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Chapter III: Part 3

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Each player, in turn, looks at his card, and stakes on it whatever amount he chooses--which he usually does by placing coins or counters in front of him. In deciding on the amount of his stake, a player is guided by the chance he considers the card gives him of ultimately making twenty-one, or a near approach thereto. When it comes round to the dealer's turn, he also looks at his card, but does not stake anything upon it; he may, however, if he considers his card a good one, double the stakes of the other players, which he does by calling "double." In that case the individual players add the "double" to their stake, and the amounts being thus settled all round, the dealer gives a second card to each player, in the same order as the first, and also unexposed. The dealer then looks at his own two cards, and if he should have received a natural Vingt-un, he at once declares it; throws the two cards, face upwards, on the table, and collects the stakes from the other players, the amount in this case being double from each, as the result of the Vingt-un; so that, if the dealer had previously doubled, as he probably would have done when he found his first card was an ace or a 10 (or court card), [63] he would collect four times the amount staked by each o the players on their original card. The only exception to this is in the case of a player who, like the dealer, has received a natural Vingt-un--in that case neither pays to the other, as previously mentioned.

If either of the players other than the dealer should receive a natural Vingt-un, he should at once declare it, and claim double the amount of his stake, or of the double, if that was called, from the dealer, who is thereupon deprived of his privilege of dealing, the right of continuing the deal passing to the player on his left-hand side.--It is often agreed that a natural shall not throw out the dealer, and in some cases the holder of a natural receives a stake from each of the other players. (_See_ Variations in regard to the two points.)

If the dealer has not secured a natural Vingt-un, he turns to the player on his left, and, if that player desires it, he gives him--face upwards, and from off the top of the remainder of the pack--a third, fourth, or fifth card; in fact, as many more as may be required by the player, until he considers it safe to stand, or has over-drawn, _i.e._, got beyond the 21 points. For instance, suppose a player receives at first a 4, and then a 9, making 13; he asks for a third card, and may receive a 7, making his total 20, on which he would stand. Had his third card been a 9, it would have been an over-draw, and the player would have had to pay the dealer the amount he staked, or the double, if the dealer had doubled. At the same time he would throw up his cards, or hand them to the player on the dealer's right, who is termed the pone, and whose duty it is to collect the cards as they are played and keep them in readiness for the dealer when he requires a further supply. A player when throwing up his cards must not expose the two first dealt [64] to him, neither may the pone or either of the other players look at them.

Having settled with the player on his left, the dealer goes to the next in order, and treats him in a similar manner, and so on, until he has gone the round of the table. He then turns up his own two cards in front of him, and in view of the company, and decides, as the others have done, as to whether he will stand on the two he has, or take a further card or cards. If he decides to stand on the two he already has, he calls on those players who have not over-drawn to declare their hands, and each in turn does so, the dealer receiving the stakes when his points are higher or are equal to those of the other players, and paying when his points are lower than theirs. If he elects to take a third card, he deals it from the top of the pack; and if the third card does not satisfy him, he may take more; when satisfied, he challenges the others, as just explained. If, however, he over-draws, he pays to all who are standing, but not to those who have previously over-drawn and thrown up.

If the dealer should succeed in securing such cards (other than an ace and 10) as to make exactly 21 points--a "drawn" Vingt-un--he receives double stakes from each of the players, excepting those who have also drawn a Vingt-un, who only pay the amount staked; and those who have previously over-drawn and thrown up, who do not have to pay anything further. If a player has a drawn Vingt-un and the dealer has not, or the dealer has over-drawn, then the dealer has to pay the holder of the Vingt-un double the amount of his stake, or of the double if that has been called.

Should any of the players receive for the first cards two of the same denomination,--for instance, two aces, two twos, two kings, two queens, etc.,--he has the option of staking a [65] separate amount on each of them, but it is not compulsory that he should do so. If he decides to divide his pair, he puts on the second card a separate stake, the amount of which need not be similar to that of his original one, and then asks the dealer for two other cards with which to complete the two hands he then possesses. If either of these later cards should be of the same denomination as the first two, the player may also stand independently on that card, in which case he would, of course, have three hands, with a separate stake on each. The same opportunity would occur if he received all four of the kind --he could then play on four independent hands. This division of cards is equally available for the dealer, or all or any of the other players, so that two or more may have duplicate hands in the same round, provided they receive similar cards at the outset, for it is only when the original pairs occur in the first two cards that it is permissible to divide them; that is to say, if the third card received by any player matches either of those already in the hand, no division is allowable.

