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Chapter IV: Part 4

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"Purchase" or "Ecarte" Nap, however, is unquestionably the most interesting form of Napoleon. After the dealer has dealt, and before anybody starts calling, the dealer goes round again in turn, and serves out fresh cards from the pack in exchange for as many cards as the players may wish to throw away from their original hands. For every fresh card so exchanged the player has to pay one penny (or more, according to the stakes) into the pool. He must not exchange cards more than once in {98} each round, but he can then purchase any quantity up to five. The cards thrown away are not shown, nor used again till the next deal. The dealer must sell to each player in turn, and to himself last, after which the calls start from his left in the usual way. In view of the extra number of cards brought into the game, Purchase Nap should be confined to a table of not more than four players, and for the same reason the calls should be made on much stronger hands than at ordinary Nap.

THE POOL.

Napoleon is better played without a pool, because then players call the strength of their hands and no more, and are not tempted into extravagance. There is, however, not much practical harm in playing with a small pool or "kitty." The simplest way to make up a pool is for every dealer to put in a penny. If this will not satisfy the players, there are two ways of making a pool mount up more rapidly. They are, that every dealer shall put in 3d. and every player 1d. every time, or that every player of a knave or a five of any other suit than trumps shall contribute 1d. to the pool. The pool remains and accumulates until somebody succeeds in the call of Napoleon--or Wellington, where that higher call is allowed. The player who calls Nap and fails, does not usually have to double or even increase the pool. At some tables, however, the caller of Nap who fails to make it has to pay into the pool the same amount as is already there. This point should be agreed upon before beginning the game. In Peep or Purchase Nap the pools are made by the {99} payments for "peeping" and "purchasing" respectively, and other methods of contributing to the kitty are dispensed with. The successful caller of Napoleon always takes the pool.

THE GAME EXPLAINED FOR NOVICES.

Nap is played by any number of persons, from two to six, with a full pack of fifty-two cards, ranking as at Whist, ace highest and deuce lowest. The original deal is determined by turning up a card in front of each of the players, when the lowest turned up indicates the first dealer. The ace is in this case regarded as the lowest card.

When it is ascertained who is to deal, the player on his left shuffles the cards, and the dealer may shuffle them after him if he chooses. They are then cut by the player on the dealer's right, and the dealer distributes them face downwards, one by one, beginning of course to the left.

There is no turn-up, and the undealt cards must be placed in a heap face downwards in the middle of the table, and not touched until the round is over, except at Purchase Nap, when the dealer retains possession of the pack until the purchases have been effected.

Then follows the process of calling, which has been already described.

We have gone upon the principle of calling the stake a penny per trick, but of course it can be sixpence, or any other amount. It may, however, be observed that "Penny Purchase" is really as expensive as threepenny ordinary Nap.

There are some few points to be remembered. {100}

A declaration once made stands, and cannot be recalled.

A player at Purchase Nap, having once bought fresh cards or refused to buy, cannot subsequently amend his decision.

Unless there is an agreement to the contrary, the dealer must, in default of any higher call, make one trick, or pay 1d. each to the other players.

Any one who has trumped a suit, or renounced upon a suit before all the five tricks have been played out, and so made or defeated a declaration, must immediately show his remaining cards to prove that he has not revoked. So stringent is this rule, that if he should refuse to show them, he is held to have revoked, and a revoke entails the following penalties:--

On the revoke being discovered, the cards must be taken up and replayed properly--that is to say, players must follow suit, if they can; and always remember that a revoke is just as much a revoke if you throw away a card of another suit, holding a card of the suit led, as if you trumped under the same circumstances.

The hand having been replayed, the offender pays the stakes for himself and every one of the other players to the caller, if the call succeeds. If the call fails, he pays the stakes to every other player, except the caller.

A revoke proved against the caller himself entails the immediate penalty of the loss of the stakes; that is to say, if a man calls three and revokes, it matters not how many tricks he makes, he must pay (at penny Nap) 3d. to every one of his opponents.

If a card is exposed in the pack or in dealing, or {101} if there is a mis-deal, or if the pack is shown to be faulty, or if the cards are dealt without being cut, there should be a fresh deal by the same player.

Any player can demand a fresh deal if any one of these faults is committed, but the demand must be made before the hands are looked at; otherwise the deal must stand.

After all the calls have been declared, should a player discover that he has too few or too many cards the game must be played out, and if the number in the superior caller's hand be correct he takes the stakes, if he succeeds in making his call good, but neither receives nor pays if he fails. Should the caller, however, hold a wrong number in his hand, he neither receives nor pays if he wins, but pays if he fails. When a Nap is declared, the game must be played out subject to the above rules, whether the other players have their correct number or not; but, failing a Nap call, the cards must be redealt should any irregularity be discovered before all the players have declared.

