Chapter III: Part 3
Points.
For every fifteen 2
Pair, or two of a sort 2
Pair-royal, or three of a sort 6
Double pair-royal, or four ditto 12
Knave of the turned-up suit 1
Sequences and flushes, whatever their number.
85. Examples of Hands in Cribbage.
Two sevens, two eights, and a nine count 24
Two eights, a seven, and two nines " 20
Two nines, a six, seven, and eight " 16
Two sixes, two fives, and a four " 24
Two sixes, two fours, and a five " 24
Two fives, two fours, and a six " 24
Two threes, two twos, and an ace " 16
Two aces, two twos, and a three " 16
Three fives and a tenth card " 14
Three fours and a seven " 12
Three twos and a nine " 8
Six, seven, eight, and two aces the ragged 13
6 + 1 and 8 = 15-2;
6 + 1 and 8 = 16-4;
6 + 1 + 1 + 7 = 15-6;
7 + 8 = 15-8,
the pair of aces and the sequence 5 = 13.
Three sixes and a nine count 12
Three sevens and an eight " 12
Three eights and a seven " 12
Three nines and a six " 12
Three threes and a nine " 12
Three sixes and a three " 12
Three sevens and an ace " 12
Two tens (pair) and two fives " 12
Two tenth cards (not a pair) and two fives = 10
Two nines and two sixes " 12
Two eights and two sevens " 12
Two sixes and two threes " 8
Two fives, a four, and a six " 12
Two fours, a five, and a six " 12
Two sixes, a four, and a five " 12
Two threes and two nines " 8
Two nines, a seven, and an eight " 10
Two eights, a seven, and a nine " 12
Two sevens, an eight, and a nine " 12
Two sixes, a seven, and an eight " 10
Two sixes, a three, and a nine " 8
A seven, eight, nine, ten, and knave " 7
A six, seven, eight, nine, and ten " 9
A six, seven, eight, and nine " 8
A six, five, and two sevens " 8
Any double sequence of three cards
and a pair (as knave, queen, and
two kings). " 6
Any sequence of three cards and a fifteen " 5
Any sequence of four cards and a
fifteen (as seven, eight, nine and ten) counts 6
Any sequence of six cards " 6
Any sequence of four cards and a flush " 8
Any flush of four cards and a fifteen " 6
Any flush of four cards and a pair " 6
The highest number that can be counted from five cards is 29--made
from four fives and a knave; that is, three fives and a knave of the
suit turned up, and a five on the pack--for the combinations of the
four fives, 16; for the double pair-royal, 12; his nob, 1-29.
[RUSTLE IS NOT INDUSTRY.]
86. Maxims for laying out the Crib Cards.
In laying out cards for the crib, the player should consider not only
his own hand, but also to whom the crib belongs, as well as the state
of the game; for what might be right in one situation would be wrong
in another. Possessing a pair-royal, it is generally advisable to lay
out the other cards for crib, unless it belongs to the adversary.
Avoid giving him two fives, a deuce and a trois, five and six, seven
and eight, five and any other tenth card. When he does not thereby
materially injure his hand, the player should for his own crib lay out
close cards, in hope of making a sequence; or two of a suit, in
expectation of a flush; or cards that of themselves reckoned with
others will count fifteen. When the antagonist be nearly up, and it
may be expedient to keep such cards as may prevent him from gaining at
play. The rule is to baulk your adversary's crib by laying out cards
not likely to prove of advantage to him, and to lay out favourably for
your own crib. This applies to a stage of the game when it may be of
consequence to keep in hand cards likely to tell in play, or when the
non-dealer would be either out by his hand, or has reason for thinking
the crib of little moment. A king and a nine is the best baulk, as
none can form a sequence beyond it; king or queen, with an ace, six,
seven, eight, or nine, are good ones to put out. Low cards are
generally the most likely to gain at play; the flushes and sequences,
particularly if the latter be aiso flushes, are eligible hands, as
thereby the player will often be enabled either to assist his own
crib, or baulk that of the opponent; a knave should never be put out
for his crib, if it can be retained in hand.
87. Three or Four-Hand Cribbage
differs little from the preceding. They put out but one card each to
the crib, and when thirty-one, or the nearest to that has been made,
the next eldest hand leads, and the players go on again in rotation,
with the remaining cards, till all are played out, before they proceed
to show hands and crib. For three-handed cribbage triangular boards
are used.
88. Three-Hand Cribbage
is sometimes played, wherein one person sits out, not each game, but
each deal in rotation. In this the first dealer generally wins.
89. Six-Card Cribbage.
The two players commence on an equality, without scoring any points
for the last, retain four cards in hand, and throw out two for crib.
At this game it is of advantage to the last player to keep as close as
possible, in hope of coming in for fifteen, a sequence, or pair,
besides the end hole, or thirty-one. The first dealer is thought to
have some trifling advantage, and each player may, on the average,
expect to make twenty-five points in every two deals. The first
non-dealer is considered to have the preference, when he gains ten or
more the first hand, the dealer not making more than his average
number.