At this game the pack of cards is not re-united after each round; the dealer works with the one pack until he gets to the last card, and the pone collects the used cards as they are disposed of by the players. When the dealer comes to the last card of the pack, he does not deal it or otherwise use it as he has done with the others, but hands it, unexposed, to the pone, who adds it to those already in his care, shuffles them, and hands them to the dealer, who proceeds with the game as before.

The same procedure is repeated until one of the players secures a natural Vingt-un, which, unless the dealer also holds a natural that hand, puts the dealer out, and the deal passes, either to the next player, or to the holder of the natural, as may have been decided upon. It is, however, [66] best to adopt the former system, for the reason already given, and in that case it is often considered desirable to have a pool, which is secured by the player declaring the natural. (_See_ Variations.)

There is one exception to the power of a natural Vingt-un to put the dealer out--namely, when it occurs in the first hand of the deal; then the dealer disregards it, except that he has to pay to the holder as for a drawn Vingt-un, and proceeds with his deal until a second natural occurs.

We will now amplify, as far as is necessary, the points already touched upon, and introduce the Variations recognised in connection with the game.

_DEALING_.

The first dealer is settled by one of the company distributing the cards in the same manner as explained in connection with "Nap" (see page 9), except that in the case of Vingt-un the player to whom the first _ace_ is dealt becomes the dealer. He proceeds with the game as explained on page 61.

If, in preparing the pack for the dealer, any confusion occurs, or any card or cards are exposed, the whole pack must be re-shuffled and cut again. If two cards are dealt to one player, the error may be rectified if discovered before a third card is dealt; but if a third card has been dealt, then the player receiving the surplus card must look at his hand, and reject which of the two he chooses. If the dealer gives himself two cards at one time, and the mistake is not discovered until another card has been dealt, then the pone must take one of the cards, at random, and add it to the used portion of the pack.

A card exposed in dealing may be kept or rejected at the [67] option of the player; but if the dealer exposes one of his own cards, he must retain it.

_DRAWING_.

The whole of the hands having been dealt--that is, two cards given to each player, and also to cases of divided pairs, the drawing of further cards commences. The dealer begins with the player on his left-hand side, and he, if he does not require any more cards, says "content." If he does require more, he says "yes," or, "a card," when the dealer delivers one from the top of the undealt portion of the pack, placing it face upwards on the table in front of the player. If another card or cards is needed, it must be given in like manner, until the player is content or has over-drawn. The dealer must settle with one player before he attends to the next, and similarly, when a player is standing on divided pairs, he must settle with one hand before attending to the other.

If the dealer gives a player two cards while the process of drawing is going on, the player may keep either or both of them; but if he rejects one, he must be regarded as content, and cannot draw another card. The one rejected is added to the stock in the hands of the pone. If the dealer in drawing gives himself two cards, he must keep them both, and suffer the consequences of an over-draw if then his points exceed 21.

If the dealer distributes the draw cards out of order, the player or players missed may either be supplied at any time from the top of the pack, or they may throw up their cards.

If a player draws separately on his two cards, when they do not pair, he has to pay the dealer on each hand, and forfeits any amount he may have won.

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In any of these cases of irregularity, the offender pays a penalty to the pool, if there be one.

_POOL_.

A pool may be formed for any purpose that may be decided upon, and may be made up according to arrangement. For this purpose, it may be agreed (a) that each player contribute a coin or counter to the pool at the commencement of each deal; (b) that whenever the dealer over-draws, he pay a penalty to the pool; (c) that whenever the dealer receives on ties, he pay a proportion to the pool, say one-fourth or one-third of his receipts. Other methods of increasing the pool will present themselves in actual play, those here inserted being intended as specimens of what may be done, or to form a basis on which to work.

_LIMITING THE DEAL_.

In the game we have described we have adopted the principle that the declaration of a natural Vingt-un throws the dealer out; but another method is to limit the deal to a certain number of hands, or to allow the dealer to go through the pack twice, or to have two packs of cards shuffled together, and go through them once. In these cases the dealer is allowed to draw from the used pack as many cards as may be necessary to complete a round started upon with his limited supply, and the cards are prepared by the pone for the purpose, being all collected, shuffled, and cut before they are used by the dealer.

_SELLING THE DEAL_.

Should a player object to take his turn at dealing, or desire to part with it for other reason, he is at liberty to sell the right to any other player; and in view of the fact that [69] the deal is an advantage, a purchaser will generally be found. The buyer has to deal the cards, but does not change his seat. He has to commence each time with the player on the left-hand side of the proper dealer, and when the buyer loses his turn, the deal reverts to the player who would have had the next turn had there been no sale. The buyer takes his turn with the others in the ordinary course.

