him 10
-pins, without rolling for them, if he got 9 on two balls; but the
-present rule is to call it a break if he does not get a strike or a
-spare in two balls, and not to waste time in rolling the third ball.
-
-_=Scoring.=_ Instead of putting down the amount made in each inning,
-the total of the frame is added to the total of the previous score, so
-that the last figure put down shows the total score up to and including
-that frame. The following illustration shows the total score of a
-player for ten innings. The top line of figures gives the number of the
-frame. The second shows the number of pins knocked down by each ball
-rolled, and the third line shows how the scores would be actually put
-down on the blackboard, the strike, spare, and break marks being placed
-above the figures. With the exception of the second line of figures,
-which is put in for purposes of illustration only, this might be a copy
-of an actual score.
-
- Frames | 1 | 2 | 3| 4 | 5 | 6 | 7 | 8 | 9 | 10
- --------+---+---+--+---+---+---+---+---+---+-----
- Pins |8-2|5-5|10|9-0|7-2|8-2|10 |8-2|8-1|7-3-9
- --------+---+---+--+---+---+---+---+---+---+-----
- | \ | \ | X| - | - | \ | X | \ | - | \
- Score |15 |35 |54|63 |72 |92 |112|140|149|168
-
-As the player made a spare on the last frame, he had another ball to
-roll, on what was practically a new frame, with which he made 9 pins.
-
-_=Averages.=_ If a team is playing a match, and one of the players
-is unavoidably absent, it is the custom to give him credit for his
-average, according to the records of his previous games during the
-tournament or the season. This is considered better than appointing a
-substitute to play for him.
-
-There are a great many varieties of Ten Pins, the most interesting
-of which will be found described in the following Laws of the
-game, which are reprinted here by the kind permission of the
-Brunswick-Balke-Collender Co., from their 1908 edition of the “Bowler’s
-Guide.”
-
-
-BOWLING ALLEY LAWS. RULES AND REGULATIONS GOVERNING THE GAME OF
-AMERICAN TEN PINS.
-
-_Revised at Louisville, Ky., March 19-21, 1906. In effect Sept. 1,
-1906._
-
-The alleys upon which the game shall be played shall not be less than
-41 nor more than 42 inches in width. The length from the centre of No.
-1 pin spot to the foul line shall be 60 feet. Back of the foul line
-there shall be a clear run of not less than 15 feet. The pin spots
-shall be clearly and distinctly described on or imbedded in the alleys
-and shall be so placed 12 inches apart from centre to centre. They
-shall be 2¼ inches in diameter. The pin spots numbered 7, 8, 9 and 10
-shall be placed 3 inches from the pit edge of the alleys, measuring
-from the edge to the centre of such pin spots.
-
-The pins shall be spotted on the pin spots placed upon the alleys
-according to the following diagram, and the pins and spots shall be
-known by the numbers as follows:
-
-[Illustration:
-
- 7 8 9 10
- 4 5 6
- 2 3
- 1
-]
-
-The pins shall be of the following design and measurements: 15
-inches in height, 2¼ inches in diameter at their base, 15 inches in
-circumference at a point 4½ inches from their base, 11⅝ inches in
-circumference at a point 7¼ inches from their base, 5¼ inches in
-circumference at the neck, a point 10 inches from the base; 8 inches in
-circumference at the head, a point 13½ inches from the base. The taper
-from point to point shall be gradual, so that all lines shall have a
-graceful curve.
-
-The balls shall not in any case exceed 27 inches in circumference nor
-exceed 16 pounds in weight. Any sized ball of less circumference or
-weight may be used.
-
-Two alleys immediately adjoining each other shall be used in all games.
-The contesting teams shall successively and in regular order roll one
-frame on one alley, and for the next frame alternate and use the other
-alley, so alternating each frame until the game is completed.
-
-In delivering the ball the player must not permit any part of his foot,
-while any portion thereof is in contact with the alleys, to rest or
-extend on, over or beyond the foul line, nor shall any part of his
-person be permitted to come in contact with any part of the alleys
-beyond the foul line, at any time before the delivered ball shall have
-reached the pins. A ball delivered contrary to the provisions of this
-rule shall be a foul ball, and shall be so declared by the umpire
-immediately such ball so becomes foul.
-
-No count shall be made on a foul ball, and any pins which are knocked
-down or displaced thereby shall be at once respotted. A foul ball shall
-count as a ball rolled against the player.
-
-Pins which are knocked down or displaced by a ball which leaves the
-alley before reaching the pins, or from a ball rebounding from the rear
-cushions, do not count, and they shall be immediately respotted.
-
-Every ball delivered, unless it be declared a dead ball by the umpire,
-shall be counted against the player.
-
-Pins which are knocked down by another pin rebounding in the play from
-the side partition or rear cushion are counted as pins down.
-
-Pins which are knocked down or displaced from any cause except by a
-fairly delivered ball shall in all cases be respotted.
-
-Should a player by mistake roll on the wrong alley, or out of his turn,
-or be interfered with in his play by another bowler or spectator, or
-should any of the pins at which he is playing be displaced or knocked
-down in any manner before his delivered ball reaches the pins, or
-should his ball come in contact with any foreign obstacle on the
-alleys, then the ball so delivered by him shall be immediately declared
-a dead ball by the umpire, and such ball shall not count, and shall be
-immediately re-rolled by the player after the cause for declaring such
-ball dead has been removed.
-
-Pins which are knocked down by a fair ball, and which remain lying on
-the alley or in the gutters, are termed dead wood, and shall be removed
-before the next ball is rolled.
-
-Should a standing pin fall by removing dead wood, such pin or pins
-shall be at once respotted.
-
-Should a pin be broken or otherwise badly damaged during the game, it
-shall be at once replaced by another as nearly uniform with the set in
-use as possible. The umpire shall in all such cases be the sole judge
-in the matter of replacing such pin or pins.
-
-Each player shall roll two balls in each frame except when he shall
-make a strike, or when a second strike or spare is made in the tenth
-frame, when the player shall complete that frame by rolling a third
-ball. In such cases the frame shall be completed on the alley on which
-the first strike or spare is made.
-
-A strike is made when the player bowls down the ten pins with his first
-ball delivered in any frame and is credited and designated in the score
-by an X in the upper right hand corner of the frame, and the count in
-such frame is left open until the player shall have rolled his next two
-balls, when all pins made, counting ten for a strike, shall be credited
-therein.
-
-A spare is made when the player bowls down all the pins with his second
-ball in any frame, and is credited and designated with / in the upper
-right hand corner of the frame in which it is made. The count in such
-frame is left open until such player shall roll his next ball in the
-succeeding frame, when the number of pins rolled down thereby shall
-be added to the ten represented by his spare, and the total shall be
-credited therein.
-
-A break is made in all cases where the player does not secure either a
-strike or a spare in a frame, and in such cases only the number of pins
-knocked down are credited in the frame where the break is made.
-
-If at the end of the tenth frame the team scores shall be a tie,
-another frame shall be immediately bowled, and play is so continued
-until at the close of even frames one of the teams shall have a greater
-number of pins than their opponents, which shall conclude the game.
-
-
-COCKED HAT.
-
-The game is played with a head pin and the right and left corner pins
-as shown in the following diagram:
-
-[Illustration:
-
- O . . O
- . . .
- . .
- O
-]
-
-Balls not exceeding six inches must be bowled, and they must be rolled
-down the alley (not cast or thrown). The rules of American Ten Pins
-except in St. Louis, where there is a special association with local
-rules, generally govern this game also, with the exception of three
-balls instead of two to the frame, but strikes and spares count three
-instead of ten, and each pin counts one as in Ten Pins. If the bowler
-knocks down three pins with the ball which is first bowled, in any
-frame in the game of Cocked Hat, it is a strike, and counts three,
-and is marked on the blackboard the same as in Ten Pins. What pins the
-bowler knocks down in the second frame with his first two balls must
-be reckoned as in Ten Pins, i.e., one for each pin bowled down, which
-pin or pins must be added to the strike and placed to the credit of
-the player in the inning where the strike was scored (the strike being
-computed as three); such strike must be added to pins knocked down with
-the two succeeding spare balls; thus, should the bowler score a strike,
-and should he in the next new frame knock down but one pin with his
-two spare balls, the strike and pin scored must be computed as 4--the
-strike counting 3 and the pin 1.
-
-Poodles, or balls rolled down the gutter, are fair balls, and any pin
-or pins which they may get must be counted and placed to the credit of
-the bowler; dead wood is removed from the alley, and any pins knocked
-down through dead wood remaining on the alley cannot be placed to the
-credit of the bowler. The maximum number which can be bowled is 90.
-
-
-COCKED HAT AND FEATHER.
-
-[Illustration:
-
- O O
- O
- O
-]
-
-The pins are spotted as above, the centre pin being the feather.
-
-Ten innings constitute a game, and three balls (not exceeding 6 inches
-in size) must be used in each inning.
-
-All the pins except the feather have to be bowled down or the inning
-goes for naught.
-
-If the feather is left standing alone, the innings count one.
-
-There are no penalties. The dead wood must be removed. Any pins knocked
-down through dead wood remaining on the alley cannot be placed to the
-credit of the bowler.
-
-The maximum is 10.
-
-
-THE BATTLE GAME.
-
-THE PINS ARE SET UP THE SAME AS FOR THE GAME OF TEN PINS.
-
-Four or six innings constitute a battle or game, except in the case of
-a tie, when another inning is played. In case that inning should result
-in a tie also, still another inning is played--in fact, until the
-scores are unequal. In any inning where a tie occurs the score stands
-over until the next inning, when each point is counted double. If the
-two innings result in a tie, the score is tripled. Should the total
-score result in a tie, sufficient innings are played to make the grand
-score unequal.
-
-The team having the largest score in the previous inning must bowl the
-first ball, so that the weaker party will have the last ball.
-
-Three balls of regulation size (27 inches in circumference) or under
-are allotted to each player in each inning.
-
-Each pin bowled down counts 1, including the king pin.
-
-If all the pins except the king pin are bowled down, it counts 12.
-
-The pins are set up as soon as the nine pins are knocked down, or the
-king pin is the only one left standing.
-
-The alleys are changed alternately.
-
-The dead wood is removed after each ball is rolled.
-
-In case of uneven teams the Dummy or Blind is filled by any substitute
-the captain may pick out to bowl. He can select any one of his men he
-chooses, without regard to rotation, or he himself can bowl, but no man
-can take the place of the blind twice until every member of the team
-has acted as the substitute.
