,transcriber's ,note3 ,in this text version1 the illustrations from the original book 7which may be found in the ,,html version7 have been reproduced where possible1 using the ,unicode characters for playing cards1 dice1 draughts etc4 ,for best experience you should ensure that you have a font installed which supports these characters4 ,,foster',s ,,complete ,,hoyle ,,an ,,encyclopedia ,,of ,,games ,revised and ,enlarged to ,october1 #aiad ,,including ,,all ,,indoor ,,games ,,played ,,to-,,day4 ,,with ,,suggestions ,,for ,,good ,,play1 ,,illustrative ,,hands ,,and ,,all ,,official ,,laws ,,to ,,date ,,by ,r4,f4 ,,foster ,author of 8,royal ,auction ,bridge with ,nullos10 8,cooncan10 and many other books on card games ,,illustrated ,,with ,,numerous ,,diagrams ,,and ,,engravings ,,new ,,york ,,frederick ,a4 ,,stokes ,,company ,,publishers ,copyright1 #aiad1 by ,,frederick ,a4 ,,stokes ,,company ,copyright1 #aiji1 by ,,frederick ,a4 ,,stokes ,,company ,copyright1 #ahig1 by ,,frederick ,a4 ,,stokes ,,company ,all ,rights ,reserved ,,fasc ,october1 #aiad ,,publishers' ,,note4 ,this book is entirely original4 ,it is the work of a single author1 who has made the subject of games a life-long study1 who keeps in touch with all new games1 and with changes in old games4 ,he has written the description of each game expressly for this book4 ,the treatment is systematic and uniform4 ,the description of each game begins with the apparatus and the players1 and then follows the natural course of play1 step by step1 until the end4 ,each part of the game is described in a separate paragraph1 and every paragraph is preceded by catch-words in heavy-faced type1 so that the entire work is in the nature of a dictionary1 in which any part of any game can be found immediately4 ,all technical terms are accompanied by a full definition of their meaning1 and are printed in full-face type4 ,all disputed points have been settled in an entirely original manner4 ,instead of taking any one person as an authority1 the history of each game has been traced from its source to its present condition1 and its rules have been carefully compared with those of other members of the same family4 ,the times and the reasons for the various changes have been ascertained1 and the rules given are not only in strict accord with the true spirit of the game1 but are based upon common sense and equity4 ,when official laws for any game exist they are given in full4 ,the list of technical terms is the most complete ever published4 ,,contents4 page ,a list of terms1 #fgd ,ace in the ,pot1 dice1 #fag ,all ,fours ,family1 #cbd ,all ,fives1 #cbi ,auction ,pitch1 #ccj ,blind ,all ,fours1 #cbe ,california ,jack1 #ccj ,cinch1 #ccd ,commercial ,pitch1 #ccj ,dom ,pedro1 #ccd ,double ,pedro1 #ccd ,high ,five1 #ccd ,old ,sledge1 #cbe ,pedro1 #ccc ,pedro ,sancho1 #ccc ,sell-out1 #ccj ,seven-up1 #cbe ,shasta ,sam1 #ccj ,smudge1 #ccc ,snoozer1 #ccd ,ambigu1 #bei ,american ,billiard ,laws1 #fbg ,american ,laws of ,bridge1 #dh ,american ,pyramid ,pool1 #fca ,american ,skat1 #dcd ,auction ,binocle1 #djg ,auction ,bridge1 xxv ,cards ,played in ,error1 xxxi ,declarer's ,play1 #bb ,discarding1 #ba ,ducking1 #be ,dummy1 xxx ,eleven ,rule1 #ac ,encouraging ,discards1 #bb ,exposed ,cards1 xxxi ,finessing1 #bd ,fourth-hand ,play1 #ba ,illustrative ,auction ,hands1 #bg ,irregularities in ,declaring1 xxix ,irregularities in the ,deal1 xxvii ,leading ,high ,cards1 #f ,leading ,out of ,turn1 xxxi ,leading ,second ,round1 #i ,leading ,short ,suits1 #h ,leading ,small ,cards1 #i ,leading ,trumps1 #aa ,making the ,trump1 xxvii ,no-trump ,leads1 #aa ,nullo1 #bf ,scoring1 #bf ,suggestions for ,bidding1 #bf ,suggestions for the ,play1 #bf ,opening ,leads1 #e ,penalties1 #a ,playing against ,dummy1 #ad ,playing to the ,score1 #ba ,pone's ,lead1 #aa ,rank of the ,bids1 xxviii ,returning ,suits1 #ad ,revoke1 xxx ,scoring1 xxxii ,second-hand ,play1 #ag ,selecting the ,suit to ,lead1 #f ,suggestions for ,good ,play1 #c ,third-hand ,play1 #ab1 #ai ,auction ,cinch1 #cdj ,auction ,euchre1 #bgi ,auction ,hearts1 #ced ,auction ,pitch1 #ccj ,authors1 #ejj ,baccara1 #eba ,baccara ,chemin de ,fer1 #ebf ,backgammon1 #eij ,opening ,throws1 #eie ,english ,game1 #eih ,american ,game1 #eii ,the ,laws1 #fja ,russian ,backgammon1 #fjb ,banking ,games1 #eaf ,bank-shot ,billiards1 #fbf ,base-ball with dice1 #fag ,baulk-line ,billiards1 #fbe ,bergen ,game1 dominoes1 #fji ,bzique ,family1 #cgd ,bzique1 #cge ,chinese ,bzique1 #cid ,chouette ,bzique1 #cid ,penchant1 #chd ,rubicon ,bzique1 #chf ,cinq-,cents1 #chc ,four-handed1 #chb ,polish ,bzique1 #chb ,three-handed1 #chb ,bid ,euchre1 #bhg ,bid ,whist1 #fhg ,bierspiel1 #cai ,billiards and ,pool1 #fbj ,american ,game1 #fbd ,amer4 ,pyramid ,pool1 #fca ,baulk-line ,billiards1 #fbe ,black ,pool1 #fdb ,books on ,billiards1 #fej ,bottle ,pool1 #fdi ,chicago ,pool1 #fcc ,colour-ball ,pool1 #fci ,continuous ,pool1 #fcb ,cow-boy ,pool1 #fcd ,cushion ,caroms1 #fbf ,english ,billiards1 #fdc ,english ,pool1 #fci ,english ,pyramid ,pool1 #fcb ,english ,billiard ,laws1 #fdd ,fifteen-ball ,pool1 #fbi ,forty-one ,pool1 #fcc ,high-low-jack ,game1 #fcc ,laws of ,billiards1 ,american1 #fbg ,little ,corporal1 #fdh ,pin ,pool1 #fdg ,shell ,out ,pool1 #fcb ,snooker ,pool1 #fcf ,spanish ,game of ,billiards1 #fdi ,binochle1 #cie ,melds1 #cih ,auction ,binochle1 #djg ,gaigel1 #djf ,three-handed1 #dje ,four-handed1 #djg ,black ,jack or ,lady1 #cef ,black ,pool1 ,english1 #fdb ,blind ,all ,fours1 #cbe ,blind ,cinch1 #cdj ,blind ,euchre1 #bgh ,blind ,hookey1 #ebg ,block ,game1 dominoes1 #fjf ,bluff1 poker1 #bde ,boodle1 #ejg ,books on ,billiards1 #fej ,boston1 #afe ,payments1 #aga ,french ,boston1 #agi ,russian ,boston1 #ahc ,boston de ,fontainebleau1 #agd ,bottle ,pool1 #fdi ,bouillotte1 #bed ,bowling ,alley ,laws1 #ffb ,brag1 poker1 #bej ,brelan1 #bed ,bridge1 xxv1 #bh ,bridge ,laws1 #da ,bridge ,tactics1 #bh ,doubling1 #cb ,illustrative ,hand1 #cd ,making the ,trump1 #bh1 #ca ,opening ,leads1 #cc ,text ,books1 #ei ,bridge1 ,varieties of1 #ce ,auction ,bridge1 xxv ,bridge for ,three1 #cf ,bridge for ,two1 #cf ,double ,dummy ,bridge1 #ci ,draw ,bridge1 #dj ,duplicate ,auction1 #ce ,duplicate ,bridge1 #ch ,king's ,bridge1 #dj ,misery ,bridge1 #cg ,pivot ,bridge1 #cg ,progressive ,bridge1 #ch ,reversi ,bridge1 #dj ,short ,bridge1 #dj ,six-hand ,bridge1 #ci ,three-hand ,auction1 #ce ,calabrasella1 #dhi ,california ,jack1 #ccj ,call-ace ,euchre1 #bhg ,canfield1 #fic ,cartomancie1 #eac ,cassino1 #dgh ,spade ,cassino1 #dhe #ba ,point ,cassino1 #dhd ,royal ,cassino1 #dhe ,draw ,cassino1 #dhe ,catch the ,ten1 #aei ,cayenne1 #ach ,centennial1 dice1 #fah ,chance1 and its ,laws1 #fea ,concurrent ,events1 #fed ,conflicting ,events1 #fed ,dice ,probabilities1 #fee ,distribution of ,suits1 #fef ,distribution of ,trumps1 #fef ,doubling up ,bets1 #feg ,luck1 #fea ,martingales1 #feg ,maturity of the ,chances1 #feb ,playing ,progression1 #feh ,poker ,probabilities1 #fee ,successive ,event1 #feb ,whist ,probabilities1 #fef ,checkers1 #egg ,the ,openings1 #ehj ,the ,four ,positions1 #ehb ,theory of the ,move1 #ehd ,illustrative ,games1 #ehf ,devil and ,tailors1 #ehg ,checker ,laws1 #ehh ,losing ,game1 #ehg ,polish ,draughts1 #ehg ,chemin de fer1 #ebf ,chess1 #edf ,the ,openings1 #eeg ,the ,endings1 #efg ,games at ,odds1 #efe ,knights' ,tour1 #egj ,american ,laws1 #ega ,chicago ,pool1 #fcc ,chinese ,bzique1 #cid ,chinese ,fan ,tan1 #ebh ,chinese ,whist1 #ahd ,chouette ,bzique1 #cid ,chuck ,luck1 #edj ,cinch1 #ccd ,auction ,cinch1 #cdj ,blind ,cinch1 #cdj ,progressive ,cinch1 #cdj ,sixty-three1 #cdj ,widow ,cinch1 #cda ,illustrative ,hands1 #cdb ,cinch ,laws1 #cdd ,razzle-,dazzle1 #cdj ,cinq-,cents1 #chc ,colour-ball ,pool1 #fci ,commerce1 #beb ,commercial ,pitch1 #ccj ,commit1 #ejc ,compass ,whist1 #aac ,continuous ,pool1 #fcb ,conquian1 #dhf ,cow-boy ,pool1 #fcd ,cushion ,carroms1 #fbf ,craps1 dice1 #fad ,cribbage1 #ddb ,five-card ,cribbage1 #dfj ,six-card ,cribbage1 #ddd ,seven-card ,cribbage1 #dfb ,solitaire ,cribbage1 #gjj ,three-hand ,cribbage1 #dfa ,four-hand ,cribbage1 #dfa ,cut-throat ,euchre1 #bgg ,dice ,games1 #faa ,ace in the ,pot1 #fag ,base-,ball1 #faf ,centennial1 #fah ,chuck-,luck1 #edj ,crap ,shooting1 #fad ,going to ,boston1 #fag ,help ,your ,neighbour1 #fai ,law of ,chances1 #fac ,multiplication1 #fah ,passe ,dix1 #fai ,poker ,dice1 #fae ,probabilities1 #fee ,raffles1 #fac ,round the ,spot1 #fah ,sweat1 #edj ,ten ,pins1 #faf ,throwing ,dice1 #fab ,under and ,over ,seven1 #edc ,vingt-et-un1 #fah ,discard ,hearts1 #cef ,distribution of ,suits1 ,whist1 #feg ,distribution of ,trumps1 ,whist1 #feg ,division ,loo1 #cai ,doctrine of ,chances1 #fea ,domino ,hearts1 #ceg ,dominoes1 #fje ,all ,fives1 #fji ,all ,threes1 #faj ,bergen ,game1 #fji ,block ,game1 #fjf ,draw ,game1 #fjh ,domino ,pool1 #fji ,matadore1 #fjh ,muggins1 #fji ,sebastopol1 #fji ,dom ,pedro1 #ccd ,double ,dummy ,bridge1 #ci ,double ,dummy ,whist1 #acj ,double ,pedro1 #ccd ,doubling-up ,bets1 #feg ,draughts1 #egg ,draw ,bridge1 #dg ,draw ,cassino1 #dhe ,draw ,game1 dominoes1 #fjh ,draw ,poker1 #bjh ,drive ,whist1 #fhg ,dummy1 #abg ,duplicate ,bridge1 #de ,duplicate ,whist1 #ajj ,apparatus ,necessary1 #ajb ,club against ,club1 #ajc ,compass ,whist1 #aac ,foster's ,pair ,system1 #aae ,gilman's ,team ,system1 #aji ,howell ,pair ,system1 #aad ,individual against ,individual1 #aad ,laws of ,duplicate ,whist1 #aai ,married ,couples ,system1 #aah ,memory ,duplicate1 #aaj ,pair against ,pair1 #aaj ,safford's ,systems1 #aaf ,team against ,team1 #aje ,dutch ,bank1 #ebg ,earl of ,coventry1 #ejb ,ecart1 #bic ,jeu de rgle1 #bii ,pool ,ecart1 #cjf ,enfl1 #cgj ,english ,billiards1 #fdc ,english ,billiard ,laws1 #fdd ,english ,following ,pool1 #fci ,english ,pyramid ,pool1 #fcb ,english ,whist ,laws1 #aif ,euchre ,family of ,games1 #bfc ,euchre1 #bfd ,auction ,euchre1 #bgi ,bid ,euchre1 or #ejj1 #bhg ,blind ,euchre1 #bgh ,call-ace ,euchre1 #bhg ,cut-,throat1 #bgg ,five-handed1 #bhf ,french ,euchre1 #bgi ,jambone1 #bhc ,jamboree1 #bhc ,laps1 #bhc ,laws of ,euchre1 #bhh ,military ,euchre1 #bha ,penalty ,euchre1 #bgi ,progressive ,euchre1 #bhj ,railroad ,euchre1 #bhb ,set-,back ,euchre1 #bgh ,seven-handed ,euchre1 #bhd ,slams1 #bhc ,fan ,tan1 #ebh ,fan ,tan with ,cards1 #eji ,farmer1 or ,ferme1 #ebj ,faro1 #ebi ,favourite ,whist1 #ii ,fifteen-ball ,pool1 #fbi ,five-card ,cribbage1 #dfj ,five-card ,loo1 #cbc ,five-handed ,euchre1 #bhf ,five ,hundred1 #bhg ,five and ,ten1 #caf ,five or ,nine1 #eji ,flat ,poker1 #bbi ,following ,pool1 #fci ,fortune ,telling1 #eac ,forty-five1 #caf ,forty-one ,pool1 #fcc ,four-ball ,billiards1 #fbf ,four-handed ,cribbage1 #dfa 0 0 ,bzique1 #chb 0 0 ,binocle1 #djg 0 0 ,sixty-six1 #dac ,four ,jacks1 #cfi ,freeze-out1 poker1 #bbh ,french ,boston1 #agi ,french ,carrom ,game1 #fbd ,french ,dummy1 #acc ,french ,euchre1 #bgi ,french ,games3-- ,ambigu1 #bei ,baccara1 #eba ,bouillotte1 #bed ,cinq-,cents1 #chc ,ferme1 #ebj ,humbug ,whist1 #acb ,imprial1 #dgf ,macao1 #ebj ,mort1 #acc ,nain ,jaune1 #eje ,rouge et ,noir1 #ecd ,roulette1 #ecf ,trente et ,quarante1 #ecd ,vingt-et-un1 #eag ,frog1 #dda ,gaigel1 #djf ,general ,laws1 ,card ,games1 #fga ,german ,games3-- ,binocle1 #cie ,kreutz ,mariage1 #dac ,schwellen1 #cgj ,sixty-six1 #djh ,skat1 #dae ,solo1 #dic ,go-bang1 #fjd ,going to ,boston1 dice1 #fag ,halma1 #fjd ,hazard1 dice1 #edj1 #fad ,hearts3--1 #cdi ,auction ,hearts1 #ced ,black ,jack1 #cef ,black ,lady1 #cef ,discard ,hearts1 #cef ,domino ,hearts1 #ceg ,heartsette1 #ceg ,howell's ,hearts1 #ceb ,illustrative ,hands1 #cff ,joker ,hearts1 #cee ,laws of ,hearts1 #cga ,progressive ,hearts1 #cef ,spot ,hearts1 #cee ,sweepstake ,hearts1 #ceb ,three-handed ,hearts1 #ced ,two-handed1 #ced ,heart ,solo1 #dih ,heartsette1 #ceg ,help ,your ,neighbour1 dice1 #fai ,high ,five1 #ccd ,high-low-jack1 #cbe 0 0 0 ,pool1 #fcc ,howell ,pairs1 ,whist1 #aad ,howell's ,hearts1 #ceb ,humbug ,whist1 #acb ,i ,doubt ,it1 #fie ,imprial1 #dgf ,irish ,loo1 #cbc ,jack ,pots1 poker1 #bbc ,jambone1 euchre1 #bhc ,jamboree1 euchre1 #bhc ,jass1 #fif ,two-hand ,jass1 #fig ,jeu de ,rgle1 cart1 #bii ,jink ,game1 spoil five1 #cae ,joker ,hearts1 #cee ,keno1 or ,lotto1 #eci ,king's ,bridge1 #dj ,klondike1 #eab ,kreutz ,mariage1 #dac ,lansquenet1 #edc ,laps1 euchre1 #bhc ,law of ,chances1 #fea ,laws of all ,games1 #fga ,laws1 ,official ,codes for3-- ,backgammon1 #fja ,billiards1 ,american1 #fbg ,billiards1 ,english1 #fdd ,bowling1 or ,ten ,pins1 #ffb ,bridge1 #da ,chess1 #ega ,checkers1 #ehh ,cinch1 #cdd ,euchre1 #bhh ,hearts1 #cga ,poker1 #bch ,skat1 #dce ,ten ,pins1 or ,bowling1 #ffb ,whist1 ,american1 #ahf ,whist1 ,duplicate1 #aai ,whist1 ,english1 #aif ,laws of ,probabilities1 #fea ,lift ,smoke1 #ejb ,little ,corporal1 #fdh ,loo1 or ,division ,loo1 #cai ,five-card ,loo1 #cbc ,irish ,loo1 #cbc ,losing ,game1 draughts1 #ehg ,lotto1 #eci ,luck1 #fea ,macao1 #ebj ,man-of-war ,billiards1 #fdd ,martingales1 #feg ,matadore1 dominoes1 #fjh ,matrimony1 #ejd ,maturity of the ,chances1 #feb ,memory ,duplicate1 #aaj ,military ,euchre1 #bha ,misery ,bridge1 #cg ,mistigris1 poker1 #baf ,monte ,bank1 #edb ,monte ,carlo ,betting ,limit1 #feh ,morelles1 #fjd ,mort1 #acc ,muggins1 dominoes1 #fji ,multiplication1 dice1 #fah ,my ,bird ,sings1 #bec ,my ,ship ,sails1 #bec ,nain ,jaune1 #eje ,napoleon1 #cjg ,national ,games3--1 #dad ,america1 ,cassino1 #dgh ,england1 ,cribbage1 #ddb ,germany1 ,skat1 #dae ,france1 ,piquet1 #dfc ,italy1 ,calabrasella1 #dhi ,mexico1 ,conquian1 #dhf ,newmarket1 #ejg ,nine ,men's ,morris1 #fjd ,norwegian ,whist1 #fhh ,odd ,games1 #dig ,old ,maid1 #eja ,old ,sledge1 #cbe ,patience ,games1 #eaj ,patience ,poker1 #fih ,pedro1 #ccc ,peep ,nap1 #cab ,penalty ,euchre1 #bgi ,penchant1 #chd ,pinochle1 #cie ,pin ,pool1 #fcb ,piquet1 #dfc ,piquet ,normand1 #dgc ,piquet ,voleur1 #dgc ,piquet a ,ecrire1 #dgd ,rubicon ,piquet1 #dge ,pitch1 #cbe ,pivot ,bridge1 #cg ,playing ,progression1 #feh ,pochen1 #ejh ,poker ,family of ,games1 #bjg ,poker1 #bjg ,bluff1 #bde ,bluffing1 #bcg ,cheating1 #bbi ,draw ,poker1 #bjh ,eccentric ,hands1 #bae ,flat ,poker1 #bbi ,freeze ,out1 #bbh ,going ,in1 #bcb ,good ,play1 #bca ,how to ,win1 #bcf ,jack ,pots1 #bbc ,joker ,poker1 #baf ,mistigris1 #baf ,odds against ,hands1 #baf ,patience ,poker1 #fih ,poker ,gin1 #fib ,poker ,rum1 #fia ,poker ,laws1 #bch ,probabilities1 #bag1 #bcc1 #fee ,progressive ,poker1 #bdh ,rank of ,hands1 #bac ,schnautz1 #bdh ,show-down ,poker1 #bbi ,straight ,poker1 #bde ,stud ,poker1 #bdf ,table ,stakes1 #bbg ,text-books1 #bfb ,thirty-one1 #bdh ,whiskey ,poker1 #bdg ,poker ,dice1 #fae ,polignac1 #cfi ,polish ,bzique1 #chb ,polish ,draughts1 #ehg ,pool ,games3-- ,amer4 ,pyramid ,pool1 #fca ,black ,pool1 ,english1 #fdb ,bottle ,pool1 #fdi ,chicago ,pool1 #fcc ,colour-ball ,pool1 #fci ,continuous ,pool1 #fcb ,cow-boy ,pool1 #fcd ,english ,pyramid ,pool1 #fcb ,eng4 ,following ,pool1 #fci ,fifteen-ball ,pool1 #fbi ,following ,pool1 #fci ,forty-one ,pool1 #fcc ,high-low-jack ,pool1 #fcc ,little ,corporal1 #fdh ,pin ,pool1 #fdg ,shell ,out1 #fcb ,spanish ,pool1 #fdi ,pool with ,dominoes1 #fji ,pool ,ecart1 #cjf ,pope ,joan1 #eje ,preference1 #dif ,probabilities1 #fea ,progressive ,bridge1 #ch ,progressive ,cinch1 #cdj ,progressive ,euchre1 #bhj ,progressive ,hearts1 #cef ,progressive ,poker1 #bdh ,progressive ,whist1 #aai ,prussian ,whist1 #ih ,purchase ,nap1 #caa ,pyramid ,pool1 #fca ,quatre ,valets1 #cfi ,quinze1 #eba ,raffles1 dice1 #fac ,railroad ,euchre1 #bhb ,rams1 #cag ,ranter ,go ,round1 #ejh ,razzle-,dazzle1 #cdj ,reversi1 #fjc ,reversi ,bridge1 #dj ,rondeau1 #eda ,rouge et ,noir1 #ecd ,roulette1 #ecf ,rounce1 #cai ,round the ,spot1 dice1 #fah ,royal ,cassino1 #dhe ,rubicon ,bzique1 #chf ,rubicon ,piquet1 #dge ,rum1 #fhi ,double-pack ,rum1 #fib ,single-pack ,rum1 #fhi ,poker ,gin1 #fib ,poker ,rum1 #fia ,russian ,backgammon1 #fjb ,russian ,boston1 #ahc ,sancho ,pedro1 #ccc ,saratoga1 #ejg ,scat1 see ,skat1 #dae ,schnautz1 #bdh ,schwellen1 #cgj ,scotch ,whist1 #aei ,sebastopol1 dominoes1 #fji ,sell ,out1 #ccj ,set-back ,euchre1 #bgh ,seven-handed ,euchre1 #bhd ,seven-card ,cribbage1 #dfb ,seven-up1 #cbe ,shasta ,sam1 #ccj ,shell-out ,pool1 #fcb ,shooting ,craps1 #fad ,short ,bridge1 #dg ,show-down ,poker1 #bbi ,shuffle ,board1 #fai ,six-card ,cribbage1 #ddd ,six-hand ,bridge1 #ci ,sixty-four ,card ,binocle1 #cge ,sixty-three1 cinch1 #cdj ,sixty-six1 #djh ,four-handed1 #dac ,kreutz ,mariage1 #dac ,three-handed1 #dac ,skat1 #dae1 #dcd ,game ,values1 #dba ,scoring1 #dbg ,illustrative ,hands1 #dcb ,skat ,laws1 #dce ,slams1 euchre1 #bhc ,slobberhannes1 #cfh ,smudge1 #ccc ,snip-snap-snorem1 #ejb ,snooker ,pool1 #fdi ,snoozer1 #ccd ,solitaires1 #eaj1 #fic1 #fih1 #gjj ,solo1 #dih ,three-handed ,solo1 #dii ,solo ,whist1 #add ,spade ,cassino1 #dhe ,spanish ,monte1 #edb ,spanish ,pool1 #fdi ,speculation1 #eja ,spin1 #ejg ,spoil ,five1 #cab ,spot ,hearts1 #cee ,stops1 #ejg ,straight ,poker1 #bde ,stud ,poker1 #bdf ,sweat1 dice1 #edj ,sweepstake ,hearts1 #ceb ,table ,games1 #edd ,table ,stakes1 poker1 #bbg ,technical ,terms1 #fgd ,telling ,fortunes1 #eac ,ten ,pins1 or ,bowling1 #ffj ,american ,ten ,pins1 #ffb ,battle ,game1 #ffe ,cocked ,hat1 #ffd ,cocked ,hat ,feather1 #ffe 8,don'ts0 for ,players1 #ffi ,duck ,pin ,game1 #ffi ,five ,back1 #ffh ,four ,back1 #ffg ,head ,pin2 four back1 #fff ,head ,pin ,out1 #ffg ,kinsley ,candle ,pin1 #ffi ,newport ,game1 #ffh ,nine ,up and ,nine ,down1 #fff ,ten ,pins with ,dice1 #faf ,three-card ,monte1 #edb ,thirty-one1 poker1 #bdh ,three-cushion ,carroms1 #fbf ,three-handed ,auction1 #ce 0 0 ,bzique1 #chb 0 0 ,bridge1 #cf 0 0 ,cribbage1 #dfa 0 0 ,hearts1 #ced 0 0 ,binocle1 #dje 0 0 ,sixty-six1 #dac ,throwing ,dice1 #fab ,trente et ,quarante1 #ecd ,tric-trac1 #eij ,twenty-one ,point ,cassino1 #dhd ,two-handed ,bridge1 #cf 0 0 ,hearts1 #ced ,under and over ,seven1 #edc ,varieties of ,bridge1 #db ,vingt-et-un1 #eag ,vingt-et-un with ,dice1 #eah ,vint1 #dic ,whiskey ,poker1 #bdg ,whist ,family of ,games1 xvii ,whist1 #fj ,american ,laws1 #ahf ,auction ,bridge1 xxv ,bridge1 xxv1 #bh ,bid ,whist1 #fhg ,cayenne ,whist1 #ach ,chinese ,whist1 #ahd ,double ,dummy1 #acj ,dummy1 #abg ,dummy ,laws1 #bjf ,drive ,whist1 #fhg ,duplicate ,whist1 #ajj ,english ,laws1 #aif ,favourite ,whist1 #ii ,french ,whist1 #afd ,german ,whist1 #ahc ,humbug ,whist1 #aca ,memory ,duplicate1 #aaj ,mort1 #acc ,norwegian ,whist1 #fhh ,probabilities1 #fef ,progressive ,whist1 #aai ,prussian ,whist1 #ih ,scotch ,whist1 #aei ,solo ,whist1 #add ,text ,books1 #ii ,thirteen and the ,odd1 #acb ,whist ,family ,laws1 #ahf ,whist ,tactics1 #gj ,albany ,lead1 #hf ,american ,game1 #id ,american ,laws1 #ahf ,american ,leads1 #hh ,conventional ,plays1 #gj ,deschapelles ,coups1 #ia ,discarding1 #hj ,discard ,signals1 #ij ,echo in ,plain ,suits1 #ij ,echo in ,trumps1 #hf ,eleven ,rule1 #gi ,false ,cards1 #ib ,finessing1 #ib ,forcing1 #hj ,four-signal1 #hf ,fourth-hand ,play1 #hd ,general ,directions1 #fj ,general ,principles1 #fh ,high-card ,leads1 #gb ,how to ,study1 #gj ,illustrative ,hands1 #ig ,inferences1 #ic ,inviting a ,ruff1 #hh ,leader's ,partner1 #gh ,leading ,plain ,suits1 #gb ,leading ,short ,suits1 #ia ,leading ,trumps1 #ga ,low ,card ,leads1 #gd ,low's ,signal1 #ij ,methods of ,cheating1 #fg ,method of ,playing1 #fa ,minneapolis ,lead1 #hi ,partner's ,duties1 #gh ,placing the ,lead1 #ib ,plain-suit ,echo1 #ij ,playing to the ,score1 #ib ,returning ,partner's ,suits1 #hj ,scoring1 #fd ,second-hand ,play1 #ha ,short-suit ,game1 #ia-id ,short-suit ,leads1 #gd-fa ,signal ,game1 #he ,stacking ,tricks1 #fc ,suggestions for ,good ,play1 #fg ,tenace ,positions1 #ia ,third ,hand ,play1 #gh ,trump ,signals1 #he ,unblocking1 #ij ,underplay1 #ia ,using the ,markers1 #ff ,works on ,whist1 #ii ,widow ,binocle1 #djh ,widow ,cinch1 #cda ,yerlash1 see ,vint1 #dic ,,introduction4 ,the word 8,hoyle0 has gradually come to stand as an abbreviation for an 8,encyclopedia of ,indoor ,games40 ,the common expression1 8played according to ,hoyle10 usually means 8correctly played10 or 8played according to the standard authorities40 ,the original ,edmund ,hoyle wrote on very few games1 but his work was the first attempt to put together the rules for the most popular indoor games in one volume4 ,although ,hoyle died more than a hundred years ago1 his work has been constantly added to as new games came into vogue1 which has led many to believe that he is the authority for games that he never heard of1 such as pinochle and poker4 ,persons who have never given the subject much attention may be surprised to learn how little authority there is for the rules governing the majority of our popular games4 ,if we except the table games1 such as chess1 checkers1 billiards1 backgammon and ten pins1 and such card games as whist1 bridge1 auction1 and skat1 all of which are regulated by well-defined codes of laws1 agreed upon by associations of prominent clubs1 to govern championship contests1 etc41 we have very few games left which are not played in different ways in various localities4 ,this is undoubtedly because such games are learnt at the card table and not from books4 ,a person who is shown a new game cannot remember all its details1 some of which may not have been explained to him even4 ,if he tries to teach it to others while his knowledge is in this imperfect state1 he will naturally invent rules of his own to cover the points he has forgotten1 or has never learnt1 usually borrowing ideas from games with which he is more familiar4 ,the pupils of such a teacher pass on to others the game thus imperfectly learnt1 and in a short time we have a number of corruptions creeping in1 and the astonishing part of it is the insistence with which some persons will maintain that they alone have the right idea of the rules1 just because so-and-so showed them the game1 or because they and their immediate friends have 8always played it that way40 ,this does not alter the fact that the fundamental principles of every game are known and can be readily found if one knows where to look for them4 ,the author is in possession of several hundred works in various languages--,english1 ,french1 ,german and ,italian--on nothing but indoor games1 comprising probably everything ever printed on the subject that is worth preserving4 ,by tracing the history of a game and its development through the various books in which it is described1 the game will always be found to belong to some distinct family1 which has certain well-defined traits which must be preserved1 no matter how much they may be altered in minor details4 ,all games follow certain general principles1 and the surest mark of error in the local rules of any game is inconsistency4 ,pinochle is a striking example of this4 ,in many places the players will not allow the same cards to be counted twice in the trump sequence1 so as to meld #aij2 but they will count them twice in four kings and queens4 ,they insist on the rule of at least one fresh card from the hand for each additional meld in one case1 but totally disregard it in another1 as when they meld #bdj for the round trip1 instead of only #bbj4 ,these local errors have crept into many of the ,hoyles now upon the market1 the works having probably been compiled from the individual knowledge of the author1 limited by his experience in a certain locality4 ,many of these works devote much space to a certain game1 which is evidently the compiler's pet1 and which is accurately described2 while other and equally important games are full of errors and omissions1 betraying a lamentable want of care in consulting the literature of the subject4 ,while the author of this work does not believe it possible to compile a work that shall be universally accepted as the authority on all games1 as a dictionary would be on spelling1 he deems it at least possible to select what seems the most common usage1 or the best rule1 preserving the true spirit of the game1 and to describe it accurately and bring the whole up to date4 ,,the ,,whist ,,family4 ,the most popular card games of the present day undoubtedly belong to the whist family1 which embraces all those played with a full pack of fifty-two cards1 ranking from the ace to the deuce1 one suit being trumps1 and the score being counted by tricks and honours1 or by tricks alone4 ,the oldest and most important of the group is whist itself4 ,the game appears to be of ,english origin1 its immediate parent being 8ruff and honours40 ,this was an old ,english game in which twelve cards only were dealt to each player1 the uppermost of the remaining four being turned up for the trump suit4 ,whoever held the ace of trumps could 8ruff0 or take in these four cards1 discarding in their place any four he chose4 ,as the game developed into whisk1 or whist1 this ruffing feature disappeared4 ,there was no stock1 the four deuces being discarded from the pack instead4 ,twelve cards were dealt to each player1 and the last was turned up for the trump4 ,about #afhj a variation of the game known as 8swabbers0 came into vogue4 ,the swabbers were the heart ace1 club jack1 and the ace and deuce of trumps4 ,the players to whom these cards were dealt were entitled to a certain share of the stakes or payments1 independent of the play for tricks and honours4 ,this variety of the game did not long remain in favor1 but gave way to make room for one of the most important changes1 the restoration of the deuces to the pack1 which introduced the feature of the odd trick4 ,this took place early in the last century1 and seems to have so much improved the game that attention was soon drawn to its possibilities for scientific treatment4 ,about this time whist was taken up by a set of gentlemen who met at the ,crown ,coffee ,house in ,bedford ,row1 ,london2 chief among whom was ,sir ,jacob de ,bouverie1 ,viscount ,folkestone4 ,after considerable experiment and practice this little whist school laid down the principles of the game as being3 8to play from the strong suit2 to study the partner's hand2 never to force partner unnecessarily1 and to attend to the score40 ,it is generally believed that ,edmond ,hoyle was familiar with the proceedings of this set1 and on their experiences based his celebrated 8,short ,treatise on the ,game of ,whist10 which was entered at ,stationers' ,hall in ,london ,nov4 #ag1 #agdb4 ,the only works previous to ,hoyle touching upon whist were the 8,compleat ,gamester0 of ,cotton1 which first appeared in #afgd1 and the 8,court ,gamester10 of ,richard ,seymour1 #agai4 ,one of ,hoyle's great points was his calculation of the probabilities at various stages of the rubber4 ,this seems to have been looked upon as most important in guiding persons in their play1 for we find that ,abraham de ,moivre1 a famous mathematician1 used to frequent the coffee houses1 and for a small fee give decisions on questions of the odds at whist4 ,bath seems to have been the great rallying-point for the whist-players of the last century2 but the passion for the game soon spread all over ,europe4 ,in #agfg ,benjamin ,franklin went to ,paris1 and it is generally believed that he introduced the ,american variety of the game known as ,boston1 which became the rage in ,paris some time after the war of independence4 ,so popular did whist become in ,italy that we find the boxes at the opera in ,florence provided with card tables in #agij4 ,the music of the opera was considered of value chiefly as1 8increasing the joy of good fortune1 and soothing the affliction of bad40 ,a code of laws was drawn up about #agfj by the frequenters of ,white's and ,saunders' in ,london4 ,these seem to have remained the standard until 8,clebs0 published1 in #ahea1 the code in use at the ,portland ,club4 ,in #ahfc ,john ,loraine ,baldwin got together a committee at the ,arlington1 now the ,turf ,club1 and they drew up the code which is still in use all over the world for ,english whist4 ,in the ,united ,states1 laws better suited to the ,american style of play were drawn up by the ,american ,whist ,league in #ahia1 and after several revisions were finally adopted1 in #ahic1 as the official code for ,league clubs4 ,the literature of whist saw its palmiest days at the beginning of this century4 #g1jjj copies of ,bob ,short's 8,short ,rules for ,whist0 were sold in less than a year4 ,mathews'1 or ,matthews'1 8,advice to the ,young ,whist-,player10 went through eighteen editions between #ahjd and #ahbh4 ,after these writers came ,admiral ,burney1 who published his 8,treatise0 in #ahba2 ,major ,a4 ,charles ,barwell ,coles1 gave us his 8,short ,whist0 in #ahce4 ,deschapelles published his 8,trait du ,whiste0 in #ahci1 but it gave little but discussions on the laws4 8,whist1 its ,history and ,practice0 by ,amateur1 appeared in #ahdc4 ,general de ,vautr's 8,gnie du ,whiste10 in #ahdg4 8,clebs0 ,edward ,augustus ,carlyon wrote his 8,laws and ,practice0 in #ahea4 ,then in rapid succession came 8,cavendish0 in #ahfc1 ,james ,clay in #ahfd1 ,pole and 8,cam0 in #ahfe4 ,campbell-,walker's 8,correct ,card0 in #ahgf2 ,drayson's 8,art of ,practical ,whist10 with its new theories of trumps2 ,fisher ,ames1 8,modern ,whist10 in #ahgi2 8,whist1 or ,bumblepuppy80 by 8,pembridge0 ,john ,petch ,hewby1 in #ahhj2 ,g4,w4,p4 ,pettes1 in #ahha2 ,proctor's 8,how to ,play ,whist10 in #ahhe2 and the 8,handbook of ,whist10 by 8,major ,tenace10 #ahhe4 ,then began the long list of ,american authors 7,pettes has already been mentioned73 8,foster's ,whist ,manual10 by ,r4,f4 ,foster1 appeared in #ahij2 8,practical ,guide to ,whist10 by ,fisher ,ames1 in #ahia2 ,hamilton's 8,modern ,scientific ,whist10 in #ahid1 and in the same year1 ,coffin's 8,gist of ,whist10 and 8,foster's ,whist ,strategy40 ,in #ahie1 ,milton ,c4 ,work's 8,whist of ,to-day10 and 8,foster's ,whist ,tactics10 giving the play in the first match by correspondence2 and in #ahif1 ,val ,starnes' 8,short-suit ,whist10 and ,howell's 8,whist ,openings40 ,in #ahig1 ,mitchell's 8,duplicate ,whist40 ,in #ahih1 ,foster's 8,common ,sense in ,whist10 and in #aijj1 ,fisher ,ames' 8,standard ,whist40 ,since then whist literature has given place to bridge4 ,in periodical literature we find whist taken up in the pages of the 8,sporting ,magazine0 in #agic4 ,the ,london 8,field0 has had a card column since ,december #f1 #ahfb4 ,proctor's work first appeared in 8,knowledge40 ,the 8,westminster ,papers0 devoted a great deal of space to whist games and 8jottings0 every month for eleven years1 beginning in ,april1 #ahfh4 8,whist10 a monthly journal devoted exclusively to the game1 began publication in ,milwaukee in #ahia2 but gave it up when bridge supplanted whist in popular favor4 ,whist rapidly became a 8newspaper game40 ,the ,new ,york ,sunday ,sun devoted two columns every ,sunday to the discussion and illustration of moot points in whist tactics1 and the analysis of hands played in important matches4 ,in a series of articles begun ,february #bc1 #ahif1 this paper gave to the world the first systematic statement of the theory and practice of the short suit game4 ,in #ahih there were at least forty whist columns published in the ,united ,states4 ,two magazines devoted to whist and bridge are now published1 one in ,boston and the other in ,new ,york4 ,while the parent game has been pursuing this prosperous course1 many variations have been introduced4 ,one of the most radical changes in the game itself has been cutting down the points from ten to five1 which occurred about #ahaj4 ,mathews mentions it in #ahac as having occurred since the publication of his first edition in #ahjd1 and ,lord ,peterborough1 the unlucky gambler1 for whose benefit the change was introduced1 died in #ahad4 ,another great change took place in ,america1 where they played for the tricks alone1 the honours not being counted at all4 ,turning the trump from the still pack was first tried by a ,welsh baronet1 and is mentioned by ,southey in his 8,letters of ,espriella40 ,this custom was revived for a time by the ,milwaukee ,whist ,club1 and is still sometimes seen in ,europe under the name of 8,prussian ,whist40 ,altogether we can trace nineteen games which are clearly derived from whist4 ,duplicate1 ,drive1 and ,progressive whist are simply changes in the arrangement of the players and in the methods of scoring4 ,prussian whist introduces the cutting of the trump from the still pack4 ,dummy and ,double-dummy are simply whist with a limited number of players1 necessitating the exposure of one or more hands upon the table4 ,the ,french game of ,mort is dummy with a better system of scoring introduced4 ,favourite ,whist simply changes the value of the tricks in scoring1 according to the trump suit4 ,cayenne and ,bridge introduce the first changes of importance4 ,in ,cayenne1 the dealer and his partner have the privilege of changing the trump from the suit turned up2 in ,bridge they name the trump suit without any turn-up1 and play the hands as at dummy4 ,in ,boston1 and ,boston de ,fontainebleau1 in addition to making the trump suit instead of turning it up1 further departures are introduced by naming the number of tricks to be played for1 allowing the player to take all or none without any trump suit1 and by #8spreading' certain hands1 without allowing the adversaries to call the exposed cards4 ,french and ,russian ,boston are simply varieties of ,boston4 ,solo ,whist is an attempt to simplify ,boston by reducing the number of proposals and the complications of payments1 and eliminating the feature of #8spreads4' ,scotch ,whist introduces a special object in addition to winning tricks--catching the ten of trumps2 that card and the honours having particular values attached to them4 ,this variety of whist may be played by any number of persons from two to eight2 and its peculiarity is that when a small number play1 each has several distinct hands1 which must be played in regular order1 as if held by different players4 ,humbug ,whist is a variety of double-dummy1 in which the players may exchange their hands for those dealt to the dummies1 and the dealer may sometimes make the trump to suit himself4 ,german ,whist is played by two persons1 and introduces the element of replenishing the hand after each trick by drawing cards from the remainder of the pack until the stock is exhausted4 ,chinese ,whist is double-dummy for two1 three1 or four persons1 only half of each player's cards being exposed1 the others being turned up as the exposed cards are got rid of in the course of play4 ,all these varieties have been entirely supplanted and overshadowed by bridge4 ,when they play whist at all1 the ,english think there is nothing better than the original whist1 counting honours1 and playing to the score4 ,the ,americans think ,duplicate superior to all other forms1 especially when two tables are engaged1 and four players are opposed by four others for a specified number of deals4 ,we are inclined to agree with ,clay that the ,french game of ,mort is 8charming and highly scientific40 ,he says ,english dummy is a 8very slow game40 ,whether it is because the game has been found #8slow1' or because its more attractive forms are little known1 it is certainly true that writers on whist pay little or no attention to dummy4 ,the ,english authors mention it only in connection with laws and decisions4 ,no ,american text-book makes any allusion to the game1 and there is no reference to it in the ,american ,whist ,league's code of laws4 ,in the first edition of this work1 written in #ahie1 the author ventured to prophesy that the day was not far distant when dummy would supersede all other varieties of whist among the most expert players2 either in the form of the charming ,mort or the fascinating ,bridge4 ,very few persons who have played either of these games sufficiently to appreciate their beauties care to return to the platitudes of straight whist4 ,at that time1 bridge was unknown in ,america except to the members of ,the ,whist ,club of ,new ,york and their friends4 ,in the short space of ten years it has become the card game of the world2 but in spite of its present popularity it has its defects1 and it would not be surprising to see its place usurped by another game1 not a member of the whist family1 which has been steadily gaining ground among those who have the intellectual capacity for card games of the highest class1 and that is skat4 ,the first text-book on bridge was a little leaflet printed in ,england in #ahhf1 which gave the rules for 8,biritch1 or ,russian ,whist40 8,boax0 came out with a little 8,pocket ,guide0 in #ahid1 followed by 8,the ,laws of ,bridge0 in #ahie4 ,the ,whist ,club of ,n4,y4 published the ,american laws of bridge in #ahig1 and 8,badsworth0 came out with the ,english laws in #ahih4 ,in the following year1 #ahii1 ,archibald ,dunn1 ,jr41 gave us 8,bridge and ,how to ,play ,it10 and ,john ,doe published 8,bridge ,conventions10 ,a4,g4 ,hulme-,beaman's 8,bridge for ,beginners0 appearing in the same year4 ,in #aijj1 8,foster's ,bridge ,manual0 appeared in ,america1 reprinted in ,england under the title of 8,foster on ,bridge40 ,in the years following1 text-books on bridge came from the press by the dozen1 the most notable authors being ,dalton and 8,hellespont0 in #aija2 ,elwell and ,robertson in #aijb2 ,street and ,lister in #aijc4 ,many of the writers already mentioned published later and more complete works1 embodying the results of time and experience4 ,foster's ,self-playing ,bridge ,cards were brought out in #aijc4 ,elwell's 8,advanced ,bridge0 appeared in #aijd and ,foster's 8,complete ,bridge0 in #aije4 ,while bridge has never been such a popular 8newspaper game0 as whist was in ,america1 it has been much more so in ,england4 ,articles on bridge1 for beginners chiefly1 were published in #aije and #aijf by the ,san ,francisco ,call1 ,pittsburgh ,post ,despatch1 ,cincinnati ,commercial ,tribune1 ,chicago ,journal1 ,st4 ,paul ,despatch1 ,milwaukee ,journal1 ,baltimore ,american1 ,houston ,post1 ,indianapolis ,star1 and the ,n4,y4 ,globe4 ,these were all edited by ,r4,f4 ,foster4 ,bridge ,tournaments1 offering prizes for the best play of certain hands were run by the ,n4,y4 ,evening ,telegram1 the ,n4,y4 ,globe1 the ,n4,y4 ,evening ,mail1 and the ,chicago ,journal4 ,a number of the weekly magazines offer similar competitions in ,england1 but as a rule the problems in that country are of very poor quality4 ,about #aiaj it became the fashion not to play spades1 it being considered a waste of time to play a hand for such a small amount as #b points a trick1 so the dealer was allowed to score #b for the odd and #d for honours1 regardless of how the cards were distributed1 the hand being abandoned4 ,the objection to this practice was that many hands were worth much more than #b points1 and in some cases the spade make would have gone game at the score4 ,this led to the practice of playing 8royal spades10 which were played at #aj and then at #i a trick1 sometimes with a penalty of #bj if the declarer failed to make the odd4 ,shortly after this1 later in #aiaj1 there developed a decided rebellion against the dealer's monopoly of the make1 and in order to allow any player at the table who held good cards to get the benefit of them1 whether he was the dealer or not1 bidding for the privilege of making the trump came into vogue4 ,this was the starting point of auction1 its chief difference from the older game being that only the side that made the highest bid for the declaration could score toward game4 ,the full number of tricks bid had to be made1 and if they were not made1 the adversaries scored in the honour column for penalties1 the penalty being always the same1 regardless of the trump suit4 ,the great disparity in the values of the suits as then played practically confined the bidding to the hearts and royal spades4 ,this soon brought about another change1 which was to raise the values of all the suits except spades and to cut down the no-trumper4 ,this was done in #aiab1 and made it possible for any suit to go game on the hand4 ,all the well known writers on whist and bridge came out with text-books on auction1 and the newspapers took up the subject in weekly articles4 ,although to many the game now seemed perfect1 there were those that felt the helplessness of weak hands to offer any defence in the bidding against a run of no-trumpers or hearts and royals4 ,to remedy this1 ,f4,c4 ,thwaites of the ,milwaukee ,whist ,club suggested the introduction of the nullo4 ,this was a bid to lose tricks1 at no trump only1 and its value was to be minus #aj1 that is1 it was to be outranked only by a no-trumper to win4 ,at first1 this bid was largely used simply as an additional game-going declaration1 and was strongly objected to by many leading players4 ,but as its true place as a defensive bid became better understood it soon came into favour4 ,in the nullo there are no honours1 and the declarer scores the tricks over the book made by his opponents1 which he forces them to take4 ,many interesting card problems have been built upon the nullo4 ,toward the end of #aiac still another change seems to have suggested itself to some of the ,english players who were familiar with the ,russian game of vint1 and that is to play auction just as it is played up to the point of the lead to the first trick1 but that no dummy is exposed1 the four players holding up their cards and following suit just as they would at whist4 ,whether or not this game will ever become as popular as the combination of dealer and dummy1 it is difficult to say1 but appearances are against it4 ,there seems to be a growing tendency in ,america to adopt the ,english rule of cutting out the spade suit at #b a trick1 and making it always a royal spade1 worth #i4 ,the dealer is allowed to pass without making a bid1 the lowest call being one club4 ,if all pass1 the deal goes to the left4 ,,bridge4 ,there are two principal varieties of this game2 straight bridge1 in which the dealer or his partner must make the trump1 their opponents having nothing to say about it except to double the value of the tricks4 ,the dealer's partner is always the dummy1 and either side may score toward game by making the odd trick or more4 ,auction bridge1 in which the privilege of making the trump is bid for1 the highest bidder playing the hand with his partner as dummy1 regardless of the position of the deal1 and his side being the only one that can score toward game1 the adversaries scoring nothing but penalties in the honour column if they defeat the contract4 ,as this is the more popular form of bridge at the present time1 it will be given first4 ,since the adoption of the higher value for the spade suit under the name of royal spades1 and the change in the value of the suits1 the game gradually came to be known as royal auction1 but as that change is now universal1 the name has slipped back to its original title4 ,,auction ,,bridge1 ,,or ,,auction4 ,,cards4 ,auction is played with a full pack of fifty-two cards1 ranking ,a ,k ,q ,j #aj #i #h #g #f #e #d #c #b1 the ,ace being the highest in play1 but ranking below the deuce in cutting4 ,two packs should be used1 the one being shuffled while the other is dealt4 ,,markers suitable for scoring the various points made at ,bridge have not yet been invented4 ,some persons use the bzique marker2 but it is not a success4 ,the score is usually kept on a sheet of paper1 and it should be put down by each side1 for purposes of verification4 ,,players4 ,auction is played by four persons1 and the table is complete with that number4 ,when there are more than four candidates for play1 the selection of the four is made by cutting4 ,these cut again for partners1 and the choice of seats and cards4 ,,cutting4 ,the usual method of cutting for partners1 etc41 at auction1 is to shuffle the cards thoroughly1 and 8spread0 them face downwards on the table2 each candidate drawing a card1 and turning it face upwards in front of him4 ,the four cutting the lowest cards playing the first game1 or rubber4 ,illustration3 ,,spreading ,,the ,,pack4 ,the four having been selected1 the cards are again shuffled and spread1 and partners are cut for2 the two lowest pairing against the two highest2 the lowest of the four is the dealer1 and has the choice of cards and seats4 ,,ties4 ,as between cards of equal value in cutting1 the heart is the lowest1 diamonds next1 then clubs and then spades4 ,,position ,,of ,,the ,,players4 ,the four players at the bridge table are indicated by letters2 ,a and ,b are partners against ,y and ,z2 ,z always represents the dealer1 who always makes the first bid1 ,a being the second bidder1 ,y the third and ,b the fourth4 ,illustration3 ----- ,y ,a ,b ,z ----- ,,dealing4 ,the cards having been properly shuffled the dealer1 ,z1 presents them to the pone1 ,b1 to be cut4 ,at least four cards must be left in each packet4 ,beginning at his left1 the dealer distributes the cards one at a time in rotation until the pack is exhausted4 ,when two packs are used1 the dealer's partner shuffles one while the other is dealt1 and the deal passes in regular rotation to the left until the rubber is finished4 ,,irregularities ,,in ,,the ,,deal4 ,if any card is found faced in the pack1 or if the pack is incorrect or imperfect1 the dealer must deal again4 ,if any card is found faced in the pack1 or is exposed in any manner2 or if more than thirteen cards are dealt to any player1 or if the last card does not come in its regular order to the dealer1 or if the pack has not been cut1 there must be a new deal4 ,attention must be called to a deal out of turn1 or with the wrong cards1 before the last card is dealt1 or the deal stands4 ,there are no misdeals in auction4 ,that is to say1 whatever happens the same dealer deals again4 ,minor irregularities will be found provided for in the laws4 ,the cards being dealt1 each player sorts his hand to see that he has the correct number1 thirteen2 and the player or players keeping the score should announce it at the beginning of each hand4 ,,stakes4 ,in auction1 the stake is a unit1 so much a point4 ,the number of points won or lost on the rubber may be only two or three1 or they may run into the hundreds4 ,the average value of a rubber at auction is about #djj points4 ,any much larger figure shows bad bidding4 ,in straight bridge the average is about #ahj4 ,in settling at the end of the rubber1 it is usual for each losing player to pay his right-hand adversary4 ,,making ,,the ,,trump4 ,in auction1 the dealer begins by naming any one of the four suits1 or no trumps1 for any number of tricks he pleases4 ,each player in turn to the left then has the privilege of passing1 bidding higher1 or doubling4 ,when three players pass a bid1 it is the highest made and is known as the ,winning ,declaration or ,contract4 ,in order to understand the principles that govern the players in their declarations1 one should be thoroughly familiar with the values attached to the tricks when certain suits are trumps4 ,the first six tricks taken by the side that has made the winning declaration do not count4 ,this is the 8book10 but all over the book count toward making good on the contract1 according to the following table3 ,when ,spades are trumps1 each trick counts #b points4 0 ,clubs 0 0 0 0 0 #f 0 0 ,diamonds 0 0 0 0 0 #g 0 0 ,hearts 0 0 0 0 0 #h 0 0 ,royal ,spades 0 0 0 0 0 #i 0 0 there are no trumps1 0 0 0 #aj 0 ,the game is #cj points1 which must be made by tricks alone1 so that three over the book1 called three 8by cards10 will go game from love at no trump1 or four by cards at hearts or royals4 ,these are called the ,major or ,winning ,suits4 ,as it takes five by cards to go game in clubs or diamonds1 and on account of the difficulty of such an undertaking1 these are called the ,minor or ,losing ,suits4 ,an original bid of one spade can be made only by the dealer1 and it simply means1 8,i pass40 ,that is1 the dealer has nothing to declare on the first round of the bidding4 ,see note at foot of page #eh4 ,,rank ,,of ,,the ,,bids4 ,in order to over-call a previous bid1 whether of the partner or the opponent1 the bidder must undertake to win the same number of tricks in a suit of higher value1 or a greater number of tricks having the same aggregate value as the preceding bid4 ,players should restrict themselves to the same form of expression throughout1 and all bids1 even passing1 must be made orally and not by gesture4 ,let us suppose this to be the bidding3 ,the dealer1 ,z1 begins with 8,one spade10 second player1 ,a1 says1 8,i pass10 or simply1 8,no40 ,third bidder1 ,y1 says1 8,one club10 fourth player1 ,b1 8,no trump40 ,the dealer1 starting on the second round1 says1 8,two clubs10 supporting his partner's declaration4 ,next player1 ,a1 who passed the first time1 says1 8,two royals40 ,both ,y and ,b pass1 but the dealer1 ,z1 says1 8,three clubs40 ,observe that while three clubs is worth no more than two royals1 #ah1 the club bid offers to win more tricks than the royals and therefore ranks as a higher bid4 ,a doubles three clubs4 ,y passes and ,b says1 8,two no trumps40 ,as will be explained presently1 doubling does not affect the value of the declaration in bidding1 so two no trumps1 worth #bj1 over-calls three clubs4 ,z1 ,a and ,y all pass1 so two no trumps becomes the winning declaration and ,b is the declarer1 ,a being the dummy1 with ,z to lead for the first trick4 ,in this example1 had the bid been left at three clubs1 doubled or not1 that would have been the winning declaration1 and the partner who first named that suit1 ,y1 would be the declarer1 ,z being the dummy1 although ,z actually made the highest bid4 ,it is only when the two players that have both named the winning suit are not partners that the higher bidder becomes the declarer4 ,,doubling4 ,no player may double his partner1 but he may redouble an opponent who has doubled4 ,all doubling must be strictly in turn1 like any other bid4 ,doubling does not affect the value of the bids1 but simply doubles the value of the tricks or penalties when they are scored at the end of the hand4 ,suppose ,a bids two royals and ,y doubles4 ,b can take ,a out with three clubs1 because1 so far as the bidding goes1 two royals are still worth only #ah4 ,any over-call annuls the double1 or redouble4 ,suppose ,a says two hearts1 ,y doubles1 ,b redoubles1 and ,z says two royals4 ,the doubling is all knocked out1 and if ,a were to go three hearts and get the contract1 hearts would be worth only #h a trick in the scoring unless ,y doubled all over again4 ,a double reopens the bidding1 just the same as any other declaration1 allowing the player's partner1 or the player himself in his turn1 to take himself out of the double by bidding something else4 ,,irregularities ,,in ,,declaring4 ,if any player declares out of turn1 either in bidding a suit or in doubling1 either opponent may demand a new deal1 or may allow the declaration so made to stand1 in which case the next player to the left must bid1 just as if the declaration had been in turn4 ,if a player pass out of turn there is no penalty1 and the player whose turn it was must declare himself4 ,the player who has passed out of his proper turn may re-enter the bidding if the declaration he passed has been over-called or doubled4 ,if a player makes an insufficient or impossible declaration1 either adversary may call attention to it4 ,suppose the last bid is three royals1 and the next player says four clubs4 ,this is not enough1 as three royals is worth #bg and four clubs only #bd4 ,unless the player in error correct himself at once1 and make it five clubs1 either adversary may demand that it be five clubs1 and the partner of the corrected player cannot bid unless this five-club bid is over-called or doubled4 ,a player correcting himself must stick to the suit named1 not being allowed to say four diamonds when he sees that four clubs is not enough4 ,if an insufficient declaration is passed or over-called by the player on the left1 it is too late to demand any penalty1 and the insufficient bid stands as regular4 ,suppose ,a bids three royals and ,y says four clubs1 ,b and ,z passing4 ,a can repeat his bid of three royals if he likes1 as that is enough to over-call four clubs4 ,if a player makes an impossible declaration1 such as calling six diamonds over five no trumps1 when it is clearly impossible to make any diamond declaration worth #ej1 either adversary may demand a new deal1 or may insist that the last bid made by his own side1 five no trumps1 shall be the winning declaration1 or he may force the player in error to declare a grand slam in diamonds and play it1 his partner being forbidden to take him out4 ,,method ,,of ,,playing4 ,the winning declaration settled1 whether doubled or not1 the player on the left of the declarer leads for the first trick1 and dummy's cards go down1 the declarer playing the combined hands4 ,the declarer gathers the tricks for his side1 but either adversary may gather for the other4 ,the first six tricks taken by the declarer make a book1 and all over the book count toward his contract4 ,the adversaries have a book as soon as they reach the limit of the tricks they may win without 8setting0 the contract4 ,if the contract is four hearts1 the declarer must win ten tricks1 so that his opponents have a book when they get home three tricks4 ,all tricks should be laid so that they may be readily counted by any player at the table4 ,,dummy4 ,until a card is led by the proper player1 the declarer's partner has all the rights of any other player1 but as soon as the player to the left of the declarer leads and dummy's cards are laid on the table1 dummy's duties and rights are restricted to the following3 ,he may call attention to few cards played to a trick2 correct an improper claim of either adversary2 call attention to a trick taken by the wrong side2 ask his partner if he have none of a suit to which he renounces2 correct an erroneous score2 consult with the declarer as to which penalty to exact for a revoke2 and1 if he has not intentionally overlooked the hand of another player1 he may call his partner's attention to an established revoke made by the adversaries1 or to a card exposed by them or a lead out of turn made by them4 ,the ,revoke4 ,should a player fail to follow suit when able to do so1 it is a revoke1 and the revoke is established when the trick in which it occurs is turned down and quitted by the side that won it1 or when the revoking player1 or his partner1 in his right turn or otherwise1 has led or played to the following trick4 ,if a player ask his partner if he has none of the suit led1 before the trick is turned down1 the revoke may be corrected1 unless the player in error replies in the negative1 or has led or played to the next trick4 ,dummy cannot revoke under any circumstances4 ,the penalty for the revoke depends on the side in error4 ,if the declarer revokes he cannot score anything but honours as actually held1 while the adversaries take #ajj points penalty in the honour column1 in addition to any they may be entitled to for defeating the declaration4 ,if an adversary revokes1 they score honours only1 and the declarer may either take the #ajj points1 or he may take three actual tricks and add them to his own4 ,if he takes the tricks1 they may aid him in fulfilling his contract1 as the score is then made up as the tricks lie1 but the declarer will not be entitled to any bonus in case he was doubled4 ,suppose ,z is the declarer1 and is playing three hearts doubled4 ,he wins the odd trick only1 but detects a revoke1 for which he takes three tricks4 ,this gives him four by cards1 doubled1 worth #fd points toward game1 but he does not get any bonus for making his contract after being doubled1 or for the extra tricks1 because they were taken in penalty and not in play4 ,exposed ,cards4 ,after the deal but before the winning declaration is settled1 if any player exposes a card his partner is barred from bidding or doubling1 and the card is subject to call4 ,should the partner of the offending player prove to be the leader to the first trick1 the declarer may prohibit the initial lead of the exposed suit4 ,all cards exposed by the declarer's adversaries after the original lead are liable to be called and must be left on the table1 face upward4 ,exposed cards are those played two at a time1 dropped on the table face up1 or so held that the partner might see them1 or cards mentioned as being in the hand of the player or his partner4 ,the declarer is not liable to any penalty for exposed cards4 ,leading ,out of ,turn4 ,if either adversary leads out of turn1 the declarer may call the card exposed1 or call a suit when it is the turn of either adversary to lead4 ,if the declarer leads out of turn1 from his own hand or dummy's1 there is no penalty1 but he may not correct the error unless directed to do so by an adversary4 ,if the second hand plays to the false lead1 it must stand4 ,if the declarer plays from his own hand or from dummy to a false lead1 the trick stands4 ,in case the dealer calls a suit and the player has none1 the penalty is paid4 ,cards ,played in ,error4 ,if any player but dummy omits to play to a trick1 and does not correct the error until he has played to the next trick1 the other side may claim a new deal4 ,if the deal stands1 the surplus card at the end is supposed to belong to the short trick1 but is not a revoke4 ,,object ,,of ,,the ,,game4 ,the object in auction is for the declarer to fulfil his contract1 and for the adversaries to defeat it4 ,the highest card played to the trick1 if of the suit led1 wins the trick1 and trumps win all other suits4 ,at the end of the hand the declarer counts up the tricks he has won over the book and if he has made good on his contract he scores the value of those tricks toward game4 ,as soon as either side reaches #cj1 it is a game1 but the hands are played out1 and all the tricks counted4 ,,rubbers4 ,three games1 #cj points or more each1 make a rubber1 but if the first two are won by the same partners the third game is not played4 ,the side that first wins two games adds #bej rubber points to its score4 ,,scoring4 ,apart from the game score1 which is made entirely by tricks won on successful declarations1 there are several additional scores that have no influence in winning or losing the game1 although they may materially affect the ultimate value of the rubber4 ,these are all entered under the head of 8honour scores10 or 8above the line40 ,honours are the five highest cards in the trump suit1 ,a ,k ,q ,j #aj2 when there is no trump1 they are the four ,aces4 ,the partners holding three1 four or five honours between them1 or four honours in one hand1 or four in one hand and the fifth in the partner's1 or all five in one hand1 are entitled to claim and score them1 according to the following table4 ,it will be seen that their value varies according to the trump suit2 and it must be remembered that this value cannot be increased by doubling4 ,,table ,,of ,,honour ,,values4 ,royal spades are indicated by 8,r40 ---------------------------------------- ------------- ,declaration ,r ,no trump ---------------------------------------- ------------- ,each ,trick ,above #f #b #f #g #h #i #aj ---------------------------------------- ------------- ,h #c ,honours #d #ab #ad #af #ah #cj ,o #d ,honours #h #bd #bh #cb #cf #dj ,n #d ,honours 7,all in #a hand7 #af #dh #ef #fd #gb #ajj ,o #e ,honours #aj #cj #ce #dj #de ,u #e ,honours 7#d in #a hand7 #ah #ed #fc #gb #ha ,r #e ,honours 7,all in #a hand7 #bj #fj #gj #hj #ij ,s ,rubber #bej1 ,grand ,slam #dj1 ,little ,slam #bj4 ,when one side has nothing but the odd honour1 three out of the five1 it is called simple honours4 ,the value of simple honours is always the same as two tricks4 ,slams4 ,little ,slam is made by taking twelve of the thirteen tricks2 it counts #bj points4 ,grand ,slam is made by taking the thirteen tricks1 and it counts #dj4 ,either score must be exclusive of revoke penalties4 ,,penalties4 ,if the declarer succeeds in making his contract1 he scores below the line for tricks and above the line for honours according to the table of values already given1 and he scores for as many tricks as he wins1 regardless of the smaller number he may have bid4 ,but if the declarer fails to make good on his contract he scores nothing but honours as actually held1 while his adversaries score #ej points penalty in the honour column for every trick by which the declaration falls short1 no matter what the declaration was1 but they never score anything toward game1 no matter how many tricks they win1 because they are not the declarers4 ,they may1 however1 score slams4 ,if we suppose the winning declaration to be three hearts1 and the declarer makes the odd trick only1 holding simple honours1 he scores #af above the line1 while the other side scores #ajj points above the line for defeating the contract by two tricks1 worth #ej each4 ,if the dealer is left in with one spade1 he cannot lose more than #ajj points1 even if he is doubled1 provided neither he nor his partner redouble4 ,if the adversaries set the contract for one trick1 the declarer loses #ej only1 and even if he is set for six tricks1 he can lose only the #ajj4 ,if any other declaration is doubled and fails1 the adversaries score #ajj points1 instead of #ej1 for every trick by which they defeat the contract4 ,if it is redoubled1 they score #bjj4 ,but if the declarer succeeds after being doubled1 he not only scores double value for the tricks toward game1 but he gets #ej points for fulfilling a doubled contract and #ej more for any tricks over his contract if he makes them4 ,these figures are #ajj in each case if he redoubles4 ,suppose the declaration is three no trumps1 doubled1 and the declarer makes five by cards4 ,he scores #e times #bj toward game1 aces as held1 and then #aej in penalties1 #ej of which is for fulfilling his contract and twice #ej for the two tricks over his contract4 ,,keeping ,,score4 ,two styles of score-pad are now in general use4 ,in one the tricks and honours are entered in the same vertical column1 one above the other1 and are all added in one sum at the end4 ,in the other style of pad the tricks are in one column and the honours and penalties in another1 so that four additions are required to find the value of the rubber1 which is always the difference between the total scores after giving the winners of two games #bej points4 ,the following illustration will show both styles of pad3 ,,we ,,they #cf #cj #ah #ajj #af #h #dj -------- #cf -------- #bej -------- #db #dib #db ---- #dej ,,we ,,they #h #af #ah #ajj #dj #cj ----------------- #cf #cf ----------------- #h #cd #gf #aff #h #gf ---- #bej #db ----- #dib #db ----- #dej ,the scoring on which this rubber is won and lost was as follows3 ,,we started with a contract to win one heart and made it1 with simple honours1 scoring #h toward game and #af above for honours4 ,then ,,they set a contract for two tricks1 getting #ajj in penalties1 against simple honours in royals1 scored as #ah above for ,,we and #ajj for ,,they4 ,then ,,they made four odd at no trump and #cj aces1 winning the first game1 under which a line is drawn4 ,on the next deal ,,they made four odd in royals1 with four honours1 #cf each way1 winning the second game and also the rubber1 for which they add #bej points4 ,both scores are now added up and the lower deducted from the higher1 showing that ,,they win #dej points on the balance4 ,,cutting ,,out4 ,at the conclusion of the rubber1 if there are more than four candidates for play1 the selection of the new table is made by cutting2 those who have just played having an equal chance with the newcomers4 ,the reason for this is that a ,bridge table is complete with four1 and that a rubber is usually too long1 with its preliminaries of making the trump1 and its finalities of settling the score1 for players to wait their turn4 ,a rubber at ,short ,whist is often over in two hands2 but a carefully played rubber at ,bridge sometimes occupies an hour4 ,,cheating4 ,most of the cheating done at the bridge table is of such a character that it cannot be challenged without difficulty1 although there is enough of it to be most annoying4 ,some players will place an ace about four cards from the top when they shuffle the cards1 so that when the pack is spread for the cut they can draw it and get the first deal4 ,second dealing is a common trick1 especially on ocean steamers1 marking the aces and slipping them back if they would fall to an adversary dealing them to the partner instead1 who can go no trumps and score a hundred aces several times in an evening4 ,women are great offenders in trifling matters1 such as asking the dealer if she passed it1 when nothing has been said2 looking over the adversaries' hands as dummy1 and then pushing dummy's cards forward1 as if arranging them1 but in reality indicating which one to play4 ,a great deal of petty cheating is done in putting down the score1 and also in balancing it by cancellation4 ,in large charity games1 some women are so eager to win a prize that they will