diff options
Diffstat (limited to 'old/53881-0.txt')
| -rw-r--r-- | old/53881-0.txt | 38203 |
1 files changed, 0 insertions, 38203 deletions
diff --git a/old/53881-0.txt b/old/53881-0.txt deleted file mode 100644 index 298bafb..0000000 --- a/old/53881-0.txt +++ /dev/null @@ -1,38203 +0,0 @@ -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 | - | | | | | |⛂|| | | | | |⛀| - | | | | | |⛂|| | | | | |⛀| - | | | | | |⛂|| | | | | |⛀| - |⛀| | | |⛂|⛂|| | | | | |⛀| - |⛀| | | |⛂|⛂|| |⛂| | | |⛀| - +-+-+-+-+-+-++-+-+-+-+-+-+ - - ⚂⚂ - +-+-+-+-+-+-++-+-+-+-+-+-+ - |⛂| | | | |⛀|| |⛀| | | |⛂| - |⛂| | | | |⛀|| |⛀| | | |⛂| - | | | | | |⛀|| |⛀| | | |⛂| - | | | | | |⛀|| | | | | | | - | | | | | |⛀|| | | | | | | - | || 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 - -*** END OF THIS PROJECT GUTENBERG EBOOK FOSTER'S COMPLETE HOYLE *** - -***** This file should be named 53881-0.txt or 53881-0.zip ***** -This and all associated files of various formats will be found in: - http://www.gutenberg.org/5/3/8/8/53881/ - -Produced by Marilynda Fraser-Cunliffe, Juliet Sutherland -and the Online Distributed Proofreading Team at -http://www.pgdp.net - -Updated editions will replace the previous one--the old editions will -be renamed. - -Creating the works from print editions not protected by U.S. copyright -law means that no one owns a United States copyright in these works, -so the Foundation (and you!) can copy and distribute it in the United -States without permission and without paying copyright -royalties. Special rules, set forth in the General Terms of Use part -of this license, apply to copying and distributing Project -Gutenberg-tm electronic works to protect the PROJECT GUTENBERG-tm -concept and trademark. Project Gutenberg is a registered trademark, -and may not be used if you charge for the eBooks, unless you receive -specific permission. If you do not charge anything for copies of this -eBook, complying with the rules is very easy. You may use this eBook -for nearly any purpose such as creation of derivative works, reports, -performances and research. They may be modified and printed and given -away--you may do practically ANYTHING in the United States with eBooks -not protected by U.S. copyright law. Redistribution is subject to the -trademark license, especially commercial redistribution. - -START: FULL LICENSE - -THE FULL PROJECT GUTENBERG LICENSE -PLEASE READ THIS BEFORE YOU DISTRIBUTE OR USE THIS WORK - -To protect the Project Gutenberg-tm mission of promoting the free -distribution of electronic works, by using or distributing this work -(or any other work associated in any way with the phrase "Project -Gutenberg"), you agree to comply with all the terms of the Full -Project Gutenberg-tm License available with this file or online at -www.gutenberg.org/license. - -Section 1. General Terms of Use and Redistributing Project -Gutenberg-tm electronic works - -1.A. By reading or using any part of this Project Gutenberg-tm -electronic work, you indicate that you have read, understand, agree to -and accept all the terms of this license and intellectual property -(trademark/copyright) agreement. If you do not agree to abide by all -the terms of this agreement, you must cease using and return or -destroy all copies of Project Gutenberg-tm electronic works in your -possession. If you paid a fee for obtaining a copy of or access to a -Project Gutenberg-tm electronic work and you do not agree to be bound -by the terms of this agreement, you may obtain a refund from the -person or entity to whom you paid the fee as set forth in paragraph -1.E.8. - -1.B. "Project Gutenberg" is a registered trademark. It may only be -used on or associated in any way with an electronic work by people who -agree to be bound by the terms of this agreement. There are a few -things that you can do with most Project Gutenberg-tm electronic works -even without complying with the full terms of this agreement. See -paragraph 1.C below. There are a lot of things you can do with Project -Gutenberg-tm electronic works if you follow the terms of this -agreement and help preserve free future access to Project Gutenberg-tm -electronic works. See paragraph 1.E below. - -1.C. The Project Gutenberg Literary Archive Foundation ("the -Foundation" or PGLAF), owns a compilation copyright in the collection -of Project Gutenberg-tm electronic works. Nearly all the individual -works in the collection are in the public domain in the United -States. If an individual work is unprotected by copyright law in the -United States and you are located in the United States, we do not -claim a right to prevent you from copying, distributing, performing, -displaying or creating derivative works based on the work as long as -all references to Project Gutenberg are removed. Of course, we hope -that you will support the Project Gutenberg-tm mission of promoting -free access to electronic works by