-
-Poodles count as balls rolled. Any pin or pins knocked down by such
-balls are set up again in their former positions.
-
-A rebounding ball does not count, and any pin or pins knocked down by
-it are set up, as in the case of a poodle ball.
-
-When a ball has left the hand and touched the alley, it goes as a
-rolled ball.
-
-
-NINE UP AND NINE DOWN.
-
-THE PINS ARE SET UP THE SAME AS FOR THE GAME OF AMERICAN TEN PINS.
-
-Three balls (not exceeding 6 inches in size) are bowled in each inning.
-
-The player must knock down a single pin, which counts 1; then with two
-remaining balls he endeavors to leave one pin standing, which counts 1.
-Failure to do either, the inning goes for nothing.
-
-No penalties are attached. Dead wood must be removed. Any pins knocked
-down through the dead wood remaining on the alley cannot be placed to
-the credit of the player.
-
-Ten innings constitute a game.
-
-The maximum is 20.
-
-
-HEAD PIN AND FOUR BACK.
-
-[Illustration:
-
- O O O O
- . . .
- . .
- O
-]
-
-The pins are set up as above.
-
-Three balls (not exceeding 6 inches in size) are allowed in each
-inning.
-
-If the four back pins are bowled down and the head pin is left
-standing, the score is 2. If all the pins are bowled down, the score is
-1.
-
-There are no penalties. The dead wood must be removed. Any pins knocked
-down through the dead wood remaining on the alleys cannot be placed to
-the credit of the player.
-
-Ten innings constitute a game.
-
-The maximum is 20.
-
-
-FOUR BACK.
-
-[Illustration:
-
- 4 3 2 1
- O O O O
-]
-
-The pins are spotted as above.
-
-Three balls (not exceeding 6 inches in size) are allotted to each
-inning.
-
-Each pin counts as spotted, and only one pin can be made at a time; if
-more than one pin is made with one ball, it is termed a break, and the
-player loses that inning and scores nothing.
-
-There are no penalties. The dead wood must be removed. Any pins knocked
-down through the dead wood remaining on the alley cannot be placed to
-the credit of the players.
-
-
-TEN PINS--HEAD PIN OUT.
-
-ALSO KNOWN AS AMERICAN NINE PINS.
-
-[Illustration:
-
- O O O O
- O O O
- O O
-]
-
-The pins are set as in the diagram.
-
-Ten innings constitute a game.
-
-Three balls (not exceeding 6 inches in size) are bowled.
-
-One pin of the frame must be left standing, or the inning goes for
-nothing.
-
-There are no penalties. The dead wood must be removed. Any pins knocked
-down through the dead wood remaining on the alley cannot be placed to
-the credit of the player.
-
-The maximum is 10.
-
-
-FIVE BACK.
-
-[Illustration:
-
- O O O O
- . . O
- . .
- .
-]
-
-The pins are set as shown in the diagram.
-
-Three balls (not exceeding 6 inches in size) are bowled in each inning.
-
-Should a left-handed bowler be bowling, the second quarter pin can be
-set up on the left quarter spot.
-
-Strikes and spares count five each.
-
-No penalties are attached. Dead wood must be removed. Any pins knocked
-down through dead wood remaining on the alley cannot be placed to the
-credit of the player.
-
-Ten innings constitute a game.
-
-The maximum is 150.
-
-
-THE NEWPORT GAME.
-
-THE PINS ARE SET UP THE SAME AS FOR THE GAME OF AMERICAN TEN PINS.
-
-Three balls (not exceeding 6 inches in size) are allowed in each inning.
-
-Ten frames constitute a game. The object of the game is to bowl down
-an exact number of pins from 1 to 10, but not necessarily in routine
-order. The player who, in ten innings, scores the least number of
-winning innings is the loser. For instance: A bowls down 2, 5, 7, 8 and
-10; B bowls down 1, 6, 8 and 9. Here B loses, as A has one more inning
-to his credit than B.
-
-Note.--As the larger number of pins are easy to obtain, the superior
-skill lies in picking out the small numbers. For this reason the pony
-ball is used, and the small numbers are the points of attack from
-the start. When the player has bowled down a certain number of pins
-corresponding with any score he has made, and his remaining ball
-or balls will be of no avail, an (X) is placed under that number,
-indicating that the inning goes for naught, as he has already made that
-score.
-
-Only one score is allowed to each inning. Players alternate in the use
-of alleys.
-
-Balls bounding from the cushions go for naught.
-
-
-DUCK PIN GAME.
-
-THE PINS ARE SPOTTED THE SAME AS THE AMERICAN GAME OF TEN PINS.
-
-A regulation Duck Pin shall be 9 inches high, 1½ inches in diameter at
-the top, 3½ inches in diameter at the body of the pin, and 1⅜ inches
-in diameter at the base; shall taper gradually from the bottom to the
-largest part of the body, and shall be as near uniform in weight as
-possible.
-
-No ball exceeding 4½ inches in diameter can be used in games.
-
-Each player to roll three balls to each frame, and each player to roll
-two frames at a time.
-
-A line shall be drawn ten feet beyond the regular foul line, and any
-ball delivered beyond the first named line shall be declared foul.
-
-All other rules of the American Bowling Congress govern.
-
-
-KINSLEY CANDLE PIN.
-
-The Count--Two balls shall be allowed for frame.
-
-Strikes--A strike is credited when a player bowls over the ten pins
-with the delivered ball.
-
-Spares--A spare is credited whenever a player clears the alley with the
-first and second ball.
-
-Breaks--A break is charged to a player at all times when neither a
-strike nor spare is made.
-
-The Ball--The ball shall not exceed 5½ inches in diameter in any
-direction, but smaller balls may be used.
-
-
-A FEW DON’TS.
-
-Don’t try to learn in a day.
-
-Don’t use too much speed at first.
-
-Don’t grip the ball too tight.
-
-Don’t loft the ball.
-
-Don’t play the side ball until you have mastered the centre delivery.
-
-Don’t swing the ball more than once before delivering it.
-
-Don’t start with a jump; walk one and run two steps.
-
-Don’t deliver the ball with the right foot in front.
-
-Don’t step on or over the foul line.
-
-Don’t think you can change the course of the ball after it has left
-your hand.
-
-Don’t expect a “strike” every time you hit the head pin.
-
-Don’t blame the pin boys if you get a split. They will spot any pin you
-call their attention to.
-
-Don’t throw away a “spare” because you think you were entitled to a
-“strike.”
-
-Don’t use any unnecessary motions.
-
-Don’t exert yourself. Take it easy. A slow accurate ball is better than
-a swift wild one.
-
-Don’t put your whole thumb in the finger hole. One joint is enough.
-
-Don’t use a large finger hole. Big holes make a ball lop-sided.
-
-Don’t roll a ball down the alley when there is a ball in the pit.
-
-Don’t use a wide grip if you have a small hand, or two narrow for a big
-hand.
-
-Don’t use chalk on your shoes. It not only cracks the leather, but
-leaves the runway in bad condition for whoever follows you.
-
-Don’t think your wrist is gone if it hurts after bowling a few games.
-Change your grip and throw the strain somewhere else.
-
-Don’t bend your back when delivering the ball. With your feet far apart
-and knees bent you can start the ball with little or no sound.
-
-Don’t be superstitious--13 is a better start than 12.
-
-Don’t think it necessary to be a Sandow. Many lightweights bowl well.
-
-Don’t get discouraged, you can learn. Any able-bodied person, with
-ordinary nerve and a good eye, can become quite expert with little
-practice.
-
-Don’t let an alley owner use pins that are worn out.
-
-Don’t think you can sandpaper a ball without injuring it. It takes an
-expert mechanic to true up a lignum-vitæ ball.
-
-Don’t lay a lignum-vitæ ball away DRY, if you don’t want it to crack.
-
-
-
-
-GENERAL LAWS, FOR ALL CARD GAMES.
-
-
-Very few games have their own code of laws, and only one or two of
-these have the stamp of any recognised authority. In minor games,
-questions are continually arising which could be easily settled if the
-players were familiar with a few general principles which are common to
-the laws of all games, and which might be considered as the basis of a
-general code of card laws. The most important of these principles are
-as follows:--
-
-_=Players.=_ It is generally taken for granted that those first in
-the room have the preference, but if more than the necessary number
-assemble, the selection must be made by cutting. A second cut will then
-be required to decide the partnerships, if any, and the positions at
-the table, the latter being important only in games in which the deal,
-or some given position at the table, is an advantage or the reverse.
-The usual method of cutting is to spread the cards face downward on
-the table, each player drawing one. In some games the cards are thrown
-round by one of the players.
-
-_=Shuffling, Cutting and Dealing.=_ In all games in which the cards are
-shuffled at all, each player has the right to shuffle, the dealer last.
-In English speaking countries the cards are always cut by the player
-on the dealer’s right, who is called the “pone.” In cutting to the
-dealer in any game there must be as many cards left in each packet as
-will form a trick; or, if the game is not one of tricks, as many cards
-as there will be in any player’s hand; four, for instance, at Whist,
-and five at Poker. The cards are always distributed to each player in
-rotation from left to right, and each must receive the same number of
-cards in the same round. In games in which the cards are dealt by two
-and threes, for instance, it is illegal to give one player two and
-another three in the same round.
-
-_=Misdeals.=_ In all games in which the deal is an advantage, a misdeal
-loses the deal; but in all games in which the deal is a disadvantage,
-or some position is more advantageous than that of the dealer, such
-as the “age” at Poker, a misdeal does not lose the deal. The only
-exception to this rule is in Bridge, in which there are no misdeals,
-and Cribbage, which has a fixed penalty.
-
-_=Bidding.=_ In all games in which there is any bidding for the
-privilege of playing or of making the trump, or any betting on the
-value of the hands, the privilege must be extended to each player in
-turn, beginning on the dealer’s left. Any bid or any bet once made
-can neither be taken back nor amended. If any bid is made out of turn
-in any partnership game, it must be assumed that undue information is
-conveyed, and the player in error, or his partner, must lose his bid.
-In round games there is no penalty.
-
-_=Exposed Cards.=_ No player can exact a penalty for his own error,
-so that if an adversary of the dealer exposes one of his own cards he
-cannot claim a misdeal, but the dealer’s side may. There should be no
-penalty for a player’s having exposed a card unless he can derive some
-benefit from the exposure, such as from his partner’s having seen it.
