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Round Games with Cards
by W. H. Peel
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The dealer having been decided upon, takes the pack of cards and shuffles them, after which he has the pack cut by the player on his right-hand side, and then proceeds to distribute one card, face downwards and unexposed, to each player, dealing in regular order from left to right.

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.

[75]

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.



[77]

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.

The deal is decided in the ordinary way, the player to whom the first knave is turned up having the first right to deal the cards. He shuffles the pack, has it cut, and then distributes five cards to each player, one at a time, and commencing with the one on his left-hand side. There is no turn-up card needed; when all have received their five cards the hands are looked at, and the game begins. The object of the players is to play cards of equal value to those of their right-hand adversaries, and if they do so the player has to pay a penalty into the pool; one stake for Snip, which is the first pairing of a card; two stakes for Snap, the second pairing of the same card; and three stakes for Snorum, the third pairing. For instance, suppose there are five players, A, B, C, D, and E. A is the dealer, and, the cards having been dealt, B has to lead; he plays a nine, and calls it when he places it on the table face upwards in front of him; C likewise has a nine, which he must play by also placing it face upwards on the table in front of him, and says "Snip," upon which B has to pay a stake into the pool, his card having been paired D also has [92] a nine, which he plays in similar manner, and says "Snap," upon which C has to pay two stakes into the pool, his card having been also paired; E then has to follow on, and also having a nine in hand, he must play it, and says "Snorum," which imposes a penalty of three stakes upon D. This having disposed of the four nines in the pack, A, whose turn it now is to play, has to start upon a new card, and he has the option of playing whichever of the five in his hand he chooses.

The penalties of Snip-Snap-Snorum do not remain in force if any other card intervenes between the pairs, so that it is only the player next in order of play who has the opportunity of securing a stack& for the pool from any of the others. Taking the illustration given above, we will suppose that D had no nine, and was accordingly compelled to play, say, a ten. B would have had to pay the penalty for Snip, as before; but C could have nothing to pay, his card not having been paired. Then suppose E, in his turn, played a nine, and A also played one, that would only "snip" E's nine, although the other two nines had just been played; E would have to pay one stake to the pool.

As soon as the five cards dealt to each player are exhausted, the next in order becomes the dealer, and distributes five cards to each player, as before, and the game is conducted round and round on exactly similar lines until one of the party has lost the last of his five stakes. He is then out of the game, and if he has any cards left he must add them, face downwards and unexposed, to the top of the undealt portion of the pack. The other players proceed with the game, and as each loses his last stake he is left out, and no fresh cards are dealt him. This goes on until all but one have lost their stakes, when, as already described, the game is finished, and the last in takes the pool.

[93]

If a new game is started on, the first out in the previous game becomes the new dealer.

The lead is a disadvantage in this game, as, after a few cards have been played, it is often possible to know that certain cards remaining in hand are absolutely safe, or nearly so. For instance, suppose two knaves have been played during the first round or two, and that a third knave is in a player's hand, that card may be played as an almost safe one, as there is only one other that can pair with it, and the odds of the fourth knave being in the next player's hand are very remote. For the same reason a player having two of a kind in his own hand should always play one of them when his turn comes round, provided, of course, he is not able to pair with the player immediately preceding him.

If a player has a card similar to that played immediately before him, he must play it. In the event of his failing to do so, he has to pay a double penalty to the pool, while the player who would have been penalized has to contribute just as though the right card had been played. These penalties must be enforced before the cards are cut for the next deal.

VARIATIONS.

This method of playing the game is sometimes varied as follows: Instead of dealing five cards to each player, the whole of the pack is distributed, equally; or as nearly equal as possible, among the players, each of whom starts with five coins or counters, as in the other game. The player on the dealer's left-hand side, whom we will call B, as above, has to lead, and he keeps on playing one card after another until the opponent on his left (C) can pair one of them. When C succeeds in doing this, he says "Snip," and B has to pay a stake into the pool, while he remains in [94] active until the game has proceeded right round the table. Play now rests between C and D. If D can pair C's card with which he snipped B he does so, and calls "Snap," when C has to pay two stakes to the pool; if then E can also pair the card, he cries "Snorum," and D has to pay three stakes to the pool. If, however, the players cannot pair, then C has to keep on playing out his cards until D can pair one, in which case C is snipped, and the game proceeds as just described. The game goes round until all have played their cards, when the pack is again shuffled, and a new deal started upon, the game being won and the stakes secured by the player who holds out the longest with his five stakes, as in the other game.

