Chapter V: Part 5
This is one of the latest innovations in the game of Draw Poker, and in New York is accepted as an integral part of the game. It was invented to meet the not unfrequent case of the whole table declining to "go in," in which case the Age simply repocketed his ante, and the deal passed, nobody being either the better or the worse. In such a case, instead of the Age withdrawing the ante, each of the other players puts up a like amount (single, _not_ double). The cards are then dealt by the next player. There is in this case no Age, but any player who chances to hold _a pair of jacks_, or anything better (according to the scale already given), puts down any stake he pleases; thereby "opening the jack-pot," as it is called. The player to his left must either make good the stake or go out, and so on round the table in the usual way, any player having the privilege of raising, in which case the raise must be made good by the other standing players. And so the round proceeds, till some one brings it to an end by "calling," _i.e._ declaring that he will "see" his predecessors, when the best hand wins. Should no one "go in" save the original opener of the jack-pot, he takes the pool; but in this case he is bound to show, to preclude fraud, that his cards really did include a pair of jacks, or some higher combination.
It may, however, happen that the second round passes without any player holding the needful cards {133} to open the jack-pot.[39] In such case each player puts another chip in the pool, and there is a fresh deal by another player. This is repeated until the jack-pot is actually opened.
TABLE STAKES.
These are now made the rule by many players, and the practice is a wholesome one. The term signifies that each player puts on the table before him (either in cash, or in counters for which cash has been paid), the whole amount he intends risking, and cannot be "raised" to any greater amount. If a player has no money on the table, he must either make good the deficiency before taking up his cards, or retire from the game.
For the reasons previously stated, there is no universally accepted code of Laws for Poker. For a code which is believed to represent the most usual practice in the cases for which it provides, the reader may be referred to _The Book of Card and Table Games_. Another set of laws will be found in _Round Games_, by "Cavendish" (De La Rue & Co.).
We now proceed to discuss the alternative versions of the game. First in order comes--
{134}
STRAIGHT POKER.
This game, sometimes known as "Bluff," differs from "Draw" Poker in several particulars--viz.:
1. There is no filling of hands, each player retaining the cards first dealt to him.
2. Each person puts up an agreed amount by way of ante. As a matter of convenience, it is frequently arranged that each player in turn puts in for all. To avoid dispute as to whose turn it may be a pocket-knife, known as the "buck," is passed round, resting with the player whose turn it is to "chip" for the remainder. Having done his duty, he passes the buck to his neighbour on the left, who chips for the next deal, and passes the buck to _his_ next neighbour, and so on in rotation.
3. The elder hand, or "Age," has no privilege.
4. The deal passes, not in rotation, but to the player who takes the pool.
5. Any player may "pass," and come in again, unless some other player has raised in the meantime, in which case he is excluded.
6. If all pass, or if there is a misdeal, there is a fresh contribution to the pool, and the elder hand deals. The pool is then known as a "double header."
In all other respects (as to raising, seeing, &c.), the game is played precisely as Draw Poker.
STUD POKER.
This is a special form of Straight Poker. Its essential difference is that one card only of each {135} hand is dealt face downwards, the remaining four being dealt _face upwards_. Of course, the value of the hand depends in great degree on the nature of the concealed card. The players, beginning with the elder hand, make their stakes, raise, &c., as at the ordinary game, till either all but one have passed out, or some player decides to "see" his adversaries. The concealed cards are then turned up, and the strongest hand takes the pool.
WHISKEY POKER.
This is a family version of Poker. Each player puts in the pool an agreed amount by way of ante. Five cards are then dealt to each player, with an extra hand, known as "the widow." The elder hand may either play his own hand, pass, or take the widow. If he adopts either of the former alternatives, the next player has a similar option, and so on till some one elects to "take the widow." He takes the spare hand, and lays his own on the table face upwards. The next in order is entitled to take in either of the exposed cards, discarding in its place one of his own, which is added to the remaining four on the table. The next player has a like choice, and so on round and round, till some player is content with his hand, which he signifies by a knock on the table. Each of the other players may still make one more exchange, after which the cards are exposed, and the best hand takes the pool.
Should any player knock before the widow is taken, the five cards are turned up, and each player (other than the one who knocked) has one draw from them. Should the round of the table have {136} been made without any one taking the widow, the five cards are turned up, and the players draw from them in rotation until some one expresses himself content.
There is in this case no "raising" or betting on the hands, the stakes consisting solely of the amount originally placed in the pool.
MISTIGRIS.
This is a variation which may be introduced into any version of Poker. Mistigris is the "blank" card usually sold with a pack to show its pattern. This is shuffled with the rest, and the fortunate player to whom it falls is entitled to "make" it represent any suit and value he pleases. Thus if he has three sevens and mistigris, mistigris will represent the missing seven, and make him "fours." In conjunction with two pairs, it makes the hand a "full." If the player has four hearts and mistigris, he can claim a flush; and should his four hearts be in sequence, he is considered to hold a straight flush, the mystic mistigris representing the particular card required to complete it.
