Chapter II: Part 2
61.--If the scores be so nearly equal that the brisques must be taken into account in order to decide who wins the game, and the loser be not rubiconed, each player adds his brisques to the score, and the game is then computed as provided in {31} Law 57; but if the loser be rubiconed, the brisques, though taken into account in order to decide who wins the game, are not added to the scores, and the game is computed as provided in Law 58. In the case of a tie after adding the brisques, the game is null and void.
INCORRECT PACKS.
62.--If a pack be discovered to be incorrect, redundant, or imperfect, the deal in which the discovery is made is void. All preceding deals stand good.
63.--If a card or cards which complete the pack be found on the floor, the deal stands good.
CHANGING CARDS.
64.--Before the pack is cut to the dealer, a player may call for fresh cards at his own expense. He must call for four fresh packs.
65.--Torn or marked cards must be replaced, or fresh packs called for at the expense of the two players.
BYSTANDERS.
66.--If a bystander call attention to any error or oversight, and thereby affect the score, he may be called on to pay all stakes and bets of the player whose interest he has prejudicially affected.
* * * * *
{32}
BLIND HOOKEY.
The players, of whom there may be any number, cut for deal, the lowest having the preference. The pack is then shuffled by the player on the dealer's right hand, and afterwards, if he so please, by the dealer himself, after which it is cut by the right-hand player. The two halves are then re-united, and the pack is passed to the player on the left of the dealer, who cuts from the top a small quantity of cards (not less than four, nor more than his due proportion of the pack). The pack is then passed to the next player, who cuts a similar portion, and so on round the circle, the cards left belonging to the dealer. No one looks at his cards, but makes his stake on pure speculation; hence the name "blind" hookey. The dealer then turns up his cards, and shows the bottom one; the other players do the same. Each player holding a higher card than that of the dealer receives the amount of his stake; all below or equal pay the dealer. This is repeated until a hand occurs in which the dealer is a loser all round, when the deal is at an end, and the next player deals.
A second method is as under: The cards having {33} been shuffled and cut, the dealer cuts them into three portions. Two of these are for the company, the third for himself. The other players place their stakes on whichever two packets they please, the rejected packet being taken by the dealer.[13] The stakes having been made, the cards are turned up, and the players receive or pay as the bottom cards of their packets prove to be higher or lower than that of the dealer.
* * * * *
{34}
CRIBBAGE.
Cribbage is primarily a game for two players, though it may also be played by three, or even four persons; in the latter case, two playing against two, as at Whist. Of the two-handed game there are three varieties, known, from the number of cards dealt to each player, as "five-card," "six-card," and "seven-card" cribbage. The number of points to be made in the first case is 61; in the second, 121; and in the third, 181. If the loser has made less than half the specified number of points, he is "lurched," and pays double the agreed stake.
The score is marked by means of pegs of ivory or bone, on a special board, as depicted above. It will be observed that there is on either side of the board a double row of holes, thirty in each, divided, for convenience in counting, into sets of five. The board is placed cross-wise between the players, and {35} both start from the same end (which should be that to the left of the first dealer), each travelling up the outer and down the inner row (once round in the "five-card," twice in the "six-card," and thrice in the "seven-card" game), terminating with the "game-hole" at the end from which they started. In scoring, the hinder peg for the time being is advanced the requisite number of points beyond the foremost.
We will commence with the five-card game.
The pack of fifty-two cards is used, and the players cut for deal, the lowest dealing. For this and for "sequence" purposes, the cards rank in regular order from ace (lowest) up to king (highest), but in counting court cards count as tens.
The pack having been shuffled, the non-dealer cuts, and his opponent deals, one at a time, five cards to each player. Meanwhile the non-dealer scores three holes, known as "three for last," and regarded as a set-off for the advantage of first deal. The undealt portion of the pack is placed face downwards between the players. Each player now "lays out" two of his cards (placed face downwards to the right hand of the dealer) to form what is called the "crib." The principles which govern the "lay out" will be discussed later.
The crib having been laid out, the non-dealer cuts, by lifting off the upper half of the pack. The dealer turns up the card left uppermost and places it on the top of the pack. This card is known as the "start." Should it chance to be a knave, the dealer is entitled to "two for his heels," and scores two points.
The score depends partly upon the course of play, {36} and partly upon the player's holding certain combinations of cards. These latter are scored at the close of the hand.
The scores which may be made in course of play are as under:--
PAIRS.--A player playing a similar card to the card last played by his adversary (as a king to a king, or a seven to a seven) is entitled to score _two_ for a _pair_.[14]
PAIRS-ROYAL.--If the first player in the case last supposed can follow with a third card of the same description, he scores _six_ for a _pair-royal_.
DOUBLE PAIRS-ROYAL.--If the second player replies with a fourth card of the same description, he scores _twelve_ for a _double pair-royal_.