-If there is no partner, there should be no penalty, because the player
-injures himself only. All exposed cards must be left on the table, and
-may be called upon by the adversaries to be led or played.
-
-The same principles apply to _=Leading out of Turn=_. If the player
-in error has no partner, or his partner is a dummy, and the lead is
-taken back, no harm is done except to the player himself, and there
-should be no penalty. If the adversaries fail to observe that the lead
-was irregular, they are equally at fault with the player, who must be
-assumed to have erred unintentionally. In games in which a lead out of
-turn conveys information to a partner, the usual penalty is to call a
-suit.
-
-If a player is led into error through a previous error on the part of
-an adversary, he should not suffer any penalty for it, but may take
-back his card. This is particularly true of following suit to erroneous
-leads, or playing after a revoke which is afterward amended.
-
-_=Irregularities in the Hands.=_ In all games in which the player need
-not follow suit unless he chooses, such as Seven-up, there should be no
-penalty if the player has not his full complement of cards, because he
-cannot possibly gain anything by playing with a short hand. But in all
-such games as Whist, where the absence of a card in plain suits might
-enable a player to trump, a penalty must be enforced for playing with
-less than the proper number of cards. In all such games as Poker, it
-is only to the player’s own disadvantage to play with too few cards,
-provided he is not allowed to call four cards a flush or a straight,
-and there should be no objection to his playing with a short hand.
-Many good players “squeeze” their cards, and if they find a good pair
-in the first two, they put up the ante without looking further. It is
-manifestly unfair to bar them out of the pool because the dealer has
-given them only four cards, which gives them no possible advantage, but
-rather the reverse. This is in accordance with common sense, and is the
-law in Cribbage and Piquet.
-
-_=Discrimination.=_ No person should be allowed any advantage over
-another which is not compensated for in some way. In Seven-up, for
-instance, the non-dealer counts game if it is a tie; an advantage which
-is offset by the dealer’s counting Jack if he turns it. In Auction
-Pitch the dealer has no such advantage, because no trump is turned, and
-therefore the non-dealer cannot count ties for game. It is a common
-error among Cassino players to hold that a player cannot build on his
-own build, but that his adversary may do so. A player holds two deuces,
-an Eight and a Ten, and builds a Six to an Eight. It is claimed that
-an adversary may increase this build to ten, but the original builder
-may not. This is manifestly unfair, because there is no compensating
-advantage to the player that is denied the privilege to justify its
-being allowed to his adversary.
-
-_=Benefiting by Errors.=_ No player should be allowed to win a game by
-committing a breach of the laws. If a person revokes, for instance,
-there is a certain penalty, but in addition to the penalty it is always
-stipulated that the revoking player cannot win the game that hand.
-
-_=Double Penalties.=_ No person can be subjected to two penalties for
-one offence. If a player leads out of turn, and a suit is called, the
-card played in error cannot be also claimed as exposed and liable to
-be called. If a player revokes, and his adversary wins ten tricks, the
-revoke penalty adds three tricks to the ten already won; but these
-thirteen tricks will not entitle the player to score any points for a
-slam, because that would be exacting a double penalty; the tricks for
-the revoke, and the points for the slam.
-
-_=Intentional Error.=_ In all games it must be assumed that the
-player’s intentions are honest, and that any errors that arise are
-committed through inadvertence. Some of our law-makers have attempted
-so to adjust their codes as to provide against the manœuvres of the
-blackleg. This is simply impossible. Laws are made for gentlemen, and
-when it is obvious that a player does not belong to that class the
-remedy is not to appeal to the laws of the game for protection, but to
-decline to play with him.
-
-_=Etiquette.=_ It should be quite unnecessary to legislate against
-acts which annoy or do injustice to individuals, but there should be
-some provision in the laws of every game which will secure to each
-individual equal rights with others in the enjoyment of the game. Some
-games are especially selfish; Boston, for instance, in which the four
-players originally forming the table may monopolise the game for the
-entire evening, without offering newcomers any chance to cut in. All
-such games should be limited to a certain number of tournées, at the
-conclusion of which fresh candidates should be allowed to cut into the
-table.
-
-
-
-
-Technical Terms.
-
-G. stands for German; F. for French.
-
-
- Abnehmen or Abheben, G., to cut.
-
- Abwerfen, G., to discard.
-
- À cheval, across the line; betting on both sides at once.
-
- Adversary, (G., Feind). In Mort or Bridge, those who play
- against the Dummy and his partner.
-
- Affranchir, F., to establish a suit.
-
- Age, the eldest hand; sometimes erroneously spelt Edge.
-
- Albany Lead, a lead in Whist, to show four trumps and three of
- each plain suit.
-
- American Leads, leads that show the number of cards in the
- suit led, at Whist.
-
- Ames Ace, double aces thrown with dice.
-
- Anchor Shot, getting the object balls against the cushion and
- astride the line at baulk-line billiards.
-
- Ante, a bet made before playing, but after seeing the hand.
-
- Antepenultimate, the lowest but two of a suit.
-
- Après, the announcement of a refait at Rouge et Noir.
-
- Arroser, F., to be compelled to play a trump which will not win
- the trick.
-
- Ask for Trumps, playing an unnecessarily high card, when no
- attempt is made to win the trick.
-
- Auf die Dörfer gehen, to run for home; to make all your aces
- and kings, instead of leading trumps.
-
- A. Y. B. Z., the letters used to distinguish the positions of the
- four players at Whist; A-B being partners against Y-Z., and Z.
- having the deal.
-
- Backgammon. If a player throws off all his men before his
- adversary has thrown off any, and while one or more of the adversary’s
- men are still on the side of the board next the winning
- player, it is a backgammon, or triple game.
-
- Bath Coup, holding up Ace Jack on a King led by an adversary.
-
- Battre, F., to shuffle.
-
- Bedienen, G., to follow suit.
-
- Bekommen, G., to win.
-
- Bekennen, G., to follow suit.
-
- Belle, F., the last game of the rubber.
-
- Bidding to the Board, means that the points bid for a certain
- privilege are not to be credited to any player, but are simply the
- announcement of the value of an undertaking.
-
- Biseautes (cartes) F., wedges or strippers.
-
- Blätter, G., playing cards.
-
- Blocking a Suit, keeping a high card of it, so that the player
- with a number of smaller cards cannot win tricks with them.
-
- Blue Peter, the ask for trumps.
-
- Blind, a bet made before seeing the cards.
-
- Blinden, G., a widow, an extra hand dealt at any game.
-
- Board’s the Play, a card once played cannot be taken back.
-
- Bobtail, a four-card flush or straight, which is accompanied by a
- worthless card.
-
- Bone-yard, the stock at dominoes.
-
- Book, the first six tricks taken by either side at Whist which do
- not count toward game.
-
- Both Ends against the Middle, a system of trimming cards for
- dealing a brace game of Faro.
-
- Brace Game, a conspiracy between the dealer and the case-keeper
- at Faro, so that cards improperly taken from the dealing
- box shall be properly marked by the case-keeper.
-
- Break. In Billiards, a succession of counting shots made by
- one player, usually called a “run” in America. In Ten Pins, a
- break is a failure to make either a strike or a spare.
-
- Break Even, a system of playing Faro, betting each card to win
- or lose an even number of times.
-
- Brelan, F., three cards of the same denomination.
-
- Brelan Carré, F., four cards of the same denomination.
-
- Bringing in a Suit, making tricks in a plain suit after the adverse
- trumps are exhausted.
-
- Brûler, F., to burn a card.
-
- Bûche, F., cards that count for nothing, such as the tens and
- court cards in Baccara; equivalent to the G. Ladons, or Fehlkarten.
-
- Bucking the Tiger, playing against the bank at Faro.
-
- Bumblepuppy, playing Whist in ignorance or defiance of conventionality.
-
- Bumper, a rubber of eight points at English Whist.
-
- Burnt Cards, cards which are turned face upward on the bottom
- of the pack, usually in banking games.
-
- Calling for Trumps, the ask for trumps.
-
- Cannon, (Am. carrom,) a count made at billiards by causing
- the cue ball to touch two object balls.
-
- Capot, F., winning all the tricks.
-
- Cards, the number of tricks over six at Whist, such as “two by
- cards.” The majority of cards at Cassino.
-
- Carrer, (se) to straddle the blind. Contre-carrer, to over-straddle.
-
- Carrom, see cannon.
-
- Cartes, F., playing cards.
-
- Carte Blanche, a hand which does not contain K, Q or J.
-
- Carte Roi, F., the best card remaining of a suit.
-
- Cases, when three cards of one denomination have been withdrawn
- from the box at Faro, the fourth is a case.
-
- Case-keeper, a board for recording the cards as they are withdrawn
- from the box at Faro. The word is sometimes applied to
- the person who keeps cases.
-
- Cat-hop, two cards of the same denomination left in for the last
- turn at Faro.
-
- Cave, F., the amount a player places in front of him at the
- beginning of play; table stakes.
-
- Checks, the counters at Poker are checks; at Faro they are chips.
-
- Chelem, F., a slam.
-
- Chip Along, to bet a single counter and wait for developments.
-
- Chouette, à la, taking all the bets.
-
- Close Cards, those which are not likely to form sequences with
- others, especially at Cribbage.
-
- Club Stakes, the usual amount bet on any game in the club.
-
- Cogging Dice, turning one over with the finger after they have
- been fairly thrown.
-
- Cold Deck, a pack of cards which has been pre-arranged, and is
- surreptitiously exchanged for the one in play.
-
- Colours, a system of playing Faro according to the colour of the
- first winner or loser in each deal.
-
- Command, the best card of a suit, usually applied to suits
- which the adversary is trying to establish.
-
- Couper, F., to cut the cards; also to ruff a suit.
-
- Couleur, F., a suit of cards, such as hearts or clubs.
-
- Coup, a master stroke or brilliant play; a single roll of the wheel
- at Roulette, or a deal at Rouge et Noir.
-
- Compass Whist, arranging players according to the points of the
- compass at Duplicate Whist, and always retaining them in their
- original positions.
-
- Conventional Play, any method of conveying information, such as
- the trump signal, which is not based on the principles of the game.
-
- Coppered Bets, bets that have a copper or checker placed upon
- them at Faro, to show that they play the card to lose.
-
- Court Cards, the K, Q and J; the ace is not a court card.
-
- Covering, playing a higher card second hand than the one led,
- but not necessarily the best of the suit.