_ADDITIONAL PRIVILEGES FOR A NATURAL_.

It is sometimes agreed that the holder of a natural Vingt-un, providing the dealer has not also received a natural, shall be entitled to an amount equal to, or double that of his own stake from each of the other players, unless there be other Vingt-uns, the holders of which are exempted from payment. This is the old fashioned method of playing the game, and in many quarters the rule had been abolished, because, as the deal formerly passed to the holder of the natural Vingt-un, who threw the dealer out, that was considered sufficient reward for holding the two cards. Now, however, that the deal merely passes to the next in order, it is desirable that some further reward should follow from the best possible hand, and the payment of a stake or a double from each player appears to be the fairest method, especially as the declaration of a natural brings the deal nearer to all. The same result may be achieved by agreeing that the contents of a pool, for which provision has already been made, shall go to the player declaring the natural.

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COMMERCE.

_DESCRIPTION OF THE GAME_.

Ninety years ago the game of Commerce was recognised as being played in two distinct ways, the new and the old mode, so that it may justly be termed one of the oldest round games now practised. Although it is not so popular as some of the others treated of in this volume, it will be found to be a good game; exciting, entertaining, and well deserving of more extended popularity than it has lately enjoyed.

Commerce is usually played with the full pack of fifty-two cards, but if the number of players does not exceed seven the smaller pack of thirty-two may be used, the game being available for any number of players within the range of the pack, say seven with the thirty-two cards, and twelve with the fifty-two.

The cards count in the usual way, except that in reckoning the number of pips upon them, which is sometimes necessary in the course of play, the ace counts for eleven, and the court cards for ten each. There is no particular suit or trumps recognised in the game, the object of the players being to secure special combinations of the cards, technically termed (_a_) Tricon, (_b_) Sequence, (_c_) Flush, (_d_) Pair, (_e_) Point, which range in value in the order given. The holder of the best combination in each [71] round is the winner, and he takes the pool or whatever other stake may have been decided upon.

The five combinations just mentioned consist of the following:--

(_a_) _Tricon_.--Three cards of the same denominations as, for example, three aces, three fives, three knaves, etc.

(_b_) _Sequence_.--Three following cards of the same suit, as, for instance, ace, two, three; ten, knave, queen; queen, king, ace, etc. Although the ace may be used at either end to form a sequence, it must not be so used between a king and a two. King, ace, two, is not, therefore, permissible as a sequence.

(_c_) _Flush_.--Three cards of the same suit, irrespective of value.

(_d_) _Pair_.--Two cards of the same denomination, the third one being different.

(_e_) _Point_.--The total number of pips on the three cards, ace reckoning for eleven, and either of the court cards for ten.

In case of a tie between two or more of the players in any round, the following rules are observed:--

(_a_) With Tricons, the highest wins, aces being first in this respect; then kings, queens, etc., down to twos.

(_b_) With Sequences, the highest wins; the ace, king, queen sequence reckoning as the best, and the three, two, ace sequence as the lowest.

(_c_) With Flushes, the one making the best "point"--as already described --wins.

(_d_) With Pairs, the highest wins. If two players are alike, then the holder of the highest third card has the preference.

(_e_) With Point a tie is very rare; but if equality does [72] occur, then the holder of the first highest card different from the opponent's wins.

The deal is an advantage, and on that account it is best, when a finish is desired, to conclude the game just before the first dealer's turn comes round again, as then all the players will have had an equal number of deals. Should it be found necessary, however, to conclude before the original dealer's turn, play may be discontinued after the completion of any deal, although such a course is somewhat unfair to the intervening players.

There is only one stake recognised in the game, so that it is simply necessary to decide what shall be regarded as the value of a counter, or what coin shall constitute the limit.

The amount of the stake having been settled, the dealer is decided upon in the same manner as described in connection with the game of "Nap" (see page 9). Each of the players then pays the amount of the stake into the pool, the dealer also contributing on account of his deal, so that he has to pay double.

The pack having been shuffled by the dealer, and cut by the player on his right-hand side, three cards are distributed to each player, face downwards and unexposed. The cards may be dealt either singly or all three at a time, at the option of the dealer. The players having looked at their cards, the dealer first addresses the one on his left-hand side, and asks if he will trade; and he must either do so or stand on the cards dealt him.

If he decides to stand on the cards he has received, he turns his hand face upwards on the table, and all the other players do the same, when the holder of the best hand takes the amount in the pool, and also receives the amount of a stake from the dealer, who is thus penalised for the [73] advantage that accrues to him from selling cards to those who wish to trade for ready money, the amount he receives on that account becoming his own property, subject to the payment mentioned. Should the player who declares to stand be beaten by any of the others, he has to pay an additional stake to the holders of the better hands.