SEQUENCES, OR RUNS.--Three or more cards of any suit but forming a regular numerical succession (as two, three, four; knave, ten, nine), count one for each card to the last player. The sequence need not be played in regular order, so long as the cards exposed for the time being form an unbroken series. Thus, suppose that A plays a five, and B a four. If A now plays either a six or a three, he is entitled to score a run of three (three points). We will suppose that he plays a three. If B can play either a six or a two, he will be entitled to score _four_; and if A can then add another card at either end, he will score _five_. Suppose, again, that A has played a five and a three, and B a two and a six. If A now plays a four, he is entitled to score five for the complete sequence. The highest number that can be scored {37} for a sequence is _seven_, for ace, two, three, four, five, six, seven. Ace, king, queen, do not count as a sequence.
FIFTEEN or THIRTY-ONE.--A player whose card makes, with those already exposed, the number _fifteen_, scores two. If either player makes _thirty-one_, he scores two in like manner. If, when the cards on the table approach thirty-one, the player whose turn it is can go no further without passing that number, he says, "Go." His opponent then plays any other card or cards up to that limit. If they make thirty-one exactly, he scores two; if not, he scores one for "last card," _i.e._ the last card played. This (at five-card cribbage) terminates the hand.
The hand being over, the players, beginning with the non-dealer, proceed to "show," _i.e._ turn up their cards, and reckon how many points they may contain conjointly with the turn-up card, which is regarded as belonging, for this purpose, to the hand of each player, as also to the "crib" of the dealer. The first point noted is the _fifteens_ they may contain, _two_ points being reckoned for each, and the cards being combined in every possible way to make that number. Thus three fives and a ten or court card make (apart from their value under other aspects) four fifteens (technically spoken of as "fifteen eight"[15]), each of the fives forming one fifteen with the ten, and the three fives united forming another.
The next thing to be noted is the presence of any pairs, pair-royal, or double pair-royal. Thus, in the {38} case supposed, the player, after claiming "fifteen eight," would go on to say "and six for a pair-royal, fourteen."
If all the three cards in the hand are in sequence (independent of suit), three points are reckoned for this, or if the three form a sequence with the turn-up card, four.
If three of the cards are in sequence, and the fourth is a duplicate of one of them, such fourth card is regarded as making a fresh sequence with the other two, the "double run," as it is called, scoring six points. Besides this, the holder is entitled to two for his "pair" (the two duplicate cards), bringing the total value (irrespective of "fifteens") up to eight.
Where (as in crib at five-card, or hand or crib at six-card Cribbage) five cards have to be reckoned, it may happen that three are in sequence, and that the other two are duplicates of one of them. In this case they constitute a treble run of three (nine points) and a pair-royal (six points), total fifteen.
If the three cards of the hand are all of one suit, the player scores three points for a _flush_. If the turn-up is of the same suit, four points.
If the hand chance to contain a _knave of the same suit as the turn-up card_, the holder is entitled to score one point, "for his nob."
The non-dealer having scored his points, as above indicated, the dealer proceeds to score any points, first in his hand, and then in the crib, in like manner. There is only one distinction, viz., that, in counting crib, a flush is not reckoned unless the "start" is of the same suit as the rest. In this case the flush is worth five points (one for each card). {39}
The following table indicates the method of counting some of the more important combinations (including the start) of the hand at five-card Cribbage:--
Points.
Four fives (_Fifteen eight and a double pair-royal_) 20
Three fives and a ten (_Fifteen eight and a pair-royal_) 14
Two fives, a four, and a six } _Fifteen-four, pair,
Two fours, a five, and a six } and double run of
Two sixes, a four, and a five} three_ 12
Three threes and a nine }
Three sixes and a nine }
Three sixes and a three }
Three sevens and an eight} _Fifteen six and a pair-royal_ 12
Three eights and a seven }
Three nines and a six }
Three sevens and an ace }
Two eights, a six (or nine), and a seven } _Fifteen four,
Two sevens, a six, and an eight } pair, and double
Six, five, and two fours } run of three_ 13
Two fives and two tens or court cards of like
denomination (_Fifteen eight and two pairs_) 12
Two nines and two sixes (_Fifteen eight, and two pairs_) 12
Two fives, a ten, and a court card (_Fifteen eight
and a pair_) 10
Two sixes, a seven, and an eight (_Fifteen two, pair,
and double run of three_) 10
A five and any three court cards in sequence, or
ten, knave, queen (_Fifteen six and run of three_) 9
A five and three court cards, or a ten and court
cards, in sequence (_Fifteen six and run of three_) 9
Any sequence of three cards, with a duplicate of
one of them, but no "fifteen" (_Pair and double
run of three_) 8
Where the four cards of the hand (or all four of the crib, and the start) are of the same suit, the value of the flush (four or five, as the case may be) must be added. Where either includes a knave of {40} the same suit as the start, one "for his nob" will be scored in addition.
A study of the foregoing table should be a material aid to the player in discarding for "crib." If he is dealer, he desires the crib to be as productive as possible; if non-dealer, the reverse. On the other side, he desires to retain such cards as shall be likely to score best in his hand, and these two objects frequently clash. It is therefore, important to know which to prefer.