freely sharing Project Gutenberg-tm -works in compliance with the terms of this agreement for keeping the -Project Gutenberg-tm name associated with the work. You can easily -comply with the terms of this agreement by keeping this work in the -same format with its attached full Project Gutenberg-tm License when -you share it without charge with others. - -1.D. The copyright laws of the place where you are located also govern -what you can do with this work. Copyright laws in most countries are -in a constant state of change. If you are outside the United States, -check the laws of your country in addition to the terms of this -agreement before downloading, copying, displaying, performing, -distributing or creating derivative works based on this work or any -other Project Gutenberg-tm work. The Foundation makes no -representations concerning the copyright status of any work in any -country outside the United States. - -1.E. Unless you have removed all references to Project Gutenberg: - -1.E.1. The following sentence, with active links to, or other -immediate access to, the full Project Gutenberg-tm License must appear -prominently whenever any copy of a Project Gutenberg-tm work (any work -on which the phrase "Project Gutenberg" appears, or with which the -phrase "Project Gutenberg" is associated) is accessed, displayed, -performed, viewed, copied or distributed: - - 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. - -1.E.2. If an individual Project Gutenberg-tm electronic work is -derived from texts not protected by U.S. copyright law (does not -contain a notice indicating that it is posted with permission of the -copyright holder), the work can be copied and distributed to anyone in -the United States without paying any fees or charges. If you are -redistributing or providing access to a work with the phrase "Project -Gutenberg" associated with or appearing on the work, you must comply -either with the requirements of paragraphs 1.E.1 through 1.E.7 or -obtain permission for the use of the work and the Project Gutenberg-tm -trademark as set forth in paragraphs 1.E.8 or 1.E.9. - -1.E.3. If an individual Project Gutenberg-tm electronic work is posted -with the permission of the copyright holder, your use and distribution -must comply with both paragraphs 1.E.1 through 1.E.7 and any -additional terms imposed by the copyright holder. Additional terms -will be linked to the Project Gutenberg-tm License for all works -posted with the permission of the copyright holder found at the -beginning of this work. - -1.E.4. Do not unlink or detach or remove the full Project Gutenberg-tm -License terms from this work, or any files containing a part of this -work or any other work associated with Project Gutenberg-tm. - -1.E.5. Do not copy, display, perform, distribute or redistribute this -electronic work, or any part of this electronic work, without -prominently displaying the sentence set forth in paragraph 1.E.1 with -active links or immediate access to the full terms of the Project -Gutenberg-tm License. - -1.E.6. You may convert to and distribute this work in any binary, -compressed, marked up, nonproprietary or proprietary form, including -any word processing or hypertext form. However, if you provide access -to or distribute copies of a Project Gutenberg-tm work in a format -other than "Plain Vanilla ASCII" or other format used in the official -version posted on the official Project Gutenberg-tm web site -(www.gutenberg.org), you must, at no additional cost, fee or expense -to the user, provide a copy, a means of exporting a copy, or a means -of obtaining a copy upon request, of the work in its original "Plain -Vanilla ASCII" or other form. Any alternate format must include the -full Project Gutenberg-tm License as specified in paragraph 1.E.1. - -1.E.7. Do not charge a fee for access to, viewing, displaying, -performing, copying or distributing any Project Gutenberg-tm works -unless you comply with paragraph 1.E.8 or 1.E.9. - -1.E.8. You may charge a reasonable fee for copies of or providing -access to or distributing Project Gutenberg-tm electronic works -provided that - -* You pay a royalty fee of 20% of the gross profits you derive from - the use of Project Gutenberg-tm works calculated using the method - you already use to calculate your applicable taxes. The fee is owed - to the owner of the Project Gutenberg-tm trademark, but he has - agreed to donate royalties under this paragraph to the Project - Gutenberg Literary Archive Foundation. Royalty payments must be paid - within 60 days following each date on which you prepare (or are - legally required to prepare) your periodic tax returns. Royalty - payments should be clearly marked as such and sent to the Project - Gutenberg Literary Archive Foundation at the address specified in - Section 4, "Information about donations to the Project Gutenberg - Literary Archive