If the player decides to trade, he may either do so for "ready money" or by "barter." If for ready money, he continues operations with the dealer; if by barter, with the next player in order round the table, who, in turn, must exchange a card, unless he has a hand sufficiently strong to stand upon, in which case he at once declares it.

If the player trades for ready money, he throws out a card from his hand, pays a stake to the dealer, and receives the top card from the pack; his rejected card being placed at the bottom of the pack without being exposed.

If the player decides to barter, he turns to the player on his left-hand side and offers a card, which must be exchanged for one of those in the next player's hand, unless that player considers his cards sufficiently strong to stand upon, in which case the winner is decided by the method just described.

If the player has traded, either for ready money or barter, and has secured a hand strong enough, he at once stands, and exposes his cards; if not, the dealer passes or to the next player, and acts in a similar manner, going round and round the table until one of the players decides to stand, when the hands are exposed and the round settled.

A player may only purchase or exchange one card at each turn; he must not do both, but he is compelled to do the one or the other, unless he decides to stand. When once a player agrees to stand, the commerce on that round ceases, and all the hands must be exposed.

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_THE OLD GAME_.

The older mode of playing the game of Commerce differs materially from the description given above, and as it does not present such chances, but is of a more limited character, it is not so interesting, nor does it afford so much scope for speculation and excitement.

The deal is decided and the cards are distributed in the same way as in the more modern game, but here an additional hand, of three cards, is dealt, and placed face upwards in the middle of the table. There is no trading with the dealer or any of the players, the operations of commerce being confined to the three cards exposed on the table. The player to the left of the dealer has the first turn, and he must either stand, pass, or exchange a card. In the latter case he takes one of those lying face upwards on the table, adds it to his hand, and places one of his own cards, face upwards, in place of the one removed. If the player passes, he says, "I pass," and is then debarred from afterwards exchanging any of his cards during that hand; while if he decides to stand, the next player decides what he will do, and so on round the table, until two of the players are satisfied with their hands, or all have declared to pass. If two of the players stand then each of the other players may make one more exchange (if they have not previously passed), and then the whole of the hands are exposed, just as described in connection with the modern game. There is no pool in this variation, the winner receiving instead the amount of the stake from each of the other players. In case of absolute equality between the two best hands, which may be regarded as an almost impossible event, then each of the winners receives a stake from all the other players.

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_POOL COMMERCE_.

This is a variation of the old method of conducting the game, and is played on somewhat similar lines, except that a pool is made up, by each player paying in an equal sum, for which he receives three counters. Play then proceeds in the manner just described as the old game. The winner of the hand, instead of receiving a stake from each of the players, takes a previously arranged sum from the pool, while the player who has the worst hand puts one counter into the pool. The game continues until all but one of the players have exhausted their three counters, when the player who remains with the last counter or counters takes the amount left in the pool. As soon as a player has exhausted his counters he has to stand out of the game, and no cards are dealt to him, so that the adoption of this variation makes the game very tedious for those who are first out, as they may have to wait a considerable time before the stock of the other players is exhausted.

The player who is first out has the option of buying one counter from the pool, which is termed "buying a horse." He has to pay for the same into the pool such sum as may be agreed upon--usually one-third or one-half the amount of the original stake.

_LIMITED COMMERCE_.

It may be agreed that only the Tricon, Sequence, Flush, and Point shall be recognised in the game, or even Tricon, Sequence, and Point only; but the greater the number of combinations permissible the greater the enjoyment to be derived from the game, so that limitations of this character have little to recommend them.

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_PENALTIES FOR THE DEALER_.

It is sometimes agreed that when the dealer holds a Tricon, Sequence, Flush, or Pair, and his hand is beaten by either of the others, he has to pay the amount of a stake to each player, or only to those who have better hands than his. The former course will be found to be a severe tax on the dealer, and is not to be recommended. The dealer only has the same chances as the others, and such a penalty seems unjust.

_EXTENDED COMMERCE_.

This is only applicable to the modern mode of playing the game, which in this variation is extended until all the players are satisfied, that is, they may keep on trading, either for ready money or by barter, until they all receive cards sufficiently good to stand upon. The great objection to this variation is that it makes the game wearisome for those players who are soon enabled to stand, as they have to wait while the others are being satisfied.

_CONTINUOUS DEALING_.