We will first examine the question from the dealer's point of view. Both hand and crib belong to him, but the hand consists (including the start), of _four_ cards only, while the crib has _five_. The possible combinations of five cards are so numerous that space will only permit us to give examples of a few leading hands. The highest possible score is twenty-nine, which is made by three fives and a knave, with a fourth five, of the same suit as the knave, turned up by way of start.[16]
The mode of reckoning is as follows: the four fives, in four combinations of three, score fifteen eight. Each of them again scores a fifteen in conjunction with the knave, making eight more. To these are added twelve for the double pair-royal, and "one for his nob," making twenty-nine.
Two fives, two fours, and a six } _Fifteen eight, two
Two fives, two sixes, and a four } pairs, and a run
Two fours, two sixes, and a five } of three four times
Two sevens, two eights, and a } repeated_ 24
nine }
{41}
Four threes and a nine (_Fifteen twelve and a
double pair-royal_) 24
Three fives, a four, and a six (_Fifteen eight, a pair-royal,
and run of three thrice repeated_) 23
Three fours, a five, and a six }
Three sixes, a four, and a five } _Fifteen six, a
Three sevens, an eight, and a } pair-royal, and
nine } run of three
Three eights, a seven, and a } thrice repeated_ 21
nine }
Four twos and a nine } _Fifteen eight and a double
Four threes and a six } pair-royal_ 20
Two sixes, two sevens, and an }
eight } _Fifteen four, two
Two sevens, an eight, and two } pairs, and run
nines } of three four
Two eights, a seven, and two } times repeated_ 20
nines }
Three tens, or court cards of }
like denomination, and two } _Fifteen twelve,
fives } pair-royal, and
Three threes and two nines } pair_ 20
Three sevens and two aces }
Three threes and two sixes[17] (_Fifteen ten, pair, and
pair-royal_) 18
Three fours, three, and five (_Fifteen two, pair-royal,
and run of three thrice repeated_) 17
Three tenth cards in sequence and two fives (_Fifteen
twelve, pair, and run of three_)[18] 11
Any three cards in sequence, with duplicates of
two of them, but no "fifteen" (_Two pairs and
run of three four times repeated_) 16
Any three cards in sequence, with one of them
thrice repeated, but no "fifteen" (_Pair-royal
and run of three thrice repeated_) 15
As for combinations of minor value, their name is legion.
{42}
With four cards only, the general average is very much lower, as will have been seen from the table on p. 39.
A comparison of the foregoing tables show that the crib at five-card Cribbage is likely to be much more important than the hand, and this furnishes us with a safe principle for the guidance of the player in laying out. In the case of the dealer, he should lay out for crib such cards as are most likely to form valuable combinations, even though he may, to some extent, sacrifice the scoring value of his hand. Conversely, it is to the interest of the non-dealer to lay out such cards as are likely to "baulk the crib," as it is termed, even though he may to some extent injure his own hand in doing so. On close examination of the tables, it will be found that the cards most likely to help the crib are _pairs_. If the other three cards chance to be in sequence, they are worth, standing alone, three only, but the addition of duplicates of either of the series will bring their value (for runs and pair-royal) up to fifteen, independently of any other points they may contain. Or suppose, with six as start, that the dealer has thrown out a four and a five, these are worth five only; but if the non-dealer had been rash enough to throw out a pair, either of fours or sixes, the score would run up to twenty-one. If the non-dealer had thrown out a pair of fives, it would have been twenty-three.
Next to a pair, two cards forming a fifteen, or two cards in sequence, are most likely to help the crib, and should therefore be preferred by the dealer, and eschewed by the non-dealer--the more so, if they chance to answer both conditions--_e.g._ a seven {43} and eight. Next to cards in sequence come cards only one or two points apart, as the cards of the opposite player may fill up the gap, and convert them into sequence cards. Of single cards, a five is the most likely to score, inasmuch as there are sixteen tenth cards to four of any other denomination, and the chances of its forming part of one or more fifteens are therefore considerable. The cards which are least likely to make for crib are king and ace, inasmuch as nothing save queen, knave can convert a king into a sequence card, and nothing save a two and three can convert the ace into a sequence card. The best cards for the non-dealer to throw out are therefore a king or ace, and some second card so far removed from the first that the two cannot form part of the same sequence. King or queen, with nine, eight, seven, six, or ace, are good "baulking" cards; likewise two or ace, with seven, eight, nine, or ten. The non-dealer should never throw out a knave if he can help it, as the start may cause it to score a point for "nob." In like manner, the non-dealer should avoid laying out two cards of the same suit, as he thereby runs the risk of a flush in crib.