There is one rule at Napoleon that has fallen into disuse, and that relates to playing out of turn. It is so common for persons to play valueless or losing cards out of turn without remark, that many people forget that the fortunes of a hand may often be influenced by the premature exposure of the winning card or a trump. A person who, out of his turn, plays a card that obviously influences the game should be subjected to the same penalty as if he had revoked. {102}

THE NUMBER OF PLAYERS.

By far the best Nap table is made up of four players, because then dash and prudence must be pretty well equalised to play well. With three players great risks are commonly run, and with six, failures are so frequent that the game often gets tedious through a monotonous series of "two" calls.

There are so many better games for two players that we need say little about what is called Single Nap. It consists of a series of bluffing calls, experience soon teaching that it is safer to call three or four on a weak hand than to allow your adversary to take the lead.

"Three" Nap is very nearly a game of chance. Only fifteen cards, or practically one quarter of the pack, are in play, so that the chances are nearly three to one against any given card being out. Consequently great risks are run, and these risks are for the most part justified. A player should call Nap on any hand of one suit headed by an honour, however small the remaining cards; while he has a tolerable chance of making the same call upon any hand consisting of two suits, if he has four cards of the first suit headed by an honour, and an ace, king, or queen to fill up his hand. Where the hand consists of three or four suits, the cards that are not trumps should be aces or kings to make the call a prudent one.

Reverting to the game as played by four or five players, the novice may be advised to lead trumps against the caller when he only requires one more trick, and, as a general rule, to let trumps alone when {103} the caller has more than one trick to make to establish his declaration.

In conclusion, remember that on an ordinary call your first discard should be from your shortest and weakest suit, and bear the fact in mind as you note the discards of other players. In a Misery, your original discard should be your highest card of your shortest suit--a single card for preference, unless it be a deuce or tray.[31]

* * * * *

{104}

PIQUET.

Piquet is generally regarded as the best of card games for two players.

It is played with a pack of thirty-two cards, which is called a "piquet pack," all below the seven being excluded. The cards rank in Whist order--ace, king, queen, knave, ten, nine, eight, seven.

The score is made partly by combinations of cards held in the hand, and partly by points marked in the course of play.

THE DEAL.

The two players cut for deal, and in this cutting the ace ranks the highest. The player who cuts the higher card has the choice of first deal. After this the players deal alternately.

It is customary to use two packs of cards, and the first dealer has the choice which pack he will use. Each player has a right to shuffle both his own and the adversary's pack, the dealer shuffling last. After this the pack is "cut to the dealer" by the adversary, as at Whist.

It is customary to call the non-dealer the "elder hand." {105}

The dealer must deal the cards by two at a time or by three at a time, giving the top cards to his adversary, the next to himself, and so on, until each has twelve cards.

The eight cards that remain (called the "stock") are placed face downwards between the players.

There are no trumps in this game.

DISCARDING AND TAKING IN.

Before anything else is done, each player has a right to reject some of his cards, and take others in their place.

The elder hand begins. He has the privilege of discarding from his hand any number of cards not exceeding five (he _must_ discard at least one), and taking a corresponding number from the top of the stock. If he does not take all his five, he may look at those he leaves, concealing them, however, from the other player.

The dealer may then discard and replace in like manner, taking the cards from the stock in the order in which he finds them. He is bound to discard one, and he may, if he pleases, take all that remain, or any number of them. He may look at any cards of his own portion of the stock he leaves behind; but if he does, the elder hand may demand to see them too, after playing his first card, or naming the suit he intends to play.

CALLING.

The hands being thus made up, the elder hand proceeds to declare or "call" the scoring {106} combinations he may hold, in the following manner. There are three things in the hand that may be scored, namely (1) the _point_; (2) the _sequence_; (3) the _quatorze_ or _trio_.

(1) The _point_ is scored by the party who has the most cards of one suit. The elder hand states how many he has. If the dealer has not so many, he says "Good," and the elder hand scores one for each card; if the dealer has more, he says "Not good," and the elder hand, scoring nothing, passes on to the next item. If the dealer happens to have the same number, he says "Equal," and then the elder hand must count and declare the number of the pips--the ace counting eleven, the court cards ten each, and the others what they are. The highest number of pips makes the cards "good," and invalidates those of the other party. If the number of pips are equal, neither scores.

(2) The second item is scored by the party who has the best _sequence_, that is, the greatest number of consecutive cards, not less than three, of the same suit, or, if an equal number, those of the highest rank. Thus, ten, nine, eight, seven are better than ace, king, queen; but ace, king, queen are better than king, queen, knave; and so on. A sequence of three cards, no matter what, counts three; of four cards, four; beyond this ten are added, so that a sequence of five cards counts fifteen; of six cards, sixteen; and so on. The elder hand declares his best sequence. If the dealer has a better, he says "Not good"; if only inferior ones, he says "Good." In the latter case the holder scores not only for the _best_ sequence, but for every other he holds in his hand; all the opposite party may hold being {107} invalidated. If the best sequences are equal, neither scores.