stoop to all manner of private signals1 and some go so far as to make up a table and agree to double everything1 so that some one of the four shall have a big score4 ,another common trick in so-called social games is to have a stool pigeon to overlook the hand of another and signal it up to the confederate who is playing4 ,there may be some remedy for this sort of thing1 but so far no one seems to have found it2 or at least they lack the courage to put it in practice and expose the offenders4 ,,suggestions ,,for ,,good ,,play4 ,the great secret of success in auction lies in sound bidding1 so that no bid shall have a double meaning and the partner may be able to rely absolutely on the information which the bid should convey4 ,the complications of the situation are so numerous1 owing to the variations introduced by each succeeding bid as the players over-call one another1 that it would be impossible to cover them in a work of this kind1 and the student would do well to consult some such work as 8,whitehead's ,conventions10 which covers every situation that could possibly arise in the bidding4 ,a few general hints may be of assistance in showing the principles that govern the more common situations4 ,the ,dealer's ,bids may be divided into four parts2 a spade1 a losing suit1 a winning suit1 and no trumps4 ,the one-spade bid simply means1 8,i pass10 but it does not signify that he will not be willing to bid on the second round4 ,it has nothing whatever to do with the spade suit4 ,the dealer should never call any suit on the first round of bids unless he has two sure tricks in it4 ,if it is a losing suit1 he may have just those two tricks and nothing else1 and the shorter the suit the better1 but the tricks must be ,a ,k1 or ,k ,q ,j1 or ,a ,q ,j4 ,if it is a winning suit he must have at least five cards of it and a trick or two in some other suit to back it up4 ,if the dealer bids two spades1 he shows two sure tricks in a short spade suit and a sure trick outside4 ,if he bids three spades he shows five or more spades and strength enough outside for royals1 but denies two sure tricks in the spade suit itself4 ,the dealer should bid no trumps when he has not length enough to bid hearts or royals1 but has a hand as good as three aces1 well protected in three suits4 ,the ,second ,hand should declare just as if he were the dealer when the dealer starts with one spade4 ,he may even go no trump on a lighter hand4 ,when the dealer bids a suit1 second hand should over-call only when he can make his contract or wishes to indicate a lead in case third hand should go to no trumps4 ,second hand should never take the dealer out of a losing suit with a winning suit unless he has seven tricks in his own hand4 ,if the dealer bids no trump1 second hand should pass1 unless he is prepared to over-call any further bid for three tricks4 ,third ,hand is not obliged to take the dealer out of a spade1 and should not do so unless he is a trick or two stronger than he would have to be to declare as dealer4 ,but the dealer must never be left in with a two or three spade bid4 ,if third hand cannot do any better1 he should declare a royal4 ,when the dealer bids no trump1 third hand should take him out with any weak five card suit and nothing else1 simply to warn him that there are no winning cards in the hand4 ,always take him out with five cards in a winning suit1 no matter how strong the rest of the hand4 ,take the dealer out of one suit with another suit only to deny his suit4 ,take him out of a winning suit with no trump1 only to deny his suit and show strength in each of the three other suits4 ,if the dealer bids no trump and second hand calls a suit1 double if you can stop the suit twice1 otherwise show any good suit of your own1 but do not go two no-trumps unless you can do it all yourself4 ,leave that to your partner4 ,do not assist your partner's suit bids with less than three tricks if second hand over-calls4 ,fourth ,hand bids on the bidding much more than on his cards4 ,he should never take the dealer out of a spade that both second and third hand have passed unless he can go game4 ,if the dealer bids a losing suit1 second and third hands passing1 leave him in unless you can go game and are not afraid of a shift4 ,if the dealer bids a winning suit1 second and third hands passing1 make any sound declaration4 ,if the dealer starts with no trumps1 show any suit that might save the game if led at once by your partner4 ,subsequent ,bids4 ,any suit bid on the second round but not on the first1 shows length without the tops4 ,when a winning suit is taken out by the partner1 a losing suit bid on the second round shows tops in it4 ,any suit rebid on the second round1 without waiting for the partner's assistance1 shows six or seven sure tricks in hand4 ,never bid a hand twice1 unless its strength is greater than indicated by the first bid4 ,having bid a club on ace king alone1 that is the end of it4 ,if you have an outside ace1 which the club bid did not show1 you can assist your partner once on that trick1 but no more4 ,having assisted your partner's suit bid with three tricks1 do not bid again unless you have a fourth trick in hand1 but if he rebids his suit without waiting for you1 you may assist on one trick1 especially a high honour in trumps4 ,do not double unless you have a certainty and are not afraid of a shift4 ,do not give up a fair chance for going game yourself just to double an adversary1 unless you are sure of #bjj in penalties at least1 and do not give up the rubber game for less than #cjj4 ,always remember that a double may enable an adversary to go game1 and will often show the declarer which hand to finesse against4 ,free ,doubles are opportunities to double when the declarer will go game anyhow if he makes his contract1 but they should never be made if there is any chance that he may shift4 ,free ,bids are anything better than a spade by the dealer1 or anything that over-calls a previous bid1 because no one is forced to bid on the first round4 ,a ,shout is a bid that is a trick more than necessary to over-call the previous bid4 ,it shows a solid suit1 or five or six sure tricks in hand4 ,in a losing suit it is a loud call for the partner to go no trumps if he can4 ,a free bid in a losing suit shows the high cards2 in a winning suit it shows the tricks in hand4 ,a ,forced ,bid is one that is necessary to over-call1 such as two diamonds over a heart4 ,this does not mean that the caller would have bid two diamonds originally4 ,a player who must indicate a lead against a no-trumper makes a forced bid4 ,the ,original ,lead4 ,the first card must be played before dummy's hand is exposed4 ,,opening ,,leads4 ,the position which we have first to consider is that of the eldest hand1 usually designated by the letter 8,a10 who sits on the declarer's left4 ,illustration3 ,pone ------- ,b ,dummy ,y ,z ,declarer ,a ------- ,leader ,selecting the ,suit to ,lead4 ,if your partner has declared a suit1 lead the best card you hold of it1 regardless of number1 unless you have an ace-king suit of your own1 in which case lead the king first and have a look at dummy4 ,if partner has not declared anything1 lead your own suit4 ,with high cards not in sequence1 such as ace-queen1 king-jack1 or even queen-ten1 in every suit but trumps1 lead the trump4 ,there is a great difference between playing against a trump declaration and against no-trumpers2 because in the first case the leader is opposed to unusual trump strength and his object must be to make what he can of his winning cards1 before the declarer gets into the lead and discards his weak suits1 so as to be ready to trump them4 ,but in the second case1 there being no trumps1 the leader's object should be to get a suit established against the dealer1 if he can1 and the longer the suit is1 the better4 ,the dealer's strength in a no-trumper is usually scattered1 and he may often be found with a weak or missing suit1 which is generally the suit in which the eldest hand or his partner is long4 ,we shall first consider the leads against trump declarations1 because they are more common and are also the more useful4 ,if a player makes a trump-hand lead against a no-trump declaration1 he will not do nearly so much harm as if he make a no-trump-hand lead against a trump declaration4 ,for that reason1 if a player cannot master both systems of leading1 it is better for him to learn the leads against trumps than those against no-trumps4 ,rules for ,leading ,high ,cards4 ,with such a suit as ,a ,k ,q #b1 no one need be told not to begin with the deuce4 ,whenever a player holds two or more of the best cards of a suit he should play one of them4 ,if he holds both second and third best1 playing one of them will force the best out of his way1 leaving him with the commanding card4 ,the cards which are recognised by bridge players as high1 are the ,a ,k ,q ,j #aj1 and if we separate the various combinations from which a player should lead each of them1 a study of the groups so formed will greatly facilitate our recollection of them4 ,in the first group are those containing two or more of the best cards4 ,in this and all following notation1 the exact size of any card below a ,ten is immaterial4 ,illustration3 ,so far as trick-taking is concerned1 it is of no importance which of the winning cards is first led2 but good players lead the ,king from all these combinations in order that the partner may be informed1 by its winning1 that the leader holds the ,ace also4 ,in the second group are those containing both the second and third best1 but not the best4 ,illustration3 ,the ,king is the proper lead from these combinations4 ,if it wins1 the partner should have the ,ace2 if it loses1 partner should know the leader holds at least the ,queen4 ,both these groups1 which contain all the ,king leads1 may be easily remembered by observing that the ,king is always led if accompanied by the ,ace or ,queen1 or both4 ,beginners should follow this rule for leading the ,king1 regardless of the number of small cards in the suit4 ,there is only one combination from which the ,queen is led1 ,illustration3 when it is accompanied by the ,jack1 and there is no higher card of the suit in the hand4 ,whether the ten follows the ,jack or not1 does not matter4 ,with any two high cards in sequence1 the lead is a high card when playing against a declared trump4 ,the ,jack is never led except as a supporting card4 ,it is always the top of the suit1 and the suit is usually short4 ,the object of making such an opening is to avoid leading suits headed by two honours which are not in sequence4 ,these are good ,jack leads3 ,illustration3 ,the ,ten is led from one combination only3-- ,illustration3 ,the ,ace should not be led if it can be avoided2 but it is better to lead it from suits of more than four cards1 so as to make it at once4 ,if the ,ace is accompanied by the ,king1 the ,king is the card to lead1 not the ,ace4 ,if the ,ace is accompanied by other honours1 such as the ,queen or ,jack1 it is better to avoid opening the suit1 unless you have five or more cards of it4 ,but if you do lead a suit headed by the ,ace1 without the ,king1 be sure that you lead the ,ace1 when playing against a trump declaration1 or you may never make it4 ,all such combinations as the following should be avoided1 if possible1 as more can be made out of them by letting them alone3-- ,illustration3 ,but with three honours1 ,a ,q ,j1 the ,ace should be led4 ,rules for ,leading ,short ,suits4 ,it will sometimes happen that the only four-card suit in the leader's hand will be trumps or a suit headed by honours not in sequence1 which it is not desirable to lead4 ,in such cases1 if there is no high-card combination in any of the short suits1 it is usual to lead the highest card1 unless it is an ,ace or ,king4 ,many good players will not lead the ,queen from a three-card suit1 unless it is accompanied by the ,jack4 ,all such leads are called forced1 and are intended to assist the partner1 by playing cards which may strengthen him1 although of no use to the leader4 ,the best card should be led from any such combinations as the following3-- ,illustration3 ,small-card ,leads4 ,if the suit selected for the lead does not contain any combination of high cards from which it would be right to lead a high card1 good players make it a rule to begin with the fourth-best1 counting from the top of the suit4 ,this is called the 8card of uniformity10 because it indicates to the partner that there are remaining in the leader's hand exactly three cards higher than the one led4 ,should the player be forced to lead any of the undesirable combinations shown on the last page1 he would begin with the ,ace if he held it2 otherwise he would lead the fourth-best4 ,in each of the hands shown this would be the four1 and this card would be led1 even if there were five or six cards in the suit4 ,from this hand1 for instance1 the five is the proper lead3-- ,illustration3 ,rules for ,leading ,second ,round4 ,if the leader wins the first trick1 having the best of the suit in his hand1 he should follow with the winning card2 but if he has several cards which are equally winning cards1 he should lead the lowest of them4 ,this is an indication to the partner that the card led is as good as the best2 therefore the leader must hold the intermediate cards4 ,when a ,king wins1 your partner knows you have the ,ace1 if he does not hold it4 ,then tell him what he does not know1 that you have the ,queen also4 ,suppose you have led the ,king from these combinations3-- ,illustration3 ,your partner knows you have the ,ace1 because your ,king wins4 ,from the first1 go on with the ,jack1 which is just as good as the ,ace1 but tells your partner you have not only the ,ace but the ,queen1 still in your hand4 ,from the second1 go on with the ,queen1 the card your partner does not know1 which tells him you still have the ,ace1 but not the ,jack4 ,if you have not the ,queen1 you will have to go on with the ,ace1 and your leading the ,ace will deny the ,queen4 ,if you have not the best1 lead one of the second and third-best1 if you hold both3-- ,illustration3 ,from the first of these1 having led the ,king1 if it wins1 go on with the ten1 whether you have any smaller cards or not4 ,from the second1 if the ,king wins1 go on with the ,jack1 which denies the ten1 but tells your partner you still have the ,queen4 ,no mistake is more common among beginners than leading a low card on the second round1 on the assumption that the partner must have the ,ace4 ,if you have led from ,king and ,queen only1 you must go on with the fourth-best2 because you have not both the second and third-best4 ,this fourth-best is the card that was the fourth-best originally4 ,having led the ,king from this3-- ,illustration3 the card to follow the ,king is the six1 if the ,king wins the first trick4 ,the ,fourth-best4 ,from any combination of cards1 if you have not the best1 or both the second and third-best1 in your hand for the second round1 lead your original fourth-best4 ,from all the following1 the proper lead on the second round would be the fourth-best1 in each case the four of the suit3 ,illustration3 ,leading ,trumps4 ,a trump lead is sometimes adopted when all the plain suits are bad ones to lead away from1 such as ,a ,q1 or ,a ,j1 or ,k ,j in each and no length4 ,if a player holds high cards which are not in sequence1 such as the major tenace1 ace and queen1 it is very probable that the declarer holds the king4 ,by refusing to lead such suits1 and waiting for them to come up to the tenace1 the declarer's high card may be caught and a valuable trick saved4 ,when a good player opens his hand with a trump1 right up to the declaration1 his partner should lead his best supporting cards boldly up to dummy's weak suits4 ,the ,pone's ,leads4 ,when the pone gets into the lead1 if he does not return his partner's suit1 he should open his own suits according to the rules already given for all the high-card combinations4 ,if he has no high-card combination1 it is usually better for him to lead some card that will beat ,dummy than to lead his fourth-best4 ,suppose he wishes to lead a diamond1 in which he holds ,q #aj #h #d #c2 ,dummy having the #i and #f only4 ,it is better to lead the ten of diamonds than the fourth-best1 because if the declarer does not follow with an honour1 your partner will not have to sacrifice an honour to keep ,dummy from winning the trick with the #i4 ,after the opening lead1 when ,dummy's cards are exposed1 the knowledge of his cards may change the aspect of the game greatly2 but the proper cards to lead to and through ,dummy will be better understood in connection with the play against no-trumpers4 ,no-trump ,leads4 ,the chief difference in the leads against no-trumpers is1 that there is no hurry to make your aces and kings1 the chief thing being to make some of the smaller cards good for tricks4 ,when you are long in a suit1 if you lead out the winning cards first1 your partner may have none to lead you later on1 and if you cannot make every trick in the suit before you lose the lead1 you may never make anything but your one or two high cards4 ,the difference in the leads at no-trump is covered by a very simple rule2 if you have only two honours in sequence1 do not lead either of them1 but begin with the fourth-best1 even if your honours are the ,ace and ,king4 ,but if you have three honours in the suit1 two of them in sequence1 always lead an honour against a no-trumper4 ,the exception to this rule is1 that when you are so long in the suit that you may catch some high cards with your high cards1 you lead them first4 ,with six or seven in suit to the ,a ,k1 for instance1 lead the ,king1 on the chance of dropping the ,queen4 ,with seven in suit headed by the ,ace1 lead the ,ace1 but never with less than seven without the ,king4 ,with six in suit1 you may lead the ,king from ,k ,q1 without either ,jack or #aj2 but with less than six in suit never lead the ,king from ,k ,q unless you have the #aj or the ,j also4 ,,third ,,hand ,,play4 ,the leader's partner must do his best to inform his partner as to the distribution of his suit4 ,the method of doing this is entirely different when there is a trump from that which is adopted when there is no trump4 ,in the first case1 all your partner wants to know is1 who is going to trump his suit if he goes on with it4 ,in the second case1 what he wants to know is his chance for getting his suit cleared or established4 ,with a ,trump4 ,when third hand makes no attempt to win the trick1 either because his partner's or ,dummy's card is better than any he need play1 he plays the higher of two cards only1 the lowest of three or more4 ,this is called playing down and out4 ,suppose third hand holds #g and #b only1 and the lead is a ,king4 ,the #g is played4 ,the leader goes on with the ,ace1 denying the ,queen1 and the third hand plays the deuce4 ,if the ,queen is not in the ,dummy1 the declarer must have it4 ,in any case1 the leader knows that if he goes on1 his partner1 the third hand1 can trump that suit4 ,with three cards1 the lowest falling to the first round1 followed by a higher card1 will show the leader that the third hand still has another of that suit4 ,it is not necessary to play down and out with an honour1 because the leader can read the situation without it4 ,suppose third hand holds the ,j #e4 ,he plays the #e to the first round1 because one of his two cards is an honour4 ,the leader goes on with the ,ace1 and the ,jack falls4 ,now the third hand must have the ,queen or no more1 and no matter which it is he can win the third round1 with the ,queen or with a trump4 ,against ,no-,trumpers4 ,when there is no trump1 the third hand uses what is called the ,foster echo4 ,this consists in playing always the second-best of the suit1 when no attempt is made to win the trick4 ,suppose the leader begins with the ,king4 ,third hand holds #aj #h #g #d1 and plays the #h4 ,this marks him with only one card higher than the #h1 and is a great exposer of false cards played by the declarer4 ,on the second round1 the rule is1 always to keep the lowest card of the suit until the last4 ,if third hand held four originally1 #aj #h #g #d1 his play to the second round is the #g1 keeping the #d4 ,if he held #aj #h #g only1 his play to the second round would be the #aj1 keeping the #g4 ,this makes it clear to the leader how many and what he holds4 ,high ,cards ,third ,hand4 ,when the third hand tries to win his partner's lead1 he does so as cheaply as possible4 ,that is1 holding both ,king and ,queen1 he plays the ,queen1 not the ,king4 ,if his cards are not in sequence1 he should always play the best he has4 ,with ,ace and ,queen1 for instance1 he must play the ,ace if the ,king is not in the ,dummy4 ,to play the ,queen would be to throw it away if the declarer has the ,king4 ,if the leader has the ,king1 third hand gets out of his way by giving up the ,ace4 ,,foster',s ,,eleven ,,rule4 ,in trying to win tricks as cheaply as possible1 third hand may often be guided by the ,eleven ,rule1 which can be applied to any lead of a small card4 ,by deducting from eleven the number of pips on any low card led by his partner1 the pone may ascertain to a certainty how many cards there are higher than the one led1 which are not in the leader's hand4 ,this rule1 which was invented by ,r4,f4 ,foster in #ahha1 in connection with the game of whist1 is now used by everyone with any pretensions to being a bridge player4 ,the rule itself is this3-- ,when the eldest hand leads any card which is not an honour1 deduct the spots on it from eleven4 ,from the remainder thus found1 deduct the number of cards1 higher than the one led1 which are not in your own hand nor in ,dummy's in that suit4 ,this final remainder is the number of cards which are in the declarer's hand which are higher than the card led4 ,the principal thing to remember is1 that it is only the cards higher than the one led that you need trouble about4 ,to illustrate3-- ,suppose you are third hand1 and your partner leads the seven of clubs1 ,dummy lays down the ,q #i #b1 and you hold ,a ,j #c1 thus3-- ,illustration3 ,leader ,dummy ,third hand4 ,deducting seven from eleven1 you find it leaves four4 ,these four cards1 higher than the one lead1 are all in sight1 ,q #i in ,dummy2 ,a ,j in your own hand1 therefore the declarer cannot have any card higher than the seven4 ,if he has1 your partner's lead is not his fourth-best1 as you will see if you lay out the cards4 ,,returning ,,suits4 ,when the third hand returns his partner's suit1 he should lead the higher of two cards1 and the lowest of three1 unless he has a card which will beat anything ,dummy may hold in the suit1 in which case he should always beat ,dummy4 ,,playing ,,against ,,dummy4 ,some of the fine points in bridge arise in situations which require a careful consideration of the ,dummy's cards4 ,there are three great principles in playing against ,dummy3-- #ast4 ,lead through the strong suits1 and up to the weak4 #bnd4 ,do not lead through a fourchette4 #crd4 ,do not lead up to a tenace4 ,these rules must not be blindly followed in every instance4 ,they are simply general principles1 and some of the prettiest coups arise from the exceptional cases4 ,leading ,through ,dummy4 ,the eldest hand1 when he does not deem it advisable to go on with his own suit1 may be guided in his choice by the strength or weakness of certain suits in ,dummy's hand4 ,the play against ,dummy is especially important at no trumps4 ,suits which it is good policy to lead through are ,a x x x1 ,k x x x1 or any broken sequences of high cards4 ,suits in which ,dummy is long1 or holds any of the regular high-card combinations1 should be avoided2 winning or high sequences being especially dangerous4 ,to lead such suits through ,dummy's strength is an invitation to partner to force you in the suit led4 ,it is not necessary for you to be strong in a suit which you lead through ,dummy2 and if you are both weak1 is often advantageous2 especially if it avoids leading one of his strong suits4 ,with ,a ,q #aj x2 ,dummy having ,j x x x2 play the #aj4 ,if partner has the ,king you make every trick in the suit4 ,with ,a ,q #aj x2 ,dummy having ,k x x2 play the ,q4 ,if ,dummy passes1 you make two tricks2 if he covers1 you have tenace over the ,jack4 ,with ,a #aj #i x2 ,dummy having ,j x x x2 play the #aj4 ,if partner has the ,k1 your ,a #i is tenace over the ,q4 ,with ,a ,j #aj x2 ,dummy having ,q x x x2 if the suit must be led1 play the ,jack2 but such positions should be avoided1 except in the end game1 or when you play for every trick4 ,with ,a ,j #aj x2 ,dummy having no honour in the suit2 if you must lead the suit1 play the #aj4 ,in trumps1 with ,k ,q x x2 ,dummy having ,a ,j x x2 play the ,queen4 ,if ,dummy wins with ,a1 play a small card for the second round1 and he may refuse to put on the ,j4 ,the declarer not having the #aj1 would make ,dummy cover2 but nothing is lost if he does1 and it marks the #aj with your partner4 ,with ,king and others of a suit in which ,dummy has not the ,ace2 avoid leading the suit until the ,ace has fallen4 ,with ,king alone1 play it if ,dummy has the ,ace2 keep it if he has not4 ,trumps4 ,if a player in this position is strong in trumps1 he should keep quiet about it and let the maker of the trumps develop the suit4 ,false-carding is perfectly legitimate in trumps1 and will deceive the declarer more than your partner4 ,end ,games4 ,there are cases in which it is necessary to play as if partner was known to possess a certain card1 for unless he has it the game is lost4 ,for instance3 ,you want one trick1 and have ,q #aj x x1 ,dummy having ,k x x1 of an unplayed suit4 ,the ,queen is the best play2 for if partner has any honour you must get a trick2 otherwise it is impossible4 ,you have ,k x in one suit1 a losing card in another1 and a winning card4 ,you want all four tricks to save the game4 ,play the ,king1 and then the small card2 for if your partner has not the ,ace and another winning card you must lose the game4 ,you have a losing trump1 and ,q x x of a suit in which ,dummy has ,k #aj x4 ,if you want one trick1 play the losing trump1 counting on partner for an honour in the plain suit4 ,if you must have two tricks1 lead the ,queen1 trusting your partner to hold ,ace4 ,leading up to ,dummy4 ,the best thing for the third hand1 or pone1 to do1 when he does not return his partner's suit1 and has no very strong suit of his own1 is to lead up to ,dummy's weak suits1 and to lead a card that ,dummy cannot beat1 if possible4 ,the general principle of leading up to weakness suggests that we should know what weakness is4 ,dummy may be considered weak in suits of which he holds three or four small cards1 none higher than an #h2 ,ace and one or two small cards2 or ,king and one or two small cards4 ,in leading up to such suits1 your object should be to give your partner a finesse1 if possible2 and in calculating the probabilities of success it must be remembered that there are only two unknown hands1 so that it is an equal chance that he holds either of two unknown cards4 ,it is #c to #a against his holding both1 or against his holding neither4 ,of three unknown cards1 it is #g to #a against his holding all three1 or none of them2 or about an equal chance that he holds two of the three2 or one only4 ,if ,dummy holds any of the weak suits just given1 you holding nothing higher than the ,ten1 you should lead it4 ,suppose you have #aj #i #f2 ,dummy having ,a #c #b4 ,the ,k ,q ,j may be distributed in eight different ways1 in any of which your partner will pass your ,ten if second hand does not cover4 ,in four cases1 second hand would cover with the ,king1 and in one with the ,queen and ,jack4 ,in the remaining three your partner's hand would be benefited4 ,if ,dummy has ,king and one or two small cards1 it is not so disadvantageous to lead up to the ,king as would at first appear2 because it is forced out of his hand on the first round1 unless declarer plays ,ace1 and it is usually good policy to force out ,dummy's cards of re-entry early in the hand4 ,in leading from high-card combinations1 the usual bridge leads should be followed2 but exceptions must be made on the second round when certain cards are in ,dummy's hand4 ,for instance3 ,with ,a ,k ,j and others1 it is usual to stop after the first round1 and wait for the finesse of the ,jack4 ,this is obviously useless if the ,queen is not in ,dummy's hand4 ,so with ,k ,q #aj1 unless ,dummy has the ,jack2 or ,k ,q #i1 unless ,dummy has the #aj4 ,the lead from ,a ,q ,j should be avoided if ,dummy has the ,king4 ,with ,a ,q #aj and others1 ,j in ,dummy's hand1 begin with the ,queen4 ,with ,a ,j #i and others1 #aj in ,dummy's hand1 lead the ,jack4 ,with ,a ,j #aj1 ,dummy having ,k ,q x1 play the ,jack1 and do not lead the suit again4 ,in trumps1 with ,k ,q and others1 if ,dummy has the ,j singly guarded1 begin with the ,king as usual1 but follow it with the ,queen instead of the smallest2 for declarer may have passed in the hope of making a ,bath coup with both ,ace and ,jack4 ,in plain suits this is a dangerous lead1 as declarer having ,ace1 and wishing to force ,dummy1 would hold his ,ace as a matter of course4 ,with short suits1 such as ,k x1 ,q x2 or even with ,king or ,queen alone1 the honour is a good lead if ,dummy has no court cards in the suit4 ,the ,queen is rather a better lead than the ,king1 the only danger being that second hand holds fourchette4 ,with ,q ,j x1 or ,j #aj x1 one of the high cards should be played4 ,with ,q #aj x1 ,dummy having ,ace or ,king1 the ,queen should be led4 ,with ,k #aj x1 ,dummy having ,jack1 the suit should not be led4 ,with such combinations as ,k x x x1 ,dummy having ,q x1 the suit should not be led4 ,when you have a suit which is both long and strong1 such as ,a ,k x x x1 and ,dummy has no honour in the suit1 it is a common artifice to underplay1 by beginning with the smallest1 if playing against no-trumps and you have a card of re-entry4 ,this should not be done unless you have the general strength to justify such a finesse4 ,if you open a long suit1 ,dummy having only small cards1 and your partner wins with ,q1 ,j1 or #aj1 and does not return it1 he has evidently a finesse in the suit and wants it led again4 ,end ,games4 ,in the end game there are several variations which are made possible by the fact that the cards on your right are exposed4 ,with ,a ,j x1 ,dummy having ,q x x1 the small card should be led4 ,with ,q x1 and an odd card1 ,dummy having ,k x x of the first suit2 it is better to play the odd card2 but if for any reason this should not be done1 lead the ,q1 hoping to find ,a #aj with your partner4 ,the state of the score must be a constant guide in all end games4 ,for instance3 ,you hold ,q #aj x1 ,dummy having ,j #i x4 ,if you want only one trick1 play the ,queen2 but if you want two1 play the small card4 ,,second ,,hand ,,play4 ,the easiest position to play as second hand1 is1 of course1 with the ,dummy on your left1 because ,dummy's cards will show what is best to be done4 ,if a small card is led1 you having ,king1 put it on if ,dummy has not the ,ace2 unless you want partner to get the lead4 ,if ,dummy has only two cards of the suit1 neither of them the ,ace1 always play your ,king4 ,when the declarer leads a suit it is often important to count how many he and your partner can possibly hold4 ,for instance3 ,you have four1 ,k x x x2 ,dummy has four1 ,a ,j #aj x1 and declarer leads the ,queen4 ,it is useless to play your ,king2 for either the ,queen is a singleton1 and the declarer cannot continue the suit1 which will compel ,dummy to lead it to you eventually2 or1 the third round will be trumped1 perhaps by your partner4 ,if you have only two small cards with the ,king1 put it on the ,queen4 ,you cannot save it1 but you may establish your partner's #i4 ,in the last three tricks1 if you find yourself with a doubtful card1 and the best and a small card of a suit which the declarer leads through you1 win the trick and lead the doubtful card1 for if the declarer held the best of that suit he would have led it first1 to be sure of a trick4 ,dummy on the ,right4 ,when ,dummy leads through you1 your skill in avoiding any traps the declarer may be setting for you will depend on your knowledge of how he manages his hand1 and your ability to infer what he holds4 ,as a general principle1 it may be assumed that any high card led by ,dummy forms part of a combination1 the unseen part of which is in the declarer's hand4 ,if ,dummy leads a ,queen from ,q x x1 you holding ,a ,j x1 it is almost a certainty that the declarer holds the ,king4 ,if you have ,a ,k x1 the dealer must have ,j #aj and several others4 ,if you have ,k x x1 the declarer probably holds ,ace1 or a long suit headed by ,j #aj4 ,when ,dummy leads strengthening cards1 they must be to give the declarer a finesse4 ,if he leads a small card from small cards1 some high-card combination must be in the declarer's hand4 ,in such cases it is useless for you to finesse4 ,if you have any sequence superior to the card led1 cover with the lowest4 ,there should be no false-carding in this1 because your partner is the only one that can be deceived4 ,with ,a ,k and others1 play the ,king1 whatever ,dummy leads4 ,with ,a ,q and others1 ,dummy having nothing higher than the #i1 play the ,ace4 ,with ,k ,q #aj1 play the ,queen on a small card led1 unless ,dummy has the ,jack4 ,with ,a ,j #aj x1 play ,ace if ,dummy has no honour in the suit4 ,but if ,dummy leads the #i1 cover with the #aj2 if it loses1 you lie tenace over the declarer4 ,with ,a ,j x1 play the ,jack on a #i led4 ,this prevents the finesse of the #i1 and retains command of the suit4 ,if ,dummy has both ,k and ,q1 play your ,ace4 ,it is useless to play the ,bath coup1 for the declarer knows your cards1 and your partner only is deceived4 ,with ,k x x1 if ,dummy has not the ,ace1 do not play the ,king1 no matter what is led4 ,with ,q x x1 unless ,dummy has both ,a and ,k1 do not play the ,queen4 ,if your partner has the ,jack guarded1 one of you must make a trick4 ,if ,dummy has ,a ,j1 and leads ,j1 put on the ,queen2 it may make the #i or #aj good in your partner's hand4 ,with ,a x x1 ,dummy leading ,jack1 play the ,ace4 ,with any fourchette1 cover the card led4 ,if ,dummy remains with one or two small cards of a suit that has been led1 and you have the best1 play it on the second round4 ,dummy's play is evidently for the ruff1 and if the declarer has not the second best1 your partner has4 ,if you have ,king1 and only one or two small cards1 ,dummy leading ,queen from ,q #aj x x1 play your ,king4 ,you cannot save yourself2 but you may make the #i good in partner's hand4 ,if you have three or more small cards1 do not play the ,king1 for either partner or the declarer must be short in the suit4 ,so if ,dummy leads ,jack from ,j #aj and others1 play the ,king with a short suit4 ,if partner has ,queen you establish it2 if not1 you cannot make a trick in the suit4 ,with short suits it is usually best to cover an honour with an honour2 but with several small cards1 such as ,k x x x1 ,dummy leading a singleton ,queen1 you should pass4 ,with ,k #aj x1 ,dummy having ,j and others1 play honour on honour2 small card on small card1 whichever ,dummy leads4 ,it is often important for the second hand to cover with what is called an imperfect fourchette4 ,a true fourchette is the card immediately above and below the one led2 such as ,k ,j over the ,q1 or ,q #aj over the ,j4 ,an imperfect fourchette is the card above the one led1 and another next but one below it2 such as ,k #aj over a ,q led1 or ,q #i over a ,j led4 ,covering forces the opponents to play two honours to win one trick1 and will often make an intermediate card good in your partner's hand4 ,,third ,,hand ,,play4 ,in addition to the methods of echoing on the partner's leads of high cards in the suit first opened1 third hand must be ready to adapt himself and his play to any change of suit and will require constant practice in putting himself in his partner's place1 asking himself what the object is in leading certain cards through ,dummy's hand4 ,the inferences from the conventional leads should be sufficiently familiar to need no further explanation2 but even good players occasionally overlook indications that partner holds certain cards4 ,for instance3 ,a leads a small card2 ,y1 ,dummy1 holds ,q x x1 and plays ,q4 ,you play the ,king and win the trick4 ,this marks not only the ,ace1 but the ,jack in partner's hand2 because the declarer would not play a twice guarded ,queen from ,dummy's hand if he had the ,jack guarded himself4 ,false cards should be avoided by the third hand as much as possible4 ,the declarer will give your partner enough to puzzle over without your adding to the confusion4 ,there are some exceptions in trumps4 ,for instance3 ,you have ,k ,q x2 ,dummy has ,a ,j x x1 and your partner leads4 ,unless ,dummy plays ,ace1 you should put on the ,king1 and change the suit4 ,if you hold ,ace and others in a plain suit1 partner leading ,jack1 pass it if ,dummy has no honour4 ,perhaps by winning the second round you can give the invited force4 ,with any other honours than the ,ace1 pass a partner's ,jack led4 ,if partner leads you a suit of which he knows1 or should know1 you have not the best1 he must have a good finesse in the suit which he does not lead1 and you should take the first opportunity to lead that suit to him4 ,in returning partner's suits1 some modification may be suggested by the condition of ,dummy's hand4 ,for instance3 ,with ,k x x2 ,dummy having ,a ,q ,j x2 if you win1 third hand1 on ,dummy's finesse1 you may be sure your partner's lead was a weak suit4 ,if ,dummy is weak in the two other plain suits1 your partner may have a good finesse in one or both of them4 ,when your partner wins the first round of an adverse suit1 and immediately returns it1 he is inviting a force4 ,dummy on the ,left4 ,when the player is third hand with ,dummy on his left1 his chief care will be to divine his partner's object in leading certain cards up to ,dummy4 ,the general principles of inference are the same as in the preceding case1 and cards may often be inferred in the same manner from the evident intention of partner4 ,for instance3 ,you hold ,k x x2 partner leads ,j1 declarer covering with ,queen4 ,a glance at ,dummy's cards shows him to have #aj x x2 so your partner may be credited with ,a #i4 ,you have x x2 your partner leading ,q1 covered by declarer with ,k1 and ,dummy having ,j x x4 ,you may credit your partner with ,a #aj4 ,you have x x2 your partner leads ,q and declarer wins with ,ace2 ,dummy holding #aj x x4 ,your partner must have ,j #i and others1 and the declarer has the ,king4 ,there are several cases in which you should not allow ,dummy to win the trick4 ,if you have only one card of a suit in which your partner leads ,ace then ,queen1 and ,dummy has the ,king twice guarded1 trump at once1 if you can to prevent ,dummy from getting into the lead4 ,your partner leads ,queen2 you holding ,a #aj x1 and ,dummy having ,k x x4 ,let the ,king make on the first round4 ,if your partner leads a small card up to strength in ,dummy's hand1 he is either inviting a force1 or trying to establish a long suit4 ,under such circumstances1 if you have the ,ace1 play it1 and lead a second round of the suit immediately1 which will settle the question4 ,if you have ,q ,j #aj of a suit in which partner leads ,king1 play the ,jack1 so that he will count you for ,q or no more1 and will not go on with the ,ace4 ,,in ,,general4 ,both the adversaries of ,dummy should adopt the usual tactics for unblocking1 etc41 especially in no-trumpers1 and in some cases ,dummy's exposed cards will make the matter more simple4 ,for instance3 ,you hold ,a ,q alone1 of a suit which partner leads4 ,if you are the pone1 and ,dummy has not the ,king1 play ,ace and return the ,queen4 ,,fourth ,,hand4 ,there is only one difference from the usual methods in playing fourth hand1 and that is in indicating sequences by winning with the best and returning the lowest to show the intermediate cards4 ,for instance3 ,fourth player1 holding ,k ,q ,j x1 wins with ,king and returns the ,jack4 ,or with ,a ,k ,q1 wins with ,ace and returns the ,queen4 ,the reason for this is that the declarer gains nothing by the information1 for he knows from the first what cards are out against him2 but the information may be valuable to your partner1 the second hand4 ,if it is not the intention to return the suit at once1 the lowest of the sequence should be played4 ,,playing ,,to ,,the ,,score4 ,this is a most important element1 and there is no surer indication of a careless or weak player than his inattention to the score4 ,one cannot be too early impressed with the importance of saving the game before trying to win it2 although great risks may be taken to win a game that cannot be lost that hand4 ,never risk a sure contract in the hope of making more2 unless the two will win the game1 and the odd trick will not win it4 ,never risk a trick that will save the game in the hope of winning more1 and always set a contract while you can4 ,,discarding4 ,this is one of the still unsettled questions of bridge tactics1 some believing in discarding the weak suit always2 others the strong suit always1 and others one or the other according to the declaration4 ,against a trump declaration almost every one agrees that it is best to discard the best suit1 so that if your partner gets in before you do1 he may have something to guide him as to what your best chance is for any more tricks4 ,against no-trumpers1 the majority of players hug every possible trick in their long suit and discard their weak suits1 on the ground that it is folly to throw away cards that might win tricks4 ,while this is true1 it is also true that in discarding their weak suit they too often enable the declarer to win tricks that they might have stopped4 ,for this reason1 many players discard the suit they are not afraid of2 that is1 their best protected suit1 and keep what protection they have in the weak suits1 even if it is nothing but three to a ,jack or ten4 ,unfortunately1 no one has yet been able to advance any argument sufficiently convincing for either system to demonstrate that it is better than the other4 ,some of the best teachers of the game advocate the discard from strength against no-trumps2 others teach the weak discard4 ,,encouraging ,,discards4 ,in order to distinguish between discards from weakness and those from strength1 many players use what is called an encouraging card4 ,this is anything higher than a six1 if they have protection in the suit1 or want it led4 ,a player with an established suit1 and ,a #h #b of another suit1 for instance1 would discard the #h1 to encourage his partner to lead that suit and put him in4 ,in case there is no card higher than the six1 the reverse discard is used4 ,with ,a #d #b1 the play would be the #d and then the #b4 ,some use this reverse or encouraging card to induce the partner to continue the suit he is leading1 but the practice is confusing4 ,,the ,,declarer',s ,,play4 ,the chief difference between the play of the ,dummy and partner1 and that of their adversaries1 is that there is no occasion for the former to play on the probability of partner's holding certain cards1 because a glance will show whether he holds them or not4 ,there is no hoping that he may have certain cards of re-entry1 or strength in trumps1 or that he will be able to stop an adverse suit1 or anything of that sort1 for the facts are exposed from the first4 ,instead of adapting his play to the slowly ascertained conditions of partner's hand1 the declarer should have it mapped out and determined upon before he plays a card4 ,he may see two courses open to him2 to draw the trumps and make a long suit1 or to secure such discards as will give him a good cross-ruff4 ,a rapid estimate of the probable results of each line of play1 a glance at the score1 and his mind should be made up4 ,several examples of this foresight will be found in the example hands4 ,another point of difference is1 that the declarer should play false cards whenever possible4 ,he has not a partner who1 if he plays the ,king1 might jump to the conclusion that he can trump a suit1 or has not the ,queen4 ,the more thoroughly the adversaries are confused1 the greater the advantage to the declarer1 especially in the end game4 ,with a ,trump4 ,when the winning declaration is a suit for trumps1 the declarer's first consideration upon getting into the lead must be whether or not to lead trumps4 ,as a rule1 the trumps should be led at once1 so as to exhaust the adversaries2 but there are exceptional cases1 the principal ones being3-- ,do not lead trumps from the strong trump hand if it would be to your advantage to put the other hand in the lead with a plain suit1 so as to let the trump lead come from the weaker hand to the stronger1 as when a finesse in trumps is desirable4 ,do not lead trumps if you have no good plain suit1 and can make more tricks by playing for a cross-ruff4 ,do not lead trumps if the weaker hand can trump some of your losing cards first4 ,it often happens that a losing trump can be used to win a trick before trumps are led4 ,at ,no-trump4 ,the declarer's first care in a no-trumper must be to select the suit that he will play for4 ,four simple rules cover this choice3-- #a4 ,always lead from the weak hand to the strong if the suit is not already established4 #b4 ,play for the suit in which you have the greatest number of cards between the two hands1 because it will probably yield the greatest number of tricks4 #c4 ,if two suits are equal in number1 play for the one in which you have the greatest number of cards massed in one hand4 ,that is1 if you have two suits of eight cards each1 select the one that has six of those cards in one hand1 in preference to the suit with four in each hand4 #d4 ,everything else being equal1 play for the suit which is shown in the ,dummy1 so as to conceal from the adversaries as long as possible the strength in your own hand4 ,a suit is said to be established when you can win every remaining trick in it1 no matter who leads it4 ,as it is very important that the hand which is longer in the suit should be able to lead it without interruption when it is established1 good players make it a rule always to play the high cards from the shorter hand first1 so as to get out of the way4 ,with ,q #aj and three others in one hand1 ,k ,j and one other in the other hand1 the play is the ,k and ,j from the short hand1 keeping the ,q #aj in the long hand4 ,if there is any choice1 that suit should be selected which contains the longest sequence1 or the sequence with the fewest breaks4 ,it should be noticed that the sequence need not be in one hand2 for it is almost as valuable if divided1 and it is especially advantageous to have the higher cards concealed in the declarer's hand4 ,its continuity is the chief point4 ,for instance3 ,declarer and ,dummy hold between them one suit of ,k ,j #i #g #e #d #c1 and another of ,q ,j #aj #i #h #g #e4 ,the latter should be selected1 because two leads must establish it4 ,in establishing a long suit it is very important to note the fall of the missing cards in the sequences4 ,in the first of the two combinations just given1 the declarer should be as careful to watch for the fall of the #h and #f as for the ,a ,q and #aj4 ,leading4 ,it is quite unnecessary to follow any system of leads1 further than to distinguish between the combinations from which high or low cards are led4 ,but it is important to remember that although a high-card combination may be divided1 it should be played as if in one hand4 ,for instance3 ,the declarer holds ,q ,j x x x of a suit2 ,dummy having ,a x x4 ,by leading ,q or ,j1 ,dummy is enabled to finesse1 as if he held ,a ,q ,j4 ,the declarer holds ,k ,j x x x2 ,dummy having ,q x x4 ,the play is to force the ,ace1 as if the combination of ,k ,q ,j x x were in one hand4 ,many opportunities arise for leading the ,ace first from a short suit1 in order to secure a ruff on the second or third round4 ,second ,hand ,play4 ,if any card is led by the adversaries which the fourth hand cannot win1 the second hand should cover it if possible2 for unless he does so1 his weakness will be exposed1 and the suit will be continued4 ,this is especially true of cases in which the second hand holds single honours1 such as ,jack and others1 or ,queen and others4 ,even the ,king should be played second hand in such cases1 unless it is so well guarded that the ,ace must fall before the ,king can be forced out4 ,if the fourth hand can win the card led1 it is seldom necessary to cover second hand4 ,for instance3 ,if the ,jack of trumps is led1 the dealer holding ,q #i #g #d1 and ,dummy having ,a #f #c #b2 there is no need to play the ,queen4 ,if the ,king is in third hand1 such play would establish the ,ten4 ,if the ,king is with the leader1 it or the ,ten must make4 ,if ,dummy were second hand with the same cards1 ,jack being led1 he should not play the ,ace1 for third hand must play the ,king to shut out the ,queen4 ,with ,a ,q #i1 partner having ,k and others1 it is best to play ,a on ,j led4 ,if the dealer has ,ace and several others of a suit led1 ,dummy having only two small cards1 a force may be certainly secured by passing the first round4 ,if ,dummy has the ,ace1 and passes second hand1 the dealer failing to win the trick1 the adversaries will of course see that the play is made in order to force the dealer on the third round4 ,if ,dummy is weak in trumps1 and has only one card of a suit in which the dealer has ,ace and others1 the ,ace should be played1 and ,dummy forced1 unless there is a better game4 ,it is a disadvantage to play in second hand from suits in which each has a guarded honour4 ,if the dealer has ,q x x1 and ,dummy has ,j x1 they must make a trick in that suit if they play a small card second hand1 and avoid leading the suit4 ,the same is true of the adversaries2 but they must play on the chance that the partner has the honour1 whereas the dealer knows it4 ,finessing4 ,this is a very important part of the strategy of the game for the dealer4 ,the adversaries of the dealer never finesse in bridge2 but the dealer himself relies upon finessing for any extra tricks he may want4 ,a finesse is any attempt to win a trick with a card which is not the best you hold1 nor in sequence with it4 ,suppose you have ,ace and ,queen in the hand which is longer in the suit and lead from the shorter hand a small card4 ,if you play the ,queen1 that is a finesse1 because you hope to take a trick with it1 although the ,king is against you4 ,it is usually bad play to finesse when there are nine cards of the suit between the two hands1 dealer's and ,dummy's1 because there is a good chance that the card you wish to finesse against may fall4 ,when it will be necessary to take two finesses in the same suit1 the lead must come twice from the weaker hand4 ,suppose the dealer holds ,a ,q ,j and others4 ,if the first finesse of the ,jack wins1 he should put ,dummy in again1 so as to take a second finesse of the ,queen4 ,suppose the dealer holds ,a ,j #aj1 and finesses the ten the first time4 ,if it falls to the ,queen1 he should get ,dummy in again1 so as to take the second finesse with the ,jack4 ,the idea is to take advantage of the fact that the odds are against both ,king and ,queen being in one hand4 ,if they are both on the right1 one of them will be played on the small card led from ,dummy1 and then the dealer can win it with the ,ace and force out the other high card with his ,jack1 which will have become one of the second and third-best of the suit4 ,re-entry ,cards4 ,after a suit has been cleared1 or established1 it will be necessary to get into the lead with it4 ,for this purpose the dealer must be careful to preserve a re-entry card in the hand which is longer in the suit4 ,suppose that ,dummy's long suit is clubs1 but that the ,ace is against him1 and that his only winning card outside is the ,ace of diamonds4 ,if diamonds are led1 and the dealer has the ,queen1 he must let the lead come up to his hand so as to keep ,dummy's ,ace of diamonds for a re-entry to bring the clubs into play after the ,ace has been forced out and the suit established4 ,many of the prettiest plays in bridge are in the management of re-entry cards4 ,underplay4 ,when the dealer is afraid of a suit which is opened against him1 and has only one winning card in it1 such as the ,ace1 he should hold up that card until the third hand has no more of the suit to lead to his partner4 ,the original leader will then have to get in himself1 because his partner cannot help him2 but if the dealer gave up the ,ace on the first trick1 it would not matter which partner got into the lead1 they would return to the suit first opened4 ,ducking4 ,this is a method of play by which the dealer hopes to make his own suit even when the hand that is longer in it has no re-entry card4 ,suppose ,dummy holds six clubs to the ,ace ,king1 and not another trick in his hand4 ,the dealer has two small clubs only to lead4 ,if the two winning clubs are led right out1 it is impossible to catch the ,q ,j #aj1 no matter how those cards lie1 therefore the dealer leads a club1 but makes no attempt to win the first round4 ,no matter what is played by the adversaries he ducks the first round1 keeping his ,ace and ,king4 ,next time the dealer gets in1 he leads another club1 and now he is able to win the second and third rounds of the suit1 and will probably catch all the adverse cards and establish it4 ,the dealer's play always requires careful planning of the whole hand in advance4 ,,the ,,nullo4 ,although not yet in the official laws of the game1 this bid seems to be a popular one with many players4 ,it is a contract to lose tricks instead of winning them1 and is primarily a defence against overwhelmingly strong no-trumpers4 ,a bid of three nullos means that the declarer will force his opponents to win nine tricks1 he winning four only1 so that each trick under seven counts for the nullo player on his side4 ,,scoring4 ,there is some difference of opinion as to the proper value for the nullo1 but the general verdict seems to be to put it just below the no-trumper at #aj a trick1 no honours4 ,two no-trumps will outbid two nullos4 ,if the adversaries of a nullo revoke1 the declarer can give them three of his tricks1 or take #ajj in honours as penalty4 ,if he revokes1 they take #ajj penalty as usual4 ,,suggestions ,,for ,,bidding4 ,the dealer should never bid a nullo originally1 as it gives his partner no information as to the distribution of the suits4 ,when any player has one long suit good for either no trumps or nullos1 such as ,a ,k ,q #f #d #b1 he should 8shout10 bidding a trick more than necessary4 ,singletons and missing suits are valuable parts of a nullo hand1 as they afford opportunities for discards4 ,it is always dangerous to bid a nullo without the deuce of the longest suit4 ,if the dealer bids a spade1 his partner may safely bid one nullo1 because the contract is seldom or never obtained for less than two or three1 but he should not persist in the nullo if his partner does not assist it4 ,the greater the opposition from a no-trumper1 the more probable that the nullo will succeed1 but it is a dangerous declaration in any case4 ,the player with aces and kings is sure to win tricks1 regardless of his partner's hand1 but deuces and treys are not sure to lose1 as the partner may have all high cards1 although not the tops4 ,,suggestions ,,for ,,the ,,play4 ,the declarer should count up the tricks he must win1 and as a rule win them early1 bunching his high cards as much as possible4 ,suits with two small cards and two high ones must win one trick1 but should escape with that4 ,the great point is to lead losing cards from one hand and discard dangerous cards in other suits from the other hand whenever possible4 ,the opponents of a nullo should lead their shortest suits1 so as to get discards later1 keeping their eyes on the dummy and forcing it to win tricks whenever possible1 but never allowing it to get a discard4 ,the partner's leads should be returned unless a singleton can be led at once4 ,it is usual to lead the top of two cards1 the intermediate of three or more1 and to avoid leading suits that are safe1 with small cards at the bottom4 ,,illustrative ,,auction ,,hands4 ,z is the dealer in both instances1 but ,y makes the winning declaration1 so that ,b leads for the first trick4 ,the first illustration is straight auction2 the second is a nullo4 ,the underlined card wins the trick and the card under it is the next one led4 -------------------- --------------------- ,a ,y ,b ,z ,a ,y ,b ,z -------------------- --------------------- ,q #b #i #b #a ,a ,q ,j #i ,a #f #h #c #b ,k #f #h #e ,k #aj #d #g #c #aj #d ,a #c #e ,j #c ,j #d ,j #c #i ,a #b ,q #d #e #e #e ,q ,k #f #aj #i #g ,j #f ,q #f ,j ,k #d #c #h ,a #g #g ,j #e #aj #g #e #i ,k #h #aj #g ,q #i #h #c #b #f #i #e #d #b #c #d ,q #aj #i #aj #g #b #d ,k #e ,a #f #g #aa #aj #d ,a #h #h ,k #aj ,q #ab #h #c #i #f ,j #f ,a ,k #ac #g #b #h #b -------------------- --------------------- ,in the first example the dealer1 ,z1 bids a heart4 ,a says one royal and ,y two clubs4 ,this bid of ,y's denies any support for his partner's hearts1 but shows a supporting minor suit1 in case ,z is strong enough to go on with the hearts4 ,b bids two royals as he can stop the hearts twice and ruff the clubs4 ,z cannot pursue the hearts1 but shows his supporting minor suit1 bidding three diamonds4 ,this says to ,y1 8,go no trumps if you can stop the spades40 ,when ,a passes1 having bid his hand on the first round1 ,y goes two no trumps and makes game4 ,b leads the top of his partner's declared suit1 and ,a leads a fourth round1 hoping to get in with the club jack4 ,at tricks #h and #i1 ,b signals control in hearts4 ,a keeps the protection in clubs to the end and saves a trick by it4 ,y keeps two clubs in dummy1 so that if club is led1 he will have one to return after he has made his diamonds4 ,in the second example1 they are playing nullos1 ,y declaring4 ,the points in the play are holding the spade queen1 so as to lead a diamond or a spade at trick #f4 ,this ,b prevents1 hoping to force two clubs on ,y and ,z and set the contract4 ,at trick #g1 if the hearts are split1 the queen must win the ten4 ,if not1 ,z must win one heart trick4 ,y makes his contract1 losing four odd4 ,,bridge4 ,the difference between straight bridge1 as it is sometimes called1 and auction is in the method of selecting the trump1 which must be declared by the dealer or his partner1 the opponents having nothing to say except to double the declaration if they think it will not win the odd trick4 ,another point is that either side can score toward game by getting the odd trick or more1 there being no penalties for failure to make the odd except losing the value of the tricks because the dealer never declares to make any given number of tricks on the hand4 ,there are some irregularities which are peculiar to straight bridge that would not apply to auction4 ,these are fully covered by the following description of the game1 all other matters1 such as the correct card to lead and the manner of combining the hands1 have been fully described in connection with auction4 ,,making ,,the ,,trump4 ,this is the chief peculiarity in bridge4 ,the trump is not turned up1 but the suit is named by the dealer or his partner1 after they have examined their cards4 ,in order properly to understand the considerations which guide them in making the trump1 one should first be familiar with the values attached to the tricks when certain suits are trumps4 ,the first six tricks taken by one side do not count2 but each trick above that number counts toward game according to the following table3-- ,when ,spades are trumps1 each trick counts #b points4 0 ,clubs 0 0 0 0 0 #d 0 0 ,diamonds 0 0 0 0 0 #f 0 0 ,hearts 0 0 0 0 0 #h 0 0 there is no trump1 0 0 0 #ab 0 ,better to understand the importance of this variation in value1 it should be noticed that the game is #cj points2 so that if two partners won #c by cards with no trump1 or #d by cards with hearts for trumps1 they would win the game in one deal4 ,on the other hand1 if either of the black suits were trumps1 they could not lose the game1 even if a slam were made against them4 ,it will thus be evident that two considerations influence the player whose privilege it is to make the trump3 ,first1 to win as much as possible1 if he has the cards to do it4 ,second1 to save himself1 if he is weak2 or the game1 if it is in danger4 ,as a general proposition1 it may be said that his decision will be indicated by the colour of the trump he names4 ,if it is red1 he is strong1 and plays to win2 if it is black1 he is taking to the woods4 ,a further element may enter into his calculations1 the state of the score4 ,if he feels sure of the few points necessary to win the game or the rubber with a black trump1 there is no necessity to risk making it red4 ,this is a part of the subject which we shall go into further when we come to the suggestions for good play4 ,the dealer has the first say in making the trump4 ,if he does not feel himself strong enough to make it no trump1 or red1 although his hand may be black enough to promise a good score in clubs or spades1 he should transfer to his partner the privilege of making the trump by saying3 8,i leave it to you1 partner40 ,guided by this indication1 his partner must fix on some suit for the trump or go no-trumps1 and must announce it4 ,either the dealer or his partner may elect to play without a trump1 if he has sufficient strength in all the suits to do so4 ,,irregularities ,,in ,,declaring4 ,if the dealer's partner makes a declaration before being asked to do so1 either adversary may demand that the declaration shall stand1 or that there shall be a new deal4 ,in ,england1 only the eldest hand1 ,a1 may exact the penalty4 ,if the dealer's partner passes the declaration to the dealer1 either adversary may claim a new deal or may insist that the player in error shall make the declaration4 ,in ,england1 the eldest hand exacts this penalty4 ,should an adversary of the dealer make a declaration1 the dealer may1 after looking at his own hand1 either have a new deal or proceed as if nothing had been said4 ,,settling ,,the ,,value ,,of ,,the ,,tricks4 ,the trump suit having been announced1 the first hand or leader1 ,a1 before he plays a card1 has the privilege of doubling the value of the tricks if he thinks the opponents cannot win the odd trick with the trump named4 ,to do this1 he simply says3 8,i double40 ,if he does not feel justified in doubling1 he transfers the opportunity to his partner1 by asking him3 8,shall ,i play80 ,that is to say1 8shall we play without doubling80 ,if his partner will not double1 he answers3 8,yes40 ,either ,a or ,b having doubled1 it becomes the privilege of the player who made the trump to double him again2 making the value of the trick four times greater than that given in the table4 ,if he does not do so1 he says3 8,i pass02 and his partner then has the privilege4 ,if either the dealer or his partner doubles1 the adversary who first doubled may repeat it2 or if he passes1 his partner may double4 ,this doubling may be continued until the value of each trick over the book is #ajj points1 when it must cease4 ,,irregularities ,,in ,,doubling4 ,if the pone doubles before his partner has asked him 8,shall ,i play80 the maker of the trump shall say whether or not the double shall stand4 ,if he allows it to stand it may be redoubled4 ,should a player redouble out of turn1 the one whom he redoubles shall have the right to say whether or not the redouble shall stand4 ,any consultation between partners as to doubling or redoubling will entitle their adversaries to insist on a new deal4 ,if the eldest hand leads without asking his partner's permission to play1 the pone cannot double without the consent of the maker of the trump4 ,should the pone ask the eldest hand1 8,shall ,i play80 that does not deprive the eldest hand of the right to double4 ,,method ,,of ,,playing4 ,the trump suit and the value of the tricks settled1 the player on the dealer's left begins by leading any card he pleases4 ,after he has played1 the second player1 ,y1 lays his hand face up on the table1 and takes no further part in the play beyond availing himself of the privilege of asking his partner if he has none of a suit to which he renounces4 ,from the moment that ,y's cards are exposed the game becomes ,dummy1 the dealer1 ,z1 playing ,y's cards for him4 ,the dealer gathers the tricks for his side2 either adversary may gather for the other4 ,the first six tricks taken by one side make a 8book0 and all over six count toward game4 ,the tricks should be so laid that they can be readily counted by any player at the table4 ,the ,revoke4 ,should a player fail to follow suit when able to do so1 it is a revoke4 ,dummy cannot revoke under any circumstances2 but the penalty for any other player is the loss of three tricks for each revoke made1 which are taken from the side in error at the end of the hand4 ,in ,england1 the penalty may be exacted in any of three ways2 three tricks1 or the value of three tricks in points1 or the addition of a like amount to opponent's score4 ,a slam cannot be scored if the tricks necessary to make it were taken for the revoke penalty4 ,the side making a revoke cannot win the game that hand1 no matter what they score2 but they may play the hand out1 and count all they make to within two points of game1 or #bh4 ,players cannot score a slam in a hand in which they have revoked4 ,exposed ,cards4 ,if the dealer or his partner exposes a card before the declaration has been made1 either adversary may claim a new deal4 ,if any player exposes a card before the first card is led1 his partner forfeits the right to double or redouble4 ,if the pone exposes a card in this manner1 the dealer may call it an exposed card1 or he may require the eldest hand not to lead that suit4 ,if1 during the play of the hand1 either adversary of the dealer exposes a card1 by playing two cards at once1 dropping one face up on the table1 or holding it so that his partner can see any portion of its face1 the card so exposed must be left face upward on the table1 and is liable to be called4 ,exposed cards can be called by the dealer at any time1 but he cannot compel the play of a card which would constitute a revoke4 ,leading ,out of ,turn4 ,if either of the dealer's adversaries lead out of turn1 the dealer may either call the card exposed1 or may call a suit when it is the turn of either adversary to lead4 ,if the dealer leads out of turn1 there is no penalty1 but he cannot correct the error if the second hand has played4 ,cards ,played in ,error4 ,if any player but the ,dummy omits to play to a trick and does not correct the error until he has played to the next trick1 his adversaries may claim a new deal4 ,if any one1 excepting ,dummy1 plays two cards to a trick and does not discover it1 he is responsible for any revokes that he may make in consequence of not having the card in his hand4 ,,object ,,of ,,the ,,game4 ,as in all members of the whist family1 the object in ,bridge is to win tricks1 the highest card played of the suit led winning1 and trumps1 if any1 winning against all other suits4 ,at the end of each hand the side that has won any tricks in excess of the book1 scores them1 after multiplying their number by the unit of value settled upon by the doubling1 if any took place4 ,as soon as either side reaches or passes #cj1 they win the game2 but the hand must be played out1 and all tricks taken must be counted4 ,the total is written on the score-sheet2 the score of the losers standing to their credit until the final accounting at the end of the rubber4 ,,rubbers4 ,three games1 of #cj points each1 constitute a rubber2 but if the first two are won by the same players1 the third is not played4 ,the side winning the majority of the games adds #ajj 7rubber7 points to its score4 ,,suggestions ,,for ,,good ,,play4 ,the points which the beginner may profitably study in ,bridge are chiefly in making the trump1 and in the methods by which the hands of the partners are combined1 so as to work together4 ,making the ,trump4 ,the bridge player's first consideration should be the state of the score1 which will show how many points he needs to win the game4 ,let us suppose this number to be #ab1 he having already scored #ah4 ,these #ab points can be made by winning six by cards with spades for trumps2 three by cards with clubs2 or two by cards with diamonds or hearts4 ,but if the hand can be played without a trump1 the odd trick wins the game4 ,it is hardly necessary to say that a player would be very foolish to engage himself to win six by cards if the odd trick would equally answer his purpose2 nor would he undertake to win three by cards with clubs for trumps1 if he had as good a chance of making two by cards with diamonds or hearts4 ,in other words1 the player should not make the trump which promises the greatest number of tricks1 but should select that which will yield the largest number of points4 ,it is for this reason that every good player first considers the advisability of making it 8no-trump10 and if he thinks that injudicious1 hearts or diamonds1 leaving the black suits as a last resort4 ,it is the custom invariably to make it no-trump with three ,aces1 unless the hand is strong enough for a heart make1 or holds great honour value in red4 ,in estimating the probabilities of trick-taking1 it is usual to count the partner for three tricks on the average4 ,conservative players do not depend on him for more than two4 ,generally speaking1 the maker of the trump should have four pretty certain tricks in his own hand4 ,the dealer should seldom announce a black trump unless he has a certainty of the game in his own hand1 without any assistance from his partner1 or unless he has such a poor hand that he must make it a 8defensive spade40 ,if he cannot safely make it no-trump or red1 he should pass1 and allow his partner the chance4 ,with such a hand as seven clubs1 including four honours1 and absolutely worthless cards otherwise1 the dealer should make it clubs1 except when the adversaries have won the first game1 and are about #bj points in the second4 ,this makes it not unlikely that they will win the rubber on the next hand with their deal4 ,under such circumstances the dealer must invariably leave it to his partner1 in the hope that he can save the rubber by making it no-trump4 ,the dealer's partner should be aware that there cannot be any reasonable hope of four tricks in red in the leader's hand1 or a red trump would have been announced2 and unless he has at least five probable tricks in his own hand he should not make it red4 ,with three ,aces he should make it no-trump4 ,four ,aces is always a no-trumper1 no matter what the rest of the hand may be4 ,if he is obliged to make it black1 and has three or four probable tricks1 he should announce whichever suit he is best in4 ,attention should be paid to the score2 for in many instances the suit must be selected so that the adversaries cannot win the game with the odd trick1 even if they double4 ,doubling4 ,the dealer or his partner having announced the trump1 the adversary should carefully consider the score before doubling or playing4 ,most players consider themselves justified in doubling when they have six reasonably certain tricks in their own hands1 trusting partner for one only4 ,great caution should be used in doubling no-trumpers1 the position of the lead being carefully studied2 because the odd trick usually settles the fate of the game when a no-trumper is doubled4 ,while a player with the lead1 and seven certain tricks in one suit1 should double a no-trumper1 his partner would be very foolish to do so1 unless he had1 in addition to his long suit1 the heart ace2 for it is a conventionality of the game for ,a to lead hearts if ,b doubles a no-trumper4 ,the original maker of the trump should be very strong to justify him in redoubling the adversary4 ,if he had four probable tricks originally1 he may count the adversary who doubles for five1 and of the four doubtful tricks remaining1 the odds are against partner having the three which would be necessary to win the odd trick4 ,opening ,leads4 ,the first lead must necessarily be made in the dark1 but the selection of the suit will often depend on the trump1 and whether it was named by the dealer or by his partner4 ,if the dealer has made it red1 and ,a has the ,a ,k of any plain suit1 he should play the ,king1 so as to retain the lead until ,dummy's hand is exposed4 ,if the dealer passes it to his partner1 he is probably weak in red4 ,if ,y makes it hearts1 ,a should lead a supporting diamond1 unless he has strength in another suit4 ,if ,y has made it diamonds1 ,a should lead a supporting heart4 ,but in either case1 if ,a has in his hand such cards as ,a ,k1 even of a black suit1 he should play the ,king1 and wait to see the ,dummy's hand4 ,if ,y has made it black1 ,a must be guided by his own cards1 but should give a red suit the preference for his opening lead4 ,details as to the correct card to lead and the play after the opening lead have been fully covered in connection with auction bridge1 which see4 ,the discard is usually coupled with the system of opening against a doubled no-trumper4 ,if your partner says he is 8heart and strong0 he means that if you double a no-trumper and he is eldest hand1 he will lead you his best heart1 and that he will discard his strong suit when playing against a no-trumper4 ,if he says he is 8heart and weak10 he will lead the top heart2 but he will discard his weak suit4 ,if he says he is 8weak and weak10 he means that he will lead the shortest or weakest suit in his hand1 if you double no-trumps1 that being the almost universal custom in ,england4 ,all the situations which have been covered in the play of the second1 third and fourth hands at auction can be studied with advantage by the bridge player1 as the manner of securing the best results from certain distributions of the cards is the same in both games4 ,the chief difference lies in the value of the tricks1 because at bridge the opponents of the declaration can score toward game1 and it is therefore frequently advisable to take a finesse or make a play that would be quite unjustifiable at auction1 if there is any chance that such a play may win a game that would be otherwise impossible4 ,close attention to the score is an important factor in bridge which does not operate in auction1 because in that game any previous score toward game is seldom of any use1 eighteen out of every twenty deals being game hands or nothing1 and the dealer having no more advantage in the selection of the trump than any other player4 ,in bridge1 one always calculates that the dealer will go out if he is #ah or #bj up on the score1 as almost any suit will do4 ,this prompts the side that has the deal1 or a chance to go game1 to lose no opportunity to win at once1 before the other side gets a chance at it4 ,,illustrative ,,bridge ,,hands4 ,the dealer is ,z in both instances4 ,in the first example1 he makes it no-trump4 ,in the second1 ,dummy1 ,y1 makes it no-trump4 ,a leads in both cases3-- ------------------------------ ------------------------------ ,a ,y ,b ,z ,a ,y ,b ,z ---------------------------------------- -------------- #g #c ,j ,k #a #f ,a #g #c ,q #b ,k ,j #b #e ,k #c #b ,a #h #f #b #c #h #aj #g ,j #d ,q #b #e #d #e #c ,a #d #d #c ,a #aj #e ,k #b #i ,j #c #e ,j ,a #f #e #d #f ,q #h #i #b #h #g #e #c #f ,q #i #g #c #d #h #g #d #h #i #f #f #d ,q #i #i #d #aj #f #i #e #h #g #aj ,a #i ,j #g #i ,j #e ,q #aa #aj ,q #h #b #aj #g #f ,a #ab #h ,k #aj #b ,k #aj ,k #aj #ac ,k ,a ,q ,j ---------------------------------------- -------------- ,the first of these examples shows the importance of playing for the suit which is longest between the two hands4 ,observe that the dealer plays the high cards from the hand which is shorter in the suit1 and on the second round of clubs is careful to give up the higher of two cards1 so as to get out of ,dummy's way and clear1 or establish1 the suit4 ,b1 hoping to get his partner into the lead again1 leads a heart up to ,dummy's weakness1 and leads a heart which will beat ,dummy's best heart4 ,at the eleventh trick1 unless the dealer can make two tricks in spades by the finesse1 he cannot win the game4 ,the second example shows the importance of preserving a re-entry card in the hand which is longer in the suit the dealer intends playing for4 ,if the dealer lets the heart come up to him1 it is true that he will make win the first trick with the ,jack2 but he will never win a trick with the ,queen1 and therefore he can never get in to make his clubs1 even if he establishes them4 ,by putting up the ,ace of hearts1 and keeping both ,q and ,j in his own hand1 he is certain of a re-entry in hearts4 ,on the second round of clubs1 the adversary still holding up or underplaying1 the dealer must be careful to overtake ,dummy's ten with his own ,jack1 so as to continue the suit without losing the lead4 ,,varieties ,,of ,,bridge4 ,,three ,,hand ,,auction4 ,this is a game for three active players only1 but four may form a table4 ,each player is for himself1 there being no partnerships except the temporary combination against the declarer for each deal4 ,the player who cuts the lowest card chooses his seat and cards and the player with the next lower cut sits on his left1 the other on his right4 ,the cards are dealt one at a time into four packets1 of thirteen each1 just as in the ordinary game of auction1 the odd hand remaining untouched until the winning declaration is decided4 ,the dealer makes the first bid and then each bids in turn until two pass4 ,the penalty for bidding out of turn is #ej points added to the score of each opponent1 for doubling out of turn it is #ajj4 ,if both pass the irregularity there is no penalty1 but if only one passes1 the third may call attention to it4 ,the highest bidder takes up the dummy hand1 sorts it and lays it on the table opposite him1 face up1 as soon as the eldest hand leads a card4 ,if there is a player sitting opposite the highest bidder1 he moves to the vacant seat4 ,the game is #cj points1 and the winner of a game adds #abe points to his score at once4 ,the first player to win two games not only adds the #abe for the second game1 but #bej more for winning the rubber4 ,honours are scored by each player separately1 every honour being worth as much as a trick in that suit4 ,four or five in one hand count double4 ,at no trump1 the aces count for #aj each to the holders1 four in one hand #ajj4 ,the declarer scores his dummy's honours4 ,at the end of the rubber1 each wins from or loses to each of the others4 ,the score is usually made up in this way1 the final amounts to the credit of each being shown in the top line3 ,a1 #bdj ,b1 #ihj ,c1 #def ---------------------------- -#gdj #gdj #bae -#bae #ebd -#ebd ---- ---- ---- -#iee #abfd -#cji ,,duplicate ,,auction4 ,this game may be played in any of the ways described for the movement of trays and players under the head of duplicate whist4 ,tricks and honours are scored as usual1 but there are no games or rubbers4 ,should the declarer make #cj or more points on a single hand he gets #abe points bonus in the honour column4 ,this game is now covered by the official laws for auction1 which see4 ,,bridge ,,for ,,three4 ,sometimes called ,dummy ,bridge1 or ,cut-,throat4 ,the lowest cut deals the first hand and plays the ,dummy4 ,if the dealer will not declare on his own cards1 he passes1 and ,dummy must declare according to a fixed schedule4 ,with three or four aces2 no-trumps1 no matter what the rest of the hand may be4 ,with less than three aces1 ,dummy cannot make it no-trumps under any circumstances2 but must name the longest suit4 ,if two suits are equal1 the pips on each are counted1 reckoning aces as #aa each1 other honours at #aj each1 and the larger number of pips is the suit4 ,if this is still equal1 the more valuable suit must be declared4 ,no one but the eldest hand may double1 and no one but the dealer may redouble4 ,in order to make this fair for both sides1 it is usual to let the pone sort and declare on ,dummy's cards1 so that the dealer shall not see them until the first card is led4 ,no matter what points are made for tricks1 the dealer only can score them below the line1 to count toward game4 ,if the adversaries make the odd trick1 they score above the line1 in the honour column1 so that no one can go out except on his own deal4 ,after the deal is finished and scored1 the players move1 so as to bring about a change of partners4 ,the one on the left of the vacant place moves into it1 and the player on his right deals4 ,three of these movements bring about the original position4 ,each player's score is kept individually1 and when one of the three has won two games1 the scores are added up and balanced1 after giving the winner #ajj rubber points4 ,each then pays the difference to the others4 ,suppose the winner to be ,a1 with #cbj2 ,b having #hj and ,c #fd4 ,a wins #bdj from ,b and #bef from ,c2 while ,b wins #af from ,c4 ,,bridge ,,for ,,two4 ,sometimes called 8,chinese ,bridge40 ,the dealer gives his adversary four cards face down1 and then deals four to himself1 also face down4 ,he then distributes the remainder of the pack by dealing to his adversary and himself alternately1 one card at a time1 keeping them separate from the first four4 ,without lifting or looking at any of these twenty-two cards1 each player places eleven of them in two rows1 face down1 and then the other eleven on the top of the first1 but face up4 ,this gives each player eleven cards face up on the table1 covering eleven face down under them1 and a separate hand of four cards4 ,the dealer looks at his four cards1 without showing them to his adversary1 and after due consideration of what he sees on the table1 declares4 ,his adversary can double if he likes1 or he can simply play a card4 ,tricks and honours count as in the ordinary rubber4 ,the declaration made1 the non-dealer leads any card he pleases1 from the four in his hand or from the eleven face up on the table1 and the dealer must follow suit if he can1 either from his hand or from the table4 ,the moment a card is played from the table1 the card under it must be turned face up1 and becomes playable2 but no card which is on the top of another card can be shifted1 so that the card under it cannot be turned up until its covering card is legitimately played away4 ,the second player having played to the trick1 the original leader must play to it in his turn1 and then his adversary plays the fourth card1 completing the trick4 ,the winner of the trick takes it in1 turns it down1 and leads for the next trick1 and so on until all thirteen tricks have been played4 ,the winner of the rubber scores #ajj points extra4 ,,misery ,,bridge4 ,this is a game for two players1 who sit opposite each other4 ,four hands of thirteen cards each are dealt1 the dealer beginning on his left4 ,before declaring1 the dealer may discard any number of cards from one to four1 laying them on the table at his left1 but face up1 where they so remain during the play of the hand4 ,in place of this discard1 the dealer takes an equal number of cards from the top of the hand on his left4 ,these are not shown to the adversary4 ,having discarded and drawn1 the dealer declares4 ,there is no doubling2 but the dealer himself may undertake to win at least eight of the thirteen tricks1 and if he announces 8eight tricks10 he can score them at double value if he succeeds4 ,if he fails to get the full eight1 his adversary scores ten points penalty1 the dealer scoring nothing at all4 ,no matter what the trump suit1 the penalty of ten points remains the same4 ,after discarding1 drawing and declaring1 the stock hand is laid aside1 still face down1 and the non-dealer takes up and sorts the hand on his left1 turning it face up on the table1 like a ,dummy4 ,this hand belongs to the non-dealer1 who leads first and plays both hands1 so that the dealer is practically opposed to two hands of thirteen cards each4 ,if the dealer does not want to discard and draw1 he can play misery1 which is a no-trumper1 but played to lose tricks1 instead of to win them4 ,if the dealer takes more than one trick1 his adversary scores five points penalty for each so taken4 ,but if the dealer succeeds in taking only one trick1 or none at all1 he scores five points for every trick his adversary has taken over the book of six4 ,,pivot ,,bridge4 ,this is simply a movement of the players1 very popular in social games1 which requires that the four originally seated at a table shall remain at that table until the game is ended1 and shall not cut for partners after the first rubber1 but change in regular order4 ,the usual way is for the first dealer to sit still all the time1 the three other players moving round her in a circle at the end of each rubber4 ,this will compel the player on her left to pass behind her and take the seat on her right4 ,at the end of three rubbers1 each will have had each of the others for a partner4 ,when there are a number of tables in play1 it will be necessary to have a prize for each1 giving the first choice to the player who has the highest score in the room4 ,when this method is adopted1 it is not necessary to deduct the lower score from the higher at the end of each rubber1 so that each player can keep what she gets1 the comparative result being the same if the players remain at the same table4 ,this method is open to the objection that if two strong players are opposed to weak ones all the time1 it is a great advantage4 ,it is also liable to abuse1 if four players agree to double everything1 so that some one at the table shall be high score4 ,,progressive ,,bridge4 ,this is simply a movement of the players from table to table1 much as described under the heading of compass whist4 ,the players may either agree that all the ,n ,s pairs shall sit still1 all the ,e ,w pairs moving one table2 or they may arrange for the winners to move in a certain direction4 ,in all progressive games1 sometimes called ,drive ,bridge1 there are no rubbers or games1 as one table would keep all the others waiting4 ,an even number of deals1 usually four1 is the rule for each round before moving4 ,,duplicate ,,bridge4 ,this is bridge with the hands kept separate and put into trays to be carried from table to table4 ,the methods will be found fully described under the titles for duplicate whist4 ,in order to prevent the players from giving too much attention to the honours in declaring1 it is sometimes the rule to add a certain number of points to the trick scores1 as a bonus4 ,this is called ,bridge to the ,score4 ,four deals is a round1 before changing adversaries1 and fifty points are added to the score of the side having the greater trick score4 ,another method is to add fifty points to the side winning a game1 if a game is won before moving1 and then to add a definite number of points for every trick point that one side may be ahead of the other on unfinished games2 or as many points as the higher score below the line4 ,none of these methods have proved attractive enough to be popular1 however1 although the first is the one commonly adopted for club tournaments1 adding fifty points bonus for the higher trick score1 regardless of any games or rubbers4 ,all the additions of percentages require special score cards and the services of some alleged expert to run the game1 and even then they are not attractive4 ,the problem of duplicate bridge remains as yet unsolved1 so far as a popular game is concerned4 ,,six-,,hand ,,bridge4 ,this is played by six persons1 sitting with two card tables pushed together so as to make one4 ,each dealer sits at the long end of the table1 the two dealers being partners4 ,on each side of one sits a pair of adversaries so that the initial arrangement1 if pair ,a had the deal1 would be this3-- ,illustration3 ,b ,c ---------- #e #f ,a #a #d ,a #b #c ---------- ,b ,c ,numbers are placed on the tables to indicate the positions to which the players shall move after each deal4 ,the player at #f goes to #e2 #d to #c2 #c to #b2 #b to #a1 and #a to #f4 ,each pair of partners1 as they fall into the end seats1 have the deal4 ,if the dealer at either end will not declare on his own cards1 he passes it1 and the ,dummy hand opposite him must be handed to the dealer that sits at the other end of the long table1 who must declare for his partner4 ,the usual four hands are dealt and played at each table1 and scored as usual4 ,three scores must be kept1 because there are three separate rubbers going on at once1--that between ,a and ,b2 between ,a and ,c1 and between ,b and ,c4 ,if one pair wins its rubber against one of the others1 three players will be idle at one end of the table for one deal1 but then all will come into play again1 for the next deal4 ,some persons think this is better than four playing a rubber while two look on4 ,,double ,,dummy ,,bridge4 ,in this form of the game1 the dealer always deals for himself4 ,his adversary sits next him on the left for the first deal1 and leads for the first trick before the ,dummies are exposed4 ,there is no doubling4 ,on the next deal1 the adversary must sort his ,dummy's hand and must lead from it1 before looking at his own4 ,if the declaration is passed1 ,dummy must make it on the lines laid down for passed makes in ,bridge for ,three1 which has already been described4 ,there is no penalty for a revoke made by either ,dummy2 but otherwise the laws of bridge govern4 ,,draw ,,bridge4 ,this is double ,dummy2 but instead of laying ,dummy's cards face up on the table1 each player is provided with a holder in which he places his partner's cards in such a manner that his adversary cannot see them4 ,as it comes to ,dummy's turn to play to each trick1 a card is drawn from the holder4 ,all four hands are responsible for revokes4 ,,king',s ,,bridge4 ,this is sometimes called ,four ,hand ,bridge1 each player being for himself4 ,the movements of the players are the same as those described in ,pivot ,bridge1 one player sitting still all the time1 while each of the others in turn becomes his partner for four deals4 ,the dealer declares4 ,if he passes1 the player sitting opposite him must make it according to the mechanical rules given in ,bridge for ,three4 ,there is no doubling4 ,the score of each player is kept in a separate column1 and the trick and honour score is put down in one lump1 plus or minus1 the new score being added to or deduced from the previous one4 ,it is simpler1 however1 to put down nothing but the plus scores1 so that when the declaration is defeated1 the points are credited to each of the three other players4 ,suppose the dealer wins #af and #af4 ,he is put down as #cb plus4 ,if he should lose #ab and #cj1 his score would not be touched1 but each of the others would be put down #db plus4 ,there are no games or rubbers4 ,at the end of four deals the players change partners by the pivot system4 ,at the end of twelve deals1 each has played four deals with each of the others4 ,the scores are then added up and balanced by the method described in connection with the game of ,skat4 ,,reversi ,,bridge4 ,this is playing bridge to lose1 and the object of the declaration is to pick out the make which is likely to win the least tricks4 ,at the end of the hand1 each side scores what the other makes2 so that if the dealer declares no-trumps1 and loses two by cards1 and finds thirty aces against him1 he scores #bd and #cj to his own credit4 ,the adversaries can double if they wish to1 and all the rules of regular bridge apply1 except that if a revoke is made the usual penalty is reversed1 the player in error taking three tricks instead of losing them4 ,,short ,,bridge4 ,this is bridge without any doubling or rubbers1 and is played for so much a game instead of for so much a point1 the winners being the side that has the higher score for tricks and honours combined when either side reaches thirty points below the line4 ,it is a good game for occasions upon which the players may be interrupted at any time1 or have not time to finish a full rubber4 ,,the ,,american ,,laws ,,of ,,bridge4 ,,revised ,,to ,,november1 #aiac4 ,reprinted and ,copyrighted1 #aiac1 by permission of ,the ,whist ,club of ,new ,york4 ,,the ,,rubber4 #a4 ,the partners first winning two games win the rubber4 ,when the first two games decide the rubber1 a third is not played4 ,,scoring4 #b4 ,each side has a trick score and a score for all other counts1 generally known as the honour score4 ,in the trick score the only entries made are points for tricks won 7see ,law #c71 which count both toward the game and in the total of the rubber4 ,all other points1 including honours1 penalties1 slam1 little slam1 and under-tricks1 are recorded in the honour score1 which counts only in the total of the rubber4 #c4 ,when the declarer wins the number of tricks bid or more1 each above six counts on the trick score2 two points when spades are trumps1 six when clubs are trumps1 seven when diamonds are trumps1 eight when hearts are trumps1 nine when royal spades are trumps1 and ten when the declaration is no trump4 #d4 ,a game consists of thirty points made by tricks alone4 ,every deal is played out1 whether or not during it the game be concluded1 and any points made 7even if in excess of thirty7 are counted4 #e4 ,the ace1 king1 queen1 knave1 and ten of the trump suit are the honours2 when no trump is declared1 the aces are the honours4 #f4 ,honours are credited to the original holders2 they are valued as follows3 ,when a ,trump is ,declared4 #ca honours held between partners equal value of #b tricks4 #d 0 0 0 0 0 0 #d 0 #e 0 0 0 0 0 0 #e 0 #d 0 0 in #a hand 0 0 #h 0 #d 0 0 0 #a 0 #eth in 0 0 #i 0 #e 0 0 0 #a 0 partner's 0 0 #aj 0 ,when ,no ,trump is ,declared4 #c aces held between partners count #cj #d 0 0 0 0 0 #dj #d 0 0 in one hand 0 #ajj #g4 ,slam is made when partners take thirteen tricks4#b ,it counts #dj points in the honour score4 #h4 ,little slam is made when partners take twelve tricks4#c ,it counts #bj points in the honour score4 #i4 ,the value of honours1 slam1 or little slam1 is not affected by doubling or redoubling4 #aj4 ,at the conclusion of a rubber the trick and honour scores of each side are added and #bej additional points added to the score of the winners of the rubber4 ,the size of the rubber is the difference between the completed scores4 ,if the score of the losers of the rubber exceed that of the winners1 the losers win the amount of the excess4 #aa4 ,when a rubber is started with the agreement that the play shall terminate 7i4e41 no new deal shall commence7 at a specified time1 and the rubber is unfinished at that hour1 the score is made up as it stands1 #abe being added to the score of the winners of a game4 ,a deal if started must be finished4 #ab4 ,a proved error in the honour score may be corrected at any time before the score of the rubber has been made up and agreed upon4 #ac4 ,a proved error in the trick score may be corrected at any time before a declaration has been made in the following game1 or1 if it occur in the final game of the rubber1 before the score has been made up and agreed upon4 ,,cutting4 #ad4 ,in cutting the ace is the lowest card2 between cards of otherwise equal value the heart is the lowest1 the diamond next1 the club next1 and spade the highest4 #ae4 ,every player must cut from the same pack4 #af4 ,should a player expose more than one card1 the highest is his cut4 ,,forming ,,tables4 #ag4 ,those first in the room have the prior right to play4 ,candidates of equal standing decide their order by cutting2 those who cut lowest play first4 #ah4 ,six players constitute a complete table4 #ai4 ,after the table has been formed1 the players cut to decide upon partners1 the two lower play against the two higher4 ,the lowest is the dealer1 who has choice of cards and seats1 and1 having made his selection1 must abide by it4#d #bj4 ,the right to succeed players as they retire is acquired by announcing the desire to do so1 and such announcements1 in the order made1 entitle candidates to fill vacancies as they occur4 ,,cutting ,,out4 #ba4 ,if1 at the end of a rubber1 admission be claimed by one or two candidates1 the player or players who have played the greatest number of consecutive rubbers withdraw2 when all have played the same number1 they cut to decide upon the outgoers2 the highest are out4#e ,,right ,,of ,,entry4 #bb4 ,at the end of a rubber a candidate is not entitled to enter a table unless he declare his intention before any player cut1 either for partners1 for a new rubber1 or for cutting out4 #bc4 ,in the formation of new tables candidates who have not played at an existing table have the prior right of entry4 ,others decide their right to admission by cutting4 #bd4 ,when one or more players belonging to an existing table aid in making up a new one1 which cannot be formed without him1 he or they shall be the last to cut out4 #be4 ,a player belonging to one table who enters another1 or announces a desire to do so1 forfeits his rights at his original table1 unless the new table cannot be formed without him in which case he may retain his position at his original table by announcing his intention to return as soon as his place at the new table can be filled4 #bf4 ,should a player leave a table during the progress of a rubber1 he may1 with the consent of the three others1 appoint a substitute to play during his absence2 but such appointment becomes void upon the conclusion of the rubber1 and does not in any way affect the rights of the substitute4 #bg4 ,if a player break up a table1 the others have a prior right of entry elsewhere4 ,,shuffling4 #bh4 ,the pack must not be shuffled below the table nor so the face of any card be seen4 #bi4 ,the dealer's partner must collect the cards from the preceding deal and has the right to shuffle first4 ,each player has the right to shuffle subsequently4 ,the dealer has the right to shuffle last1 but should a card or cards be seen during his shuffling or while giving the pack to be cut1 he must reshuffle4 #cj4 ,after shuffling1 the cards1 properly collected1 must be placed face downward to the left of the next dealer1 where they must remain untouched until the end of the current deal4 ,,the ,,deal4 #ca4 ,players deal in turn2 the order of dealing is to the left4 #cb4 ,immediately before the deal1 the player on the dealer's right cuts1 so that each packet contains at least four cards4 ,if1 in or after cutting and prior to the beginning of the deal1 a card be exposed1 or if any doubt exist as to the place of the cut1 the dealer must reshuffle and the same player must cut again4 #cc4 ,after the pack has been properly cut1 it should not be reshuffled or recut except as provided in ,law #cb4 #cd4 ,should the dealer shuffle after the cut1 his adversaries may also shuffle and the pack must be cut again4 #ce4 ,the fifty-two cards must be dealt face downward4 ,the deal is completed when the last card is dealt4 #cf4 ,in the event of a misdeal1 the same pack must be dealt again by the same player4 ,a ,,new ,,deal4 #cg4 ,there must be a new deal3 7a7 ,if the cards be not dealt1 beginning at the dealer's left into four packets one at a time and in regular rotation4 7b7 ,if1 during a deal1 or during the play the pack be proved incorrect4 7c7 ,if1 during a deal1 any card be faced in the pack or exposed1 on1 above1 or below the table4 7d7 ,if more than thirteen cards be dealt to any player4#f 7e7 ,if the last card does not come in its regular order to the dealer4 7f7 ,if the dealer omit having the pack cut1 deal out of turn or with the adversaries' cards1 and either adversary call attention to the fact before the end of the deal and before looking at any of his cards4 #ch4 ,should a correction of any offence mentioned in #cg f not be made in time1 or should an adversary who has looked at any of his cards be the first to call attention to the error1 the deal stands1 and the game proceeds as if the deal had been correct1 the player to the left dealing the next4 ,when the deal has been with the wrong cards1 the next dealer may take whichever pack he prefers4 #ci4 ,if1 prior to the cut for the following deal1 a pack be proved incorrect1 the deal is void1 but all prior scores stand4#g ,the pack is not incorrect when a missing card or cards are found in the other pack1 among the quitted tricks1 below the table1 or in any other place which makes it possible that such card or cards were part of the pack during the deal4 #dj4 ,should three players have their proper number of cards1 the fourth1 less1 the missing card or cards1 if found1 belong to him1 and he1 unless dummy1 is answerable for any established revoke or revokes he may have made just as if the missing card or cards had been continuously in his hand4 ,when a card is missing1 any player may search the other pack1 the quitted tricks1 or elsewhere for it4 ,if before1 during or at the conclusion of play1 one player hold more than the proper number of cards1 and another less1 the deal is void4 #da4 ,a player may not cut1 shuffle1 or deal for his partner if either adversary object4 ,,the ,,declaration4 #db4 ,the dealer1 having examined his hand1 must declare to win at least one odd trick1#h either with a specified suit1 or at no trump4 #dc4 ,after the dealer has declared1 each player in turn1 beginning on the dealer's left1 must pass1 make a higher declaration1 double the last declaration1 or redouble a declaration which has been doubled1 subject to the provisions of ,law #ed4 #dd4 ,a declaration of a greater number of tricks in a suit of lower value1 which equals the last declaration in value of points1 is a higher declaration2 e4g41 a declaration of 8three spades0 is higher than 8one club40 #de4 ,a player in his turn may overbid the previous adverse declaration any number of times1 and may also overbid his partner1 but he cannot overbid his own declaration which has been passed by the three others4 #df4 ,the player who makes the final declaration#i must play the combined hands1 his partner becoming dummy1 unless the suit or no trump finally declared was bid by the partner before it was called by the final declarer1 in which case the partner1 no matter what bids have intervened1 must play the combined hands4 #dg4 ,when the player of the two hands 7hereinafter termed 8the declarer07 wins at least as many tricks as he declared1 he scores the full value of the tricks won 7see ,law #c74aj #dg;a4 ,when the declarer fails to win as many tricks as he declares1 neither he nor his adversaries score anything toward the game1 but his adversaries score in their honour column #ej points for each under-trick 7i4e41 each trick short of the number declared74 ,if the declaration be doubled1 the adversaries score #ajj points2 if redoubled1 #bjj points for each under-trick4 #dh4 ,the loss on the dealer's original declaration of 8one spade0 is limited to #ajj points1 whether doubled or not1 unless redoubled4 ,honours are scored as held4 #di4 ,if a player make a declaration 7other than passing7 out of turn1 either adversary may demand a new deal1 or may allow such declaration to stand1 in which case the bidding shall continue as if the declaration had been in turn4 ,if a player pass out of turn1 the order of the bidding is not affected1 i4e41 it is still the turn of the player to the left of the last declarer4 ,the player who has passed out of turn may re-enter the bidding in his proper turn if the declaration he has passed be overbid or doubled4 #ej4 ,if a player make an insufficient or impossible declaration1 either adversary may demand that it be penalized4 ,the penalty for an insufficient declaration is that the bid is made sufficient in the declaration named and the partner of the declarer may not further declare unless an adversary subsequently bid or double4 ,the penalty for an impossible declaration is that the bid is made seven in the suit named and the partner of the declarer may not further declare unless an adversary subsequently bid or double4 ,either adversary1 instead of penalizing an impossible declaration1 may demand a new deal1 or that the last declaration made on behalf of his partnership become the final declaration4 #ej;a4 ,if a player who has been debarred from bidding under ,laws #ej or #fe1 during the period of such prohibition1 make any declaration 7other than passing71 either adversary may decide whether such declaration stand1 and neither the offending player nor his partner may further participate in the bidding even if the adversaries double or declare4 #ej;b4 ,a penalty for a declaration out of turn 7see ,law #di71 an insufficient or impossible declaration 7see ,law #ej71 or a bid when prohibited 7see ,law #ej;a7 may not be enforced if either adversary pass1 double1 or declare before the penalty be demanded4#aa #ej;c4 ,laws which give to either adversary the right to enforce a penalty1 do not permit unlimited consultation4 ,either adversary may call attention to the offence and select the penalty1 or may say1 8,partner1 you determine the penalty10 or words to that effect4 ,any other consultation is prohibited1#ab and if it take place1 the right to demand any penalty is lost4 ,the first decision made by either adversary is final and cannot be altered4 #ea4 ,at any time during the declaration1 a question asked by a player concerning any previous bid must be answered1 but1 after the final declaration has been accepted1 if an adversary of the declarer inform his partner regarding any previous declaration1 the declarer may call a lead from the adversary whose next turn it is to lead4 ,if the dummy give such information to the declarer1 either adversary of the declarer may call a lead4 ,a player1 however1 at any time may ask what declaration is being played and the question must be answered4 #eb4 ,a declaration legitimately made cannot be changed after the next player pass1 declare1 or double4 ,prior to such action a declaration inadvertently made may be corrected4 ,if1 prior to such correction1 an adversary call attention to an insufficient or impossible declaration1 it may not thereafter be corrected nor may the penalty be avoided4 ,,doubling ,,and ,,redoubling4 #ec4 ,doubling and redoubling doubles and quadruples the value of each trick over six1 but it does not alter the value of a declaration2 e4g41 a declaration of 8three clubs0 is higher than 8two royal spades0 doubled or redoubled4 #ed4 ,any declaration may be doubled and redoubled once1 but not more2 a player may not double his partner's declaration nor redouble his partner's double1 but he may redouble a declaration of his partner which has been doubled by an adversary4 ,the penalty for redoubling more than once is #ajj points in the adverse honour score or a new deal2 for doubling a partner's declaration1 or redoubling a partner's double it is #ej points in the adverse honour score4 ,either adversary may demand any penalty enforceable under this law4 #ee4 ,doubling or redoubling reopens the bidding4 ,when a declaration has been doubled or redoubled1 any one of the three succeeding players1 including the player whose declaration has been doubled1 may1 in his proper turn1 make a further declaration of higher value4 #ef4 ,when a player whose declaration has been doubled wins the declared number of tricks1 he scores a bonus of #ej points in his honour score1 and a further #ej points for each additional trick4 ,when he or his partner has redoubled1 he scores #ajj points for making the contract and an additional #ajj for each extra trick4 #eg4 ,a double or redouble is a declaration1 and a player who doubles or redoubles out of turn is subject to the penalty provided by ,law #di4 #eh4 ,after the final declaration has been accepted1 the play begins2 the player on the left of the declarer leads4 ,,dummy4 #ei4 ,as soon as the player on the left of the declarer leads1 the declarer's partner places his cards face upward on the table1 and the declarer plays the cards from that hand4 #fj4 ,the partner of the declarer has all the rights of a player 7including the right to call attention to a lead from the wrong hand71 until his cards are placed face upward on the table4#ac ,he then becomes the dummy1 and takes no part whatever in the play1 except that he has the right3 7a7 ,to call the declarer's attention to the fact that too many or too few cards have been played to a trick2 7b7 to correct an improper claim of either adversary2 7c7 to call attention to a trick erroneously taken by either side2 7d7 to participate in the discussion of any disputed question of fact after it has arisen between the declarer and either adversary2 7e7 to correct any erroneous score2 7f7 to consult with and advise the declarer as to which penalty to exact for a revoke2 7g7 to ask the declarer whether he have any of a suit he has renounced4 ,the dummy1 if he have not intentionally looked at any card in the hand of a player1 has also the following additional rights3 7h7 ,to call the attention of the declarer to an established adverse revoke2 7i7 to call the attention of the declarer to a card exposed by an adversary or to an adverse lead out of turn4 #fa4 ,should the dummy call attention to any other incident in the play in consequence of which any penalty might have been exacted1 the declarer may not exact such penalty4 ,should the dummy avail himself of rights 7h7 or 7i71 after intentionally looking at a card in the hand of a player1 the declarer may not exact any penalty for the offence in question4 #fb4 ,if the dummy1 by touching a card or otherwise1 suggest the play of one of his cards1 either adversary may require the declarer to play or not to play such card4 #fb;a4 ,if the dummy call to the attention of the declarer that he is about to lead from the wrong hand1 either adversary may require that the lead be made from that hand4 #fc4 ,dummy is not subject to the revoke penalty2 if he revoke and the error be not discovered until the trick be turned and quitted1 whether by the rightful winners or not1 the trick must stand4 #fd4 ,a card from the declarer's hand is not played until actually quitted1 but should he name or touch a card in the dummy1 such card is played unless he say1 8,i arrange10 or words to that effect4 ,if he simultaneously touch two or more such cards1 he may elect which to play4 ,,cards ,,exposed ,,before ,,play4 #fe4 ,after the deal and before the declaration has been finally determined1 if any player lead or expose a card1 his partner may not thereafter bid or double during that declaration1#ad and the card is subject to call4#ae ,when the partner of the offending player is the original leader1 the declarer may also prohibit the initial lead of the suit of the exposed card4 #ff4 ,after the final declaration has been accepted and before the lead1 if the partner of the proper leader expose or lead a card1 the declarer may treat it as exposed or may call a suit from the proper leader4 ,a card exposed by the leader1 after the final declaration and before the lead1 is subject to call4 ,,cards ,,exposed ,,during ,,play4 #fg4 ,after the original lead1 all cards exposed by the declarer's adversaries are liable to be called and must be left face upward on the table4 #fh4 ,the following are exposed cards3 7#a7 ,two or more cards played simultaneously2 7#b7 a card dropped face upward on the table1 even though snatched up so quickly that it cannot be named2 7#c7 a card so held by a player that his partner sees any portion of its face2 7#d7 a card mentioned by either adversary as being held in his or his partner's hand4 #fi4 ,a card dropped on the floor or elsewhere below the table1 or so held that it is seen by an adversary but not by the partner1 is not an exposed card4 #gj4 ,two or more cards played simultaneously by either of the declarer's adversaries give the declarer the right to call any one of such cards to the current trick and to treat the other card or cards as exposed4 #gj;a4 ,should an adversary of the declarer expose his last card before his partner play to the twelfth trick1 the two cards in his partner's hand become exposed1 must be laid face upward on the table1 and are subject to call4 #ga4 ,if1 without waiting for his partner to play1 either of the declarer's adversaries play or lead a winning card1 as against the declarer and dummy and continue 7without waiting for his partner to play7 to lead several such cards1 the declarer may demand that the partner of the player in fault win1 if he can1 the first or any other of these tricks4 ,the other cards thus improperly played are exposed4 #gb4 ,if either or both of the declarer's adversaries throw his or their cards face upward on the table1 such cards are exposed and liable to be called2 but if either adversary retain his hand1 he cannot be forced to abandon it4 ,cards exposed by the declarer are not liable to be called4 ,if the declarer say1 8,i have the rest10 or any words indicating the remaining tricks or any number thereof are his1 he may be required to place his cards face upward on the table4 ,he is not then allowed to call any cards his adversaries may have exposed1 nor to take any finesse not previously proved a winner unless he announce it when making his claim4 #gc4 ,if a player who has rendered himself liable to have the highest or lowest of a suit called 7,laws #hj1 #hf1 and #ib7 fail to play as directed1 or if1 when called on to lead one suit1 he lead another1 having in his hand one or more cards of the suit demanded 7,laws #ff1 #gf1 and #ic71 or if1 when called upon to win or lose a trick1 he fail to do so when he can 7,laws #ga1 #hj1 and #ib71 or if1 when called upon not to play a suit1 he fail to play as directed 7,laws #fe and #ff71 he is liable to the penalty for revoke 7,law #hd7 unless such play be corrected before the trick be turned and quitted4 #gd4 ,a player cannot be compelled to play a card which would oblige him to revoke4 #ge4 ,the call of an exposed card may be repeated until it be played4 ,,leads ,,out ,,of ,,turn4 #gf4 ,if either adversary of the declarer's lead out of turn1 the declarer may either treat the card so led as exposed or may call a suit as soon as it is the turn of either adversary to lead4 ,should they lead simultaneously1 the lead from the proper hand stands1 and the other card is exposed4 #gg4 ,if the declarer lead out of turn1 either from his own hand or dummy1 he incurs no penalty1 but he may not rectify the error unless directed to do so by an adversary4#af ,if the second hand play1 the lead is accepted4 #gh4 ,if an adversary of the declarer lead out of turn1 and the declarer follow either from his own hand or dummy1 the trick stands4 ,if the declarer before playing refuse to accept the lead1 the leader may be penalized as provided in ,law #gf4 #gi4 ,if a player called on to lead a suit have none of it1 the penalty is paid4 ,,cards ,,played ,,in ,,error4 #hj4 ,should the fourth hand1 not being dummy or declarer1 play before the second1 the latter may be required to play his highest or lowest card of the suit led1 or to win or lose the trick4 ,in such case1 if the second hand be void of the suit led1 the declarer in lieu of any other penalty may call upon the second hand to play the highest card of any designated suit4 ,if he name a suit of which the second hand is void1 the penalty is paid4#ag #ha4 ,if any one1 except dummy1 omit playing to a trick1 and such error be not corrected until he has played to the next1 the adversaries or either of them may claim a new deal2 should either decide that the deal stand1 the surplus card 7at the end of the hand7 is considered played to the imperfect trick1 but does not constitute a revoke therein4#ah #hb4 ,when any one1 except dummy1 plays two or more cards to the same trick and the mistake is not corrected1 he is answerable for any consequent revokes he may make4 ,when the error is detected during the play1 the tricks may be counted face downward1 to see if any contain more than four cards2 should this be the case1 the trick which contains a surplus card or cards may be examined and such card or cards restored to the original holder4#ai ,,the ,,revoke4#bj #hc4 ,a revoke occurs when a player1 other than dummy1 holding one or more cards of the suit led1 plays a card of a different suit4 ,it becomes an established revoke when the trick in which it occurs is turned and quitted by the rightful winners 7i4e41 the hand removed from the trick after it has been turned face downward on the table71 or when either the revoking player or his partner1 whether in turn or otherwise1 leads or plays to the following trick4 #hd4 ,the penalty for each established revoke is3 7a7 ,when the declarer revokes1 he cannot score for tricks and his adversaries add #ajj points to their score in the honour column1 in addition to any penalty which he may have incurred for not making good his declaration4 7b7 ,when either of the adversaries revokes1 the declarer may either add #ajj points to his score in the honour column or take three tricks from his opponents and add them to his own4#ba ,such tricks may assist the declarer to make good his declaration1 but shall not entitle him to score any bonus in the honour column in case the declaration has been doubled or redoubled1 nor to a slam or little slam not otherwise obtained4#bb 7c7 ,when1 during the play of a deal1 more than one revoke is made by the same side1 the penalty for each revoke after the first is #ajj points4 ,the value of their honours is the only score that can be made by a revoking side4 #he4 ,a player may ask his partner if he have a card of the suit which he has renounced2 should the question be asked before the trick be turned and quitted1 subsequent turning and quitting does not establish a revoke1 and the error may be corrected unless the question be answered in the negative1 or unless the revoking player or his partner have led or played to the following trick4 #hf4 ,if a player correct his mistake in time to save a revoke1 any player or players who have followed him may withdraw his or their cards and substitute others1 and the cards so withdrawn are not exposed4 ,if the player in fault be one of the declarer's adversaries1 the card played in error is exposed1 and the declarer may call it whenever he pleases1 or he may require the offender to play his highest or lowest card of the suit to the trick1 but this penalty cannot be exacted from the declarer4 #hg4 ,at the end of the play the claimants of a revoke may search all the tricks4 ,if the cards have been mixed1 the claim may be urged and proved if possible2 but no proof is necessary and the claim is established if1 after it is made1 the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries4 #hh4 ,a revoke cannot be claimed after the cards have been cut for the following deal4 #hi4 ,should both sides revoke1 the only score permitted is for honours4 ,in such case1 if one side revoke more than once1 the penalty of #ajj points for each extra revoke is scored by the other side4 ,,general ,,rules4 #ij4 ,a trick turned and quitted may not be looked at 7except under ,law #hb7 until the end of the play4 ,the penalty for the violation of this law is #be points in the adverse honour score4 #ia4 ,any player during the play of a trick or after the four cards are played1 and before the trick is turned and quitted1 may demand that the cards be placed before their respective players4 #ib4 ,when an adversary of the declarer1 before his partner plays1 calls attention to the trick1 either by saying it is his1 or1 without being requested to do so1 by naming his card or drawing it toward him1 the declarer may require such partner to play his highest or lowest card of the suit led1 or to win or lose the trick4 #ic4 ,an adversary of the declarer may call his partner's attention to the fact that he is about to play or lead out of turn2 but if1 during the play1 he make any unauthorized reference to any incident of the play1 the declarer may call a suit from the adversary whose next turn it is to lead4 #id4 ,in all cases where a penalty has been incurred1 the offender is bound to give reasonable time for the decision of his adversaries4 ,,new ,,cards4 #ie4 ,unless a pack be imperfect1 no player has the right to call for one new pack4 ,when fresh cards are demanded1 two packs must be furnished4 ,when they are produced during a rubber1 the adversaries of the player demanding them have the choice of the new cards4 ,if it be the beginning of a new rubber1 the dealer1 whether he or one of his adversaries call for the new cards1 has the choice4 ,new cards cannot be substituted after the pack has been cut for a new deal4 #if4 ,a card or cards torn or marked must be replaced by agreement or new cards furnished4 ,,bystanders4 #ig4 ,while a bystander1 by agreement among the players1 may decide any question1 he should not say anything unless appealed to2 and if he make any remark which calls attention to an oversight affecting the score1 or to the exaction of a penalty1 he is liable to be called upon by the players to pay the stakes 7not extras7 lost4 #a ,frequently called 8simple honours40 #b ,law #hd prohibits a revoking side from scoring slam1 and provides that tricks received by the declarer as penalty for a revoke shall not entitle him to a slam not otherwise obtained4 #c ,law #hd prohibits a revoking side from scoring little slam1 and provides that tricks received by the declarer as penalty for a revoke shall not entitle him to a little slam not otherwise obtained4 ,if a declarer bid #g and take twelve tricks he counts #bj for little slam1 although his declaration fails4 #d ,he may consult his partner before making his decision4 #e ,see ,law #ad as to value of cards in cutting4 #f ,this error1 whenever discovered1 renders a new deal necessary4 #g ,a correct pack contains exactly fifty-two cards1 one of each denomination4 #h ,one trick more than six4 #i ,a declaration becomes final when it has been passed by three players4 #aj ,for amount scored by declarer1 if doubled1 see ,laws #ec and #ef4 #aa ,when the penalty for an insufficient declaration is not demanded1 the bid over which it was made may be repeated unless some higher bid have intervened4 #ab ,the question1 8,partner1 will you select the penalty1 or shall ,i80 is a form of consultation which is not permitted4 #ac ,the penalty is determined by the declarer 7see ,law #ff74 #ad ,see ,law #ej;a4 #ae ,if more than one card be exposed1 all may be called4 #af ,the rule in ,law #ej;c as to consultations governs the right of adversaries to consult as to whether such direction be given4 #ag ,should the declarer play third hand before the second hand1 the fourth hand may without penalty play before his partner4 #ah ,as to the right of adversaries to consult1 see ,law #ej;a4 #ai ,either adversary may decide which card shall be considered played to the trick which contains more than four cards4 #bj ,see ,law #gc4 #ba ,the dummy may advise the declarer which penalty to exact4 #bb ,the value of the three tricks1 doubled or redoubled1 as the case may be1 is counted in the trick score4 ,,etiquette ,,of ,,auction4 ,in the game of ,auction slight intimations convey much information4 ,the code succinctly states laws which fix penalties for an offence4 ,to offend against etiquette is far more serious than to offend against a law2 for in the latter case the offender is subject to the prescribed penalties2 in the former his adversaries are without redress4 #a4 ,declarations should be made in a simple manner1 thus3 8one heart10 8one no trump10 8pass10 8double02 they should be made orally and not by gesture4 #b4 ,aside from his legitimate declaration1 a player should not show by word or gesture the nature of his hand1 or his pleasure or displeasure at a play1 bid1 or double4 #c4 ,if a player demand that the cards be placed1 he should do so for his own information and not to call his partner's attention to any card or play4 #d4 ,an opponent of the declarer should not lead until the preceding trick has been turned and quitted2 nor1 after having led a winning card1 should he draw another from his hand before his partner has played to the current trick4 #e4 ,a card should not be played with such emphasis as to draw attention to it1 nor should a player detach one card from his hand and subsequently play another4 #f4 ,a player should not purposely incur a penalty because he is willing to pay it1 nor should he make a second revoke to conceal a first4 #g4 ,conversation during the play should be avoided1 as it may annoy players at the table or at other tables in the room4 #h4 ,the dummy should not leave his seat to watch his partner play4 ,he should not call attention to the score nor to any card or cards that he or the other players hold4 #i4 ,if a player say1 8,i have the rest10 or any words indicating that the remaining tricks1 or any number thereof1 are his1 and one or both of the other players expose his or their cards1 or request him to play out the hand1 he should not allow any information so obtained to influence his play4 #aj4 ,if a player concede1 in error1 one or more tricks1 the concession should stand4 #aa4 ,a player having been cut out of one table should not seek admission in another unless willing to cut for the privilege of entry4 #ab4 ,a player should not look at any of his cards until the end of the deal4 ,,the ,,laws ,,of ,,three ,,hand ,,auction4 ,the ,laws of ,auction govern the three-hand game except as follows3 7#a7 ,three players take part in a game and four constitute a complete table4 ,each plays for himself2 there are no partners1 except as provided in ,law #g4 7#b7 ,the player who cuts lowest selects his seat and the cards with which he deals first4 ,the player who cuts next lowest sits on the dealer's left4 7#c7 ,the cards are dealt in four packets1 one for each of the three players and one for the dummy4#bc ,the dummy hand is not touched until after the final declaration has been made4 7#d7 ,the dealer declares1 and the bidding continues as in ,auction1 except that each player bids exclusively on his own account4 7#e7 ,the penalty for a declaration out of turn is that each of the other players receives #ej points in his honour score4 ,a declaration out of turn does not affect the right of the player whose turn it is to declare1 unless both he and the other player1 either by passing or declaring1 accept the improper declaration4 7#f7 ,if a player declare out of turn1 and the succeeding player either pass or declare1 the third player may demand that the mistake be corrected as is provided in ,law #e4 ,in such case the player who first declared out of turn is the only one penalized4 7#g7 ,the player making the final declaration1 i4e41 a declaration that has been passed by both of the others1 plays his own hand and that of the dummy against the two others1 who then1 and for that particular hand1 assume the relationship of partners4 7#h7 ,it is advisable that the game be played at a round table so that the hand of the dummy can be placed in front of the declarer without obliging any player to move2 but1 in the event of a square table being used1 the two players who become the adversaries of the declarer should sit opposite each other1 the dummy being opposite the declarer4 ,at the end of the play the original positions should be resumed4 7#i7 ,if1 after the deal has been completed and before the conclusion of the declaration1 any player expose a card1 each of his adversaries counts #ej points in his honour score1 and the declarer1 if he be not the offender1 may call upon the player on his left to lead or not to lead the suit of the exposed card4 ,if a card be exposed by the declarer after the final declaration1 there is no penalty1 but if exposed by an adversary of the declarer1 it is subject to the same penalty as in ,auction4 7#aj7 ,if a player double out of turn1 each of his adversaries counts #ajj points in his respective honour score1 and the player whose declaration has been doubled may elect whether the double shall stand4 ,the bidding is then resumed1 but if the double shall be disallowed1 the declaration may not be doubled by the other player4 7#aa7 ,the rubber continues until two games have been won by the same player2 it may consist of two1 three1 or four games4 7#ab7 ,when the declarer fulfils his contract1 he scores as in ,auction4 ,when he fails to do so1 both of his adversaries score as in ,auction4 7#ac7 ,honours are scored by each player separately1 i4e41 each player who holds one honour scores the value of a trick2 each player who holds two honours scores twice the value of a trick2 a player who holds three honours scores three times the value of a trick2 a player who holds four honours scores eight times the value of a trick2 and a player who holds five honours scores ten times the value of a trick4 ,in a no-trump declaration1 each ace counts ten1 and four held by one player count #ajj4 ,the declarer counts separately both his own honours and those held by the dummy4 7#ad7 ,a player scores #abe points for winning a game1 a further #abe points for winning a second game1 and #bej points for winning a rubber4 7#ae7 ,at the end of the rubber1 all scores of each player are added and his total obtained4 ,each one wins from or loses to each other the difference between their respective totals4 ,a player may win from both the others1 lose to one and win from the other1 or lose to both4 #bc ,this hand is generally dealt opposite to the dealer4 ,,the ,,laws ,,of ,,duplicate ,,auction4 ,duplicate ,auction is governed by the ,laws of ,auction1 except in so far as they are modified by the following special laws3 ,a4 ,scoring4 ,in ,duplicate ,auction there