In the play of the hand the guiding principle should be to give to the adversary the fewest possible opportunities of scoring. Bearing this in mind, it will be seen that the best card to lead at the outset is an ace, two, three, or four, as the second player cannot make fifteen, and the chance of doing so will revert to the first player. A five, on the other hand, is a very bad lead, inasmuch as, from the greater number of tenth cards in the pack, it gives the second player the best possible opportunity of making fifteen. If the leader holds duplicates of {44} ace, two, three, or four, one of them is a very good lead; for if the second player should pair, the leader will have the opportunity of making a pair-royal. Failing pairs, if the leader hold two cards which together make five, _i.e._ two and three, or ace and four, it is good to play one of them, when, if the adversary play a tenth card, the leader will be enabled to make fifteen. Likewise, if the leader hold a six and a three, a four and a seven, or a three and a nine, the first card of the couple is a safe lead, for if it is paired, the second will make fifteen. On the other hand, should the second player play a tenth card to the lead, the first player may pair it with perfect safety, for no pair-royal can be made without overpassing the limit, thirty-one.
As regards the second player, he will generally do well to make fifteen if he can. If a low card, _i.e._ a four or less, has been led, he has no choice, in the majority of cases, but to leave the fifteen to his adversary; but he should carefully avoid playing such a card as will enable the adversary to score not merely the fifteen, but a pair or sequence in addition. On a four led, for instance, it would be very unwise to play either a six or a five, as in such cases respectively, a five or six played by the first player would give him both fifteen and a sequence. On a three it would be equally wrong to play a six; on a seven a four; on a nine a three, or on an ace a seven; for a like card played by the first player would give him both fifteen and a pair. Again, it is in general unwise for second player to play a close card (_i.e._ next or next but one to the lead), as he thereby gives the adversary the chance of a "run." If he is in a position to continue the run, he may of course play {45} a close card with impunity. The points of "five" and "twenty-one" are to be avoided, as a tenth card played by the adversary will in such case make him fifteen or thirty-one. Similarly, it is bad play to make fourteen or thirty (_i.e._ one short of fifteen or thirty-one) with an _ace_; to make thirteen or twenty-nine (_two_ short) with a _two_; twelve or twenty-eight with a _three_; eleven or twenty-seven with a _four_; as in either of such cases, should the adversary be able to pair, he will thereby score four holes. The only exception is where the player chances to hold two deuces or aces, in which case it will be worth while to make twenty-nine or thirty respectively with one of such cards, on the chance of the opponent holding no deuce or ace, in which case the first player will himself gain the advantage of the double score.
Some discretion is needful in pairing the card first led, as the first player may be aiming at a pair-royal, and the temporary gain of two points may be counter-balanced by six to the adversary. Where, however, the player holds two of the card led, it may be paired without hesitation. The chances are much against the dealer's being in a position to make a pair-royal, and if he should, it can be capped (unless the card be over seven) by the double pair-royal of the last player.
A further point to be considered, in deciding whether to make a pair or sequence, is the state of the score. It is calculated that the non-dealer, at five-card cribbage, should make, on an average, _six_ in hand and play; the dealer _eleven_, or a shade more, in hand, play, and crib. When each has dealt once, they should stand abreast at seventeen {46} to eighteen, and so on throughout the game. The player who has maintained this average is said to be "home," and a player who is in this condition at an advanced state of the game, should run as few risks as possible; should avoid pairing, play wide cards to avoid sequences, and so on. This is known as "playing off." If, on the other hand, he is behind his proper position, his chance of winning will depend, in a great degree, on his making more than the average number of points in play. In such case, he should embrace every opportunity of making a fifteen, a pair, or a sequence, even at the risk of giving opportunities to the enemy. This is known as "playing on." As there are sixteen tenth cards in the pack, and ten out of fifty-two are dealt, the probabilities are in favour of the players holding originally three between them, and this probability should be borne in mind, as the so doing will often help the player to a thirty-one. Suppose that the leader starts with queen, and that the other player has no tenth card, but has a seven and a four, an eight and a three, or a nine and a two. In such case it is good policy to play the seven, eight, or nine. If the first player again plays a tenth card, the second will be enabled, with his small card, to score thirty-one. If the second player have no tenth card in his own hand, the probability of his opponent holding more than one is proportionately increased.
It may be useful to illustrate these elementary principles by the play of a couple of imaginary hands. Let us suppose that A (elder hand) has the queen and six of hearts, nine of clubs, eight of diamonds and seven of spades. And B (dealer) the {47} ace and ten of hearts, ten of clubs, five of spades, and four of diamonds.
It will be observed that A has four cards, six, seven, eight, nine, in sequence, of which either the six and nine or the seven and eight will form a fifteen. His fifth card, the queen, does not and cannot score with either of the others. Obviously the queen should form one card of his lay-out. Of the four remaining, he will naturally keep three in sequence. Which shall he throw out, the six or the nine? The six in one respect is preferable, inasmuch as it cannot be brought into sequence with the queen, whereas the nine might possibly be so. On the other hand, the six is of the same suit as the queen, and might help towards a flush. He decides, therefore, to throw out queen, nine, retaining the six, seven, and eight.