-
- Créve, F., one who is temporarily out of the game, such as one
- who has overdrawn his hand at Vingt-et-un; as distinguished from
- one who has lost all his money. The latter would be spoken of as
- décavé.
-
- Crossing the Suit, changing the trump from the suit turned up
- to one of a different colour, especially in Euchre.
-
- Cross-ruff, two partners alternately trumping a different suit.
-
- Cul levé, (jouer à) playing one after another, by taking the place
- of the loser. A vulgar expression.
-
- Cutting, dividing the pack when presented by the dealer; or
- drawing lots for choice of seats and deal.
-
- Cutting In and Out, deciding by cutting which players shall give
- way to fresh candidates.
-
- Curse of Scotland, the nine of diamonds.
-
- Cut Shots, very fine winning hazards.
-
- Dealing Off, the same dealer dealing again.
-
- Deck-head, an Irish name for the turned trump at Spoil Five.
-
- Deadwood, the pins that fall on the alley, in bowling.
-
- Décavé, F., frozen out; the entire amount of the original stake
- being lost.
-
- Défausser, se, F., to discard.
-
- D’emblée, F., on the first deal; before the draw.
-
- Despatchers, dice which are not properly marked, having two
- faces alike, such as double fives.
-
- Devil’s bed posts, the four of clubs.
-
- Discarding, getting rid of a card in plain suits when unable to
- follow suit and unwilling to trump.
-
- Donne, (avoir la) to have the deal. Donne, the time occupied
- in playing the cards distributed during a deal, but “coup” is the
- term generally used.
-
- Double Pairs Royal, four cards of the same denomination.
-
- Doubleton, two cards only of a suit.
-
- Doubling Up, betting twice the amount of a lost wager.
-
- Doubtful Card, a card led by the player on your right, which
- your partner may be able to win.
-
- Draw Shot, any shot which makes the ball return toward the
- cue; in English, a “screw-back.”
-
- Duffer, one who is not well up in the principles of the game
- he is playing.
-
- Dummy, the exposed hand in Dummy Whist, Bridge, or Mort.
-
- Duplicate Whist, a form of Whist in which the same hands are
- played by both sides, and as nearly as possible under the same
- conditions.
-
- Dutch It, to cross the suit at Euchre.
-
- Ecarter, F., to discard.
-
- Echoing, showing the number of trumps held when partner leads
- or calls; in plain suits, showing the number held when a high card
- is led.
-
- Edge, a corruption of the word “age,” the eldest hand.
-
- Eldest Hand, the first player to the left of the dealer in all English
- games; to his right in France.
-
- Encaisser, F., to hand the stakes to the banker.
-
- Entamer, F., to lead.
-
- Established Suits, a suit is established when you or your partner
- can take every trick in it, no matter who leads it.
-
- Étaler, F., to expose a card.
-
- Exposed Cards, cards played in error, or dropped face upward
- on the table, or held so that the partner can see them.
-
- Face Cards, K, Q and J.
-
- Faire les Cartes, F., to shuffle; or to make the majority of cards
- or tricks in a game.
-
- Fall of the Cards, the order in which they are played.
-
- False Cards, cards played to deceive the adversary as to the
- true holding in the suit.
-
- Fattening, discarding counting cards on partner’s tricks.
-
- Feind, G., an adversary; Gegner is the more common word.
-
- Figure, F., K, Q or J.
-
- Fille, F., see Widow.
-
- Finesse, any attempt to take a trick with a card which is not the
- best of the suit.
-
- First, Second, or Third Hand, the positions of the players on any
- individual trick.
-
- Five Fingers, the five of trumps at Spoil Five.
-
- Flèches, the points upon a backgammon board.
-
- Fluke, making a count that was not played for.
-
- Flush, cards of the same suit.
-
- Flux, F., only one suit in the player’s hand; a flush.
-
- Force, to compel a player to trump a trick in order to win it.
-
- Forced Leads, leads which are not desirable, but which are
- forced upon the player to avoid those which are still less advantageous.
-
- Fordern, G., to lead trumps.
-
- Fourchette, the two cards immediately above and below the one
- led, such as K J in the second hand on a Q led.
-
- Four Signal, a method of showing four trumps, without asking
- for them; usually made by playing three small cards, such as 4 6
- 2, in that order.
-
- Fourth-best, the fourth card of a suit, counting from the top. The
- modern substitute for the terms penultimate, and antepenultimate.
-
- Front Stall, one who makes acquaintances for gamblers to
- fleece.
-
- Frozen, balls touching at billiards.
-
- Frozen Out, a player who has lost his original stake, and cannot
- continue in the game.
-
- Fuzzing, milking the cards instead of shuffling them.
-
- Gallery, the spectators who are betting on the game.
-
- Gambling, risking more than one can well afford to lose on any
- game of chance.
-
- Gambler’s Point, the count for “game” at Seven-up.
-
- Gammon. When a player throws off all his men before his
- adversary throws off any, it is a gammon, or double game.
-
- Gathering Shots, getting the balls together again after driving
- them round the table. See Nursing.
-
- Geben, G., to deal the cards. Sometimes “Vertheilung der
- Karten” is used.
-
- Gegner, G., the adversary.
-
- Grand Coup, trumping a trick already won by partner; or playing
- a small trump on a trick which he has already trumped.
-
- Greek, (grec) a card sharp.
-
- Guarded Cards, cards which cannot be caught by higher cards
- unless they are led through.
-
- Hand, the cards dealt to one player; the distribution of the
- cards in any one deal. A “remarkable hand” might be the play
- of an entire deal at Whist, for instance.
-
- Heading a Trick, playing a better card than any already played
- to the trick, but not necessarily the best in the hand.
-
- Heeled Bets, bets at Faro which play one card to win and
- another to lose, but do not win or lose double the amount if both
- events come on the same turn.
-
- Hinterhand, G., the last player on the first trick, (Skat).
-
- His Heels, the Jack turned up for a starter at Cribbage.
-
- His Nobs, Jack of the same suit as the starter at Cribbage.
-
- Hoc, or Hockelty, the last card in the box at Faro.
-
- Honours, usually the highest cards in the suit, such as A K Q J,
- and sometimes the 10. In Calabrasella the 3 and 2 are honours,
- and in Impérial the lowest card is an honour.
-
- Horse and Horse, each player having one game to his credit
- when they are playing best two out of three.
-
- Hustling, inveigling persons into skin games.
-
- Impair, the odd numbers at Roulette.
-
- Impasse, F., to finesse.
-
- Imperfect Fourchette, two cards, one immediately above the
- one led, and the other one remove below it; such as K 10 second
- hand on a Q led.
-
- Imperfect Pack, one in which there are duplicate cards, missing
- cards, or cards so marked that they can be identified by the backs.
-
- Indifferent Cards, cards of the same value, so far as trick taking
- is concerned, such as Q and J.
-
- Inside Straights, sequences which are broken in the middle.
-
- Intricate Shuffles, butting the two parts of the pack together at
- the ends, and forcing them into each other.
-
- Invite, F., leading a small card of the long suit.
-
- Irregular Leads, leads which are not made in accordance with
- the usual custom, as distinguished from forced leads.
-
- Jack Strippers, two bowers, trimmed to pull out of the pack.
-
- Jenny, a fine losing hazard, made off an object ball close to
- the cushion, between the side pocket and the baulk.
-
- Jetons, F., the counters which represent money at any game.
-
- Jeu, F., derived from jocus, a game. The word is variously
- applied to the game itself; to the player’s expectation of success;
- to his plan of campaign; or to the cards in his hand.
-
- Jeux de Régle, hands which should be played in a certain way
- on account of their mathematical expectations, (Écarté).
-
- Keeping Tab, keeping a record of the cards that win and lose
- as they are dealt at Faro.
-
- King Card, the best card remaining unplayed of the suit.
-
- King Row, the four squares on the checker board which are
- farthest from the player’s own side.
-
- Kitty, the percentage taken out of a pool to pay for refreshments,
- or for the expenses of the table.
-
- Knight Player, one who can give the odds of a Knight to weak
- players, at Chess.
-
- Last Trick, an expression used to distinguish the last trick
- when all the cards are played from the last when all the cards are
- not played, especially in Bézique and Sixty-six.
-
- Last Turn, the three cards left in the box at the end of the deal
- at Faro, the order of which may be bet upon.
-
- Lead, to play the first card in any trick.
-
- Levée, F., a trick. (Tric, is the odd trick.)
-
- Liées, F., to play rubbers.
-
- Limit, the amount by which one player may increase his bet
- over that of another.
-
- Long Cards, the dregs of a suit which has been led several
- times, and exhausted in the hands of the other players.
-
- Long Suits, those containing four or more cards, at Whist.
-
- Lose Out, a card that loses four times in one deal, at Faro.
-
- Losing Cards, those that would lose tricks if they were led.
-
- Losing _Hazard_, pocketing the cue ball.
-
- Losing Trump, one which is not the best, when only one or
- two remain.
-
- Love-all, nothing scored on either side.
-
- Lurched, not half way toward game.
-
- Main, F., with avoir this expression is indefinite, and may
- refer to the deal or the lead. With être, to be in the lead. Dans
- la main, applies to the possibilities of the hand. Placer la main,
- to place the lead.
-
- Make-up, to get the cards ready for the next deal.
-
- Make the Pass, to put the two parts of the pack back as they
- were before the cut.
-
- Maldonne, F., misdeal.
-
- Manche, F., one game of the rubber.
-
- Manque, the numbers from 1 to 18 at Roulette. See Passe.
-
- Marque, F., a score which is kept upon the table by means of
- counters.
-
- Martingale, any system which controls the amounts wagered on
- a series of events. (See chapter on Chance and Probability.)
-
- Massé, a shot made with the cue held nearly perpendicular.
-
- Master Card, the best card remaining of a suit which has been
- played.
-
- Matsch, G., to win all the tricks, a slam.
-
- Mechanic, a dealer who can make the cards come any way he
- pleases at Faro.
-
- Melden, G., to announce, claim, or show any counting combination
- of cards.
-
- Méler, F., to shuffle.
-
- Memory Duplicate, playing over the same hands at the same
- table; the players who held the N and S cards getting the E and
- W for the overplay.
-
- Menage, F., gathering and arranging the cards for the succeeding
- deal when two packs are used.
-
- Milking, taking a card from the bottom and the top of the pack
- at the same time with the forefinger and thumb.