This variation may be altered again by agreeing that an unlimited number of coins or counters may be used, and that the player who first succeeds in getting rid of his cards shall be the winner of the pool. By this system each deal becomes complete in itself, but it will not be found a very desirable innovation if many players are engaged, as in that case the cards are so divided that it becomes an easy matter to clear a hand.

TURN-UP SNIP.

It is sometimes agreed that the dealer shall turn up the top card of the undealt portion of the pack, and if then the first player can match it, the dealer has to pay the penalty for Snip. A much better way of playing this variation, however, is for the pool to pay the penalty for this first Snip. In that case the player takes one counter out of the pool and adds it to his own stock.



[95]

JIG.

We have already mentioned that our reason for adopting the above title is to distinguish this method of playing the game of Snip-Snap-Snorum from the one just described, and it will be evident to those who study the two systems that we are quite justified in introducing a distinctive name for the one we are now about to deal with, which, as we have said, has little or nothing—beyond former title and use of similar terms—in common with the other.

The first dealer having been settled, and the pack shuffled, the cards are dealt out one at a time until the pack is exhausted. The object of the players is to get rid of their cards as speedily as possible, the one first out winning a coin or counter from each of the other players for every card remaining in their hands. The player on the dealer's left-hand side has to play first, and he leads whichever card he chooses, placing it face upwards on the table in front of him, and saying "Snip"; the holder of the next highest card of the same suit (ace counting as lowest and king as highest) has to follow on, and says "Snap"; then the three next highest cards are played, the holders of them saying "Snorum," "Hicockalorum" and "Jig" respectively, when playing them. The one who plays Jig has the next lead, and may follow on with whichever card he chooses. If either of the cards played is a stop,—that is to say, the succeeding card has been played out, or it is a king,—then the player says "Jig" after announcing what card he plays, as, for [96] instance, "Snip-Jig," "Snap-Jig," and so on. The player of the stop has to lead the next card.

It will thus be seen that the object of the players should be to lead such cards as will bring the Jig into their own hand again whenever possible, as then another card has to be led, and a greater chance exists of clearing the hand. To do this successfully, it is necessary to remember what cards are played during the progress of the game, so as to know which are stops, and then, if the stops are in hand, such cards should be played as would lead up to them. It will be well to bear in mind the following, which gives a list of the "Jigs" to the several cards of the pack:—

The five is "Jig" to the ace. The ten is "Jig" to six. " six " two. " knave " seven. " seven " three. " queen " eight. " eight " four. " king " nine, ten, " nine " five. knave or queen.

Similarly, if the two, three, or four is a stop, the ace, two or three may be played so as to lead up to them and thus secure the Jig.

When one of the party has exhausted his cards, he says "Out," and then receives a coin or counter from each player for every card they have left, and he also wins the amount in the pool if one has been formed. This is possible in many ways: either by each player contributing to it equally, by calling upon the dealer to pay in, or by the infliction of fines or penalties for incorrect calls, etc.

It is hardly necessary to give further details of the method of playing the hands, the game being so similar to Pope Joan, Spin, and Newmarket, which are fully described elsewhere. Players will do well to refer to those games for further information in regard to this variation of Snip-Snap-Snorum.



[97]

CASSINO.

This game, which is of considerable antiquity, is available for two, three, four, or more persons, but is usually played by four, when two of the players act as partners against the other two. It is, however, equally available for four players acting independently, in which case each scores his individual points, whereas in the partnership game, as with only two players, the lesser number of points is taken from the greater, and the difference only is scored by the winner. With three players it is also necessary to score independently, although in all these independent scorings it is sometimes decided that the lowest scorer shall not reckon anything, while the number of his points is deducted from those of each of the others; as, for instance: suppose A made 1 point, B 2, C 3 and D 5; A would not score anything, while B would score 1, C 2, and D 4. Similarly, if A made 2 points, B 2, C 2 and D 5; D would be the only one to score, and he would count 3.

It is usual to play with the full pack of fifty-two cards; there is however no reason why the smaller pack of thirty-two should not be used, but in that case the hands would be of shorter duration.

Assuming that four persons intend to take part in the game, and that they decide to play in pairs, the first question to settle will be as to who shall be partners, and who the first dealer. This is arranged by each of the four [98] players taking a card from the top or other part of the pack, when those who draw the two lowest cards have to play against the drawers of the two highest. The lowest of the four (ace counting as lowest) becomes the first dealer. In the event of a tie, which prevents the decision being thus made, only those whose cards are alike draw a second time. The partners sit opposite to each other, and the cards of each player are kept distinct until the hands are completed by the entire pack having been played through.