(3) The third item is called the _quatorze_, from the fact that four aces, four kings, four queens, four knaves, or four tens in one hand, if "good," score fourteen. Three of either kind (called a _trio_) score three. In deciding which party is to score, the higher cards are better than the lower, but any four like cards take precedence of the best three. Thus four tens are better than three aces; but three aces are better than three kings, and so on. The elder hand names his best quatorze or trio, to which the dealer says "Good" or "Not good," as the case may be; and, as with the sequence, the one who has the best scores all others he may hold, while those of the opponent are all destroyed.

The point and sequence, when scored by either party, must be shown to the other, if asked for.

THE PLAY.

The items in the elder hand thus being counted, the holder lays down one card, thus beginning the "play." The dealer plays to this; but, immediately before doing so, he calls and counts all _he_ has to score in his hand.

The play, the object of which is to gain tricks, follows the ordinary Whist rule; the second player being obliged to follow suit, if he can, and the best card winning. If he cannot follow suit, he loses the trick, throwing away any card he pleases.

The scoring of the play is peculiar. The first player to every trick counts one for the card he so plays; but if the second player wins the trick, he {108} also counts one. The player who takes the last trick counts an extra one for it.

If either player wins more than six tricks, he scores _ten_ "for the cards," as it is called. If the two players win six tricks each, there is no score "for the cards" on either side.

EXAMPLE.

What has been above described constitutes the simple or ordinary game. There are some additional scores for extraordinary cases; but before we mention them it will be well to illustrate the foregoing directions by an example of an imaginary hand, which will show that although the description may appear complicated, the practice is very easy.

A and B play at Piquet, B being the dealer, and A the elder hand. B deals out the following cards:

To A.
Spades--nine, seven.
Hearts--ace, nine, eight.
Clubs--knave, ten, seven.
Diamonds--knave, ten, nine, eight.

To B.
Spades--queen, ten, eight.
Hearts--queen, knave, seven.
Clubs--ace, king, queen, eight.
Diamonds--king, queen.

After the deal the stock contains cards in the following order:

Ace of diamonds (top card).
Nine of clubs.
Seven of diamonds.
{109}
Ace of spades.
King of hearts.
------
King of spades.
Ten of hearts.
Knave of spades (bottom card).

A has a poor hand, and must take all his five cards, in the hope of improving it. He must keep his diamond suit entire; so he discards the nine and seven of spades, the nine and eight of hearts, and the seven of clubs, taking in the five upper cards from the stock.

B's is already a good hand with the quatorze of queens--which he knows must be "good"--a fair chance for the point, and other favourable cards for trick-making. But he discards the ten and eight of spades and the seven of hearts with the hope of improvement, taking in the three remaining cards of the stock.

The two hands are then as follows: A (elder hand) has ace of spades, ace and king of hearts, knave, ten, nine of clubs, and ace, knave, ten, nine, eight, seven of diamonds. B (dealer) has king, queen, knave of spades; queen, knave, ten of hearts; ace, king, queen, eight of clubs, and king and queen of diamonds.

The following conversation may be supposed to take place:

A: My point is 6.

B: Good.

A (shows his diamonds, or says,--in diamonds; and then adds): My best sequence in the quint to the knave of diamonds. {110}

B: Good.

A: I have also a tierce to another knave (shows knave, ten, nine of clubs, or says,--in clubs).

A: And I have three aces.

B: Not good.

A: Then I score 6 for the point, 15 for the quint sequence, and 3 for the tierce, making 24.

He then plays ace of diamonds, and says: 25.

B: I score 14 for four queens, and 3 for three kings--total 17.

B (plays queen of diamonds, and repeats): 17.

A (plays seven of diamonds): 26.

B (taking it with king): 18.

B (leads ace of clubs): 19.

A (follows with knave): 26.

B (plays king of clubs): 20.

A (ten of clubs): 26.

B (queen of clubs): 21.

A (nine of clubs): 26.

B (eight of clubs): 22.

A (throws away king of hearts): 26.

B (leads king of spades): 23.

A (takes it with ace): 27.

A (now leads knave of diamonds): 28.

B (anything): 23.

A (ten of diamonds): 29.

B (anything): 23.

A (nine of diamonds): 30.

B (anything): 23.

A (eight of diamonds): 31.

B (anything): 23.

A (ace of hearts): 32.

B (his last card): 23. {111}

A: Then I score 1 for the last trick--33, and 10 for the cards;[32] that makes me in all 43.

B: And I score 23.

A note is made of these numbers, and the next deal is proceeded with. We shall hereafter explain how the final score is made up from the results obtained in the successive hands; but before doing this it will be well to complete the description of the scoring elements.