90. Eight-Card Cribbage
is sometimes played. Six are retained in hand, and the game is
conducted on the same plan as before.
91. All Fours
is usually played by two persons; not unfrequently by four. Its name
is derived from the four chances, called _high, low, Jack, game_, each
making a point. It is played with a complete pack of cards, six of
which are to be dealt to each player, three at a time; and the next
card, the thirteenth, is turned up for the trump by the dealer, who,
if it prove a knave, scores one point. The highest card cut deals
first. The cards rank the same as at whist--the first to score ten
points, wins.
92. Laws of All-Fours.
i. A new deal can be demanded for an exposed card, too few or too
many cards dealt; in the latter case, a new deal is optional,
provided it be done before a card has been played, but not after, to
draw from the opposing hand the extra card.
ii. No person can beg more than once in each hand, except by mutual
agreement.
iii. Each player must trump or follow suit on penalty of the
adversary scoring one point.
iv. If either player score wrongly it must be taken down, and the
adversary either scores four points or one, as may have previously
been agreed.
v. When a trump is played, it is allowable to ask your adversary if
it be either high or low.
vi. One card may count all-fours; for example, the eldest hand holds
the knave and stands his game, the dealer has neither trump, ten,
ace, nor court-card; it will follow that the knave will be both
high, low, Jack, and game, as explained by--
93. Terms used in All-Fours.
i. _High_.--For the highest trump out, the holder scores one point.
ii. _Low_.--For the lowest trump out, the original holder scores one
point, even if it be taken by the adversary.
iii. _Jack_.--For the knave of trumps the holder scores one. If it
be won by the adversary, the winner scores the point.
iv. _Game_.--The greatest number that, in the tricks gained, are
shown by either player, reckoning:
_Four_ for an ace.
_Three_ for a king.
_Two_ for a queen.
_One_ for a knave.
_Ten_ for a ten.
The other cards do not count: thus it may happen that a deal may
be played without having any to reckon for game.
v. _Begging_ is when the eldest hand, disliking his cards, uses his
privilege, and says, "_I beg_;" in which case the dealer either
suffers his adversary to score one point, saying, "_Take one_," or
gives each player three cards more from the pack, and then turns up
the next card, the seventh for trumps. If, however, the trump turned
up to be of the same suit as the first, the dealer must go on,
giving each three cards more, and turning up the seventh, until a
change of suit for trumps shall take place.
94. Maxims for All-Fours.
i. Make your knave as soon as you can.
ii. Secure your tens by playing any small cards, by which you may
throw the lead into you adversary's hand.
iii. Win your adversary's best cards when you can, either by
trumping or with superior cards.
iv. If, being eldest hand, you hold either ace, king, or queen of
trumps, without the knave or ten, play them immediately, as, by this
means, you may chance to win the knave or ten.
95. Loo.
This game is played both Limited and Unlimited Loo; it is played two
ways, both with five and three cards. Several may play, but five or
seven make the better game.
96. Three-Card Loo.
i. This game is played by any number of persons, from three, but
five or seven make the best game.
ii. The cards are cut for deal, the holder of the lowest card being
dealer; after which the deal goes round, from left to right. In case
of a tie, the players cut again. Ace is lowest, and the court-cards
and tens are reckoned of the same value,--namely, ten.
iii. The left-hand adversary shuffles or makes the pack, and the
player to the right of the dealer cuts previous to the deal.
iv. The cards take their usual value, ace highest; then king, queen,
knave, ten, and so on, down to deuce. The dealer then gives three
cards, one at a time, face downwards, to each player; and also
dealing an extra hand, or "miss," which may be thrown on the table
either as the first or last card of each round.
v. A card too many or too few is a misdeal.
vi. The stakes being settled beforehand, the dealer puts into the
pool his three halfpence, pence, or sixpences, and the game
proceeds:
vii. The first player on the left of the dealer looks at his hand,
and declares whether he will play or take the miss. If he decide to
play, he says, "I play," or "I take the miss;" but he may elect to
do neither; in which case he places his cards on the pack, and has
nothing further to do with that round. The next player looks at his
hand, and says whether he will play or not; and so on, till the turn
comes to the dealer, who, if only one player stand the chance of the
loo, may either play or give up the stakes.
viii. In the first round it is usual either to deal a _single_; that
is, a round without a _miss_, when all the players must play; or
each player puts into the pool a sum equal to that staked by the
dealer in which latter case a miss is dealt.
[NEVER OPEN THE DOOR TO A LITTLE VICE.]
97. Laws of Loo.
i. For a misdeal the dealer is looed.
ii. For playing out of turn or looking at the miss without taking
it, the player is looed.
iii. If the first player possess two or three trumps, he must play
the highest, or be looed.
iv. With ace of trumps only, the first player must lead it, or be
looed.
v. The player who looks at his own cards, or the miss out of his
turn, is looed.
vi. The player who looks at his neighbour's hand, either during the
play or when they lie on the table, is looed.
vii. The player who informs another what cards he possesses, or
gives any intimation that he knows such or such cards to be in the
hand or the miss, is looed.
viii. The player who throws up his cards after the leading card is
played, is looed.
ix. Each player who follows the elder hand must head the trick if he
can, or be looed.
x. Each player must follow suit if he can, or be looed.