are neither games nor rubbers4 ,each deal is scored just as in ,auction1 with the addition that whenever a pair makes #cj or more for tricks as the score of one deal1 it adds as a premium #abe points in its honour column4 ,b4 ,irregularities in the ,hands4 ,if a player have either more or less than his correct number of cards1 the course to be pursued is determined by the time of the discovery of the irregularity4 7#a7 ,when the irregularity is discovered before or during the original play3 ,there must be a new deal4 7#b7 ,when the irregularity is discovered at the time the cards are taken up for overplay and before such overplay has begun3 ,it must be sent back to the table from which it came1 and the error be there rectified4 7#c7 ,when the irregularity is not discovered until after the overplay has begun3 ,in two-table duplicate there must be a new deal2 but in a game in which the same deals are played at more than two tables1 the hands must be rectified as is provided above and then passed to the next table without overplay at the table at which the error was discovered2 in which case1 if a player have less than thirteen cards and his adversary the corresponding surplus1 each pair takes the average score for that deal2 if1 however1 his partner have the corresponding surplus1 his pair is given the lowest score and his opponents the highest score made at any table for that deal4 ,c4 ,playing the cards4 ,each player1 when it is his turn to play1 must place his card1 face upward1 before him and toward the centre of the table4 ,he must allow it to remain upon the table in this position until all have played to the trick1 when he must turn it over and place it face downward1 nearer to himself2 if he or his partner have won the trick1 the card should point toward his partner and himself2 otherwise it should point toward the adversaries4 ,the declarer may either play dummy's cards or may call them by name whenever it is dummy's turn to play and have dummy play them for him4 ,a trick is turned and quitted when all four players have turned and ceased to touch their respective cards4 ,the cards must be left in the order in which they were played until the scores of the deal have been recorded4 ,d4 ,the ,revoke4 ,a revoke may be claimed at any time before the last trick of the deal in which it occurs has been turned and quitted and the scores of that deal agreed upon and recorded1 but not thereafter4 ,e4 ,error in ,score4 ,a proved error in the trick or honour score may be corrected at any time before the final score of the contestants for the deal or deals played before changing opponents has been made up and agreed upon4 ,f4 ,a ,new ,deal4 ,a new deal is not allowed for any reason1 except as provided in ,laws of ,auction #cf and #cg4 ,if there be an impossible declaration some other penalty must be selected4#bd ,a declaration 7other than passing7 out of turn must stand2#be as a penalty1 the adversaries score #ej honour points in their honour column and the partner of the offending player cannot thereafter participate in the bidding of that deal4 ,the penalty for the offence mentioned in ,law #ha is #ej points in the adverse honour score4 ,g4 ,team ,matches4 ,a match consists of any agreed number of deals1 each of which is played once at each table4 ,the contesting teams must be of equal size1 but each may consist of any agreed number of pairs 7not less than two74 ,one half of each team1 or as near thereto as possible1 sits north and south2 the other half east and west4 ,in case the teams are composed of an odd number of pairs1 each team1 in making up its total score1 adds1 as though won by it1 the average score of all pairs seated in the positions opposite to its odd pair4 ,in making up averages1 fractions are disregarded and the nearest whole numbers taken1 unless it be necessary to take the fraction into account to avoid a tie1 in which case the match is won 8by the fraction of a point40 ,the team making the higher score wins the match4 ,h4 ,pair ,contests4 ,the score of a pair is compared only with other pairs who have played the same hands4 ,a pair obtains a plus score for the contest when its net total is more than the average2 a minus score for the contest when its net total is less than the average4 ,,note4--,some players in ,america are adopting the ,english rule1 which allows the dealer to pass1 without making any declaration4 ,the usual expression is1 8,no bid40 ,each player to the left may then pass in turn1 and if no bid is made the deal passes to the left4 ,the lowest declaration is one club1 as spades have a constant value of nine and are always 8royals40 ,the ,english rule is to score #ej for little slam and #ajj for grand slam1 and some ,american players have adopted that rule4 #bd ,see ,law #ej4 ,the same ruling applies to ,law #ed4 #be ,this includes a double or redouble out of turn4 ,see ,law #eg4 ,,text ,,books4 ,bridge1 and ,how to ,play ,it1 by ,a4 ,dunn1 ,jr41 #ahii4 ,foster's ,bridge ,manual1 by ,r4,f4 ,foster1 #aijj4 ,foster on ,bridge1 by ,r4,f4 ,foster1 #aijj4 ,the ,bridge ,manual1 by ,john ,doe1 #aijj4 ,bridge ,abridged1 by ,w4 ,dalton1 #aija4 ,elwell on ,bridge1 by ,j4,b4 ,elwell1 #aijb4 ,foster's ,bridge ,tactics1 by ,r4,f4 ,foster1 #aijc4 ,foster's ,self-playing ,bridge ,cards1 #aijc4 ,the ,bridge ,book1 by ,a4 ,dunn1 ,jr41 #aijc4 ,bridge ,up to ,date1 by ,c4,s4 ,street1 #aijc4 ,sixty ,bridge ,hands1 by ,c4,s4 ,street1 #aijc4 ,laws and ,principles of ,bridge1 by 8,badsworth10 #aijc4 ,bridge ,whist in ,brief1 by ,fisher ,ames1 #aijd4 ,bridge at a ,glance1 by ,w4 ,dalton1 #aijd4 ,the ,gist of ,bridge1 by ,r4,f4 ,foster1 #aijd4 ,bridge ,developments1 by ,robertson and ,wallaston1 #aijd4 ,advanced ,bridge1 by ,j4,b4 ,elwell1 #aijd4 ,auction ,bridge1 by ,john ,doe1 #aijd4 ,bridge that ,wins1 by ,a4 ,metcalfe1 #aije4 ,foster's ,complete ,bridge1 by ,r4,f4 ,foster1 #aije4 ,foster's ,bridge ,maxims1 by ,r4,f4 ,foster1 #aije4 ,the ,bridge ,blue ,book1 by ,p4,f4 ,mottelay1 #aijf4 ,good ,bridge1 by ,c4,s4 ,street1 #aijg4 ,practical ,bridge1 by ,j4,b4 ,elwell1 #aijh4 ,auction ,bridge ,up to ,date1 by ,w4 ,dalton1 #aiji4 ,principles of ,auction ,bridge1 by 8,badsworth10 #aiaj4 ,auction ,bridge ,up to ,date1 by ,r4,f4 ,foster1 #aiaj4 ,advanced ,auction ,bridge1 by ,r4,f4 ,foster1 #aiaa4 ,auction ,bridge1 by 8,bascule10 #aiaa4 ,new ,auction and ,dummy ,play1 by ,j4,b4 ,gleason1 #aiab4 ,fine ,points of ,bridge1 by ,florence ,irwin1 #aiab4 ,auction ,bridge1 by ,j4,b4 ,elwell1 #aiab4 ,royal ,auction ,bridge1 by ,r4,f4 ,foster1 #aiab4 ,scientific ,auction ,bridge1 by ,e4,v4 ,shepard1 #aiac4 ,auction of ,to-day1 by ,milton ,work1 #aiac4 ,royal ,auction and ,nullos1 by ,r4,f4 ,foster1 #aiad4 ,auction ,developments1 by ,milton ,work1 #aiad4 ,whitehead's ,conventions of ,auction ,bridge1 by ,wilbur ,c4 ,whitehead1 #aiad4 ,,whist4 ,,cards4 ,whist is played with a full pack of fifty-two cards1 ranking ,a ,k ,q ,j #aj #i #h #g #f #e #d #c #b2 the ,ace being the highest in play1 but ranking below the deuce in cutting4 ,two packs are generally used1 the one being shuffled while the other is dealt4 ,,markers are necessary to keep the score4 ,the most common are red and white circular counters2 the white being used for the points in each game1 and the red for the games themselves1 or for rubber points4 ,it is better to have two sets1 of different colours1 each set consisting of four circular and three oblong counters1 the latter being used for the rubber points1 or for games4 ,,players4 ,whist is played by four persons4 ,when there are more than four candidates for play1 five or six may form a 8table40 ,if more than six offer for play1 the selection of the table is made by cutting4 ,the table being formed1 the four persons who shall play the first rubber are determined by cutting1 and they again cut for partners1 and the choice of seats and cards4 ,,cutting4 ,the methods of cutting are the same as those described in connection with ,bridge1 and ties are decided in the same manner4 ,,players' ,,positions4 ,the four players at a whist table are usually distinguished by the letters ,a1 ,b1 ,y1 ,z2 the first two letters of the alphabet being partners against the last two1 and their positions at the table being indicated as follows3-- ,illustration3 ,y ----- ,a ,b ----- ,z ,z is always the dealer2 ,a the original leader1 or first hand2 ,y the second hand2 ,b the third hand2 and ,z the fourth hand4 ,after the first trick1 some other player may become the leader2 the one on his left being the second hand2 his partner the third hand1 and the player on his right the fourth hand4 ,b is the pone4 ,,dealing4 ,the cards having been properly shuffled1 the dealer presents them to the pone to be cut4 ,the ,american laws require that after separating the pack1 the pone shall place the cut part1 which he lifts off1 nearer the dealer4 ,beginning at his left1 the dealer distributes the cards one at a time in rotation1 until the pack is exhausted4 ,the last card is turned face up on the table1 and the suit to which it belongs is the trump for that hand4 ,when two packs are used1 one is shuffled by the dealer's partner while the other is dealt1 and the shuffled pack is placed on the left of the player whose turn it will be to deal next4 ,each player deals in turn until the conclusion of the game or rubber4 ,,irregularities ,,in ,,the ,,deal4 ,the following rules regarding the deal should be strictly observed3-- ,if any card is found faced in the pack1 the dealer must deal again4 ,should the dealer turn over any card but the trump1 while dealing1 the adversaries may1 if they please1 demand a new deal4 ,a player dealing out of turn may be stopped before the trump card is turned2 but after that1 the deal must stand1 afterwards passing to the left in regular order4 ,on the completion of the deal1 each player should take up and count his cards to see that he has thirteen2 if not1 it is a misdeal1 and unless the pack is found to be imperfect1 the deal passes to the player on the misdealer's left4 ,the dealer loses the deal3--if he neglects to have the pack cut2 if he deals a card incorrectly1 and fails to remedy the error before dealing another2 if he counts the cards on the table1 or those remaining in the pack2 if he looks at the trump card before the deal is complete2 or if he places the trump card face down1 on his own or on any other player's cards4 ,,stakes4 ,when stakes are played for1 it should be distinctly understood at the beginning whether the unit is for a game1 for a rubber1 for rubber points1 or for tricks4 ,the ,english game is invariably played for so much a rubber point2 sometimes with an extra stake upon the rubber itself4 ,in ,america1 it is usual to play for so much a game2 but in some cases the tricks are the unit1 deducting the loser's score from seven1 or playing the last hand out and then deducting the loser's score4 ,a very popular method is to play for a triple stake3 so much a trick1 playing each hand out2 so much a game2 and so much a rubber4 ,these three stakes are usually in the proportion of #aj1 #be1 and #ej4 ,in clubs it is customary to have a uniform stake for whist1 and to fix a limit for all betting on the game beyond the 8club stake40 ,good usage demands that those at the table should have the refusal of any bet made by a player1 before it is offered to an outsider4 ,,method ,,of ,,playing4 ,the player on the dealer's left begins by leading any card he chooses1 and the others must all follow suit if they can4 ,failure to follow suit when able is called revoking2 the penalty for which1 under the ,american laws1 is the loss of two tricks2 under the ,english laws1 three tricks or points4 ,any player having none of the suit led may either trump it or throw away a card of another suit1 which is called discarding4 ,when it is the dealer's turn to play to the first trick1 he should take the trump card into his hand4 ,after it has been taken up it must not be named1 and any player naming it is subject to a penalty1 7see ,laws27 but a player may ask what the trump suit is4 ,if all follow suit1 the highest card played wins the trick2 trumps win against all other suits1 and a higher trump wins a lower4 ,the winner of the trick may lead any card he pleases for the next trick1 and so on until all thirteen tricks have been played4 ,cards ,played in ,error1 or dropped face upward on the table1 or two or more played at once1 are called exposed cards1 and must be left on the table4 ,they can be called by the adversaries2 but the fact of their being exposed does not prevent their being played when the opportunity offers4 ,some persons imagine that the adversaries can prevent an exposed card from being played2 but such is not the case4 ,leading out of ,turn4 ,should a player lead out of turn1 the adversaries may call a suit from the player in error1 or from his partner1 when it is next the turn of either of them to lead4 ,american laws require the call to be made by the player on the right of the one from whom the suit is called4 ,the ,english laws give the adversaries the option of calling the card played in error an exposed card4 ,if all have played to the trick before discovering the error1 it cannot be rectified2 but if all have not played1 those who have followed the false lead must take back their cards1 which are not1 however1 liable to be called4 ,revoking ,players cannot win the game that hand1 no matter what they score2 but they may play the hand out1 and score all points they make to within one point of game4 ,any player may ask the others to draw cards in any trick1 provided he does so before they are touched for the purpose of gathering them4 ,in answer to this demand1 each player should indicate which of the cards on the table he played4 ,in the ,english game1 any player may look at the last trick turned and quitted2 in the ,american he may not4 ,taking ,tricks4 ,as the tricks are taken1 they should be neatly laid one upon the other in such a manner that any player at the table can count them at a glance4 ,there are several methods of stacking tricks2 the first shown being probably the best4 ,illustration ,when six have been taken by one side they are usually gathered together to form a book2 any subsequently taken being laid apart1 as they are the only ones that count4 ,it is customary for the partner of the player winning the first trick on each side to gather the tricks for that deal4 ,in some places it is the custom for the partner of the winner of each trick to gather it1 so that at the end of the hand each player has tricks in front of him4 ,although this method saves time1 the practice is not to be recommended1 as it hinders the players in counting the tricks already gained by each side4 ,immediately upon the completion of the play of a hand1 the score should be claimed and marked4 ,any discussion of the play should be postponed until this has been attended to4 ,the adversaries must detect and claim revokes before the cards are cut for the following deal4 ,the laws of whist should be carefully studied4 ,,object ,,of ,,the ,,game4 ,the object of all whist play is to take tricks1 of which there are thirteen in each hand or deal4 ,the first six tricks taken by one side are called a book1 and do not count2 but each trick above that number counts one point towards game4 ,the seventh trick is called the odd2 and two or more over the book are called two1 three1 etc41 by cards4 ,at the conclusion of each hand1 the side that has won any tricks in excess of the book1 scores them2 the opponents counting nothing4 ,as soon as either side has scored the number of points previously agreed upon as a game1 which must be #e1 #g1 or #aj1 the cards are again shuffled and spread for the choice of partners1 etc41 unless it has been agreed to play a rubber4 ,,scoring4 ,there are several methods of scoring at whist4 ,the ,english game is #e points1 rubbers being always played4 ,besides the points scored for tricks1 honours are counted2 the games have a different value1 according to the score of the adversaries2 and the side winning the rubber adds two points to its score4 ,in scoring1 the revoke penalty counts first1 tricks next1 and honours last4 ,the ,revoke4 ,should the adversaries detect and claim a revoke before the cards are cut for the following deal1 they have the option of three penalties3 #ast4 ,to take three tricks from the revoking player1 adding them to their own4 #bnd4 ,to deduct three points from his game score4 #crd4 ,to add three points to their own game score4 ,the penalty cannot be divided4 ,a revoke may be corrected by the player making it before the trick in which it occurs has been turned and quitted4 ,the card played in error must be left face up on the table1 and must be played when demanded by the adversaries1 unless it can be got rid of previously1 in the course of play4 ,in ,america1 the revoke penalty is two tricks4 ,the ,honours are the four highest trumps1 ,a1 ,k1 ,q1 and ,j2 and after tricks have been scored1 partners who held three honours between them are entitled to count two points towards game2 four honours counting four points4 ,if each side has two honours1 neither can count them4 ,it is not enough to score them2 after the last card has been played1 they must be claimed by word of mouth4 ,if they are not claimed before the trump is turned for the following deal1 they cannot be scored4 ,partners who1 at the beginning of a deal1 are at the score of four1 cannot count honours2 they must get the odd trick to win the game4 ,should one side be out by tricks1 and the other by honours1 the tricks win the game1 the honours counting nothing4 ,rubber ,points4 ,at the conclusion of each game1 the rubber points are scored1 either with the oblong counters1 or on the small keys of the whist-marker4 ,if the winners of a game are five points to their adversaries' nothing1 they win a treble1 and count three rubber points4 ,if the adversaries have scored1 but have one or two points only1 the winners mark two points1 for a double4 ,if the adversaries have reached three or four1 the winners mark one1 for a single4 ,the rubber points having been marked1 all other scores are turned down4 ,the side winning the rubber adds two points to its score for so doing4 ,the value of the rubber is determined by deducting from the score of the winners any rubber points that may have been made by their adversaries4 ,the smallest rubber possible to win is one point2 the winners having scored two singles and the rubber1 equal to four2 from which they have to deduct a triple made by their adversaries4 ,the largest rubber possible is eight points1 called a bumper1 the winners having scored two triples and the rubber1 to their adversaries' nothing4 ,it is sometimes important to observe the order of precedence in scoring4 ,for instance3 if1 at the beginning of a hand1 ,a-,b have three points to ,y-,z's nothing1 and ,a-,b make two by honours1 ,y-,z winning three by cards1 ,y-,z mark first2 so that ,a-,b win only a single1 instead of a treble4 ,on the contrary1 should ,a-,b make two by cards1 ,y-,z claiming four by honours1 ,a-,b win a treble2 as their tricks put them out before it is ,y-,z's turn to count4 ,in ,america1 where rubbers are played without counting honours1 it is not usual to reckon rubber points2 but simply to add some agreed value to the score of those winning the odd game4 ,where single games are played1 whether #e1 #g1 or #aj points1 some persons consider the game as finished when the agreed number of points is reached4 ,others play the last hand out1 and count all the tricks made2 so that if two partners were at the score of #f in a #g-point game1 and made five by cards1 they would win a game of #aa points4 ,when this is done1 it is usual to deduct the score of the losers from the total1 and to call the remainder the value of the game4 ,in the ,american ,whist ,league1 the rule is to stop at seven points1 and to determine the value of the game by deducting the loser's score from seven4 ,when long sittings occur without change of partners or adversaries1 it is a common practice to count the tricks continuously1 and on the conclusion of the play1 to deduct the lower score from the higher1 the winners being credited with the difference4 ,,cutting ,,out4 ,if rubbers are played1 there is no change of partners1 or of rotation in the deal1 until one side has won two games1 which ends the rubber4 ,if the first two games are won by the same partners1 the third is not played4 ,if more than four players belong to the table1 those who have just played cut to decide which shall give place to those waiting2 those cutting the highest cards going out4 ,if six belong to the table1 there will be no further cutting out2 as those who are out for one rubber re-enter for the next1 taking the places of those who have played two consecutive rubbers4 ,if five belong to the table1 the three who remained in for the second rubber must cut to allow the fifth player to re-enter4 ,at the end of the third rubber1 the two cut that have not yet been out2 and at the end of the fourth rubber1 the one who has played every rubber goes out without cutting4 ,after this1 it is usual to spread the cards1 and to form the table anew4 ,in all the foregoing instances1 partners and deal must be cut for1 after the cut has decided which are to play4 ,,marking4 ,there are various methods of using the counters4 ,at the beginning of the game they may be placed at the left hand1 and transferred to the right as the points accrue4 ,another method is to stack the four circular counters one upon the other at the beginning of the game1 and to count a point by placing one of them beside the others2 two points by placing another upon the first2 three points by placing a third beyond these two1 and four points by placing them all in line4 ,illustration3 ,nothing4 ,one4 ,two4 ,three4 ,four4 ,in the seven point game1 the score is continued by placing one counter above1 and to the right or left of the other three1 to indicate five points2 and above and between them to indicate six4 ,illustration3 ,five4 ,or this4 ,six4 ,when counters are not used1 one of the standard forms of whist-marker is employed1 the most legible and convenient being the 8,foster ,whist ,marker10 in which the counting keys are always level with the surface and can be seen equally well from any position at the table4 ,illustration3 ,the ,foster ,whist ,marker4 ,the four large keys on one side are used to count single points1 the single large key on the opposite side being reckoned as five4 ,the three small keys are used for counting rubber points1 or games4 ,in ten point games1 the scoring to four points is the same2 but beyond four1 a single counter placed below two or more others1 is reckoned as three2 and above two or more others1 as five4 ,illustration3 ,five4 ,six4 ,seven4 ,eight4 ,nine4 ,when proper markers are not obtainable1 many persons cut eight slits in a visiting card1 and turn up the points4 ,illustration3 ,visiting-,card ,marker4 ,whatever the apparatus employed1 it should be such that every player at the table can distinctly see the state of the score without drawing attention to it4 ,,methods ,,of ,,cheating4 ,whist offers very few opportunities to the card-sharper4 ,when honours are counted1 he may be able to keep one on the bottom of the pack until the completion of the deal by making the pass after the cards have been cut4 ,a greek who possessed sufficient skill to do this without detection would be very foolish to waste his talents at the whist table2 for1 however large the stakes1 the percentage in his favour would be very small4 ,when whist is played with only one pack1 a very skillful shuffler may gather the cards without disturbing the tricks1 and1 by giving them a single intricate shuffle1 then drawing the middle of the pack from between the ends and giving another single intricate shuffle1 he may occasionally succeed in dealing himself and his partner a very strong hand in trumps1 no matter how the cards are cut1 so that they are not shuffled again4 ,a hand dealt in this manner is framed on the walls of the ,columbus1 ,ohio1 ,whist ,club2 eleven trumps having been dealt to the partner1 and the twelfth turned up4 ,in this case the shuffling dexterity was the result of fifteen years' practice1 and was employed simply for amusement1 the dealer never betting on any game1 and making no concealment of his methods4 ,,suggestions ,,for ,,good ,,play4 ,although whist is a game of very simple construction1 the immense variety of combinations which it affords renders it very complicated in actual practice2 there being probably no game in which there is so much diversity of opinion as to the best play1 even with the same cards1 and under similar conditions4 ,it has been repeatedly remarked that in all the published hands at whist which have been played in duplicate1 or even four times over1 with the same cards1 no two have been alike4 ,it would be useless to formulate rules intended to cover every case that might arise1 because the conditions are frequently too complicated to allow the average human intellect to select the exact rule which would apply4 ,all that can be done to assist the beginner is to state certain general principles which are well recognised as fundamental1 and to leave the rest to experience and practice at the whist table4 ,,general ,,principles4 ,nothing obstructs the progress of the beginner so much as his attempts to cover all the ground at once4 ,the more ambitious he is1 the greater his necessity for keeping in view the maxim2 8,one thing at a time3 all things in succession40 ,one must master the scales before he can produce the perfect melody4 ,the novice should first thoroughly understand the object1 and the fundamental principle of the game4 ,the ,object is to win tricks4 ,not to give information1 or to count the hands1 or to remember every card played2 but simply and only to win tricks4 ,the ,principle is to secure for certain cards a trick-taking value which does not naturally belong to them2 either by getting higher cards out of the way of lower1 or by placing the holder of intermediate cards at a disadvantage with regard to the lead4 ,if any person will take the trouble to deal out four hands1 and after turning them face up on the table1 count how many tricks each side will probably take with its high cards and trumps1 he will find that the total will hardly ever be exactly thirteen tricks4 ,let us suppose the following to be one of the hands so dealt2 ,z turning up the #f for trumps3-- ,illustration3 ,q ,j #h #f ,k ,j #f #e #c ,a #i #h #f #d #c #b ------- ,a ,k #aj #e ,a ,k ,q #h #g #d #c ,y ,j #i #g ,a ,b ,a #h #d ,q #g ,z ,k #e #d #b ------- #i #g #f #aj #e #b ,q #aj #i #b ,j #aj #c ,on looking over this hand it would appear that ,a could only make one trick in ,clubs1 of which the second round would be trumped4 ,his partner can count on five tricks3 the two best and the fourth trumps2 the ,a1 and the ,k2 a total of six tricks4 ,on counting the adversaries' probable tricks1 ,y should make one of his three trumps1 and the ,a4 ,diamonds will not go round twice without being trumped1 so we cannot count on his ,k4 ,we cannot see any sure tricks for ,z4 ,where are the five other tricks necessary to bring our total up to thirteen8 ,they must be there1 for there are thirteen tricks taken in every hand played4 ,if we play over the hand1 we shall find that ,a-,b may make six1 seven1 nine1 or ten tricks1 according to their good management1 and the good or bad play of their adversaries4 ,in ,foster's ,whist ,tactics1 ,illustrative ,hand ,no4 #ac1 may be found the various ideas of sixteen of the best players in the ,american ,whist ,league with regard to the proper management of this hand4 ,they played it in four different ways1 and with very different results in the score4 ,this must show that the accidental distribution of the ,aces1 ,kings1 and trumps is not everything in whist1 and that there must be ways and means of securing tricks which do not appear on the surface4 ,there are four ways of taking tricks at whist3 #ast4 ,by playing high cards1 the suit of which the others must follow4 ,this ,a does1 in the example1 on the first round of the ,club suit4 #bnd4 ,by playing low cards1 after the higher ones have been exhausted1 and the adverse trumps are out of the way4 ,this ,y will do with his ,diamonds1 or ,a with his ,clubs1 according to circumstances4 #crd4 ,by trumping winning cards played by the adversaries4 ,this ,y will do if ,clubs are led a second time1 or ,a will do if ,diamonds are led twice4 #dth4 ,by being able to take tricks with cards which are not the best of the suit1 the player who holds better cards having already played smaller4 ,this ,b will do with the #aj if ,a leads trumps1 and ,y does not play either ,q or ,j4 ,if ,b leads trumps he will lose this advantage4 ,these four methods of winning tricks suggest four systems of play1 which are those in common use by experts at the present day3 #ast4 ,playing high cards to the best advantage1 so as to secure the best results from such combinations as may be held4 ,this is the basis of all systems of leading4 #bnd4 ,leading from the longest suit1 in order that higher cards may be forced out of the way of smaller ones1 leaving the smaller ones 8established10 or good for tricks after the adverse trumps are exhausted4 ,this is called the long-suit game4 #crd4 ,trumping good cards played by the adversaries4 ,this is called ruffing4 ,when two partners each trump a different suit1 it is called a cross-ruff1 or saw4 #dth4 ,taking advantage of the tenace possibilities of the hand by placing the lead with a certain player2 or by avoiding the necessity of leading away from tenace suits4 ,for example3 ,a player holds ,a ,q #aj of a suit1 his right hand adversary holding ,k ,j #i4 ,these are known as the major and minor tenaces4 ,whichever leads makes only one trick2 but if the holder of the major tenace can get the suit led twice1 he makes all4 ,this is called the short-suit game1 or finesse and tenace4 ,its resources may be added to by finessing against certain cards4 ,for example3 ,holding ,a ,q #c of a suit led by the partner1 to play ,q is a finesse against fourth hand having the ,king4 ,each of these systems has its advantages1 and almost every hand will offer opportunities for practice in all of them4 ,the most important thing to impress on the beginner is that whist cannot be played by machinery4 ,some authorities would have us believe that certain theories alone are sound2 that certain systems of play alone are good2 and that if one will persevere in following certain precepts1 in such matters as leading1 management of trumps1 etc41 that the result will be more than average success at the whist table4 ,nothing can be further from the truth4 ,as in all other matters largely controlled by chance1 there is no system1 as a system1 which will win at whist4 ,one cannot succeed by slavish adherence to either the long or the short-suit game2 by the invariable giving of information1 or the continual playing of false cards4 ,the true elements of success in whist lie in the happy combination of all the resources of long and short suits1 of finesse and tenace1 of candour and deception1 continually adjusted to varying circumstances1 so as to result in the adversaries' losing tricks4 ,,how ,,to ,,study ,,whist4 ,any person1 anxious to become an expert whist player1 may attain to considerable proficiency in a short time1 if he will content himself with mastering the following general principles one at a time2 putting each into practice at the whist table before proceeding to the next4 ,the science of modern whist may be divided into two parts3 #ast4 ,tactics2 or the purely conventional rules for leading1 second and third hand play1 returning partner's suits1 etc41 all of which may be learnt from books1 or gathered from more experienced players4 #bnd4 ,strategy2 or the advantageous use of the information given by the conventional plays4 ,this is largely dependent on personal ability to judge the situation correctly1 and to select the methods of play best adapted to it4 ,,conventional ,,plays4 ,these may be divided into two parts3 those used by the partners who attack1 either with their strong suits1 or by leading out trumps2 and those employed by their adversaries1 who are defending themselves against such suits1 or wishing to prevent their trumps being drawn4 ,we shall first consider the conventionalities used in attack4 ,leading4 ,the player with the original lead should have a double object in view2 to secure the best results for his own hand1 and to indicate to his partner where he is in need of assistance4 ,the first matter for his consideration will be whether to begin with a trump or with a plain suit4 ,there are two principal uses for trumps4 ,the most attractive to the beginner is that of ruffing the adversaries' winning cards2 and the most important to the expert is leading trumps to prevent this4 ,no matter how strong or well established a plain suit may be1 it is of uncertain value as long as the adversaries have any trumps with which to stop it4 ,a suit is established when you can probably take every trick in it4 ,if a player with a good established suit is sufficiently strong to make it probable that he can1 with his partner's assistance1 exhaust the adverse trumps1 he should do so by leading trumps4 ,if they are probably stronger than he1 he must force them1 by leading the established suit which they will be compelled to trump1 weakening their hands and gradually reducing their trump strength until it is possible to exhaust what remains by leading4 ,it being to the advantage of the player with a good suit to exhaust the trumps1 it must be desirable to his adversaries to keep theirs1 if possible1 for the purpose of ruffing this good suit4 ,trumps are also useful as cards of re-entry1 when a player has an established suit1 but has not the lead2 their most important use1 however1 is in defending or stopping established suits4 ,rules for ,leading ,trumps4 ,with five or more trumps1 the beginner should always begin by leading them1 regardless of the rest of his hand4 ,with three or less he should never lead them1 unless he has very strong cards in all the plain suits4 ,with four trumps exactly1 he should lead them if he has an established suit and a card of re-entry in another suit4 ,a card of re-entry in plain suits is one which is pretty sure to win a trick1 such as an ,ace1 or a guarded ,king4 ,the following are examples of hands from which trumps should be led originally by a beginner2-- ,hearts are trumps in every case4 ,j #h #f #d #b2 ,k #c #b2 #aj #i #b2 #g #e4 ,q #aj #b2 ,a ,k #e2 ,k ,q #aj #i2 ,a ,q #c4 ,k ,j #h #c2 ,a ,k ,q #aj #g #c2 #c2 ,a #g4 ,the following are examples of hands from which trumps should not be led3-- ,a ,k ,q2 ,j #h #g #e #c2 ,q #d2 ,k #d #b4 ,q ,j #aj #b2 #e #b2 ,a ,k ,q #b2 #f #d #c4 ,a ,q #e #d2 ,k ,q ,j #f #c2 ,a #i #b2 ,k4 ,if at any later stage of the hand1 a player finds himself with an established suit and a card of re-entry1 he should lead trumps if he has four4 ,for instance3 ,the player with the last example should lead trumps if the first round of ,clubs either forced the ,ace out of his way1 or found it with his partner4 ,rules for ,leading ,plain ,suits4 ,it is safest for the beginner to select his longest suit for the original lead2 unless he has a four-card suit which is much stronger4 ,length and high cards1 the two elements of strength1 are often very nearly balanced4 ,in the following examples the player should begin with the longest suit3-- ,a #d #c2 ,j #aj #i #h #c2 ,a ,k ,q2 ,k #b4 ,k #aj #h #c2 #d #b2 ,k ,q #aj #h #b2 ,a ,q4 ,in the following the four-card suit should be selected3-- ,j #c2 #f #e #d #c #b2 ,j #aj #e #c2 ,q #h4 ,q #d #b2 #g2 #aj #f #d #c #b2 ,a ,k ,q #aj4 ,the principle which should guide in the selection of a plain suit for the original lead is1 that if there are a number of small cards in one suit1 and a few high cards in another1 by leading the long suit first1 the higher cards in it are forced out of the way1 and the high cards in the shorter suit will then bring the holder of the established small cards into the lead again4 ,but if the high cards of the short suit are first led1 the long suit of small cards is dead4 ,having determined whether to lead the trump or the plain suit1 the next point is to select the proper card of the suit to lead4 ,at first the beginner need not trouble himself about making any distinction between trumps and plain suits2 that will come later4 ,rules for ,leading ,high ,cards4 ,having a strong suit1 but without cards of re-entry or trump strength to support it1 the best policy is to make tricks while you can4 ,with such a suit as ,a ,k ,q #b1 no one need be told not to begin with the deuce4 ,whenever a player holds two or more of the best cards of a suit he should play one of them4 ,if he holds both second and third best1 playing one of them will force the best out of his way1 leaving him with the commanding card4 ,the cards which are recognised by whist players as high1 are the ,a ,k ,q ,j #aj1 and if we separate the various combinations from which a player should lead each of them1 a study of the groups so formed will greatly facilitate our recollection of them4 ,in the first group are those containing two or more of the best cards4 ,in this and all following notation1 the exact size of any card below a ,ten is immaterial4 ,illustration3 ,so far as trick-taking is concerned1 it is of no importance which of the winning cards is first led2 but for the past hundred years it has been the custom for good whist players to lead the ,king from all these combinations1 in order that the partner may be informed1 by its winning1 that the leader holds the ,ace also4 ,in the second group are those containing both the second and third best1 but not the best4 ,illustration3 ,the ,king is the proper lead from these combinations4 ,if it wins1 the partner should have the ,ace2 if it loses1 partner should know the leader holds at least the ,queen4 ,both these groups1 which contain all the ,king leads1 may be easily remembered by observing that the ,king is always led if accompanied by the ,ace or ,queen1 or both4 ,beginners should follow this rule for leading the ,king1 regardless of the number of small cards in the suit1 unless they hold the sequence of ,k ,q ,j1 and at least two other cards4 ,illustration3 ,from this combination the ,jack is the usual lead1 in order to invite partner to put on the ,ace1 if he has it1 and get out of the way1 thus establishing the suit in the leader's hand4 ,this is the only high-card combination from which the ,jack is led4 ,there is only one combination from which the ,queen is led1 regardless of the number of the small cards4 ,illustration3 ,this may be remembered by observing that there is no higher card in the suit than the one led1 and that it contains a sequence of three cards1 ,q ,j #aj4 ,this lead is an indication to the partner that the leader holds neither ,ace nor ,king4 ,there is only one combination from which the ,ten is led1 regardless of the number of small cards4 ,illustration3 ,the ,ten led is an indication to partner that both ,ace and ,queen are against the leader4 ,combinations from which the ,ace is led contain at least five cards in suit1 or both ,queen and ,jack4 ,illustration3 ,this lead is an indication to partner that the leader has not the ,king1 and that the suit is either long1 or contains three honours4 ,rules for ,leading ,low ,cards4 ,if the suit selected for the lead contains none of the combinations from which a high card should be led1 it is customary with good players to begin with the #dth-best1 counting from the top of the suit4 ,this is called the card of uniformity2 because it indicates to the partner that there are remaining in the leader's hand exactly three cards higher than the one led4 ,from any of the following combinations the proper lead would be the ,four3-- ,illustration3 ,illustration3 ,rules for ,leading ,short ,suits4 ,it will sometimes happen that the only four-card suit in the leader's hand will be trumps1 which it is not desirable to lead4 ,in such cases1 if there is no high-card combination in any of the short suits1 it is usual to lead the highest card1 unless it is an ,ace or ,king4 ,many good players will not lead the ,queen from a three card suit1 unless it is accompanied by the ,jack4 ,all such leads are called forced1 and are intended to assist the partner1 by playing cards which may strengthen him1 although of no use to the leader4 ,the best card should be led from any such combinations as the following3-- ,illustration3 ,all these rules for leading apply equally to any position at the table when a player opens his own suit for the first time4 ,rules for ,leading ,second ,round4 ,on the second round of any suit1 the player holding the best card should play it2 or having several equally the best1 one of them4 ,if he is ,fourth ,hand1 he may be able to win the trick more cheaply4 ,if the original leader has several cards1 equally the best1 such as ,a ,q ,j remaining after having led the ,king1 he should continue with the lowest card that will win the trick4 ,this should be an indication to his partner that the card led is as good as the best1 and that therefore the leader must have the intermediate cards4 ,following ,king1 which has been led from these combinations3-- ,illustration3 ,leading the ,jack on the second round would show both ,ace and ,queen remaining4 ,leading ,queen would show ,ace1 but not the ,jack4 ,leading ,ace would show that the leader had not the ,queen4 ,in combinations which do not contain the best card1 the lead may be varied in some cases to show the number remaining in the leader's hand1 or to indicate cards not shown by the first lead4 ,following ,king1 which has been led from these combinations3-- ,illustration3 ,leading the ,ten on the second round would show both ,queen and ,jack remaining4 ,leading the ,jack would show the ,queen2 but not the ten4 ,following the ,jack1 led from this combination3-- ,illustration3 ,leading ,king on the second round would show five cards in the suit originally4 ,leading the ,queen would show more than five4 ,following the ,queen1 led from this combination3-- ,illustration3 ,leading ,jack on the second round shows the suit to have originally contained only four cards2 the ,ten would show more than four4 ,following the ,ace1 led from these combinations3-- ,illustration3 ,leading the ,queen shows the suit was short4 ,leading the ,jack shows that it contained at least five cards4 ,when a player holds both the second and third-best of a suit on the second round1 he should always play one of them1 whether he is ,first1 ,second1 or ,third ,hand4 ,this protects him1 by forcing the command of the suit1 if it does not win the trick4 ,having led the ,ten from ,k ,j #aj x1 if the ,ace or ,queen wins the first trick1 the ,k should be next led4 ,having led the ,four from ,q ,j #f #d #b1 if ,ace or ,king falls to the first trick1 the ,queen should be led4 ,if the ,jack1 ,queen1 and ,ace fall to the first trick1 a player holding both ,ten and ,nine should lead the ,ten4 ,after leading high cards from some combinations1 and winning the trick1 they may no longer contain either the best or the second and third best4 ,such are the following3-- ,illustration3 ,the rule in all such cases is to follow with the card of uniformity1 the original fourth-best4 ,if the combinations are those from which the fourth-best had been led originally1 and the leader has neither the best1 nor both second and third best to go on with1 he should continue with the lowest card in his hand1 unless he had six or more in suit2 in which case he may go on with the remaining fourth-best4 ,,avoid ,,changing ,,suits4 ,a player having once begun with a suit1 either for the purpose of establishing it1 or of taking tricks in it1 should not change it until he is forced to do so4 ,running off to untried suits is one of the beginner's worst faults4 ,there are five good reasons for changing suits1 and unless one of them can be applied1 the suit should be continued3 #ast4 ,in order to lead trumps to defend it4 #bnd4 ,in order to avoid forcing partner4 #crd4 ,in order to avoid forcing both adversaries4 #dth4 ,because it is hopeless1 and there is some chance in another4 #eth4 ,to prevent a cross ruff1 by leading trumps4 ,simple ,inferences from the fall of the cards usually supply the best guide in the matter of changing suits4 ,if the ,jack is led from ,k ,q ,j x x1 and wins the trick1 partner may be credited with the ,ace2 and if the original leader has four trumps1 and a card of re-entry1 he should quit his established suit1 and lead trumps to defend it4 ,if the ,king and ,ace have been led from ,a ,k x x1 partner dropping the ,queen on the second round1 the suit should be changed1 unless the original leader is strong enough to risk weakening his partner by forcing him to trump the third round4 ,four trumps are generally considered to be sufficiently strong to justify a force in this position4 ,some players will force1 even with a weak hand1 if the two cards played by the partner are small1 and he has not availed himself of an artifice known as calling for trumps1 which we shall consider presently4 ,if the ,king and ,ten have been led from ,k ,q ,j #aj1 and on the second round one adversary has dropped the ,eight1 the other the ,nine2 the suit should be changed1 as partner must have the ,ace1 and neither of the adversaries have any more4 ,to lead such a suit again is called forcing both adversaries2 as it allows one to make a small trump and the other to get rid of a losing card4 ,if the ,four has been led from ,j #h #f #d1 and the adversaries have won the first trick with the ,nine or ,ten1 ,a ,k ,q must be against the leader and his partner1 and the suit should be abandoned as hopeless1 unless it is feasible to force the partner4 ,if at any time there is a strong indication that the adversaries will have a cross-ruff1 it is usually best to stop leading plain suits1 and attempt to get out the trumps4 ,,the ,,leader',s ,,partner1 or the ,third ,hand1 has several conventional plays to remember2 the most important of which are the following3 ,when ,partner ,leads ,high ,cards1 the ,third ,hand has usually little to do but to play his lowest of the suit4 ,the exceptions are3 ,if he holds ,a ,j alone1 on a ,king led1 the ,ace should be played4 ,if he holds ,a ,q alone on a ,ten led1 the ,ace should be played4 ,with ,a ,q x1 the ,ten should be passed4 ,with ,ace and small cards1 the ,ace should be played on the ,ten4 ,with ,queen and small cards the ,ten should be passed4 ,when ,third ,hand plays ,queen on a ,ten led1 it should be a certainty that he has no more of the suit4 ,if he holds ,a ,k and only one small card1 the ,king should be played on a ,queen led4 ,if he holds ,ace and only one small card1 the ,ace should be played on the ,jack led4 ,if ,third ,hand has four trumps and a card of re-entry1 the ,ace should be played on ,jack led1 regardless of number1 in older to lead trumps at once1 to defend the suit4 ,when ,partner ,leads ,low ,cards1 the ,third ,hand should do his best to secure the trick4 ,if he has several cards of equal trick-taking value1 such as ,a ,k ,q1 or ,k ,q ,j1 he should win the trick as cheaply as possible4 ,the only finesse permitted to the ,third ,hand in his partner's suit1 is the play of the ,queen1 when he holds ,a ,q and others2 the odds being against ,fourth ,hand having the ,king4 ,foster's ,eleven ,rule4 ,by deducting from eleven the number of pips on any low card led1 the ,third ,hand may ascertain how far his partner's suit is from being established4 ,for instance3 if the card led is the ,seven1 ,second ,hand playing the ,eight1 and ,third ,hand holding ,a ,j #f #c1 from which he plays ,ace1 ,fourth ,hand playing the ,five2 the only card against the leader must be the ,king or ,queen2 he cannot have both1 or he would have led one4 ,if the ,second ,hand has not the missing card1 he has no more of the suit4 ,the number of inferences which may be made in this manner by observant players is astonishing4 ,a great many examples and exercises in them are given in ,foster's ,whist ,manual4 ,third ,hand having ,none of the ,suit1 should trump anything but an ,ace or a ,king on the first round4 ,on the second round1 if there is only one card against the leader1 his partner should pass with four trumps1 and allow the suit to be established4 ,for instance3 ,if the leads have been ,ace1 then ,jack1 ,third ,hand holding only one of the suit2 he should pass if the ,second ,hand does not play ,king4 ,third ,hand on ,strengthening ,cards4 ,unless ,third ,hand has both ,ace and ,king of the suit1 he should pass any forced or strengthening lead which is not covered by the ,second ,hand4 ,this obliges the ,fourth ,hand to open another suit1 or to continue at a disadvantage4 ,third ,hand winning first round has the choice of four lines of play3 #ast4 ,to lead trumps1 if he is strong enough4 #bnd4 ,to return the best card of his partner's suit if he has it4 ,this is imperative before opening any other suit but trumps4 #crd4 ,to lead his own suit1 if he can do anything with it4 ,it is considered better play for the ,third ,hand to return the original leader's suit than to open a long weak suit of his own such as one headed by a single honour4 #dth4 ,to return his partner's suit even with a losing card1 in preference to changing4 ,when the original lead is a trump1 it should be returned in every case1 either immediately1 or as soon as the player can obtain the lead4 ,the same reasons for changing suits as those given for the original leader will apply to the ,third ,hand4 ,,rules ,,for ,,returning ,,partner',s ,,suits4 ,when the original leader's suit is returned by his partner1 either immediately or upon his regaining the lead1 it is usual to show1 if possible1 how many cards remain in the ,third ,hand1 so that by adding them to his own1 the leader may estimate the number held by his adversaries4 ,this consideration is secondary to the return of the best1 or one of the second and third best2 but in the absence of such cards1 the ,third ,hand should always return the higher of only two remaining1 and the lowest of three or more1 regardless of their value4 ,in addition to the foregoing conventionalities1 which are proper to the leader of a suit and his partner1 there are two usages which apply equally to any player at the table4 ,these are discarding and forcing4 ,discarding4 ,when a player cannot follow suit1 and does not wish to trump1 his safest play is to discard whatever seems of least use to him4 ,it is not considered good play to unguard a ,king or to leave an ,ace alone2 but this may be done if the partner is leading trumps1 and there is a good established suit to keep4 ,beginners should be careful to preserve cards of re-entry1 even if they have to discard from their good suit in order to do so4 ,when the adversaries have shown strength in trumps1 or are leading them1 there is little use in keeping a long suit together4 ,it is much better to keep guard on the suits in which they are probably strong1 letting your own and your partner's go4 ,a player having full command of a suit1 may show it to his partner by discarding the best card of it4 ,discarding the second-best is an indication that the player has not the best2 and in general1 the discard of any small card shows weakness in that suit4 ,forcing4 ,we have already observed that a player who is weak himself should not force his partner4 ,an exception may be made in cases where he has shown weakness1 or has had a chance to lead trumps and has not done so4 ,on the contrary1 an adversary should not be forced unless he has shown strength1 or the player forcing him is weak4 ,the hope of a player with a good suit is to defend it by leading and exhausting the trumps4 ,his adversary tries to keep his trumps in order to stop that suit2 at the same time forcing the strong hand1 by leading cards which he must trump1 hoping that such a force may so weaken him that he will be unable to continue the trump lead4 ,it is usually very difficult to convince the beginner that the weaker he is himself1 the more reason he has for forcing the adversaries to trump his good cards4 ,he is constantly falling into the error of changing from a good suit1 which the adversaries cannot stop without trumping1 to a weak suit1 which allows them to get into the lead without any waste of trump strength4 ,if an adversary refuses to trump a suit1 it is imperative to keep on with it until he does2 for it is always good play to force an adversary to do what he does not wish to do4 ,any person may convince himself of the soundness of this theory of forcing1 by giving himself the six highest cards in any suit1 three small cards in the others1 and four trumps2 giving another player the four best trumps1 and nine of the highest cards in two suits4 ,if the first player forces the second with his good suit1 and continues every time he gets the lead1 he must win six tricks2 if he does not1 the second player makes a slam4 ,a deliberate force from a partner should always be accepted1 if he is a good player4 ,we may now turn our attention to the conventionalities used by players who are opposed to the establishment of suits in the hands of the leader and his partner4 ,these are divided between the ,second and the ,fourth ,hand1 the former being the more important4 ,generally speaking1 they are the tactics of defence4 ,,second ,,hand ,,play4 ,the player who is second to play on any trick is called the ,second ,hand4 ,it is his duty to protect himself and his partner1 as far as possible1 in the adversaries' strong suits4 ,the chief point for the beginner to observe in ,second ,hand play1 is the difference between the circumstances requiring him to play high cards1 and those in which he should play low ones4 ,high ,cards ,led4 ,when a card higher than a ,ten is led on the first round of a suit1 the ,second ,hand has usually nothing to do but to play his lowest card1 and make what inference he can as to the probable distribution of the suit4 ,but if he holds the ,ace1 or cards in sequence with it1 such ,a ,k1 he should cover any card higher than a ,ten4 ,if he holds ,k ,q he should cover a ,j1 #aj1 or #i led2 but it is useless for him to cover an honour with a single honour1 unless it is the ,ace4 ,low ,cards ,led4 ,high cards are played by the ,second ,hand when he has any combination from which he would have led a high one if he had opened the suit4 ,the fact that a player on his right has already laid a small card of the suit on the table should not prevent the ,second ,hand from making the best use of any combinations he may hold4 ,the only difference between leading from such combinations1 and playing them ,second ,hand1 is that in the latter case no attempt is made to indicate to the partner the exact nature of the combination held4 ,the general rule is to win the trick as cheaply as possible1 by playing the lowest of the high cards which form the combination from which a high card would be led4 ,such are the following3-- ,illustration3 ,the beginner must be careful with these3-- ,illustration3 ,the combination which makes the first of these a high-card lead is the ,a ,k1 and the ,king must be played ,second ,hand4 ,the ,jack has nothing to do with it4 ,in the second1 the ,ten does not form any part of the combination1 and the ,queen is the card to play ,second ,hand4 ,some players will not play a high card second hand with ,k ,q x x unless weak in trumps4 ,an exception is generally made with these combinations1 from which the proper lead is the ,ace4 ,illustration3 ,many will not play ,ace ,second ,hand in any case1 and will play the ,queen with the first combination only when they are weak in trumps4 ,the reason for this exception is the importance of retaining command of the adverse suit as long as possible4 ,on the ,second ,round1 the ,second ,hand should follow the usual rule for playing the best of the suit if he holds it2 or one of the second and third best1 if he holds them4 ,he should also be careful to estimate1 by the eleven rule1 how many cards are out against the leader1 which will sometimes guide him to a good finesse4 ,for instance3 first player leads ,ace1 then ,eight4 ,if the ,second ,hand holds ,k ,j #i #b1 instead of playing the best card to the second round1 which would be ,king1 he should finesse the ,nine4 ,with ,short ,suits4 ,when ,second ,hand holds such short-suit combinations as3-- ,illustration3 and a small card is led1 his proper play is one of the high cards1 because he cannot save both of them4 ,on ,strengthening ,cards ,led4 ,this is a difficult point for the beginner1 and his best plan is to follow the rules already given for covering cards higher than the ,ten4 ,one of the most common errors is to cover a ,jack led with a ,queen1 when holding ,a ,q and others4 ,the ,ace should be put on invariably4 ,to play the ,queen in such a position is called finessing against yourself4 ,singly ,guarded ,honours4 ,many players put on the ,king ,second ,hand1 if they hold only one small card with it1 and a small card is led4 ,this will win the trick as often as it will lose it2 but it betrays the hand to the adversary1 and enables him to finesse deeply if the suit is returned4 ,it may be done in order to get the lead1 and in trumps the practice is very common1 and generally right4 ,with ,queen and only one small card1 it can be demonstrated that it is useless to play the ,queen ,second ,hand1 except as an experiment1 or to get the lead in desperate cases4 ,with any combination weaker than ,j #aj x1 it is useless to attempt to win the trick ,second ,hand1 and only makes it difficult for the partner to place the cards correctly4 ,the ,fourchette4 ,when the ,second ,hand has cards immediately above and below the one led1 he should cover4 ,the beginner may have some difficulty in recognising the fact that he holds fourchette if the suit has been round once or twice1 and the intermediate cards have been played4 ,such cards as a ,queen and a ,seven may be fourchette over a ,nine1 if ,jack1 ,ten and ,eight have been played4 ,second ,hand ,having ,none of the suit led1 on either first or second round1 must decide whether or not to trump it4 ,if the card led is the best of the suit1 he should certainly do so2 but if it is not1 and there is any uncertainty as to who will win the trick1 it is usual for the ,second ,hand to pass when he has four trumps4 ,with five trumps1 there should be some good reason for keeping the trumps together1 as a player with so many can usually afford to trump4 ,if he does not trump1 his play comes under the rules for discarding4 ,,fourth-,,hand ,,play4 ,the ,fourth ,hand is the last player in any trick4 ,he is the partner of the ,second ,hand1 but has not so many opportunities for the exercise of judgment1 his duties being simply to win tricks if he can1 and as cheaply as possible4 ,if he cannot win the trick1 he should play his lowest card4 ,a bad habit of ,fourth-,hand players is holding up the tenace ,a ,j when a ,king or ,queen is led originally4 ,this is called the ,bath ,coup1 and the suit must go round three times for it to succeed in making two tricks4 ,the holder of the tenace should equally make two tricks by playing the ,ace at once1 provided he does not lead the suit back4 ,the ,turn-up ,trump4 ,when trumps are led by the adversaries1 it is a common practice to play the turn-up as soon as possible1 unless it is a valuable card4 ,on the contrary1 it is usual to keep it as long as possible when the partner leads trumps4 ,changing ,suits4 ,if the ,second or ,fourth ,hand wins the first or second round of the adversaries' suit1 it is seldom right to return it1 as that would probably be playing their game4 ,the player should open his own suit1 as if he were the original leader4 ,if he is strong enough to lead trumps under ordinary circumstances1 he may be deterred from so doing if the adversaries have declared a strong suit against him4 ,the same consideration may prevent his leading trumps in the hope of making a suit of his own1 as the adversaries might reap the benefit by bringing in their suit instead4 ,on the contrary1 when the ,second or ,fourth ,hand holds command of the adverse suit1 they may often risk a trump lead which would otherwise be injudicious4 ,having once started a suit1 it should not be changed1 except for one of the reasons already given for the guidance of the ,first ,hand4 ,when the ,adversaries ,lead ,trumps1 and the ,second ,hand has a chance either to establish a suit against them or to force his partner1 he should stop the trump lead if he can4 ,if his partner has led trumps1 the ,second ,hand should generally play his winning cards on his right hand opponent's plain-suit leads1 to stop them2 and continue the trumps4 ,these are about all the conventionalities necessary for the beginner4 ,after at least a year's practice with them1 he will either discover that he has no aptitude for the game1 or will be ready to go into further details4 ,a beginner who attempts to handle the weapons of the expert simply plays with edged tools1 which will probably cut no one but himself and his partner4 99 99 99 99 99 ,,the ,,signal ,,game4 ,having become thoroughly familiar with the elementary conventionalities of the game1 so that they can be used without the slightest hesitation at the whist table1 the player may proceed to acquaint himself with the details of what is commonly known as the ,signal ,game1 which comprises all the various methods of signalling up hands between partners1 according to certain arbitrary and pre-arranged systems of play4 ,many players object to these methods as unfair2 but they are now too deeply rooted to yield to protest2 and the best thing for a player to do is to familiarise himself with his adversaries' weapons4 ,the ,trump ,signal4 ,a player anxious to have trumps led1 but who has no immediate prospect of the lead1 may call on his partner to lead trumps at the first opportunity1 by playing any two cards of a suit led1 the higher before the lower4 ,let us suppose him to hold five good trumps1 with the ,six and ,two of a suit of which his partner leads ,king1 then ,jack4 ,by playing first the ,six1 and then the ,two1 he calls upon his partner to quit the suit1 and lead a trump4 ,among some players1 the lead of a strengthening card when an honour is turned1 is a call for trumps to be led through that honour at the first opportunity1 but it is not good play4 ,passing a certain winning card is regarded by most players as an imperative call for trumps4 ,the discard of any card higher than a ,seven is known as a single-card-call4 ,even if it was not so intended1 it is assumed that a trump lead cannot injure a player with nothing smaller than a ,nine in his hand4 ,answering ,trump ,signals4 ,in response to partner's call1 a player should lead the best trump if he holds it2 one of the second and third best if he holds them2 the highest of three or less2 the lowest of four2 and the fourth-best of more than four4 ,holding any of the regular high-card combinations in trumps1 he should lead them in the regular way in answer to a call4 ,after a ,force4 ,if the player is forced before he can answer the call1 he may indicate the number of trumps originally held by playing them in this manner3-- ,with #c or less2 trumping with the lowest2 leading the highest4 ,with #d exactly2 trumping with the #crd-best2 leading the highest4 ,with #e or more2 trumping with the #crd-best2 leading the #dth-best4 ,these methods of taking the force must not be carried to extremes4 ,for instance3 ,a player holding ,k ,j #aj #b1 would hardly be justified in trumping with the #aj to show number4 ,some experts1 holding the best trump with at least four others1 will not lead it2 preferring to show number first1 by leading the fourth-best4 ,others1 holding four1 lead the lowest after trumping with the third-best4 ,the ,echo in ,trumps4 ,when the partner leads high trumps1 the ,third ,hand should echo with four or more1 by signalling in the trump suit4 ,the universal form of the echo is to play first the third-best1 then the fourth-best4 ,when a player has called1 and his partner leads1 it is unnecessary for the caller to echo4 ,players seldom echo on adverse trump leads1 even with five trumps4 ,the ,four-,signal4 ,there are several ways of showing four or more trumps without asking partner to lead them4 ,among some players the original lead of a strengthening card is an evidence of four trumps1 and is called an ,albany ,lead4 ,a player holding three cards of any plain suit1 such as the #c1 #d1 #e1 may show the number of his trumps by playing these small cards as follows3-- ,no of trumps4 #ast trick4 #bnd trick4 #crd trick4 #c or less #c #d #e #d exactly #d #e #c #e 0 #d #c #e #f 0 #e #c #d #g or more #e #d #c ,the second of these is the