Piquet is remarkable for containing certain _extraordinary chances_, some of them of great scoring value. These are four in number, namely, the _Carte Blanche_, the _Repique_, the _Pique_, and the _Capot_.

CARTE BLANCHE.

If the hand originally dealt to either player contains neither a king, a queen, nor a knave (no picture card, in fact, whence the name), it entitles the holder to score ten.

As soon as the player is aware that he has this, he is bound to inform his adversary; and after the adversary has discarded, he is bound to show his carte blanche by counting the cards, one by one, on the table.

The score for a carte blanche takes precedence of all other scores.

REPIQUE.

When either player can score thirty or more by the contents of his hand alone, before his adversary can score anything, he gets what is called a repique, which enables him to add _sixty_ to his score.

{112}

Thus, if the elder hand finds himself with, say--

A good point of five 5
A good quint sequence 15
A good quatorze 14
--
34

such a combination will enable him (if the dealer does not hold carte blanche) to score ninety-four.

PIQUE.

When the elder hand counts something less than thirty in hand, but can make it up to thirty by _play_ before his adversary counts one, he adds _thirty_ on this account to his score. This is a _pique_. It is obvious that a pique can never be gained by the dealer, as his adversary always counts one for the first card he plays.

CAPOT.

If either of the players gain _all_ the tricks, he scores _forty_ for them, instead of ten for the majority. This is called a _capot_.

Pique, repique, and capot are not unfrequent; but the occurrence of carte blanche is exceedingly rare, occurring only about once in nine hundred deals.

As an example of how these extraordinary chances tell, suppose that the elder hand, after discarding, should find himself with four major tierces in his hand, the dealer having only three cards of each suit, including at least one knave, so as to prevent a carte blanche; the elder hand would then score as follows: {113}

_In the hand_--
Point 3
Four tierce sequences 12
Three quatorzes 42
--
57

Add for the repique 60

_In play_--

Twelve cards, all winning 12
For the last card 1
For the capot 40
--
Total score for one hand 170

When it is considered that in some hands the score may be nothing, and that it may vary in all degrees between these, the variety obtainable will be strikingly evident.

THE FINAL SCORE.

It is necessary now to explain what is done with the scores made in the successive hands, and how the final adjustment is effected.

According to the original mode of playing, the game consisted of 100 points; indeed, in early times the name _Cent_ (corrupted into Sant or Saunt) appears to have been applied to it. Hoyle adhered to this, but at some later period the 100 was altered to 101. This was also the ordinary way of playing the game in France, and has been generally adhered to in England until the last few years. According to this, the score of each hand is registered, either by writing it down, or by some kind of marking contrivance, and the whole added up until the 100 limit is reached by one of the parties. The game may extend over several hands, or it may, by the aid of the extraordinary scores, be completed in one. {114}

It will, however, often happen that both parties may arrive simultaneously near the 100 score, and it then becomes necessary to register carefully and in proper order the scores made at the different stages of the hand by the two parties respectively. The laws prescribe that the scores, whether obtained by the elder hand or by the dealer, shall be reckoned in the following order of precedence--viz.:

1. Carte blanche.
2. Point.
3. Sequences.
4. Quatorzes and trios.
5. Points made in play.
6. The cards.

Applying, therefore, the scores made by either player under each of these heads, in the order named, the one who first reaches 100 will have won the game.

This simple game of 100 may suffice for domestic amusement; but a few years ago an alteration was made in the practice of the clubs, by the introduction of what is called the _Rubicon Game_, which is as follows:

There is no definite number of points constituting a game, but the players play six deals, forming what is called a "partie." The scores made by each player in each deal are registered on a card, and at the end of the partie they are added together. The partie is won by the player who has made the highest aggregate score. The winner then deducts his adversary's score from his own, and 100 is added to the difference, which makes the number of points won.

Thus, suppose A has scored in the six deals 120 {115} points, and B 102, A wins 120 - 102 + 100 = 118 points, for which he has to be paid.

But there is another condition, namely, the establishment of 100 as a "Rubicon." The law says that, if the loser fail to reach this amount, the winner reverses the rule, and instead of _deducting_ the loser's score _adds_ it to his own.

Thus, if A has scored 120, and B only 98, A wins 120 + 98 + 100 = 318, although the loser is only four short of his former score.

This mode of scoring has now superseded, at the clubs, the original 100 game. It certainly adds a new feature to the play; for if a player finds, towards the end of the partie, that he is not likely to reach the Rubicon, it is his interest to score as few points as possible, instead of trying to win.

APPLICATION OF SKILL.