The player who is looed pays into the pool the sum agreed.
98. Mode of Play.
i. When it is seen how many players stand in the round, the elder
hand plays a card--his highest trump if he has two or more; if not,
any card he chooses. The next plays, and, if he can, follows suit or
heads the trick with a trump. If he can do neither, he throws away
any card.
ii. And so the round goes on; the highest card of the suit, or the
highest trump, winning the trick. The winner of the trick then leads
another card.
iii. The game consists of three tricks, and the pool is divided
equally among the players possessing them. Thus, if there be three
pence, shillings, or half-crowns, in the pool, the tricks are a
penny, sixpence, or half-a-crown each. The three tricks may of
course be won by a single player, or they may be divided between two
or three. Each player who fails to win a trick is looed, and pays
into the next pool the amount determined on as the loo.
iv. When played for a determinate stake, as a penny for the deal and
three pence for the loo, the game is called _Limited Loo_. When each
player is looed for the sum in the pool, it is _Unlimited Loo_.
v. Caution is necessary in playing this game _to win_. As a general
rule, the first player should not take the miss, as the dealer's
stake is necessarily to be added to the loo. Nor the miss be taken
after two players have "struck in" (declared to play), for the
chances are that they possess good leading cards.
99. Club Law.
_Another way_ of playing Loo is for all the parties to play whenever a
club is turned up as trumps. It is merely another mode of increasing
the pool.
100. Five-Card Loo.
i. In principle it is the same as the other game Loo, only instead
of three, the dealer (having paid his own stake into the pool) gives
five cards to each player, one by one, face downwards.
ii. After five cards have been dealt to each player, another is
turned up for trump; the knave of clubs generally, or sometimes the
knave of the trump suit, as agreed upon, is the highest card, and is
styled Pam; the ace of trumps is next in value, and the rest on
succession, as at Whist. Each player can change all or any of the
five cards dealt, or throw up his hand, and escape being looed.
Those who play their cards, either with or without changing, and do
not gain a trick, are looed. This is also the case with all who have
stood the game, when a flush or flushes occur; and each, except a
player holding pam, of an inferior flush, must pay a stake, to be
given to him who sweeps the board, or divided among the winners at
the ensuing deal, according to the tricks made. For instance, if
every one at dealing stakes half-a-crown, the tricks are entitled to
sixpence a-piece, and whoever is looed must put down half-a-crown,
exclusive of the deal; sometimes it is settled that each person
looed shall pay a sum equal to what happens to be on the table at
the time. Five cards of a suit, or four with pam, make a flush which
sweeps the board, and yields only to a superior flush, or the elder
hand. When the ace of trumps is led, it is usual to say, "_Pam be
civil_;" the holder of which last-mentioned card must then let the
ace pass.
iii. Any player with five cards of a suit (a flush) looes all the
players who stand in the game.
iv. The rules in this game are the same as in Three Card Loo.
101. Put.
The game of Put is played with an entire pack of cards, generally by
two, but sometimes by four persons. At Put the cards have a value
distinct from that in other games. The best card in the pack is a
_trois_, or three; the next a _deuce_, or two; then the ace, king,
queen, knave, ten in rotation. The dealer distributes three cards to
each player, by one at a time; whoever cuts the lowest card has the
deal, and five points make the game, except when both parties say, "_I
put_"--for then the score is at an end, and the contest is determined
in favour of the player who may win two tricks out of three. When it
happens that each player has won a trick, and the third is a tie--that
is, covered by a card of equal value--the whole goes for nothing, and
the game must begin anew.
102. Two-Handed Put.
The eldest hand plays a card; and whether the adversary pass it, win
it, or tie it, has a right to say, "_I put_," or place his cards on
the pack. If you accept the first and your opponent decline the
challenge, you score one; if you prefer the latter, your adversary
gains a point; but if, before he play, your opponent says, "_I put_,"
and you do not choose to see him, he is entitled to add one to his
score. It is sometimes good play to say, "_I put_," before you play a
card: this depends on the nature of your hand.
103. Four-Handed Put.
Each party has a partner, and when three cards are dealt to each, one
of the players gives his partner his best card, and throws the other
two face downwards on the table: the dealer is at liberty to do the
same to his partner, and _vice versa_. The two who have received their
partners' cards play the game, previously discarding their worst card
for the one received from their partners. The game then proceeds as
at two-handed Put.