four-signal2 the last three are trump signals4 ,they are used only in following suit4 ,the four-signal is sometimes used in the trump suit as a ,sub-echo1 to show three trumps exactly4 ,apart from signalling1 trump strength may often be inferred1 especially from player's passing doubtful tricks1 forcing their partners1 etc4 ,trump ,suit ,leads4 ,when trumps are not led for the purpose of exhausting them immediately1 but simply as the longest suit1 the fourth-best may be led from the following3-- ,illustration3 ,if the ,ten accompanies the ,king and ,queen1 in the third combination1 it is best to adhere to the usual lead of the ,king4 ,in leading trumps from combinations containing a winning sequence1 such as the following3-- ,illustration3 many players begin with the lowest of the winning cards1 continuing with the next above it4 ,speculative ,trump ,leads4 ,the whist player will often find himself with a single good suit1 a card of re-entry1 and few trumps4 ,certain conditions of the score may prompt him to make a speculative trump lead from such a hand4 ,if his trumps are high1 such as ,a ,k x1 he may safely begin by leading them2 but if they are weak1 and he is depending largely on his partner's possible strength1 he should show his suit first by leading it once4 ,over-trumping is generally regarded as bad policy when a player has a good suit1 and sufficient trump strength to justify him in hoping to do something with it4 ,the refusal to over-trump1 unless the trump played is a high one1 should be regarded by the partner as a call4 ,it is sometimes necessary to over-trump partner in order to get the lead4 ,for instance3 ,a player holds the two best trumps1 and all winning cards of a plain suit1 while the player on his right has a losing trump4 ,in such a position the player with the two best trumps should trump any winning card his partner leads1 or over trump him if he trumps1 so as to prevent the adversary from making that losing trump4 ,under-trumping1 or the ,grand ,coup1 is playing a low trump on a trick that partner has already trumped with a higher1 in order to avoid the lead4 ,for instance3 ,a player holds major tenace in trumps with a small one1 and knows that the minor tenace is on his right4 ,four cards remain in each hand4 ,the player on the left leads2 ,second ,hand trumps2 ,third ,hand follows suit4 ,if the ,fourth ,hand keeps his three trumps1 he must win the next trick1 and lose the advantage of his tenace4 ,a player will sometimes have the best card in two suits1 and a small trump1 and will know that the two best trumps and an unknown card are on his right4 ,if the missing suit is led1 and the player on the right trumps1 his unknown card must be one of the two other suits1 and the player with the command of them should keep both1 and throw away his small trump4 ,the discards on the next trick may enable him to determine the suit of the losing card on his right4 ,the ,last ,trump4 ,if two players have an equal number of trumps1 each of them having an established suit1 it will be the object of both to remain with the last trump1 which must bring in the suit4 ,the tactics of each will be to win the third round of trumps2 and then1 if the best trump is against him1 to force it out with the established suit1 coming into the lead again with the last trump4 ,so often is it important to win the third round of trumps that few good players will win the second round1 unless they can win the third also4 ,with an established suit1 a card of re-entry1 and four trumps ,king high1 a player should lead trumps2 but if his partner wins the first round and returns a small trump1 the ,king should not be put on1 no matter what ,second ,hand plays1 unless the card next below the ,king is fourchette4 ,some of the most brilliant endings in whist are skirmishes for the possession of the last trump2 the player who is at a disadvantage often persistently refuses the fatal force1 hoping the leader will be compelled to change his suit1 or will lose the lead4 ,drawing the ,losing ,trump4 ,it is usually best to draw losing trumps from the adversaries1 unless a player can foresee that he may want the best to stop a strong adverse suit4 ,a ,thirteenth ,card1 played by the partner1 is usually considered an invitation to put on the best trump4 ,the ,second ,hand should not trump a thirteenth card unless he is weak in trumps4 ,,american ,,leads4 ,advanced players1 who have had so much practice that they can infer the probable position of the cards without devoting their entire attention to it1 have adopted a new system of leading from the four combinations following1 in order to show the number of small cards in the suit3-- ,illustration3 ,from these the ,king is never led if there are more than four cards in the suit4 ,having more than four1 the lowest of the sequence of high cards is led4 ,from the first this would be the ,jack2 from the second the ,queen2 from the third the ,ace1 7because the ,king is barred27 and from the fourth the ,queen4 ,the ,ten is not ranked among the high cards in ,american ,leads4 ,on the second round1 with the first two combinations1 the difference between a suit of five or one of six cards may be indicated by following with the ,ace if five were held originally2 the ,king1 if more than five4 ,seven cards may be shown with the first combination1 by leading the ,queen on the second round4 ,the chief difference these leads make in the play of the ,third ,hand is that he should not trump any court card led1 even if weak in trumps4 ,the misunderstanding as to the meaning of the first lead1 especially if it is a ,queen1 often occasions confusion and loss2 but this is claimed to be offset by the value of the information given4 ,some lead #aj from ,q ,j #aj2 #dth-best from ,k ,j #aj4 ,to the adversaries these leads are often of value1 as they are frequently enabled to place the cards very accurately from the information given by the lead itself1 regardless of the fall of the cards from the other hands4 ,for instance3 ,second ,hand holds ,a ,j of a suit in which ,king is led2 ,third ,hand plays the ,four2 ,fourth ,hand plays the ,nine4 ,the leader remains with ,q #c #b2 ,third ,hand still has #h #g #f #e2 and if he has also the #aj1 ,fourth ,hand has no more4 ,again3 ,the leader shows a suit of six2 ,second ,hand holding two only4 ,if the suit is led a third time it is a doubtful trick1 and with four trumps the ,second ,hand should pass4 ,if the leader shows the exact number of the suit originally led1 and then changes to a four-card suit1 the adversaries know at least nine of his cards4 ,so obvious is this that it is an almost invariable rule for a player1 on quitting his suit1 to conceal the length of the second suit led by leading the highest card of a short suit4 ,if it were allowable to exercise some judgment in using these leads1 they might not be open to so many objections2 but they are worse than useless unless the partner can depend on their being uniformly adopted4 ,the ,minneapolis ,lead4 ,this is another variation in the leads1 which is confined to one combination2 that of ,ace and any four other cards1 not including the ,king4 ,with strength in trumps the fourth-best is led instead of the ,ace1 the theory being that the ,ace is more likely to be valuable on the second or third round of such a suit than on the first1 and that the trump strength justifies the finesse of the original lead4 ,with weak trumps the ,ace is led4 ,some players extend this principle to the ,second ,hand1 and play ,ace on a small card led1 when holding ,a x x x x with weak trumps4 ,this is open to the objection that it gives up command of the adverse suit too early in the hand2 but it saves many a trick4 ,the ,plain-suit ,echo4 ,this is another device for giving information as to number4 ,when the original leader begins with a high card1 the ,third ,hand should play his third-best if he holds four or more2 and on the second round his second best1 always retaining his fourth-best and any below it4 ,the value of this echo is much disputed1 and the adversaries can usually render it ineffective by holding up small cards2 a practice very much in vogue with advanced players4 ,low's ,signal4 ,this is the latest system of indicating to the leader the number of cards in his suit held by the ,third ,hand4 ,with four or more of the suit1 the third-best is played to the lead of a high card1 or when no attempt is made to win the trick4 ,in retaining the suit1 the second-best is led if three or more remain1 and on the third round1 or in a discard1 the highest is played1 always retaining the fourth-best and those below it4 ,for instance3 ,with the #h #g #e #b of a suit which partner leads1 the #e is played to the first round4 ,if the suit is returned1 the #g is played2 and next time the #h4 ,holding only three originally1 the lowest is played to the first round1 and the higher of two returned1 in the usual way4 ,the chief value of this signal is that the return of the lowest of a suit shows absolutely no more1 instead of leaving the original leader in doubt as to whether it is the only one1 or the lowest of three remaining4 ,it is also a great exposer of false cards4 ,discard ,signalling is another method of indicating plain suits4 ,when a player is known to have no trumps1 and therefore cannot be calling for them1 he may use the trump signal in any plain suit which he wishes led to him4 ,as a general rule1 a player should not use this signal unless he has a certain trick in the suit in which he signals4 ,some players use what is called the reverse discard2 a signal in one suit meaning weakness in it1 and an invitation to lead another4 ,this avoids the necessity for using the good suit for signalling purposes4 ,unblocking4 ,when the original leader shows a suit of five cards1 and the ,third ,hand has four exactly1 the latter should keep his lowest card1 not for the purpose of echoing1 but in order to retain a small card which will not block the holder of the longer suit4 ,if the ,third ,hand has three cards of the suit led1 and among them a card which may block his partner1 he should give it up on the second round4 ,for instance3 ,holding ,k #d #c1 and partner showing a five-card suit by leading ,ace then ,jack1 ,third ,hand should give up the ,king on the second round4 ,again3 ,holding ,q #i #c1 partner leading ,ace then ,eight2 ,second ,hand playing ,king second round1 ,third ,hand should give up the ,queen4 ,again3 ,holding ,k ,q1 partner leading the #h originally1 won by ,fourth ,hand with ,ace2 the ,king should be discarded or otherwise got rid of at the first opportunity4 ,short-suit ,leads4 ,many players will not lead a long weak suit unless they have sufficient strength to justify them in hoping to establish1 defend1 and bring it in1 with reasonable support from the partner4 ,with a long suit1 headed by a single honour1 weak trumps1 and no cards of re-entry1 they prefer selecting a strengthening card for the original lead1 hoping it may be of some assistance to partner by affording a successful finesse4 ,it is claimed that it is better for a person1 especially with a strong hand1 to play with the knowledge that his partner is weak1 than under the impression that he may be strong4 ,such an opening lead should warn the ,third ,hand to finesse deeply1 to hold any tenaces he may have1 and to let nothing pass him which might be too much for his weak partner to attend to4 ,this is a very difficult game to play well1 and is seldom resorted to except by the most expert4 ,deschapelles ,coups4 ,it often happens that after the adverse trumps are exhausted1 a player will find himself with the lead1 but unable to give his partner a card of his established suit4 ,in such cases the best course is to sacrifice the ,king or ,queen of any suit of which he has not the ,ace1 in the hope that it may force the best of the suit1 and leave partner with a card of re-entry4 ,for instance3 ,the leader has established the ,club suit2 his partner has exhausted the trumps1 ,hearts2 and having no ,clubs1 leads the ,king of ,spades from ,k x x x4 ,if the holder of the ,club suit has ,spade ,queen1 and the ,king forces the ,ace1 the ,club suit will be brought in4 ,if he has not the ,queen1 the ,clubs are probably hopeless4 ,the coup risks a trick to gain several4 ,players should be careful not to fall into this trap in the end-game2 and it is generally right to hold up the ,ace if the circumstances are at all suspicious4 ,tenace ,positions4 ,many expert players will not lead away from a suit in which they hold tenace4 ,having two suits1 one containing a tenace1 and the other without it1 they will select the latter1 although it may be much weaker4 ,it is noteworthy that players who disregard the value of holding a tenace in the opening lead1 are well aware of its importance toward the end of the hand4 ,when one player holds tenace over another1 the end game often becomes a struggle to place the lead2 and players frequently refuse to win tricks in order to avoid leading away from tenaces1 or to compel another player to lead up to them4 ,underplay is often resorted to by the ,fourth ,hand in suits in which the ,third ,hand has shown weakness4 ,for instance3 ,a small card is led2 ,third ,hand playing the ,ten1 and ,fourth ,hand holding ,a ,q ,j x4 ,it is a common artifice to win with the ,queen1 and return the small card4 ,when the original leader is underplayed in his own suit1 he should invariably put up his best card4 ,finessing4 ,the expert may finesse much more freely than the beginner4 ,having led from such a suit as ,k ,j x x and partner having won with ,ace and returned a small card1 the ,jack may be finessed with strong trumps4 ,if the adversaries lead trumps1 and the ,ace wins the first round1 a player holding the ,king second hand on the return1 may finesse by holding it up1 trusting his partner for the trick4 ,in all cases that mark the best of the suit against a player1 and on his left1 he may finesse against the third best being there also4 ,for instance3 ,a player leads from ,k #aj x x x4 ,third ,hand plays ,queen and returns a small card4 ,the ,ten should be finessed1 regardless of trump strength1 as the ,ace must be on the left1 and the finesse is against the ,jack being there also4 ,many varieties of this finesse occur4 ,placing the ,lead4 ,this is usually a feature of the end-game ,a player may have an established suit1 his adversary being the only person with any small cards of it4 ,if the lead can be placed in the hand of this adversary1 he must eventually lead the losing cards4 ,a player begins with a weak suit of four cards1 on the first round of which it is evident that his partner has no more1 the adversaries having all the high cards4 ,the suit is not played again1 and for the last six tricks the original leader finds himself with three cards of it1 and the ,q x x of another suit4 ,if the adversaries play ,king and ,ace of the latter suit1 the ,queen should be given up1 trusting partner for the ,jack1 for the ,queen will force the holder of the three losing cards into the lead4 ,it is sometimes necessary to throw away an ,ace in order to avoid the lead at critical stages of the end-game4 ,false ,cards4 ,it requires more than ordinary skill to judge when a false card will do less harm to the partner than to the adversaries4 ,there are some occasions for false-card play about which there is little question4 ,having a sequence in the adverse suit1 the ,second or ,fourth ,hand may win with the highest card1 especially if the intention is to lead trumps4 ,holding ,k ,q only1 ,second ,hand may play the ,king1 especially in trumps4 ,holding ,a ,k x1 the ,fourth ,hand should play ,ace on a ,queen led by an ,american leader4 ,with such a suit as ,k ,j #aj x1 after trumps have been exhausted1 the ,ten is not a safe lead2 ,jack or fourth-best is better4 ,holding up the small cards of adverse suits is a common stratagem2 and it is legitimate to use any system of false-carding in trumps if it will prevent the adversaries who have led them from counting them accurately4 ,playing to the ,score4 ,the play must often be varied on account of the state of the score1 either to save or win the game in the hand4 ,if the adversaries appear to be very strong1 and likely to go out on the deal1 all conventionalities should be disregarded until the game is saved2 finesses should be refused1 and winning cards played ,second ,hand on the first round4 ,if the adversaries are exhausting the trumps1 it will often be judicious for a player to make what winning cards he has1 regardless of all rules for leading1 especially if they are sufficient to save the game4 ,it often happens that the same cards must be played in different ways according to the state of the score1 and the number of tricks in front of the player4 ,a simple example will best explain this4 ,hearts are trumps2 you hold two small ones1 two better being out against you1 but whether in one hand or not you cannot tell4 ,you have also two winning ,spades1 one smaller being still out4 ,the game is seven-point whist4 ,the importance of playing to the score will be evident if you consider your play in each of the following instances1 your score being given first3 ,score #f to #f2 you have #e tricks in front of you4 ,score #f to #f2 you have #d tricks in front of you4 ,score #f to #e2 you have #d tricks in front of you4 ,score #e to #d2 you have #e tricks in front of you4 ,,inferences4 ,the great strength of the expert lies in his ability to draw correct inferences from the fall of the cards1 and to adapt his play to the circumstances4 ,inferences from the various systems of leads and returns are too obvious to require further notice2 but attention may be called to some that are often overlooked1 even by advanced players3 ,if a suit led is won by ,third ,hand with ,king or ,ace2 and the original leader wins the second round with ,king or ,ace1 the adversaries must have the ,queen4 ,if the ,third ,hand plays ,ace first round1 he has neither ,king nor ,queen4 ,if he plays ,queen on a ,ten led1 he has no more4 ,if he plays ,ace on a ,king led1 he has the ,jack alone1 or no more4 ,if the ,second ,hand plays ,king first round on a small card led1 he has ,ace also1 or no more4 ,if he plays ,ace under the same conditions1 he has no more4 ,see ,minneapolis ,lead4 ,if a suit is led1 and neither ,third nor ,fourth ,hand has a card in it above a ,nine1 the original leader must have ,a ,q #aj1 and the second player ,k ,j4 ,when neither ,third nor ,fourth ,hand holds a card above the ,ten1 the major and minor tenaces are divided between the leader and the ,second ,hand4 ,if it can be inferred that the leader held five cards in the suit originally1 he holds the minor tenace4 ,when a player1 not an ,american leader1 begins with a ,jack and wins the trick1 the adversaries may conclude that his partner had two small cards with the ,ace1 and had not four trumps and another winning card4 ,when a good player changes his suit1 he knows that it will not go round again1 or that the command is against him4 ,this is often a valuable hint to the adversaries4 ,when he quits his original suit and leads trumps1 without his partner having called1 the adversaries may conclude that the suit has been established4 ,when a player puts ,ace on his partner's ,jack led1 and does not lead trumps1 the adversaries may count on him for only one small card of the suit led4 ,when an adversary finesses freely1 he may be credited with some strength in trumps4 ,when a player changes his suit1 the adversaries should note carefully the fall of the cards in the new suit4 ,as already observed1 the leader almost invariably opens the new suit with the best he has4 ,suppose a player to lead two winning cards in one suit1 and then the ,eight of another1 which the ,second ,hand wins with the ,ten2 ,the four honours in the second suit must be between the ,second and ,fourth ,hands4 ,having won the first or second round of the adverse suit1 and having no good suit of his own1 the ,second or ,fourth ,hand may be able to infer a good suit with his partner1 by the play4 ,for instance3 ,a player opens ,clubs1 showing five1 his partner wins second round1 and opens the ,diamond suit with the ,jack1 on which ,second ,hand plays ,ace1 his partner dropping the #i4 ,having now the lead1 and no good suit1 it is evident that the play should be continued on the assumption that partner is all ,spades and trumps4 99 99 99 99 99 ,,the ,,american ,,game4 ,since the revolt against the invariable opening from the longest suit1 which was the style of game advocated by the old school of ,pole and 8,cavendish10 many systems have been tried out by the various clubs that meet at our national tournaments4 ,e4,c4 ,howell was the first to attempt to set the short-suit game in order1 but his methods have long since been superseded by more elastic tactics4 ,the fundamental principle of the short-suit game1 as first explained to the world by the ,new ,york ,sun1 is to use the original or opening lead to indicate the general character of the hand rather than any details of the individual suit4 ,in the long-suit game the original leader is always assuming that his partner may have something or other1 and playing on that supposition4 ,the short-suit player indicates the system of play best adapted to his own hand1 without the slightest regard to the possibilities of his partner4 ,it is the duty of the partner to indicate his hand in turn1 and to shape the policy of the play on the combined indications of the two4 ,this does not mean that the player shall always lead a short suit1 but that he should combine the best features of both systems1 without slavish adherence to either4 ,this idea has been brought to perfection in practice by the famous ,american ,whist ,club of ,boston1 and under the able leadership of its captain1 ,harry ,h4 ,ward1 it has demonstrated that he can take any kind of a team and beat any of the old style long-suit players1 no matter how skilful they may be4 ,the following is a brief outline of the ,american game1 as given by ,captain ,ward in ,whist for ,may1 #aijf3-- ,five-trump ,hands4 ,with five trumps1 and the suits split1 #c1 #c1 #b1 we always open a trump1 unless we have a tenace over the turn-up card4 ,from five trumps and a five-card plain suit1 we open the suit if it is one that will require some help to establish2 otherwise the trump4 ,from five trumps with a four-card plain suit1 we open the trump with hands of moderate strength2 otherwise the plain suit4 ,four-trump ,hands4 ,from four-trump hands we invariably open a suit of five cards or more1 but prefer to avoid a four-card suit headed by a single honor4 ,these are the suits in which the best chance for a single trick usually occurs when the suit is led by some one else4 ,for example3 ,hearts trumps3-- #h #g #f #c #i #h ,k #h #c #b ,k #d #b ,the best opening from such a hand is the club nine4 ,when forced to open single-honor suits1 the lead of the lowest card shows an honor as good as the ,queen1 while the lead of an intermediate card denies such an honor1 as in the following examples3 hearts trumps3-- #aj #h #c #b ,k #f ,q #g #f #d ,q #e #d ,from this we should lead the four of diamonds2 but holding #aj #h #c #b ,k #f ,j #h #g #d ,q #e #d we should lead the seven of diamonds4 ,from hands containing four trumps and three three-card suits1 we use our own judgment1 sometimes leading the trump1 and sometimes a plain suit4 ,we prefer the plain suit if it is a desirable one to open1 such as hearts trumps3-- ,k #h #c #b ,j #aj #d ,a #aj #c #h #d #c ,from this we would open the ,jack of clubs2 but from ,k #h #c #b ,j #c #b ,a #aj #c ,q #f #c we should lead the deuce of trumps4 ,if in this hand the club suit were ,q ,j #c1 the ,queen of clubs would be the best opening4 ,it may seem paradoxical that a weaker hand should call for a trump lead2 but the opening is not an attack4 ,it is a move to await developments4 ,three-trump ,hands4 ,from hands containing three trumps or less1 our opening leads vary from the ordinary player's game more than in any other particular4 ,we always open a long suit from three-trump hands if the suit is a good one1 such as ,a ,k and others1 ,k ,q and others1 or even ,q ,j and others4 ,but without such strength in the long suit1 we let it severely alone1 and develop the hand with a short-suit or 8gambit0 opening4 ,with three trumps and a five-card suit containing two honors not in sequence1 we still open the long suit if we have a sure re-entry in another suit4 ,this1 for example1 hearts trumps3-- ,k #f #b #h #f #b ,a ,q #f #d #c ,a #aj ,the trey of diamonds is the best opening4 ,if there were no re-entry1 such as only #aj #b of spades instead of ,a #aj1 we should open the #aj of spades4 ,although we open a great many short suits1 we avoid weak three-card suits except in rare instances4 ,while our system1 like all others1 entails losses at times1 it seems to avoid many of the pitfalls that confront the player who always opens his long suit1 regardless of the possibilities of ever bringing it in4 ,in many instances we find he places himself in the worst possible position for any chance to make even one trick in the suit he opens4 ,we admit that if a team adopts straight ,american leads1 it is much easier for them to count the partner's hand accurately2 but it seems to me that this advantage is more than overcome by the fact that in our openings we have a clear idea as to the general character of the partner's hand while there is still time to take advantage of the knowledge4 ,in the long-suit game this element is entirely wanting4 ,,in ,,conclusion4 ,the first-class whist-player is usually developed gradually4 ,if he possess the faculty of paying close attention to the game while he is playing1 nothing should prevent his rapid progress4 ,at first he may care little or nothing for 8book0 whist1 but after some experience with book players1 he is rather in danger of running to the other extreme1 and putting more book into his game than it will carry4 ,having passed that stage1 his next step is usually to invent some system of his own1 and to experiment with every hand he plays4 ,by degrees he finds that all special systems of play have some serious defects which over-balance their advantages1 and this discovery gradually brings him back to first principles4 ,if he gets so far safely1 his game for all future time will probably be sound1 common-sense whist1 without any ,american leads1 plain-suit echoes1 or four-signals1 and free from any attempts to take fourteen tricks with thirteen cards4 ,when a whist-player reaches that point1 he is probably as near the first class as the natural limitations of his mental abilities will ever permit him to go4 ,,the ,,laws will be found at the end of the ,whist ,family of ,games4 ,,illustrative ,,whist ,,hands4 ,a and ,b are partners against ,y and ,z4 ,a is always the original leader1 and ,z is the dealer4 ,the underlined card wins the trick1 and the card under it is the next one led4 ,no4 #a4 ,long ,suits2 ,t ,no4 #c4 ,short ,suits2 #e turned4 ,r ,q turned4 ,i -------------------------------- ,c-------------------------------- ,a ,y ,b ,z ,k ,a ,y ,b ,z ---------------------------------------- ------------------ ,k #e #g #c #a ,q ,k ,a #b #aj ,j ,q #e #b #b ,a ,j #e ,q ,j #b #aj #c #d #aj #c ,j #g #c #i #h #d #b #e #c ,q ,j #i #b #e #e #f ,a #d ,j ,a #d #f #e #f #h #b #c ,k #d ,k ,a #f #g #g #h #e #g ,j #g #b ,k #h ,k #d #f #i #b #c #d ,a #i ,k #g #f #h #i #f #c #h #aj ,q #d #e #aj #h #i #g #h #aa #i ,q #f #aj #f #aj ,k #aj #ab #h #i #g ,j #d ,q ,a ,q #ac #c ,a #aj #i ---------------------------------------- ------------------ -------------------------------- -------------------------------- ,no4 #b4 ,american ,game2 ,t ,no4 #d4 ,play to ,score2 #h turned4 ,r ,j turned4 ,i -------------------------------- ,c-------------------------------- ,a ,y ,b ,z ,k ,a ,y ,b ,z ---------------------------------------- ------------------ #f ,j ,a #i #a ,k #d #c ,a #c #c #b #aj #b #c #i ,q #b #i ,k ,a #c #c #b #g #e #d #f #d #e #d #d #b ,k #f #c ,q #h #b #g #e #e #g #h ,j #f #d #i #aj #f #aj #e ,k ,a #aj #g #h ,j #g #h ,j #c #d #e ,k ,a #g #h #e ,j ,a #b #d ,q ,q #e #i #aj #i #h #f #b #e ,j #g #aj ,q #g #d ,a ,a #f ,q ,k #aa ,q ,j #f #aj ,j #i #c #aj #ab #aj #g #f #i #h ,k #b #h #ac ,q #h #i ,k ---------------------------------------- ------------------ ,no4 #a4 ,this is a fine example of the ,long-suit ,game4 ,the leader begins with one of the high cards of his long suit4 ,missing the #b1 he knows some one is signalling for trumps1 and as it is very unlikely that the adversaries would signal while he was in the lead1 he assumes it is his partner1 and leads his best trump4 ,his partner does not return the trump1 because he holds major tenace over the king1 which must be in ,y's hand4 ,at trick #e ,b still holds major tenace in trumps1 and leads a small card of his long suit to try to get ,a into the lead again4 ,if ,a leads trumps again1 his only possible card of re-entry for his club suit is gone4 ,at trick #g1 if ,b draws ,y's king1 he kills ,a's card of re-entry at the same time4 ,no4 #b4 ,this is an excellent example of the ,american ,game4 ,a has a three-trump hand1 but his long suit is not headed by two honors in sequence1 and the ,queen of clubs cannot be considered as a re-entry1 so ,a makes the gambit opening of the singleton diamond4 ,his partner1 having nothing in plain suits1 immediately returns the diamond4 ,a now leads an intermediate club1 and ,b forces him again4 ,at trick #f1 ,a avoids changing suits4 ,if the long spade suit is opened1 and ,z returns the diamond #aj1 ,a-,b will make four tricks less on this hand4 ,no4 #c4 ,this example of the ,short-suit ,game is from ,val ,starnes' ,short-,suit ,whist4 ,this is sometimes called the ,gambit opening4 ,the leader1 having no reason to lead trumps1 even with five1 and not having three honours in his long suit1 prefers the gambit opening of the singly guarded queen4 ,y holds what is called a potential or imperfect fourchette1 and covers1 in order to make ,a-,b play two honours to get one trick4 ,b also makes a gambit opening by returning a supporting spade4 ,three tricks are gained by the two leads of the supporting cards1 and five would have been made but for ,y's covering on the first trick4 ,no4 #d4 ,this is an example of ,playing to the ,score4 ,the game is ,english ,whist1 #e points1 counting honours4 ,the first lead of trumps shows ,z that honours are divided1 and that he must make #aa tricks to win the game4 ,at trick #c1 he must trump2 to discard clubs would be inconsistent with refusing to trump in order to bring them in4 ,at trick #d1 if ,y cannot win a trick in clubs and give ,z a finesse in trumps1 ,z cannot win the game4 ,at trick #g1 both black queens are against ,z1 and he must take the best chance to win if the diamond ace is also against him4 ,the adversaries cannot place the club ace1 and so ,z underplays in clubs as his only chance for the game4 99 99 99 99 99 ,,prussian ,,whist4 ,this is the ordinary #e1 #g or #aj point whist1 with or without honours1 except that instead of turning up the last card for trump1 the player to the left of the dealer cuts a trump from the still pack1 which is shuffled and presented to him by the dealer's partner4 ,,favourite ,,whist4 ,this is the regular #e1 #g or #aj point whist1 with or without honours1 except that whichever suit is cut for the trump on the first deal of the rubber is called the favourite4 ,whenever the suit turns up for trump1 after the first deal1 tricks and honours count double towards game4 ,there must be a new favourite at the beginning of each rubber1 unless the same suit happens to be cut again4 ,a variation is to attach a progressive value to the four suits2 tricks being worth #a point when ,spades are trumps2 when ,clubs #b2 when ,diamonds #c2 and when ,hearts #d4 ,honours do not count1 and the game is #aj points1 made by tricks alone4 ,the hands are played out2 the winners score all tricks taken1 and the winners of the rubber add #aj points for bonus4 ,the value of the rubber is the difference between the scores of the winners and that of the losers4 ,for instance3 ,if the rubber is in ,a-,b's favour with the score shown in the margin ,a-,b win a rubber of #h points4 #ast game2 #aj to #f #bnd game2 #d to #af #crd game2 #ad to #h ,rubber2 #aj -------- ,totals #ch to #cj ,this is a good game for superstitious people1 who believe that certain trump suits are favourable to them4 ,,text-,,books4 ,the following list of works on whist1 alphabetically arranged1 contains the principal standard text-books on the game4 ,those marked 99 are especially for the beginner4 ,those marked x are chiefly devoted to the ,short-suit game4 ,art of ,practical ,whist1 by ,major ,gen4 ,drayson4 99 ,foster's ,whist ,manual1 by ,r4,f4 ,foster4 99 ,foster's ,whist ,tactics1 by ,r4,f4 ,foster4 x ,foster's ,common ,sense in ,whist1 by ,r4,f4 ,foster4 99 ,foster's ,self-,playing ,cards1 by ,r4,f4 ,foster4 x ,foster's ,duplicate ,whist1 by ,r4,f4 ,foster4 ,foster's ,american ,leads1 by ,r4,f4 ,foster4 99 ,foster's ,whist at a ,glance1 by ,r4,f4 ,foster4 99 ,gist of ,whist1 by ,c4,e4 ,coffin4 x ,howell's ,whist ,openings1 by ,e4,c4 ,howell4 ,laws and ,principles of ,whist1 by 8,cavendish40 ,modern ,scientific ,whist1 by ,c4,d4,p4 ,hamilton4 ,philosophy of ,whist1 by ,dr4 ,w4 ,pole4 99 ,practical ,guide to ,whist1 by ,fisher ,ames4 x ,short-,suit ,whist1 by ,val4 ,w4 ,starnes4 99 ,short ,whist1 by ,james ,clay4 99 ,theory of ,whist1 by ,dr4 ,w4 ,pole4 99 ,whist1 or ,bumblepuppy1 by 8,pembridge40 ,whist ,developments1 by 8,cavendish40 99 ,whist of ,to-day1 by ,milton ,c4 ,work4 99 ,whist ,trois1 by ,ch4 ,lahure4 ,dummy4 x ,whist1 and its ,masters1 by ,r4,f4 ,foster4 99 ,whist1 ,a monthly journal2 pub4 ,milwaukee1 ,wis41 ,u4,s4,a4 ,,duplicate ,,whist4 ,duplicate whist is not a distinct game1 but is simply the name given to that manner of playing whist in which a number of hands are played over again with the same cards1 but by different persons4 ,,cards4 ,the cards have the same rank as at whist2 they are dealt in the same manner1 and the same rules apply to all irregularities in the deal1 except that a misdealer must deal again4 ,the objects of the game are the same1 and so are all the suggestions for good play4 ,the only differences that require attention are the positions of the players1 the manner of counting the tricks1 and the methods of keeping and comparing the scores4 ,,theory4 ,it may briefly be stated that duplicate proceeds upon the principle that if two partners have made a certain number of tricks with certain cards1 under certain conditions with respect to the lead1 distribution of the other cards in the adversaries' hands1 etc41 the only way to decide whether or not two other players could have done better1 or cannot do so well1 is to let them try it1 by giving them the same cards1 under exactly similar conditions4 ,this comparison may be carried out in various ways2 but in every instance it depends entirely upon the number and arrangement of the players engaged4 ,the most common forms are3 club against club2 team against team2 pair against pair2 or man against man4 ,the reason for the arrangement of the players will be better understood if we first describe the method4 ,,method ,,of ,,playing4 ,there is no cutting for partners1 and choice of seats and cards as at whist1 because the players take their places and deal according to a pre-arranged schedule4 ,the player to the left of the dealer begins by placing the card he leads face up on the table1 and in front of him4 ,the second player follows by placing his card in front of him in the same manner2 and so the third1 and so the fourth4 ,the four cards are then turned face down1 and the dealer takes up the trump4 ,the partners winning the trick place their cards lengthwise1 pointing towards each other2 the adversaries place theirs across4 ,at the end of the hand1 the number of tricks taken by each side can be seen by glancing at any player's cards4 ,if there is any discrepancy1 a comparison of the turned cards will show in which trick it occurs1 and the cards can be readily faced and examined4 ,illustration3 -------------------- ---------- - -- ------------ ------ ,n ------- ---------- ------- --------- ---------- ---------- ---------- ------- ---------- ------- --------- ------- ------- --------- ,w ,e --------- ------- ------- --------- ------- ,x ---------- ---------- ---------- ---------- ---------- --------- ------- ---------- ------- ,s ------------------- -- - ---------- -------------------- ,n ,s #f2 ,e ,w #g4 ,east has made a mistake in turning the fifth trick4 ,,counters4 ,in some places #ac counters are placed on the table1 the winner of each trick taking down one4 ,this system often leads to disputes1 as there can be no check upon it1 and there is nothing to show in which trick the error occurred4 ,,counting ,,tricks4 ,at the end of each hand1 the players sitting ,north and ,south score the total number of tricks they have taken2 instead of the number in excess of a book4 ,their adversaries1 sitting ,east and ,west1 do the same4 ,each player then slightly shuffles his #ac cards2 so as to conceal the order in which they were played1 and the four separate hands of #ac cards each are then left on the table1 face down2 the trump being turned at the dealer's place4 ,,trays4 ,when any apparatus is used for holding the cards1 such as trays1 boxes1 or envelopes1 each player puts his #ac cards in the compartment provided for them4 ,each tray has a mark upon it1 usually an arrow1 showing which end of the tray should point toward a given direction1 usually the ,north4 ,the pocket into which the dealer's cards go is marked 8dealer10 and it is usual to provide a trump slip for each tray4 ,when the hand is first dealt1 the trump is recorded on this slip1 which travels round the room with the tray4 ,after the dealer has turned up the designated trump1 he places the trump slip in the tray1 face down4 ,when the play of the hand is finished and the cards replaced in the tray1 the dealer puts his trump slip on the top of his cards4 ,the four hands can then be conveniently carried or handed to any other table to be overplayed4 ,illustration3 ,,various ,,apparatus ,,for ,,duplicate4 ,,scoring4 ,there should be two score-cards at each table4 ,the various methods of putting down and comparing the scores can best be described in connection with the variety of competition to which they belong4 ,it is a common practice to note the trump card on the score sheets4 ,,position ,,of ,,the ,,players4 ,the four players at each table are distinguished by the letters ,n ,s ,e ,w2 ,north and ,south being partners against ,east and ,west4 ,west should always be the dealer in the first hand1 ,north having the original lead4 ,in all published illustrative hands1 ,north is the leader1 unless otherwise specified4 ,the deal passes in rotation to the left1 and the number of hands played should always be some multiple of four1 so that each player may have the original lead an equal number of times4 #bd hands at each table is the usual number1 and is the rule at all ,league tournaments4 ,the partners and adversaries should be changed after each eight hands4 ,three changes in #bd hands will bring each member of a set of four into partnership with every other member for an equal number of hands4 ,illustration3 ,n leads --------- ,dealer1 ,w ,e --------- ,s ,if two teams of four on a side1 ,a ,b ,c ,d1 and ,w ,x ,y ,z1 play against each other1 the arrangement in a ,league tournament would be as follows3--that ,a ,b ,c ,d should represent the players of the visiting club1 or challengers1 and ,w ,x ,y ,z the home club1 or holders2 and that the positions of the players should be changed after every four hands4 ,it is usual to play #bd hands in the afternoon1 and #bd more at night4 ,a ,a ,a ,a ,a ,a ,w ,x ,y ,z ,w ,y ,x ,z ,x ,y ,w ,z ,b ,b ,c ,c ,d ,d #ast4 #bnd4 #crd4 #dth4 #eth4 #fth4 ,y ,w ,x ,w ,w ,x ,c ,d ,c ,d ,b ,d ,b ,d ,b ,c ,b ,c ,z ,x ,z ,y ,z ,y ,if more than four players are engaged on each side1 this arrangement must be repeated with every additional four2 the tables being always in sets of two each1 but in such cases1 and in fact in anything but ,league matches1 it is usual to play only the #ast1 #crd and #eth sets4 ,,club ,,against ,,club4 ,the smaller club should put into the field as many multiples of four as it can2 the larger club presenting an equal number to play against them4 ,the opposing sides are then so arranged that half the members of each club sit ,north and ,south1 the other half ,east and ,west4 ,if we distinguish the clubs by the marks ,o and ,x1 and suppose #af to be engaged on each side1 they would be arranged at #h tables1 thus3-- ,o ,o ,o ,o ,x #a ,x ,x #c ,x ,x #e ,x ,x #g ,x ,o ,o ,o ,o #ast set #bnd set #crd set #dth set ,x ,x ,x ,x ,o #b ,o ,o #d ,o ,o #f ,o ,o #h ,o ,x ,x ,x ,x ,if apparatus is used1 the players may sit still for four hands1 putting the trays aside1 and then exchanging them for the four trays played at the other table in their set4 ,if not1 the cards are left on the table1 as already described1 and the fours change places2 those at table ,no4 #a going to table ,no4 #b1 while those at ,no4 #b go to ,no4 #a1 the other sets changing in the same manner4 ,this brings them into this position3-- ,x ,x ,x ,x ,o #a ,o ,o #c ,o ,o #e ,o ,o #g ,o ,x ,x ,x ,x ,o ,o ,o ,o ,x #b ,x ,x #d ,x ,x #f ,x ,x #h ,x ,o ,o ,o ,o ,the two ,o's that have just played the ,n ,s hands at table ,no4 #a1 proceed to play at table ,no4 #b1 the ,n ,s hands which have just been played by two ,x's2 while the two ,o's that played the ,e ,w hands at table ,no4 #b1 overplay at table ,no4 #a1 the ,e ,w hands just held by the two ,x's4 ,it is now evident that the four ,o's have held between them all the #eb cards dealt at each table2 for the first pair have held all the ,n ,s hands dealt at both tables1 and the second pair have held all the ,e ,w hands4 ,the same is true of the four ,x players2 and if there is any difference in the number of tricks taken by the opposing fours1 it is supposed to be due to a difference in skill1 other matters having been equalised as far as the limitations of the game will permit4 ,the overplay finished1 the cards are gathered1 shuffled1 cut1 and dealt afresh1 ,east now having the original lead4 ,it must be remembered that the deal can never be lost1 and that no matter what happens1 the player whose proper turn it is to deal must do so4 ,,numbering ,,hands4 ,the hands simultaneously played are scored under the same number1 but distinguished by the number of the table at which they are first dealt4 ,each pair of partners in a team play two ,no4 #a hands1 in one of which they are ,n ,s2 in the other ,e ,w4 ,,scoring4 ,the result of the hand is entered upon the score sheets1 which the opposing players at each table should then compare1 and turn them face down1 leaving them on the table when they change places4 ,let us suppose the ,n ,s partners of the ,o team to make #g tricks at table ,no4 #a2 the ,e ,w partners of the ,x team making #f4 ,each pair enters on its own score-card the number it makes4 ,the ,e ,w partners of the ,o team now come to table ,no4 #a1 and play the #bf cards which the other members of their team did not hold4 ,they are not permitted to look at the score-card until the hand has been overplayed4 ,then they enter the result1 which should be #f tricks4 ,if the total of the tricks taken by the same team on the ,n ,s and the ,e ,w hands is not #ac1 it must be a loss or a gain4 ,at the end of the #bd hands1 the result of the match can be immediately ascertained by laying side by side the score cards of the ,east and ,west hands played at the same table4 ,the ,north and ,south scores are not compared1 because the laws say they may be incorrect1 but the ,east and ,west must be1 officially1 right4 ,we give on the two preceding pages an illustration of the full score of a match4 ,the check marks in the #fth column show that the ,n ,s players compared the score with the ,e ,w before turning down their cards4 ,the figures in the #bnd column are the gains on the various hands4 ,the figures in the #gth column show which of the four players whose names appear at the top of the score-card were partners for that series of hands4 ,the result shows that the ,o team had a majority of one trick at table ,no4 #a1 while the ,x team had a majority of three tricks at table ,no4 #b1 leaving them the winners of the match by two tricks4 ,if sixteen players were engaged1 it would be necessary to institute a similar comparison between each set of tables1 and there would be sixteen score-cards to compare1 two at a time1 instead of four4 ,,team ,,against ,,team4 ,the methods just described for a match of club against club are identical with those which are used in a contest between two teams of four2 the only difference being that of proportion4 ,in the latter case there will be only one set1 of two tables1 and only four score-cards to compare4 ,the change of partners should be exhaustive in team matches2 which will require six sets4 ,,teams ,,against ,,teams4 ,when several quartette teams compete with one another1 ,howell's system of arrangement will be found the best4 ,there are two methods2 for odd and for even numbers of teams4 ,odd ,numbers of ,teams4 ,this is the simplest form of contest4 ,let us suppose five teams to offer for play1 which we shall distinguish by the letters1 a1 b1 c1 d1 e1 arranging each at its own table thus3-- ,n a b c d e ,w ,e a #a a b #b b c #c c d #d d e #e e ,s a b c d e ,illustration3 --------------------------------- --------------------------------- ,,manhattan ,,whist ,,club ,,manhattan ,,whist ,,club ,table ,no #a ,may #f #ahie ,table ,no #a ,may #f #ahie ,o ,team ,x ,team #a ,chinery #c ,bullock #a ,d4 ,jones #c ,m4 ,boyce #b ,lewis #d ,izard #b ,e4 ,wilson #d ,h4 ,jones --------------------------- --------------------------- ,e-,w,gain,trump,,hand,n-,s,check ,e-,w,gain,trump,,hand,n-,s,check --------------------------- --------------------------- #f ,,dk #a #g #f ,,dk #a #g #h ,h#g #b #d #ab #i #a ,h#g #b #e #cd #b ,,hj #c #i #d #b ,,hj #c #aa #f #a ,s#d #d #h --- #e ,s#d #d #g --- #c ,s#i #e #aj #c ,s#i #e #aj #h #a ,d#c #f #f #ac #g ,d#c #f #e #bd #aj #a ,c#e #g #d #i ,c#e #g #c #h ,,hq #h #d --- #i #a ,,hq #h #e --- #e #a ,,dk #i #i #d ,,dk #i #h #d #a ,,sa #aj #aj #ad #c ,,sa #aj #i #ad #g ,s#c #aa #e #h #a ,s#c #aa #f #aa #a ,c#b #ab #c --- #aj ,c#b #ab #b --- --- #ac --- #ac #f #ad #e #ad c c --------------------------- --------------------------- ,illustration3 --------------------------------- --------------------------------- ,,manhattan ,,whist ,,club ,,manhattan ,,whist ,,club ,table ,no #b ,may #f #ahie ,table ,no #b ,may #f #ahie ,o ,team ,x ,team #a ,chinery #c ,bullock #a ,d4 ,jones #c ,m4 ,boyce #b ,lewis #d ,izard #b ,e4 ,wilson #d ,h4 ,jones --------------------------- --------------------------- ,e-,w,gain,trump,,hand,n-,s,check ,e-,w,gain,trump,,hand,n-,s,check --------------------------- --------------------------- #e #a ,,cj #a #i #d ,,cj #a #h #h ,s#c #b #e #ab #h ,s#c #b #e #cd #e #b ,,ca #c #aj #c ,,ca #c #h #g ,,hq #d #f --- #g ,,hq #d #f --- #aj #c ,d#d #e #f #g ,d#d #e #c #aj ,d#g #f #b #ac #aa #a ,d#g #f #c #bd #d ,c#f #g #g #f #b ,c#f #g #i #e ,s#d #h #g --- #f #a ,s#d #h #h --- #a ,c#g #i #aa #b #a ,c#g #i #ab #h ,s#d #aj #b #ad #aa #c ,s#d #aj #e #ad #i ,d#c #aa #d #i ,d#c #aa #d #d ,,dq #ab #h --- #e #a ,d#b #ab #i --- --- #ac --- #ac #f #ad #i #ad c c --------------------------- --------------------------- ,the names of the ,n ,s and the ,e ,w members of each team should first be entered on the score-cards2 then all the ,n ,s players move to the next table ,east2 those at table #e going to table #a2 and each table dealing and playing four hands1 afterwards putting them away in trays4 e a b c d a #a a b #b b c #c c d #d d e #e e e a b c d ,hands3--#a to #d #e to #h #i to #ab #ac to #af #ag to #bj ,the peculiarity of this system is in the movement of the trays2 those at the middle table always going to the extreme ,west of the line1 the others moving up as many tables at a time as may be necessary to follow them4 ,in this instance the trays at table #c go to #a1 all others moving up two tables4 ,at the same time the ,n ,s players all move one table further ,east1 bringing about this position3-- #bnd set4 d e a b c a #a a b #b b c #c c d #d d e #e e d e a b c ,hands3--#i to #ab #ac to #af #ag to #bj #a to #d #e to #h ,this movement of the trays and players is continued for two more sets1 which completes the round3-- #crd set4 c d e a b a #a a b #b b c #c c d #d d e #e e c d e a b ,hands3--#ag to #bj #a to #d #e to #h #i to #ab #ac to #af #dth set4 b c d e a a #a a b #b b c #c c d #d d e #e e b c d e a ,hands3--#e to #h #i to #ab #ac to #af #ag to #bj #a to #d ,if we now take any two of the teams engaged1 a and d for instance1 we shall find that the ,e ,w a and the ,n ,s d pairs of those teams have played hands #i to #ab at table #a1 in the #bnd set2 and that ,n ,s a and ,e ,w d pairs have overplayed the same hands at table #d1 in the #crd set2 so that we have really been carrying out a number of matches simultaneously1 between five teams of four players each4 ,if there are #e1 #g1 #i or #aa tables in play1 the movement of the trays must be #b1 #c1 #d or #e tables at a time2 but the movement of the players remains the same2 one table at a time1 in the direction opposite to the trays4 ,gilman's ,system4 ,another method1 recommended by ,charles ,f4 ,gilman1 of ,boston1 which prevents any possibility of players giving hints to their friends as they pass the trays1 is to have each team play at its own table first1 so as to get an individual score4 ,the ,e ,w players then move to the next table but one1 in either direction1 going from #aa to #i2 from #i to #g1 etc41 the ,n ,s players sitting still4 ,this movement is continued until the ,e ,w players have gone twice round4 ,the trays move in the same direction as the players1 but only one table at a time2 going from #aa to #aj1 #i to #h1 etc4 ,this brings about the same result as the ,howell's system4 ,even ,numbers of ,teams4 ,the present method of arranging even numbers of teams is also ,gilman's2 but it requires considerable care in the movement of the trays1 because half of them lie idle during each round1 which is the same as skipping a table in other methods4 ,suppose we have ten tables1 arranged in two rows thus1 with a team of four players at each3 #a #b #c #d #e #f #g #h #i #aj ,taking #cj deals as the number to be played1 we place trays ,no4 #a1 #b1 #c1 to be played and overplayed by tables #a and #f1 which are opposite each other in the rows4 ,trays #d1 #e1 #f1 we lay aside4 ,trays #g1 #h1 #i1 are to be played and overplayed by tables #b and #g2 while #aj1 #aa1 #ab1 are laid aside1 and so on until we get to tables #e and #aj1 which play and overplay trays #be1 #bf1 #bg4 ,the easiest way to manage this is to give tray ,no4 #b to table #f1 while tray #a is at table #a1 and then to let table #a take tray #b1 while table #f plays tray #c4 ,then table #a will get tray #c1 while table #f overplays tray #a4 ,this will make all the trays come in numerical order to table #a1 and will act as a check4 ,the play of the first round1 three deals1 finished1 the ,e ,w players all move one table1 #b going to #a1 #c to #b1 etc4 ,the umpire now brings into play the trays that were idle1 giving trays #d1 #e1 #f1 to tables #a and #f2 trays #aj1 #aa1 #ab1 to tables #b and #g1 and so on down the line1 all the trays that were used in the first round lying idle4 ,again the players move1 and now table #a gets the #g1 #h1 #i1 set of trays to overplay with table #f1 and so on2 so that all the sets move up a table after each intervening round1 and table #a will get all the trays from #a to #cj in order4 ,,scoring4 ,in both the foregoing systems1 each pair should have its own score-card1 and should mark the name of the team it plays against for each series of four hands4 ,these score-cards are more for private reference than anything else in tournaments2 because there is always a professional scorer1 for whose use small slips are filled out and collected from the tables at the end of each round4 ,the winner is the team that wins the most matches2 not the one that gains the most tricks4 ,in case of ties1 the number of tricks won must decide4 ,if the number of tricks taken by each side is a tie in any match1 the score is marked zero1 and each team counts half a match won4 ,we give an illustration of the final score in a match between five teams4 ,the c and d teams are tied for a second place in the number of matches2 but the c team takes third place1 because it has lost one more trick than the d team4 ,the b and c teams score a half match2 so do the c and e teams4 ,illustration3 -------------------------------------- ,teams a b c d e ,matches,tricks -------------------------------------- a #e -#a #a #d #c #i -------------------------------------- b -#e #j -#a #b #a -#d -------------------------------------- c #a #j -#b #j #b -#a -------------------------------------- d -#a #a #b -#b #b #j -------------------------------------- e -#d -#b #j #b #a -#d -------------------------------------- ,,pair ,,against ,,pair4 ,this is the most interesting form of competition1 especially for domestic parties1 as the arrangement of the players will allow of great latitude in the number engaged1 table after table being added as long as players offer to fill them4 ,two ,pairs4 ,when only four players are engaged at a single table1 the game is called ,memory ,duplicate2 which is forbidden in all first-class clubs4 ,the players retain their seats until they have played an agreed number of hands1 which are laid aside one by one in trays4 ,no trump is turned in ,memory ,duplicate2 one suit being declared trumps for the entire sitting4 ,instead of the players changing positions for the overplay1 the trays are reversed4 ,if the indicators pointed ,n ,s on the original deals1 they must lie ,e ,w for the overplay4 ,illustration3 ,a ,a --------- --------- ,b ,b ,b ,,de --- ,b ,,al ,,dealer ,,er --------- --------- ,a ,a ,,original ,,position ,,of ,,trays4 ,,position ,,for ,,overplay4 ,scoring4 ,the ,e ,w hands only are scored1 the card being laid aside after the original play is completed1 and a new card used for the overplay4 ,the difference in the totals of these two sets of score-cards will show which pair gained the most tricks4 ,four ,pairs4 ,these should be arranged at two tables1 changing adversaries after every #h hands4 ,the third set will exhaust the combinations1 and it will then be found that each pair has played and overplayed an equal number of hands against every other pair4 #ast set #bnd set #crd set b c d a a a a a a b c d ,hands3--#a to #h #i to #af #ag to #bd d b c c c d d b b d b c ,four hands are dealt at each table in each set1 and then exchanged4 ,the trump card is turned for every original deal4 ,scoring4 ,each pair carries its own score-card with it from table to table1 until the #bd hands have been played4 ,the #gth column is used to designate the pair played against4 ,the pairs at the second table should begin scoring with hands ,nos4 #e1 #ac and #ba respectively2 as they will presently receive from the first table the series beginning #a1 #i and #ag respectively4 ,eight hands complete a match1 and the result must be tabulated in the same manner as for teams of four1 ties being decided by the majority of tricks won4 ,we give an example4 ,illustration3 ---------------------------------------- ,pairs a b c d ,matches ,tricks ---------------------------------------- a #c -#b #e #b #f --------------------------------- b -#c #d -#a #a #j --------------------------------- c #b -#d -#b #a -#d --------------------------------- d -#e #a #b #b -#b ---------------------------------------- ,the a pair wins the tie with d1 being #f tricks plus4 ,six ,pairs4 ,this is a very awkward number to handle1 and should be avoided if possible4 ,the whole could be played at three tables simultaneously2 but such a course would necessitate their changing places ten times1 following a very complicated schedule in so doing4 ,the simplest way to handle six pairs is to arrange them at three tables1 two of which are constantly in play1 the third only half the time4 ,this is the first position3-- b d f a #a a c #b c e #c e b d f ,tables #a and #b deal and play two hands each1 and then exchange trays with each other4 ,at table #c1 two hands are dealt and played1 both being left in the trays4 ,the players at tables #a and #b then change adversaries2 dealing1 playing and exchanging two fresh hands4 ,the players at the third table remain idle1 or look on4 c d f a #a a b #b b e #c e c d f ,hands #e and #f played and exchanged4 ,none4 ,the b and c pairs now give way to e and f3-- e d b a #a a f #b f c #c c e d b ,hands #g and #h played and exchanged4 #c and #d4 ,while tables #a and #b are playing two fresh hands1 the trays containing hands ,nos4 #c and #d which were left at table #c are overplayed by the b and c pairs1 which makes a match between them and the e and f pairs4 ,again the pairs at the first two tables change adversaries2 dealing1 playing and exchanging two more hands2 the third table remaining idle4 f d b a #a a e #b e c #c c f d b ,hands #i and #aj played and exchanged4 ,none4 ,the pairs a and d now give way to b and c1 and the b c e f pairs play two hands and exchange them2 then change adversaries for two more hands2 a and d remaining idle all the time4 ,all the pairs have now been matched but a and d1 and they take seats ,e ,w at two tables1 the ,n ,s positions being filled up by any of the other players in the match4 any any a #a a d #b d any any ,no notice is taken of the scores made by the ,n ,s hands in the last set2 as it is simply a match between the a and d pairs4 ,scoring4 ,each pair against each is considered a match1 and the winner of the most matches wins1 tricks deciding ties4 ,compass ,whist4 ,when we come to handle large numbers1 the changes of position become too complicated1 and the simplest plan is to arrange them at as many tables as they will fill1 and to place on each table an equal number of trays4 ,at the ,knickerbocker ,whist ,club1 ,new ,york1 which is still famous for its compass games1 they play a minimum of #bd trays1 or get as near that number as possible4 ,if there are #ad tables1 they play two deals at each4 ,if there are only #aj tables1 they play #cj trays4 ,all the ,n ,s players sit still1 and at the end of each round1 two or three deals as the case may be1 all the ,e ,w players move up one table1 #b going to #a1 #c to #b1 etc4 ,each pair keeps its own score card1 on which is put down the number of the tray1 the number of the pair played against1 which is always the number of the table at which they started2 one of the pairs remaining there being ,no4 #c ,n ,s1 the other moving away1 being ,no4 #c ,e ,w4 ,each pair adds up its score card at the end1 and puts down the total number of tricks they have won4 ,the names of the players having been previously written on the blackboard1 their scores are put down opposite their names1 each side1 ,n ,s and ,e ,w1 is then added up in order to find the average1 and all scores above average are plus1 while all below average are minus4 ,the following is an example of the averaging of a game in which five tables took part1 playing #cj deals3-- ,n ,s ,e ,w a #bja -#f f #ahi #f b #bjd -#c g #ahf #c c #baa #d h #agi -#d d #bjg j #ahc e #bab #e k #agh -#e --------------- --------------- #e #ajce #e #iae ---- --- ,aver4 #bjg1 ,n ,s4 ,aver4 #ahc1 ,e ,w4 ,the e and f pairs make the best scores ,n ,s and ,e ,w respectively2 the f pair1 having won the greatest number of tricks above the average of the hands1 would be the winners4 ,howell ,pair ,system4 ,a very popular system of managing pairs in club games1 and also in the national tournaments for the ,minneapolis trophy1 is called the ,howell ,pairs4 ,indicator cards are placed on the tables1 which show each player the number of the table and the position at that table to which he should move next4 ,sometimes he will sit ,n1 sometimes ,s1 and sometimes ,e or ,w1 but he always finds his partner opposite him1 and at the end of the game he will have had every other pair in the game for an adversary once1 and will have played all the hands dealt4 ,a different set of indicator cards is required for every different number of tables in the game4 ,they are the invention of the late ,e4,c4 ,howell of ,washington1 ,d4,c41 and have been arranged for any number of pairs from four to thirty-four4 ,,individuals4 ,when four play memory duplicate1 one of the four1 usually ,s1 retains his seat and keeps the score1 the others changing places right and left alternately1 each playing with ,s as a partner for #h hands4 ,these changes successively bring about the three following positions3-- c b a a b a c c b ,s ,s ,s ,hands3--#a to #d #e to #h #i to #ab ,for the overplay1 the trays are reversed1 the hands originally dealt ,n ,s being placed ,e ,w2 but the players continue to change right and left alternately4 ,this brings the same partners together1 but on different sides of the table4 c b a b a c a c b ,s ,s ,s ,hands3--#a to #d #e to #h #i to #ab ,scoring4 ,the names of the four players should be written at the head of each score-card1 and as there is no trump turned in memory duplicate1 the third and seventh columns can both be used for the numbers of the players that are partners1 and the sixth column for the ,n ,s gains4 ,when the match is finished1 a tabulation of the tricks lost or won by each player will readily show which is the winner4 ,in the illustration which we give1 ,no4 #c finishes plus #f2 ,no4 #d plus #b2 ,no4 #a minus #d2 and ,no4 #b minus #d4 ,illustration3 ,,manhattan ,,whist ,,club ,table ,no4 #ca ,may #ahif #a4 ,chinery #c4 ,bullock #b4 ,lewis #d4 ,izard ---------------------------------------- ---- ,e-,w ,gain ,part's ,,hand ,n-,s ,gain ,part's ---------------------------------------- ---- #h #a #aj #b ------------------- ------------------- #d #a #b #b #e #a #c #d ------------------- ------------------- #f #a -#d #c #e #d ------------------- ------------------- #c #d #e #b ----- ----- #g #e #h #a ------------------- ------------------- #f #b #a #c #f #d #b #d ------------------- ------------------- #c #a #g #d #a -#a ------------------- ------------------- #aj #a #h #i ----- ----- #e #i #f #a ------------------- ------------------- #i #a #d #aj #aj #a #b #c ------------------- ------------------- #aj #b -#a #aa #h #a ------------------- ------------------- #b #ab #c #a ---------------------------------------- ------ ,summary #a to #d #e to #h #i to #ab ,total ---------------------------------------- ------ ,no #a -#d #a -#a -#d ------------------------------------ #b -#d -#a #a -#d ------------------------------------ #c #d #a #a #f ------------------------------------ #d #d -#a -#a #b ---------------------------------------- ------ ,it must be remembered that the hands which are here scored ,n ,s1 in the #eth column1 were ,e ,w when originally dealt2 so that the #ast and #eth columns are really the same hands4 ,the score-card should be folded down the middle during the overplay1 so that the original scores cannot be seen4 ,it is even better to use a new card4 ,foster's ,system of playing two pairs at one table1 which was used at all the matches for the ,utica ,trophy1 in which one pair from a club challenged the pair that held the trophy for another club1 consisted in having an umpire to transpose the suits between the original and the overplay of the deals4 ,the trays containing the hands were sent in to the umpire's room1 and he had an extra pack of cards1 from which he duplicated each hand of thirteen cards as he took it out of the pocket to which it belonged1 but changed the suits1 making clubs trumps instead of hearts1 etc4 ,this system was found to do away with the memory part of the game1 it being very difficult to recognize a hand unless it had some startling feature4 ,coupled with the present practice of throwing out all hands in which there is found to be a suit of more than six cards1 and dealing it over again1 ,foster's system for two pairs is the best so far suggested4 ,eight ,individuals4 ,this form of contest is seldom used1 because players dislike the continual changing of position1 and the delay in arriving at the results of the score4 ,it would require seven sets to exhaust the combinations2 and at each table two hands should be dealt1 played1 and exchanged with the other table in the set1 before the players change positions4 ,this would require #bh hands to complete the match4 ,safford's ,system for arranging the players is to have indicator cards on the tables3-- ,illustration3 ,n ,n --------- --------- #d #c ,w#h #g;,e ,w#a #e;,e #f #b --------- --------- ,s ,s ,the players take