The skill required in Piquet applies to the rejection of cards from the original hand, and to the subsequent play, both of which offer excellent scope for intelligence and judgment. It would be impossible, in the short space at our disposal, to enter into all the complicated considerations which influence this matter. These, therefore, must be studied in larger works on the game.[33] The essay by Hoyle, printed in the modern editions of his "Games," contains much useful instruction, though not very clearly conveyed. The following are some hints taken from it:

In discarding, it is a great object to retain such cards as will be likely to favour your winning "the {116} cards," _i.e._ making the majority of tricks, which will generally make a difference of twenty-two or twenty-three points to the score. Do not, therefore, throw out good trick-making cards for the hope of getting high counting sequences or quatorzes, the odds for which are considerably against you.

The next attention should be to your "point," which will induce you to keep in that suit of which you have the most cards, or that which is your strongest. Gaining the point generally makes ten difference in the score. Good authorities attach even more importance to the point than to the cards, because it scores earlier, and may save a pique or a repique.

Of course, you would retain a good sequence--good, that is, either in respect to length or to rank of cards. A sequence of four is especially valuable, because, if you happen to take in one card in addition to it, it may add ten to your score. And even a sequence of three is not to be despised, as that also invites useful increase from the take-in.

Of course, also, you would keep any quatorze if you have it, even if low, as it would destroy three aces in the adversary's hand.

A trio should also be kept, if it can be done without detriment to the cards or the point, as there is always a possibility of converting it into a quatorze. (If you take in five cards, it is only three to one against your doing so, _i.e._ you would probably succeed once in four times.)

But Hoyle gives a case to show caution in this respect. Suppose you have ace, king, queen, and seven of hearts, and two other queens, and that it was a question whether you should discard one of your queens or the seven of hearts. If you discard {117} the latter, it is three to one against your getting the queen quatorze; but if you discard the queen, it is five to two that you will take in another heart, which would probably give you not only the point, but also five certain tricks towards the "cards."

Suppose you, being elder hand, receive queen, ten, nine, eight, and seven of clubs, knave, ten of diamonds; king, queen and knave of hearts; ace and nine of spades, the natural impulse would be to retain the clubs intact for the point and sequence, and discard from the other suits. But Hoyle recommends you to _discard all the clubs_. It is true that if you took in the knave of clubs it would be a good thing, but it is three to one against it, whereas, if you keep the other suits intact, you will take in something that will give you a better chance of scoring than you could have made by the other course.

It may assist your discard to consider, by inference from your own hand, what the adversary can or cannot possibly hold. For example, if you are very short of a suit, he may have a long point or sequence in it. If you have any honour or ten, he cannot hold a quatorze of that rank, but if you are short of one, he may do so; also your holding a knave or ten, or some other combinations, will prevent him from holding a quint in that suit, and so on.

Beware how you unguard kings and queens. If, being elder hand, you reject a guard to a king, it is probable that in taking five cards you may replace it; but when you are younger hand, it is highly desirable to retain the guard, and for this purpose it is considered further advisable to keep a small card of a bad suit, that it may serve as a guard for a king if you should take one in. {118}

In some positions you must regulate your discard according to the score. Thus, if you only want a few points, it would be foolish to lay out with a view to any large object; you would devote all your attention to what counts first, namely, the point and sequences; success in which might carry you out before your opponent could get in. On the other hand, if your adversary is much in advance of you, you can probably only retrieve your fortune by a large score, and you would discard with this view. To consider the "cards," unless with a view to a capot, would be useless.

It is considered desirable for you, if elder hand, to take all five of your cards, unless you have a chance of a great score, and there can be no repique against you. The consideration is not only whether the cards will benefit you, but also whether, if you leave them, they may not much more benefit your adversary.

If the younger hand should have dealt to him a hand which will enable him to make six tricks, Hoyle advises that he should not make such a discard as will incur the risk of losing the "cards," unless he should be very backward, and have a scheme for a great game.

In regard to the play of the hand, it is difficult to lay down rules, but an acquaintance with Whist play will be a very useful general guide to the student, showing him how to establish and bring in his suits, how to get tenaces led up to, how to preserve guard to second-best cards, and so on.

The most essential thing is to secure the seventh trick, which scores the "cards"; though, of course, every trick made is of importance to your score, the last counting two. {119}

But the most important point in play is to discover and to take due advantage of the contents of the adversary's hand. The compulsory calling and showing of the various scoring elements give certain positive indications; but many others may be obtained by a skilful player, by inference from his own hand, and from the cards he may see of the stock, and these indications may often be used to considerable advantage.

For this reason, there is an antagonistic exercise of skill in concealing the contents of your hand from your adversary, in order to prevent his drawing correct inferences. For example, a clever player will sometimes refrain from claiming scoring-elements which he may hold, when he thinks that by concealing them he may gain greater advantage in the play. This is called "sinking."

With a bad hand great care is often necessary, by guarding second-best cards, or otherwise, to gain a single trick and so save the capot, which makes such a large score.