Another method of playing the modern game is to allow the same dealer to remain in until one of the players secures a Tricon, Sequence, or Flush, when the deal passes to the next player, on the left-hand side. This variation is based on the same principle as governs the game of Vingt-un.

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SPECULATION.

This is a round game which for very many years has been one of the most popular of its class. It requires little skill in its conduct, being essentially a game of chance. The players do not look at their hands, and therefore cannot in any way influence their possibilities of success with the three cards dealt them. The only element of skill associated is in connection with the speculations which form part of the play, and which may be carried on by each of the players during its progress.

The ordinary packs of fifty-two or thirty-two cards may be used, and the number of players who may take part in the game is practically unlimited within the range of the pack; but it will be found that not more than ten players are desirable with the fifty-two card pack, and not more than six with the thirty-two card one, as otherwise too great a proportion of the pack is brought into use each deal, and there is not much scope for speculation as to what remains in the undealt portion of the pack.

In playing the game the ace is reckoned the highest card, then follow king, queen, knave, ten, etc., down to two.

The first dealer is decided in the manner explained in connection with "Nap" (see page 9), and he has to pay two coins or counters into the pool, each of the other players contributing one. Three cards are then dealt to each player, one at a time, and going round from left to right. The top card remaining on the pack is turned up for trump, but [78] before turning it the dealer may sell it to any other of the players. If the dealer sells the turn-up card, the buyer becomes entitled to all the privileges that may ultimately attach to it, taking the entire amount in the pool if no higher trump is turned up during the progress of the hands.

The player next to the dealer, or if the dealer sold the turn-up card the one next to the purchaser, then turns up the top card of the three dealt him. If it proves to be a higher card of the trump suit than that already exposed, he becomes the chief hand, and may either retain the card, with the ultimate prospect of winning the pool, or he may sell it to either of the other players if a speculation can be arranged. If he sells the card, he passes it over to the purchaser, and the player on the left-hand side of the new holder becomes the next player. If the card turned up is not a trump, or is a lower trump than that already exposed, it is of no value, and the next player has to follow on with his top card.

The same proceeding is continued round and round until all the players, except the holder of the highest trump, have exposed their three cards. The owner of the leading trump, or the dealer, if he did not sell the turn-up and it remains unbeaten, does not expose his cards in the various rounds, but retains them until last. Even then he may sell them, before they are turned up, either singly or all together.

When all the cards have been exposed, the holder of the highest trump takes the amount in the pool, and a fresh deal, with new payments to the pool, is started upon.

If the card turned up proves to be an ace, king, queen, or knave, it is usual for the deal to pass. In that case the dealer, or the purchaser of the trump card if the dealer has sold it, takes the pool, when all the players contribute as before, the next in turn becoming the dealer, and using the next top card of the pack for his trump card. This method [79] saves the time of going all round with the hands, when with so high a card turned up there are so few chances of either of the players having a better one, as to virtually put an end to all speculation that hand.

During the progress of the game either of the players may sell the card which it is his turn to expose. In that case he turns it up without disturbing the order of play, and retains it if it is not a superior trump. If it is a superior one, it has to be handed over to the purchaser, and the player on his left has to proceed with the play.

The holder of the highest trump card may sell it at any time, so that it may change hands several times during the same deal, and each time there is a change the player on the buyer's left-hand side is the next to proceed.

Any player looking at a card out of turn has to pay a penalty into the pool, and should he prove the winner he cannot take the amount in the pool, but must leave it to be added to the stakes for the next deal.

It is sometimes agreed that the turn-up card shall belong to the pool, and in that case it is not offered for sale. If it proves the ultimate Winner of the round, the amount is left in the pool, and added to the stake for the next deal, the amount of which is made up just as if the previous one had been taken by one of the players.

A second method of benefiting the pool is to deal a spare hand, which is left in the middle of the table until all the other hands have been finished. The spare hand is then turned up, and if it contains a winning card the amount in the pool is added to the stake for the next round.

Another variation is to impose a penalty when a knave or five is turned up, the penalty being paid into the pool by the owner of the card, that is, the original holder or the purchaser if it was sold before being turned up.

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POPE JOAN.

For the game of Pope, or Pope Joan, a special board, or a pool with eight compartments, is required, or the divisions may be marked on a sheet of paper or card. The game is available for any number of players, and an ordinary pack of fifty-two cards is used, the eight of diamonds being taken out, so as to form what is termed a stop, that is, a break in the sequence of the cards, which are here reckoned in regular order from ace to king, the four suits being kept distinct throughout the play. The seven of diamonds thus becomes a stop, and the king of each Suit is also a stop, there being no "following" card in either case. The turn-up or trump card, as will be further explained later on, forms another stop, and thus there are six regular known stops at the commencement of each game, with a number of unknown ones caused by the cards in the spare hand which forms part of the game.

