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HOYLE'S GAMES MODERNIZED

Edited by

PROFESSOR HOFFMANN

NEW EDITION (Reset)

Thoroughly Revised to 1909

With the addition of Chapters on AUCTION BRIDGE and Three other New Games

by

ERNEST BERGHOLT

And with New Chapters on ROULETTE and TRENTE ET QUARANTE BY CAPTAIN BROWNING ("Slambo" of _The Westminster Gazette_)

With Diagrams

London George Routledge and Sons, Limited New York: E. P. Dutton & Co. 1909

{v}

PREFACE

To the present generation the name of Edmond Hoyle conveys but a vague meaning, though the phrase "according to Hoyle" is still now and then used as a synonym for correct play in a card-game.

Hoyle was in fact the "Cavendish" of his day, and was in many ways a man of special mark. He was born in 1672, and died in 1769, having outlived half-a-dozen monarchs. Of his earlier life little is known. He is said to have been called to the Bar, though whether he ever practised as an advocate is uncertain. In 1742 he was living in Queen's Square, and giving lessons in whist-play, which he was the first to reduce to a scientific method. He had up to that time communicated his system either personally, or in the form of manuscript, but in that year he for the first time published his memorable "Short Treatise on the Game of Whist." Of this first edition only two copies (one in the Bodleian Library) are known to exist. Its price was a guinea. It was freely pirated, and this fact was probably the reason that the succeeding editions, of which there were three published in 1743, were issued at the more modest price of two {vi} shillings, each genuine copy being guaranteed by the autograph of the author. Other editions followed, several of which are only now represented by single copies. Of the seventh edition, published in 1747, no copy exists. The eighth (1748) embodied, in addition to the Whist manual, short treatises on Quadrille, Piquet, and Backgammon, which had in the meantime appeared separately. The book was from time to time further amplified, and the eleventh edition (precise date uncertain) is entitled "Mr. Hoyle's Games of Whist, Quadrille, Piquet, Chess and Backgammon Complete." The autograph signature to each copy was continued until Hoyle's death. In the fifteenth edition it is replaced by an impression from a wood block.

It is significant of the respect in which Hoyle was held, that his Laws of Whist, with some slight alterations by the _habitues_ of White's and Saunders' chocolate-houses (the then headquarters of the game), were accepted as the final authority from 1760 till 1864, when the basis of the present code, settled by the Turf and Portland Clubs, was adopted in their stead.

Nothing would now be gained by reproducing Hoyle's original text. In the present volume no attempt is made to do so. Its teachings are, however, but the teachings of the master, amplified and brought up-to-date, and it is a fitting tribute to his memory that his name should be retained upon the title-page.

LOUIS HOFFMANN.

{vii}

PREFACE TO THE REVISED EDITION OF 1909

The articles on Whist and Bridge have been rewritten and brought thoroughly up-to-date. Those on Billiards, Pool, and Snooker Pool have been completely revised, and all the recent changes in Rules have been either incorporated or quoted. Entirely new chapters have been added on Auction Bridge, Five Hundred, Quinto, and Poker Patience.

For the articles specially written for this New Edition on Roulette and Trente et Quarante, the able pen of Captain Browning is responsible.

ERNEST BERGHOLT.

{ix}

CONTENTS

PAGE

ALL FOURS
The Scoring Items 1
Method of Playing 2
Four-handed All Fours 3

BACCARAT
Baccarat Chemin de Fer 5
Baccarat Banque 8

BEZIQUE
The Old-fashioned Game 12
Hints for Play 15
Rubicon Bezique 17
The Laws of Rubicon Bezique 22

BLIND HOOKEY 32

CRIBBAGE 34
The Five-card Game 35
The Six-card Game 49
The Seven-card Game 50
Three-handed Cribbage 51
Four-handed Cribbage 51

ECARTE 53
The Laws of Ecarte 53
French Terms used in Ecarte 61
Illustrative Game 61
Jeux de Regle 63
{x}

EUCHRE 68
Two-handed Euchre 69
Four-handed Euchre 70
Three-handed Euchre 72
Marking the Score 72
Hints for Play 73

LOO
Three-card Loo 86
Five-card Loo 89
The Laws of Loo 91

NAPOLEON
The Orthodox Game 94
The Variations 96
The Game Explained for Novices 99
The Numbers of Players 102

PIQUET
The Deal 104
Discarding and Taking in 105
Calling 105
The Play 107
Carte Blanche 111
Repique 111
Pique 112
Capot 112
The Final Score 113
Application of Skill 115

POKER
The Varieties of the Game 120
Draw Poker 120
{xi}
The Probabilities of the Various Combinations 130
The Straddle 131
Jack-pots 132
Table Stakes 133
Straight Poker 134
Stud Poker 134
Whiskey Poker 135
Mistigris 136
The Tiger 136

POPE JOAN 137

SOLO WHIST
Description of the Game 142
The Stakes 147
A Digest of the Laws 149
A Few Maxims 154