The cards having been shuffled and cut, the dealer distributes four cards to each of the players, dealing them one at a time. He also places four other cards face upwards in the middle of the table. It is usual to deal these latter one at a time when going round with the regular hands, but they may be taken all at one time from the top of the pack, after the players have received their cards. The player on the left-hand side of the dealer then plays a card from his own hand, and takes with it every card of the same denomination among those exposed on the table, as well as all that will combine and make the same number. For instance, a ten not only takes every other ten, but also nine and ace, eight and two, seven and three, six and four, or two fives, two threes and a four, and other combinations.

If the player is able to pair or combine any of the cards, he places them with his own card face downwards on the table in front of him; but if he is not able to pair or combine, he must add a card, face upwards, to those already exposed on the table. The next player does the same, and so on round the table until the four cards in hand have either been paired, combined, or added to the exposed stock on the table. The original dealer then distributes four fresh cards to each of the players, but does not expose any on the table as in the first round. The same proceeding [99] is repeated until the whole pack has been exhausted, the player who is last able to pair or combine any of the exposed cards taking all the remaining cards off the table, and scoring one point for thus "sweeping the board," as it is termed. If a player is able to sweep the board at any other time during the progress of the game, he also scores a point, and the following player has to commence a new board by laying out a card.

The whole of the cards having thus been played, the partners combine their winnings, and the counting of the cards commences, the various points of the game being as follow:

The winner of Great Cassino (the ten of diamonds) reckons ... ... ... ... 2 points.

The winner of Little Cassino (the two of spades) reckons ... ... ... ... ... 1 point.

The winner of each ace reckons ... ... ... 1 "

The winner of the majority of the cards of the spade suit reckons ... ... ... 1 "

The winner of the majority of the entire pack of cards reckons ... ... ... ... ... 3 points.

The partners whose winnings show the greater number of points then deduct the points of their opponents from their own, and score the remainder to their game; thus, if one sides secures 6, and the other side 5, the former score 1 point and the latter score nothing; while if the respective scores were 7 and 4, the winners of the seven points would add to their score.

The object of those engaged in the game being to secure Great Cassino, Little Cassino, the four aces, the majority of spades, and the greater number of cards, a few rules will at once suggest themselves to guide the play of the hands. [100] Secure the Cassino cards on the first opportunity, also aces and spades, after which aim to make as many combinations as possible, leaving the pairs until last, unless they be the ten or the two, which are always best got off the board as early as possible, so as to prevent the opponents making the Cassinos if they have them in hand.

When three players are engaged, it is sometimes agreed that the two lowest shall add their points together, and subtract them from the highest. In such a case, if the two lower numbers together either amount to or exceed the higher, then neither party scores. This method will not be found desirable in actual play, as it leads to so many hands resulting in a negative score.

If a card is exposed by the dealer in the first round, other than those dealt for the exposed hand, then the deal is forfeited, but the exposure of a card at a subsequent period does not disqualify the dealer, the player being compelled to take the exposed card, although it is best to impose some penalty for the fault.



[101]

MY BIRD SINGS.

This game may be played by any number of persons up to thirteen, if a full pack of cards be used; or by any number up to eight with the smaller pack of thirty-two cards. A pool is formed by each player contributing a counter or coin, the dealer paying one extra. Four cards are then dealt to each player, and all have the right to look at their hands.

The object of the players is to secure a flush, four cards of one suit; or four cards of different suits; and when either of these combinations is secured, the player says: "My Bird sings," and he becomes the winner, and thereby entitled to the amount in the pool.

There are two methods of conducting the game: either by each player in turn throwing out a card from his hand, or by allowing the opponent on his left-hand side to take one.

The competitor on the dealer's left is the first to play, and, supposing his "Bird" does not already "sing," and the first-named method is adopted, he throws out one of his cards, face downwards, on the table. The player on his left adds this card to his own four, and if his "Bird" does not "sing," he in like manner throws one of his cards out for the next player; the same plan being adopted round and round, until one of the players secures the four cards necessary.

If the second method is adopted the player does not [102] himself reject a card, but turns his hand, without exposing it, to the next player, who selects whichever card he chooses, and proceeds with the game as in the other variation.