-
- Mischen, G., to shuffle.
-
- Misdeal, any failure to distribute the cards properly.
-
- Mise, F., the layout, or the original pool.
-
- Misère Ouverte. There is no such expression as this in French;
- the proper term is Misère sur table. See Boston.
-
- Mittelhand, G., the second player on the first trick, in Skat.
-
- Mixed Pair, a lady and gentleman playing as partners.
-
- Mort, F., the dummy hand at Whist or Bridge.
-
- Mouth Bets, those made without putting up the money. One
- who fails to pay mouth bets is a welcher.
-
- Muggins, to take a score which has been overlooked by an adversary,
- especially in Cribbage and Dominoes.
-
- Natural, anything which wins the stake immediately; 7 or 11 at
- Craps; 21 at Vingt-et-un; 8 or 9 at Baccara.
-
- Natural Points, those which must be made every deal, such as
- big and little cassino, high, low, etc.
-
- Navette, F., a cross ruff.
-
- Neben Farbe, G., plain suits.
-
- Next, the suit of the same colour as the turned trump at Euchre.
- Diamonds are “next” to hearts.
-
- Nick, a natural at Craps; 7 or 11 on the first throw.
-
- Nicknames for Cards: The ♢9 is the curse of Scotland; the ♣4
- is the devil’s bedposts; the ♣A is the Puppy-foot; the Jack of
- trumps at Spoil Five is the Playboy, and the Five of trumps is the
- Five Fingers.
-
- N. E. S. W., letters used to distinguish the players at Duplicate
- Whist. N always leads, unless otherwise specified.
-
- Nursing, keeping the balls together at Billiards, as distinguished
- from gathering, which brings them together.
-
- Odd Trick, the seventh won by the same partners at Whist.
-
- Open Bets, bets at Faro which play cards to win.
-
- Openers, cards which entitle a player to open a jack-pot.
-
- Original Lead, the opening lead of a hand at Whist.
-
- Pair, F., the even numbers at Roulette. See Impair.
-
- Pairs, in Duplicate Whist, the partners sitting N and S, or E and
- W. Any two cards of the same denomination.
-
- Pairs Royal, any three cards of the same denomination.
-
- Partie, F., a game which requires a number of deals to decide it.
-
- Pass, to decline any undertaking in a game.
-
- Passe, F., the numbers from 19 to 36 at Roulette.
-
- Pat Hands, those which are played without discarding or exchanging
- any of the cards originally dealt.
-
- Pausirenden, G., one who shares in the fortunes of the game,
- although not actually playing, as the dealer in four-handed Skat.
-
- Paying in Cards. When the banker and the player’s point is
- equal, the latter is said to “pay in cards.”
-
- Penultimate, the lowest but one of a suit at Whist.
-
- Phaser, F., to change the pack.
-
- Philosopher, a card sharp.
-
- Piano Hands, hands which run along smoothly at Whist, and
- yield no opportunities for loss or gain.
-
- Piking, making small bets all over the layout at Faro.
-
- Playboy, the Jack of trumps at Spoil Five.
-
- Plain Suits, those which are not trumps.
-
- Point, F., the suit containing the greatest number of pips.
-
- Pone, the player on the dealer’s right, who cuts the cards.
-
- Ponte, F., one who plays against the banker.
-
- Post Mortems, discussions as to what might have been at
- Whist, sometimes called, “If you hads.”
-
- Pot, strictly speaking, the amount to be played for when a pool
- has exceeded a certain limit, especially in Spoil Five and Boston.
-
- Premier en Cartes, F., the first to play.
-
- Private Conventions, any system of giving information by the
- play which could not be understood by a partner unless explained
- to him.
-
- Probabilities, the odds in favour of any event.
-
- Progression, a martingale which increases a bet a certain amount
- every time it is lost, and decreases it every time it is won.
-
- Proil, or Prial, Pairs Royal.
-
- Puits, F., only one to go, the whiskey hole.
-
- Punters, those who play against the banker.
-
- Puppy-foot, the ace of clubs.
-
- Quart, the English equivalent of the French word quatrième, a
- sequence of four cards.
-
- Quart Major, A K Q J of any suit.
-
- Quatorze, F., four cards of the same denomination.
-
- Quatrième, F., a sequence of four cards.
-
- Queue, F., the points added for winning the rubber.
-
- Quinte, F., a sequence of five cards.
-
- Quitted. A trick is quitted when the fingers are removed from it
- after it is turned down. In Duplicate, a trick is not quitted until
- all four players have removed their fingers from it. A score is
- quitted when the fingers are removed from the counters, the peg,
- or the pencil.
-
- Raffles, the same number appearing on all the dice thrown.
-
- Ranche, leaving the black pin standing alone at Pin Pool.
-
- Re-entry Cards, cards in other suits which bring in long suits at
- Whist.
-
- Reizen, G., to draw a person on; to irritate or provoke him to
- bidding more than he should.
-
- Rejoué, duplicate whist.
-
- Renege, failure to follow suit, having none. See Revoke.
-
- Renounce, same as renege.
-
- Rentrant, F., the player who takes the place of the loser in a
- previous game.
-
- Renvier, F., to raise the bet, to improve.
-
- Retourne, F., any card turned on the talon, or for a trump.
-
- Revoke, failure to follow suit when able to do so, as distinguished
- from a renounce or renege.
-
- Ring In, to exchange any unfair for fair gambling implements
- during the progress of the game. See Cold Deck.
-
- Robbing, exchanging a card in the hand for the turn-up trump,
- or discarding several for the trumps remaining in the pack. See
- Cinch and Spoil Five.
-
- Rooking, hustling, inveigling a person into a game for the purpose
- of cheating him.
-
- Round, a round is complete when each player has had equal
- advantages with regard to deal, dummy, etc.
-
- Round Games, those which do not admit of partnerships.
-
- Rubber, winning two out of three games. F., Robre.
-
- Rubiconed, lurched, defeated before getting half way.
-
- Ruffing, trumping a suit.
-
- Run, a succession of counting shots at Billiards.
-
- Schnitt, G., a finesse.
-
- Schneiden, G., to finesse. Schinden is sometimes used.
-
- Scratch, a fluke, a score which was not played for.
-
- Screw Shot, a force shot at Billiards.
-
- Second Dealing, dealing the second card from the top of the
- pack, keeping back the top card until it can be dealt to yourself or
- your partner.
-
- See Saw, a cross ruff.
-
- Sequence, three or more cards next in value to one another.
- The word is sometimes used for two cards only.
-
- Short-card Player, a poker player; usually a sharper also.
-
- Short Suits, those containing less than four cards.
-
- Short-stop Billiards. Short-stop players are those who are good
- enough to play in halls hired for the purpose, but who stop short
- of the championship class.
-
- Shuffling, any method of disarranging the cards so that no trace
- remains of their order during the previous deal or play.
-
- Sights, the diamonds on the rail of an American billiard table.
-
- Signalling for Trumps, playing a higher card before a lower in a
- plain suit, when no attempt is made to win the trick.
-
- Singleton, one card only of any suit.
-
- Skin Games, those in which a player cannot possibly win.
-
- Skunked, whitewashed, schwartz, beaten without having been
- able to score a single point.
-
- Slam, winning all the tricks. Little Slam, winning 12 out of 13
- possible.
-
- Sleeper, a bet left or placed on a dead card at Faro.
-
- Sneak, a singleton which is led for the especial purpose of ruffing
- the second round of the suit.
-
- Snowing the Cards, milking or fuzzing them.
-
- Soda, the first card at Faro, exposed face upward in the box before
- any bets are made.
-
- Splits, two cards of the same denomination coming on the same
- turn at Faro.
-
- Spot Stroke, a series of winning hazards with the red ball at
- English billiards.
-
- Square Game, one in which the cards are perfectly square, and
- have not been trimmed for wedges, strippers, etc.
-
- Squeezers, cards with indicators on the edges.
-
- Stack of Chips, twenty. A “stack of whites” is $5.
-
- Starter, the cut card at Cribbage.
-
- Stechen, G., to trump.
-
- Still Pack, the one not in play when two are used.
-
- Stock, cards left after the deal is complete, but which are to be
- used in the following play.
-
- Stool Pigeon, a hustler.
-
- Straight Whist, playing a hand and immediately shuffling the
- cards for another deal, as distinguished from Duplicate.
-
- Strength in Trumps, enough to justify a player in passing a
- doubtful trick; usually four or five at least.
-
- Strengthening Cards, those which are of no practical trick-taking
- value to the leader, but which may be useful to the partner;
- usually restricted to Q J 10 9.
-
- String Bets, those that take all the odd or all the even cards to
- play one way, win or lose, at Faro.
-
- Strippers, cards trimmed so that certain ones may be pulled out
- of the pack at will.
-
- Strohman, G., the dummy at Whist or Bridge.
-
- Strong Suits, those in which a number of tricks can be made
- after the adverse trumps are out of the way.
-
- Sub Echo, a trump signal in a plain suit, made after partner has
- led trumps, and the player has not echoed on the trump lead.
-
- Sub-sneak, a two-card suit which is led for the sole purpose of
- getting a ruff on the third round.
-
- Sweating Out, winning a game without taking any risks, by
- waiting for the trifling points that fall to your share.
-
- Systems, any guide that keeps a player from guessing in the
- distribution of his bets; as distinguished from a martingale, which
- controls the amount of the wager itself.
-
- Table Games, Chess, Checkers, and Backgammon.
-
- Tables, the ancient name for Backgammon.
-
- Taille, F., a number of packs shuffled together, which are not to
- be reshuffled or cut until all have been used.
-
- Talon, the same as Stock.
-
- Team Playing, requiring every member of a team to play with
- every other an equal number of times, at Whist.
-
- Tenace. The major tenace is the best and third best cards remaining,
- or unplayed, in any suit, such as A Q. The minor tenace
- is the second and fourth best, such as K J.
-
- Têtes, Kings, Queens and Jacks.
-
- Three-card Monte. A game in which three cards are dexterously
- thrown on the table by a gambler, and the victim is induced
- to bet that he can pick out one which has been previously
- named and shown.
-
- Three-echo, an echo on a trump lead when holding three only.
-
- Three-on-a-side, a system of playing Faro, in which cards are
- bet to win or lose an odd number of times.
-
- Tournée, F., see Round.
-
- Trailing, playing a card which accomplishes nothing.
-
- Trash, to discard.