VINGT-UN 157
French Vingt-Un 163

WHIST
The Laws of Whist 166
The Etiquette of Whist 183
Dummy 184
Double Dummy 185
How to become a Good Player 185
Leads 191
Return Leads 195
Second in Hand 196
What to Play Third Hand 198
The Play of the Fourth Hand 201
The Call for Trumps 201
{xii}
The Echo to the Call 203
Discarding 204
The Use and Abuse of Trumps 205
Underplay 208
False Cards 209
How to Play Whist 210
Unblocking 212
Placing the Lead 214
The Play of the Twelfth and Thirteenth Cards 218
Maxims 219
Books on Whist 222

BRIDGE
Relation to Whist 223
The Score in Actual Practice 224
Hints for Play 227
The Laws of Bridge (1904) 228
Books on Bridge 246

AUCTION BRIDGE 247
The Laws of Auction Bridge 248
Hints to Players 252
General Remarks 254

FIVE HUNDRED 257
Revokes 261
Book on Five Hundred 262

QUINTO 263
Dummy (or Three-Handed) Quinto 266
Book on Quinto 266

POKER PATIENCE 267
Serpent Poker Patience 268
{xiii}

BACKGAMMON
The Board and Men 271
Playing 273
Bearing off the Men 275
Hints for Play 277

BAGATELLE
The Appliances of the Game 281
How to Play 284

BILLIARDS
The Implements of the Game, and Terms
used in connection with it 287
The Half-ball Stroke 293, 298
Losing Hazards into the Top Pockets
from Baulk 302
Middle-Pocket Hazards 305
Position 307
Losing Hazards 308
Winning Hazards 309
Cannons 311
The Billiards Control Club Rules 320
Pyramids 321
Shell Out 322
Works of Reference 323

POOL
General Counsels 324
The National Rules of Pool 325

SNOOKER POOL
Description of the Game 331
The National Rules of Snooker Pool 332
{xiv}

CHESS
The Board and Men 336
The Movements of the Men and their Power
to Take 337
Chess Notation 343
Example 345
Technical Terms used in the Game 347
Value of the Pieces 352
The Openings 353
The Giuoco Piano 354
The Evans Gambit 363
The Evans Gambit Declined 371
The Two Knights' Defence 373
The Ruy Lopez 377
Philidor's Defence 381
Three Knights' Game 383
Four Knights' Game 384
The Vienna Opening 385
The Steinitz Gambit 386
The Scotch Game 387
The Scotch Gambit 389
The Danish and Centre Gambits 391
Petroff's Defence 392
The King's Gambits
The King's Knight's Gambit 393
The Muzio Gambit 394
The Salvio Gambit 396
The Kieseritzky Gambit 397
The Allgaier Gambit 398
The Cunningham Gambit 400
The Bishop's Gambit 400
The Gambit declined 403
{xv}
Close Games 405
The French Defence 406
The Sicilian Defence 408
The Queen's Gambit 409
The Fianchetto 409
The End Game
King and Pawn against King 410
King and Queen against King 415
King and Two Rooks against King 417
King and Rook against King 418
King and Two Bishops against King 419
King, Bishop and Knight against King 420
End Game with Two Knights 423
General Observations 424
Bibliography of Chess 425

DRAUGHTS
The Rules of the Game 427
General Advice 432
Names of the Various Openings and how Formed 433
End Games
Two Kings to One 436
Three Kings to Two 437
The Elementary Positions
First Position 439
Second Position 441
Third Position 443
Fourth Position 445
Works of Reference 446

ROULETTE
Description of the Game 447
{xvi}
The Different Modes of Staking 449
Systems
The "_Montant et Demontant_" System 455
The Fitzroy System 455
The "_Labouchere_" System 456

TRENTE ET QUARANTE
Description of the Game 464
Staking 465
Method of Play 469

{1}

HOYLE'S GAMES MODERNIZED

ALL-FOURS.

ALL-FOURS, known in America as OLD SLEDGE, or SEVEN UP, is usually played by two players, with the full pack of fifty-two cards, which rank in play as at Whist, the ace being the highest, and the two the lowest. The game is seven points.

There are four different items which count towards the score, whence the name _All-Fours_. Such items are as follows:

_High._--The highest trump out, scoring one to the original holder.

_Low._--The lowest trump out, scoring one to the original holder.

_Jack._--The knave of trumps, scoring one to the dealer, if turned up; if otherwise, to the winner of the trick to which it falls.

_Game._--Scoring one to the ultimate holder of the more valuable cards in the tricks won by him, according to the following scale:--

For each ten (trump or otherwise) 10
For each ace " 4
For each king " 3
For each queen " 2
For each knave " 1

{2}

N.B.--In the case of the players being equal in this particular, or of
neither party holding any card which counts towards Game, the elder
hand scores the point.

METHOD OF PLAYING.

The players cut for deal, the highest card having the preference.[1] The dealer gives six cards to each, turning up the thirteenth as trump. If the elder hand is dissatisfied with his cards, he may say, "I beg," in which case the dealer is bound either to allow him (by the phrase, "Take one") to score one point, or to give each player three more cards from the pack, turning up that next following by way of fresh trump card. If this should be of the same suit as the original trump, the dealer is bound to give three more cards to each, again turning up the seventh, until a new suit does actually turn up. If the turn-up card be a knave, the dealer scores one, this taking precedence of any other score. If, by reason of the elder hand "begging," there is a further deal, and the dealer a second time turns up a knave, he again scores one. The elder hand leads any card he pleases. His antagonist must follow suit or trump, his right to do the latter not being affected by his holding cards of the suit led. If, however, having a card of the suit led, he neither follows suit nor trumps, he becomes liable to the penalty of a revoke.