After going completely round among the players three times, the original leader may exchange one of his cards for the top card of the undealt portion of the pack, and if it should happen to be of the same suit as the one he threw out, he rejects it, and takes the next or following one, until he gets a different suit; but before introducing a new card into the game he must throw out one of those in hand. This introduction of new cards may be made each round, after the first three of a hand, until one of the players secures a winning set of cards, otherwise it may be a tedious matter to get a winning combination.

VARIATIONS.

The game is sometimes played for flushes only; that is, the four cards must be of one suit before a player's "Bird sings," and sometimes only three cards are dealt to each player, in which latter case flushes alone are recognised.

The game may also be continued until the whole pack of cards is exhausted; in which case, whenever a player's bird sings, he turns the four cards over and regards them as one trick. Four other cards are then given him from the top of the undealt portion of the pack, and the game proceeds as before. The ultimate winner is he who secures the greatest number of tricks. In the case of a tie the stakes are divided between the two or more players who have an equal number.



[103]

SPOIL-FIVE

Spoil-Five may be played by any number of persons not exceeding ten; the best game, however, is when four or live take part, as then about half the cards are in play. In this game the cards run in different order to the ordinary course, vary in the two colours, and further, change in the trump suit, as follows:

1. In Hearts and Diamonds, when not trumps.—King, queen, knave, 10, 9, down to ace (the ace of hearts is always a trump card, and never counts as a heart).

2. In Clubs and Spades, when not trumps.—King, queen, knave, ace, 2, down to 10.

3. In Hearts and Diamonds, when trumps.—5, knave, ace of hearts, ace of trumps, king, queen, 10, 9, 8, 7, 6, 4, 3, 2. (If hearts are trumps, there is only one ace.)

4. In Clubs and Spades, when trumps.—5, knave, ace of hearts, ace of trumps, king, queen, 2, 3, 4, 6, 7, 8, 9, 10.

A simple method of remembering the order of the cards is to notice that the highest of the minor ones are the best in the red suits, and the lowest in the black ones.

A pool is made up by each player contributing two or three coins or counters for the purpose, the dealer paying an additional stake. The pool thus formed goes to the player who succeeds in winning three tricks in one hand; but if neither player succeeds in doing so, the game is said to be "spoilt," and the amount remains in the pool, the players contributing for the next round only one coin or [104] counter, and paying that number into the pool each deal until one of the party succeeds in winning three tricks, when he takes the total amount in the pool, and a new one is started by each player contributing the full stake as at the commencement. The dealer pays the sum agreed for the deal each time, no matter whether the pool was won, or the game spoilt, the previous round.

If there are only two players engaged, or with four, if it is agreed that two of the players combine against the other two, there can be no spoils, as one must win three of the tricks, and thus secure the pool, each round.

To determine the first dealer, the cards are dealt round as in "Nap" (see p. 9), when the player to whom the first knave falls becomes dealer. He shuffles the pack, has it cut by the player on his right-hand side, and proceeds to distribute five cards to each player, dealing them in regular order from left to right, and either first two and then three to each player, or first three and then two. The top card of the undealt portion of the pack is turned up for trump, and if it proves to be the ace, the dealer has the option of "robbing," as explained hereafter; and if it is not the ace, any one holding that card must rob before he plays, before his turn comes round.

If the dealer makes a misdeal, or deals out of order, or exposes a card, he loses his turn of dealing, and the next player in order takes his place; or it may be agreed that in case of a misdeal the dealer shall have the option of dealing again after paying a second stake for dealing into the pool. The deal is an advantage, and in case of a slip in the distribution of the cards, it will generally be found best to pay the penalty and deal again.

The game is opened by the player on the left-hand side of the dealer leading whichever of his cards he chooses. [105] If the card led be a trump, then all the players must follow suit if they are able to do so, subject to certain exceptions explained below under the heading of "Reneging."

If the ace of hearts is led, and another suit is trumps, it does not necessitate all the players following suit, even though the ace of hearts is always reckoned as a trump. The lead in this case is considered as made from a plain suit, and the rules governing them are enforced.

If the card is not a trump, then the other players may trump the card, or follow suit, as they please, but each must do the one or the other if he holds a card of the suit led if he does not hold one of the suit, then he may discard either of the others, or play a trump, as he prefers. The player of the highest card of the suit led, or of the highest trump, if trumps have been played, wins the trick, and he plays first to the next. In deciding the winner the cards are reckoned in the special order given above.

The game is continued until one player wins three tricks, when he takes the pool; or, failing that, till all of the cards are played, when the game is spoilt, and each contributes to the pool the reduced stake agreed upon.