THE TIGER.
The Tiger consists of the lowest "straight" that can be made, and reckons as one degree better than an ordinary straight. It is a recent innovation, and is wisely ignored by the majority of players.
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POPE JOAN.
This was formerly a very favourite round game, but of late years is rarely met with. It is played with a pack of fifty-two cards, from which the eight of diamonds (for a reason which will presently appear) has been removed, and with a special board, consisting of a circular tray revolving round a centre pillar, and divided into eight compartments, as shown in the illustration, respectively marked {138} Pope (the nine of diamonds), Matrimony, Intrigue, Ace, King, Queen, Knave and Game. "Matrimony" signifies the combination in the same hand of king and queen of the trump suit; "Intrigue" that of knave and queen. Each player is provided with three or four dozen counters bearing an agreed value. There is a preliminary deal round with faced cards, and the player to whom the first knave falls becomes first dealer, and has the privilege of "dressing" the board, _i.e._ of paying from his own store, and distributing between the various divisions fifteen counters, as under: Six to Pope, two to Matrimony, two to Intrigue, and one each to Ace, King, Queen, Knave and Game.[40]
The cards, having been shuffled and cut, are dealt round one by one, but with an extra hand, this last towards the centre of the table, facing the dealer. The last card of the pack is turned up to decide the trump suit. Should the turn-up be Pope (nine of diamonds), or an ace, king, queen or knave, the dealer is entitled to all the counters in the corresponding compartment of the board.
The player to the left of the dealer leads any card he pleases, at the same time naming it. We will suppose that such card is the three of diamonds. The player who chances to hold the four thereupon plays and names it; then the persons holding the five, six and seven play them in like manner. In any other suit it would be possible to continue with the eight, but the eight of diamonds, as we have stated, is removed from the pack. This makes the {139} seven what is called a "stop," _i.e._ the run of that particular lead can be continued no further, and the player of the seven is entitled to lead again. But besides the permanent removal of the eight of diamonds, it will be remembered that a certain number of cards were dealt as an extra hand. We will suppose that such cards were the two, five and nine of spades, the six and ten of hearts, the knave of diamonds, and the king of clubs. These being withdrawn from circulation make the cards immediately preceding them (viz., the ace, four and eight of spades, the five and nine of hearts, the ten of diamonds, and the queen of clubs) "stops" also.[41] As play proceeds other cards also will become "stops," by reason of the cards next following them having been already played. Thus, in the case supposed, of the three of diamonds being led, the two of diamonds thenceforth becomes a stop, and the holder should note the fact for his subsequent guidance. All kings are necessarily stops, as being the highest cards of their respective suits.
Whenever, in course of play, the ace, king, queen or knave of the trump suit appears, the holder is entitled to the counters in the corresponding compartment of the board. Should knave and queen, or queen and king of trumps fall from _the same hand_, the holder is entitled to the proceeds of Intrigue or Matrimony, as the case may be. Any one playing "Pope" is entitled to all the counters in the {140} corresponding division. Unless actually played, the above cards have no value, save that the holding of Pope (unplayed) exempts the possessor from paying for any surplus cards as hereinafter mentioned.
The game proceeds as above described until some one of the players is "out," _i.e._ has got rid of all his cards. By so doing he becomes entitled to all the counters in the "Game" compartment of the board, and to receive in addition from each of the other players one counter for each card such player may have left in hand, save that the holder of Pope is exempt from payment. If Pope is played, the exemption ceases.
The skill of the player will be shown in his keenness to note, on the one hand, which of the cards are or become "stops," and on the other, what cards cannot be led to, and which, therefore, it is expedient to get rid of as soon as possible. At the outset, the only _known_ cards which cannot be led to are the four aces, Pope (the removal of the eight of diamonds being purposely designed to place the nine in that position), and the card next higher than the turn-up (the next lower being a "stop"). But the list increases as the game goes on. If the nine of hearts is declared to be a stop by reason of the ten being in the surplus hand, it is clear that the knave cannot be led to, and must itself be led in order to get rid of it.
Sequences are valuable, inasmuch as they enable the player to get rid of two, three or more cards simultaneously. Nearly, but not quite, as useful are alternate sequences, as seven, nine, knave. The lowest should, of course, be led. Whether the card proves to be a "stop" or not, the leader can still {141} continue the sequence, subject to the contingency of some other player going "out" with one of the intermediate cards. A sequence or alternate sequence terminating with king forms a very strong lead. Next to these, and to known stops, the lower of two pretty close cards of the same suit (as three and six, three and seven, or four and eight) should be led; especially if the higher is known or believed to be a "stop." After these the lowest card of the longest suit, especially if an ace.
"Pope," as we have seen, can only be played when the holder has the lead; and it is usually well, therefore, to play it at the first opportunity, first, however, playing out any known stops.