104. Laws of Put.
i. When the dealer accidentally discovers any of his adversary's
cards, the adversary may demand a new deal.
ii. When the dealer discovers any of his own cards in dealing, he
must abide by the deal.
iii. When a faced card is discovered during the deal, the cards must
be reshuffled, and dealt again.
iv. If the dealer give his adversary more cards than are necessary,
the adversary may call a fresh deal, or suffer the dealer to draw
the extra cards from his hand.
v. If the dealer give himself more cards than are his due, the
adversary may add a point to his game, and call a fresh deal, or
draw the extra cards from the dealer's hand.
vi. No bystander must interfere, under penalty of paying the stakes.
vii. Either party saying, "_I put_"--that is, "I play"--cannot
retract, but must abide the event of the game, or pay the stakes.
[KNOWLEDGE MAKES HUMBLE.]
105. Speculation
is a lively round game, at which several may play, with a complete
pack of cards, bearing the same value as at whist. A pool is made with
fish or counters, on which such a value is fixed as the company may
agree. The highest trump in each deal wins the pool; and should it
happen that not one trump be dealt, then the company pool again, and
the event is decided by the succeeding deal. After determining the
deal, &c., the dealer pools six fish, and every other player four;
then three cards are given to each, by one at a time, and another
turned up for trump. The cards are not to be looked at, except in this
manner: The eldest hand shows the uppermost card, which, if a trump,
the company may speculate on, or bid for--the highest bidder buying
and paying for it, provided the price offered be approved of by the
seller. After this is settled, if the first card does not prove a
trump, then the next eldest is to show the uppermost card, and so
on--the company speculating as they please, till all are discovered,
when the possessor of the highest trump, whether by purchase or
otherwise, gains the pool. To play at speculation well, recollection
is requisite of what superior cards of that particular suit have
appeared in the preceding deals, and calculation of the probability of
the trump offered proving the highest in the deal then undetermined.
106. Connexions.
Three or four persons may play at this game. If the former number, ten
cards each are to be given; but if the latter, only eight are dealt,
which bear the same value as at whist, except that diamonds are always
trumps. The connexions are formed as follows:
i. By the two black aces.
ii. The ace of spades and king of hearts.
iii. The ace of clubs and king of hearts.
107. For the First Connexion,
2s. are drawn from the pool; for the second, 1s.; for the third, and
by the winner of the majority in tricks, 6d. each is taken. These sums
are supposing gold staked: when only silver is pooled, then pence are
drawn. A trump played in any round where there is a connexion wins the
trick, otherwise it is gained by the player of the first card of
connexions; and, after a connexion, any following player may trump
without incurring a revoke: and also, whatever suit may be led, the
person holding a card of connexion is at liberty to play the same; but
the others must, if possible, follow suit, unless one of them can
answer the connexion, which should be done in preference. No money can
be drawn till the hands are finished; then the possessors of the
connexions are to take first, according to precedence, and those
having the majority of tricks take last.
108. Matrimony.
This game is played with an entire pack of cards, by any number of
persons from five to fourteen. It consists of five chances, usually
marked on a board, or sheet of paper, as follows:
Best.
The Ace of Diamonds turned up.
--------------------
Confederacy. | INTRIGUE; OR | Matrimony.
King and Knave.| QUEEN AND KNAVE. | King and Queen.
--------------------
Pairs.
The Highest.
Matrimony is generally played with counters, and the dealer puts what
he pleases on each or any chance, the other players depositing each
the same quantity, less one--that is, when the dealer stakes twelve,
the rest of the company lay down eleven each. After this, two cards
are dealt round to every one, beginning on the left; then to each
person one other card, which is turned up, and he who so happens to
get the ace of diamonds sweeps all. If it be not turned up, then each
player shows his hand; and any of them having matrimony, intrigue,
&c., takes the counters on that point; and when two or more people
happen to have a similar combination, the oldest hand has the
preference; and, should any chance not be gained, it stands over to
the next deal.--_Observe_: The ace of diamonds turned up takes the
whole pool, but when in hand ranks only as any other ace; and if not
turned up, nor any ace in hand, then the king, or next superior card,
wins the chance styled best.
[IGNORANCE MAKES PROUD.]