The player of the highest card of the suit led, or a trump, wins the trick, which is turned down as at {3} Whist, and so on throughout the six tricks. In scoring, the order of precedence is (1) High, (2) Low, (3) Jack, (4) Game; subject, as we have seen, to the contingency of "Jack" having been the turn-up card, the point for this being scored before the hand is played.

The play is mainly directed to capturing the Jack, and such cards as may score towards Game.

Some players score a point whenever the adversary does not follow suit or trump. Some, again, make it the rule that each player must count his score without looking at his tricks, under penalty of losing one or more points, as may be agreed, in the event of a miscalculation.

FOUR-HANDED ALL-FOURS.

The players cut to decide who shall be partners; the two highest playing against the two lowest, and facing each other, as at Whist. The right to the first deal is decided by the cut, the highest dealing.[2] Afterwards each player deals in rotation.

The dealer and the elder hand alone look at their cards in the first instance, the option of begging resting with the latter. The other two players must not take up their cards till the dealer has decided whether he will "give one" or "run the cards" for a new trump.

The players play in succession as at Whist, four cards constituting a trick. In other respects, the play is the same as in the two-handed game.[3]

* * * * *

{4}

BACCARAT.[4]

Baccarat has many points of resemblance to Vingt-un, but the element of chance is much more prominent. The stakes are made before any card is dealt, and one player plays for several. There is therefore, save on the part of the banker, scarcely any scope for personal skill or judgment.

The object of the game is to hold such cards as shall together amount to the point of _nine_. The cards from ace to nine count each according to the number of its pips. Court cards are equivalent to tens, and ten at this game is _baccarat_, a synonym for zero. Thus a player holding a three and a ten (or court card) is considered to have three only; a player holding two tens and a five counts five only. And not only is a tenth card baccarat (0), but ten occurring as part of a total score, however made, is disregarded; so that a five and a six count, not as eleven, but as one only; three, seven and five, not as fifteen, but as five; and so on.

There are two forms of Baccarat, known respectively as _Baccarat Chemin de Fer_ and _Baccarat_ {5} _Banque_, the latter being the version more frequently played. A description of Baccarat Chemin de Fer will, however, be the best introduction to the explanation of Baccarat Banque, and we therefore take it first in order.

BACCARAT CHEMIN DE FER.

Six full packs of cards of the same pattern are used, shuffled together. The players seat themselves round the table. In the centre is a basket for the reception of the used cards. If there is any question as to the relative positions of the players, it is decided by lot. The person who draws the first place seats himself next on the right hand of the croupier, and the rest follow in succession. The croupier shuffles the cards, and then passes them on, each player having the right to shuffle in turn. When they have made the circuit of the table, the croupier again shuffles, and, having done so, offers the cards to the player on his left, who cuts. The croupier places the cards before him, and, taking a manageable quantity from the top, hands it to the player on his right, who for the time being is dealer, or "banker." The other players are punters. The dealer places before him the amount he is disposed to risk, and the players "make their stakes." Any punter, beginning with the player on the immediate right of the dealer, is entitled to "go bank," viz. to play against the whole of the banker's stake. If no one says "Banco" (which is the formula by which the desire to go bank is expressed), each player places his stake before him. If the total so staked by the seated players is not equal to the amount for the {6} time being in the bank, other persons standing round may stake in addition. If it is more than equal to the amount in the bank, the punters nearest in order to the banker have the preference up to such amount, the banker having the right to decline any stake in excess of that limit.

The stakes being made, the banker proceeds to deal four cards, face downwards, the first, for the punters, to the right; the second to himself; the third for the punters, the fourth to himself. The player who has the highest stake represents the punters. If two punters are equal in this respect, the player first in rotation has the preference. Each then looks at his cards. If he finds that they make either _nine_, the highest point at Baccarat, or _eight_, the next highest, he turns them up, announcing the number aloud, and the hand is at an end.

If the banker's point is the better, the stakes of the punter become the property of the bank. If the punters' point is the better, the banker (or the croupier for him) pays each punter the amount of his stake. The stakes are made afresh, and the game proceeds. If the banker has been the winner, he deals again. If otherwise, the cards are passed to the player next in order, who thereupon becomes banker in his turn.

We will now take the case that neither party turns up his cards; this is tantamount to an admission that neither has eight or nine. In such case the banker is bound to offer a third card. If the point of the punter is baccarat (_i.e._ cards together amounting to ten or twenty, = 0), one, two, three, or four, he accepts as a matter of course, replying, "Yes," or "Card." A third card is then given to {7} him, face upwards. If his point is already six or seven, he will, equally as a matter of course, _refuse_ the offered card. To accept a card with six or seven, or refuse with baccarat, one, two, three, or four (known in either case as a "false draw"), is a breach of the established procedure of the game, and brings down upon the head of the offender the wrath of his fellow-punters; indeed, in some circles he is made liable for any loss they may incur thereby, and in others is punishable by a fine. At the point of five, and no other, is it optional to the punter whether to take a card or not; nobody has the right to advise him, or to remark upon his decision.