A more powerful aid to skill, both in discarding and playing, is to be found in the study of the laws of probabilities, which are peculiarly applicable at Piquet. Lengthy and elaborate statements of the chances will be found in "Cavendish" and in the earlier editions of "Hoyle"; and are well worth the attention of those who care to study the game fully.[34]

* * * * *

{120}

POKER.

There are several varieties of Poker, distinguished by the names of "Straight," "Draw," "Stud," and "Whiskey" Poker respectively. These, again, are played in different ways, varying with the locality, scarcely any two States of America, the home of the game, being fully agreed as to its correct form. So fully is this divergence recognised, that even in America a company, sitting down to play Poker together for the first time, usually begin by discussing how the game shall be played in respect of the various points of difference. We shall endeavour to give a clear idea of what (if any) may be called the standard games, with a few of the more important variations.

The most popular variety is Draw Poker, though the full name is rarely used, the single word "Poker" being usually understood to indicate the "Draw" game.

Draw Poker is played with the full pack of fifty-two cards. There is no set limit to the number of players, but five make the best game and six should be the maximum. As each player holds five cards at the outset, and has the right, if he so pleases, to {121} "draw" five more, it is obvious that if even six players exercised their right to the full extent, the pack would not suffice to supply their demands. As they never do fully exercise it, with six players there is a sufficient margin; but with seven the margin is inconveniently small.

The stakes are represented by counters, known in America as "chips." We will suppose that these are equivalent to pence. A certain amount, say twelve counters, is fixed upon as the limit of the stake. As will be seen hereafter, such limit is rather imaginary than real, applying merely to the successive stages by which the ultimate total is reached, the latter being (unless, by agreement, a limit is placed on this also) an unknown quantity.

The dealer having been selected, and the pack shuffled and cut, he proceeds to deal round, one at a time, five cards to each player. First, however, the elder hand, at this game known as the "Age," before seeing his cards, starts the pool with a preliminary stake known as the "ante."[35] This must not exceed _one-half_ the limit. Thus, in the case supposed of the limit being twelve counters, the Age has the option of putting up any number from one to six, as he pleases. This stake, from the fact that it is made without seeing the cards, is known as a "blind."

We will suppose that five players are taking part, whom we may distinguish as A, B, C, D and E; that they are seated in the order indicated in the diagram, and that A is the dealer. The deal passes from A to B, and so on. B is in such case the Age, {122} and has put up, by way of ante a single counter.[36] Each player looks at his cards, whose value depends upon his possession of certain combinations, ranking in proportion to the rarity of their occurrence. C is the first to declare. If his cards are so bad that he has no hope of winning, he may "pass," _i.e._ go out of the game altogether for that hand. In such case, he throws his cards, face downwards, in front of the Age, who will in due course be the next dealer. If, on the other hand, C thinks his cards worth playing on, he "goes in," _i.e._ he puts in the pool _double_ the amount staked by the Age. D, E and A in rotation do the same, either "passing" and throwing up their cards, or "going in" and placing in the pool a like amount to that just contributed by C. When the turn of B (the Age) is reached, he has to make a similar decision, and, if he decide to go in, must put in the pool a like amount to that {123} which he first staked, thereby placing himself on an equal footing with the other players.[37]

There is, however, another possible contingency. B has put up, by way of ante, the minimum, one counter only. If either of the players holds a hand which seems a probable winner, he may desire to put a heavier stake on it. In such case, he must first make good the ante (_i.e._ hand in two counters), and may then "go better," or offer a higher stake to the extent of the limit. C, we will suppose, has simply made good the ante. D not only does the same, but goes four better. He thus contributes in all, six counters to the pool, and any subsequent player who desires to "go in," must also hand in six counters. Having done so, such subsequent player has the option of again going better on his own account. We will suppose that E makes good D's "raise," and goes three better, making in all nine counters. A, we will assume, has but a poor hand, and sees small chance of winning. Such being the case, he passes out, and throws up his cards, still, however, retaining his functions as dealer. It is now the turn of B, the Age, who has to consider whether, under these conditions, it is worth his while to go in. Should he elect to do so, he must hand in eight counters, _i.e._ nine, less the single counter which he staked by way of ante. If C still elects to go in, he must pay seven counters, in addition to the two he has already paid. D, in like manner, three counters.

Having reached this stage, the standing players {124} proceed to draw to "fill their hands," _i.e._ discard their least valuable cards (throwing them face downwards on the table), and receive a like number from the dealer.

At this point, it may be convenient to state wherein the strength of a poker hand lies, and what, therefore, is the object of the players. A poker hand is valuable in so far as it contains certain cards, or combinations of cards, ranking as under. We begin with the highest.

1. A STRAIGHT FLUSH, _i.e._ a sequence of five cards, all of the same suit.

N.B.--As between two sequences, that beginning with the highest card
has the preference. The ace may be treated at pleasure either as the
highest card or the lowest, and will, therefore, form a sequence either
with king, queen, &c., or with two, three, &c. Ace, king, queen, knave,
ten is the highest possible sequence. Ace, two, three, four, five, the
lowest.