their seats in any order for the first set2 after which they go to the next higher number2 #h keeping his seat1 and #g going to #a4 ,scoring4 ,each individual must keep his own score1 adding up the total tricks taken in each set of four hands4 ,these totals must then be compared with those of the player occupying the same position1 ,n1 ,s1 ,e1 or ,w1 at the other table in the set2 and it will save time in the end if these are tabulated at once1 on a sheet prepared for the purpose4 ,for instance3 ,let this be the arrangement of eight players in the first set3-- b f a #a c ,hands #a to #d4 e #b g d h ,if a and c take #cd tricks ,e ,w2 e and g taking only #cj with the same cards1 either a and c must have gained them1 or e and g must have lost them4 ,it is a waste of time to put down both losses and gains1 and all that is necessary is to call the top score zero1 and charge all players with the loss of as many tricks as their total is short of the top score4 ,in this case we charge e and g with a loss of #d each4 ,it must be obvious that f and h have also made #d more tricks than b and d2 and that the latter must be charged with a loss of #d on the same hands that e and g lose on4 ,we give as an illustration a sheet balanced in this way1 showing the losses of the various players4 ,the totals at the end of the match show that c is the winner1 losing less tricks than any other player4 ,illustration3 --------------------------------------- ,players a b c d e f g h --------------------------------------- ,set #a - #d - #d #d - #d - -------------------------------- #b - #b - #b - #b - #b -------------------------------- #c #e #e - - - - #e #e -------------------------------- #d #a - - #a #a - - #a -------------------------------- #e - - #c #c - - #c #c -------------------------------- #f - - - - #c #c #c #c -------------------------------- #g #d - - #d - #d #d - --------------------------------------- ,totals #aj #aa #c #ad #h #i #ai #ad --------------------------------------- ,large ,numbers of ,individuals4 ,several ingenious methods have been devised for handling large numbers of players1 especially in domestic parties2 ,safford and ,mitchell having both distinguished themselves in this line4 ,the simplest form has been suggested by ,mitchell1 and is especially adapted for social gatherings of ladies and gentlemen4 ,as many tables as possible are filled2 all the ladies sitting ,n ,e2 the gentlemen ,s and ,w4 ,illustration3 ,,lady ,l --------- --------- ,n ,n ,,gentleman,w ,e,,lady ,g,w ,e,l ,s ,s --------- --------- ,,gentleman ,g ,the number of hands dealt at each table must be adjusted to the number of tables filled1 and the time to be devoted to play4 ,the trays containing the hands are passed to the ,west1 and all the gentlemen move one table to the ,east1 the ladies sitting still4 ,in all the changes each gentleman keeps to his original point of the compass1 ,south or ,west4 ,when he arrives at the table he started from1 the round is finished4 ,if an odd number of tables are engaged in play1 the changes may take place in regular order to the end4 ,if even1 a dummy must be put in2 but as that is objectionable in a social gathering1 it is better to adopt one of the two systems following1 unless half the number of tables is an odd number1 when the method already described may be used4 #ast ,method4 ,some table in the series1 which must not be either the first or the last1 deals no original hands1 but overplays all the hands coming from the other tables to the ,east of it4 ,the four players sit still1 taking no part in the progression2 thus obliging those whose turn it would be to play at their table to pass on to the next4 #bnd ,method4 ,each gentleman should carefully note the number of the hand originally dealt at the table from which he starts4 ,he progresses until he meets this hand again4 ,the first to observe this should give notice to the company by a bell tap1 as all the gentlemen must meet their original hands at the same time4 ,instead of stopping at the table at which this tray is encountered1 all the gentlemen move on to the next1 leaving the trays as they are4 ,this skip enables each to finish the round without playing any of the hands twice4 ,scoring4 ,there must be four winners2 the ladies with the best scores for the ,n ,e hands respectively1 and the gentlemen with the best ,s ,w scores4 ,if a choice is necessary1 the lady and the gentleman taking the greatest number of tricks above the average should be selected as the winners4 ,,married ,,couples4 ,safford has an ingenious schedule for eight married couples1 so arranged in two sets that no husband and wife are ever in the same set at the same time4 ,when seven sets have been played1 every lady will have overplayed four hands against every other lady and gentleman1 including four held by her husband4 ,the same will be true of every man4 ,indicators are placed on the tables to show players their successive positions4 ,the numbers represent the husbands1 and the letters the wives1 the couples being a-#a1 b-#b1 etc4 ,the couple a-#a always sit still2 the ladies go to the next higher letter of the alphabet1 and the men to the next higher number2 h going to b1 as a sits still2 and #h to #b4 ,illustration3 ,n ,n ,n ,n ----- ----- ----- ----- #f #c f c ,wa #a #b;,e ,wd #b #h;,e ,w#a #c b,e ,w#d #d h,e g e #f #e ----- ----- ----- ----- ,s ,s ,s ,s ,one hand is dealt at each table1 and overplayed at each of the others4 ,a different point of the compass should deal at each table1 in order to equalise the lead4 ,scoring4 ,the score of each four hands should be added up by each individual player1 and the results tabulated at the end of every four hands1 in the manner described for eight individuals4 ,the winner is the player who loses the fewest tricks4 ,this is the only known system for deciding whether or not a man can play whist better than his wife4 ,,progressive ,,duplicate ,,whist is the generic name by which those systems of duplicate are known in which the purpose is to have as many as possible of the players meet one another during the progress of the match4 ,most of the systems we have been describing belong to this class4 99 99 99 99 99 ,there are at present only two works on ,duplicate ,whist2 but a number of articles on the subject may be found in 8,whist40 ,duplicate ,whist2 by ,john ,t4 ,mitchell1 #ahif4 ,foster's ,duplicate ,whist2 #ahid4 ,whist2 ,jan41 #ahib2 ,jan41 #ahid2 ,aug41 #ahid2 ,oct41 #ahid2 ,jan41 #ahie3 ,mar41 #ahie2 ,may1 #ahie2 ,july1 #ahie2 ,oct41 #ahie4 ,,the ,,laws ,,of ,,duplicate ,,whist4 ,the ,laws of ,duplicate ,whist as ,amended and ,adopted at the ,whist ,congress1 ,niagara ,falls1 ,new ,york1 ,july1 #aijj2 as amended at the ,twelfth ,congress1 ,june1 #aijb2 as amended at the ,thirteenth ,congress1 ,july1 #aijc2 ,fourteenth ,a4,w4,l4 ,congress1 ,july1 #aijd2 ,fifteenth ,congress1 ,july1 #aije2 ,sixteenth ,congress1 ,july1 #aijf2 ,twentieth ,congress1 ,july #aiaj4 ,,definitions4 ,the words and phrases used in these laws shall be construed in accordance with the following definitions unless such construction is inconsistent with the context3 7a7 ,the thirteen cards received by any one player are termed a 8hand40 7b7 ,the four hands into which a pack is distributed for play are termed a 8deal20 the same term is also used to designate the act of distributing the cards to the players4 7c7 ,a 8tray0 is a device for retaining the hands of a deal and indicating the order of playing them4 7d7 ,the player who is entitled to the trump card is termed the 8dealer10 whether the cards have or have not been dealt by him4 7e7 ,the first play of a deal is termed 8the original play20 the second or any subsequent play of such deal1 the 8overplay40 7f7 8,duplicate ,whist0 is that form of the game of whist in which each deal is played only once by each player1 and in which each deal is so overplayed as to bring the play of teams1 pairs of individuals into comparison4 7g7 ,a player 8renounces0 when he does not follow suit to the card led2 he 8renounces in error0 when1 although holding one or more cards of the suit led1 he plays a card of a different suit2 if such renounce in error is not lawfully corrected it constitutes a 8revoke40 7h7 ,a card is 8played0 whenever1 in the course of play1 it is placed or dropped face upwards on the table4 7i7 ,a trick is 8turned and quitted0 when all four players have turned and quitted their respective cards4 ,,law ,i4--,,shuffling4 ,,sec4 #a4 ,before the cards are dealt they must be shuffled in the presence of an adversary or the umpire4 ,,sec4 #b4 ,the pack must not be so shuffled as to expose the face of any card2 if a card is so exposed the pack must be reshuffled4 ,,law ,,ii4--,,cutting ,,for ,,the ,,trump4 ,,sec4 #a4 ,the dealer must present the cards to his right hand adversary to be cut2 such adversary must take from the top of the pack at least four cards and place them toward the dealer1 leaving at least four cards in the remaining packet2 the dealer must reunite the packets by placing the one not removed in cutting upon the other4 ,if1 in cutting or in reuniting the separate packets1 a card is exposed1 the pack must be reshuffled and cut again2 if there is any confusion of the cards or doubt as to the place where the pack was separated1 there must be a new cut4 ,,law ,,iii4--,,dealing4 ,,sec4 #a4 ,when the pack has been properly cut and reunited1 the cards must be dealt1 one at a time1 face down1 from the top of the pack1 the first to the player at the left of the dealer1 and each successive card to the player at the left of the one to whom the last preceding card has been dealt4 ,the last1 which is the trump card1 must be turned and placed face up on the tray1 if one is used2 otherwise1 at the right of the dealer4 ,,sec4 #b4 ,there must be a new deal-- 7a7 ,if any card except the last is faced or exposed in any way in dealing2 7b7 ,if the pack is proved incorrect or imperfect2 7c7 ,if either more or less than thirteen cards are dealt to any player2 7d7 ,if1 after the first trick has been turned and quitted on the original play of a deal1 one or more cards are found to have been left in the tray4 ,,law ,,iv4--,,the ,,trump ,,card4 ,,sec4 #a4 ,the trump card and the number of the deal must be recorded1 before the play begins1 on a slip provided for that purpose1 and must not be elsewhere recorded4 ,such slip must be shown to an adversary1 then turned face down and placed in the tray1 if one is used4 ,,sec4 #b4 ,the dealer must leave the trump card face up until it is his turn to play to the first trick2 he must take the trump card into his hand and turn down the trump slip before the second trick is turned and quitted4 ,,sec4 #c4 ,when a deal is taken up for overplay1 the dealer must show the trump slip to an adversary1 and thereafter the trump slip and trump card shall be treated as in the case of an original deal4 ,,sec4 #d4 ,after the trump card has been lawfully taken into the hand and the trump slip turned face down1 the trump card must not be named nor the trump slip examined during the play of the deal2 a player may1 however1 ask what the trump suit is4 ,,sec4 #e4 ,if a player unlawfully looks at the trump slip1 his highest or lowest trump may be called2 if a player unlawfully names the trump card1 or unlawfully shows the trump slip to his partner1 his partner's highest or lowest trump may be called4 ,,sec4 #f4 ,these penalties can be inflicted by either adversary at any time during the play of the deal in which they are incurred before the player from whom the call can be made has played to the current trick2 the call may be repeated at each or any trick until the card is played1 but cannot be changed4 ,,sec4 #g4 ,when a deal has been played the cards of the respective players1 including the trump card1 must be placed in the tray face down and the trump slip placed face up on top of the dealer's cards4 ,,sec4 #h4 ,if on the overplay of a deal1 the dealer turns a trump card other than the one recorded on the trump slip1 and such error is discovered and corrected before the play of the deal is commenced1 the card turned in error is liable to be called4 ,,sec4 #i4 ,if such error is not corrected until after the overplay has begun and more than two tables are engaged in play1 the players at that table shall take the average score for the deal2 if less than three tables are in play there must be a new deal4 ,,sec4 #aj4 ,should a player record on the trump slip a different trump from one turned in dealing and the error be discovered at the next table1 there must be a new deal4 ,if the deal has been played at one or more tables with the wrong trump1 the recorded trump must be taken as correct and the players at the original table take the average score for the deal2 if less than three tables are in play1 there must be a new deal4 ,,sec4 #aa4 ,by the unanimous consent of the players in any match1 a trump suit may be declared and no trump turned4 ,,law ,v4--,,irregularities ,,in ,,the ,,hand4 ,,sec4 #a4 ,if1 on the overplay1 a player is found to have more than his correct number of cards or the trump card is not in the dealer's hand1 or any card except the trump card is so faced as to expose any of the printing on its face1 and less than three tables are engaged1 there must be a new deal4 ,if more than two tables are in play1 the hands must be rectified and then passed to the next table2 the table at which the error was discovered must not overplay the deal but shall take the average score4 ,,sec4 #b4 ,if after the first trick has been turned and quitted on the overplay of a deal1 a player is found to have less than his correct number of cards1 and the others have their correct number1 such player shall be answerable for the missing card or cards and for any revoke or revokes which he has made by reason of its or their absence4 ,,law ,,vi4--,,playing1 ,,turning ,,and ,,quitting ,,the ,,cards4 ,,sec4 #a4 ,each player when it is his turn to play1 must place his card face up before him and towards the center of the table and allow it to remain in this position until all have played to the trick1 when he must turn it over and place its face down and nearer to himself1 placing each successive card as he turns it1 so that it overlaps the last card played by him and with the ends towards the winners of the trick4 ,after he has played his card and also after he has turned it1 he must quit it by removing his hand4 ,,sec4 #b4 ,the cards must be left in the order in which they were played and quitted until the scores for the deal are recorded4 ,,sec4 #c4 ,during the play of a deal a player must not pick up or turn another player's card4 ,,sec4 #d4 ,before a trick is turned and quitted any player may require any of the other players to show the face of the card played to that trick4 ,,sec4 #e4 ,if a player names a card of a trick which has been turned and quitted or turns or raises any such card so that any portion of its face can be seen by himself or his partner he is liable to the same penalty as if he had led out of turn4 ,,law ,,vii4--,,cards ,,liable ,,to ,,be ,,called4 ,,sec4 #a4 ,the following cards are liable to be called3 7a7 ,every card so placed upon the table as to expose any of the printing on its face1 except such cards as these laws specifically provide1 shall not be so liable4 7b7 ,every card so held by a player as to expose any of the printing on its face to his partner or to both of his adversaries at the same time4 7c7 ,every card1 except the trump card1 named by the player holding it4 ,,sec4 #b4 ,if a player says4 8,i can win the rest10 8,the rest are ours10 8,it makes no difference how you play10 or words to that effect1 or if he plays or exposes his remaining cards before his partner has played to the current trick1 his partner's cards must be laid face up on the table and are liable to be called4 ,,sec4 #c4 ,all cards liable to be called must be placed face up on the table and so left until played4 ,a player must lead or play them when lawfully called1 provided he can do so without revoking2 the call may be repeated at each or any trick until the card is played4 ,a player cannot1 however1 be prevented from leading or playing a card liable to be called2 if he can get rid of it in the course of a play no penalty remains4 ,,sec4 #d4 ,the holder of a card liable to be called can be required to play it only by the adversary on his right4 ,if such adversary plays without calling it1 the holder may play to that trick as he pleases4 ,if it is the holder's turn to lead1 the card must be called before the preceding trick has been turned and quitted1 or before the holder has led a different card2 otherwise he may lead as he pleases4 ,,law ,,viii4--,,leading ,,out ,,of ,,turn4 ,,sec4 #a4 ,if a player leads when it is the turn of an adversary to lead1 and the error is discovered before all have played to such lead1 a suit may be called from him or from his partner1 as the case may be1 the first time thereafter it is the right of either of them to lead4 ,the penalty can be enforced only by the adversary on the right of the one from whom a lead can lawfully be called1 and the right thereto is lost unless such adversary calls the suit he desires led before the first trick won by the offender or his partner subsequent to the offence is turned and quitted4 ,,sec4 #b4 ,if a player leads when it is his partner's turn and the error is discovered before all have played to such lead1 a suit may at once be called from the proper leader by his right-hand adversary4 ,until the penalty has been exacted1 waived or forfeited1 the proper leader must not lead2 should he so lead1 the card led by him is liable to be called4 ,,sec4 #c4 ,if a player when called on to lead a suit has none of it1 he may lead as he pleases4 ,,sec4 #d4 ,if all have not played to a lead out of turn when the error is discovered1 the card erroneously led and all cards played to such lead are not liable to be called1 and must be taken into the hand4 ,,law ,,ix4--,,playing ,,out ,,of ,,turn4 ,,sec4 #a4 ,if the third hand plays before the second1 the fourth hand may also play before the second4 ,,sec4 #b4 ,if the third hand has not played and the fourth hand plays before the second1 the latter may be called upon by the third hand to play his highest or lowest card of the suit led1 and1 if he has none of that suit1 to trump or not trump the trick2 the penalty cannot be inflicted after the third hand has played to the trick4 ,if the player liable to this penalty plays before it has been inflicted1 waived or lost1 the card so played is liable to be called4 ,,law ,x4--,,the ,,revoke4 ,,sec4 #a4 ,a renounce in error may be corrected by the player making it1 except in the following cases1 in which a revoke is established and the penalty therefore incurred3 7a7 ,when the trick in which it occurs has been turned and quitted4 7b7 ,when the renouncing player or his partner1 whether in his right turn or otherwise1 has led or played to the following trick4 ,,sec4 #b4 ,at any time before the trick is turned and quitted a player may ask an adversary if he has any of a suit1 to which such adversary has renounced in that trick1 and can require the error to be corrected in case such adversary is found to have any of such suit4 ,,sec4 #c4 ,if a player1 who has renounced in error1 lawfully corrects his mistake1 the card improperly played by him is liable to be called1 and1 if he be the second or third hand player and his left hand adversary has played to the trick before attention has been called to the renounce1 he may be required by such adversary to play his highest or his lowest card to the trick in which he has renounced1 and shall not play to that trick until such adversary has inflicted or waived the penalty4 ,any player who has played to the trick after the renouncing player1 may withdraw his card and substitute another2 a card so withdrawn is not liable to be called4 ,,sec4 #d4 ,the penalty for a revoke is the transfer of two tricks from the revoking side to their adversaries4 ,if more than one revoke during the play of a deal is made by one side1 the penalty for each revoke1 after the first1 is the transfer of one trick only4 ,the revoking players cannot score more1 nor their adversaries less than the average on the deal in which the revoke occurs2 except that in no case shall the infliction of the revoke penalty deprive the revoking players of any tricks won by them before their first revoke occurs4 ,in ,pair ,matches the score shall be recorded as made1 independently of the revoke penalty1 which shall be separately indicated as plus or minus revoke 78-,r0 for the revoking side1 and 8,r0 for their adversaries74 ,in such matches1 the penalty for a revoke shall not increase the score of the opponents of the revoking players above the maximum1 as made at the other tables1 on the deal in which the revoke occurs2 provided1 however1 that if the opponents win more tricks than such maximum1 independently of the revoke penalty1 their score shall stand as made4 ,nor shall the score of the revoking players be reduced1 by the infliction of the revoke penalty1 below the minimum so made at the other tables until the averages for the match and the relative scores of the other players have been determined2 the score of the revoking players shall then1 if necessary1 be further reduced1 so that in all cases they shall suffer the full penalty as provided in the first paragraph of this section4 ,,sec4 #e4 ,a revoke cannot be claimed if the claimant or his partner has played to the following deal1 or if both have left the table at which the revoke occurred4 ,if the revoke is discovered in season1 the penalty must be enforced and cannot be waived4 ,,sec4 #f4 ,at the end of the play of a deal the claimants of a revoke can examine all of the cards2 if any hand has been shuffled the claim may be urged and proved if possible2 but no proof is necessary and the revoke is established if1 after it has been claimed1 the accused player or his partner disturbs the order of the cards before they have been examined to the satisfaction of the adversaries4 ,,law ,,xi4--,,miscellaneous4 ,,sec4 #a4 ,if any one calls attention in any manner to the trick before his partner has played thereto1 the adversary last to play to the trick may require the offender's partner to play his highest or lowest of the suit led1 and1 if he has none of that suit1 to trump or not to trump the trick4 ,,sec #b4 ,a player has the right to remind his partner that it is his privilege to enforce a penalty and also to inform him of the penalty he can enforce4 ,,sec4 #c4 ,a player has the right to prevent his partner from committing any irregularity1 and for that purpose1 may ask his partner whether or not he has a card of a suit to which he has renounced on a trick which has not been turned and quitted4 ,,sec4 #d4 ,if either of the adversaries1 whether with or without his partner's consent1 demands a penalty to which they are entitled1 such decision is final2 if the wrong adversary demands a penalty or a wrong penalty is demanded1 or either adversary waives a penalty1 none can be enforced except in case of a revoke4 ,,sec4 #e4 ,if a player is lawfully called upon to play the highest or lowest of a suit1 to trump or not to trump a trick1 to lead a suit or to win a trick1 and unnecessarily fails to comply1 he is liable to the same penalty as if he had revoked4 ,,sec4 #f4 ,if any one leads or plays a card1 and then1 before his partner has played to the trick1 leads one or more other cards1 or plays two or more cards together1 all of which are better than any of his adversaries hold of the suit1 his partner may be called upon by either adversary to win the first or any subsequent trick to which any of said cards are played1 and the remaining cards so played are liable to be called4 ,for the ,rules of ,etiquette of ,duplicate ,whist1 see page #he4 ,,single ,,table1 ,,or ,,mnemonic ,,duplicate4 ,the laws of ,duplicate ,whist govern where applicable1 except as follows3 ,each player plays each deal twice1 the second time playing a hand previously played by an adversary4 ,instead of turning the trump1 a single suit may be declared trumps for the game4 ,on the overplay1 the cards may be gathered into tricks instead of playing them as required by law 7,law ,,viii1 ,sec4 #a74 ,in case of the discovery of an irregularity in the hands1 there must always be a new deal4 ,,mnemonic ,,duplicate ,,for ,,more ,,than ,,one ,,table4 ,except a contest played in comparison with a progressive match1 the replaying of the cards by the same players--8up and back10 as it is sometimes called--is the only possible method of approximating to ,duplicate ,whist for one table2 but where eight or more players participate1 this form of the game is extremely undesirable1 from the element of memory entering into the replay and destroying the integrity of the game and its value as a test of ,whist skill4 ,it has been well described as 8a mongrel game--partly ,whist and partly ,dummy1 but lacking in the best features of each40 ,in the early days of ,duplicate ,whist1 ,mnemonic ,duplicate was1 to some extent1 played even when several tables of players were participating4 ,it still survives in a few circles1 chiefly where ,duplicate ,whist has never been tried4 ,it can be played under any of the ,duplicate ,whist schedules by playing them through twice--the second time with the ,north and ,south hands given to the ,east and ,west players1 and vice versa4 ,as each deal is played twice by each pair1 double the time is required to play the same number of deals1 as at ,duplicate ,whist4 ,allowance must be made for this in fixing the number of deals to be played4 ,the ,snow ,system of movement1 where practicable1 is preferable4 ,where the ,howell pair system of movement is used1 the scores do not require 8equating01 as they are equalised on the replay4 ,under other systems1 only the ,north and ,south scores need be kept1 as the comparison can be made quite as readily as by direct comparison of these scores4 ,,dummy4 ,there are three forms of ,dummy3 ,the ,english game1 for three players2 the ,french game1 for three or four3 and the game now generally known as ,bridge1 or ,bridge ,whist4 ,dummy is not recognized in any form by the ,american ,whist ,league1 and there are no ,american ,laws governing it4 ,we shall describe each variety of the game in its turn2 beginning with the ,english4 ,cards4 ,,english ,,dummy1 is played with a full pack of fifty-two cards1 ranking as at whist both for cutting and playing4 ,two packs are generally used4 ,markers are necessary1 and are of the same patterns as those used in whist4 ,players4 ,according to the ,english usage1 ,dummy is played by three persons1 and the table is complete with that number4 ,they cut for partners and for the deal2 the player cutting the lowest card takes dummy for the first rubber2 the one cutting the next lowest takes dummy for the second rubber2 and the one cutting the highest takes it for the last rubber4 ,it is considered obligatory to play three rubbers1 in order that each may have whatever advantage or disadvantage may be supposed to attach to the dummy4 ,the three rubbers so played are called a ,tourne4 ,it is sometimes agreed that one player shall take dummy continuously1 on condition that he concedes to his adversaries one point in each rubber4 ,when this is done1 the largest rubber that the dummy's partner can win is one of seven2 and he may win nothing2 whereas his adversaries may win a rubber of nine1 and must win at least two4 ,this concession of a point is not made1 as many imagine1 because it is an advantage to have the 7dummy7 partner's hand exposed2 but because it is an advantage to have the player's hand concealed4 ,he knows the collective contents of the adversaries' hands2 each of them knows only the contents of dummy's hand and his own4 ,cutting4 ,the player cutting the lowest card has the choice of seats and cards2 but he must deal the first hand for his dummy2 not for himself4 ,the methods of spreading1 cutting1 deciding ties1 etc41 described in connection with whist1 are those employed in dummy4 ,position of the ,players4 ,the players are distinguished1 as at whist1 by the two first and last letters of the alphabet1 and their positions at the table are indicated in the same manner4 ,there is no mark to distinguish the dummy hand2 a defect which is remedied in the ,french system4 ,dealing4 ,at the beginning of a rubber1 dummy's partner presents the pack to his left-hand adversary to be cut1 and deals from right to left1 beginning with the player on his right1 and turning up the last card for dummy's trump4 ,when two packs are used1 there is no rule as to which player shall collect and shuffle the still pack4 ,on this point the ,french rules are very explicit4 ,the general rules with regard to irregularities in the deal are the same as at whist4 ,the cards having been dealt1 it is usual for dummy's partner to take up and sort the dummy first4 ,there are several ways of laying out dummy's hand2 the most common being to run the suits down in rows1 with the turn-up across and to the right of the other trumps1 if any4 ,illustration3 ,trump4 ,,method ,,of ,,spreading ,,dummy',s ,,cards4 ,stakes4 ,the remarks made on this subject in connection with whist apply equally to dummy4 ,dummy's partner must pay to1 or receive from each adversary the amount agreed4 ,method of ,playing4 ,the general method of playing is identical with that of whist1 with the following exceptions3-- ,when it is dummy's turn to play1 his partner selects the card4 ,the ,revoke4 ,for this dummy is not liable to any penalty1 as his adversaries can see his cards4 ,even should the revoke be occasioned by dummy's cards being disarranged1 or one of them covered up1 the adversaries should be as able to detect the error as the partner4 ,should dummy's hand revoke1 it cannot be remedied after the trick in which it occurs has been turned and quitted2 and the game must proceed as if no revoke had occurred4 ,all the penalties for a revoke may be enforced against dummy's partner1 should he renounce in error1 and not correct it in time4 ,there being no ,american laws for dummy1 the ,english penalty of three tricks or three points may be enforced1 and the revoking player cannot win the game that hand4 ,cards ,played in ,error4 ,dummy's partner is not liable to any penalty for cards dropped face upwards on the table1 or two or more played at once1 because it is obvious that ,dummy cannot gain any advantage from such exposed cards4 ,leading out of ,turn4 ,should either dummy or his partner lead out of turn1 the adversaries may call a suit from the one that should have led4 ,it should be noticed that if it was not the turn of either to lead1 there is no penalty2 for neither can have gained any advantage from knowing what suit the other wished to lead1 or from the exposed card4 ,should all have played to the erroneous lead1 the error cannot be corrected1 and no penalty remains4 ,the methods of ,taking ,tricks2 ,scoring2 ,claiming and ,counting ,honours2 ,marking ,rubber ,points1 etc41 are the same as in whist1 and the counters are used in the same manner4 ,cutting ,out4 ,as already observed1 there is no change of partners1 or of the rotation of the deal1 until the completion of a rubber2 but at the beginning of each rubber1 dummy must deal the first hand4 ,should one side win the first two games in any rubber1 the third is not played4 ,at the end of the tourne1 should any player wish to retire1 and another offer to take his place1 the cards must be shuffled and cut as at the beginning2 a player's position in one tourne giving him no rights in the next4 ,there is nothing in the ,english game to recognize that there may be more than three candidates for dummy2 as it is supposed that if four were present1 they would prefer playing whist4 ,suggestions for ,good ,play4 ,as these are equally proper to any form of dummy1 we shall postpone their consideration until we have described the other varieties of the game2 ,french dummy1 and ,bridge2 giving them all at the end of the chapter on 8,bridge40 ,,double ,,dummy4 ,,cards4 ,double ,dummy is played with a full pack of fifty-two cards1 ranking as at whist both for cutting and playing4 ,two packs are generally used4 ,,markers are necessary1 and are of the same description as those used in whist4 ,,players4 ,according to the ,english usage1 double dummy is played by two persons1 and the table is complete with that number4 ,,cutting4 ,the players cut for the deal2 the player cutting the lowest card deals for his dummy first1 and has the choice of sitting to the right or left of his opponent4 ,it is usual to select the seat on the right of the living player1 because it is possible that one may forget whether or not certain cards have been played1 and under such circumstances it is better to lead up to an exposed hand than to one whose contents you are not sure of4 ,the methods of spreading1 cutting1 deciding ties1 etc41 are the same as those employed at whist4 ,,position ,,of ,,the ,,players4 ,it is not usually considered necessary to distinguish the players further than to indicate which hand had the original lead4 ,for this purpose the whist notation is used1 ,a being the leader1 and ,z the dealer4 ,illustration3 ,y --- ,,original ,,leader1 ,a ,b --- ,z ,,dealing4 ,when two packs are used1 the still pack should be shuffled by the non-dealer1 and placed on the left of the player or dummy whose turn it will be to deal next4 ,the general rules with regard to irregularities in the deal are the same as in whist4 ,the cards being dealt1 it is usual to sort the dummy hands first1 running the suits down in rows1 with the turn-up trump across1 and to the right of the others4 ,,stakes4 ,the remarks already made on this subject in connection with whist and dummy1 apply equally to double dummy1 except that there is no double payment2 but each player wins from or loses to his living adversary the unit agreed upon4 ,,method ,,of ,,playing4 ,this so closely resembles dummy as to need no further description4 ,neither dummy can revoke1 and there are no such things as exposed cards1 or cards played in error4 ,it is very common for one player to claim that he will win a certain number of tricks1 and for his adversary to admit it1 and allow him to score them1 without playing the hand out4 ,,leading ,,out ,,of ,,turn4 ,should either of the dummies or the players lead out of turn1 the adversary may call a suit from the one that ought to have led2 but if it was the turn of neither1 there is no penalty4 ,if all four have played to the trick1 the error cannot be corrected1 and no penalty remains4 ,the methods of ,taking ,tricks2 ,scoring2 ,claiming and ,counting ,honours2 ,marking ,rubber ,points1 etc41 are the same as in whist1 and the counters are used in the same manner4 ,,rubbers4 ,if the first two games are won by the same player and his dummy1 the third is not played4 ,tournes are not played1 and the completion of the rubber breaks up the table4 ,,cutting ,,in4 ,the table being complete with two1 at the end of a rubber a new table must be formed4 ,,suggestions ,,for ,,good ,,play4 ,the player should first carefully examine the exposed hands1 and by comparing them with his own1 suit by suit1 should fix in his mind the cards held by his living adversary4 ,this takes time1 and in many places it is the custom to expose the four hands upon the table4 ,players who have better memories than their opponents object to this1 for the same reason that they prefer sitting on the right of the living player4 ,it is not at all uncommon for a player to forget that certain cards have been played1 to his very serious loss4 ,the hands once fixed in the mind1 some time should be given to a careful consideration of the best course to pursue2 after which the play should proceed pretty rapidly until the last few tricks1 when another problem may present itself4 ,there is nothing in the game beyond the skilful use of the tenace position1 discarding1 and establishing cross-ruffs4 ,analysis is the mental power chiefly engaged4 ,there are no such things as inferences1 false cards1 finesse1 underplay1 speculative trump leads1 or judgment of human nature4 ,the practice of the game is totally different from any other form of whist1 and much more closely resembles chess4 ,the laws of ,dummy will be found at the end of the ,english ,whist ,laws4 ,,humbug ,,whist4 ,this is a variation on double dummy1 in which two players sit opposite each other4 ,the deal and seats are cut for in the usual manner2 four hands of thirteen cards each are dealt1 and the last card is turned for trump4 ,each player examines the hand dealt to him1 without touching those to his right or left4 ,if he is content with his hand1 he announces it1 if not1 he may exchange it for the one on his right4 ,in case of exchange1 the discarded hand is placed on the table face down2 and the other taken up and played4 ,if a player retains the hand originally dealt him1 he must not look at the others4 ,if the dealer exchanges1 he loses the turn-up card1 but the trump suit remains the same4 ,each player deals for himself in turn1 there being no deal for the dead hands4 ,whist laws govern the deal and its errors4 ,,method ,,of ,,playing4 ,the dealer's adversary has the first lead2 the other must follow suit if he can1 and the highest card of the suit led wins the trick4 ,trumps win all other suits4 ,,scoring4 ,each trick above six counts one point towards game4 ,of the four honours1 ,a ,k ,q ,j of trumps1 if each player holds two1 neither can count4 ,but if one player has only one honour1 or none1 the other counts #b points for two honours1 if he holds them2 #c points for three2 and #d points for four4 ,the honours count towards game as in whist4 ,the penalty for a revoke is three tricks1 and it takes precedence of other scores2 tricks count next1 honours last4 ,five points is game4 ,,suggestions ,,for ,,good ,,play4 ,it is considered best for a player not finding four reasonably sure tricks in his hand to exchange2 for there is a certain advantage to be gained by knowing thirteen cards which cannot be in the adversary's hand4 ,before changing1 the player should fix in his memory the exact cards of each suit in the hand which he is about to discard4 ,by combining his knowledge of them with his own cards1 he may often be able to direct his play to advantage4 ,beyond this there is little skill in the game4 ,a variation is sometimes made by the dealer announcing a trump suit after he has examined his hand1 instead of turning up the last card4 ,his adversary then has the right either to play his hand1 or to exchange it for the one on his right2 but the dealer must play the hand dealt to him4 ,,thirteen ,,and ,,the ,,odd4 ,this is ,humbug ,whist without the discard4 ,the dealer gives thirteen cards to his adversary and to himself1 one at a time1 and turns up the next for the trump4 ,the trump card belongs to neither player4 ,the winner of the odd trick scores a point4 ,five points is game4 ,,mort4 ,,whist ,,trois2 ,,or ,,french ,,dummy4 ,,mort means simply the dead hand2 and is the equivalent of the ,english word ,dummy2 the partner being known as ,vivant1 or the living hand4 ,in these words the ,english usually sound the t1 as they do in such words as piquet1 and valet4 ,,cards4 ,mort is played with a full pack of fifty-two cards1 ranking as at whist for cutting and playing4 ,two packs are generally used4 ,,markers are necessary to count the game points only4 ,four circular counters for each side1 preferably of different colours1 are employed1 or the ordinary whist markers may be used4 ,at the end of each game1 the score of the points won or lost by each player must be transferred to a score-sheet1 kept for that purpose4 ,,players4 ,mort is played by three persons2 but the table is usually composed of four4 ,if there are more than four candidates1 the methods described in connection with whist are adopted for deciding which four shall play the first tourne4 ,the table being formed1 the cards are again shuffled and spread to cut for partners and deal4 ,,ties are decided in the same manner as at whist4 ,,cutting4 ,if there are three players1 the one cutting the lowest card takes dummy for the first game2 he also has the choice of seats and cards1 and may deal the first hand for himself or for ,mort1 as he pleases2 but having once made his choice1 he must abide by it4 ,the player cutting the intermediate card takes dummy for the second game2 and the player cutting the highest card takes it for the third game2 each in turn having the choice of seats and cards4 ,these three games finish the rubber or tourne1 each having once had the advantage or disadvantage of playing with ,mort4 ,it is obligatory to finish the tourne1 no player being allowed to withdraw and substitute another without the consent of the other players4 ,in ,mort it is very unusual for one person to take dummy continuously4 ,if there are four players1 the one cutting the highest card of the four sits out1 and takes no part in the first game4 ,it is customary for him to take ,mort's seat1 and to make himself useful in sorting dummy's cards for him4 ,he plays in the three following games1 taking ,mort in the fourth1 or last4 ,four games complete the tourne for four players4 ,,position ,,of ,,the ,,players4 ,the players or hands are distinguished by the letters1 ,m1 ,v1 ,l1 and ,r2 which stand respectively for ,mort1 ,vivant1 ,left1 and ,right4 ,the ,mort is the dead hand1 which is turned face up on the table4 ,the ,vivant is his partner1 who sits opposite him1 and plays his cards for him4 ,the ,left and ,right are the adversaries who sit on the left and right of ,mort4 ,special attention must be called to the use of the term adversaries in any description of ,mort4 ,it is used exclusively to designate the two partners opposed to the ,mort and ,vivant4 ,in all other cases where opposition is implied1 the term opponents must be used4 ,when necessary to distinguish the dealer from the first1 second1 or third hand1 it is usual to add the letters employed for that purpose in whist2 placing them inside the diagram of the table1 thus3-- ,illustration3 ,v --------- z ,l b a ,r y --------- ,m ,this diagram shows that ,vivant dealt1 and that the adversary on the ,right of ,mort had the original lead4 ,with ,three ,players4 ,vivant having selected his seat and cards1 the adversaries may select their seats4 ,it is usual for the strongest adversary to sit ,right4 ,with ,four ,players1 we can best describe the arrangement by numbering them #a1 #b1 #c1 and #d1 respectively1 the lowest number1 #a1 having cut the lowest card1 and the others having the right to play ,vivant in their numerical order4 ,the initial arrangement would be as follows3-- ,illustration3 #d #d --------- --------- ,mort4 ,mort4 #b #c or this3-- #c #b ,vivant4 ,vivant4 --------- --------- #a #a ,for the three succeeding games the arrangement would be3-- ,illustration3 #a #b #c --------- --------- --------- ,mort4 ,mort4 ,mort4 #c #d #d #a #a #b ,vivant4 ,vivant4 ,vivant4 --------- --------- --------- #b #c #d ,it will be seen that each player1 immediately after being ,vivant1 sits out1 or takes ,mort's place1 for the next game4 ,,dealing4 ,it is usual for ,vivant to deal the first hand for himself1 as the disadvantage of exposing fourteen cards is more than compensated for in compelling the adversary to open the game by leading up to an unknown hand4 ,if ,vivant deals the first hand for ,mort1 he must present the pack to the player on dummy's right to be cut1 and deal the cards from right to left1 turning up the trump at ,mort's place4 ,if he deals for himself1 he presents the pack to the pone to be cut1 and proceeds as in whist4 ,when two packs are used1 the ,french laws require that if the deal is for ,mort1 the ,right shall gather and shuffle the still pack2 and that if ,vivant deals for himself1 the pone shall gather and shuffle4 ,i have found this to be awkward1 because the player who is gathering and shuffling the cards of one pack is called upon to cut the other4 ,for this reason ,i recommend that whichever adversary is the pone for the deal in hands should allow his partner to gather and shuffle the still pack4 ,when either adversary deals1 his partner will1 of course1 gather and shuffle the still pack4 ,the general rules with regard to irregularities in the deal are the same as at whist1 with the following exceptions3-- ,a misdeal does not lose the deal unless the opponents so elect2 they may prefer a new deal by the same dealer4 ,the reason for this is that the deal is a disadvantage1 especially for ,mort4 ,if ,vivant or ,mort offers the pack to one adversary to cut1 and then deals as if the other had cut1 it is a misdeal2 and it is not admissible to shift the packets in order to remedy matters4 ,it might be imagined that a card exposed in dealing1 if dealt to ,mort1 would make no difference1 as all his cards will presently be exposed4 ,but the laws give the opponents of the dealer the option of either allowing the deal to stand1 or having a new deal1 or calling it a misdeal4 ,according to the ,french laws1 if there is any discussion in progress with regard to the previous hand or play1 the dealer may lay aside the trump card1 face down1 until the discussion is finished4 ,if this law prevailed in ,america1 ,i think the trump would very seldom be turned immediately4 ,,stakes4 ,in ,mort the stake is a unit1 so much a point4 ,it may assist players in regulating the value of the stake to remember that six is the smallest number of points that can be won or lost on a single game1 and that thirty-seven is probably the highest1 although fifty1 or even a hundred is not impossible4 ,the average is about twelve4 ,the same customs as at whist prevail with regard to outside betting4 ,the ,vivant must pay or receive double1 as he has to settle with each adversary4 ,if four play1 the one sitting out has nothing to do with the stakes2 but he may make outside wagers on the result of the game4 ,,the ,,method ,,of ,,playing is practically the same as at whist1 with the following exceptions3-- ,when it is the turn of ,mort to play1 ,vivant selects the card for him4 ,the ,revoke4 ,the rules governing this are the same as those already given for ,english ,dummy4 ,mort is not liable to penalty under any circumstances4 ,if any other player revokes1 his opponents may take three points from the score of his side2 or add three points to their score2 or take three of his tricks4 ,the penalty cannot be divided2 but if two or more revokes are made by the same side1 the penalty for each may be enforced in a different manner4 ,for instance3 ,if the score is #c to #b in favor of the adversaries1 ,vivant may take three points from their score for one revoke1 and add three to his own score for the other4 ,it is not permissible to reduce the revoking player's tricks to nothing4 ,at least one must be left in order to prevent slams being made through revoke penalties4 ,cards ,played in ,error4 ,vivant is not liable to any penalty for dropping his cards face up on the table2 but if he or ,mort plays two cards at once to a trick1 the adversaries may select which they will allow to be played4 ,the adversaries are subject to the same penalties as in whist for all cards played in error4 ,leading ,out of ,turn4 ,if ,vivant or ,mort lead out of turn1 the adversaries may let the lead stand1 or demand it be taken back4 ,if it was the turn of neither1 no penalty can be enforced1 and if all have played to the trick1 the error cannot be corrected4 ,taking ,tricks4 ,the methods of taking tricks1 and placing them so that they can be easily counted1 have been fully described in connection with whist4 ,,object ,,of ,,the ,,game4 ,as in whist1 the object is to take tricks2 the highest card played of the suit led wins1 and trumps win against all other suits4 ,the first six tricks taken by one side1 and forming a book1 do not count2 but all above that number count toward game4 ,at the end of each hand1 the side that has taken any tricks in excess of the book scores them1 their opponents counting nothing4 ,as soon as either side reaches five points1 they win the game1 but the concluding hand must be played out1 and the winners are entitled to score all the points over five that they can make on that hand4 ,for instance3 ,the score is #d to #c in favor of ,vivant and ,mort4 ,they win the first seven tricks1 which makes them game2 but they do not cease playing4 ,if they succeed in gaining eleven tricks out of the thirteen1 they win a game of #i points1 instead of #e4 ,as already observed1 ,vivant loses or gains double the value of the points in each hand4 ,in the three-handed game this must be so2 but in my opinion it would be a great improvement in the four-handed game to allow the player sitting out to share the fortunes of the ,vivant1 as in ,bridge1 and in many ,german games of cards1 notably ,skat4 ,,slams4 ,the two great differences between ,french and ,english ,dummy are that honours are not counted in ,mort1 and that a special value is attached to slams4 ,a slam is made when one side takes the thirteen tricks4 ,these must be actually won1 and cannot be partly made up of tricks taken in penalty for revokes4 ,players cannot score a slam in a hand in which they have revoked4 ,a slam counts #bj points to the side making it2 but these #bj points have nothing to do with the game score4 ,for instance3 ,the score is #d all4 ,vivant and ,mort make a slam4 ,this does not win the game2 but the #bj points are debited and credited on the score-sheet2 the deal passes to the left1 and the game proceeds with the score still #d all1 as if nothing had happened4 ,,scoring4 ,the number of points won on each game are put down on the score-sheet1 each side being credited with the number of points appearing on their markers when the game is finished4 ,to the winners' score is added3 #c points1 for a triple game1 if their opponents have not scored2 #b points1 for a double game1 if their opponents are not half way1 or #a point1 for a simple game1 if their opponents are #c or #d4 ,in addition to this1 the winners add #d points1 for bonus or consolation1 in every instance4 ,from the total thus found must be deducted whatever points have been scored by the losers1 whether game points1 slams1 or both4 ,for instance3 ,vivant and ,mort win a game with the score #h to #b in their favor1 which is a double4 ,this is put down on the score sheets thus3-- #h #b for the double1 #d consolation1 #ad1 minus #b scored by the opponents2 making #ab the net value of the game4 ,vivant therefore wins #bd points1 and each of the adversaries1 ,r and ,l1 lose #ab4 ,again3-- ,r and ,l win a simple with a score of #e to #d1 ,v and ,m having made a slam4 #e #a for the simple1 #d for consolation1 #aj1 minus #d points scored1 and #bj for the slam #bd2 showing that ,r and ,l lose #ad points each1 although they won the game4 ,again3-- ,v and ,m win a triple1 with a score of #h to #j2 ,r and ,l having revoked4 #h1 #c1 #d1 #c for the revoke #ah1 from which there is nothing to deduct4 ,the greatest number of points that can be made on a game1 exclusive of slams and revokes1 is #ag2 and the least number is #f4 ,,marking4 ,the methods of using the counters in scoring the game points have already been described in connection with whist4 ,,cutting ,,out4 ,if there are more than four candidates for play at the conclusion of a tourne1 the selection of the new table must be made as if no tourne had been played2 all having equal rights to cut in4 ,,cheating4 ,mort offers even less opportunity to the greek than whist1 as the deal is a disadvantage1 and nothing is gained by turning up an honour1 beyond its possession4 ,,cayenne1 ,,or ,,cayenne ,,whist4 ,,cards4 ,cayenne is played with two full packs of fifty-two cards1 which rank as at ,whist1 both for cutting and playing4 ,,markers are necessary1 and must be suitable for counting to ten points4 ,a sheet of paper is used for scoring the results of the games4 ,,players4 ,cayenne is played by four persons4 ,when there are more than four candidates for play the selection of the table must be made as at ,whist4 ,partners and deal are then cut for4 ,,cutting4 ,one of the packs having been spread on the table1 face down1 each of the four players draws a card2 the two lowest pairing against the two highest4 ,the lowest of the four is the dealer1 and has the choice of seats and cards4 ,ties are decided in the same manner as at ,whist4 ,,position ,,of ,,the ,,players4 ,the partners sit opposite each other1 and the players are distinguished1 as at ,whist1 by the letters ,a-,b and ,y-,z4 ,z is the dealer1 and ,a has the original lead4 ,,dealing4 ,one pack of cards is shuffled and cut as at ,whist4 ,the dealer then gives four cards to each player1 beginning on his left2 then four more1 and finally five1 no trump being turned4 ,in many places six cards are first dealt to each player1 and then seven2 but the #d-d-e system is better1 and is the rule in the very similar game of ,boston4 ,the general rules with regard to irregularities in the deal are the same as at ,whist2 except that a misdeal does not lose the deal4 ,the misdealer must deal again1 and with the same pack4 ,,cayenne4 ,after the cards are all dealt1 the player to the left of the dealer cuts the still pack1 which is shuffled and presented to him by the dealer's partner1 and the top card of the portion left on the table is turned up for ,cayenne4 ,this card is not a trump1 but is simply to determine the rank of the suits4 ,,stakes4 ,in ,cayenne the stake is a unit1 so much a point4 ,the largest number of points possible to win on a rubber is #bd1 and the smallest1 #a4 ,the result of the rubber may be a tie1 which we consider a defect in any game4 ,in settling at the end of the rubber it is usual for the losers to pay their right-hand adversaries4 ,,making ,,the ,,trump4 ,the trump suit must be named by the dealer or his partner1 after they have examined their cards4 ,the dealer has the first say1 and he may either select cayenne or any of the other suits2 or he may announce grand1 playing for the tricks without any trump suit2 or he may call nullo1 playing to take as few tricks as possible1 without a trump suit4 ,if the dealer makes the choice1 his partner must abide by it2 but if he has not a hand to justify him in deciding1 he should leave the selection to his partner1 who must decide one way or the other4 ,the considerations which should guide players in their choice are the scoring possibilities of their hands1 in tricks and in honours4 ,as in ,whist1 the first six tricks taken by one side do not count2 but each trick above that number counts one1 two1 etc41 by cards4 ,there are five honours in the trump suit in ,cayenne2 ,a ,k ,q ,j #aj2 and the partners holding the majority of them count #a for each honour that they hold in excess of their opponents1 and #a in addition1 for honours4 ,for instance3 ,if ,a-,b have three honours dealt them1 they must have one more than their adversaries1 and #a for honours2 entitling them to score #b4 ,if they have four1 they have #c in excess1 and #a for honours1 a total of #d4 ,if they have five1 they count #f by honours4 ,at the end of the hand the points made by cards and by honours are multiplied by the value of the trump suit4 ,this value varies according to the suit which is cayenne1 which is always first preference4 ,if cayenne is also the trump suit the points made by cards and honours are multiplied by #d4 ,if the trump suit is the same colour as cayenne1 the multiplier is #c4 ,if it is a different colour the multiplier is #b or #a1 according to the suit4 ,the rank of the suits as multipliers will be readily understood from the following table3-- ,if ,cayenne is ,if trumps1 multiply by #d4 ,second color is ,if trumps1 multiply by #c4 ,third color is ,if trumps1 multiply by #b4 ,fourth color is ,if trumps1 multiply by #a4 ,better to understand the importance of considering this variation in value when making the trump1 it should be noticed that although the game is #aj points1 several games may be won in a single hand1 as everything made is counted1 and any points over #aj go to the credit of the second game4 ,if more than #bj points are made1 the excess goes on the third game1 and so on4 ,another important point is the great value attached to honours1 and the maker of the trump should never forget that he can better afford to risk his adversaries winning #b by cards with a trump in which he has three honours1 than he can to risk a trump in which they may have three honours1 and he can probably win only the odd trick4 ,a further element may enter into his calculations1 the state of the score4 ,tricks count before honours1 and if he feels certain of making1 by cards1 the few points necessary to win the rubber1 he may entirely disregard the honours4 ,with such a hand it would be better to play without a trump1 and to announce a grand1 in which there are neither trumps nor honours1 and every trick over the book is multiplied by #h4 ,two by cards at grand is worth more than two by cards and two by honours with any trump but cayenne4 ,there is still another resource1 to announce nullo1 in which there is no trump1 and the object of the players is to take as few tricks as possible4 ,in nullo1 every trick over the book counts for the adversaries1 and is multiplied by #h4 ,a peculiarity of nullo is that the ,ace of each suit ranks below the deuce1 unless the player holding it wishes to declare it higher than the ,king4 ,in the latter case he must announce it when he plays it1 and before his left-hand adversary plays to the trick4 ,if the dealer transfers the right of making the trump to his partner1 he must use the phrase1 8,you make it1 partner40 ,if a player makes the trump out of turn1 his adversaries may consult as to the propriety of demanding a new deal4 ,,method ,,of ,,playing4 ,the trump suit1 grand1 or nullo having been announced1 the player on the dealer's left begins by leading any card he pleases1 and the others must all follow suit if they can4 ,the penalty for a revoke is the loss of three tricks2 or the value of three tricks in points2 or the addition of a like amount to the adversaries' score4 ,the side making a revoke cannot win the game that hand1 no matter what they score2 but they may play the hand out1 and count all they make to within one point of game1 or #i4 ,revoking players cannot count points for slams4 ,the rules for cards played in error1 leading out of turn1 and all such irregularities1 are the same as in ,whist4 ,the last trick turned and quitted may be seen4 ,the methods of gathering and stacking the tricks is the same as at ,whist4 ,,objects ,,of ,,the ,,game4 ,the chief object in ,cayenne1 either with a trump or in a grand1 is to take tricks2 in a nullo it is not to take them4 ,in any case the highest card played of the suit led wins the trick1 and trumps1 if any1 win against all other suits4 ,at the end of each hand the side that wins any tricks in excess of the book scores them1 after multiplying their number by the unit of value settled upon by the announcement4 ,if a nullo is played the adversaries score them4 ,honours are then claimed2 but the game cannot be won by honours alone1 as at ,whist2 those holding honours must stop at the score of #i1 unless they also win the odd trick4 ,as soon as either side reaches or passes #aj points1 they win a game2 but the hand must be played out1 and all tricks taken must be counted4 ,if one side goes out by cards1 the other cannot score honours4 ,thirteen tricks taken by one side is called a slam1 and it counts #f points4 ,twelve tricks is a little slam1 and it counts #d4 ,either of these must be made exclusive of revoke penalties4 ,,rubbers4 ,the rubber is won by the side that first wins four games of ten points each2 and the winning side adds #h points to its score4 ,,scoring4 ,the game score should be kept on a whist marker1 using the four large keys on one side for single points1 and the single large key on the opposite side for five points4 ,the three small keys are used to show how many games of the rubber have been won by that side4 ,illustration3 ,,two ,,games ,,won1 ,,and #b ,,points ,,scored ,,on ,,the ,,third4 ,the method of using counters for scoring #aj-point games has already been described in connection with ,whist4 ,in addition to either markers or counters1 there must be a sheet of paper to keep the final results of the games4 ,in scoring1 the revoke penalty counts first1 tricks next1 and honours last4 ,the side first reaching #aj points wins a quadruple1 or game of #d1 if their adversaries have not scored2 a triple1 or game of #c1 if their adversaries have not reached #d2 a double1 or game of #b1 if the adversaries have not reached #g2 and a single1 or game of #a1 if their adversaries are #h or #i up4 ,these game points are put down on the score-sheet1 and all the points on the adversaries' marker are then turned down4 ,if the winners make any points in excess of #aj1 such points are left to their credit on the marker1 and count toward the next game4 ,for instance3 ,the score is ,a-,b1 #f2 and ,y-,z1 #h2 shown on the markers thus3-- ,illustration3 ,a-,b #f ,,points4 ,y-,z #h ,,points4 ,let us suppose that ,z announces cayenne1 and makes #b by cards2 ,a-,b claiming two by honours4 ,y-,z multiply by #d1 making them #h1 and bringing their total score on the marker to #af2 that is1 a game1 and #f points to their credit on the second game4 ,this must now be put down on the score-sheet4 ,a-,b's honours not counting1 as ,y-,z went out by cards1 the game is a double2 ,a-,b not having reached #g points4 ,the score and markers now stand3-- ,a-,b #j ,score3 ,y-,z #b ,illustration3 ,a-,b',s1 ,,nothing4 ,y-,z',s1 #a ,,game1 #f ,,points4 ,let us suppose ,a-,b to announce grand on their deal1 and to make four by cards1 which1 multiplied by #h1 gives them #cb points2 that is1 three games1 and #b points to their credit on the marker4 ,the first of these games is a double1 ,y-,z having #f points up4 ,the two others are quadruples1 put down on the score-sheet thus3-- ,a-,b #j #b #d #d ,score3 ,y-,z #b #j #j #j ,illustration3 ,a-,b',s1 #c ,,games1 #b ,,points4 ,y-,z',s1 #a ,,game1 #j ,,points4 ,in the next hand let us suppose clubs to be cayenne4 ,y deals1 and plays in colour1 spades4 ,y-,z win #f by cards1 and #d by honours2 #aj points multiplied by #c1 #cj4 ,for this they score three games1 the first being a triple1 and the others quadruples4 ,these three games win the rubber1 for which they add #h points1 and #d points for the little slam4 ,this is all put down on the score-sheet3-- ,a-,b #j #b #d #d #j #j #j #aj ,score3 ,y-,z #b #j #j #j #c #d #d #h #d #be ,both scores being added up1 the value of the rubber won by ,y-,z is found to be #ae1 after deducting the #aj points made by ,a-,b4 ,,cutting ,,in4 ,if there are more than four persons belonging to the table1 those waiting cut in1 as at ,whist4 ,,methods ,,of ,,cheating4 ,in all games in which the cards are dealt in bulk1 four or six at a time1 there is more or less temptation for the greek to gather desirable cards in the pack1 leaving them undisturbed in the shuffle4 ,if he can pick up two tricks of the previous deal with eight good cards of the same suit in them1 by placing any two tricks of other cards between them1 and dealing six at a time1 he can tell exactly how many of the eight located cards are in his partner's hand4 ,for this reason a player who does not thoroughly shuffle the cards should be carefully watched2 and an immediate protest should be made against any disarrangement of the tricks as they are taken in during the play1 such as placing the last trick taken under the first4 ,if the player doing this is to be the next dealer1 any one observing the movement should insist upon his right to shuffle the cards thoroughly2 if not to leave the game4 ,we are strongly opposed to dealing the cards in bulk at ,cayenne1 and see no reason why the methods that prevail in the very similar game of ,bridge should not be adopted4 ,,suggestions ,,for ,,good ,,play4 ,there is little to add to the rules already given for ,whist4 ,the principles that should guide in the making of the trump have been given in connection with the more important game of ,bridge2 and the suggestions for playing nullo will be fully discussed in the games in which it is a prominent characteristic3 ,solo ,whist1 and ,boston4 ,grand is practically ,whist after the trumps are exhausted4 ,for the ,laws of ,cayenne see ,whist ,family ,laws4 ,,solo ,,whist1 ,,or ,,whist ,,de ,,gand4 ,,cards4 ,solo ,whist is played with a full pack of fifty-two cards1 which rank as at ,whist1 both for cutting and playing4 ,two packs are generally used1 the one being shuffled while the other is dealt4 ,,markers are not used in ,solo ,whist1 every hand being a complete game in itself1 which is immediately settled for in counters representing money4 ,at the