The banker has now to decide whether he himself will draw a card, being guided in his decision partly by the cards he already holds, partly by the card (if any) drawn by the punter, and partly by what he may know or guess of the latter's mode of play. If he has hesitated over his decision, the banker may be pretty certain (unless such hesitation was an intentional blind) that his original point was five, and as the third card (if any) is exposed, his present point becomes equally a matter of certainty. The banker, having drawn or not drawn, as he may elect, exposes his cards, and receives or pays as the case may be. Ties neither win nor lose, but the stakes abide the result of the next hand.

The banker is not permitted to withdraw any part of his winnings, which go to increase the amount in the bank. Should he at any given moment desire to retire, he says, "I pass the deal." In such case each of the other players, in rotation, has the option of taking it, but he must start the bank with the same amount at which it stood when the last banker {8} retired. Should no one present care to risk so high a figure, the deal passes to the player next on the right hand of the retiring banker, who is in such case at liberty to start the bank with such amount as he thinks fit, the late banker now being regarded as last in order of rotation, though the respective priorities are not otherwise affected.

A player who has "gone bank," and lost, is entitled to do so again on the next hand, notwithstanding that the deal may have "passed" to another player.

When the first supply of cards is exhausted, the croupier takes a fresh handful from the heap before him, has them cut by the player on his left, and hands them to the banker. To constitute a valid deal, there must be not less than seven cards left in the dealer's hand. Should the cards in hand fall below this number, they are thrown into the waste-basket, and the banker takes a fresh supply as above mentioned.

BACCARAT BANQUE.

In Baccarat Chemin de Fer, it will have been noticed that a given bank only continues so long as the banker wins. So soon as he loses, it passes to another player. In Baccarat Banque the position of banker is much more permanent. _Three_ packs of cards,[5] shuffled together, are in this case used, and the banker (unless he retires either of his own free will, or by reason of the exhaustion of his finances) {9} holds office until the whole of such cards have been dealt.

The bank is at the outset put up to auction, _i.e._ belongs to the player who will undertake to risk the largest amount. In some circles, the person who has first set down his name on the list of players has the right to hold the first bank, risking such amount as he may think proper.

The right to begin having been ascertained, the banker takes his place midway down one of the sides of an oval table, the croupier facing him, with the waste-basket between. On either side the banker are the punters, ten such constituting a full table. Any other persons desiring to take part remain standing, and can only play in the event of the amount in the bank for the time being not being covered by the seated players.

The croupier, having shuffled the cards, hands them for the same purpose to the players to the right and left of him, the banker being entitled to shuffle them last, and to select the person by whom they shall be cut. Each punter having made his stake, the banker deals three cards, the first to the player on his right, the second to the player on his left, and the third to himself; then three more in like manner. The five punters on the right (and any bystanders staking with them) win or lose by the cards dealt to that side; the five others by the cards dealt to the left side. The rules as to turning up with eight or nine, offering and accepting cards, and so on, are the same as at Baccarat Chemin de Fer.

Each punter continues to hold the cards for his side so long as he wins. If he lose, the next {10} hand is dealt to the player next following him in rotation.

Any player may "go bank," the first claim to do so belonging to the punter immediately on the right of the banker; the next to the player on his left, and so on alternatively in regular order. If two players on opposite sides desire to "go bank," they go half shares.

A player going bank may either do so on a single hand, in the ordinary course, or _a cheval_, _i.e._ on two hands separately, one-half of the stake being played upon each hand. A player going bank and losing, may again go bank; and if he again loses, may go bank a third time, but not further.

A player undertaking to hold the bank must play out one hand, but may retire at any time afterwards. On retiring, he is bound to state the amount with which he retires. It is then open to any other player (in order of rotation) to continue the bank, starting with the same amount, and dealing from the remainder of the pack used by his predecessor. The outgoing banker takes the place previously occupied by his successor.

The breaking of the bank does not deprive the banker of the right to continue, provided that he has funds wherewith to replenish it, up to the agreed _minimum_.

Should the stakes of the punters exceed the amount for the time being in the bank, the banker is not responsible for the amount of such excess. In the event of his losing, the croupier pays the punters in order of rotation, so far as the funds in the bank will extend; beyond this, they have no claim. The banker, may, however, in such a case, instead of {11} resting on his right, declare the stakes accepted, forthwith putting up the needful funds to meet them. In such event the bank thenceforth becomes unlimited, and the banker must hold all stakes (to whatever amount) offered on any subsequent hand, or give up the bank.[6]

* * * * *

{12}

BEZIQUE.

Bezique is a game for two players. The piquet pack of thirty-two cards is used, but in duplicate, two such packs of like pattern being shuffled together.

The players cut for deal, the _highest_ card having the preference. The rank of the cards in cutting (as also in play) is as under: ace, _ten_, king, queen, knave, nine, eight, seven. Eight cards are dealt (by three, two, and three) to each player; the seventeenth card being turned up by way of trump, and placed between the two players. The remaining cards, known as the "stock," are placed face downwards beside it. Should the turn-up card be a seven, the dealer scores ten.