-
- Tric, F., the odd trick at Whist or Mort.
-
- Tricon, F., three cards of the same denomination.
-
- Tric-Trac, the European name for Backgammon.
-
- Trump-showing Leads, a system of private conventionalities in
- leading plain suits at Whist, to show the number of trumps held
- by the leader.
-
- Unblocking, getting out of your partner’s way when he has
- more cards of the suit than you have.
-
- Underplay, leading a card which is not the best of a suit, when
- the best would naturally be led; or holding up the best card to let
- another player win the trick.
-
- Vade, F., the pool to be played for.
-
- Vergeben, G., misdeal.
-
- Verleugnen, or Verläugnen, G., to revoke.
-
- Vivant, F., Dummy’s partner.
-
- Vole, F., winning all the tricks, a slam.
-
- Vorhand, G., the eldest hand, at Skat.
-
- Vorwerfen, G., to play out of turn.
-
- Weak Trumps, not enough to justify a player in passing a
- doubtful trick.
-
- Wedges, cards trimmed to taper toward one end, so that if
- certain ones are reversed they can be easily pulled out.
-
- Welcher, one who makes mouth bets, and afterward fails to pay.
-
- Whipsawed, losing two different bets on the same turn.
-
- Whiskey Hole, only one to go.
-
- Whitewashed, defeated without having scored a point.
-
- Wide Balls, those which are near the corner of the table, and
- are almost sure to be hit by a ball coming from either cushion.
-
- Wide Cards, those which are too far apart to be likely to form
- sequences. See Close Cards.
-
- Widow, any extra hand dealt in any game.
-
- Wimmeln, G., to bunch the points together; to fatten a trick
- for the partner.
-
- Wimmelfinte, G., leading a card which is calculated to induce
- the second hand to fatten the trick for his partner.
-
- Winning Hazards, pocketing the object ball.
-
- Winning Out, a card that wins four times in the same deal at
- Faro.
-
- Yarborough, a hand at Whist containing no card higher than
- a Nine; the odds against it are 1827 to 1.
-
- Younger Hand, the one not the leader in two-handed games.
-
- Zange, G., a fourchette or tenace.
-
- Zwickmuhle, G., a cross ruff.
-
-
-DRIVE WHIST.
-
-There are several methods of playing Drive Whist; the most popular
-being to fill as many tables as possible with the players that present
-themselves, regardless of any order further than that partners should
-sit opposite each other. The players may select their own partners, or
-they may be determined by lot, according to the decision of the hostess.
-
-Straight whist is played; the cards being shuffled and cut afresh for
-every hand. Each deal is a game in itself.
-
-_=Drawing for Partners.=_ If there is an equal number of ladies
-and gentlemen, and the number is less than fifty-two, a sufficient
-number of red and black cards should be sorted out, and the ladies
-asked to draw from the red, the men from the black; those getting the
-same denominations being partners. For instance: 16 couples present
-themselves for play. The thirteen Hearts and the A 2 3 of Diamonds
-should be put into one hat for the ladies; the thirteen Clubs, and A
-2 3 of Spades being put into another for the men. Those drawing the
-same denomination of Hearts and Clubs, or of Spades and Diamonds are
-partners.
-
-Before play begins, the number of hands which it is proposed to play
-should be announced, or a time set for adjournment.
-
-_=Driving.=_ There is no rank attached to the tables, but they should
-be arranged in such a manner that players may know which table to go
-to next. The partners seat themselves wherever they please, and at the
-tap of the bell at the head of the table the deal is cut for, and play
-begins. The winners of the majority of the thirteen tricks at each
-table go to the next table. Here they may either continue to play as
-partners, or may divide, which ever has been the style of play decided
-upon by the hostess. When the partnerships have been drawn for, it is
-usual to preserve them for the evening.
-
-The losing gentleman at each table has the deal for the next hand.
-
-_=Scoring.=_ Every hand must be played out for all it is worth, both
-winners and losers scoring all the tricks they take. If the same
-partners play together throughout the evening, one score-card will
-do for the couple. If they divide, each individual must have his or
-her own score-card. The winners are those who have taken the greatest
-number of tricks in the agreed number of hands, or during the time
-limit. When partners divide as they drive on, there should be two
-prizes, one for ladies, and one for gentlemen.
-
-
-BID WHIST.
-
-This is a popular game on trains, or wherever it may be necessary to
-stop at the end of a deal without finishing the game. Thirteen cards
-are dealt to each player, one at a time, but no trump is turned.
-Partners sit opposite each other, and the player to the left of the
-dealer makes the first bid.
-
-_=BIDDING.=_ The bidding goes round until no one will go any higher.
-The eldest hand starts by naming the number of points he will make if
-allowed to name the trump and lead to the first trick, but he does not
-name the suit he purposes picking out. It is not necessary to lead a
-trump.
-
-There are two ways to bid. In some places there are seventeen points
-to be played for in each deal; one for each trick of the thirteen and
-one for each of the four honours, ace king queen and jack, in the trump
-suit. Honours count to the side winning them, and not to the original
-holders, so that a player holding the four top honours in any suit
-could safely bid eight; four tricks and four honors being a certainty,
-but if that was all he made he would lose on the deal, as the other
-side would score nine points out of the seventeen.
-
-In other places, it is the rule that the bidder must make the odd
-trick or he cannot count honours or anything else. There are then only
-eleven points to be played for in each deal; seven odd tricks and four
-honours. Any player bidding four would have to win the odd and three
-honors, or two odd and two honours, or something to make up his bid.
-
-_=SCORING.=_ No matter how many more than his bid he makes, he can
-score it all. If he fails, he is set back the amount of his bid. If his
-adversaries win the odd trick or more, they count one point for each
-trick over the book in addition to the amount by which they set the
-bidder back.
-
-When there are seventeen points in play each deal, it is usual to take
-the lower score from the higher and score the difference only, but when
-the bidder fails, he is not set back, but simply gets nothing at all,
-while his opponents score all they make, without any deductions.
-
-
-NORWEGIAN WHIST.
-
-_=CARDS.=_ This variety of whist is played with a full pack of
-fifty-two cards, which rank from the A K Q down to the deuce. In
-cutting, the ace is low.
-
-_=PLAYERS.=_ Four persons cut for partners, the two highest playing
-against the two lowest, the lowest cut having the choice of seats and
-cards and dealing the first hand.
-
-_=DEALING.=_ The cards shuffled and cut, thirteen are given to each
-player, one at a time in rotation to the left. No trump is turned, as
-every hand is played without a trump.
-
-_=MISDEALING.=_ In case of any irregularity in the deal, the same
-dealer must deal again. The laws governing misdeals are the same as at
-whist or bridge.
-
-_=OBJECTS OF THE GAME.=_ The play is for tricks alone, but whether the
-players try to win them or to lose them depends on the declaration. In
-Grands it is to win; in Nullos, it is to lose.
-
-_=BIDDING.=_ The player to the left of the dealer makes the first bid.
-He may offer to play grand or nullo or he may pass. The moment either
-grand or nullo is named, the bidding ends. If the first player passes,
-the next to the left must declare himself. If all pass without a bid,
-the hand is played as a nullo. Any player bidding out of turn loses 20
-points, and is barred from bidding on that deal.
-
-_=METHOD OF PLAYING.=_ If the game is grand, the player to the _right_
-of the bidder leads any card he pleases. If the game is nullo, the
-player to the _left_ of the bidder leads. If no bid is made, the player
-to the left of the dealer leads. Either partner may take in the tricks
-won by his side, keeping them separate, so that they may be easily
-counted.
-
-_=SCORING.=_ The game is 50 points. Each trick over the first six
-counts four in grands, but in some places only two in nullos. This
-must be agreed upon before play. Tricks over the book count for the
-bidder’s side in grands, but against him in nullos. If the bidder and
-his partner fail to get the odd trick in a grand, his opponents count
-double for each trick they win over the book, but in nullos there is no
-double value.
-
-_=PENALTIES.=_ In case of a revoke, the side in fault gives three
-tricks to its opponents in grands, or receives three if it is a nullo.
-The penalty for a lead out of turn is to call a suit.
-
-
-RUM.
-
-There are several varieties of this game, and quite a number of ways of
-playing them, but the standard method, as adopted by the best clubs, is
-that here given. The principal divisions of the game are those played
-with the single pack, and those played with the double pack and two
-jokers.
-
-
-SINGLE-PACK RUM.
-
-_=CARDS.=_ The full pack of fifty-two cards is used, ranking from the K
-Q J down to the ace, the suits having no rank. The ace may also be used
-in sequence with the king as the top of a sequence.
-
-_=PLAYERS.=_ Any number from two to six may play, but four or five
-makes the best game.
-
-_=CUTTING.=_ The cards are spread and drawn for choice of seats and
-first deal. The lowest cut has first choice, the next lowest sitting on
-his left and so on round the table.
-
-_=DEALING.=_ When two play, ten cards are given to each. When three
-play, seven to each. When four play, six to each. The cards are dealt
-one at a time until all are helped and the next card is turned face
-up on the table as a starter for the discard pile. The stock is left
-beside this card, face down.
-
-_=OBJECT OF THE GAME.=_ The aim of the players is to get rid of the
-cards dealt them and those they draw from the stock by laying face
-upward on the table any combinations of three of a kind, or three in
-sequence and suit.
-
-_=METHOD OF PLAYING.=_ The player to the left of the dealer begins by
-taking into his hand the card that is face up, if it suits him, or the
-top card of the stock. If he takes the top of the stock, he puts it
-into his hand without showing it. He may then lay out any combination
-of three cards that he holds, but he is not obliged to do so. Whether
-he lays out anything or not, he must discard a card, face up, to take
-the place of the one drawn. This discard is always placed beside the
-stock, and of course covers up any card already there.
-
-_=LAYING OUT.=_ After drawing from the stock and before discarding,
-a player may lay out any three cards, but no more than three at one
-time. Or he may add one card from his hand to any combination already
-laid out by another player, but he cannot add more than one card in
-this way. He may add a card to a combination laid out by himself if he
-wishes to.
-
-_=CALLING OUT.=_ Each player in turn to the left draws, lays out and
-discards in this manner until some player gets rid of his last card,
-when he calls out, and the game comes to an end. The last card in a
-player’s hand may be got rid of by laying it out in combination, or by
-discarding it if it is the only card left.