B's proper course is clearly to throw out the ace of hearts and four of diamonds, retaining the two tens and the five, which are good for six points, viz. fifteen four and a pair, and with a five or ten start would be worth twelve. On the other hand, should there be one or more tenth cards in the crib, the four and ace will give them a scoring value.
The cards are cut, and B turns up the queen of clubs.
A leads the seven of spades, saying, "seven." This is his best lead. If B should play an eight, making fifteen, A will be enabled to continue with the six, and so score a run of three.[19] But B cannot make a fifteen, and it is therefore his best policy to {48} go beyond that point. He plays the ten of hearts, saying, "Seventeen," or more shortly, "'-teen." A has no card which will score, and he therefore plays his highest, as the nearer he gets to thirty-one the fewer chances does he leave his opponent of getting closer to that number. He plays the eight of diamonds, saying, "Twenty-five." B plays the five of spades--"Thirty." "Go," says A. B scores one for last card, and the play of the hand is at an end.
The cards are turned up, and A counts his hand. The start has left him "no better." He scores fifteen two for the seven and eight, and three points for the run--five in all.
B is rather better off. With the start he has fifteen six and a pair--eight in all. In crib the start has helped him considerably. Without it he had fifteen two only--the ace and four combining with the queen of hearts; with the start he has six--fifteen four and a pair. The nine is useless.
A having taken his three points as non-dealer, the score stands eight to fifteen. It is now A's turn to deal, and the cards fall as follows: B has king and eight of hearts, seven of spades, eight of diamonds and three of clubs. And A (dealer) five and nine of diamonds, three of spades, ten of hearts and six of clubs.
B throws out the king of hearts and three of clubs; A, the six of clubs and nine of diamonds. The cards are cut, and the six of diamonds is turned up.
B leads the eight of hearts. This is a safe lead, for, if A scores fifteen, B can pair him; if A pairs, B can make a pair-royal. A, not being able to do {49} either, plays the ten of hearts, making eighteen. This prevents all possibility of B's making fifteen; and should B play a tenth card, A's three will make thirty-one. There is a possibility of B's playing a nine, and so making three for the run, but this risk must be taken. Should he do so, A will in all probability score one for last card; but B, having only a seven and an eight, plays the latter, making twenty-six. This is a shade the better card, inasmuch as it brings the score one point nearer thirty-one. As it happens, the choice was unfortunate, for A, having a five, is able to make thirty-one exactly, scoring two points accordingly.
The cards are shown: B scores fifteen four, a pair, and a run of three twice over--twelve in all. A has in hand fifteen two only; but in crib he has fifteen six and a pair, making eight in all.
The game now stands--A 20, B 27. Both have made their full average in the two deals; but B's seven points ahead give him a decided advantage, and, on the principle already explained he will do well to "play off" during the remainder of the hand.[20]
SIX-CARD CRIBBAGE.
In this form of the game _six_ cards are dealt to each player. Two being laid out for crib, four are still left in hand, and the scores accordingly average very much higher than in the five-card game. The only material difference of procedure is {50} that in the six-card game the scoring of three extra points by the non-dealer is omitted, both players being considered to start on an equal footing; and secondly, that the cards, instead of being thrown down as soon as thirty-one or the nearest possible approach to it, is reached, are played out to the end. The player who failed to score for the "go" leads again, giving the adversary the opportunity to make fifteen, or pair him if he can. Each plays alternately as before, the player of the "last card" scoring "one" for so doing. If there is only one card left after the "go," the leader still scores it as "last card." The general principles laid down as to five-card cribbage apply equally to the six-card game, save that in the latter, as hand and crib consist of the _same number_ of cards, the non-dealer is no longer under the same compulsion to baulk the crib, even to the destruction of his own hand. The two objects--preserving the hand and baulking the opponent's crib--are in this case on the same level, and either may legitimately be preferred, as the nature of the hand may render desirable.
In consequence of the greater facility of scoring, it is customary to play six-card cribbage twice round the board, _i.e._ to make the game 121 points.
SEVEN-CARD CRIBBAGE.
Seven-card cribbage is played in the same manner as the six-card game, save that _seven_ cards are dealt to each player, two being thrown out for crib, and _five_ left in hand, or, with the start, six. With such a largely increased number of possible combinations, very high scores are frequent, and for this reason it {51} is customary to make the game three times round the board, _i.e._ 181 points.
THREE-HANDED CRIBBAGE.
When three persons play, five cards are dealt to each, one card of each hand being laid out for crib, with one card from the top of the pack to complete it. The start is then cut for in the usual manner. The player to the dealer's left has first lead and first show, and deals in the succeeding hand.
The score is usually marked on a triangular board, open in the centre, or the ordinary cribbage-board may be furnished (see illustration) with a supplementary arm, turning on a pivot, and duly provided with holes, to keep the score of a third player.
FOUR-HANDED CRIBBAGE.