The non-dealer leads and the dealer plays to such lead any card he pleases. If he play a higher card (according to the scale above given) of the same suit, or a trump, he wins the trick; but he is not bound to do either, or even to follow suit. Further, he is at liberty to trump, even though holding a card of the suit led. If the two cards played are the same (_e.g._ two nines of diamonds), the trick belongs to the leader. {13}

The winner of one trick leads to the next, but before doing so he marks any points to which his hand may entitle him, leaving the cards so marked on the table, and draws one card from the top of the stock. His opponent draws a card in like manner, and so the game proceeds until the stock is exhausted.

The holder of the seven of trumps is entitled to exchange it for the turn-up card, at the same time scoring ten for it. The holder of the duplicate seven of trumps scores ten for it, but gains no further benefit thereby.

The game is usually 1000 up, but, as the score proceeds by tens or multiples of ten, this number is pretty quickly reached.

At the earlier stage of the game, the player scores for the cards he holds in his hand; certain cards or combinations of cards, duly "declared," entitling him to score so many points, as under:--

Points.

For the seven of trumps, turned up by the
dealer, or declared by either player 10

For the second seven of trumps 10

For the last (_i.e._ thirty-second) trick 10

For a Common Marriage, _i.e._ king and
queen of any plain suit, declared together 20

For a Royal Marriage, _i.e._ king and queen
of the trump suit, declared together 40

For Single Bezique (queen of spades and
knave of diamonds) 40

For Double Bezique--the same combination
again declared by same player with fresh
cards. (additional) 500

For Four Knaves (of any suits, _e.g._ two
knaves of spades and two of hearts), duly
declared 40

For Four Queens, duly declared 60

For Four Kings, duly declared 80
{14}

For Four Aces, duly declared 100

For Sequence of five best trumps--ace, ten,
king, queen, knave 250

Brisques--aces or tens in the tricks won by
either player, _each_[7] 10

In order to score, the cards composing the given combination must be all at the same time in the hand of the player. A card played to a trick is no longer available (unless a brisque) to score.

A player can only "declare" after winning a trick. Having won a trick, he is at liberty to score any combination he may hold, laying the cards forming it face upwards on the table. If the cards exposed show two combinations he may declare both, but must elect which of them he will score, reserving the other till he again wins a trick. Thus, having king and queen of spades and knave of diamonds on the table, he would say, "I score 40 for Bezique, and 20 to score." When he has again won a trick, having meanwhile retained the needful cards unplayed, he can then score the second combination (Marriage).

A card which has once scored cannot be again used to form part of a combination of _the same kind_: _e.g._ a queen once used to form a Marriage cannot again figure in a Marriage, though it may still score as part of a Sequence, or as one of "Four Queens." In like manner, a card which has once figured in "Bezique" cannot be used to form part of a second Bezique, though it may be used to score Double Bezique. Neither can a card which has been {15} declared in a given combination again be declared in a combination of an inferior order; _e.g._ if a king and queen have been declared as part of a Sequence, a Marriage cannot afterwards be declared with the same cards--though their having figured in a Marriage would be no bar to their subsequent use as part of a Sequence.

The declared cards, though left face upwards on the table, still form part of the hand, and are played to subsequent tricks at the pleasure of the holder.

When no more cards are left in the stock, the method of play alters. No further declarations can be made, and the only additional score now possible is for the brisques (aces or tens) in the remaining tricks (scored by the winner of the trick), with ten for the last trick, as before stated.

The mode of play as to these last eight tricks is according to Whist rules. Each player must now follow suit, if he can; if not, he is at liberty to trump.[8]

HINTS FOR PLAY.

In the earlier stage of the game, tricks are of no value save in so far as they contain brisques, or enable the winner to "declare," the scoring of the different combinations being the main object of the game. The player will probably at the outset find that he has in hand _some_ of the component parts of two or more combinations; but as he must furnish a card to each trick, he will be forced to abandon {16} the one or the other. In choosing between them, two points should be considered; viz. first, the value of the combination, and, secondly, the prospect of making it. As to the last point, he may derive important information from the cards declared by his opponent. Suppose, for instance, that he holds a queen of spades and two knaves of diamonds. These he would naturally retain at any cost, in the hope of making Double Bezique; but should his adversary declare a marriage in spades, showing that he holds the remaining queen of that suit, all hope of Double Bezique is clearly at an end. In the case supposed, it would be the policy of the opponent, knowing or suspecting that Double Bezique was aimed at, to keep the queen of spades in his hand as long as he possibly could, even at some considerable sacrifice.

When a brisque is led, the second player should win the trick if he can do so without too great a cost, for, though a brisque only scores ten to the winner, the capture of the trick means a loss of ten to the opposite party, and practically, therefore, makes a difference of twenty to the score.

Unless a brisque be led, or you have something to declare, pass the trick or win it with a brisque. The best cards to throw away are the sevens, eights, nines, and knaves of plain suits (other than the knave of diamonds, which should be retained on the chance of making Bezique).

It is generally better to risk losing an ace than a queen or king, the two latter having the greater chance of scoring.

If you chance to hold three aces at an early stage of the game, with no prospect of a more valuable combination, retain them, in the hope of drawing a {17} fourth. In any other case, make tricks with aces in plain suits whenever you can.