-
-_=SCORING.=_ As soon as any player calls out it is too late for any
-other player to lay down any combinations he may hold. Each player in
-turn to the left shows his hand and the winner gets credit for the pip
-value of his cards, jacks being worth 11, queens 12, kings 13.
-
-It sometimes happens that the stock is exhausted before any player
-calls out. In this case the discards are turned face down without
-shuffling them and the pile drawn from as if it were the stock.
-
-_=SPLASHES.=_ The game is sometimes played with the condition that
-if any player chooses to risk holding his hand until he can lay it
-all down at once, or lay down all but the one which he is allowed to
-discard, he wins double from each of the others. This prompts a player
-with a good hand to hold it up for a round or two on the chance of
-getting down a splash, but the player who sees there is no chance for
-him should get rid of as many cards as he can before the splash comes,
-and in many cases some player will get rid of all his cards in two or
-three rounds, and win without a splash.
-
-
-POKER RUM.
-
-_=CARDS.=_ In this variety of the game, the A K Q J are worth ten
-points each, the ace eleven, and the remaining cards their face value.
-The ace may be used as the top of a sequence Q K A, or the bottom of A
-2 3, but not as part of a round-the-corner, K A 2.
-
-_=DEALING.=_ Ten cards are always given to each player, no matter how
-many are in the game. If there are more than three at the table, the
-double pack must be used, so as to leave cards enough for the stock.
-
-_=OBJECT OF THE GAME.=_ The aim of the player is to draw cards from the
-stock or discard pile until the pip value of the unmatched cards in his
-hand amounts to 15 or less. Sequences may run to any length, and four,
-five, or six of a kind is in order. The cards in hand that do not fit
-any combination of three or more are deadwood, and the object is to
-reduce this deadwood to less than fifteen.
-
-_=METHOD OF PLAYING.=_ Each player in turn to the left of the dealer
-draws a card from the stock or the discard pile and discards one in
-its place, face up. No player is allowed to lay down anything until he
-can show his whole hand, and then only when his deadwood is fifteen or
-less, and he is not obliged to lay down even then if he prefers to wait
-until he can reduce his deadwood still further.
-
-_=THE SHOW-DOWN.=_ As soon as any player can show down his hand, the
-game is at an end. He lays out his combinations and pushes them aside.
-Then he announces the pip value of his deadwood, after discarding a
-card in place of the one drawn. Suppose he draws the seven of hearts,
-and lays down the 6 7 8 9 of that suit; J Q K of clubs; discards the
-king of spades and leaves two deuces and a five for his deadwood. That
-is nine points.
-
-Each of the other players in turn to the left then lays down his hand
-and pushes aside all combinations held. If the pip value of his
-deadwood is more than that of the player calling for the show-down, he
-pays the difference. If any player has less than the caller, then he is
-the winner, and each one at the table pays him, the caller paying him
-double as a penalty. In case of ties for low, they divide the losses of
-the others.
-
-
-POKER GIN.
-
-This is a variety of poker rum in which the deadwood must not exceed
-ten points and each player is allowed not only to put aside his own
-combinations after the call for a show-down comes, but may add any of
-his odd cards to the combinations laid out by the one who calls for a
-show-down.
-
-Suppose that in the example given for poker rum, the caller showing 6 7
-8 9 of hearts, J Q K of clubs, and nine in his deadwood, another player
-has in his ten cards the 7 8 9 of diamonds; 6 7 8 of spades, two fours
-and the tens of clubs and hearts.
-
-When the show-down is called for, he has twenty-eight points in his
-deadwood; but by adding his club ten to the caller’s sequence of J Q K,
-and the heart ten to the caller’s 6 7 8 9 in that suit, he reduces his
-deadwood to eight points, the pair of fours, and beats the caller out
-by a point.
-
-_=PENALTIES.=_ If any player turns out to have less in his deadwood
-than the caller, as in the example just given, the caller forfeits
-ten points to him, in addition to having to pay for the difference.
-Should a player call for a show-down when he has more than ten in his
-deadwood, he loses five points to each of the others at the table and
-takes up his cards again.
-
-
-DOUBLE-PACK RUM.
-
-_=CARDS.=_ This game is always played with two full packs of fifty-two
-cards each and two jokers, all shuffled together and used as one. The
-ace may be high or low in sequences.
-
-_=DEALING.=_ Ten cards are given to each player, one at a time, and the
-next card is turned up and laid beside the stock to start the discard
-pile.
-
-_=LAYING OUT.=_ Sequences in suit may run to any length, and any number
-of cards or combinations may be laid out at one time. Five, six or
-seven of a kind may be shown, and four of a kind may be of any suits.
-There is no obligation to lay out anything, but the player who lays out
-can do so only in his proper turn, after drawing a card. He may add
-as many cards as he pleases to any combinations already on the table,
-either of his own or other players.
-
-_=THE JOKERS.=_ These two cards have peculiar privileges. A joker may
-be called anything the holder pleases. If it is used as the interior of
-a sequence, such as _6_ joker 8 of hearts, it must remain there, but
-if it is placed at the end of a sequence, any player has the right to
-remove it to the other end, placing it crossways, to show that it has
-been moved, provided he can put a card in its place, or add one to the
-sequence below the joker. A joker once moved cannot be moved again.
-
-Suppose some player has laid out the 6 7 joker of clubs. The joker
-stands for the 8 of clubs. Another player holding the actual 8 of clubs
-could move the joker to the position of the 5 and add his 8. Or if he
-had the 4 of clubs, he could move the joker to represent the 5 and add
-his 4 to the sequence, or he might add both 8 and 4 if he held those
-cards.
-
-On account of the privilege of laying out as many cards at a time as
-the player pleases, and adding as many as he can to other combinations,
-this is a much livelier game than the ordinary single-pack rum. The
-settling is the same, the winner getting the pip value of each player’s
-hand. In case no one has all his cards down before the stock is
-exhausted, which is very unusual, however, the discards are turned face
-down and drawn from again.
-
-
-CANFIELD.
-
-This form of solitaire is often confused with Klondike, but there is a
-marked difference both in the layout and the play.
-
-The full pack of fifty-two cards is used. After it has been thoroughly
-shuffled and properly cut, thirteen cards are counted off, face down,
-and placed at the player’s left, face up. This is the stock. The
-fourteenth card is then turned face up and is the foundation for that
-deal. Let us suppose it is a seven. It is placed by itself, furthest
-from the player, waiting for the three other sevens to appear to form
-three other foundations, each in a different suit.
-
-Four cards are then dealt off from left to right, face up, for the
-layout. Holding the remaining thirty-four cards in the left hand, face
-down, the player counts off three at a time and turns them face up on
-the table, but so that the top card only is seen. If this card can be
-used, the card under it is available. If not, the three are left on the
-table and three more turned up in the same way.
-
-Let us suppose this is the appearance of the table:
-
-[Illustration:
-
- The Foundation:-- 🂷
-
- The Stock:-- 🃔
-
- The Layout:-- 🃖 🃁 🂢 🂹
-
- The top card of the three:-- 🃅
-]
-
-The player can make several changes at once. The five of diamonds will
-go on the club six, the club four on the five, the ace of diamonds on
-the deuce of spades, leaving a space which must be filled from the top
-of the stock, using the card that was under the four of clubs. Another
-card is exposed and available under the five of diamonds.
-
-Cards built on the foundations must be in the same suit, and build
-upward, nothing but eights being available on the sevens. On the
-layout, sequences are built down, and must change colour each time.
-Any time that there is a space in the four columns of the layout, the
-top card of the stock may be used to fill the space, but the stock
-itself must never be added to. If there are only two cards in any of
-the four columns of the layout at any time, and the top one can be used
-on another pile, it may be taken for that purpose. Suppose the nine of
-hearts were built on down to a black six, the five of diamonds could be
-removed to that pile to release the six of clubs.
-
-After running through the entire pack, three cards at a time, the
-cards that have not been used in the process, and which are lying on
-the table face up, are taken up again and turned face down, without
-shuffling them, and run through again, three at a time. As long as any
-card can be used it must alter the run of the cards that will turn up
-in threes after that, and the player may continue to go through the
-pack in this way until he is stopped by being unable to use any card
-that shows at the top of the three he turns up.
-
-The betting is against the player getting eleven cards in his
-foundation piles. If the pack is purchased for $52, he gets $5 for
-every card in his foundations. It is almost impossible to get out the
-whole fifty-two for $260, but it is done occasionally.
-
-
-I DOUBT IT.
-
-This is a good round game, any number taking part. The full pack of
-fifty-two cards is dealt round, one card at a time as far as it will
-go equally, the remainder being left in the centre of the table, face
-down. Any one can deal.
-
-The player to the left of the dealer starts the game by taking from
-his hand any three cards he pleases and laying them on the table in
-front of him face down. He then announces, “These are three jacks,” or
-anything he likes to call them, there being no obligation to tell the
-truth about it, so the cards might actually be a six four and a deuce.
-
-Each player in turn to the left can doubt the statement that the cards
-are three jacks, or he can pass. If any player in his proper turn
-says, “I doubt it,” the three cards are at once turned face up. If the
-statement is not correct, the three cards are at once taken back into
-the player’s hand, together with all the cards lying face down in the
-centre of the table at the time. Should the statement turn out to be
-true, the player who doubted it must take the three jacks and all the
-cards on the table.
-
-That settled, the next player to the left lays out three cards and
-announces that they are three of a kind of something or other, each
-player to the left passing or doubting it. If no one questions the
-correctness of a statement, no explanation is given by the player who
-laid out the cards. He simply pushes them to the centre of the table
-with the others, face down. If he shows them, or any one of them, as
-some may do in a spirit of bravado, he must take all three back into
-his hand and all on the table with them. The object of doubting is
-simply to prevent a player from getting rid of three cards, but toward
-the end of the game one must be careful, as triplets are gradually
-gathered for that stage.
-
-If any player has less than three cards in his hand when it comes to
-his turn to lay down, he must draw from the table, face down, enough to
-make three. He may look at what he draws before announcing. If there
-are no cards on the table, he must pass his turn.
-
-The first to get rid of all his cards gets a chip from each of the
-others for each card they hold.
-
-
-JASS.
-
-This is popularly supposed to be the progenitor of the American game of
-pinochle, and is still very popular in Switzerland.