2. FOURS, _i.e._ four cards of the same denomination, with one indifferent card, the higher four having priority.

[Aces in this case count as highest, so that a four of aces is the best
possible.]

3. A FULL, _i.e._ three cards of the same denomination, and a pair.

[As between two fulls, the comparative value of the _three_ cards in
each case decides priority.]

4. A FLUSH, _i.e._ five cards of the same suit.

5. A STRAIGHT, _i.e._ five cards in sequence, but not of the same suit. {125}

6. THREES, _i.e._ three cards of like denomination, with two indifferent cards.

7. TWO PAIRS, with an indifferent card.

8. A PAIR, with three indifferent cards.

9. HIGHEST CARD. Where no hand has either of the above combinations, that containing the highest card is the winner.

[As between pairs or sequences in opposing hands, the highest wins.
Where each holds two pairs, the two best are compared, and the highest
wins. In the event of equality of pairs, the hand containing the
highest indifferent card wins. In the event of absolute equality
between the two best hands, the pool is divided.]

A study of the foregoing table will make clear the objects aimed at by each player, and the principles which regulate his discard. It may be taken for granted that a player, having received a scoring combination, however small, will certainly hold it. Thus with a pair and three indifferent cards, the player would certainly retain the pair and exchange the rest, in the hope of converting his pair into threes, or something better. With threes, he would, as a rule, exchange the two indifferent cards, in the hope of receiving a pair, and so transforming his "threes" into a "full." With two pairs, he would exchange the odd card, in the hope of receiving another of like denomination with one or other of his pairs, which again would give him a "full."

It may occasionally happen that a player receives in the first instance a hand so good that he is not likely to gain anything by drawing, and prefers, {126} therefore, to stand on the cards given him. Such a hand is known as a "pat" hand. The most obvious example of a hand which cannot gain by drawing is that of fours. This, as we have seen, is the second highest hand that can be held; indeed, a straight flush is of so rare occurrence, and the holding of two fours by different players so unlikely a contingency that a hand of "fours" is practically a safe winner. The odd card is in such case worthless, but nothing for which it could be exchanged would add to the value of the hand.

There is, however, another consideration to be taken into account in determining whether to draw or not. This we shall deal with hereafter. For the moment we will revert to our imaginary game. A has passed out; B, C, D and E have respectively raised or made good the raise (to the extent, including the ante, of nine counters each). We will now examine their cards. B's hand consists of ace of hearts, queen and three of diamonds, queen of clubs, and five of spades. He has thus a pair of queens, but the remaining cards are at present worthless. C has ace of clubs, three and four of spades, nine of hearts and two of diamonds, four out of the five cards being in sequence. D has ten and eight of hearts, ten of spades, knave of clubs, and eight of diamonds; a fairly good hand, for it contains two pairs. E has five cards without any scoring combination, say eight and three of clubs, king and four of hearts, and knave of spades.

B has the first claim to draw. He might very well discard all three of his non-scoring cards, but such a proceeding would be tantamount to an acknowledgement that he only had as yet a pair {127} and one of the main points at Poker is to keep the adversaries in the dark as to the strength of the player's hand. He has nearly as good a chance of making a three, or two pairs, by exchanging two cards only, and accordingly does so, retaining the pair and the ace of hearts. We will suppose that he draws the queen of hearts and nine of diamonds. He has now threes of queens. C exchanges the nine of hearts, in the hope of completing his sequence, but draws, say, the knave of diamonds, which makes him no better. D, having already two pairs, discards the odd card on the chance of drawing another eight or ten, either of which would make him a "full," but actually draws, say, the five of diamonds, which is useless. E's hand is absolutely worthless as it stands. He might exchange all five cards, in the hope of drawing better, but to do so would be to confess his weakness, and at Poker it is not always the best hand that wins. He exchanges _one card only_, leaving it to be inferred that he has either two pairs, threes, fours, or a flush or sequence lacking one card. He discards the three of clubs, and receives, say, the ace of spades, leaving his hand still worthless.