109. Pope Joan.
A game somewhat similar to Matrimony. It is played by any number, with
an ordinary pack of cards, and a marking or pool board, to be had of
most fancy stationers. The eight of diamonds must first be taken from
the pack. After settling the deal, shuffling, &c., the dealer dresses
the board. This he does by putting the counters into its several
compartments--one counter or other stake to Ace, one each to King,
Queen, Knave, and Game; two to Matrimony, two to Intrigue, and six to
the nine of diamonds, styled the Pope. This dressing is, in some
companies, at the individual expense of the dealer, though, the
players usually contribute two stakes each towards the pool. The cards
are then dealt round equally to every player, one turned up for trump,
and about six or eight left in the stock to form stops. For example,
if the ten of spades be turned up, the nine becomes a stop. The four
kings, and the seven of diamonds, are always fixed stops, and the
dealer is the only person permitted, in the course of the game, to
refer occasionally to the stock for information what other cards are
stops in their respective deals. If either ace, king, queen, or knave
happen to be the turned-up-trump, the dealer may take whatever is
deposited on that head; but when Pope be turned up, the dealer is
entitled both to that and the game, besides a stake for every card
dealt to each player. Unless the game be determined by Pope being
turned up, the eldest hand begins by playing out as many cards as
possible; first the stops, then Pope, if he have it, and afterwards
the lowest card of his longest suit--particularly an ace, for that
never can be led through. The other players follow, when they can, in
sequence of the same suit, till a stop occurs. The player having the
stop becomes eldest hand, and leads accordingly; and so on, until some
player parts with all his cards, by which he wins the pool (game), and
becomes entitled besides to a stake for every card not played by the
others, except from any one holding Pope, which excuses him from
paying. If Pope has been played, then the player having held it is not
excused. King and Queen form what is called matrimony; queen and
knave, when in the same hand, make intrigue; but neither these nor
ace, king, queen, knave, or pope, entitle the holder to the stakes
deposited thereon, unless played out; and no claim can be allowed
after the board be dressed for the succeeding deal. In all such cases
the stakes remain for future determination. Pope Joan needs only a
little attention to recollect what stops have been made in the course
of the play. For instance, if a player begin by laying down the eight
of clubs, then the seven in another hand forms a stop, whenever that
suit be led from any lower card; or the holder, when eldest, may
safely lay it down, in order to clear his hand.
[KNOWLEDGE TALKS LOWLY]
110. Cassino.
The game of cassino is played with an entire pack of cards, generally
by four persons, but sometimes by three, and often by two.
111. Terms used in Cassino.
i. _Great Cassino_, the ten of diamonds, which reckons for two
points.
ii. _Little Cassino_, the two of spades, which reckons for one
point.
iii. _The Cards_ is when you have a greater share than your
adversary, and reckons for three points.
iv. _The Spades_ is when you have the majority of that suit, and
reckons for one point.
v. _The Aces_: each of which reckons for one point.
vi. _Lurched_ is when your adversary has won the game before you
have gained six points.
In some deals at this game it may so happen that neither party win
anything, as the points are not set up according to the tricks, &c.,
obtained, but the smaller number is constantly subtracted from the
larger, both in cards and points; and if they both prove equal, the
game commences again, and the deal goes on in rotation. When three
persons play at this game, the two lowest add their points together,
and subtract from the highest; but when their two numbers together
either amount to or exceed the highest, then neither party scores.
112. Laws of Cassino.
i. The deal and partners are determined by cutting, as at whist, and
the dealer gives four cards, one at a time, to each player, and
either regularly as he deals, or by one, two, three, or four at a
time, lays four more, face upwards, upon the board, and, after the
first cards are played, four others are dealt to each person, until
the pack be concluded; but it is only in the first deal that any
cards are to be turned up.
ii. The deal is not lost when a card is faced by the dealer, unless
in the first round, before any of the four cards are turned up upon
the table; but if a card happen to be faced in the pack, before any
of the said four be turned up, then the deal begins again.
iii. Any person playing with less than four cards must abide by the
loss; and should a card be found under the table, the player whose
number is deficient takes the same.
iv. Each person plays one card at a time, with which he may not only
take at once every card of the same denomination upon the table, but
likewise all that will combine therewith; as, for instance, a ten
takes not only every ten, but also nine and ace, eight and deuce,
seven and three, six and four, or two fives; and if he clear the
board before the conclusion of the game, he is to score a point; and
whenever any player cannot pair or combine, then he is to put down a
card.
v. The tricks are not to be counted before all the cards are played;
nor may any trick but that last won be looked at, as every mistake
must be challenged immediately.
vi. After all the pack is dealt out, the player who obtains the last
trick sweeps all the cards then remaining unmatched upon the table
and wins the game.
113. Vingt-un.
Description of the Game.--The game of _Vingt-un_, or twenty-one, may
be played by two or more persons; and, as the deal is advantageous,
and often continues long with the same person, it is usual to
determine it at the commencement by turning up the first ace, or knave.
114. Method of Playing Vingt-un.
The cards must all be dealt out in succession, unless a natural
Vingt-un occur, and in the meantime the pone, or youngest hand, should
collect those that have been played, and shuffle them together, ready
for the dealer, against the period when he shall have distributed the
whole pack. The dealer first gives two cards, one at a time, to each
player, including himself; then he asks each player in rotation,
beginning with the eldest hand on the left, whether he stands or
chooses another card. If he need another card, it must be given from
off the top of the pack, and afterwards another, or more, if desired,
till the points of the additional card or cards, added to those dealt,
exceed or make twenty-one exactly, or such a number less than
twenty-one as the player thinks fit to stand upon. When the points on
the player's cards exceed twenty-one, he throws the cards on the
table, face downwards, and pays the stake. The dealer is, in turn,
entitled to draw additional cards; and, on taking a Vingt-un, receives
double stakes from all who stand the game, except such other players,
likewise having twenty-one, between whom it is thereby a drawn game.