The unclaimed counters in each compartment are left to accumulate. In the case of Matrimony and Intrigue, a whole evening may occasionally pass without the necessary combinations of cards being played from the same hand, and these compartments therefore frequently become very rich. The counters in "Pope," or one or more of the Ace, King, Queen and Knave compartments may in like manner be unclaimed during several rounds. The best method of disposing of any such unclaimed counters at the close of the game is to deal a final round face upwards (without the surplus hand); the holders of Pope, and of the ace, king, queen and knave of the diamond suit (which in this case is regarded as the trump suit) being entitled to the counters in the corresponding compartments. The holder of the queen takes, in addition, half the amount in Matrimony and in Intrigue, the remaining halves going to the holders of the king and knave respectively.
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{142}
SOLO WHIST.
Solo Whist has features in common with both Whist and Napoleon, and as both these games are described in the present volume, it will only be necessary to briefly state the points of resemblance. Like Whist, it is played with the full pack of fifty-two cards, which range in value from ace, highest, to deuce, lowest; the last or fifty-second card being turned up to fix the trump suit. Tricks are made as at Whist, and form the basis of the score. The affinity to Napoleon is traceable in the various calls that the players make, and in the further fact that every hand is a separate game, upon which stakes are won and lost. Solo Whist, however, possesses special features of its own--viz., that the partnerships or combinations are always changing round after round, and that there is a special call named Misere,[42] which is a declaration to _lose_ the whole of the thirteen tricks.
DESCRIPTION OF THE GAME.
The objects of Solo Whist are--to make eight tricks out of the thirteen in conjunction with a partner; {143} to make five or nine tricks out of your own hand against the other three players in combination; or to play your own hand so as to avoid taking a trick, however strenuously your three adversaries may endeavour to force you to do so.
The cards are dealt round to the four players, _three cards at a time_, until there are only four remaining. Then these are dealt singly, the last card being turned up as the trump, and being the property of the dealer. The eldest hand, _i.e._ the player on the dealer's left, has the first call. He can _propose_, _i.e._ ask for a partner with the object of making with that partner eight of the thirteen tricks; he can call a _solo_, which is a declaration to make five of the thirteen tricks without having a partner; he can declare _misere_, _i.e._ to lose all the thirteen tricks--in this phase of the game all the four suits are equal, the trump suit being annulled; or he can call _abondance_, when, making whatever suit he likes trumps, and declaring the suit before the first card is led, he endeavours to make nine tricks out of the thirteen. The call of _abondance_ is, however, superseded by any other player declaring to make _abondance_ in trumps, _i.e._ with the trump suit as it stands.
Further than this, he may call an _open misere_, or _misere ouverte_, thereby undertaking not only to lose all the thirteen tricks, but to expose his own cards on the table as soon as the first trick is played to and turned. Or--the supreme call of all--he may announce his intention of taking the whole thirteen tricks by saying, "_Abondance declaree_." In this case as in the simple _abondance_, he names his own trump suit, and in the case of this declaration, and this only, he leads, wherever he may chance to sit, the {144} original lead to the first trick in all other cases coming from the eldest hand.
There are thus six things the eldest hand may do after he has examined his cards, and in showing what the eldest hand can do we have explained what the various calls are. Recapitulating them in due order of value, they are--proposition and acceptance when two players (wherever they sit), undertake to make eight of the thirteen tricks against the other two in partnership; a solo, where the caller to win must take five tricks at least, the suit originally turned up being trumps; the misere, the abondance, and the two exceptional calls, which have already been sufficiently described. The eldest hand may not, however, have cards that would justify his attempting either of the things specified. In that case he says, "I pass;" and here it may be observed that, in the case of the eldest hand, and to the eldest hand _only_ who has passed, there is extended the privilege of accepting a proposition made by the second, third, or fourth players, such proposition, of course, not having been previously accepted or superseded by a higher call.
The second hand, whose turn it now is to declare, may accept a proposal if one has been made, may propose if the eldest hand has passed, or may make any better call than the eldest hand has made. Of course, an _inferior_ call is nugatory, _i.e._ a player cannot call a solo if a previous hand has called a misere. The higher call always supersedes the lower one, but a player, having once called, can, if he is over-called, increase his call up to the highest limit--the abondance declaree.
The third hand can accept a proposition if one {145} has been made and has not been accepted or superseded, can propose if no proposition or higher call has been made, or can make any call superior to those previously declared.
The fourth player--the dealer--may accept a proposition coming from any quarter under the previously announced stipulations; or he may propose, in which case only the eldest hand can accept; or he may make an independent call, provided it is better than any preceding call.