The betting is now resumed. In regular order it would be for B (the Age) to start it, but he has the privilege, if he so pleases, of "holding the age," _i.e._ reserving his stake till the other players have had their say.[38] C, therefore, is the first to declare. His cards are worthless, and he decides to pass out. {128} D has but a moderate hand, for two pairs may easily be beaten. On the other hand, they frequently win, and it would be foolish to show the white feather until he knows a little more about the hands of his adversaries. He goes five counters. E, as we have seen, has nothing. He has two alternatives, either to go out and sacrifice what he has already staked, or to endeavour to drive others out by a false pretence of strength. Deciding for the latter alternative, he not only makes good D's stake, but goes ten better, as though he held a capital hand. A has already passed out; and it is, therefore, B's turn. He has "threes," a much more than average hand, and far too good to be driven out of the field without a struggle. Under such circumstances two alternatives are open to him. He may simply make good the last raise, and say, "I'll see you" (in which case all turn up their cards, and, having the better hand, B wins the pool), or he may be inclined to speculate a little further. He makes good the raise, and goes five better. C, it will be remembered, has already passed out; and D, inferring from the persistence of E and B that they hold pretty strong hands, thinks discretion the better part of valour, and goes out also. The battle is now solely between B and E. B has a good hand, and E has nothing; but if he is a bold player, he may still win. B's last raise, which was to only half the limit, tends to indicate that he has not a _very_ strong hand, and perhaps a little "bluffing" (as the betting upon a worthless hand is called) may frighten him out of the field. Accordingly, E not only makes good B's raise, but again goes the _maximum_ (ten) better. Unless E has the reputation (a very undesirable one) {129} of a habitual bluffer, B will probably begin to feel alarmed. E's repeated raises, coupled with the fact that he only drew one card--a sign of a pretty strong hand--suggest that he holds probably fours, if not a "full," "sequence," or "flush," either of which would put B out of the running. He is again confronted with the same alternatives--viz. to make good E's raise and see him (in which case B would win); to go better, which seems hazardous; or to pass out, thereby avoiding the necessity of making good the last raise. If he is a timid player, he may possibly (either at this stage or later) adopt the latter course, in which case E takes the pool _without showing his cards_, thereby concealing the fact that they were worthless. This privilege is very important, for "bluffing" is an essential part of the game of Poker, and to bluff with success depends mainly on the adversaries' ignorance of the habitual tendencies of the player in this particular. If a player is known to be in the habit of bluffing, he does so at a great disadvantage. The man who can bluff most successfully is the steady-going player with whom high stakes are the usual indication of good cards. When such a one begins to "plunge," the other players are apt to place themselves in the position of the coon sighted by the crack marksman in the American story, "Don't fire; I'll come down." Obviously, to expose the cards on which a player has been steadily raising all competitors, and reveal the fact that, instead of the expected "full," or "flush," there is not even a solitary "pair" among them, would tend heavily to discount the effectiveness of the same player's bluffing in a subsequent round. Hence the {130} rule of not showing the cards in such a case, which is always adhered to.

The probabilities of receiving by the deal one or other of the Poker combinations are thus stated by "Cavendish:"

Odds against a straight flush 649,999 to 1
" fours 4,164 to 1
" a full 693 to 1
" a flush 507 to 1
" a straight 254 to 1
" triplets 45 to 1
" two pairs 20 to 1
" one pair 13 to 10

It is obvious that the privilege of filling the hands tends greatly to diminish these odds against any given hand (say by one-half, as the player may if he pleases have ten instead of five chances), but the relative frequency of the hands will remain pretty much the same. Bearing in mind the considerations above suggested, it is obvious that the ultimate chances are in favour of holding a pair, and as each player has the same chance, a pair, and particularly a _low_ pair, is but a poor hand. From this to two pairs is a long step, and a player who invariably held triplets would, in the long run, be a heavy winner. _A fortiori_, any hand above this limit stands to win, and should be backed accordingly.

The smaller the number of players, the more freely may a fair hand be backed, as there is the less probability of its being surpassed by other players.

In drawing to a pair, if one of the indifferent cards should be an ace or court card, this card should be retained, and only the other two exchanged.

Holding "threes," the player may please himself whether to draw two cards or one only, but the {131} latter is preferable, as giving less information to the enemy.

With "fours," the odd card should always be exchanged, for the same reason. The hand cannot be improved by the exchange, but the adversaries are left in uncertainty as to its value.

Holding four of the needful cards to make a flush or straight, the player should go in, and exchange one card, in the hope of completing the desired combination. With less than five cards, the attempt has but little chance of success.

THE STRADDLE.

In Poker as originally played, there was no "raise" prior to the filling of the hands. Each player who went in simply put up the double ante, and all further staking was suspended until the hands had been filled. But such a comparatively slow procedure did not suit the more go-ahead players, and the "straddle" was invented to accommodate them. This queer term is another name for "doubling." The privilege of starting a straddle was confined to the player to the left of the Age. Assuming that the Age had put up one counter by way of ante, the next player, instead of putting up _two_, would put up four, saying, "I straddle you." The next player may in like manner "straddle the straddler," putting up _eight_ counters, and so on, up to the "limit," which must not be overpassed. Should any player, however, omit to exercise the right in his turn, it is thereby extinguished, and cannot be exercised by any subsequent player.

Where it is permitted to players to raise on the {132} ante before filling the hand, the straddle ceases to have any importance, and is not usually recognised.

JACK-POTS.

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Hoyle's Games ModernizedChapter IV: Part 4

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