Where four persons engage in the game, two play as partners against the other two, each pair sitting facing each other. Partners and deal are cut for, as at Whist, the two lowest playing against the two highest, and the lowest dealing. Five cards are dealt to each player, and each puts out one for the crib, which {52} belongs, as in the two-handed game, to the dealer. The player to the dealer's left has the lead, and each of the others play to it in rotation. No consultation is allowed during the play, but partner may assist partner in counting his hand or crib. One partner scores for both. The cards are played right out, as in the six-card game.
The score is usually twice up and down the board, _i.e._ 121 points.
* * * * *
{53}
ECARTE.
The game of Ecarte is played with what is known as the Piquet pack of thirty-two cards. The relative value of the cards is the same as at Whist, with one exception, viz. that the king is the highest card, the ace ranking between the knave and the ten. Thus the knave can take the ace, but the ace can take the ten.
Trumps, as at Whist, are the most powerful cards. A seven of trumps can take the king of another suit.
LAWS OF ECARTE.
The laws of Ecarte, as accepted by the principal clubs in London and elsewhere, are as follows. We here quote them as given in "Cavendish on Ecarte,"[21] a standard authority on the subject. Any reader who desires to become a skilful player cannot do better than procure and study this work.
The Club Code laws are--
1.--Each player has a right to shuffle both his own and his adversary's pack. The dealer has the right to shuffle last.
{54}
2.--The pack must not be shuffled below the table, nor in such a manner as to expose the faces of the cards, nor during the play of the hand.
3.--A cut must consist of at least two cards, and at least two must be left in the lower packet.
4.--A player exposing more than one card when cutting for deal must cut again.
5.--The player who cuts the highest Ecarte card deals, and has choice of cards and seats. The choice determines both seats and cards during the play.
6.--The cut for deal holds good even if the pack be incorrect.
7.--If in cutting to the dealer a card be exposed, there must be a fresh cut.
8.--The dealer must give five cards to his adversary and five to himself, by two at a time to each, and then by three at a time to each, or _vice versa_. The dealer, having selected the order in which he will distribute the cards, must not change it during that game; nor may he change it at the commencement of any subsequent game, unless he inform the non-dealer before the pack is cut.
9.--If the dealer give more or less than five cards to his adversary or to himself, or do not adhere to the order of distribution first selected, and the error be discovered before the trump card is turned, the non-dealer, before he looks at his hand, may require the dealer to rectify the error, or may claim a fresh deal.
10.--The hands having been dealt, the dealer must turn up for trumps the top card of those remaining.
11.--If the dealer turn up more than one card, the non-dealer, before he looks at his hand, may {55} choose which of the exposed cards shall be the trump, or may claim a fresh deal. Should the non-dealer have looked at his hand, there must be a fresh deal.
12.--If, before the trump card is turned up, a faced card be discovered in the pack, there must be a fresh deal.
13.--If the dealer expose any of his own cards the deal stands good. If he expose any of his adversary's cards, the non-dealer, before he looks at his hand, may claim a fresh deal.
14.--If a player deal out of his turn, or with his adversary's pack, and the error be discovered before the trump card is turned up, the deal is void. After the trump card is turned up, it is too late to rectify the error, and if the adversary's pack has been dealt with, the packs remain changed.
15.--If, after the trump card is turned up, and before proposing, or, if there is no proposal, before playing, it be discovered that the non-dealer has more than five cards, he may claim a fresh deal. Should the non-dealer not claim a fresh deal, he discards the superfluous cards, and the dealer is not entitled to see them.
16.--If, after the trump card is turned up, and before proposing, or, if there is no proposal, before playing, it be discovered that the non-dealer has less than five cards, he may have his hand completed from the stock, or may claim a fresh deal.
17.--If, after the trump card is turned up, and before the dealer accepts or refuses, or, if there is no proposal, before he plays, it be discovered that he has dealt himself more than five cards, the non-dealer may claim a fresh deal. Should he not claim {56} a fresh deal, he draws the superfluous cards from the dealer's hand. Should the dealer have taken up his hand, the non-dealer is entitled to look at the cards he draws.
18.--If, after the trump card is turned up, and before the dealer accepts or refuses, or, if there is no proposal, before he plays, it be discovered that the dealer has less than five cards, the non-dealer may permit the dealer to complete his hand from the stock, or may claim a fresh deal.
19.--If a fresh deal be not claimed when the wrong number of cards are dealt, the dealer cannot mark the king turned up.
20.--If the non-dealer play without taking cards, and it be then discovered that he has more or less than five cards, there must be a fresh deal.
21.--If the dealer play without taking cards, and it be then discovered that he has more or less than five cards, his adversary may claim a fresh deal.
22.--If a king be turned up, the dealer is entitled to mark it at any time before the trump card of the next deal is turned up.
23.--If either player hold the king of trumps, he must announce it before playing his first card, or he loses the right to mark it. It is not sufficient to mark the king held in hand without announcing it.
24.--If the king be the card first led, it may be announced at any time prior to its being played to. If the king be the card first played by the dealer, he may announce it at any time before he plays again.