The object of the players is to dispose of their cards as rapidly as possible, under certain conditions, and the player who first succeeds in clearing his hand wins the stake set apart for game, as well as a contribution from the other players for each of the cards remaining in their hands. The holders of certain other cards secure the stakes contributed for them if they play them out during the progress of the hands.

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The earliest matter for consideration is to determine who shall be the first dealer, and that is settled in the same way as at "Nap" (see page 9). The players then contribute between them fifteen (or more) counters or coins to form a pool, the dealer giving double the amount paid by the other players. The counters or coins are then distributed so as to dress the eight divisions of the board, which are named as follows:-- Pope Joan (the nine of diamonds), Matrimony (king and queen of trumps), Intrigue (queen and knave of trumps), Ace, King, Queen, Knave (of trumps), and Game, which latter is secured by the player who first succeeds in disposing of all the cards dealt him. Six of the counters are placed for Pope Joan, two each for Matrimony and Intrigue, one each for Ace, King, Queen, and Knave, and the remainder for Game. To save the trouble and time of collecting the stakes from the several players for each round, it is often agreed that the dealer for the time being shall dress the board, in which case it is necessary that the game should be finished just before the original dealer's turn comes round again, else the payments to the pool will not have been equitably divided.

The stakes being completed, the pack, from which the eight of diamonds has been removed, is shuffled and cut. The dealer then proceeds to distribute the cards, one at a time, as equally among the players as possible, dealing a spare hand, which is left unexposed on the table, for the purpose of forming further stops, and turning up the last card for trump. If any odd cards remain after dealing round to the players, it is best to add the surplus to the spare hand. For instance, with five players there will be eight cards for each hand, one to turn up, and two remaining; these two should be added to the spare hand. With eight players there will be five each, and five remaining; so [82] that the spare hand will be increased to ten, but that will only cause a greater number of stops, which will not prove any disadvantage with so many players engaged.

Should the trump card prove to be the nine of diamonds--Pope Joan,--the dealer takes the amount staked for that card, and, in addition, receives from each player a stake for every card dealt. If there are but few players engaged in the game, it is best to agree that the payment for Pope Joan shall be limited to either four or six counters or coins, and it may be best to do so, no matter what number of players are engaged. If the card turned up for trump be either Ace, King, Queen or Knave, the dealer takes whatever stake is deposited on the hoard in the corresponding division, and the game proceeds, as is also the case if any lower card is turned up.

During the progress of the game, the holder of Pope Joan, Matrimony, Intrigue, or Ace, King, Queen, or Knave of trumps can, if he has the opportunity, play those cards, in which event he takes the amount of the stake on the corresponding part of the board, and, in the case of Pope Joan, he receives a stake from every player for each card remaining in hand. Neither of these combinations or cards wins anything, however, if not played out during the progress of the game, and they can only be declared in the ordinary course of play. For this reason Pope Joan or ace of trumps should be led on the first opportunity, as neither of them can be played up to, each following a stop. When any or all of the special cards are not played out, the stake on their particular division of the board is left for the next deal, so that it may happen that either of the compartments except Game, which is won every deal, may be considerably increased before it is secured by one of the players. For this reason it is desirable to study the state [83] of the board, so as to see if the stake on any particular card in hand is sufficient to warrant its being played at an early stage, even though lower cards of the same suit are in hand, which would, in the ordinary course, be cleared off first.

It is sometimes agreed that when Intrigue or Matrimony is played by different hands, the amount staked on those chances shall be divided between the two-players concerned, and in each case the player of knave, queen, or king takes the stake on those chances in addition.

Play in the game is commenced by the elder hand, that is, the player on the left-hand side of the dealer, leading a card, to which the other players have to follow on in the same suit and in sequence, passing where they are unable to follow, until a stop occurs, when the competitor who plays the stop has the next lead. The played cards are turned over, face downwards on the table, after each stop. It must be remembered that the object of the players is to dispose of their cards as soon as possible, and on that account the known stops should be played out at the first opportunity, or led up to as early as possible.

To better explain the method of play, we will take an imaginary hand. We will suppose there are five players, and that the one on the dealer's left-hand side receives

5 and 7 of diamonds, 4 and knave of hearts, knave
and king of spades, ace and queen of clubs.