ROBBING.

Robbing is one of the most important features of the game, inasmuch as if the player who holds the ace of trumps omits to rob when his turn comes round, he is de-barred from winning the pool that hand, even though he may secure the necessary number of tricks.

The method of robbing if the ace is turned up, is for the dealer to place one of his own cards on the table face downwards in front of him, which card must not be exposed at any time during the progress of the hand. He does not take the ace into his own hand until the others [106] have played to the first trick, but when it comes to his turn he adds it to his hand, or he may at once use it. He must, however, throw out the card with which he intends to rob the ace before the first card of the round is played, and reasonable time must be allowed to do so. The turn-up suit remains trump throughout the hand.

In the case of the ace not being turned up, and being in the hand of either of the players, then the holder must rob the turn-up card when it comes to his turn to play to the first trick. The manner of doing this is somewhat similar to that just described; the holder of the ace rejects a card placing it face downwards on the table, and takes the turn-up card into his hand. He must do this when it is his turn to play, and before showing his first card, otherwise he forfeits the privilege, and is, moreover, prohibited from winning the pool that round, no matter how many tricks he may secure. The same penalty is attached to the player who robs the turn-up card without holding the ace.

As a variation, it may be agreed that robbing shall be optional, or shall not be recognised as a part of the game.

RENEGING.

The holder of the five of trumps, the knave of trumps, or the ace of hearts, enjoys the privilege of not being obliged to play them when a trump is led; but this privilege (which is called reneging) only holds when the trump led is a lower one. For instance, if the knave be led, the holder of the ace of hearts is obliged to play it.

VARIATIONS.

A very good game may be played by allowing the cards to retain their ordinary sequence. As this avoids confusion, it is more suitable for family play.

[107]

TWO TRICKS WIN.

If five or more players are taking part in the game, it may be found desirable that the winner of two tricks shall take the pool, or partnerships can be formed; otherwise a long continuation of spoils may occur.

FIVING.

This variation is sometimes played when two persons, or two sets of partners are engaged in the game. It consists in allowing the non-dealer, providing he is not satisfied with his cards, to ask the dealer to "five" it, when, if the dealer agrees, the trump card is removed, and the next card is turned up for trump. If that proves to be of the same suit as the original turn-up, the next is taken, and so on until a change occurs. The right to five can only be exercised once each hand.

JINKING.

A variation is sometimes made by the introduction of "jinking." The winner of all five tricks receives from each player his original stake in addition to the amount in the pool; if, however, any player who has won three tricks goes on playing, thinking he can jink, and fails to do so, he loses the pool which he would otherwise have won for his three tricks.

TWENTY-FIVE AND FORTY-FIVE.

Instead of the game being finished in one hand, it may continue until one player makes twenty-five, or forty-five. In this case there are no spoils, and every trick scores five to the winner. Any player "jinking," i.e., winning the five tricks, wins the game.



[108]

LOTO.

There are many varieties of Loto, with pictures, flowers, letters, etc., instead of numbers, which are known as Picture Loto, Botanical Loto, Spelling Loto, Geographical Loto, Historical Loto, and so on.

These are mostly games for children, and are played in exactly the same way as numbered Loto.

This game in England is usually regarded as an amusement for young children; but it is one capable of affording amusement to grown-up people, as may be seen by the interest shown in "Keno" by the Americans.

"Keno," or American Loto, is played in various places of public resort, by adults, for considerable stakes, and is esteemed capital practice in reading numbers rapidly and correctly.

The requisite paraphernalia for this game—which may be played by any number of persons, not exceeding twenty-four—are boxes containing 100 counters; 14 fishes, each of which is reckoned as 10 counters; 12 contracts, valued at 10 fish or 100 counters apiece; a pack of 24 very large cards with fifteen different numbers marked on each, and a bag containing 90 knobs or discs, numbered from 1 to 90.

======================== #5 11 33 50 76 # # # # 17 22 43 65 89# # # #2 28 55 56 74 # ======================== Fig. 1.

In addition, a board with ten cavities cut therein for the purpose of placing the knobs as drawn, is required.

[109]

A Loto card, on which are inscribed, in the manner shown in the diagram, numbers ranging from 1 to 90—five numbers on each line, is represented in fig 1. The units are arranged in the first column, the tens in the second, the twenties in the third, and so on.

The number of these cards supplied in a Loto box varies, but the general number is twenty-four, although sometimes there are only eighteen. With twenty-four cards, each number appears in four different cards.