When any adversary has a Vingt-un, and the dealer not, then the
opponent so having twenty-one, wins double stakes from him. In other
cases, except a natural Vingt-un happen, the dealer pays single stakes
to all whose numbers under twenty-one are higher than his own, and
receives from those who have lower numbers; but nothing is paid or
received by such players as have similar numbers to the dealer. When
the dealer draws more than twenty-one, he pays to all who have not
thrown up. In some companies ties pays the dealer.
[IGNORANCE TALKS LOUD.]
115. Natural Vingt-un.
Twenty-one, when dealt in a player's first two cards, is styled a
_Natural_. It should be declared at once, and entitles the holder to
double stakes from the dealer, and to the deal, except it be agreed to
pass the deal round. If the dealer turns up a natural he takes double
stakes from all the players and retains the deal. If there be more
than one natural, all after the first receive single stakes only. Aces
count either eleven or one; court cards, ten; the rest according to
their points.
116. The Odds of natural Vingt-un
depend upon the average number of cards likely to come under or exceed
twenty-one; for example, if those in hand make fourteen exactly, it is
seven to six that the one next drawn does not make the number of
points above twenty-one; but if the points be fifteen, it is seven to
six against that hand; yet it would not, therefore, always be prudent
to stand at fifteen, for as the ace may be calculated both ways, it is
rather above an even bet that the adversary's first two cards amount
to more than fourteen. A natural Vingt-un may be expected once in
seven coups when two, and twice in seven when four, people play, and
so on, according to the number of players.
117. Quadrille.
This game, formerly very popular, has been superseded by Whist.
Quadrille, the game referred to by Pope in his "Rape of the Lock," is
now obsolete.
118. Ecarté.
This game, which has lately revived in popularity, is played by two
persons with a pack of cards from which the twos, threes, fours,
fives, and sixes have been discarded. In the clubs it is usual to play
with two packs, used alternately. The players cut for deal, the
highest card deals. The pack is shuffled and the non-dealer cuts. The
dealer then from the united pack gives five cards to each, beginning
with his adversary, by twos and threes, or threes and twos; and always
dealing in the same way throughout the game. The eleventh card is
turned up for trump. If the turn-up be a king, the dealer marks one
point; five points being game. The non-dealer looks at his cards, and
if he be dissatisfied with them, he may propose--that is, change any
or all of them for others from the stock, or remainder of the pack on
the table. Should he propose, he says, "I propose," or "cards," and it
is in the option of the dealer to give or refuse cards. When he
decides to give, he says, "I accept," or "How many?" Should he refuse
to change he says, "I decline," or "Play." The dealer may, if he
accept the proposal, change any or all the cards in his own hand.
Sometimes a second discard is allowed, but that must be by previous
agreement. Of course the non-dealer may play without discarding, in
which case the dealer must play his own hand without changing any of
his cards. When the hands are arranged the non-dealer plays a card,
which is won or lost by the playing of a superior card of the suit
led. The second must follow suit, or win the trick if he can;
otherwise he may throw any card he chooses. The order in value of the
cards is--king, queen, knave, ace, ten, nine, eight, seven. The winner
of the trick leads for the next trick, and so on, till the five cards
on each side are played. The winner of three tricks scores one point;
if he win the whole five tricks--the _rôle_--he scores two points; if
he hold the king, he names it before playing his first card--"I mark
king." Should the non-dealer play without proposing, and fail to make
three tricks, his adversary marks two points; should the dealer refuse
to accept and fail to win three tricks, his opponent scores two. The
game is five up; that is, the player who first marks five points,
wins. The score is marked by two cards, a three and a two, or by
counters. The deal is taken alternately; but when the play is for
rubbers it is usual to cut for deal at the end of each rubber.
[KNOWLEDGE IS MODEST, CAUTIOUS, AND PURE.]
119. Rules of Ecarté.
i. Each player has right to shuffle the cards above the table.
ii. The cut must not be fewer than two cards off the pack, and at
least two cards must be left on the table.
iii. When more than one card is exposed in cutting, there must be a
new deal.
iv. The highest ecarté card cut secures the deal, which holds good
even though the pack be imperfect.
v. The dealer must give five cards to each by three and two, or by
two and three, at a time, which plan must not be changed, during the
game.
vi. An incorrect deal, playing out of turn, or a faced card,
necessitates a new deal.
vii. The eleventh card must be turned up for trumps; and the
remaining cards placed, face downwards, on the table.
viii. The king turned up must be marked by the dealer before the
trump of the next deal is turned up.
ix. A king of trumps held in hand must be announced and marked
before the player lays down his first card, or he loses his right to
mark it. If played in the first trick, it must be announced before
it is played to.
x. A proposal or acceptance cannot be retracted or altered.
xi. Before taking cards, the player must place his discarded cards,
face downwards, on the table, and neither look at or touch them till
the round be over.
xii. The player holding king marks one point; making three tricks,
one point; five tricks, two points.
xiii. The non-dealer playing without proposing and failing to win
the point, gives two tricks to his opponent.
xiv. The dealer who refuses the first proposal and fails to win the
point (three tricks), gives his opponent two points.
xv. An admitted overscore or underscore may be amended without
penalty before the cards are dealt for the following round.