The turn-up card proves to be the 7 of hearts. The player thus knows he has two stops among his eight cards, viz., the of diamonds and king of spades; but in each case he has lower cards of the same suit, and he must therefore consider how best to clear them off. The king of spades being a stop, and the player having the knave and king of that suit, [84] he cannot do wrong in leading the knave, as, if the queen is played he follows on with the king, and if by chance the queen should be in the spare hand, he still gets rid of the king, having to follow on, after his knave having proved a stop. The same argument holds good in the case of the diamonds, of which he first leads the five and clears the suit. The ace of clubs must next be played, as unless he leads that himself there is no possibility of his being able to play it, as no card can lead up to an ace. He therefore plays the club ace for his fifth card, the two and three follow on from different hands, and then a stop occurs, so that it is assumed the four is in the spare hand, and thus the three is a stop. The player of the three has, among his other cards, the queen and king of hearts, plays them (taking the stake on Matrimony, as hearts are trumps), and follows on with the seven of spades, of which he also holds the ten, which, as knave, queen, and king have been played, he knows to be a stop. By playing off queen and king of hearts, this player made the knave of hearts in the first hand a stop. Later on the game leads up to the queen of clubs, which also proves to be a stop, the king being in the spare hand, and the original leader is left with the lead with only two cards in hand, of which one is known to be a stop. He therefore first plays this knave of hearts, following on with his four, clearing his hand and winning the game. He takes the stake on Game from the board, and receives one counter from the other players for each card remaining in their hand, the only exception in such cases being in favour of the holder of Pope Joan, who is exempt if he has not played that card, but who has to pay as the rest if he has played it.

[85]

VARIATIONS.

The most popular variation from the foregoing game is for the winner, _i.e._ the one who first plays out his cards, to only take the stake for Game from the board, the players paying to the pool the penalty for their unplayed card or cards, and distributing them on whichever chance they prefer, except that all the eight must be covered. In such a case the regular dressing of the board by the players at the commencement of each deal as previously described is omitted, the dealer alone paying a single stake, which he may also place where he chooses.

_FIVE-POOL POPE_.

The board or pool may be made with five divisions only, in which case Pope Joan, Matrimony, Intrigue, Ace, and Game are retained, King, Queen, and Knave being omitted. In other respects the game is conducted on the ordinary lines, except that twelve coins or counters are sufficient to dress the board.

_POPE JOAN WINS_.

In this variation, when Pope Joan is turned up the dealer at once wins the game, and takes the stake standing to Game on the board, in addition to that on Pope and the payment from each of the players already referred to. This is by no means a desirable innovation, and simply causes extra trouble for dealing, etc., with little or no recompense.

_LIMITED STOPS_.

In lieu of the spare hand being dealt, with the object of making extra stops, it may be arranged that a definite [86] number of cards be taken from the pack, either from the top or the bottom, for the purpose, or the remainder, after dealing the cards round as far as possible equally among the players, may be so set apart. The best way, however, is to deal a spare hand with the others, as then the number of stops bears an equitable proportion to the number of players engaged in the game.

_LOOKING AT THE SPARE HAND_.

Among amateurs and inexperienced players it is sometimes agreed that the dealer shall look at the spare hand, so as to see what cards are stops; but after a few rounds have been played, the absurdity of this rule will be manifest. It gives so much advantage to the dealer, who can play cards which he alone knows to be stops, that in such a case he ought to stand out, no cards being dealt him that round. It is an altogether objectionable variation, and not at all a necessary one.

Pope Joan is sometimes allowed to be played at any time in lieu of a stop, thus: suppose a player has Pope and (say) knave of spades. In the course of the game the nine of spades is played, and proves to be a stop. The holder of Pope may play it in lieu of the ten of spades, and then continue with his knave of that suit, first taking his winnings on Pope.

[87]

SPIN.

Spin may be regarded somewhat as a variation or offshoot of Pope Joan, which game it very much resembles. The dealer will therefore do well to refer to the description given of that game, on pages 81 to 87, for further and more extended details.

At Spin the two of hearts is taken out of the pack, in addition to the eight of diamonds, but in distributing the cards no spare hand is dealt, so that there are always six regular stops in the game. In addition, the ace of diamonds, which is called Spin, may also be used as a stop, if the player chooses to make it one, and he has the necessary card with which to follow, as explained later on.

There are only three pool chances to play for in this game: Matrimony (king and queen of diamonds), Intrigue (queen and knave of diamonds), and Game, or first out. In addition to these three chances, the holder of Spin receives a stake (usually three counters) from the other competitors, provided the card is played out in the ordinary course of the game; while each king entitles its holder to one counter from every competitor when they are played out. In both these cases the amounts must be collected before another card is played, or they are forfeited.