beginning of the game each player should be provided with an equal number of these counters4 ,they are usually white and red1 the red being worth five times as much as the white4 ,twenty white and sixteen red is the usual allotment to each player when the game begins4 ,some one player should be the banker1 to sell and redeem all counters4 ,,players4 ,solo ,whist is played by four persons4 ,if there are five candidates for play1 they all sit at the same table1 each taking his turn to sit out for one hand while the four others play4 ,the dealer is usually selected to sit out4 ,if there are only three players1 one suit must be deleted from the pack1 or the #b1 #c1 and #d of each suit must be thrown out4 ,,cutting4 ,the table being formed1 the players draw from an outspread for the deal1 and choice of seats and cards4 ,the player drawing the lowest card deals the first hand1 and it is usual for him to dictate to the other players what seats they shall occupy with relation to himself4 ,ties are decided in the same manner as at ,whist4 ,,position ,,of ,,the ,,players4 ,the four players at ,solo ,whist are usually distinguished by the letters ,a ,b ,y ,z4 ,illustration3 ,y ----- ,a ,b ----- ,z ,z is the dealer1 and ,a is known as the eldest hand4 ,the position of the players does not imply any partnership2 for1 as we shall see presently1 any player may have any one of the others for a partner1 without any change taking place in their positions at the table4 ,the players having once taken their seats are not allowed to change them without the consent of all the others at the table4 ,,dealing4 ,the cards having been properly shuffled1 are presented to the pone to be cut4 ,beginning on his left1 the dealer distributes the cards three at a time1 until only four remain4 ,these he deals one at a time1 turning up the last for the trump4 ,when two packs are used1 the player sitting opposite the dealer shuffles the still pack while the other is dealt4 ,the deal passes in regular rotation to the left4 ,when three play with a pack of forty cards1 the last card is turned up for trumps1 but it does not belong to the dealer1 and is not used in play4 ,the general rules with regard to irregularities in the deal are the same as at ,whist2 except that a misdeal does not pass the deal4 ,the misdealer must deal again1 and with the same pack4 ,the cards dealt1 each player sorts and counts his hand to see that he has the correct number of cards1 thirteen4 ,if not1 he should immediately claim a misdeal2 for a player having more or less than his right proportion of cards cannot win anything on that hand1 but will have to stand his proportion of all losses incurred by him or his side4 ,,objects ,,of ,,the ,,game4 ,there are seven distinct objects in the ,solo ,whist1 and before play begins each player has an opportunity of declaring to which of these objects he proposes to attain4 ,they are3-- #ast4 ,to win #h of the #ac tricks1 with the assistance of a partner4 ,this is called a ,proposal2 the partner's share is an ,acceptance4 #bnd4 ,to win #e of the #ac tricks1 against the three other players combined4 ,this is called a ,solo4 #crd4 ,to take no tricks1 there being no trump suit1 and the three other players being opposed4 ,this is called ,misre1 or ,nullo4 #dth4 ,to win #i of the #ac tricks against the three other players combined2 the single player to name the trump suit4 ,this is called ,abundance4 #eth4 ,to win #i of the #ac tricks against the three other players combined1 with the trump suit that is turned up4 ,this is called ,abundance in ,trumps4 #fth4 ,to take no tricks1 there being no trump suit1 and the three other players being opposed2 the single player's cards being exposed face up on the table after the first trick is complete4 ,this is called ,misre sur table1 or ,a ,spread4 #gth4 ,to win all #ac tricks against the three other players combined2 the single player to name the trump suit1 and to have the original lead whether eldest hand or not4 ,this is called ,abundance ,dclare1 or ,a ,slam4 ,while the object of the proposing player is to win or lose the declared number of tricks1 that of his adversaries is to prevent him from doing so1 if possible4 ,there are no honours1 and the only factor in the count is the number of tricks actually taken4 ,the highest card played of the suit led wins the trick1 and trumps1 if any1 win against all other suits4 ,,method ,,of ,,declaring4 ,the eldest hand has the first say1 and after examining his cards he may make any of the several propositions just enumerated4 ,the smallest proposal he can make is to take #h tricks with the assistance of a partner4 ,to do this he should have four reasonably sure tricks in his own hand4 ,some players say he should be strong in trumps2 while others claim that the eldest hand should propose only on general strength4 ,the former is the better plan4 ,no other player should propose on trumps alone4 ,this announcement is made by saying 8,i propose40 ,if a player thinks he can take five tricks against the combined efforts of the three other players1 he announces3 8,solo40 ,if he feels equal to a misre1 he calls3 8,misre20 and so on1 according to the strength of his hand4 ,if he does not feel justified in making a call1 he says 8,i pass20 and the next player on his left has the opportunity2 and so on1 until some player has proposed to do something1 or all have passed4 ,if any player has proposed for a partner1 any of the others1 in their proper turn1 may accept him by simply saying 8,i accept40 ,by so doing1 a player intimates that he has four probable tricks also1 but in the plain suits1 and that he is willing to try for eight tricks with the proposer for a partner4 ,all the other calls are made by a single player with the intention of playing against the three others4 ,any player except the eldest hand having once said1 8,i pass10 cannot afterwards make or accept any proposal4 ,the eldest hand1 after passing once1 can accept a proposal1 but he cannot make one4 ,it is the custom in some places1 when no one will make a proposal of any sort1 to turn down the trump1 and play the hands without any trump suit1 each man for himself1 the winner of the last trick losing to each of the others the value of a solo4 ,this is called a ,grand4 ,,rank ,,of ,,the ,,proposals4 ,the various calls outrank one another in the order in which we have given them4 ,if one player says1 8,i propose10 and another calls 8,solo10 the solo call shuts out the proposal1 even though it has been accepted by a second player4 ,the call of a misre would in turn shut out a solo2 abundance would take precedence of misre2 and abundance in trumps would be a better call than simple abundance4 ,the slam of course outranks all other bids4 ,this making of a better proposition than one already made is known as 8,over-calling40 ,a player who has made a call of any kind1 or has accepted a proposal1 may amend his proposition to a better one1 only in case he is over-called2 or a player who can not get a partner to accept him may amend his call to solo4 ,for instance3 ,a player may have a hand which he feels sure is good for #h tricks1 perhaps #i4 ,to be safe1 he calls solo1 and hopes to make three or four over-tricks4 ,if he is outbid by some player over-calling him with a misre1 he may be tempted to amend his call to abundance4 ,no call is good until every player who has not already passed does so1 by saying distinctly1 8,i pass40 ,,stakes4 ,the losses and gains of the players are in proportion to the difficulties of the tasks they set themselves4 ,the most popular method of settling is to pay or take red counters for the various calls1 and white counters for the tricks under or over the exact number proposed4 ,if the callers succeed in their undertakings1 their adversaries pay them2 if they fail1 they pay their adversaries4 ,a red counter is worth five white ones4 ,proposal and ,acceptance wins or loses #a red counter4 ,solo wins or loses #b red counters4 ,misre1 or ,nullo1 wins or loses #c red counters4 ,abundance1 of any kind1 wins or loses #d red counters4 ,open ,misre1 or ,spread1 wins or loses #f red counters4 ,declared ,abundance1 or ,slam1 wins or loses #h red counters4 ,each ,over or ,under-trick wins or loses #a white counter4 ,in ,proposal and ,acceptance1 each of the partners pays one of his adversaries4 ,in all cases in which a single player is opposed to the three others1 he wins or loses the amount shown in the foregoing table with each of them individually2 so that a single player calling a solo would win or lose #f red counters4 ,if he lost it1 making only four tricks1 he would also have to pay to each of his three adversaries a white counter4 ,if he won it1 making seven tricks1 each of them would have to pay him two red and two white counters4 ,misres1 ,spreads1 and ,slams pay no odd tricks4 ,the moment a ,misre player takes a trick1 or a ,slam player loses one1 the hands are abandoned1 and the stakes paid4 ,the usual value attached to the counters in ,america is #be cents for the red1 and #e cents for the white4 ,in ,england the proportion is sixpence and a penny4 ,,pool ,,solo4 ,when players wish to enhance the gambling attractions of the game1 a pool is introduced4 ,for this purpose a receptacle is placed upon the table1 in which each player puts a red counter at the beginning of the game4 ,any person playing alone against the three others1 wins this pool if he is successful2 if he fails1 he must double the amount it contains1 besides paying each of his adversaries in the regular way4 ,in some places it is the custom for each player to contribute a red counter when he deals4 ,the proposals and acceptances do not touch the pool4 ,,method ,,of ,,playing4 ,if a proposal is accepted1 and no one over-calls it1 the proposer and acceptor are partners2 but make no change in their positions at the table4 ,the eldest hand1 sitting to the left of the dealer1 begins by leading any card he pleases1 and the play proceeds exactly as at ,whist1 the tricks being so stacked that they may be readily counted at any time4 ,if a single player has called solo1 misre1 or abundance1 the eldest hand still has the original lead1 and there is no change in the positions of the players4 ,the position of the lead is often a serious consideration with a player calling a solo or a misre4 ,in all calls except misres and slams1 the hands must be played out1 in order to give each side an opportunity to make all the over-tricks they can4 ,the moment a misre player takes a trick1 or a slam player loses one1 the hands are thrown up1 and the stakes paid4 ,when a spread is called1 the trump is taken up1 and the eldest hand leads4 ,as soon as all have played to the first trick1 the caller spreads his remaining twelve cards face upward on the table1 so that each of his adversaries may see them2 but they have no control of the order in which they shall be played4 ,the adversaries play their hands in the usual manner1 with no further guidance than that possible by inference from the play and the exposed hand4 ,the caller plays according to his best judgment4 ,when a slam is called1 the player proposing it has the original lead2 but that does not alter the position of the deal for the next hand4 ,,revokes4 ,a revoke is a serious matter in ,solo ,whist4 ,the penalty for it is the loss of three tricks1 and the revoking players must pay the red counters involved in the call whether they win or lose2 but they may play the hand out to save over-tricks4 ,for instance3 ,a proposer and acceptor make #aa tricks2 their adversaries having claimed a revoke4 ,after deducting the revoke penalty1 #c tricks1 the callers still have #h tricks left1 enough to make good the call4 ,they each lose a red counter2 but no white ones1 having saved their over-tricks4 ,had they taken only #h tricks altogether1 the penalty for the revoke would have left them only #e1 and they would each have had to pay one red and three whites4 ,if either adversary of the callers revokes1 the individual player in fault must pay for all the consequences of the error4 ,if the player in fault can show that the callers would have won in spite of the revoke1 his partners must pay their share2 but the revoking player must settle for the three tricks lost by the revoke4 ,for instance3 ,z calls solo2 ,a revokes2 ,z makes #f tricks1 which it can be shown he must have done in spite of the revoke4 ,a1 ,y1 and ,b each pay ,z #a red and #a white counter1 and then ,a pays ,z #i white counters in addition for the tricks taken as revoke penalty4 ,if the single player revokes1 either on solo or abundance1 he loses the red counters involved1 and must pay whatever white counters are due after three of his tricks have been added to those of the adversaries as penalty for the revoke4 ,for instance3 ,a calls solo1 and revokes1 but wins #f tricks in all4 ,he pays two red counters to each adversary4 ,they then take three of his tricks1 leaving him three only1 and demand two white counters each1 for the two under-tricks4 ,if a player revokes who has called a misre or a slam1 he immediately loses the stakes4 ,if a revoke is made by any adversary of a player who has called misre or slam1 the player in fault must individually pay all the stakes4 ,,cards ,,played ,,in ,,error4 ,in the simple proposal and acceptance1 the rules with regard to cards played in error1 or led out of turn1 are the same as at ,whist4 ,in the case of a single player against three adversaries1 the caller is not liable to any penalty for cards played in error1 or led out of turn2 but his adversaries are subject to the usual whist penalties for all such irregularities1 such as having the cards laid on the table as exposed1 or a suit called1 or the highest or lowest of a suit led demanded from an adversary who has followed suit out of turn4 ,for the better protection of the single player1 who is much more liable to be injured by irregularities than partners would be1 he is allowed to prevent the use of an exposed trump for ruffing1 and to demand or to prevent the play of any exposed card in plain suits4 ,if a suit is led of which an adversary has an exposed card on the table the single player may call upon him to play his highest or lowest of that suit4 ,if any adversary of a misre player leads out of turn1 or exposes a card1 or plays before his proper turn in any trick1 the caller may immediately claim the stakes1 and the individual player in fault must pay for himself1 and for his partners4 ,,methods ,,of ,,cheating4 ,while the practice of dealing three cards at a time gives a little more opportunity to the greek than would occur if they were dealt as at ,whist1 there is little to be feared if two packs are used1 unless two greeks are in partnership4 ,when such partners sit next each other1 there is more or less danger1 if only one pack is used1 that one may shuffle so that the other may cut understandingly2 or that a good shuffler may run up six cards for a dealer that is not embarrassed by the cards being cut4 ,a shrewd greek can often help a silent partner who is playing under the disguise of a single caller1 especially in misre4 ,persons who play in the many public cafs of ,europe should be especially careful to avoid this style of partnership1 where it is very common4 ,,suggestions ,,for ,,good ,,play4 ,apart from the general principles common to all forms of ,whist1 such as the play of high or low cards1 trumps or plain suits1 etc41 there are several points peculiar to ,solo ,whist which require attention4 ,proposing4 ,it is better to propose on two or three sure tricks1 with strong probabilities of several more1 than on a certainty of four only4 ,for instance3 ,the two highest trumps and two suits containing ,aces1 with no other trick probable1 is not such a good hand for a proposal as one containing four average trumps1 with one plain suit of ,k ,q ,j x x1 and another of ,k ,q x x4 ,it is not improbable that the latter may be good for seven or eight tricks4 ,nothing but experience will teach a player what combinations of cards are 8probably0 good for tricks2 but ,k x x1 or ,q ,j #aj x or ,k ,q1 may be counted on4 ,there should be some intelligible system of proposing1 so that the players may understand each other4 ,the eldest hand should not propose except on strong trumps1 and this should be a warning to other players not to accept him on trump strength alone4 ,four trumps with two or three honours may be called strong2 or five trumps1 even without an honour4 ,five trumps with two or more honours is great strength4 ,any player other than the eldest hand should propose on general strength and the player accepting him should do so on trump strength4 ,some such distinction should be clearly understood1 in order that there may be no such contretemps as two players proposing and accepting on trumps alone and finding themselves without a trick in the plain suits after the trumps are drawn4 ,if the eldest hand is strong in trumps1 but has not four sure tricks1 he should pass1 which will give him an excellent opportunity to accept a player proposing on general strength in the plain suits4 ,if the proposal should be accepted before it comes to his turn1 the eldest hand should be in a good position to defeat it4 ,if any player1 other than the eldest hand1 has sufficient trump strength to justify a proposal1 he will usually find that he can risk a solo2 or by passing1 defeat any proposal and acceptance that may be made4 ,accepting4 ,a proposal by the eldest hand should not be accepted by a player with only one strong suit4 ,the probability of tricks in several suits is better than a certainty in one suit2 but if one strong suit is accompanied by a card of re-entry1 or by four trumps1 it should prove very strong1 particularly in partnership with the eldest hand4 ,when the partners will sit next each other1 proposals may be accepted on slightly weaker hands than would be considered safe otherwise4 ,playing ,proposals and ,acceptances4 ,if the eldest hand has proposed1 and his partner sits next him on the left1 the commanding trumps should be first led1 in order to secure as many rounds as possible4 ,if the eldest hand has no high-card combination in trumps1 it is sometimes better to lead a small card from a weak suit1 hoping to put the partner in4 ,if successful1 the partner will first show his suit1 and then lead trumps through the adversaries4 ,if the acceptor sits on the right of the proposing eldest hand1 trumps should be led immediately1 and the highest of them first1 no matter what they are4 ,the ,q or ,j at the head of five trumps may be of great use to a partner with an honour4 ,when the eldest hand has proposed1 and his partner sits opposite him1 trumps should be led at once1 and all combinations played as at ,whist4 ,the foregoing principles equally apply when the eldest hand has accepted a proposal1 if the player can be depended on to have proposed on general strength4 ,when partners sit opposite each other1 the general principles of leading1 establishing1 defending1 and bringing in suits1 are the same as at ,whist1 and the usual trump signals and echoes are made use of4 ,the game is practically ,whist1 with the additional knowledge that both proposer and acceptor have strong hands4 ,when partners sit next each other1 there are many opportunities for leading strengthening cards through the adversaries1 especially in the partner's known or inferred strong suit4 ,finesse4 ,if neither proposer nor acceptor is the eldest hand1 they should make no finesses2 but get into the lead as soon as possible1 and exhaust the trumps4 ,the greatest danger of defeat for a proposal and acceptance is that the adversaries1 with the original lead1 may establish a cross-ruff1 or get six tricks with their winning cards before the calling players get a lead4 ,it is a common artifice for the proposer and acceptor1 after they have exhausted the adversaries' trumps1 each to show a strong suit by leading it once1 and then to lead the highest card of a weaker suit2 thus offering each other chances for successful finesse4 ,if a partner sitting on the right leads a suit1 there should be no finesse2 and in general1 finessing should be avoided until the declaration is assured4 ,it may then be used to secure probable over-tricks4 ,adversaries' ,play4 ,the players opposed to the call are always designated as the adversaries4 ,players opposed to a proposer and acceptor should make no finesses that they are not certain will win more tricks if successful than they will lose if they fail4 ,if the adversaries sit together1 and are the last to play on any trick1 the third hand should not trust anything to his partner that he can attend to himself1 unless he is very anxious to be the last player on the next trick4 ,when the adversaries sit opposite each other1 their play will differ very little from that in ,whist1 except that they will make no efforts to establish long suits1 and will not lead small cards from combinations containing an ,ace4 ,every trick possible should be made sure of at once1 before the calling players get any chance to discard4 ,weak suits should be protected1 as they are in ,whist when opposed to strong hands4 ,if an adversary has the first lead1 it is usually best for him to make what winning cards he has at once1 unless he is pretty sure that the proposal will be defeated4 ,it is very seldom right for the adversaries to lead trumps4 ,some exceptions will naturally present themselves1 such as an eldest hand leading to his partner's turned-up ,king4 ,in the middle or end game1 it may be advantageous to bring down the caller's trumps together1 or to draw two for one4 ,if an adversary finds himself with a pretty strong hand1 he should utterly disregard his partner1 and play as false as he can2 for if the callers have eight probable tricks between them1 it is impossible for the fourth player to have anything1 unless there has been some mistake in the call4 ,in ,general4 ,there are one or two exceptions to the methods of playing sequences at ,whist1 dependent on the position of the players holding them4 ,for instance3 ,if first or second hand holds any sequence of high cards1 he should play the highest if his partner sits next him on the left1 and the adversaries are to play after him2 otherwise the partner might think the higher cards of the sequence were against the leader4 ,if a caller should hold ,k ,q x second hand1 and play the ,q as at ,whist1 his partner following him1 and holding ,ace1 would have to play it1 thinking the ,king might be beyond4 ,,solo4 ,in speaking of the players in a solo1 misre1 or abundance1 it is usual to distinguish those opposed to the single player by calling them respectively1 ,left1 ,right1 and ,opposite4 ,illustration3 ,opposite -------- ,left ,right -------- ,the ,caller ,this arrangement does not affect the use of the letters ,a ,y ,b ,z1 and the terms first1 second1 third1 and fourth hand2 indicating the position of the deal1 and of the lead4 ,calling4 ,those solos are easiest which are declared by the eldest hand1 or by the dealer2 the hardest being those called by second hand4 ,the safest solos are those called on trump strength2 but average trumps and winning cards in the plain suits are more advantageous if the caller is not eldest hand4 ,to call a solo on plain suits alone1 with only one or two trumps1 is extremely dangerous2 and a solo called on a single suit must have at least five or six good trumps in order to succeed4 ,,playing4 ,when a call has been made entirely upon trump strength1 it is much better to make tricks by ruffing1 than by leading trumps4 ,there is little use for a solo player to hold a tenace in trumps1 hoping it will be led to him4 ,if he has good suits1 he should make sure of two rounds of trumps by leading the ,ace4 ,when the solo player is depending on the plain suits for tricks1 and has one long suit1 he should make what winning cards he has in the other plain suits in preference to leading trumps1 for his only danger is that his long suit will be led often enough to give his adversaries discards in the other suits4 ,if a proposal was made before the solo was called1 it is better for the solo player to sit on the left of the player that proposed4 ,the caller should never play single honours second hand1 unless he has only one small card of the suit1 or the honour is the ,ace4 ,with ,a ,q x1 second or third hand1 the ,q must be finessed if the caller has counted on both ,a and ,q for tricks4 ,if he can probably win without the finesse1 he should play ,ace4 ,if he has tricks enough to win without either ,a or ,q1 he should play neither of them4 ,a solo player should be very sure of his call before finessing for over-tricks4 ,adversaries' ,play4 ,the player to the left of the caller should not lead trumps2 but if the solo player has had a lead1 and has not led trumps himself1 the player on his right should take the first opportunity to lead them through him4 ,the player to the left of the caller should not lead from suits headed only by the ,king2 nor from those containing major or minor tenaces4 ,the best leads are from suits headed by ,q ,j or #aj1 even if short4 ,with such high-card combinations as can be used to force the command in one round1 such as ,k ,q1 or ,k ,q ,j1 the regular whist leads should be used4 ,with suits headed by winning sequences1 held by the player on the left1 it is often right to lead them once1 in order to show them1 and then to lead a weaker suit to get rid of the lead4 ,it is sometimes better to play winning sequences as long as it seems probable that the caller can follow suit4 ,many persons use the ,albany lead to indicate a wish for trumps to be led through the caller4 ,in response to such a signal the best trump should be led1 whatever it is4 ,when the adversary who leads in any trick is not on the left of the solo player1 the caller will1 of course1 not be the last player1 as at least one adversary must play after him4 ,in such cases it is best to lead the longest suits4 ,,mis,,re4 ,the great difficulty in ,misre is not in playing it2 but in judging what hands justify such an undertaking4 ,calling4 ,as a general proposition it may be stated that misre should not be called with a long suit not containing the deuce4 ,but the longer the suit the less the danger there is for a player who is determined to risk it2 because the deuce is more likely to be found alone in some adversary's hand4 ,short suits may be risked1 even with no card smaller than a #e or #f1 and it is of course a great advantage to have a suit altogether missing4 ,leading4 ,the lead is a disadvantage to the caller1 because he must begin with a small card1 and the adversaries can play their highest4 ,the only satisfaction to the caller is that he can usually locate the high cards of the suit under such circumstances4 ,for instance3 ,suppose he originally leads a #d2 second hand playing the #i2 third hand the ,ace2 and fourth hand the #aj4 ,the third hand is marked with whatever cards of the sequence ,k ,q ,j are not in the caller's hand4 ,many players fall into the error of leading the highest card of a losing sequence1 such as a #f from #f #e #d #c4 ,this accomplishes nothing1 and only discloses to the adversaries the fact that the caller is safe in that suit4 ,the three is the better lead4 ,following ,suit4 ,the caller should usually play a card as little inferior as he can to the highest already on the trick4 ,when he has cards of equal value1 such as the #e and #b1 the #c and #d being already on the table1 he should play the lower card of the fourchette2 for although it may be said that the fourth player must take the trick1 there is no certainty that he will follow suit4 ,when second hand1 if there is a choice between two cards1 such as the #f and #b1 an intermediate card having been led1 it is often a nice point to decide whether or not to risk covering and keeping the deuce4 ,if the deuce is played1 it must be remembered that the adversaries will follow with their highest cards1 leaving two cards out against the caller1 both smaller than the #f4 ,discarding4 ,the misre player should never discard from his long suits4 ,the high cards of short suits1 and single intermediate cards1 such as #e's and #f's1 should be got rid of at every opportunity4 ,adversaries of the ,misre4 ,in playing against a misre the chief difficulty is to prevent the caller from discarding1 and to place the lead with the player who can probably do him the most harm4 ,it is an axiom with solo-whist players that every misre can be defeated1 if the weak spot in it can be found2 because if the misre was absolutely safe1 it would be played as a spread1 which would pay the caller twice as much4 ,this is not true1 however1 for it often happens that the cards are so distributed in the other hands that the call cannot be defeated1 however risky it may have been4 ,the weak point in a misre is usually a short suit with one high card in it2 or a suit of intermediate length1 without the deuce4 ,as it is probable that the caller is short in suits in which the adversaries are long1 and long in those in which they are short1 he is less likely to get a discard if they lead their shortest suits first4 ,if the misre player has over-called a proposal or a solo1 he is likely to be short in the trump suit1 or at least safe in it4 ,it is not good play to lead a single ,ace2 but a ,king may be very effective2 for if no one plays the ,ace on it1 that card may be absolutely marked in the caller's hand4 ,in such a case the adversary with the greatest number of that suit should keep it for the attack4 ,if this player can get into the lead1 he is not only sure of preventing the caller from discarding1 but of allowing the other adversaries to discard to advantage4 ,with an honour and one small card1 a player on the left should lead the small card first2 if on the right1 the honour should be led first4 ,a long suit containing the deuce should be avoided as long as possible4 ,the caller's cards may sometimes be inferred if there has been a previous call on the hand4 ,for instance3 ,a misre may be a forced call2 that is1 the player first called a proposal1 and not being accepted1 was forced to amend his call1 choosing misre in preference to solo4 ,this would indicate a long weak suit of trumps4 ,if the dealer calls misre1 the turn-up trump should be carefully noted4 ,it is useless to persevere in suits in which the caller is evidently safe4 ,if he plays a very low card to a trick in which there is already a high card1 that suit should be stopped4 ,discarding4 ,an adversary should get rid of some one suit1 if possible2 for when that suit is afterwards led he will have free choice of his discards in the other suits4 ,short suits should be discarded in preference to high cards in long suits1 unless the cards in the short suit are very low4 ,discards give great information to the adversaries if the rule is followed to discard the highest of a suit2 because all cards higher than those discarded must be between the two other adversaries and the caller1 and each adversary is thus furnished with a guide4 ,it is useless to discard a suit of which the caller is void2 and it is best to keep discarding from one suit until it is exhausted1 or only the deuce remains4 ,the trump signal is frequently used in discarding to indicate that the signaller wishes to get into the lead4 ,returning ,suits4 ,whether or not to return a partner's lead may often be decided by inferences from the fall of the cards4 ,it is frequently an easy matter to locate the cards in the various suits1 if it is borne in mind that adversaries who play after the caller get rid of their highest cards4 ,for instance3 ,right leads the #i2 caller plays the #e2 left the #aj2 and the last player finds he holds ,k ,q ,j #f of the suit4 ,he should know that the caller has nothing between the #e and the #i1 and must have the ,ace2 so his cards were probably ,a #e #d #c #b4 ,while it is manifestly impossible to catch him on that suit1 it may still be led three times1 in order to give the partners discards1 as both of them must be short4 ,if this estimate of the caller's cards is wrong in anything1 it is not with regard to the ,ace1 so there is not the slightest danger in continuing the suit4 ,as a general rule1 the suit first led by an adversary should be returned1 unless the player winning the trick has a singleton in another suit1 when he should lead that4 ,the suit led by the caller1 if he was eldest hand1 should not be returned4 ,some judgment of character must be used in playing on a caller's own lead4 ,an adventurous player will sometimes call a misre on a hand which contains a singleton #e or #f1 and will lead it at once2 trusting that second hand will imagine it to be safe1 and cover it4 ,players should be aware of this trap1 and never cover a misre player's own lead if they can help it1 unless the card led is below a #d4 ,,abundance4 ,very few persons will risk calling an abundance which they are not pretty certain of2 but a player may be forced to the call on a doubtful hand1 especially if he is over-called on his original proposal to play a solo4 ,the lead is a great advantage1 because trumps can be exhausted immediately1 and the suits protected4 ,if the caller has not the lead he must calculate in advance for trumping in1 and if his plain suits are not quite established1 he will require more trumps than would otherwise be necessary4 ,the greatest danger to an abundance player who has not the original lead1 is that his best suit will be led through him1 and trumped1 either on the first or second round4 ,the caller is often trapped into unnecessarily high trumping when suits are led through him a second or third time4 ,the ,adversaries have little chance to defeat an abundance unless they can over-trump the caller1 or ruff his good cards before he can exhaust the trumps4 ,it is best for the ,right to lead his longest suit1 and for the ,left to lead his shortest4 ,a guarded ,king suit should not be led under any circumstances2 nor a short suit ,ace high4 ,if an adversary has a single trump of medium size1 such as a ,j or #aj1 it is often good play to trump a partner's winning cards1 so as to be sure of preventing the caller from making a small trump4 ,if an adversary has trumped or over-trumped1 it is very important to lead that suit to him again as soon as possible4 ,the rules for discarding that are given in connection with ,whist should be carefully observed2 especially in the matter of showing command of suits4 ,,spreads4 ,these should not be called except with hands in which every suit contains the deuce1 and all the cards are low enough to insure the player that nothing short of extraordinary circumstances will defeat him4 ,open sequences1 or ,dutch straights1 as they are sometimes called1 in which the cards are all odd or all even1 such as #b #d #f #h #aj1 are quite as safe as ordinary sequences1 provided the deuce is among the cards4 ,the player calling a spread must remember that it will be impossible for him to get any discards after the first trick without the consent of the adversaries2 for they will not lead a suit of which they see he is void4 ,in order to reduce the caller's chances of a discard on the opening lead1 before his cards are exposed1 the adversaries should select their shortest suits1 unless they have a bottom sequence to the deuce4 ,,the ,,slam4 ,this feature of ,solo ,whist is even rarer than the grand coup at ,whist4 ,it is not very marvellous for an abundance player to make twelve or thirteen tricks2 but to announce thirteen tricks before a card is played is something phenomenal4 ,all the adversaries can do against such a call is to show each other1 by their discards1 in which of the suits they have a possible trick4 ,it is very annoying to have a player succeed in making a slam just because two of his adversaries keep the same suit4 ,,solo ,,whist ,,for ,,three ,,players4 ,the best arrangement is to play with a pack of forty cards1 deleting the #b1 #c1 and #d of each suit4 ,the last card is turned up to determine the trump1 but it is not used in play4 ,there is no proposal and acceptance1 solo being the lowest call4 ,if all three players pass1 the trump card is turned down1 and each player in turn has the option of calling a six-trick abundance1 naming his own trump suit4 ,in some places it is the custom to allow the players to over-call each other1 after the trump is turned down1 each increasing the number of tricks he proposes to take4 ,a misre over-calls eight tricks4 ,kimberly ,solo is for four players1 without any proposal and acceptance1 solo being the lowest call4 ,if all pass1 a six-trick solo with a different trump is allowed4 ,,text ,,books4 ,solo ,whist1 by ,r4,f4 ,green4 ,how to ,play ,solo ,whist1 by ,wilks ,pardon4 ,for the ,laws of ,solo ,whist1 see ,whist ,family ,laws4 ,,illustrative ,,solo ,,whist ,,hands4 ,the dealer1 ,z1 turns up the heart #c in both hands1 and ,a leads4 ,the underlined card wins the trick1 and the card under it is the next one led4 ,t ,a ,solo4 ,r ,a ,misre4 ,i -------------------------------- ,c------------------------------- ,a ,y ,b ,z ,k ,a ,y ,b ,z ---------------------------------------- ----------------- #aj #h ,q ,k #a ,k #g ,j #aj #c #i ,a #b #b ,q #e #i #h #f #b ,a #c #c ,q #e ,a ,j #h #d ,q ,k #d #i #d ,k #aj #i ,a #d #g #e #f #c #f #h ,a #i ,k #d #f #g #b #d ,a ,k #b #f #e #g #aj #h #g ,k #g #b ,q #f #h #i #f #g ,q #e #c ,q #h #i #e #d #f ,j #f #c #e ,j #aj #h #b ,k #c #g #aj #i ,j #aa ,a #b ,q #c #h #e #g #d #ab #b #c #i #d ,j ,j #aj #aj #ac ,j ,a #aj #e ---------------------------- --------------------------- ,solo player wins4 ,misre player loses4 ,in the first example1 ,a and ,y pass1 and ,b calls ,solo4 ,a follows the modern practice of leading the top of his long weak suit1 as a card of warning and support for his partners4 ,z knows ,y must have #i or ,ace of diamonds1 or no more1 and he avoids the error of opening another suit1 especially a weak one4 ,b continues with the trump ,queen1 hoping to drop ,king and ,jack together4 ,at trick #e1 ,z cannot give up the command of trumps1 and as ,a's lead and discard indicate that he wants spades led up to him1 ,z's best chance is that ,y has some clubs4 ,y leads to ,a4 ,at trick #i1 ,z knows ,b cannot have #aj and #i of trumps1 or he would have led one of them to prevent the ,j and #h both making1 so ,y must have one of those trumps4 ,at trick #aa1 if ,b leads the club1 he loses his call4 ,he must again take the chance of bringing the trumps down together4 ,in the second example ,a proposes1 or calls ,solo1 and ,y over-calls him with ,misre4 ,the great point in playing against ,misre is to continue leading suits in which he is known to be long1 so as to give your partners discards4 ,this ,b does with the two long spades1 the caller being marked with the ace and others on the second trick4 ,then ,z allows ,b to discard his high diamonds on the clubs4 ,,scotch ,,whist1 ,,or ,,catch ,,the ,,ten4 ,,cards4 ,scotch ,whist is played with a pack of #cf cards1 which rank in plain suits1 ,a ,k ,q ,j #aj #i #h #g #f2 the ,ace being highest both in play and in cutting4 ,in the trump suit the ,jack is the best card1 the order being1 ,j ,a ,k ,q #aj #i #h #g #f4 ,,markers4 ,there are no suitable counters for ,scotch ,whist1 and the score is usually kept on a sheet of paper4 ,,players4 ,any number from two to eight may play4 ,when there are five or seven players1 the spade #f must be removed from the pack4 ,in some places this is not done2 the thirty-fifth card being turned up for the trump1 the thirty-sixth shown to the table1 and then laid aside4 ,,cutting4 ,whatever the number of persons offering for play1 the table is formed by cutting from the outspread pack for partners1 seats1 and deal4 ,when two play1 the one cutting the lowest card has the choice of seats and cards1 7if there are two packs74 ,when three play1 the lowest deals1 and chooses his seat and cards4 ,the next lowest has the next choice of seats4 ,when four play1 partners are cut for2 the two lowest pairing against the two highest2 the lowest of the four is the dealer1 and has the choice of seats and cards4 ,when five play1 each for himself1 the lowest cut deals1 and has the first choice of seats and cards4 ,the next lowest has the next choice of seats1 and so on4 ,when six play1 they cut for partners1 the two lowest pairing together2 the two highest together2 and the two intermediates together4 ,the player cutting the lowest card of the six has the choice of seats and cards1 and deals the first hand4 ,if the six play1 three on a side1 the three lowest play against the three highest2 the lowest cut of the six taking the deal1 and choice of seats and cards4 ,when seven play1 each for himself1 the lowest deals1 and has the choice of seats and cards2 the others choosing their seats in the order of their cuts4 ,when eight play1 they may form two sets of four each1 or four sets of two each4 ,in either case the partnerships are decided by cutting1 and the lowest cut of the eight has the deal1 with choice of seats and cards4 ,,ties are decided in the manner already described in connection with ,whist4 ,,position ,,of ,,the ,,players4 ,two players sit opposite each other4 ,three1 five or seven sit according to their choice4 ,four sit as at ,whist1 the partners facing each other4 ,six1 playing in two partnerships1 sit alternately1 so that no two partners shall be next each other4 ,six1 playing in three partnerships of two each1 sit so that two adversaries shall be between each pair of partners4 ,eight1 playing in two sets of four each1 or as four pairs of partners1 arrange themselves alternately4 ,if we distinguish the partners by the letters ,a1 ,b1 ,c1 ,d1 the diagram will show the arrangement of the tables4 ,illustration3 ,b ,c ,a ,b ,a ,b ------ ------ ------ ,d ,c ,b ,a ,a ,a ,c ,d ,a ,b ------ ------ ------ ,c ,b ,b ,a ,b ,a ,,three ,,pairs4 ,,four ,,pairs4 ,,two ,,fours4 ,the player to the left of the dealer is the original leader4 ,,dealing4 ,the method of dealing varies with the number of players engaged4 ,when only one pack is used1 any player may shuffle1 the dealer last4 ,the pack must be presented to the pone to be cut1 and the entire pack is then dealt out1 one card at a time4 ,when two play1 the dealer gives each six cards1 one at a time4 ,these two hands are kept separate1 and two more are dealt in the same manner1 and then a third two1 the last card being turned up for the trump4 ,when the deal is complete1 there will be six hands on the table1 three belonging to each player4 ,illustration3 ----- ----- ----- ----- ----- ----- #a,,st ,,hands4 #b,,nd ,,hands4 #c,,rd ,,hands4 ----- ----- ----- ------ ,trump4 ------ ----- ----- ----- ,when three play1 the cards are dealt in much the same manner2 two separate hands of six cards being given to each player4 ,when four1 five1 six1 seven1 or eight play1 the cards are dealt in rotation from left to right until the pack is exhausted1 the last card being turned up for the trump4 ,when five or seven play1 either the spade #f must be thrown out of the pack1 or the thirty-sixth card must be shown1 after the dealer has turned the thirty-fifth for the trump4 ,when eight play1 all four sixes are deleted4 ,the deal passes to the left1 each player dealing in turn until the game is finished4 ,the general rules with regard to irregularities in the deal are the same as at ,whist4 ,,stakes4 ,when stakes are played for1 they are for so much a game4 ,rubbers are not played4 ,it is usual to form a pool1 each player depositing the stake agreed upon1 and the winner taking all4 ,in partnership games1 each losing player pays the successful adversary who sits to his right4 ,if three pairs were engaged1 and ,a-,a won1 ,c and ,b would each pay the ,a sitting next him4 ,before play begins1 it should be understood who pays for revokes2 the side or the player4 ,,method ,,of ,,playing4 ,the player on the dealer's left begins by leading any card he chooses1 and the others must all follow suit if they can4 ,failure to follow suit when able is a revoke1 the penalty for which1 if detected and claimed by the adversaries1 is the immediate loss of the game4 ,when there are more than two players or two sets of partners1 the revoking player or side must pay the two or more adversaries as if each had won the game4 ,in some places the individual is made to pay1 not the side4 ,this should be understood before play begins4 ,if seven are playing1 and one is detected in a revoke1 his loss is equal to six games4 ,any player having none of the suit led may either trump or discard4 ,the dealer should take up the trump card when it is his turn to play to his first trick2 after which it must not be named1 although a player may be informed what the trump suit is4 ,if all follow suit1 the highest card played of the suit led wins the trick1 trumps win all other suits4 ,the winner of the trick may lead any card he chooses for the next2 and so on1 until all the cards have been played4 ,it is not necessary to keep the tricks separate1 as at ,whist2 but one player should gather for his side4 ,when two or three play1 the hands must be played in the order in which they were dealt4 ,for instance3 ,if these are the hands3-- ,illustration3 ----- ----- ----- ,adversary's3-- #a #c #e ----- ----- ----- #a,,st ,,set4 #b,,nd ,,set4 #c,,rd ,,set4 ----- ----- ----- ------ ,dealer's3-- #b #d #f ,trump4 ------ ----- ----- ----- ,the players first take up hands ,nos4 #a and #b2 a card is led from ,no4 #a1 the dealer follows suit from ,no4 #b1 or trumps1 or discards1 and the play continues until these two hands are exhausted4 ,the second set are then taken up and played in the same manner2 the player who won the last trick in one set having the first lead in the next4 ,finally1 the third set are played in the same manner2 all the cards taken by each side being gathered into one pile by the player who has won them4 ,the trump card must remain on the table until the dealer takes up the last hand4 ,when three play1 the set of hands first dealt must be first played1 and then the second set taken up4 ,the rules for cards played in error1 leading out of turn1 etc41 are the same as at ,whist4 ,,objects ,,of ,,the ,,game4 ,the side first scoring #da points wins the game2 and the chief object is to secure tricks containing cards to which a certain value is attached4 ,these all belong to the trump suit1 and are the following3-- ,the ,jack of trumps counts #aa ,the ,ace of trumps counts #d ,the ,king of trumps counts #c ,the ,queen of trumps counts #b ,the ,ten of trumps counts #aj ,the other trumps1 and the plain suit-cards1 have no counting value4 ,the ,jack of trumps1 being the best1 must be taken in by the player to whom it is dealt2 but any court card in trumps will win the ,ten1 so that one of the principal objects in ,scotch ,whist is to catch the ten4 ,at the end of each hand the players count the number of cards they have taken in tricks1 and they are entitled to score one point for each above the number originally dealt to them4 ,for instance3 ,if four play1 nine cards were originally dealt to each1 so each pair of partners held eighteen4 ,if at the end of the hand they have taken in eight tricks1 or thirty-two cards1 they score #ad points toward game1 in addition to any score they may have made by winning honours in trumps1 or catching the ,ten4 ,if five play1 beginning with seven cards each1 and at the end of the hand one player has taken in fifteen1 and another ten2 they score #h and #c respectively1 for cards4 ,,scoring4 ,at the end of each hand1 each player or side should claim all honours won1 and cards taken in4 ,one player should keep the score1 and announce it distinctly1 in order that it may be known how many points each player or side requires to win the game4 ,in the case of ties1 the ,ten counts out first2 then cards2 then ,a ,k ,q of trumps in their order1 and the ,jack last4 ,a revoke1 if detected and claimed before the cards are cut for the next deal1 immediately ends the game4 ,,methods ,,of ,,cheating4 ,when only one pack is used1 the greek can often succeed in dealing himself the ,jack of trumps1 and usually loses no time in marking the ,ten1 so that he can at least distinguish the player to whom it is dealt4 ,a player should be carefully watched who keeps his eyes on the pack while shuffling1 or who rivets his attention on the backs of the cards as he deals4 ,two packs should be used in all round games of cards4 ,,suggestions ,,for ,,good ,,play4 ,the chief counting elements that are affected by the play being the trump ,ten and the cards1 it is usual to devote particular attention to winning them4 ,with ,j ,a of trumps1 or ,a ,k1 it is best to lead two rounds immediately2 but with a tenace1 such as ,j ,k1 or ,a ,q it is better to place the lead on your left if possible4 ,the high cards in the plain suits are capable of being very skilfully managed in this matter of placing the lead4 ,it sometimes happens that a player with the ,ten may be fourth hand on a suit of which he has none2 or he may catch the ,ten with a small honour if it is used in trumping in4 ,the partnership games offer many fine opportunities for playing the ,ten into the partner's hand1 especially when it is probable that he has the best trump1 or a better trump than the player on the left4 ,in calculating the probabilities of saving the ,ten by trumping in1 it must be remembered that the greater the number of players1 the less chance there is that a suit will go round more than once1 because there are only nine cards of each suit in play4 ,many players1 in their anxiety to catch the ,ten1 overlook the possibilities of their hands in making cards1 the count for which often runs into high figures4 ,close attention should be paid to the score4 ,for instance3 ,a wants #d points to win2 ,b wants #aj2 and ,c wants #af4 ,if ,a can see his way to win the game by cards or small honours1 he should take the first opportunity of giving ,c the ,ten2 or allowing him to make it in preference to ,b4 ,as the ,ten counts first1 cards and honours next1 ,b may be shut out1 even if he has the ,jack4 ,,laws4 ,there are no special laws for ,scotch ,whist4 ,the whist laws are usually enforced for all such irregularities as exposed cards1 leading out of turn1 etc4 ,the most important matter is the revoke1 and it should be clearly understood before play begins whether the revoke penalty is to be paid by the individual in fault1 or by the side to which he belongs4 ,some players think there should be some regulation for penalties in such cases as that of a player taking up the wrong hand1 when two or more are dealt to each player2 but as no advantage can be gained by the exchange1 it is hard to see what right the adversary would have to impose a penalty4 ,,illustrative ,,scotch ,,whist ,,hand4 ,we give a simple example hand1 as an illustration of the manner of playing with four persons2 two being partners against the other two4 ,z deals and turns heart #h ---------------------------- ,a ,y ,b ,z ---------------------------- #a ,q ,k #h #i #b ,a ,k ,j #h #c #g #i #f #f #d #h ,j ,k ,a #e ,j #i ,a ,q #f #g #aj ,q #g #g ,a #aj #f ,q #h #i #f ,k #g #i #aj #aj ,j #h ---------------------------- ,a-,b win #cj by honours4 ,y-,z win #b by cards4 ,trick #a4 ,y plays ,king second hand1 hoping it will be taken by the ,ace1 so that he may become third or fourth player1 and perhaps save his ,ten4 ,b1 with the minor tenace in trumps1 plays to avoid the lead as long as possible4 ,trick #b4 ,y gets rid of another winning card2 ,b keeping a small card to avoid the lead4 ,trick #c4 ,a returns the ,club1 reading ,b for the ,q or no more4 ,b still avoids the lead1 and ,z is marked as not having the trump ,ten1 or he would have saved it4 ,trick #d4 ,z plays to win what cards he can4 ,trick #e4 ,b throws ,a to avoid the lead1 knowing ,y has the trump ,ten2 for ,a would have made it on the second round of ,spades4 ,a also marks it with ,y1 as ,b does not save it4 ,trick #f4 ,b is not sure whether ,y has a ,diamond or a ,club left1 and discards the winning card4 ,trick #g4 ,z plays ,queen to shut out the ,ten1 if with ,a4 ,a knows each player has two trumps left1 and that as the turn-up is still with ,z1 ,b must have ,j or ,k2 for if he held only #g and #f he would have trumped in to make cards4 ,trick #h4 ,a leads trumps4 ,if ,y does not play the ,ten1 and ,b has not the ,jack1 ,b must make four cards and the ,king by passing4 ,if ,b has the ,jack1 he must catch the ,ten1 no matter how ,y and ,z play4 99 99 99 99 99 ,,french ,,whist is the name given to a variety of ,scotch ,whist in which the ,ten of ,diamonds counts ten to those winning it1 whether it is a trump or not4 ,,boston4 ,,cards4 ,boston is played with two packs of fifty-two cards each1 which rank as at ,whist1 both for cutting and playing4 ,,markers are not used in ,boston1 every hand being immediately settled for in counters4 ,these are usually of three colours2 white1 red1 and blue2 representing cents1 dimes1 and dollars respectively4 ,at the beginning of the game each player should be provided with an equal number1 the general proportion being #bj white1 #ah red1 and #h blue for each4 ,some one player should be selected to act as the banker1 selling and redeeming all counters4 ,,stakes4 ,the stakes in ,boston depend upon the value of the counters4 ,one cent for a white counter is considered a pretty stiff game2 because it is quite possible for a single player to win or lose a thousand white counters on one hand1 and the payments very seldom fall short of fifty4 ,,the ,,pool4 ,in addition to the counters won and lost on each hand1 it is usual for the players to make up a pool at the beginning of the game by each of them depositing one red counter in a small tray provided for the purpose4 ,this pool may be increased from time to time by penalties2 such as one red counter for a misdeal2 four for a revoke1 or for not having the proper number of cards1 etc4 ,the whole amount in the pool may be won or lost by the players1 according to their success or failure in certain undertakings1 which will presently be described4 ,when empty1 the pool is replenished by contributions from each player1 as at first4 ,the pool proper is usually limited to #be red counters4 ,when it exceeds that amount1 the #be are set aside1 and the surplus used to start a fresh pool4 ,any player winning a pool is entitled to #be red counters at the most4 ,it will often happen that several such pools will accumulate1 and each must be played for in its turn4 ,at the end of the game any counters remaining in the pool or pools must be divided among the players4 ,,players4 ,boston is played by four persons4 ,if more than four candidates offer for play1 five or six may form a table2 if there are more than six1 the selection of the table must be made by cutting1 as at ,whist4 ,,cutting4 ,the four persons who shall play the first game are determined by cutting1 and they again cut for the deal1 with the choice of seats and cards4 ,the player drawing the lowest card deals1 and chooses his seat2 the next lower card sits on his left1 and so on1 until all are seated4 ,twelve deals is a game1 at the end of which the players cut to decide which shall go out1 as at ,whist4 ,it is usual to count the deals by opening the blade of a pocket-knife1 which is placed on the table by the player on the dealer's right4 ,when it comes to his turn to deal1 he partly opens one blade4 ,when he deals again he opens it entirely1 and the third time he closes it2 that being the third round1 and the last deal of the game4 ,illustration3 ,,fourth ,,deal4 ,,eighth ,,deal4 ,,position ,,of ,,the ,,players4 ,the four players at ,boston are distinguished by the letters ,a ,y ,b ,z4 ,illustration3 ,y ------- ,a ,b ------- ,z ,z is the dealer1 and ,a is known as the eldest hand4 ,there are no partnerships in ,boston1 except that of three players combined against the fourth1 who is always spoken of as the caller4 ,the players having once taken their seats are not allowed to change them without the consent of all the others at the table4 ,,dealing4 ,at the beginning of the game the two packs are thoroughly shuffled2 after which they must not again be shuffled during the progress of the game4 ,if a hand is dealt and not played1 each player must sort his cards into suits and sequences before they are gathered and dealt again4 ,at the beginning of each deal1 one pack is presented to the players to be cut2 each having the privilege of cutting once1 the dealer last4 ,beginning on his left1 the dealer gives four cards to each player1 then four more1 and finally five2 no trump being turned4 ,the general rules with regard to irregularities in the deal are the same as at ,whist1 except that a misdeal does not lose the deal4 ,the misdealer must deal again with the same pack1 after the players have sorted their cards into suits4 ,it is a misdeal if the dealer fails to present the pack to the other players to cut1 or neglects to cut it himself4 ,should the dealer expose any of his own cards in dealing1 that does not invalidate the deal4 ,the deal passes in regular rotation to the left1 each pack being used alternately4 ,,making ,,the ,,trump4 ,the deal being complete1 the player opposite the dealer cuts the still pack1 and the player on his right turns up the top card for the trump4 ,the suit to which this card belongs is called ,first ,preference1 and the suit of the same colour is called ,second ,preference1 or ,colour4 ,the two remaining suits are known as ,plain ,suits for that deal4 ,the cards having been dealt1 and the trump turned1 each player carefully sorts and counts his cards1 to see that he has the correct number1 thirteen4 ,a player having more or less than his right proportion should at once claim a misdeal2 for if he plays with a defective hand he cannot win anything that deal1 but must stand his proportion of all losses incurred1 besides paying a forfeit of four red counters to the pool4 ,,objects ,,of ,,the ,,game4 ,in ,boston1 each player has an opportunity to announce that he is willing to undertake to win a certain number of tricks1 if allowed the privilege of naming the trump suit2 or to lose a certain number1 there being no trumps4 ,in either case1 he proposes to play single-handed against the three other players4 ,the player proposing the undertaking which is most difficult of accomplishment is said to over-call the others1 and must be allowed to try4 ,if he is successful1 he wins the pool1 and is paid a certain number of counters by each of his adversaries4 ,if he fails1 he must double the amount in the pool1 and pay to each of the other players a certain number of counters4 ,,announcements4 ,the bids rank in the following order1 beginning with the lowest4 ,the full-faced type shows the words used by the players in calling their bids3-- ,to win five tricks2 ,boston4 ,to win ,six ,tricks4 ,to win ,seven ,tricks4 ,to lose twelve tricks1 after having discarded a card which is not to be shown2 ,little ,misre4 ,to win ,eight ,tricks4 ,to win ,nine ,tricks4 ,to lose every trick2 ,grand ,misre4 ,to win ,ten ,tricks4 ,to win ,eleven ,tricks4 ,to lose twelve tricks1 after having discarded a card which is not to be shown2 the single player's remaining twelve cards being exposed face up on the table1 but not liable to be called2 ,little ,spread4 ,to win ,twelve ,tricks4 ,to lose every trick2 the single player's cards exposed on the table1 but not liable to be called2 ,grand ,spread4 ,to win ,thirteen ,tricks2 ,grand ,slam4 ,the object of the proposing player1 if successful in his bid1 is to win or lose the proposed number of tricks2 while that of his three adversaries is to combine to prevent him from so doing4 ,there are no honours1 and the only factor in the count is the number of tricks taken4 ,the highest card played of the suit led wins the trick2 and trumps1 if any1 win against all other suits4 ,,method ,,of ,,bidding4 ,the eldest hand has the first say1 and after examining his cards1 and estimating the number of tricks he can probably take1 making the trump to suit his hand1 he bids accordingly4 ,it is not necessary for him to state which suit he wishes to make the trump2 but only the number of tricks he proposes to win4 ,if he has no proposal to make1 he says distinctly2 8,i pass10 and the other players in turn have an opportunity to bid4 ,if any player makes a bid1 such as six tricks1 and any other player thinks he can make the same number of tricks with a trump of the same colour as the turn-up1 that is1 ,second ,preference1 he over-calls the first bidder by saying 8,i keep20 or he may repeat the number bid1 saying 8,six here40 ,this is simply bidding to win the number of tricks in colour4 ,the original caller may hold his bid1 or a third player may overbid both1 by saying2 8,i keep over you10 or 8,six here40 ,this means that he will undertake to win the number of tricks already bid1 with the turn-up suit for trumps4 ,in order to over-call such a bid as this1 any other player would have to announce a greater number of tricks4 ,for instance2 ,z deals1 and turns a heart4 ,a calls six tricks1 intending to name hearts trumps2 but not saying so4 ,b passes2 ,y says 8,i ,keep40 ,this announces to the table that ,y will play with a red trump1 and ,a knows he is bidding on diamonds4 ,z passes1 and ,a says2 8,i keep over you40 ,b then bids seven tricks1 and if ,a will not risk seven tricks in hearts1 ,b will be the successful bidder4 ,if ,a should bid seven tricks by keeping over ,b1 the latter must know that it is useless for him to bid again unless he can make more tricks in diamonds than ,a can in hearts2 for ,a's bid1 being in first preference1 will always outrank ,b's for the same number of tricks4 ,a player once having passed cannot come into the bidding again1 except to call one of the misres4 ,in the example just given1 either ,y or ,z1 after having twice passed1 might have outbid the seven tricks by calling a little misre4 ,such a bid can1 of course1 be entertained only when it outranks any bid already made4 ,a player is not compelled to bid the full value of his hand2 but it is to his interest to go as near to it as he can with safety2 because1 as we shall see presently1 the more he bids the more he is paid4 ,for instance3 ,if he can make ten tricks1 but bids seven only1 he will be paid for the three over-tricks1 if he makes them2 but the payment for seven bid and ten taken1 is only #bb counters2 while the payment for ten bid and ten taken is #db4 ,as he receives from each adversary1 a player who underbid his hand in this manner would lose #fj counters by his timidity4 ,it sometimes happens that no one will make a proposal of any sort4 ,it is very unusual to pass the deal4 ,the trump is generally turned down1 and a ,grand is played1 without any trump suit4 ,this is sometimes called a ,misre ,partout1 or 8all-round poverty02 and the object of each player is to take as few tricks as possible4 ,,method ,,of ,,playing4 ,no matter who is the successful bidder1 the eldest hand always leads for the first trick1 and the others must follow suit if they can1 the play proceeding exactly as at ,whist4 ,the tricks should be carefully stacked1 so that they can be readily counted by any player without calling attention to them4 ,the laws provide a severe penalty for drawing attention to the score in this manner4 ,suppose a player has called eight tricks4 ,an adversary hesitates in his play1 and another reaches over and counts the tricks in front of the caller1 finding he has seven4 ,this is tantamount to saying to the player who hesitates3 8,if you don't win that trick1 the call succeed40 ,in such a case1 the single player may at once demand the play of the highest or lowest of the suit2 or that the adversaries trump or refrain from trumping the trick4 ,in all calls except misres and slams1 the hands should be played out1 in order to allow the players to make what over-tricks they can2 but the moment a misre player takes a trick1 or a slam player loses one1 the hands are thrown up1 and the stakes paid4 ,it is usual to show the cards to the board1 in order to satisfy each player that no revoke has occurred4 ,when ,little ,misre is called1 each player discards one card1 which must not be shown1 and the hand is then played out with the remaining twelve cards4 ,when ,spreads are called1 the caller's cards must be placed face upwards on the table before a card is played4 ,if it is a ,little ,spread1 the discard of each player must remain unknown4 ,the adversaries have no control of the manner of playing the exposed cards1 which cannot be called1 and may be played in any manner suited to the judgment of the single player1 provided he follows suit when able4 ,,revokes4 ,if a player opposed to the caller revokes1 but discovers his mistake in time to save himself1 he may be called upon by the single player for his highest or lowest of the suit led2 or the card played in error may be claimed as an exposed