-
-_=CARDS.=_ Jass is played with the thirty-six card pack, the 5 4 3 2 of
-each suit being thrown out. The cards rank from the A K Q down to the
-6, both in cutting and in play. The cards have a pip value in scoring,
-aces 11, tens 10, kings 4, queens 3 and jacks 2. In the trump suit, the
-jack is the highest card, and is worth 20 points instead of 2. The nine
-of trumps comes next, being worth 14 points, and is called “Nell.” The
-remaining trumps rank as in plain suits.
-
-The jack of trumps has the special privilege of being allowed to
-renege, even when the holder of the jack can follow suit.
-
-_=MARKERS.=_ The score is usually kept on a slate.
-
-_=PLAYERS.=_ Any number from two to four can take part, but each is
-always for himself. The rules for two-hand differ slightly from those
-for three or four. (See Two-hand Jass.)
-
-_=CUTTING.=_ The first deal is cut for, high wins. The cards rank as in
-plain suit, and ties cut again, to decide the tie.
-
-_=DEALING.=_ When the pack is cut, at least four cards must be left
-in each packet. (In Switzerland they cut to the left and deal to the
-right; but in America this is not necessary.) The cards are dealt three
-at a time for three rounds, so that each player receives nine cards.
-When four play, the last card must be turned up for the trump. When
-three play, the twenty-eighth card is the trump.
-
-_=OBJECT OF THE GAME.=_ The play is to win tricks with cards of pip
-value in them, especially aces and tens, called game points, and also
-to meld certain combinations of cards that are found in the player’s
-hand.
-
-When three play, the dealer may exchange his nine cards for the nine
-that are left on the table, but he must surrender the turned up trump
-among those nine cards to any player that holds the six. If the dealer
-does not wish to exchange, each player in turn to the left may do so.
-In making the exchange, no card of the nine originally dealt to the
-player may be kept, not even the six of trumps.
-
-The pip value of the cards won in tricks count for the player at the
-end of the hand. The following values are for the melds:
-
- Four jacks are worth 200
- Four aces, kings, queens, or tens 100
- Five cards of any suit in sequence 100
- Four cards of any suit in sequence 50
- Three cards of any suit in sequence 20
- King and queen of trumps 20
-
-The melds are made after the player has played his card to the first
-trick, whether he wins that trick or not, but the melds are not
-credited to him on the slate unless he wins at least one trick during
-the play of the hand.
-
-_=METHOD OF PLAYING.=_ When four play it is sometimes permissible for
-one to pass out, each in turn to the left having the right. The first
-thing is for the holder of the six of trumps to exchange it for the
-turned-up trump. The player to the left of the dealer then leads any
-card he pleases, and each player in turn must follow suit and must head
-the trick if he can; by trumping if he has none of the suit led. As
-soon as a card is played, the player makes his meld, announcing its pip
-value. The winner of the last trick scores five points for it.
-
-_=SCORING.=_ Sometimes 1,000 points is a game, as in pinochle, and
-the first player to call out wins if he is correct; if not he loses.
-Sometimes in three or four-hand, it is agreed to play some number of
-deals divisible by four, usually 12 or 16. These are indicated by cross
-marks on the slate, each arm representing a deal. The two players with
-the higher scores at the end of the hand each rub off a mark and the
-one who is first to rub off all his marks is the winner, or the last to
-wipe off is stuck, according to agreement. Any one failing to get as
-many as 21 points in meld and play is set back a mark.
-
-
-TWO-HAND JASS.
-
-When only two play, the game closely resembles American pinochle,
-the winner of each trick drawing a card from the top of the stock,
-the loser drawing the next one. All melds are made immediately after
-winning a trick and before drawing from the stock, only one meld at
-a time being allowed. It is not necessary to follow suit to anything
-until the stock is exhausted, after which all melds cease and the
-second player to each trick must win it if he can, but the jack of
-trumps still has the privilege of renouncing if a plain suit is led.
-
-
-PATIENCE POKER
-
-As its name implies, this is a form of solitaire, but it may be managed
-so as to provide a pleasing competition for any number of players. Both
-forms of the game will be described, the solitaire first.
-
-_=CARDS.=_ The full pack of fifty-two cards is shuffled and cut.
-Keeping it face down in the left hand, the top card is turned up and
-laid upon the table. The next card is turned up and laid in such a
-position that it touches the first one, either on one of its four
-edges, or one of its four corners. The third card must touch one or
-other of the two already on the table in the same manner, and so on
-until twenty-five cards have been drawn and placed, but the twenty-five
-must be so arranged as to form a square of five cards each way.
-
-As no card can be moved from its original position, as soon as there
-are cards enough in either direction, up and down, or from left to
-right, to make a row of five, no more cards can be laid beyond that
-point, as it would transgress the limits of the square.
-
-_=OBJECT OF THE GAME.=_ The aim of the player is to place each card as
-it comes from the top of the pack in the most advantageous position for
-combining with other cards, either already there or hoped for, so that
-each row of five cards, up and down, or right to left, shall be a poker
-hand of some value.
-
-_=VALUE OF THE HANDS.=_ The various hands possible in poker are given
-a counting value, supposed to be in proportion to the difficulty of
-getting them. There are three systems of counting in common use, the
-English differing slightly from the American, both in value and in
-rank. The various scoring values are here given:
-
- One pair 2 1 1
- Two pairs 5 2 3
- Triplets 10 7 6
- Straights 15 9 12
- Flushes 20 5 5
- Full hands 25 12 10
- Four of a kind 50 20 16
- Straight flush 75 30 30
- Royal flush 100 50 30
-
-The first column given is the American system of counting by fives,
-after one pair, retaining the regular poker rank of the hands. The
-second column is the American system that puts the straight next to the
-full hand, and the flush between two pairs and a triplet. The third
-column is the English system, which ranks the straight above the full
-hand.
-
-As no person has as yet come forward with any figures to show which
-combination is easier to get in patience poker, nor the proportion of
-one hand to the other, these figures are all guess work; and players
-may adopt any values they please.
-
-As soon as the tableau is complete, with five rows of five cards each,
-the value of each of the ten hands the tableau contains is found and
-the total put down. The object of the solitaire player usually is to
-see how many tableaus he needs to reach a grand total of 500 points.
-
-_=SUGGESTIONS FOR GOOD PLAY.=_ Experience has shown that it pays to
-keep certain classes of hand in one section, either left to right or up
-and down. Many players put all the flushes in the vertical columns, and
-build the pairs, triplets and fours from right to left. Straights are
-uncertain quantities unless they are flush also and are seldom played
-for.
-
-Each card has a double value, and it may help to make up two hands of
-high scoring power, if well placed. The highest possible point value
-for a tableau would probably be five hands of four of a kind and five
-straight flushes, four of which would be royal, like this:
-
-[Illustration:
-
- 🂱 🃑 🃁 🂡 🃉
- 🂾 🃞 🃎 🂮 🃈
- 🂽 🃝 🃍 🂭 🃇
- 🂻 🃛 🃋 🂫 🃆
- 🂺 🃚 🃊 🂪 🃅
-]
-
-The odds against the cards coming from the stock in such order as to
-make a tableau like this possible would be enormous, but there are
-many sets of twenty-five cards that can be rearranged so as to make a
-much higher count than that actually arrived at in the solitaire. The
-player’s skill consists in anticipating the possibilities that certain
-cards will be drawn and in so arranging his table that if the hoped for
-card comes out, the most advantageous place will be found open for it.
-
-_=TWO OR MORE PLAYERS.=_ Any number can play this game, the only
-limitation being the number of packs available and space enough on the
-table for each one to lay out his own tableau. One player is selected
-as the “caller” and he shuffles his pack and presents it to be cut.
-In the meantime each of the others sorts his individual pack into
-sequence and suit, so as to be able to pick out any named card without
-unnecessary delay.
-
-_=METHOD OF PLAYING.=_ The caller starts by taking off his top card and
-placing it face up on the table, at the same time announcing aloud its
-suit and rank, as “Seven of clubs.” This makes it unnecessary for the
-others to watch the cards the caller draws.
-
-Each player picks out his seven of clubs and places it on the table in
-front of him, face up, as a starter for his tableau. Suppose the next
-card called is the ten of diamonds. As each player can place that card
-in any one of eight different positions with regard to the seven of
-clubs, and the next card after that in any one of a dozen positions, it
-must be evident that although the twenty-five cards called will be the
-same for every tableau, the resulting poker combinations may be vastly
-different.
-
-_=SCORING.=_ Each player is credited with the value of his tableau, and
-then the duty of being caller passes to the left. The game is at an end
-when an agreed number of deals have been played, or at the expiration
-of a specified time, the highest total score being the winner.
-
-
-SOLITAIRE CRIBBAGE.
-
-This game may be played by one person or by several, two to four making
-an interesting game, either as partners or each for himself.
-
-The individual player takes a full pack of fifty-two cards, shuffles
-and cuts, and deals off three for himself, two for his crib, and then
-three more for himself. Taking up the six, he sorts them and discards
-for the crib, just as if the two cards already there had been laid off
-by an opponent. The pack is then cut for the starter.
-
-There is no play, and the hand is turned up and counted, scoring it
-on a regular cribbage board. The crib is then counted and scored.
-Leaving the starter still face up on the top of the pack, the eight
-cards in hand and crib are thrown aside. For the next deal, the player
-gives himself three cards from the top of the pack, one of which was
-the starter on the last deal, then two for the crib and three more
-for himself, discarding for the crib, cutting a starter, counting and
-scoring hand and crib as before.
-
-This is continued until only four cards are left, one of them being the
-starter for the last deal. Turn up these four cards and count them as a
-hand.
-
-The game is usually 91 points, and the object of the solitaire player
-is to see if he can reach the game hole without going through the pack
-more than once. If he does not reach with six hands and cribs, each
-with a starter, and one hand of four cards without a starter, he has
-failed to get the solitaire.
-
-_=WHEN TWO OR MORE PLAY.=_ The object is now to see which player or
-partnership can get the greatest number of points in going through the
-pack once, each playing his own solitaire with his individual pack, but
-keeping level with his opponents in the matter of hands and deals.
-
-It is usual for each to cut the starter for the other and then to
-verify the count of the other’s hands and cribs. If one reaches 91
-before the other gets round past 60, it is reckoned as a double game.
-If neither side reaches 91 before the pack runs out, the player that
-comes nearer to it wins. When two play against two as partners, each
-takes an adversary and plays against him individually, the scores being
-balanced at the end by adding those of the partners together.
-
-
-
-
-
-End of the Project Gutenberg EBook of Foster's Complete Hoyle, by R. F. Foster
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