25.--If a player, not holding the king, announce it, and fail to declare his error before he has played a card, the adversary may correct the score, and has {57} the option of requiring the hands to be played over again, notwithstanding that he may have abandoned his hand. If the offender win the point he marks nothing; if he win the vole he marks only one; if he win the point when his adversary has played without proposing, or has refused the first proposal, he marks only one. But if the adversary himself hold the king, there is no penalty.
26.--If a player propose, he cannot retract; nor can he alter the number of cards asked for.[22]
27.--The dealer, having accepted or refused, cannot retract. The dealer, if required, must inform his adversary how many cards he has taken.
28.--Each player, before taking cards, must put his discard face downward on the table, apart from the stock, and from his adversary's discard. Cards once discarded must not be looked at.
29.--If the non-dealer take more cards than he has discarded, and mix any of them with his hand, the dealer may claim a fresh deal. If the dealer elect to play the hand, he draws the superfluous cards from the non-dealer's hand. Should the non-dealer have taken up any of the cards given him, the dealer is entitled to look at the cards he draws.
30.--If the non-dealer asks for less cards than he has discarded, the dealer counts as tricks all cards which cannot be played to.
31.--If the dealer give his adversary more cards than he has asked for, the non-dealer may claim a fresh deal. If the non-dealer elect to play the hand, {58} he discards the superfluous cards, and the dealer is not entitled to see them.
32.--If the dealer give his adversary less cards than he has asked for, the non-dealer may claim a fresh deal. If the non-dealer elect to play the hand, he has it completed from the stock.
33.--If the dealer give himself more cards than he has discarded, and mix any of them with his hand, the non-dealer may claim a fresh deal. If the non-dealer elect to play the hand, he draws the superfluous cards from the dealer's hand. Should the dealer have taken up any of the cards he has given himself, the non-dealer is entitled to look at the cards he draws.
34.--If the dealer give himself less cards than he has discarded, he may, before playing, complete his hand from the stock. If the dealer play with less than five cards, the non-dealer counts as tricks all cards which cannot be played to.
35.--If a faced card be found in the stock after discarding, both players have a right to see it. The faced card must be thrown aside, and the next card given instead.
36.--If, in giving cards, any of the non-dealer's are exposed, he has the option of taking them; should the non-dealer refuse them, they must be thrown aside and the next cards given instead. If the dealer expose any of his own cards, he must take them.
37.--If, after giving the cards, the dealer turn up a card in error, as though it were the trump card, he cannot refuse another discard. If another be demanded, the non-dealer has the option of taking the exposed card. {59}
38.--If the dealer accept when there are not sufficient cards left in the stock to enable the players to exchange as many cards as they wish, the non-dealer is entitled to exchange as many as he asked for, or, if there are not enough, as many as there are left, and the dealer must play his hand; the dealer is at liberty to accept, conditionally, on there being cards enough in the stock.
39.--A card led in turn cannot be taken up again. A card played to a lead may be taken up again to save a revoke or to correct the error of not winning a trick when able, and then only prior to another card being led.
40.--If a card be led out of turn, it may be taken up again, prior to its being played to; after it has been played to, the error cannot be rectified.
41.--If the leader name one suit and play another, the adversary may play to the card led, or may require the leader to play the suit named. If the leader have none of the suit named, the card led cannot be withdrawn.
42.--If a player abandon his hand when he has not made a trick, his adversary is entitled to mark the vole. If a player abandon his hand after he has made one or two tricks, his adversary is entitled to mark the point. But if a player throw down his cards, claiming to score, the hand is not abandoned, and there is no penalty.
43.--If a player renounce when he holds a card of the suit led, or if a player fail to win the trick when able, his adversary has the option of requiring the hands to be played again, notwithstanding that he may have abandoned his hand. If the offender win the point he marks nothing; if he win the vole, {60} he marks only one; if he win the point when his adversary has played without proposing, or has refused the first proposal, he marks only one. Should the card played in error be taken up again prior to another card being led (as provided by Law 39), there is no penalty.
44.--A player may call for new cards at his own expense, at any time before the pack is cut for the next deal. He must call for two new packs, of which the dealer has choice.
45.--If a pack be discovered to be incorrect, redundant, or imperfect, the deal in which the discovery is made is void; all preceding deals stand good.
46.--The game is five up. By agreement, the game may count a treble if the adversary has not scored; a double if he has scored one or two; a single if he has scored three or four.
47.--A player turning up a king, or holding the king of trumps in his hand, is entitled to mark one.
48.--A player winning the point is entitled to mark one; a player winning the vole is entitled to mark two.
49.--If the non-dealer play without proposing, and fail to win the point, his adversary is entitled to mark two. If the dealer refuse the first proposal, and fail to win the point, the non-dealer is entitled to mark two. These scores apply only to the first proposal or refusal in a hand, and only to the point, the score for the vole being unaffected.