"Sequence" cards should be kept in reserve as long as possible. A duplicate of a sequence card, though valueless for scoring purposes, should still be held up, as the uncertainty respecting it may hamper your opponent.

Even more important than sequence cards are the bezique cards. After scoring Bezique, the declared cards should still be retained until it becomes clear that Double Bezique is unattainable.

At a late period of the game, when the opportunities for declaration are growing limited, it is often wise to declare (say) Double Bezique without previously declaring single Bezique, or Sequence without previously declaring a Royal Marriage. If you declare the smaller score, and do not again win a trick, you lose the larger score altogether.

When the stock is nearly exhausted, take a trick whenever you can, as you thereby deprive the adversary of the opportunity of scoring his remaining cards. Note at this stage the exposed cards of the adversary, as you will thereby play the last eight tricks to greater advantage.

In the play of the last eight tricks, your main object is to make your brisques, and capture those of the enemy. Reserve, if possible, a good trump wherewith to secure the last trick.

RUBICON BEZIQUE.

"Rubicon" or "Japanese" Bezique is a modification of the ordinary game, which has for some years found much favour in Paris. In 1887, a code of {18} laws, which we append, was drawn up by a committee of the Portland Club, and Rubicon Bezique may now be regarded as the standard game.

Four packs, of like pattern and shuffled together, are used. The cards rank as at ordinary Bezique; but _nine_ instead of eight cards are dealt, singly or by threes, to each player. There is no "turn-up," the first "marriage" scored determining the trump suit. If a "sequence" be declared and scored before any marriage, such sequence determines the trump suit.

The scores at Rubicon Bezique are as under:--

Carte Blanche (a hand without a single court card)[9] 50
Marriage in plain suits 20
Marriage in trumps[10] 40
Sequence in plain suits 150
Sequence in trumps 250
Single Bezique 40
Double Bezique 500
Treble Bezique 1500
Quadruple Bezique 4500
Four Knaves (irrespective of suit) 40
Four Queens " 60
Four Kings " 80
Four Aces " 100
For the last trick 50

The procedure as to playing and drawing is the same as at ordinary Bezique, save that the tricks are {19} left face upwards in a heap between the players until a brisque is played, when the winner of the trick takes them up, and turns them face downwards, near himself. The value of each brisque is ten points, but they are not scored till the close of the game, and in certain events (see _post_) may not be scored at all.

Only one declaration can be scored at a time, and that only (save in the case of _carte blanche_) by the winner of a trick; but if, on the cards exposed, the player has more than one combination to score, he may score whichever he prefers, at the same time calling attention to his further claim by saying, "And ---- to score." A player is not bound to declare any combination, even when exposed upon the table, unless he thinks fit. If he is compelled to play a card of the combination before he has actually scored it, the right to score is at an end.

A card declared in a given combination may not again be declared in an _inferior_ combination of the same class--_e.g._ a king and queen declared in Sequence cannot be afterwards made available to score a Royal Marriage. The same card may, however, be used in conjunction with a new card or cards to form, not merely a combination of the same kind, but the same combination over again.[11] Thus, if Four Queens have been declared, the player may play one of them, and, when he next wins a trick, add a fifth queen to the three left on the table, and again score four queens.

If a combination, duly scored, is broken up, one {20} or more cards must be substituted, either from the cards upon the table or from the hand of the player, to entitle him to a fresh score. There is an apparent exception to this rule in the fact that, if a player has declared two independent marriages in the same suit, and all four cards are on the table simultaneously, he may make two more declarations of marriage with the same cards. In truth, however, this merely follows the rule. King 1 (already "married" to queen 1) may again be married to queen 2; and king 2 (already married to queen 2) to queen 1 in like manner.

A player who has two or more declarations to score may elect which he will score first, the other remaining in abeyance; _e.g._ a player having declared Four Kings, including the king of spades, and subsequently declaring Bezique (the king of spades still remaining on the table) would _ipso facto_ become entitled to score a Marriage, royal or ordinary, as the case might be. We will suppose the former. In such a case, he would say, "I score forty, and forty for marriage to score." This declaration should be repeated, by way of reminder, after each trick, till actually scored. If, in the meantime, the player becomes entitled to score some other combination, he may, on winning a trick, score the latter in preference to the one previously declared, still keeping this in reserve. The mere fact of having declared a given combination "to score" does not preserve the right to score it, if in the meantime the declarant either plays one of the cards composing it or makes use of them to score some higher declaration of the same class.

The last nine tricks are played like the last eight {21} in the ordinary game; but the winner of the last trick, instead of 10, scores 50.

HOW THE SCORE IS DEALT WITH.

The game is complete in one deal, and is won by the player who scores most points, according to the foregoing table, exclusive of brisques. These latter are only taken into account where the scores are otherwise equal. If, after the addition of the brisques, the scores are still equal, the game is drawn.

There is one other case in which the brisques are reckoned. The score of 1000 points is known as the "Rubicon," and a player not reaching this score is "rubiconed." In this case, also, each player adds in his brisques; and if the score of the loser is thereby brought up to 1000, he "saves the rubicon."