The matter may be thus illustrated: suppose the eldest hand passes, the second proposes, the third and fourth pass, and the eldest hand accepts, then--calling them A, B, C, D, according to their order at table--A, B would be partners against C, D, and would be obliged to make eight of the thirteen tricks. They would occupy their original seats and play in their proper order, B following A to the first trick, and the regular progression from left to right being observed all through the hand. Again we will suppose that A proposed, B passed, C called misere, and the fourth player (D) called an abondance. The calls of A and C would be superseded, unless, indeed, A should call an abondance in trumps, which would supersede the abondance of D in a plain suit; or C should call a misere ouverte, which would supersede the other calls; though D would still have the option, if his hand were strong enough to justify it, of making the supreme call of abondance declaree. We will assume that D's call of abondance was left unchallenged, and in that case he would then, but not before, announce the suit that he made trumps, and A, the player on his left, would lead out for the first trick. A, B, and C playing together {146} in concert, but not, of course, being allowed to see each other's cards, or in any way to acquaint each other with the cards held, except by the legitimate and proper means afforded by the play of the hand. D's object is now to make nine tricks unaided, and the aim of his opponents is to score more than four tricks between them. Sometimes, indeed, an abondance, like a solo or a proposition, succeeds with two or three tricks to spare. These are called "over tricks," and are paid for according to an agreed-upon scale. On the other hand, any tricks short of the number required by the caller are known as under tricks, and are paid for by the caller in the manner we will shortly describe.
Before passing to other matters, it is necessary to draw attention to some important facts to be impressed upon the memory: (1) that no player, after having "passed," can make an independent call or a proposition; (2) that only the eldest hand can accept a proposition after having once passed; (3) that a superior call always annuls and supersedes a call of inferior value; and (4) that a player having once made a call, may increase it to anything up to the supreme call. It should be understood that a caller, in increasing his declaration, can make any higher call he chooses. Thus, should he propose, or even accept, and be overcalled by a solo, he would be at liberty to at once call an abondance declaree, and "skip" all the declarations of intermediate value.
In the case of all the players passing, the cards are thrown up, and there is a fresh deal by the next player in rotation. It is sometimes arranged, however, rather than throw up a hand that has been {147} dealt, to play what is called a general misere. This is very simple in its form, but by no means so easy to play as it appears to be. There are no trumps. The tricks are led and followed to in the usual way, and the player who takes the last or thirteenth trick pays an agreed stake, equal as a rule to the stake of a solo, to each of his adversaries. Generally speaking, the big cards are thrown away, but it is often necessary to keep one or more leading cards to force through a suit in which you may be dangerous.
THE STAKES.
These are proportioned to the value of the calls; that is to say, they progress from low to high, just as the various calls progress from low to high. It is customary, and distinctly advisable, to play Solo Whist for small regular stakes. One form of the game is known as "six, twelve, and eighteen." This means that propositions and solos are paid for at 6d. each, miseres at 1s., and abondances at 1s. 6d. The proposition and acceptance being played and succeeding, the partners receive 6d. each if they make eight tricks, and 1d. each for every trick over eight. If they, however, make a "slam," that is to say, get the whole thirteen tricks, they would receive 1s. 4d., that is, double for the over-tricks--five over-tricks at 2d. each = 10d., and 6d. for the original declaration. Should they fail to make eight tricks, they pay their opponents 6d. each, and 1d. for each under-trick, that is, every trick under eight. It will be seen that they can each win the 6d. exactly, but if they lose they must lose 7d. each, or more. It is {148} quite understood that, in the case of a proposition and acceptance, each partner only receives or pays once--that is, suppose A and B are playing against C and D, A pays to or receives from C, and B pays to or receives from D. This proposition is the only joint call, all other phases of the game being individual calls, in which one player, the declaring hand, pits himself against the other three. In these cases, therefore, the stakes are paid to or by every one of the three adversaries.
The lowest of the individual calls, the solo, would therefore earn him who made it 1s. 6d., or more--that is, the three sixpences, with over-tricks or not, as the case might be; and in the event of his failing to make five tricks, it would cost him 1s. 9d., or more, that is, three sixpences, with 3d. (or more) for the under-tricks.
The misere costs 1s., neither more nor less, therefore the caller risks losing 3s. in calling misere. If he makes the declaration, he receives 1s. from each of the others; if he fails, he pays 1s. each. There are in this case no over or under-tricks, the misere having to be played right out to win, and being defeated directly the caller has to take a trick.
Next in importance comes the abondance, in which the stake is 1s. 6d., and it is not uncommon here to double the value of the over-tricks, but not of the under-tricks. This must be a matter of arrangement. A player making ten tricks would, with double over-tricks, receive 1s. 8d. from each, and, if he only made eight tricks, would pay 1s. 7d. each. An abondance in trumps is of the same money value as another abondance, though the trump call supersedes the call in plain suits. With {149} it we reach the limit of ordinary calls; but it should be said that the misere ouverte is double the price of the ordinary misere, and the abondance declaree double the price of the ordinary abondance. There are no under-tricks at the call of an abondance declaree, as the caller is beaten directly he loses a trick.