120. Euchre,
which is founded on Ecarté, and is the national game of the United
States, is played with a pack of cards from which the twos, threes,
fours, fives, and sixes have been withdrawn. In the Euchre pack the
cards rank as at Whist, with this exception--the knave of trumps,
called the Right Bower, and the other knave of the same colour, known
as the Left Bower take precedence over the rest of the trumps. Thus,
when hearts are trumps, the cards rank thus:--Knave of hearts, knave
of diamonds, ace, king, queen, ten, nine, eight, and seven of hearts.
When diamonds are trumps, the knave is right bower, and the knave of
hearts left bower; and in like manner the knaves of spades and clubs
become right and left bower, when the black suits are trumps.--In
Four-handed Euchre, two play against two, and the tricks taken by both
partners count for points.
[IGNORANCE BOASTFUL, CONCEITED, AND SURE.]
121. Rules for Euchre.
i. The players cut for deal; the higher card cut dealing.
ii. The cards are dealt by twos and threes, each player having five.
iii. The eleventh card is turned up for trumps.
iv. Five points constitute game.
v. The player winning three or four tricks marks one point; winning
five tricks, two points.
vi. When the first player considers his hand strong enough to score,
he can order it up--that is, he can oblige the dealer to discard one
of his cards and take up the trump in its stead.
vii. When the first player does not find his hand strong enough, he
may pass--" I pass;" with the view of changing the suit.
viii. In case of the first player "ordering it up," the game begins
by his playing a card, to which the dealer must follow suit or
trump, or throw away. The winner of the trick then leads: and so on
till all the five cards in each hand are played.
ix. If the player order up the trump and fail to make three tricks,
he is euchred, and his opponent marks two points.
x. If the player, not being strong enough, passes, the dealer can
say, "I play," and take the trump into his own hand; but, as before,
if he fail to score, he is euchred.
xi. If both players pass, the first has the privilege of altering
the trump, and the dealer is compelled to play. Should the first
player fail to score, he is euchred.
xii. If he pass for the second time, the dealer can alter the trump,
with the same penalty if he fail to score.
xiii. When trumps are led and you cannot follow suit, you must play
the left bower if you have it, to win the trick.
The score is marked as in Ecarté, by each side with a two and three.
122. Bézique.
This fashionable game is played with two packs of cards, from which
the twos, threes, fours, fives, and sixes, have been discarded. The
sixty-four cards of both packs, shuffled well together, are then dealt
out, eight to each player, by threes, twos, and threes; the
seventeenth turned up for trump, and the rest left, face downwards, on
the table. If the trump card be a seven, the dealer scores ten points.
An incorrect deal or an exposed card necessitates a new deal, which
passes to the other player. A trump card takes any card of another
suit. Except trumping, the higher card, whether of the same suit or
not, takes the trick--the ace ranking highest, the ten next, and then
the king, queen, knave, nine, &c. When two cards of equal value are
played, the first wins. _Some players require the winning card to be
of the same suit as that led, unless trumped._ After each trick is
taken, an additional card is drawn by each player from the top of the
pack--the taker of the last trick drawing first, and so on till all
the pack is exhausted, including the trump card. Players are not
obliged to follow suit or trump until all the cards have been drawn
from the pack. Tricks are of no value, except for the aces and tens
they may contain. Tricks should not be looked at till the end of the
deal, except by mutual consent. When a player plays without drawing,
he must draw two cards next time, and his opponent scores ten. When a
player draws out of turn, his opponent scores ten, if he has not drawn
a card himself. When a player draws two cards instead of one, his
opponent may decide which card is to be returned to the pack--it
should not be placed at the top, but towards the middle of the pack. A
player discovering his opponent holding more than eight cards, while
he only holds eight, adds 100 to his score. Should both have more than
their proper number there is no penalty, but each must play without
drawing.
[BE NOT THE FIRST BY WHOM THE NEW IS TRIED.]
123. Mode of Playing.
i. Immediately after taking a trick, and then only, a player can
make a Declaration; but he must do so before drawing another card.