Assuming that the rubicon is saved, the score of the loser is deducted from that of the winner, fractions of a hundred being disregarded in both cases. To the difference are added 500 points for game, and the total is the value of the game, the stakes being usually so much per hundred points. If it happen that the difference between the two scores is less than 100, it is reckoned at that figure, making, with the 500 for game, 600. Thus, if the respective scores are, A, 1510; B, 1240; A wins 1500 - 1200 + 500 = 800. If A's score were 1550, and B's 1520, A would win 100 + 500 = 600.

If B is rubiconed, the value of the game is computed after a different method. The points made by him (still disregarding fractions of a hundred) instead of being subtracted from, are _added_ to the {22} score of the winner, who is further entitled to 1000 for the game and 300 for brisques.[12] Thus, if A has won 1320, and B 620, the value of A's game will be 1300 + 600 + 1000 + 300 = 3200.

If the rubiconed player has scored less than 100, that amount (100) is added to the score of the other player, as well as the 1000 for game and 300 for brisques, as before mentioned.

THE LAWS OF RUBICON BEZIQUE.

SHUFFLING.

1.--Rubicon Bezique is played with four packs of thirty-two cards, shuffled together.

2.--Each player has a right to shuffle the pack. The dealer has the right of shuffling last.

3.--The pack must not be shuffled below the table, nor in such manner as to expose the faces of the cards.

CUTTING.

4.--A cut must consist of at least five cards, and at least five must be left in the lower packet.

5.--The cards rank as follows, both in cutting and in playing: ace (highest), ten, king, queen, knave, nine, eight, seven (lowest).

6.--The player who cuts the higher card has choice of deal, seats and markers. The choice determines both seats and markers during the play.

7.--If, in cutting for deal, a player expose more than one card, he must cut again.

{23}

8.--The cut for deal holds good even if the pack be incorrect.

9.--If, in cutting to the dealer, or in reuniting the separated packets, a card be exposed, or if there be any confusion of the cards, there must be a fresh cut.

DEALING.

10.--The dealer must deal the cards by one at a time, giving the top card to his adversary, the next card to himself, and so on; or by three at a time, giving the top three cards to his adversary, the next three to himself, and so on; until each player has nine cards. The undealt cards (called the "stock") are to be placed face downward, in one packet, in the middle of the table, to the left of the dealer.

11.--If the dealer deal the cards wrongly, he may rectify the error, with the permission of his adversary, prior to either player having taken up any of his cards.

12.--If, after the deal, and before the dealer has played to the first trick, it be discovered that either player has more than nine cards there must be a fresh deal. If it be similarly discovered that either player has less than nine cards, the deal may be completed from the top of the stock by mutual agreement, otherwise there must be a fresh deal.

13.--If the dealer expose a card belonging to his adversary or to the stock, the non-dealer has the option of a fresh deal. If the dealer expose any of his own cards, the deal stands good.

14.--If a faced card be found in the pack before the play of the hand has begun, there must be a fresh deal. {24}

CARTE BLANCHE.

15.--If a player have a hand dealt him without king, queen or knave, he may declare _carte blanche_ before playing a card. Carte blanche must be shown by counting the cards, one by one, face upward, on the table.

16.--If, after playing a card, a player who has declared carte blanche draw a card other than king, queen or knave, he is entitled to declare another carte blanche on showing the card drawn to his adversary; and so on after every card drawn, until he draws a king, queen or knave.

PLAYING.

17.--If a player play with more than nine cards he is rubiconed; but the amount to be added to his adversary's score is not to exceed nine hundred, exclusive of the thirteen hundred for a rubicon game.

18.--If both players play with more than nine cards, the game is null and void.

19.--If a player play with less than nine cards, the error cannot be rectified. He is liable to no penalty; his adversary wins the last trick.

20.--If both players play with less than nine cards, the deal stands good, and the winner of the last trick scores it.

21.--If one player play with more than nine cards, and the other with less than nine, the deal stands good. The player with more than nine cards is rubiconed (as provided in Law 17), and neither player scores the last trick.

22.--If a faced card be found in the stock after the play of the hand has begun, it must be turned {25} face downward, without altering its place in the stock.

23.--A card led in turn may not be taken up after it has been played to. A card played to a trick may not be taken up after the trick has been turned, or after another card has been drawn from the stock; but if two or more cards be played together, all but one may be taken up; and cards accidentally dropped may be taken up.

24.--A card led out of turn must be taken up, unless it has been played to. After it has been played to, it is too late to rectify the error.

25.--A player who wins a trick containing a brisque should at once take up all the played cards on the table, and turn them face downward near himself. If he fail to do so, his adversary is entitled, as soon as he has won a trick, to take up all the played cards on the table. Tricks turned may not be looked at (except as provided in Law 27).

26.--The stock may be counted, face downwards, at any time during the play. A player counting the stock should be careful not to disturb the order of the cards.

27.--A player may not count the brisques in his tricks so long as more than twelve cards remain in the stock.

DRAWING.

28.--If the winner of a trick see two cards when drawing from the stock, he must show the top card to his adversary.

29.--If the loser of a trick draw the top card of the stock and see it, he must restore the card drawn in error, and must show the next card to his adversary; but, if the loser of a trick draw the top card, {26} and the winner draw the next card and see it, it is too late to rectify the error, and the players retain the cards erroneously drawn.