You can make the stakes whatever you like, only it is well to preserve the proportions just laid down. Thus you can have propositions and solos 1d., miseres 2d., and abondances 3d.; or you can make them 1s., 2s., and 3s. respectively, with 3d. each for over-tricks. We need scarcely say that you can substitute sovereigns for shillings, but not to the advantage of the game in general company.
A DIGEST OF THE LAWS.
Solo Whist is not yet fortunate enough to possess an established code of laws having universal authority. Probably the best and fullest rules for the game are those given in _How to Play Solo Whist_, by Abraham S. Wilks and Charles F. Pardon (Chatto and Windus). We append, however, an epitome of their more important provisions.
The cards must be shuffled by the player on the dealer's left; the dealer may then shuffle if he likes, and the pack is cut by the player to the right of the dealer.
A fresh deal is necessary if a card is exposed or faced in the pack, or if there is a misdeal. This new deal is by the same player, and there is no penalty. {150}
The trump card must be left exposed on the table until after the first trick is turned and quitted, but the dealer may play it to the first trick if he can legally do so.
When the trump card has been taken up, it must not be named, although--except when a misere is being played--any one may ask, and must be told, what is the trump suit.
There is no penalty if the caller of a solo, misere, or abondance exposes any or all of his cards, the exposure being in this case to his own disadvantage. There are, however, penalties if any one playing _against_ a single caller, or for or against a proposition, exposes any of his cards.
If a card is exposed by one of the adversaries of a misere or misere ouverte, the misere-caller can immediately claim the stakes, and is regarded as having won the declaration, the stakes being paid by the offender for himself and his partners. The misere-caller can enforce the same penalty if a card is led out of turn against him, or if a revoke is made against him, or, indeed, if any one follows suit out of turn.
It should be said that an exposed card is a card that is placed face upwards on the table, or the face of which can be seen by any of the players except him to whom the card belongs. The aggrieved party can demand that the card be played or not be played, _i.e._ he can say, "Follow suit or play the ----" (naming the exposed card), and this demand can be repeated as long as the exposed card remains unplayed. If the exposed card is a trump, and trumps are not led, the adversary may say, "Follow suit or pass the trick," when the holder of the {151} exposed card must not trump, but must renounce a card of another suit if he cannot follow.
The offender cannot be prevented from throwing away an exposed card if he has not a card of the led suit, or from leading it when it is his turn to lead, except against a solo or abondance, when he may be repeatedly prohibited from leading it. When the suit exposed is led by some one other than the offender, the adversary may say to him who exposed the card, "Play"--or "Don't--play that card;" or he can make him play either the highest or lowest of his suit to the lead.
A suit cannot be called for exposing a card; the penalty known as calling a suit is exacted when a man leads out of his turn.
If a player does lead out of his turn, the card may be treated as an exposed card by the adversaries if they choose, or they may call a suit from either the man who exposed the card or his partner when next either of them has to lead; and any such demand must be complied with, under penalty of a revoke.
In exacting any of these penalties, the partners against whom the offence has been committed may decide which of them shall exact the penalty, but must not consult, save in the case of a revoke, as to what that penalty shall be.
Where a man follows suit out of turn, _i.e._ plays before one of his partner who ought to have played before him, that partner can be compelled to play his highest or lowest of the suit, or to trump or not to trump at the adversaries' option.
If all the four men have played to the trick before any irregularity is discovered, there is no {152} penalty. This, however, does not apply to a revoke.
Now, as to revokes. No revoking player or partnership can win a declaration.
The penalty for every revoke is the loss of three tricks from the score of the revoking side.
A revoke is established when the trick containing it is turned and quitted, _i.e._ is covered up and turned over, and the hand has left it. The offender or his partner leading, or following the lead, to the succeeding trick, also establishes a revoke.
If, after the three tricks for a revoke are taken from the score of the offending side, he or they still have enough tricks to win the declaration, then he simply loses the declaration--_i.e._ supposing a solo-caller revokes, and he has made eight or nine tricks, he would, after the penalty was paid, have made enough to win the solo. He then only pays 6d., at the stakes which we have been explaining, to each of his opponents.
If, however, the forfeiture of the tricks brings the offender's number down below the score required by the declaration, then for each trick short the agreed-upon price of an under-trick must also be paid.
The actual offender pays the stakes in all cases of a revoke, except in the instance of a proposer and acceptor, who, being voluntary partners, pay the fine between them.
If a revoke is suspected, those who wish it may, at the close of the hand, examine all the tricks for proof of their assertion; and if the other side do not allow this examination to be properly made, the revoke is established. {153}
It is essential, after a misere is defeated, that the opposing hands be instantly exposed to prove that no revoke has been made.
In case of a revoke on both sides, the deal is void.
In order to prevent revokes as far as possible, the rule should be stringently observed of calling a player's attention to the fact that he renounces upon or trumps a led suit. The general question is, "You have no spade, partner?" or whatever the suit may be to which he has not followed. These remarks do not apply to a misere, because in the case of that declaration an exposed card is as fatal as a revoke itself.