Foundation." - -* You provide a full refund of any money paid by a user who notifies - you in writing (or by e-mail) within 30 days of receipt that s/he - does not agree to the terms of the full Project Gutenberg-tm - License. You must require such a user to return or destroy all - copies of the works possessed in a physical medium and discontinue - all use of and all access to other copies of Project Gutenberg-tm - works. - -* You provide, in accordance with paragraph 1.F.3, a full refund of - any money paid for a work or a replacement copy, if a defect in the - electronic work is discovered and reported to you within 90 days of - receipt of the work. - -* You comply with all other terms of this agreement for free - distribution of Project Gutenberg-tm works. - -1.E.9. If you wish to charge a fee or distribute a Project -Gutenberg-tm electronic work or group of works on different terms than -are set forth in this agreement, you must obtain permission in writing -from both the Project Gutenberg Literary Archive Foundation and The -Project Gutenberg Trademark LLC, the owner of the Project Gutenberg-tm -trademark. Contact the Foundation as set forth in Section 3 below. - -1.F. - -1.F.1. Project Gutenberg volunteers and employees expend considerable -effort to identify, do copyright research on, transcribe and proofread -works not protected by U.S. copyright law in creating the Project -Gutenberg-tm collection. Despite these efforts, Project Gutenberg-tm -electronic works, and the medium on which they may be stored, may -contain "Defects," such as, but not limited to, incomplete, inaccurate -or corrupt data, transcription errors, a copyright or other -intellectual property infringement, a defective or damaged disk or -other medium, a computer virus, or computer codes that damage or -cannot be read by your equipment. - -1.F.2. LIMITED WARRANTY, DISCLAIMER OF DAMAGES - Except for the "Right -of Replacement or Refund" described in paragraph 1.F.3, the Project -Gutenberg Literary Archive Foundation, the owner of the Project -Gutenberg-tm trademark, and any other party distributing a Project -Gutenberg-tm electronic work under this agreement, disclaim all -liability to you for damages, costs and expenses, including legal -fees. YOU AGREE THAT YOU HAVE NO REMEDIES FOR NEGLIGENCE, STRICT -LIABILITY, BREACH OF WARRANTY OR BREACH OF CONTRACT EXCEPT THOSE -PROVIDED IN PARAGRAPH 1.F.3. YOU AGREE THAT THE FOUNDATION, THE -TRADEMARK OWNER, AND ANY DISTRIBUTOR UNDER THIS AGREEMENT WILL NOT BE -LIABLE TO YOU FOR ACTUAL, DIRECT, INDIRECT, CONSEQUENTIAL, PUNITIVE OR -INCIDENTAL DAMAGES EVEN IF YOU GIVE NOTICE OF THE POSSIBILITY OF SUCH -DAMAGE. - -1.F.3. LIMITED RIGHT OF REPLACEMENT OR REFUND - If you discover a -defect in this electronic work within 90 days of receiving it, you can -receive a refund of the money (if any) you paid for it by sending a -written explanation to the person you received the work from. If you -received the work on a physical medium, you must return the medium -with your written explanation. The person or entity that provided you -with the defective work may elect to provide a replacement copy in -lieu of a refund. If you received the work electronically, the person -or entity providing it to you may choose to give you a second -opportunity to receive the work electronically in lieu of a refund. If -the second copy is also defective, you may demand a refund in writing -without further opportunities to fix the problem. - -1.F.4. Except for the limited right of replacement or refund set forth -in paragraph 1.F.3, this work is provided to you 'AS-IS', WITH NO -OTHER WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT -LIMITED TO WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PURPOSE. - -1.F.5. Some states do not allow disclaimers of certain implied -warranties or the exclusion or limitation of certain types of -damages. If any disclaimer or limitation set forth in this agreement -violates the law of the state applicable to this agreement, the -agreement shall be interpreted to make the maximum disclaimer or -limitation permitted by the applicable state law. The invalidity or -unenforceability of any provision of this agreement shall not void the -remaining provisions. - -1.F.6. INDEMNITY - You agree to indemnify and hold the Foundation, the -trademark owner, any agent or employee of the Foundation, anyone -providing copies of Project Gutenberg-tm electronic works in -accordance with this agreement, and any volunteers associated with the -production, promotion and distribution of Project Gutenberg-tm -electronic works, harmless from all liability, costs and expenses, -including legal fees, that arise directly or indirectly from any of -the following which you do or cause to occur: (a) distribution of this -or any Project Gutenberg-tm work, (b) alteration, modification, or -additions or deletions to any Project