Only one Declaration can be made after each trick.
ii. If, in making a declaration, a player put down a wrong card or
cards, either in addition to or in the place of any card or cards of
that declaration, he is not allowed to score until he has taken
another trick. Moreover, he must resume the cards, subject to their
being called for as "faced" cards.
iii. The seven of trumps may be exchanged for the trump card, and
for this exchange ten is scored. This exchange is made immediately
after he has taken a trick, but he may make a declaration at the
same time, the card exchanged not being used in such declaration.
iv. Whenever the seven of trumps is played, except in the last eight
tricks, the player scores ten for it, no matter whether he wins the
trick or not.
v. When all the cards are drawn from the pack, the players take up
their eight cards. No more declarations can he made, and the play
proceeds as at Whist, the ten ranking higher than the king, and the
ace highest.
vi. In the last eight tricks the player is obliged to follow suit,
and he must win the trick if possible, either by playing a higher
card, or, if he has not a card of the same suit, by playing a trump.
vii. A player who revokes in the last eight tricks, or omits to take
when he can, forfeits the eight tricks to his opponent.
viii. The last trick is the thirty-second, for which the winner
scores ten. The game may be varied by making the last trick the
twenty-fourth--the next before the last eight tricks. It is an
unimportant point, but one that should be agreed upon before the
game is commenced.
ix. After the last eight tricks are played, each player examines his
cards, and for each ace and ten that he holds he scores ten.
x. The non-dealer scores aces and tens first; and in case of a tie,
the player scoring the highest number of points, less the aces and
tens in the last deal, wins the game. If still a tie, the taker of
the last trick wins.
xi. All cards played in error are liable to be called for as "faced"
cards at any period of the game, except during the last eight
tricks.
xii. In counting forfeits a player may either add the points to his
own score or deduct them from the score of his opponent.
124. Terms used in Bezique.
i. _A Declaration_ is the exhibition on the table of any cards or
combination of, cards, as follows:
ii. _Bezique_ is the queen of spades and knave of diamonds, for
which the holder scores 40 points. A variation provides that when
the trump is either spades or diamonds, Bezique may be queen of
clubs and knave of hearts. Bézique having been declared, may be
again used to form Double Bezique--two queens of spades and two
knaves of diamonds. All four cards must be visible on the table
together--500 points.
iii. _Sequence_ is ace, ten, king, queen, and knave of trumps--250
points.
iv. _Royal Marriage_ is the king and queen of trumps--40 points.
v. _Common Marriage_ is the king and queen of any suit, except
trumps--20 points.
vi. _Four aces_ are the aces of any suits--100 points.
vii. _Four kings_ are the kings of any suits--80 points.
viii. _Four Queens_ are the queens of any suits--60 points.
ix. _Four knaves_ are the knaves of any suits--40 points.
[NOR YET THE LAST TO CAST THE OLD ASIDE.]
125. Marriages, Sequences, &c.
i. The cards forming the declarations are placed on the table to
show that they are properly scored, and the cards may thence be
played into tricks as if in your hand.
ii. Kings and queens once married cannot be re-married, but can be
used, while they remain on the table, to make up four kings, four
queens, or a sequence.
iii. The king and queen used in a sequence cannot afterwards be
declared as a royal marriage.
iv. If four knaves have been declared, the knave of diamonds may be
used again for a bézique, or to complete a sequence.
v. If four aces have been declared, the ace of trumps may he again
used to perfect a sequence.
vi. If the queen of spades has been married, she may he again used
to form a bézique, and _vice versâ_, and again for four queens.
vii. Playing the seven of trumps--except in last eight tricks--10;
exchanging the seven of trumps for the trump card--10; the last
trick--10; each ace and ten in the tricks--at the end of each
deal--10.
viii. The game is 1,000, 2,000, or 4,000 up. Markers are sold with
the cards.
126. Forfeits at Bezique.
The following are Forfeits:
i. For drawing out of turn, 10;
ii. For playing out of turn, 10;
iii. For playing without drawing, 10;
iv. For overdrawing, 100;
v. For a revoke in the last eight tricks, all the eight tricks.
127. Cautions in Bezique.
In playing Bézique, it is best to keep your tens till you can make
them count; to retain your sequence cards as long as possible; to
watch your opponent's play; to declare a royal marriage previous to
declaring a sequence or double bezique; to make sure of the last trick
but one in order to prevent your opponent from declaring; to declare
as soon as you have an opportunity.
128. Three-Handed Bezique.
i. The above rules hold good in the case of three-handed
games--treble bézique counting 1,500. An extra pack of cards is
required for the third other player; so that, in the case of three,
the trump card is the twenty-fifth.
ii. The game is always played from left to right, the first player
on the left of the dealer commencing. Three-handed bézique is
sometimes played with two packs of cards, suppressing an eight, thus
rendering them divisible by three.
129. Four-Handed Bezique.
i. Four-handed Bezique may be played by partners decided either by
choice or cutting. Partners sit opposite each other, one collecting
the tricks of both, and the other keeping the score, or each may
keep his own score, which is preferable.
ii. A player may make a declaration immediately after his partner
has taken a trick, and may inquire of his partner if he has anything
to declare, before drawing.
iii. Declarations must be made by each player separately, as in
two-handed bézique.
iv. The above descriptions will serve to sufficiently acquaint the
reader with the rules and modes of play adopted in this excellent
game. Bézique is said to be of Swedish origin, and to have been
introduced to English players through the medium of some Indian
officers who had learned it of a Scandinavian comrade. Variations in
the play occur in different companies. These, however, having been
indicated above, need not be more particularly noted.
130. Napoleon.
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Enquire within upon everythingChapter III: Part 3
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