If one man proposes, and another man, not hearing or not noticing, also says, "I propose," the second declaration cannot be amended to an acceptance, but any other player may accept, or the original proposer may amend his call to anything better.
In the same way, a player may call one thing when he intends something else. If he correct himself instantly, it is courteous to let the change be made; but he cannot claim this indulgence.
What we have said about improper calls applies with increased strength to improper remarks or suggestions.
As a general rule, it may be said that any remark made conveying an unfair intimation to partners entitles the other side to throw up the cards and demand a fresh deal.
As at Whist, however, a player may ask for the cards on the table to be "placed" when it is his turn to play, just as he may ask to see the last trick, or to know what suit are trumps. This demand to {154} see the last trick holds good at all declarations except a misere.
A trick once turned in a misere must not be looked at or referred to; but in the other phases of the game, any player at the table, whether it is his turn to play or not, may ask to see the last trick, and must be shown it, but he can never see more than eight cards, and if there are no cards on the table he can only see the last trick. He can never see two tricks that have been turned.
Should the cards be improperly divided, the declaring hand or hands win the stakes if their own cards are correct, and any person or partnership with the incorrect number of cards must, whatever has happened, lose the stake, unless the error is discovered before the first call is announced.
A FEW MAXIMS.
If you have to commence the game against a misere, it is wise to lead from your shortest and weakest suit, and to lead a medium card if you have one--such as six or seven--and certainly not to commence by leading a deuce, unless, indeed, it is a single card, and even then it is not always advisable.
Against other declarations it is well to commence with your longest suit.
When you and your partner sit side by side, you should never finesse in a lead coming from him if he be sitting on your right, and if your partner and then an adversary have to play _after_ you, you should win the trick with the highest of a sequence; _i.e._ holding king, queen, put on the {155} king, otherwise your partner will think the king is against you.
It is much better that your lead should be up to your partner than through him; although, should you be proposing and accepting, the latter contingency should not prevent your leading trumps.
It is a general principle in propositions and acceptances that trumps should be used to draw trumps in order to establish plain suits.
Never force your partner to trump if you are weak in trumps yourself. If, however, a cross ruff looks probable, go on with it, and do not change to the more orthodox game.
Except under extreme circumstances do not lead trumps against a solo call. But if the caller refuses to lead trumps, an adversary should, if possible, put the lead with the player on the caller's right, to give him an opportunity of leading trumps through him.
As a general rule, your discards should be from your weakest and shortest suits. You should not, however, leave a king unguarded, and it is dangerous to leave a queen only singly guarded. With a long plain suit headed by ace, king, queen, it is sometimes advisable to inform your partner of the fact by first discarding the ace. In other cases, your _first_ discard should be from your weakest suit. Subsequent renounces convey no information, as they may be from strength.
While returning your partner's suit is generally a wise thing to do, you should be careful to act as far as possible upon the good old maxim of playing through the strong hand up to the weak one.
It it soon learned by experience that the safest {156} places in which to call are as first or last player, while a long way the most dangerous place is when you are the second player. Many a second hand that seemed at first sight of almost commanding strength has been cut up by a clever or lucky initial lead.
There are two varieties of the game that must be just mentioned before dismissing the subject. These are Solo Whist for five players, and Solo Whist for three players.
Where the table consists of five, one man stands out every round, the person chosen being he who sits to the dealer's right. The person standing out neither pays nor receives on that round.
Solo Whist for three players is not quite so simple. There is in this no proposal and acceptance, the solo being the lowest call. There are two very good ways of playing, the best being to throw out the twos, threes, and fours from the various suits, and to turn up the fortieth card as trump, but not regarding that card as belonging to any individual. The tricks, of course, consist of three cards each. The other plan is to play with three suits only, leaving the fourth suit out altogether. The former method, however, makes the more scientific game.[43]
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{157}
VINGT-UN.
Vingt-Un derives its name from the fact that each player aims at making, by the cards he holds, "twenty-one." Any number may play. The full pack of fifty-two cards is used. After they have been duly shuffled and cut, the dealer[44] distributes one card, face downwards, to each of the other players (whom we will call the punters), and one to himself. The punters look at their cards, and each places on, or beside his card, the coin (or counters representing coin) he proposes to stake. A _maximum_ and _minimum_ stake are usually fixed beforehand, and a prudent player will make a practice of always {158} staking, according to the nature of his hand, either the _maximum_ or the _minimum_, never an intermediate amount. The reason of this is obvious. With certain cards,[45] say, eight, nine, ten (or a tenth card), or ace, the holder has the chances in his favour, as a tenth card, of which there are sixteen, will give him a good hand. With any other as his first card, the chances are against him, and he should therefore risk as little as possible.