The pool is made by each player, except the dealer, paying in a stake for Game, while the dealer has to contribute a double stake to make a pool for Matrimony, and a single stake for Intrigue. He is sometimes called upon to con[88]tribute to Game also, but that is putting a tax upon him disproportionate to what is required from the other players.

The two of hearts and eight of diamonds having been taken out, the cards are shuffled and then dealt out, as near equally as possible, among the players. No turn-up card is needed, as there are no trumps in this game. The player on the dealer's left has the lead, and he proceeds in the manner described for Pope Joan (see page 84).

The holder of Matrimony or Intrigue can declare them at any time after he plays a stop, and he then takes the stake for those chances in the pool. He need not play the cards, but simply shows them, and may then follow on, as he has a right to do after a stop, with any card he chooses.

The holder of Spin can play it at any time when either of his other cards comes in sequence in the progress of the game, or after a stop. In the former case, the playing of Spin makes it a stop, but it must be played out with the card which follows on, or the holder loses his chance of playing it. For instance, suppose clubs are in play, that the six is the last card, and that the holder of the seven has Spin. He plays the two cards together, and says, "seven and Spin." The other competitors then pay him the agreed stake for Spin, and the game proceeds. If the holder of Spin does not succeed in playing it he has to pay double to the winner of the game for every card remaining in his hand.

When one of the players has played all his cards, he becomes the winner, and the others pay him a stake for each card remaining in their hands. In addition he takes the amount of the pool set apart for first out. The winner of the game is also exempt from payment towards the next pool for Game. If, however, the winner is the next dealer, then he has to contribute to Matrimony and Intrigue in the ordinary course.

[89]

NEWMARKET.

This is another variation of Pope Joan, or Spin, and is played on similar lines. The seven of each suit is taken out to form stops, and four cards are turned up in the middle of the table. These must be the four principal cards, viz., ace, king, queen, and knave, but of different suits, so that each of the four are represented in the pool; say, for example, knave of diamonds, queen of hearts, king of clubs, and ace of spades may be turned up.

The several players pay a coin or counter to form the first pool, and may put it on whichever card of the four turned up they choose, provided that all four are covered. The dealer pays one extra throughout the game. The whole of the cards are then dealt, as nearly equal as possible, as for Spin. Play proceeds as in that game, the holder of the card immediately preceding those in the pool taking the stake upon it when he plays his card. For this purpose the ace is considered both as lowest and highest, so that, in the supposed cases given above, the holders of king of spades, queen of clubs, knave of hearts, and ten of diamonds become winners of pool stakes on playing out their respective cards. These would in each case become stops, and the player would have the right to play another card.

The one who first succeeds in clearing his hand wins the game, and receives from each of the other competitors a stake for every remaining card. The pool stakes cannot be taken unless the cards are played up to, and if this is not done the amounts are carried on to the next deal. The hints and fuller explanation given in Pope Joan and Spin should be studied in connection with this game.

[90]

SNIP-SNAP-SNORUM.

There are two distinct methods of playing this game, so unlike as to lead to the conclusion that at some time or other two separate games must have been confused by being called under the same name, and have since been so associated with each other. There is hardly one point in common between the two methods in vogue; and while one is entirely different from anything yet described in the present volume, the other is, to a great extent, played on the lines of Pope Joan, Spin, and Newmarket, and may be regarded as an offshoot of those games--rather than as an independent one--which has got mixed with the one known under the title of Snip-Snap-Snorum, and has come to be recognised under that name. As preference in such a case should be given to the independent game, we shall first describe that, and afterwards devote attention to the other system. In doing so we must excuse ourselves for the manifest inconsistency of associating two distinct games under the one title, on the ground of custom and practice among different individuals, and in order to avoid confusion as far as possible, we have re-named the game we shall describe last, as Jig, that being one of the terms used in the game, and sufficiently distinctive for every purpose.

Snip-Snap-Snorum is a round game, available for any number, of players from two to ten, when the full pack of fifty-two cards is played with, or for any number up to six [91] when the smaller pack of thirty-two is used. Probably the best number of players is five or six in the former case, and three or four in the latter; the greatest objection to a large number of players being that those first out have to wait until the others have exhausted their stakes, which may not occur until several more rounds have been completed.

At the commencement of the game each player has to be provided with five coins or counters, of equal value, and the game is decided when all but one of the players has exhausted those five stakes. The player who holds out the longest becomes the winner, and secures the whole of the pool, which is contributed to during the progress of the game as described later on.

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Round Games with CardsChapter III: Part 3

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