50.--If a player omit to mark his score, he may rectify the omission at any time before the trump card of the next deal is turned up. {61}
51.--An admitted overscore can be taken down at any time during the game.[23]
The following French terms are commonly used at Ecarte:
ATOUT. Trump.--COUPER. To cut.--DONNER. To deal.--ECART. The cards
thrown aside.--FORCER. To play a superior on an inferior card.--LA
VOLE. All five tricks made by either player.--LE POINT. Three out of
the five made by either player. PROPOSER. Asking for fresh
cards.--RENONCER. Not to answer the suit led.
We will now suppose, by way of illustration, that A and Y play a game of Ecarte.
Two packs of different colour or pattern, say a red and a white pack, are used. From these packs the cards from two to six are extracted. A and Y cut for deal; A cuts the knave, Y the ace. A therefore deals, as knave is in this game higher than ace.
The cards having been shuffled, A gives the pack to Y to be cut. A then deals three cards to his adversary, three to himself, then two to his adversary and two to himself, and turns up the king of spades. "I mark the king," says A (see Law 22).
A does not look at his cards, but waits to see what his adversary will do. Y looks at his hand, and says, "I propose." A looks at his hand, and finds in it queen, knave, ace of spades, the ace of diamonds, and the eight of hearts. A has the trick now to a {62} certainty, and cannot lose it by accepting, the low heart being the weak point in his hand. The hand of Y was ten of spades, king of hearts, ten and seven of diamonds, and nine of clubs. Y takes three cards; A takes two. Y takes in the king of diamonds, the seven of spades, and the seven of hearts; A takes in the nine and eight of spades, and must win the vole.
Y now deals, and turns the nine of clubs as trumps. A looks at his hand, and finds in it the king and ace of diamonds, the eight and seven of hearts, and the ten of spades. A proposes. Y looks at his hand, and finds king, queen, knave of spades, eight and seven of clubs. "Play," says Y, and he wins the vole. Score: Y = 2; A = 3.
With such a hand as Y held, to accept the proposal would have been wrong, the chances being in his favour.
A now deals, and turns knave of diamonds. Y looks at his cards, and finds they consist of queen, ten of diamonds, ten and eight of clubs, and eight of hearts. He elects to play without proposing. A's hand consists of knave of clubs, ace, knave, ten of hearts, and eight of diamonds. Y may now win or lose the point, according to the cards he leads.
If he led queen, then ten of diamonds, he would lose the point. If he led ten of clubs, he would win the point. The reader should place the cards and play out these hands.
We will suppose that Y played correctly and won the point; the game stands at 3 all.
It is now Y's turn to deal. We will suppose that he does so, and wins the point; the game is then, Y = 4; A = 3. {63}
A now deals, and turns the nine of diamonds. Y's hand consists of queen, knave of diamonds, king, queen, ace of spades. Y elects to play. A looks at his hands, and finds in it the king, ace of diamonds, the ace of hearts, the king of clubs, and the eight of spades.
Y must win the game if he play correctly; but, being anxious to win more tricks than are necessary, he loses it by reckless play. Y leads king of spades, on which A plays eight of spades, _without marking the king_. A does this because Y, having played without proposing, will lose two if he lose the point. To mark the king will be useless, if Y win the point; hence A conceals from Y the fact of his holding the king. Y plays incautiously, and leads as his second lead queen of diamonds; A wins with king of diamonds, and leads king of clubs, which Y trumps, and leads queen of spades, which A trumps, and leads ace of hearts, which wins the game.
If Y had followed his first lead with queen of spades, he must have won the game; but, imagining that A could not hold the king because he did not mark it, he played feebly, and lost the game.
This example will give some idea of the play of a hand, and of the different results which follow the correct and incorrect play of even five cards.
JEUX DE REGLE.
Great stress is laid by scientific Ecarte-players on what are termed _Jeux de regle_, that is, hands which ought to be played without "proposing" or "accepting." When the cards held by a player are so {64} good that he cannot fail to win three tricks unless his adversary hold two trumps, it is the rule to play without proposing. It is easy, by an examination of the five cards, to at once perceive how the trick must be won, unless the adversary hold two trumps. Here are a few examples:
King, queen, knave of spades, eight of hearts (trumps), eight of diamonds. Lead king of spades; if not trumped, follow with queen, etc.
With three trumps, play without proposing. Likewise with two trumps, if the other cards belong to one suit, or with two cards of one suit, one of which is the king or queen.
Play if holding only one trump, provided the other cards are four of one suit, one being a king, or three cards of one suit, one being a king or queen, and the fifth card being a king or queen.
Play with no trump if three queens are held, or four court cards.
When playing these hands (and they apply mainly to the leader) it is important to remember the disadvantage that follows leading from a suit of two when one is a high, the other a much lower card, and the advantage of leading from a suit of two when these are in sequence.
Take the following hands as examples:
A holds queen of clubs, queen of diamonds, queen and eight of hearts, and eight of spades, the ten of spades being turned up as trump.
Y holds king and nine of hearts, nine and seven of diamonds, and nine of spades.
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Hoyle's Games ModernizedChapter II: Part 2
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