The dealer also looks at his card, and, if he thinks fit, says, "I double you," or simply "Double," the effect of his so doing being that he will receive or pay, as the case may be, _double_ the stakes offered by the punters. In deciding whether to double or not, he has two points to consider, viz. (1) the fact of himself holding an exceptionally good card, and (2) the absence or rarity of high stakes among the punters, indicating that their cards are not such as they feel safe in backing freely. It must, however, be remembered that the dealer has the important advantage of receiving from ties, also from all players who overdraw. These two points make a considerable percentage in his favour. With an ace, tenth card, nine, or eight, he should _always_ double; and the weighty authority of "Cavendish" is in favour of his doubling with a seven, or even a lower card. In these latter cases, however, we think the amounts of the stakes should be taken into consideration, as affording some gauge of the probable strength of the enemy.
All court cards at this game count ten; an "ace," eleven or one, at the option of the holder; all other {159} cards according to the number of their pips. Differences of suit are not recognized.
The object of the game is, as we have said, to make twenty-one, and this may be made either by the conjunction of an ace and a court or other tenth card, called a "natural," or by three or more cards, say a five, six and ten; ace, five, seven, eight; or ace, seven, three.
The ace is, as will readily be perceived, the most valuable card; not merely from the fact that there are sixteen cards out of the fifty-two that will form a "natural" with it, but from the fact that (counting as eleven or one at pleasure), it gives the holder a double chance of making a winning number.
The stakes having been made, and the dealer having decided whether to "double" or not (in the latter case, silence is a sufficient negative), he deals a second round of cards, still face downwards.
Each player again looks at his cards. If those of the dealer form a "natural," he turns them up, and receives from each player double the amount of his stake, or, if he has "doubled," quadruple.[46] (The proportionate increase in the latter case will henceforth be taken for granted.) What cards the other players may hold is, in this case immaterial, save in the event of some one of them holding a second "natural," in which case the two cancel, neither paying nor receiving.
We will now take the case of the dealer finding that his two cards do _not_ constitute a "natural." {160} If there be any such among the punters, the holder turns up his cards, and receives double the amount of his stake. To all other players, beginning with the elder hand, the dealer is bound to offer cards. This he does by the interrogative, "Do you stand?" or "Card?" The elder hand looks at his cards. If he has sixteen points or more, he will usually decide not to draw, conveying his decision by the word, "Stand," or "Content."[47] If he has less than sixteen, which is generally accepted as the average limit, he will probably draw a card, intimating his desire to do so, by replying, "Card," "Please," or "Yes." He may now be in three different positions. The card given him (as where, holding a six and an eight, he has received a ten), may make his total more than twenty-one. In such case he is "over," and at once hands his stake to the dealer, and throws his cards, face downwards, in the middle of the table, where they are collected by the player to the right of the dealer, known as the _pone_.[48]
The dealer then asks the same question of the next player. We will suppose that his hand consists of an ace and a two.
This, according to the value put upon the ace, will represent either three or thirteen. Thirteen is not good enough to stand upon, and the player accordingly draws a card. (This third card, and all following, are dealt face upwards.) He receives, say, a second "two," making him fifteen. Not {161} caring to stand on this amount, he draws another card, and receives a "seven," making him twenty-two, or twelve. With twenty-two he would be over, and with twelve he is worse off than when he started. Again he says, "Card," and receives, say, a "three," making him still only fifteen. He draws again, and this time receives, we will suppose, a "five," when he of course "stands."
And so the game proceeds, all who overdraw paying and throwing up their cards forthwith. Last comes the turn of the dealer himself. If his cards are eighteen or upwards, he will "stand." At seventeen, he should usually stand. At fifteen, or sixteen, it is an open question, to be decided partly by the number of punters who may be still standing (and who, if numerous, will probably have some low hands amongst them), partly by his knowledge of the idiosyncrasies of his opponents, and partly by the nature of the cards which have been "drawn" by the other players. Should he go "over," he pays all, with the exception of those who, having overdrawn, have already paid up their stakes. If otherwise, he pays or receives as the cards of the punter, or his own, are nearest to the critical "twenty-one." Should the cards of any punter amount to exactly twenty-one, he will receive double the amount of his stake. In like manner, should the dealer's cards make exactly twenty-one points, each of the punters pays double the amount of his stake. In the event of "ties" (twenty-ones included), the punter pays the dealer. It must, however, be remembered that a natural vingt-un always takes precedence over one made by drawing. {162}
Should a punter, on receiving his second card, find that both are alike, _e.g._ two aces, two kings, or two queens, he may, if he pleases, go on both. In such case, he places the second card parallel to the first, at a few inches' distance, and on it a separate stake, of the same amount as staked on the first card. When it becomes his turn to draw, he says, "I go on both," and the dealer then gives him another card, face downwards, on each. The player then draws as he pleases to complete each hand, but must finish the drawing on one, before beginning on the other. Should the third card dealt be the same as the first two, _i.e._ a third ace, king, or queen, he can go on all three in like manner. Likewise on a fourth, should the first four be alike. Each hand pays or receives on its own merits, as though belonging to an independent punter.