There are several different methods of playing this game, of which we will give the two principal ones. The first method makes it a game of chance and skill, or rather quickness in reading figures; and the second, purely a game of luck.

First Method.—Before commencing the game, a dealer has to be chosen, and his duties consist of shuffling the cards and dealing to each player one or more cards. The dealer is unable to join in the game, and is obliged to stand out.

Each player should stake a certain sum, which should be reserved for the winner; and a certain number of counters of no value, but merely to be used for covering the numbers as called, should be placed in the pool.

Sometimes each player contributes a certain number of counters to the pool, then each saves out of his stake the number of counters he has on his card or cards; and the winner obtains the money for his fifteen counters on his card, and receives in addition all the pool which remains.

In order to render the game still more interesting, the contributions to the pool should be so arranged that it is capable of being divided into four parts. Then a fourth part of the pool is won by the player who first succeeds in covering one horizontal row; another fourth part of the [110] pool is won by the player who first succeeds in covering two horizontal rows, and the remaining half is reserved for the winner who first covers the whole of his card.

The dealer then, having deposited the 90 knobs in a bag, draws them forth rapidly, one by one, and calls out the number which appears or the knob in a clear tone.

The player, having the corresponding number on his cards or cards, who first answers to the number called, covers the number on the card or cards with one of the counters in the pool, which should be so placed on the table as to be available for the use of all the players.

The player who first succeeds in covering all the numbers on his card or cards wins the game.

The Second Method.—Every player should draw two cards, and deposit a stake previously agreed upon; and if the party is not too numerous, then any may take four or six cards, laying down a double or treble stake accordingly; and when the players are more than twelve, then some are only to have one card, paying half a stake, and likewise should the players not take all the cards among them, the remainder of the pack is to be laid aside until some other persons join the set. From the cards not taken, players may exchange one or more of those drawn, or they may change with one another; similar exchanges, if the company consent, may also be made previous to each drawing, and likewise prior to replenishing the pool. Cards may be thrown up, or additional ones drawn from those put by; stakes being paid proportionably.

The stakes are to be put together in a pool, placed in the middle of the table, and also on the table there should be a quantity of counters sufficient for the number of cards taken; upon the counters a value is to be fixed adequate to the stakes first deposited, from the whole of which a sum [111] must be reserved, enough to pay, at the conclusion of the game, all the counters laid upon the table.

Then, after counting the 90 knobs, so as to be certain they are right, the eldest hand shall first shake them well together in the bag, and afterwards draw out ten successively, not only declaring the number of each as drawn, but also placing the same conspicuously on the board.

As soon as a number is declared, each player having that number on one or more of his cards, is to take up counters, sufficient to lay one upon that number every time it occurs, and so on until the ten knobs are drawn. When only part of the pack is taken, and a number drawn happens not to be upon any player's card, then the players may put away that knob till some person takes a card on which it is printed.

When ten knobs are drawn out, every player examining the cards separately, and having only one counter upon any horizontal line, wins for that no more than the said counter, which is styled gaining by abstract; where two counters are on the same horizontal line of a separate card, the player gains an ambo, and becomes entitled to five counters besides the two; when three are upon the same line, the player obtains a terne, and is to receive 25 additional counters; if four are on the same line, that is called a quaterne winning 100 counters additional; when five occur on the same line, that makes a quinterne, gaining 250 additional counters, and the player is entitled to payment out of the pool for all the above-mentioned acquisitions previous to another drawing. Instead of giving counters, payment for the same may at once be made from the stock in the pool.

The knobs are then to be returned, and the bag given to the next player in rotation, who is to shake the same, and draw, etc., as before stated.

[112]

Whenever the pool is exhausted, the players must contribute again, according to the number of cards taken; and when it is resolved to finish the game, they agree among themselves to have only a fixed number of drawings more.

At the last drawing each player proceeds as heretofore directed, but the drawing concludes when no more counters are left on the table. The players then, beginning with the eldest hand, are to be paid out of the pool, as far as the money will go; and when that is expended, the others remain unpaid, which is styled a Bankruptcy; lastly, the players should re-unite the counters obtained from the pool with those that were on their cards, and receive payment for them out of the fund reserved at the commencement of the game.

The counters requisite for the payment of the players are:—

For 24 cards 144 times ten. " 18 " 108 " " 12 " 72 " " 6 " 36 "

Consequently, 60 counters should be contributed for every card taken by a player

THE END

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