Gutenberg-tm work, and (c) any -Defect you cause. - -Section 2. Information about the Mission of Project Gutenberg-tm - -Project Gutenberg-tm is synonymous with the free distribution of -electronic works in formats readable by the widest variety of -computers including obsolete, old, middle-aged and new computers. It -exists because of the efforts of hundreds of volunteers and donations -from people in all walks of life. - -Volunteers and financial support to provide volunteers with the -assistance they need are critical to reaching Project Gutenberg-tm's -goals and ensuring that the Project Gutenberg-tm collection will -remain freely available for generations to come. In 2001, the Project -Gutenberg Literary Archive Foundation was created to provide a secure -and permanent future for Project Gutenberg-tm and future -generations. To learn more about the Project Gutenberg Literary -Archive Foundation and how your efforts and donations can help, see -Sections 3 and 4 and the Foundation information page at -www.gutenberg.org - - - -Section 3. Information about the Project Gutenberg Literary Archive Foundation - -The Project Gutenberg Literary Archive Foundation is a non profit -501(c)(3) educational corporation organized under the laws of the -state of Mississippi and granted tax exempt status by the Internal -Revenue Service. The Foundation's EIN or federal tax identification -number is 64-6221541. Contributions to the Project Gutenberg Literary -Archive Foundation are tax deductible to the full extent permitted by -U.S. federal laws and your state's laws. - -The Foundation's principal office is in Fairbanks, Alaska, with the -mailing address: PO Box 750175, Fairbanks, AK 99775, but its -volunteers and employees are scattered throughout numerous -locations. Its business office is located at 809 North 1500 West, Salt -Lake City, UT 84116, (801) 596-1887. Email contact links and up to -date contact information can be found at the Foundation's web site and -official page at www.gutenberg.org/contact - -For additional contact information: - - Dr. Gregory B. Newby - Chief Executive and Director - gbnewby@pglaf.org - -Section 4. Information about Donations to the Project Gutenberg -Literary Archive Foundation - -Project Gutenberg-tm depends upon and cannot survive without wide -spread public support and donations to carry out its mission of -increasing the number of public domain and licensed works that can be -freely distributed in machine readable form accessible by the widest -array of equipment including outdated equipment. Many small donations -($1 to $5,000) are particularly important to maintaining tax exempt -status with the IRS. - -The Foundation is committed to complying with the laws regulating -charities and charitable donations in all 50 states of the United -States. Compliance requirements are not uniform and it takes a -considerable effort, much paperwork and many fees to meet and keep up -with these requirements. We do not solicit donations in locations -where we have not received written confirmation of compliance. To SEND -DONATIONS or determine the status of compliance for any particular -state visit www.gutenberg.org/donate - -While we cannot and do not solicit contributions from states where we -have not met the solicitation requirements, we know of no prohibition -against accepting unsolicited donations from donors in such states who -approach us with offers to donate. - -International donations are gratefully accepted, but we cannot make -any statements concerning tax treatment of donations received from -outside the United States. U.S. laws alone swamp our small staff. - -Please check the Project Gutenberg Web pages for current donation -methods and addresses. Donations are accepted in a number of other -ways including checks, online payments and credit card donations. To -donate, please visit: www.gutenberg.org/donate - -Section 5. General Information About Project Gutenberg-tm electronic works. - -Professor Michael S. Hart was the originator of the Project -Gutenberg-tm concept of a library of electronic works that could be -freely shared with anyone. For forty years, he produced and -distributed Project Gutenberg-tm eBooks with only a loose network of -volunteer support. - -Project Gutenberg-tm eBooks are often created from several printed -editions, all of which are confirmed as not protected by copyright in -the U.S. unless a copyright notice is included. Thus, we do not -necessarily keep eBooks in compliance with any particular paper -edition. - -Most people start at our Web site which has the main PG search -facility: www.gutenberg.org - -This Web site includes information about Project Gutenberg-tm, -including how to make donations to the Project Gutenberg Literary -Archive Foundation, how to help produce our new eBooks, and how to -subscribe to our email newsletter to hear about new eBooks. - |