Where the two first cards are aces, it is a matter of course to go on both. With a pair of tenth cards, it is more prudent to stand. Two nines, or two eights (from the probability of a tenth card being dealt to one or both of them) are favourable cards whereon to go double.
The occurrence of a natural in any hand but the dealer's usually terminates the deal. By way of a sort of grace, however, it does not have this effect in the first round of a deal. Sometimes, by agreement, the deal is made to consist of a given number of rounds; say, till all the pack is exhausted, or till two packs are exhausted, the two being shuffled together. Where the first mentioned rule prevails, the pone collects the cards thrown up at the end of each hand, and shuffles them in readiness for the {163} use of the dealer, but does not hand them to him till the first supply is exhausted. Should the dealer have gone right through the pack without the occurrence of a natural, he throws the last card, face upwards, on the table, and, receiving the remade cards from the pone, gives them a final shuffle, offers them to be cut, and proceeds as before.
In some circles the deal does not pass in rotation, but the holder of a natural (other than in the first round of a deal) becomes thereby entitled to the next deal. The practice, however, is a bad one, for the deal being an advantage, it is but fair that each should enjoy such advantage in turn.
There is no authoritative Code of Laws for Vingt-Un. A Code which covers, we believe, all points as to which any difficulty is likely to arise will be found in _The Book of Card and Table Games_. A slightly different Code, which has received the approval of the Editors of the _Field_ and _Bell's Life_, will be found in _Round Games at Cards_, by "Cavendish" (De la Rue and Co.).
FRENCH VINGT-UN.
The game which goes by the above name is a variation of ordinary Vingt-Un. The differences are as follow.
The deal lasts during eight rounds, each played in a different way, as under:
1.--As ordinary Vingt-Un.
2.--(Known as _Imaginary Tens_.) Each player stakes before receiving his card. Whatever the value of such card, _ten points are added to it_, and {164} the holder then decides, according to the total thereby made, whether to draw or otherwise. The holder of an ace is considered to have a "natural," the holder of a tenth card to have "twenty," and so on.
3.--(Known as _Blind Vingt-Un_.) Each player, having made his stake, receives two cards, but is not entitled to look at them. He may, if he pleases, draw one or more cards, but does so at haphazard.
4.--(Known as _Sympathy and Antipathy_) Each player, having made his stake, is called upon to elect for Sympathy or Antipathy. Having made his election, two cards are dealt to him. If they are of the same colour, Sympathy is the winner; if of different colours, Antipathy; and the player receives or pays as he has chosen correctly or otherwise.
5.--_Rouge et Noir._ The player, having made his stake, declares for black or red, at his option. The dealer gives him a card. If it is of the colour named, the player wins; if otherwise, he loses. (In some circles the dealer gives _three_ cards to the punter, two out of three deciding the winning colour).
6.--_Self and Company._ The stakes having been made, the dealer deals two cards, face upwards, one for himself, and one for the company. If they are alike, he wins. If not, he continues to deal, turning up the cards one by one, face upwards, before him, until a card appears which pairs one or the other of the two first exposed. If the card for "self" is first paired, the dealer wins; if that for "company," he loses.
7.--_Differences._ Two cards are dealt, face upwards, to each player, and two to the dealer, who pays all hands which are higher, and receives from {165} all which are lower than his own, at an agreed rate for each unit of difference. Ties cancel. An ace in this case counts as "one" only.
8.--_The Clock._ The full pack having been duly shuffled and cut, the dealer begins to deal the cards, face upwards, saying, as he deals the first, "One," as he deals the second, "Two," and so on up to king. If at any point the card turned up accords with the number named, _e.g._ if the fourth card is a four, or the tenth card a ten, he wins an agreed stake from each of the company. If he reaches thirteen without any card having responded to the call, he pays a like amount to each player.
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{166}
WHIST.
It is pretty safe to assume that every reader of these pages has some general knowledge of the game of Whist, though comparatively few may be conversant with the _minutiae_ of Whist practice. Whist is governed by an elaborate and carefully considered code of laws, which is universally accepted by all English players. In this instance, therefore, contrary to our usual course of procedure, we shall begin by stating these laws, which should be carefully studied, as forming the best possible introduction to further instruction in the game.
THE LAWS OF WHIST.
(Reprinted, by permission, from the Revised Code, 1900.)
CARDS.
1.--Two packs of cards are used, one being used by each side.
2.--A card or cards torn or marked must be either replaced by agreement, or new cards called for at the expense of the table.
3.--Any player, before the pack is cut for the deal, may call for fresh cards on paying for them. He must call for two new packs, of which the dealer takes his choice. {167}
CUTTING OR DRAWING.
4.--The ace is the lowest card in cutting or drawing.
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Hoyle's Games ModernizedChapter V: Part 5
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