30.--If the loser of a trick, after the winner has drawn, see two cards when drawing from the stock, his adversary has choice of the two cards of the following draw, and is entitled to look at both before choosing. If he choose the second card, he need not show it.

31.--If a player see several cards when drawing from the stock, his adversary has choice of the two cards of the following draw, and then of the cards of the next draw; and so on, as long as any card which has been seen remains undrawn; and he is entitled to look at the cards before choosing.

32.--If there be an odd number of cards in the stock, the last card is not drawn.

DECLARING.

33.--Declared cards must be placed face upward on the table separate from the tricks, and (except in the case of carte blanche) must remain there until played, or until the stock is exhausted.

34.--If a declared card be played, and a card which restores any scoring combination or combinations be substituted, these combinations may be declared again.

35.--If a player declare more than one marriage in the same suit, he may declare a fresh marriage whenever he plays one of the declared cards, so long as a king and queen remain on the table.

36.--A player who has declared marriage may afterwards add the ace, ten, and knave of the same suit as the marriage, and declare sequence; or he {27} may declare sequence without first declaring the marriage.

37.--A king or queen, once declared in sequence, cannot be afterwards used to form part of a marriage; but a player, having declared sequence, may declare marriage with a fresh king and queen of the same suit.

38.--Bezique combinations may be declared separately, and may be afterwards united to form a superior combination; or single, double, or triple bezique may be added to any already declared combination, to form a superior one; or, double, triple, or quadruple bezique may be at once declared, without having been previously declared separately. Bezique cards once declared in a superior bezique combination cannot be afterwards used to form part of an inferior one; but they may be used to form part of equal or superior combinations with a substituted card, or with added cards, or with both.

39.--A player who has cards on the table with which he might form a scoring combination, is not bound to declare it.

SCORING.

40.--A player declaring--

Carte Blanche scores 50
Marriage in trumps " 40
Marriage in plain suits " 20
Sequence in trumps " 250
Sequence in plain suits " 150
Bezique " 40
Double Bezique " 500
Triple Bezique " 1500
Quadruple Bezique " 4500
Four Aces " 100
{28}
Four Kings " 80
Four Queens " 60
Four Knaves " 40

41.--The first marriage scored makes the trump suit. If no marriage his been scored, the first sequence scored makes the trump suit.

42.--A player can only score a declaration on winning a trick and before drawing, except in the case of carte blanche, which is scored before playing, and independently of winning a trick.

43.--Only one declaration can be scored at a time; but if a player declare a carte blanche which contains four aces, he may also score four aces if he win the trick, notwithstanding that he has already scored carte blanche.

44.--If the winner of a trick have two or more declarations to score, he may choose which he will first score. On winning another trick, he may similarly choose which of the remaining declarations he will score, or he may make and score a fresh declaration, and leave any unscored declarations still to score on winning another trick.

45.--A player who has a declaration to score should repeat after every trick what he has to score. He may score it at any time on winning a trick, and before drawing.

46.--If a player who has a declaration to score play a card of the combination before scoring it, he loses the score.

47.--If a player have a marriage to score, and, on winning a trick, add to the marriage the ace, ten, and knave of the suit, and score sequence, he loses the score for the marriage.

48.--If a player have an inferior bezique {29} combination to score, and, on winning a trick, add to the bezique combination cards which form a superior bezique combination, and score the superior combination, he loses the score for the inferior one.

49.--A player who has a declaration to score is not bound to score it.

50.--If a player erroneously score a declaration which does not constitute a scoring combination, and the error be not discovered before a card of the next trick has been played, the score marked stands good; and so on for all subsequent scores similarly marked before the discovery of the error.

51.--If an error in marking the score be proved, it may be corrected at any time during the game.

52.--No declaration can be scored after the stock is exhausted.

THE LAST NINE TRICKS.

53.--The winner of the last trick adds fifty to the score.

54.--The winner of the last trick is bound to score it (except as provided in Law 21).

55.--If, during the play of the last nine tricks, a player fail to follow suit when able, or fail to win the card led when able--on detection of the error, the card erroneously played, and all cards subsequently played, must be taken up and replayed. {30}

COMPUTING THE GAME.

56.--The brisques (aces and tens) score ten each to the player having them in his tricks; but the brisques are only taken into account as provided in Laws 60 and 61.

57.--The winner of the game deducts the score of the loser from his own (excluding fractions of a hundred), and the difference, with five hundred added for the game, is the number of points won. If the difference between the scores be less than a hundred, the winner adds a hundred to the score of five hundred for the game.

58.--If the loser fail to score a thousand, he is rubiconed. The winner, whether his score reach a thousand or not, adds the score of the loser to his own (excluding fractions of a hundred) and the sum, with thirteen hundred added for the game, is the number of points won.

59.--If a player who is rubiconed has scored less than a hundred, the winner adds a hundred to his score, in addition to the score of thirteen hundred for the game.

60.--If the loser of a game fail to score a thousand, but have in his tricks a sufficient number of brisques to bring his total score to a thousand, he is not rubiconed. Each player adds his brisques to his score, and the game is computed as provided in Law 57.

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Hoyle's Games ModernizedChapter I: Part 1

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