card4 ,if the highest or lowest of the suit is called1 the card played in error is taken up4 ,if the caller revokes1 and discovers his mistake in time1 he is not liable to any penalty1 unless an adversary has played to the next trick4 ,in that case the revoking card must be left on the table1 and is liable to be called4 ,when the single player revokes1 he loses the call in any case1 and at least one trick besides4 ,he must also double the pool1 and add to it a revoke forfeit of four red counters4 ,for instance3 ,a bids eight tricks1 and his adversaries detect and claim a revoke4 ,as he is supposed to have lost his bid1 and one trick more1 he may be said to have bid eight1 and taken only seven2 losing #bc white counters to each of his adversaries1 doubling the pool1 and then paying a forfeit of four red counters4 ,in some places the forfeit is omitted1 and in others it takes the place of doubling the pool4 ,it is not usual to play the hand out after a revoke is claimed and proved4 ,if an adversary of the single player revokes1 he and his partners must each pay the caller just as if he had been successful1 and must also pay him for three over-tricks as forfeit1 provided his bid was not more than nine tricks2 for the bid and the over-tricks together must not exceed thirteen tricks4 ,in addition to this1 the individual player in fault must pay four red counters as forfeit to the pool4 ,in some places he is made to double the pool2 but this is manifestly unfair1 as he could not win the amount in the pool in any case1 and therefore should not lose it4 ,in a ,misre ,partout1 the revoking player pays five red counters to each adversary1 and deposits a forfeit of four red counters in the pool4 ,the hands are immediately thrown up if the revoke is claimed and proved4 ,,cards ,,played ,,in ,,error4 ,the single player is not liable to any penalty for cards played in error1 or led out of turn1 except those taken back to save a revoke2 but his adversaries are liable to the usual whist penalties for all such irregularities4 ,the single player can forbid the use of an exposed trump for ruffing1 and can demand or prevent the play of an exposed card in plain suits1 provided he does not ask the adversary to revoke4 ,if a suit is led of which an adversary has an exposed card on the table1 the single player may call upon him to play his highest or lowest of that suit4 ,if a player has announced ,little ,misre1 and one of the adversaries leads before the others have discarded1 the caller may immediately claim the pool and stakes4 ,if any adversary of a misre player leads out of turn1 or exposes a card1 or plays before his proper turn in any trick1 the bidder may at once claim the pool and stakes4 ,in all such cases it is usual for the individual in fault to pay a forfeit of four red counters toward the next pool4 ,in ,misre ,partout1 there is no penalty for cards played in error1 or led out of turn4 ,,payments4 ,if the caller succeeds in winning the proposed number of tricks1 he is paid by each of his adversaries according to the value of his bid1 and the number of over-tricks he wins1 if any4 ,the various payments are shown in this table3-- ---------------------------------------- --------------------------- ,number of tricks bid by ,number actually taken by him4 player4 ----------------------------------- #e #f #g #h #i #aj #aa #ab #ac ---------------------------------------- ------------------- ,five #ab #ab #ac #ac #ad #ad #ad #ae #ae ,six #ae #af #af #ag #ah #ai #bj #bj ,seven #ah #bj #ba #bb #bc #bd #bf ,eight #bc #bd #bf #bh #bi #ca ,nine #cb #cd #cf #ci #da ,ten #db #de #dh #eb ,eleven #fc #fh #gb ,twelve #ajf #aad ,thirteen #aff ---------------------------------------- ------------------- ,the ,american system is not to pay the successful bidder for any over-tricks4 ,this is to make him bid up his hand1 and to save time2 as hands need not be played out when the bidder has made or can show the number of tricks bid4 ,tricks bid #e #f #g #h #i #aj #aa #ab #ac ---------------------------------------- ---------- ,amount4 #aj #ae #bj #be #ce #de #fe #aje #agj ,if the caller fails in his undertaking1 he must pay each adversary according to the number of tricks by which he failed to reach his bid4 ,for instance3 ,a player bidding eight1 and taking only seven1 is said to be 8put in for0 one trick1 and he would have to pay each adversary #bc white counters4 ,these payments are shown in this table3-- ---------------------------------------- ---------------------- ,tricks bid ,number of tricks by which the player falls short by the of his declaration4 player4 --------------------------------------- #a #b #c #d #e #f #g #h #i #aj #aa #ab #ac ---------------------------------------- ---------- ,five #aa #ba #ca #da #ej ,six #ae #bd #ce #de #ee #ff ,seven #ai #bi #dj #ej #fj #gb #hb ,eight #bc #cd #df #ef #fg #gh #hiaaj ,nine #cc #dd #eg #fh #hb #ibajcaaeabg ,ten #dd #ef #gj #hb #idajgaaiacbadeaeg ,eleven #fg #hj #ieajiabcachaeaafeahjaidbjh ,twelve #aacacjadhafeahbbjjbagbcdbebbgjbhfcjd ,thirteen #aggaihbbbbdabfbbhdcjecbfcdhcficijdabdcc ---------------------------------------- ---------- ,we give the same table reduced to the ,american decimal system1 in which form it is commonly found in the clubs4 ,it may be remarked in passing that the table is very illogical and inconsistent1 the payments bearing no relation to the probabilities of the events4 ,some of them provide for impossibilities1 unless the player has miscalled the trump suit1 and is held to it1 but we have no authority to change them4 ---------------------------------------- -------------------- ,number of tricks bidder is 8put in for40 ,tricks ---------------------------------------- bid4 #a #b #c #d #e #f #g #h #i #aj #aa #ab #ac ---------------------------------------- -------- ,five #aj #bj #cj #dj #ej ,six #ae #be #ce #de #ee #fe ,seven #bj #cj #dj #ej #fj #gj #hj ,eight #be #ce #de #ee #gj #heajjaae ,nine #ce #de #ee #fe #hj #ieaajabeadj ,ten #de #ee #gj #hj #ieaajabeadjaeeagj ,eleven #gj #hj #ieaajabeadjaeeagjahebjjbbj ,twelve #abjacjadeafjahjbjjbbjbdjbfjbhjcjjcbj ,thirteen#ahjbjjbbjbdjbfjbhjcjjcbjcdjcfj cijdbjdej ---------------------------------------- -------- ,if a misre is bid1 the caller wins from1 or loses to each adversary according to the following table1 there being no over-tricks3-- ,little ,misre1 #bj white counters4 ,grand ,misre1 #dj white counters4 ,little ,spread1 #hj white counters4 ,grand ,spread1 #afj white counters4 ,it may be observed that each of these is twice the amount of the next lower4 ,when misre partout is played1 the person winning the largest number of tricks is the only loser1 and he must pay each of the other players the difference between the number of his tricks and theirs in red counters4 ,the number of red counters lost will always be found to be three times the number of tricks taken1 minus the number of tricks not taken4 ,for instance3 ,a wins #d tricks1 three times which is #ab2 from which he deducts #i1 the number he did not take1 and finds his loss to be #c red counters4 ,again2 ,a wins #g tricks2 three times which is #ba2 minus #f tricks not taken1 a net loss of #ae4 ,no matter in what proportion the other tricks may be divided between the three other players1 this total payment will always be found correct4 ,for instance3 ,a wins #f tricks2 ,y #b2 ,b #e2 and ,z none4 ,a loses #f x #c #ah-g #aa1 of which he gives #d to ,y2 #a to ,b2 and #f to ,z4 ,if two players tie for the greatest number of tricks taken1 they calculate their losses in the same manner2 but each pays only half the total4 ,for instance3 ,a and ,y each take #e tricks2 ,b taking #a1 and ,z #b4 ,the #g red counters lost by ,a and ,y being divided1 shows a loss of #ce white counters for each of them4 ,if three players take four tricks apiece1 they each pay the fourth man a red counter4 ,,winning ,,the ,,pool4 ,besides the white counters won and lost by the players individually1 the successful caller takes the pool1 provided he has made a bid of seven tricks or better1 which is called a pool bid4 ,any lower bid does not entitle him to the pool1 unless the other players compel him to play the hand out4 ,in order to save the pool1 it is usual for the adversaries1 before playing to the second trick1 to say3 8,i pay40 ,if all agree to pay1 the bidder must accept the amount of his bid without any over-tricks1 and the pool is not touched4 ,if a player has made a pool bid1 and the adversaries1 before playing to the second trick1 agree to pay1 they cannot prevent the caller from taking the pool2 but they save possible over-tricks4 ,the agreement of the adversaries to pay must be unanimous4 ,misre ,partout does not touch the pool4 ,if the hand is played out1 and the caller fails1 he must double the pool1 whether he has made a pool bid or not4 ,if there is more than one pool1 he must double the first one1 which will of course contain the limit4 ,this will simply have the effect of forming an additional pool to be played for4 ,when there are several pools on the table1 a successful caller takes any of those that contain the limit4 ,when there is only one pool on the table1 he must be satisfied with its contents1 however small4 ,at the end of the game1 after the twelfth hand has been settled for1 it is usual to divide the pool or pools equally among the players4 ,but sometimes a grand is played without trumps1 making a thirteenth hand1 and the pool is given to the player winning the last trick4 ,,methods ,,of ,,cheating4 ,there being no shuffling at ,boston1 and each player having the right to cut the pack1 the greek must be very skilful who can secure himself any advantage by having the last cut1 unless he has the courage to use wedges4 ,but ,boston is usually played for such high stakes that it naturally attracts those possessing a high degree of skill1 and the system adopted is usually that of counting down4 ,the greek will watch for a hand in which there is little changing of suits1 and will note the manner of taking up the cards4 ,the next hand does not interest him1 as he is busy studying the location of the cards in the still pack4 ,when this comes into play on the next deal1 he will follow every cut1 and finally cut for himself so that the desired distribution of the suits shall come about4 ,even if he fails to secure an invincible hand for bidding on himself1 he knows so nearly the contents of the other hands that he can bid them up1 and afterwards play against them to great advantage4 ,it is unnecessary to say that if a greek can mark the cards1 the game becomes a walkover1 even if he can recollect only the hand on his left4 ,,suggestions ,,for ,,good ,,play4 ,boston so closely resembles ,solo ,whist in such matters as bidding1 and playing single-handed against three others1 that the reader may be referred to that game for the outlines of the principles that should guide him in estimating the probable value of his hand1 playing for tricks or for misres1 and combining forces with his partners for the purpose of defeating the single player4 ,for laws1 see ,whist ,family ,laws4 ,,boston ,,de ,,fontainebleau4 ,this game is sometimes1 but incorrectly1 called ,french ,boston4 ,the latter will be described in its proper place4 ,,cards4 ,boston de ,fontainebleau is played with a full pack of fifty-two cards4 ,two packs are generally used4 ,the cards rank as at ,whist1 both for cutting and playing4 ,,markers are not used1 counters taking their place4 ,these are usually of the colours and values1 and are distributed among the players as already described in ,boston4 ,,stakes4 ,as a guide in settling upon the unit value1 it may be noted that the largest amount possible to win or lose on a single hand is #b1djj white counters2 the smallest amount being #cj4 ,the average is about #cjj4 ,,the ,,pool4 ,in addition to the counters won or lost on each hand1 a pool is formed by each dealer in his turn placing five counters in a small tray provided for the purpose4 ,this pool may be increased by penalties1 etc41 and the whole amount may be won under certain conditions1 as at ,boston4 ,there is no limit to the amount of a single pool4 ,,players4 ,the number of players1 methods of ,cutting1 ,dealing1 etc41 are the same as those already described in connection with ,boston1 except that no trump is turned for first preference1 the suits always having a determined rank2 diamonds being first1 hearts next1 then clubs1 and last spades4 ,no-trump1 or 8grand10 outranks diamonds4 ,twelve deals is a game2 after which the players cut out if there are more than four belonging to the table1 or if other candidates are waiting to play4 ,,penalties1 for playing with more or less than the proper number of cards1 etc41 are the same as at ,boston4 ,,objects ,,of ,,the ,,game4 ,these are identical with ,boston1 but instead of doubling the pool1 the player who is unsuccessful in his undertaking pays into the pool the same amount that he loses to each of the other players4 ,,announcements4 ,the bids rank in the order following2 beginning with the lowest4 ,the full-faced type show the words used by the players in calling their bids4 ,it will be noticed that the order is not the same as in ,boston1 and that an additional bid is introduced1 called ,piccolissimo4 ,to win #e tricks1 ,boston4 ,to win ,six ,tricks4 ,to lose #ab tricks1 after having discarded a card which is not to be shown2 ,little ,misre4 ,to win ,seven ,tricks4 ,to win one trick1 neither more nor less1 after having discarded a card which is not to be shown1 there being no trump suit2 ,piccolissimo4 ,to win ,eight ,tricks4 ,to lose every trick1 no trump suit1 ,grand ,misre4 ,to win ,nine ,tricks4 ,to lose #ab tricks1 after having discarded a card which is not to be shown2 the single player's remaining twelve cards being exposed face up on the table1 but not liable to be called2 ,little ,spread4 ,to win ,ten ,tricks4 ,to lose every trick1 no trump suit1 the single player's cards being exposed on the table1 but not liable to be called2 ,grand ,spread4 ,to win ,eleven ,tricks4 ,to win ,twelve ,tricks4 ,to win #ac tricks2 ,slam4 ,to win #ac tricks1 the single player's cards exposed face up on the table1 but not liable to be called2 ,spread ,slam4 ,the object of the bidder1 if successful in securing the privilege of playing1 is to win or lose the proposed number of tricks1 against the combined efforts of his adversaries4 ,having once made a bid1 he must play it unless he is over-called4 ,,method ,,of ,,bidding4 ,the eldest hand has the first say1 and after examining his hand1 and deciding on the bid most appropriate to it1 if any1 he makes his announcement4 ,if his proposal is to win a certain number of tricks with a certain suit for trumps1 he must name the suit1 saying1 8,eight ,spades10 or 8,seven ,diamonds10 as the case may be4 ,if he proposes to play without any trump suit1 he announces1 8,seven ,grand10 or whatever the number may be4 ,such a bid over-calls one of the same number in diamonds4 ,if the eldest hand has no proposal to make1 he says1 8,i pass10 and the others in turn have an opportunity to bid4 ,the bids outrank one another according to their order in the foregoing table1 and the rank of the suits in which they are made4 ,the players bid against one another1 until all but one declare to pass1 he then becomes the single player against the three others4 ,a player having once passed cannot come into the bidding again1 even to call a misre4 ,in this respect the game differs from ,boston4 ,a player is not compelled to bid the full value of his hand1 but it is to his interest to do so1 and he should make the full announcement the first time he bids1 because if he has had a good hand for ten tricks1 and begins with a bid of seven1 he cannot increase his proposal unless some player bids over him4 ,,partners4 ,before playing1 the successful bidder may call for a partner if he chooses to do so4 ,the player accepting him undertakes that the two together shall win three tricks more than the number bid4 ,for instance3 ,a has successfully bid seven in diamonds1 and asks for a partner4 ,if ,y accepts him they make no change in their positions at the table1 but play into each other's hands1 just as at ,solo ,whist1 ,b and ,z being partners against them4 ,a and ,y together must win ten tricks1 with diamonds for trumps4 ,if no one makes a proposal of any sort1 ,misre ,partout is played2 there being no trump suit4 ,the player or players taking the least number of tricks win or divide the pool4 ,there are no other losses or gains in ,misre ,partout4 ,,honours4 ,in any call in which there is a trump suit1 the ,a ,k ,q and ,j of trumps are honours1 and may be counted by the successful bidder if he carries out his proposal4 ,if the single player1 or a caller and his partner have all four honours dealt them1 they score as for four over-tricks2 if three1 as for two over-tricks4 ,honours do not count for the adversaries under any circumstances4 ,in bidding on a hand1 it must be remembered that although honours will count as over-tricks in payments1 they cannot be bid on4 ,if a player has nine tricks and two by honours in his hand1 he cannot bid eleven4 ,if he bids nine and fails to make so many1 he cannot count the honours at all4 ,it is growing less and less the custom to count honours in ,america4 ,a player making a bid can be compelled to play it2 but it is usual to allow him to pay instead of playing1 if he proposes to do so1 either because he has overbid his hand or for any other reason4 ,,method ,,of ,,playing4 ,no matter who is the successful bidder1 the eldest hand always leads for the first trick1 and the others must follow suit if they can1 the play proceeding exactly as in ,whist4 ,tricks should be carefully stacked1 there being the same penalties as in ,boston for calling attention to the score4 ,the methods of playing misres and spreads have already been described in connection with ,boston4 ,when piccolissimo is played1 the moment the single player takes more than one trick the hands are thrown up1 and the stakes paid4 ,,revokes4 ,the rules governing these and cards played in error1 are the same as at ,boston4 ,in piccolissimo1 the penalties are the same as in misre4 ,,payments4 ,if the caller succeeds in winning the proposed number of tricks1 he is paid by each of his adversaries according to the value of his bid1 as shown in ,table ,no4 #a4 ,over-tricks if any1 and honours1 if played1 are always paid at the uniform rate of five white counters each4 ,if the caller fails1 he must pay each adversary the amount he would have won if successful1 with the addition of five white counters for every trick that he falls short of his proposal4 ,for instance3 ,he bids nine hearts1 and wins six tricks only4 ,he must pay each adversary #aae white counters4 ,,table ,no4 #a4 ---------------------------------------- ---------------- ,the trump being ,no --------------- ,extra trump4 tricks4 ---------------------------------------- -------------- ,boston1 five tricks #aj #bj #cj #e ,six tricks #cj #dj #ej #e ,little misre #ge ,seven tricks #ej #fj #gj #e ,piccolissimo #ajj ,eight tricks #gj #hj #ij #e ,grand misre #aej ,nine tricks #ij #ajj #aaj #e ,little spread #bjj ,ten tricks #aaj #abj #acj #e ,grand spread #bej ,eleven tricks #acj #adj #aej #e ,twelve tricks #aej #afj #agj #e ,slam1 thirteen tricks #djj #dej #ejj ,spread slam #fjj #gjj #hjj ,,table ,no4 #b4 ,in ,america1 the last two items are usually reduced1 and are given as follows3-- ,slam1 thirteen tricks #bej #cjj #cej ,spread slam #cej #djj #dej ---------------------------------------- -------------- ,why a player should be paid more for spreads than for eleven or twelve tricks while the trick bid outranks the spreads1 is difficult to understand2 but we have no authority to change the tables4 ,misre ,partout wins nothing but the pool4 ,if partners play1 it is usual for the losers to pay the adversaries on their right2 or1 if partners sit together1 to pay the adversary sitting next4 ,,the ,,pool4 ,besides the white counters won and lost by the players individually1 the successful player takes the pool4 ,successful partners divide it equally1 regardless of the number of tricks bid or taken by each4 ,if the partners fail1 they must contribute to the pool an amount equal to that which they pay to one adversary4 ,for instance3 ,a calls seven diamonds1 and asks for a partner4 ,y accepts him1 and the pair win only nine tricks4 ,each pays #ace counters to the adversary sitting next him1 and then they make up #ace more between them for the pool4 ,asking for a partner is not a popular variation of the game1 and is seldom resorted to unless the successful bid is very low1 or has been made on a black suit4 ,if the adversaries of the caller declare to pay1 before playing to the second trick1 they can save nothing but possible over-tricks4 ,the pool goes with every successful play4 ,if the single player is unsuccessful1 he does not double the pool1 as in ,boston1 but pays into it the same amount that he loses to each adversary1 over-tricks and all2 so that he really loses four times the amount shown in the table4 ,at the end of the game1 or on the twelfth hand1 if the caller does not succeed1 he pays the pool as usual1 and his adversaries then divide it amongst themselves4 ,the ,suggestions for ,good ,play1 etc41 are given in connection with ,solo ,whist and need no further amplification for ,boston de ,fontainbleau4 ,the ,laws vary so little from those used in the regular game of ,boston that it is not necessary to give an additional code1 either for ,fontainbleau or for ,french ,boston1 which follows4 ,,french ,,boston4 ,,cards4 ,french ,boston is played with a full pack of fifty-two cards1 which rank as at ,whist1 both for cutting and playing2 except that the diamond ,jack is always the best trump unless diamonds are turned up1 in which case the heart ,jack becomes the best trump1 and the diamond ,jack ranks next below the diamond ,queen4 ,,counters are used as in ,boston1 their value being a matter of agreement before play begins4 ,,the ,,pool is made up by the dealer's contributing ten counters for the first eight rounds1 and twenty for the last two4 ,it is increased from time to time by penalties1 and is won or lost by the players1 just as in ,boston4 ,there is no limit to the pool4 ,if any player objects to dividing it at the end of the game1 it must be played for until some player wins it4 ,,players4 ,the number of players1 their arrangement at the table1 etc41 is precisely the same as at ,boston4 ,,cutting4 ,instead of cutting for the first deal1 any one of the players takes a pack of cards1 and gives thirteen to each player in succession1 face up4 ,the player to whom he gives the diamond ,jack deals the first hand1 and has the choice of seats and cards4 ,the others sit as they please4 ,,dealing4 ,the cards are shuffled before every deal4 ,the player on the left of the dealer cuts1 and cards are given first to the player on the dealer's right1 dealing from right to left4 ,the cards may be dealt one at a time1 or three at a time1 or four at a time1 always dealing the last round singly1 and turning up the last card4 ,a misdeal loses the deal4 ,other irregularities are governed by the same laws as in ,boston4 ,the deal passes to the right1 and the next dealer is indicated by the position of the tray containing the pool1 which the dealer always passes to the player on his right1 after putting in his ten or twenty counters4 ,forty deals is a game2 the first thirty-two of which are called 8simples10 and the last eight 8doubles40 ,in the doubles1 all stakes and contributions to the pool are doubled4 ,if anything remains in the pool at the end1 it is divided equally1 unless a player demands that it shall be played for until won4 ,such extra deals are simples4 ,,rank ,,of ,,the ,,suits4 ,the suit turned on the first deal is called 8belle0 for that game4 ,the suit turned on each succeeding deal is called 8petite40 ,if belle turns up again1 there is no petite for that deal4 ,the suits are not first and second preference1 as in ,boston1 but are used only to determine the value of the payments1 and to settle which suits partners must name for trumps4 ,the rank of the suits is permanent1 as in ,boston de ,fontainbleau1 but the order is1 hearts1 diamonds1 clubs1 and spades2 hearts being highest4 ,in ,france1 the suits rank in this order in ,boston de ,fontainbleau1 but in ,america diamonds outrank hearts4 ,,objects ,,of ,,the ,,game4 ,each player in turn has an opportunity to announce that he is willing to undertake to win a certain number of tricks1 if allowed the privilege of naming the trump suit2 or to lose a certain number1 there being no trump suit4 ,if he proposes to play alone1 he may select any suit for trumps2 but if he takes a partner the trump suit must be belle or petite4 ,the announcements outrank each other in certain order1 and the player making the highest must be allowed to play4 ,if he succeeds in his undertaking1 he wins the pool1 and is also paid a certain number of counters by each of his adversaries4 ,if he fails1 he must double the pool1 and pay each of his adversaries4 ,the table of payments will be given later4 ,,announcements4 ,the proposals rank in the order following1 beginning with the lowest4 ,the ,french terms are given in italics3-- ,five tricks2 or eight with a partner1 in petite4 ,simple in petite4 ,five tricks2 or eight with a partner1 in belle4 ,simple in belle4 ,six tricks solo1 in any suit4 ,petite independence4 ,little misre4 ,petite misre4 ,eight tricks solo in any suit4 ,grand independence4 ,grand misre4 ,grand misre1 or misre sans ecart4 ,misre with four aces4 ,misre des quatre as4 ,nine tricks in any suit4 ,neuf4 ,nine tricks in petite4 ,neuf en petite4 ,nine tricks in belle4 ,neuf en belle4 ,little spread4 ,petite misre sur table4 ,grand spread4 ,grand misre sur table4 ,,method ,,of ,,bidding4 ,the player to the right of the dealer has the first say4 ,if he proposes to take a partner as in ,solo ,whist1 he says1 8,je demande10 at the same time placing one of his cards face downward on the table4 ,this card must not be shown or named1 but must be of the suit which he proposes to make the trump4 ,he is not allowed to announce the suit1 so that any player accepting him as a partner does so in ignorance as to whether he will play in belle or in petite4 ,if the demand is accepted1 the proposer and his partner make no change in their positions at the table1 but must make eight tricks1 just as in ,solo ,whist4 ,if a player cannot propose1 he says3 8,je passe10 and each of the others in turn from right to left have the opportunity to make a proposal4 ,when any player proposes1 any player in turn after him may accept1 although such a one may have already passed4 ,if the fourth player proposes1 the three others having passed1 and no one will accept him he is bound to play solo against three such weak adversaries1 and must make five tricks1 either in belle or in petite4 ,he is not allowed to play in a plain suit if he has made a simple 8demand40 ,the only solo bids allowed are those for six1 eight1 or nine tricks1 which outrank one another4 ,a player cannot bid seven to over-call six2 he must go to eight2 and a player cannot bid five tricks without a partner1 although1 as we have just seen1 he may be forced to play in that manner4 ,when six1 eight1 or nine tricks are bid1 the suits outrank one another for equal numbers of tricks2 but as the suit called need not be the bidder's true intention1 nor the same as the card laid on the table1 the proposer must be careful that his play will be as good as his bid4 ,for instance3 ,he intends nine tricks in spades1 but proposes eight in diamonds4 ,he cannot bid nine in diamonds1 for that would be a better bid than he intends to play2 but the ruse may succeed in inducing a player not to bid against him1 hoping diamonds is the true suit4 ,it is a common artifice to bid the true suit1 because few will believe it to be such4 ,if clubs are belle1 and diamonds petite1 and a player who 8demands0 is over-called by a demand in belle1 or a call of six tricks1 the first caller cannot advance his bid to six tricks except in the suit which he has already laid on the table2 but he may accept the player over-calling him1 instead of bidding against him4 ,after a player has once accepted or passed1 he cannot bid misre4 ,if no one makes a proposition of any kind1 the hands are thrown up2 the next dealer contributes to the pool1 and a fresh hand is dealt4 ,,method ,,of ,,playing4 ,as in ,boston1 the eldest hand has the first lead1 and the others must follow suit if they can1 except in the misre des quatre as4 ,when this is played1 the bidder may renounce at pleasure for the first ten tricks4 ,,gathering ,,tricks4 ,when a partnership is formed1 each gathers the tricks he takes4 ,if the partnership loses1 the one who has not his complement of tricks must pay the adversaries and double the pool4 ,if the demander has not five1 and the acceptor has three1 the demander pays4 ,if the proposer has five1 and the acceptor has not three1 the acceptor pays2 but they both win if they have eight tricks between them1 no matter in what proportion4 ,if neither has taken his proper share1 they must both pay4 ,when they are successful1 they divide the pool4 ,,slams4 ,if a player has demanded1 and not been accepted1 and has been forced to play alone for five tricks1 but wins eight1 it is called a slam4 ,but as he did not wish to play alone1 his only payment1 besides the pool1 is #bd counters from each player if he played in petite2 #dh if in belle2 double those amounts if the deal was one of the last eight in the game4 ,if two partners make a slam1 thirteen tricks1 they take the pool1 and receive from each adversary #bd counters if they played in petite2 #dh if in belle2 double if in one of the last eight hands in the game4 ,,exposed ,,cards4 ,the laws governing these are almost identical with those in ,boston1 with the additional rule that a player allowing a card to fall upon the table face up before play begins1 can be forced to play independence in that suit4 ,,revokes4 ,the individual player who is detected in a revoke must double the pool1 and pay both adversaries4 ,,payments4 ,payments are made according to the table4 ,the player holding diamond ,jack receives two counters from each of the other players in a simple2 four in a double2 except in misres1 in which the card has no value4 ,misres are paid for according to the trump turned in the deal in which they are played4 ,if a heart is turned1 and little misre is played1 the payment is #fd counters to or from each player4 ,if a spade was turned1 the payment would be #af only4 ,three honours between partners count as three3 four as four4 ,being all in one hand does not increase their value4 ---------------------------------------- ---------------- ,the ,bid4 ---------------------------------------- ---------------- ,five tricks alone1 or partners' #h #d #h #ab #af ,three honours #c #f #i #ab ,four honours #d #h #ab #af ,each extra trick #a #b #c #d ---------------------------------------- ---------------- ,six tricks1 or petite independence #f #ab #ah #bd ,three honours #d #h #ab #af ,four honours #f #ab #ah #bd ,each extra trick #b #d #f #h ---------------------------------------- ---------------- ,eight tricks1 or grand independence #h #af #bd #cb ,three honours #f #ab #ah #bd ,four honours #h #af #bd #cb ,each extra trick #d #h #ab #af ---------------------------------------- ---------------- ,petite misre #af #cb #dh #fd ,grand misre #cb #fd #if #abh ,misre de quatre as #cb #fd #if #abh ,misre sur table #fd #abh #aib #bef ,slam deux 7partners7 #ej #ajj #aej #bjj ,slam seul 7alone7 #ajj #bjj #cjj #djj ,slam sur table #bjj #djj #fjj #hjj ---------------------------------------- ---------------- ,,russian ,,boston4 ,this is a variation of ,boston de ,fontainbleau4 ,a player holding carte blanche declares it before playing1 and receives ten counters from each of the other players4 ,carte blanche is the same thing as chicane in ,bridge1 no trump in the hand4 ,but in ,bridge the player is penalized for announcing it until after the hand is played4 ,the order of the suits is the same as in ,american ,boston de ,fontainbleau3 diamonds1 hearts1 clubs1 and spades4 ,when a player bids six1 seven1 or eight tricks1 he is supposed to be still willing to take a partner1 unless he specifies solo4 ,when a partner accepts him1 the combination must make four tricks more than the original proposal4 ,four honours are paid for as four over-tricks2 three honours as two over-tricks4 ,piccolissimo is played1 and comes between the bids of seven and eight tricks4 ,,german ,,whist4 ,,cards4 ,german ,whist is played with a full pack of fifty-two cards1 which rank as at ,whist1 both for cutting and playing4 ,,players4 ,two persons play4 ,they cut for the first deal1 and the choice of seats4 ,,dealing4 ,the dealer presents the pack to his adversary to be cut1 and then gives thirteen cards to each player1 one at a time1 turning up the twenty-seventh card for the trump1 and laying it on the talon1 or remainder of the pack4 ,,playing4 ,the non-dealer begins by leading any card he pleases1 and his adversary must follow suit if he can4 ,the winner of the first trick takes the trump card into his hand1 and his adversary takes the card immediately under it1 but without showing or naming it4 ,each player thus restores the number of cards in his hand to thirteen4 ,the card which is now on the top of the talon is turned up1 and the winner of the next trick must take it1 his adversary taking the one under it1 as before1 and turning up the next4 ,in this manner it will be seen that the winner of each trick must always get a card which is known to his adversary1 while the loser of the trick gets one which remains unknown4 ,when the talon is exhausted1 the thirteen cards in each hand should be known to both players if they have been observant1 and the end game becomes a problem in double dummy4 ,,stakes4 ,the game is usually played for so much a point1 the player having won the majority of the tricks receiving the difference between the number of his tricks and those of his adversary4 ,each game is complete in one hand4 ,in many respects the game resembles single-handed ,hearts1 except that in ,hearts none of the cards drawn are shown4 ,,chinese ,,whist4 ,,cards4 ,chinese ,whist is played with a full pack of fifty-two cards1 which rank as at ,whist1 both for cutting and playing4 ,,markers4 ,ordinary whist markers are used for scoring the points4 ,,players4 ,two1 three or four persons can play ,chinese ,whist4 ,when three play1 the spade deuce is thrown out of the pack4 ,partners and deal are cut for from an outspread pack1 as at ,whist4 ,,position ,,of ,,the ,,players4 ,when four play1 the partners sit opposite each other4 ,when three play1 the one cutting the lowest card chooses his seat1 and dictates the positions of the two other players4 ,,dealing4 ,when four play1 the pack is shuffled and cut as at ,whist4 ,the dealer then gives six cards to each player1 one at a time1 beginning on his left4 ,these six cards are then spread face down on the table in front of the players to whom they have been dealt1 but without being looked at4 ,six more are then dealt to each1 one at a time1 and these are turned face up1 and sorted into suits4 ,they are then laid face up on the top of the six cards which are lying on the table face down1 so as to cover them4 ,the last four cards are then dealt1 one to each player4 ,these last are retained in the hand1 and must not be shown or named2 they are usually called the 8down cards40 ,,making ,,the ,,trump4 ,after examining the cards exposed on the table1 and the down card in his own hand1 the dealer has the privilege of naming any suit he pleases for trumps4 ,no consultation with partner is allowed4 ,,method ,,of ,,playing4 ,the player to the left of the dealer begins by leading any one of his exposed cards1 and the others must follow suit if they can2 either with one of their exposed cards1 or with their down cards4 ,a player having none of the suit led may either discard or trump4 ,the highest card played of the suit led wins the trick1 and trumps win all other suits4 ,the side winning the trick takes it in and arranges it just as at ,whist4 ,before leading for the next trick all cards which have been uncovered are turned face up4 ,if any person has played his down card he will have no card to turn up1 none having been uncovered4 ,the cards cannot under any circumstances be shifted from their original positions4 ,if a player has five cards face up1 covering five cards face down1 he cannot shift one of the exposed cards to the empty sixth place1 and uncover another card4 ,all covering cards must be got rid of in the course of play4 ,,penalties for revokes1 cards led out of turn1 etc41 are the same as at ,whist4 ,,objects ,,of ,,the ,,game4 ,as in ,whist1 the object is to win tricks1 all above six counting one point toward game4 ,five1 seven1 or ten points may be made the game1 at the option of the players1 but ten is the usual number4 ,honours are not counted except by agreement4 ,,stakes4 ,it is usual to play for so much a point or a game4 ,if points are played1 the loser's score must be deducted from the winner's1 and the difference is the value of the game won4 ,,when ,,three ,,play1 eight cards are dealt to each person1 and arranged face down2 then eight more1 arranged face up1 and then one to each for down cards4 ,there are no partnerships2 each plays for himself against the others4 ,,when ,,two ,,play1 twelve cards are dealt to each player1 and arranged face down2 then twelve more1 arranged face up1 and then two down cards to each4 ,it is usual to deal all the cards two at a time4 ,,suggestions ,,for ,,good ,,play4 ,chinese ,whist very closely resembles ,dummy1 and the chief element of success is the skilful use of tenace4 ,memory also plays an important part1 it being especially necessary to remember what cards are still unplayed in each suit4 ,while the down cards are held a player cannot be sure of taking a trick by leading a card higher than any his adversary has exposed1 because one of the down cards may be better4 ,if a player is short of trumps1 but has as many and better than those of his adversary1 it is often good play to lead and draw the weaker trumps before the adversary turns up higher ones to protect them4 ,for instance3 one player may have #aj #h1 and his adversary the #i alone4 ,if the #aj is led the #i will probably be caught1 unless one of the adverse down cards is better4 ,if the #aj is not led the adversary may turn up an honour1 and will then have major tenace over the #aj and #h4 ,the end game always offers some interesting problems for solution by the expert in tenace position1 and in placing the lead4 ,,whist ,,family ,,laws4 ,while the code of laws drawn up by the ,american ,whist ,league1 and finally approved and adopted at the ,third ,congress1 in ,chicago1 ,june #bjth to #bdth1 #ahic1 refers exclusively to the parent game of ,whist1 its general provisions equally apply to all members of the whist family of games4 ,the author believes it will save much repetition and confusion to interlineate the exceptions which are necessary in order to cover the special features of such important variations as ,boston1 ,cayenne1 and ,solo ,whist4 ,where no exceptions are made1 the law applies equally to these games and to ,whist4 ,the unnumbered paragraphs show the inserted laws4 ,it is a common practice for the framers of laws to insert rules which are simply descriptive of the manner of play4 ,the author believes in adhering to the proper definition of a law1 which is a rule carrying with it some penalty for its infraction1 or defining the rights of individual players4 ,such a statement as that the ,dummy player may not overlook his adversary's hand is not a law1 because there is no penalty if he does so4 ,the author is not responsible for the peculiar grammar employed in both the ,american and ,english ,laws4 ,,the ,,game4 #a4 ,a game consists of seven points1 each trick above six counting one4 ,the value of the game is determined by deducting the losers' score from seven4 ,in ,boston1 the game is finished in twelve deals4 ,in ,cayenne1 a game consists of ten points1 each trick above six counting towards game according to the table of values4 ,honours and ,slams also count towards game4 ,every hand must be played out1 and all points made in excess of the ten required to win the game are counted on the next game2 so that it is possible to win two or three games in one hand4 ,in ,nullo1 every trick over the book is counted by the adversaries4 ,players cannot count out by honours alone2 they must win the odd trick or stop at the score of nine4 ,if one side goes out by cards1 the other cannot score honours4 ,the rubber is won by the side that first wins four games of ten points each4 ,the value of the rubber is determined by adding #h points to the winners' score for tricks1 honours1 and slams1 and then deducting the score of the losers4 ,in ,solo ,whist1 the game is complete in one deal1 and the value of it is determined by the player's success or failure in his undertaking1 and must be settled for at the end of the hand1 according to the table of payments4 ,,forming ,,the ,,table4 #b4 ,those first in the room have the preference4 ,if1 by reason of two or more arriving at the same time1 more than four assemble1 the preference among the last comers is determined by cutting1 a lower cut giving the preference over all cutting higher4 ,a complete table consists of six2 the four having the preference play4 ,partners are determined by cutting2 the highest two play against the lowest two2 the lowest deals and has the choice of seats and cards4 ,in ,boston and in ,solo ,whist1 a table is complete with four players4 ,in cutting for positions at the table1 the lowest has the choice of seats and cards1 and the two highest sit opposite each other4 #c4 ,if two players cut intermediate cards of equal value1 they cut again2 the lower of the new cut plays with the original lowest4 #d4 ,if three players cut cards of equal value1 they cut again4 ,if the fourth has cut the highest card1 the two lowest of the new cut are partners1 and the lowest deals4 ,if the fourth has cut the lowest card1 he deals1 and the two highest of the new cut are partners4 #e4 ,at the end of a game1 if there are more than four belonging to the table1 a sufficient number of the players retire to admit those awaiting their turn to play4 ,in determining which players remain in1 those who have played a less number of consecutive games have the preference over all who have played a greater number2 between two or more who have played an equal number1 the preference is determined by cutting1 a lower cut giving the preference over all cutting higher4 ,in ,boston1 ,cayenne1 and ,solo ,whist1 at the end of a game a new table must be formed1 those already in having no preference over fresh candidates4 #f4 ,to entitle one to enter a table1 he must declare his intention to do so before any one of the players has cut for the purpose of commencing a new game or of cutting out4 ,in ,boston1 ,cayenne1 and ,solo ,whist1 this rule does not apply4 ,,cutting4 #g4 ,in cutting1 the ace is the lowest card4 ,all must cut from the same pack4 ,if a player exposes more than one card1 he must cut again4 ,drawing cards from the outspread pack may be resorted to in place of cutting4 ,,shuffling4 #h4 ,before every deal1 the cards must be shuffled4 ,when two packs are used1 the dealer's partner must collect and shuffle the cards for the ensuing deal and place them at his right hand4 ,in all cases the dealer may shuffle last4 ,in ,boston and in ,cayenne1 two packs must be used2 and in ,boston there must be no shuffling of either pack after the first deal4 #i4 ,a pack must not be shuffled during the play of a hand1 nor so as to expose the face of any card4 ,,cutting ,,to ,,the ,,dealer4 #aj4 ,the dealer must present the pack to his right hand adversary to be cut2 the adversary must take a portion from the top of the pack and place it toward the dealer2 at least four cards must be left in each packet2 the dealer must reunite the packets by placing the one not removed in cutting upon the other4 #aa4 ,if1 in cutting or reuniting the separate packets1 a card is exposed1 the pack must be reshuffled by the dealer1 and cut again2 if there is any confusion of the cards1 or doubt as to the place where the pack was separated1 there must be a new cut4 ,in ,boston1 the pack must be cut again2 but not shuffled4 #ab4 ,if the dealer reshuffles the pack after it has been properly cut1 he loses his deal4 ,in ,boston1 ,cayenne1 and ,solo ,whist1 the misdealer must deal again4 ,,dealing4 #ac4 ,when the pack has been properly cut and reunited1 the dealer must distribute the cards1 one at a time1 to each player in regular rotation1 beginning at his left4 ,the last1 which is the trump card1 must be turned up before the dealer4 ,at the end of the hand1 or when the deal is lost1 the deal passes to the player next to the dealer on his left1 and so on to each in turn4 ,in ,solo ,whist1 the cards are distributed three at a time until only four remain in the pack4 ,these are dealt one at a time1 and the last turned up for trump4 ,in ,boston and in ,cayenne1 the cards are dealt four at a time for two rounds1 and then five at a time4 ,no trump is turned4 ,after the cards have been dealt the player opposite the dealer presents the still pack to be cut by the player on the dealer's left1 and the top card of the portion left on the table is turned up4 ,in ,boston1 ,cayenne1 or ,solo ,whist1 the deal is never lost4 ,the same dealer deals again with the same pack4 #ad4 ,there must be a new deal by the same dealer3-- ,i4 ,if any card except the last is faced in the pack4 ,,ii4 ,if1 during the deal or during the play of the hand1 the pack is proved incorrect or imperfect2 but any prior score made with that pack shall stand4 #ae4 ,if1 during the deal1 a card is exposed1 the side not in fault may demand a new deal1 provided neither of that side has touched a card4 ,if a new deal does not take place1 the exposed card is not liable to be called4 #af4 ,any one dealing out of turn1 or with his adversaries' pack1 may be stopped before the trump card is turned1 after which the deal is valid1 and the packs1 if changed1 so remain4 ,in ,boston and ,cayenne1 the dealer must be stopped before the last card is dealt4 ,,misdealing4 #ag4 ,it is a misdeal3-- ,i4 ,if the dealer omits to have the pack cut1 and his adversaries discover the error before the trump card is turned1 and before looking at any of their cards4 ,,ii4 ,if he deals a card incorrectly1 and fails to correct the error before dealing another4 ,,iii4 ,if he counts the cards on the table or in the remainder of the pack4 ,,iv4 ,if1 having a perfect pack1 he does not deal to each player the proper number of cards1 and the error is discovered before all have played to the first trick4 ,v4 ,if he looks at the trump card before the deal is completed4 ,,vi4 ,if he places the trump card face downward upon his own or any other player's cards4 ,a misdeal loses the deal1 unless1 during the deal1 either of the adversaries touches a card or in any other manner interrupts the dealer4 ,in ,boston1 ,cayenne1 and ,solo ,whist1 the misdealer deals again with the same cards4 ,in ,boston he forfeits a red counter to the pool for his error4 ,,the ,,trump ,,card4 #ah4 ,the dealer must leave the trump card face upward on the table until it is his turn to play to the first trick2 if it is left on the table until after the second trick has been turned and quitted1 it is liable to be called4 ,after it has been lawfully taken up1 it must not be named1 and any player naming it is liable to have his highest or his lowest trump called by either adversary4 ,a player may1 however1 ask what the trump suit is4 ,this law does not apply to ,boston1 or ,cayenne4 ,in ,boston and in ,cayenne1 no trump is turned1 but a card is cut from the still pack to determine the rank of the suits4 ,see ,law #ac4 ,in ,cayenne1 the trump suit must be named by the dealer or his partner after they have examined their cards4 ,the dealer has the first say1 and he may select any of the four suits1 or he may announce 8grand10 playing for the tricks without any trump suit4 ,in ,cayenne1 he may announce 8nullo10 playing to take as few tricks as possible1 there being no trump suit4 ,if the dealer makes his choice1 his partner must abide by it2 but if the dealer has not a hand to justify him in deciding1 he may leave the choice to his partner1 who must decide4 ,a declaration once made cannot be changed4 ,,irregularities ,,in ,,the ,,hands4 #ai4 ,if1 at any time after all have played to the first trick1 the pack being perfect1 a player is found to have either more or less than his correct number of cards and his adversaries have their right number1 the latter1 upon the discovery of such surplus or deficiency1 may consult and shall have the choice3-- ,i4 ,to have a new deal2 or ,,ii4 ,to have the hand played out1 in which case the surplus or missing card or cards are not taken into account4 ,if either of the adversaries also has more or less than his correct number1 there must be a new deal4 ,if any player has a surplus card by reason of an omission to play to a trick1 his adversaries can exercise the foregoing privilege only after he has played to the trick following the one in which such omission occurred4 ,in ,boston1 if at any time it is discovered that a player opposed to the bidder has less than his proper number of cards1 whether through the fault of the dealer1 or through having played more than one card to a trick1 he and his partners must each pay the bidder for his bid and all over-tricks4 ,if the bidder has less than his proper number of cards1 he is put in for one trick at least1 and his adversaries may demand the hand to be played out to put him in for over-tricks4 ,in ,misre ,partout1 any player having less than his proper number of cards forfeits five red counters to each of the other players1 and the hands are abandoned4 ,if any player has more than the proper number of cards1 it is a misdeal1 and the misdealer deals again1 after forfeiting one red counter to the pool4 ,in ,solo ,whist1 the deal stands good4 ,should the player with the incorrect number of cards be the caller or his partner1 the hand must be played out4 ,should the caller make good his proposition1 he neither receives nor pays on that hand4 ,if he fails1 he must pay4 ,should the player with the defective hand be the adversary of the caller1 he and his partners must pay the stakes on that hand1 which may then be abandoned4 ,should two players have an incorrect number of cards1 one of them being the caller1 there must be a new deal4 ,,cards ,,liable ,,to ,,be ,,called4 #bj4 ,the following cards are liable to be called by either adversary3-- ,i4 ,every card faced upon the table otherwise than in the regular course of play1 but not including a card led out of turn4 ,,ii4 ,every card thrown with the one led or played to the current trick4 ,the player must indicate the one led or played4 ,,iii4 ,every card so held by a player that his partner sees any portion of its face4 ,,iv4 ,all the cards in a hand lowered or shown by a player so that his partner sees more than one card of it4 ,v4 ,every card named by the player holding it4 ,in ,boston and ,solo ,whist there are no penalties for cards exposed by the single player1 because he has no partner to take advantage of the information4 #ba4 ,all cards liable to be called must be placed and left face upwards on the table4 ,a player must lead or play them when called1 provided he can do so without revoking4 ,the call may be repeated at each trick until the card is played4 ,a player cannot be prevented from leading or playing a card liable to be called2 if he can get rid of it in the course of play1 no penalty remains4 ,in ,boston and in ,solo ,whist1 if the exposed card is a trump1 the owner may be called upon by his adversary not to use it for ruffing4 ,if the suit of the exposed card is led1 whether trump or not1 the adversary may demand that the card be played or not played2 or that the highest or lowest of the suit be played4 ,if the owner of the exposed card has no other of the suit1 the penalty is paid4 ,penalties must be exacted by players in their proper turn1 or the right to exact them is lost4 ,for instance3 ,in ,solo ,whist1 ,a is the proposer1 ,b the acceptor1 and ,b has an exposed card in front of him4 ,when ,y plays he should say whether or not he wishes to call the exposed card4 ,if he says nothing1 ,b must await ,z's decision4 #bb4 ,if a player leads a card better than any his adversaries hold of the suit1 and then leads one or more other cards without waiting for his partner to play1 the latter may be called upon by either adversary to take the first trick1 and the other cards thus improperly played are liable to be called2 it makes no difference whether he plays them one after the other1 or throws them all on the table together1 after the first card is played1 the others are liable to be called4 #bc4 ,a player having a card liable to be called must not play another until the adversaries have stated whether or not they wish to call the card liable to the penalty4 ,if he plays another card without awaiting the decision of the adversaries1 such other card also is liable to be called4 ,,leading ,,out ,,of ,,turn4 #bd4 ,if any player leads out of turn1 a suit may be called from him or his partner1 the first time it is the turn of either of them to lead4 ,the penalty can be enforced only by the adversary on the right of the player from whom a suit can be lawfully called4 ,if a player1 so called on to lead a suit1 has none of it1 or if all have played to the false lead1 no penalty can be enforced4 ,if all have not played to the trick1 the cards erroneously played to such false lead are not liable to be called and must be taken back4 ,in ,boston1 if the adversary of the bidder leads out of turn1 and the bidder has not played to the trick1 the latter may call a suit from the player whose proper turn it is to lead2 or1 if it is the bidder's own lead1 he may call a suit when next the adversaries obtain the lead2 or he may claim the card played in error as an exposed card4 ,if the bidder has played to the trick the error cannot be rectified4 ,should the bidder lead out of turn1 and the player on his left follow the erroneous lead1 the error cannot be corrected4 ,in ,misres1 a lead out of turn by the bidder's adversary immediately loses the game1 but there is no penalty for leading out of turn in ,misre ,partout4 ,,playing ,,out ,,of ,,turn4 #be4 ,if the third hand plays before the second1 the fourth hand also may play before the second4 #bf4 ,if the third hand has not played1 and the fourth hand plays before the second1 the latter may be called upon by the third hand to play his highest or lowest card of the suit led or1 if he has none1 to trump or not to trump the trick4 ,in ,boston1 and in ,solo ,whist1 should an adversary of the single player play out of turn1 the bidder may call upon the adversary who has not played to play his highest or lowest of the suit led1 or to win or not to win the trick4 ,if the adversary of a ,misre player leads or plays out of turn1 the bidder may immediately claim the stakes4 ,in ,solo ,whist1 the individual player in fault must pay for himself and for his partners4 ,,abandoned ,,hands4 #bg4 ,if all four players throw their cards on the table1 face upwards1 no further play of that hand is permitted4 ,the result of the hand1 as then claimed or admitted1 is established1 provided that1 if a revoke is discovered1 the revoke penalty attaches4 ,in ,solo ,whist1 should the bidder abandon his hand1 he and his partner1 if any1 must pay the stakes and settle for all over-tricks as if they had lost all the remaining tricks4 ,if a player1 not the bidder1 abandons his hand1 his partner or partners may demand the hand to be played out with the abandoned hand exposed1 and liable to be called by the adversary4 ,if they defeat the call they win nothing1 but the player who abandoned his hand must pay the caller just as if he had been successful4 ,if the partner or partners of the exposed hand lose1 they must pay their share of the losses4 ,,revoking4 #bh4 ,a revoke is a renounce in error1 not corrected in time4 ,a player renounces in error1 when1 holding one or more cards of the suit led1 he plays a card of a different suit4 ,a renounce in error may be corrected by the player making it1 before the trick in which it occurs has been turned and quitted1 unless either he or his partner1 whether in his right turn or otherwise1 has led or played to the following trick4 #bi4 ,if a player corrects his mistake in time to save a revoke1 the card improperly played by him is liable to be called2 any player or players1 who have played after him1 may withdraw their cards and substitute others2 the cards so withdrawn are not liable to be called4 ,in ,boston1 if the bidder revokes and corrects himself in time1 there is no penalty unless an adversary has played after him1 in which case the bidder's card may be claimed as exposed4 ,the player who followed him may then amend his play4 ,if a player opposed to the bidder discovers and corrects a revoke made by himself or any of his partners1 the bidder may either claim the card played in error as exposed1 or may call on the revoking player for his highest or lowest of the suit led4 #cj4 ,the penalty for revoking is the transfer of two tricks from the revoking side to their adversaries2 it can be enforced for as many revokes as occur during the hand4 ,the revoking side cannot win the game in that hand2 if both sides revoke1 neither can win the game in that hand4 ,in ,cayenne and ,solo ,whist1 as a penalty for a revoke1 the adversaries of the revoking player may take from him three tricks2 or may deduct the value of three tricks from his score2 or may add the value of three tricks to their own score4 ,the revoking players cannot score slams or game that hand4 ,all slams must be made independently of the revoke penalty4 ,in ,boston1 the penalty for a revoke on the part of the bidder is that he is put in for one trick1 and must pay four red counters into the next pool4 ,should an adversary of the bidder revoke1 he must pay four red counters into the next pool1 and he and his partners must pay the bidder as if he had been successful4 ,on the discovery of a revoke in ,boston the hands are usually abandoned2 but the cards should be shown to the table1 in order that each player may be satisfied that no other revoke has been made4 ,a player revoking in ,misre ,partout pays five red counters to each of his adversaries and the hands are then abandoned4 #ca4 ,the revoking player and his partner may require the hand in which the revoke has been made1 to be played out1 and score all points made by them up to the score of six4 ,in ,boston1 the hands are abandoned after the revoke is claimed and proved4 ,in ,cayenne1 the revoking players must stop at nine4 ,in ,solo ,whist1 the revoking players must pay all the red counters involved in the call1 whether they win or lose1 but they may play the hand out to save over-tricks4 ,if the caller or his partner revokes they must jointly pay the losses involved2 but if an adversary of the caller revokes1 he must individually pay the entire loss unless he can show that the callers would have won in spite of the revoke4 ,should he be able to do this1 his partners must stand their share of the losses1 but the revoking player must individually pay for the three tricks taken as the revoke penalty4 ,if the single player revokes1 either on solo or abundance1 he loses the red counters involved in any case1 but may play the hand out to save over-tricks4 ,if the single player in a misre or a slam revokes1 the hand is abandoned and he must pay the stakes4 ,if an adversary of a misre or a slam revokes1 he must individually pay the whole stakes4 #cb4 ,at the end of a hand1 the claimants of a revoke may search all the tricks4 ,if the cards have been mixed1 the claim may be urged and proved1 if possible2 but no proof is necessary and the revoke is established1 if1 after it has been claimed1 the accused player or his partner mixes the cards before they have been examined to the satisfaction of the adversaries4 #cc4 ,the revoke can be claimed at any time before the cards have been presented and cut for the following deal1 but not thereafter4 ,,miscellaneous4 #cd4 ,any one1 during the play of a trick and before the cards have been touched for the purpose of gathering them together1 may demand that the players draw their cards4 #ce4 ,if any one1 prior to his partner playing1 calls attention in any manner to the trick or to the score1 the adversary last to play to the trick may require the offender's partner to play his highest or lowest of the suit led or1 if he has none1 to trump or not to trump the trick4 #cf4 ,if any player says 8,i can win the rest10 8,the rest are ours10 8,we have the game10 or words to that effect1 his partner's cards must be laid upon the table and are liable to be called4 #cg4 ,when a trick has been turned and quitted1 it must not again be seen until after the hand has been played4 ,a violation of this law subjects the offender's side to the same penalty as in case of a lead out of turn4 ,in ,boston1 ,cayenne1 and ,solo ,whist1 it is still the custom to permit looking at the last trick1 except in ,misres4 ,the penalty in a misre game is the same as for a lead out of turn4 #ch4 ,if a player is lawfully called upon to play the highest or lowest of a suit1 or to trump or not to trump a trick1 or to lead a suit1 and unnecessarily fails to comply1 he is liable to the same penalty as if he had revoked4 #ci4 ,in all cases where a penalty has been incurred1 the offender must await the decision of the adversaries4 ,if either of them1 with or without his partner's consent1 demands a penalty to which they are entitled1 such decision is final4 ,if the wrong adversary demands a penalty1 or a wrong penalty is demanded1 none can be enforced4 99 99 99 99 99 ,the following rules belong to the established code of ,whist ,etiquette4 ,they are formulated with a view to discourage and repress certain improprieties of conduct1 therein pointed out1 which are not reached by the laws4 ,the courtesy which marks the intercourse of gentlemen will regulate other more obvious cases4 #a4 ,no conversation should be indulged in during the play1 except such as is allowed by the laws of the game4 #b4 ,no player should in any manner whatsoever give any intimation as to the state of his hand or of the game1 or of approval or disapproval of a play4 #c4 ,no player should lead until the preceding trick is turned and quitted4 #d4 ,no player should1 after having led a winning card1 draw a card from his hand for another lead until his partner has played to the current trick4 #e4 ,no player should play a card in any manner so as to call particular attention to it1 nor should he demand that the cards be placed in order to attract the attention of his partner4 #f4 ,no player should purposely incur a penalty because he is willing to pay it1 nor should he make a second revoke in order to conceal one previously made4 #g4 ,no player should take advantage of information imparted by his partner through a breach of etiquette4 #h4 ,no player should object to referring a disputed question of fact to a bystander who professes himself uninterested in the result of the game1 and able to decide the question4 #i4 ,bystanders should not in any manner call attention to1 or give any intimation concerning the play or the state of the game1 during the play of a hand4 ,they should not look over the hand of a player without his permission2 nor should they walk round the table to look at the different hands4 ,,erroneous ,,scores4 ,any error in the trick score may be corrected before the last card has been dealt in the following deal2 or if the error occurs in the last hand of a game or rubber1 it may be corrected before the score is agreed to4 ,errors in other scores may be corrected at any time before the final score of the game or rubber is agreed to4 ,,bidding4 ,in ,boston1 or ,solo ,whist1 any player making a bid must stand by it1 and either play or pay4 ,should he make a bid in error and correct himself1 he must stand by the first bid unless he is over-called1 when he may either amend his bid or pass4 ,,english ,,whist ,,laws4 ,,the ,,rubber4 #a4 ,the rubber is the best of three games4 ,if the first two games are won by the same players1 the third game is not played4 ,,scoring4 #b4 ,a game consists of five points4 ,each trick1 above six1 counts one point4 #c4 ,honours1 i4e41 ,ace1 ,king1 ,queen1 and ,knave of trumps1 are thus reckoned3 ,if a player and his partner1 either separately or conjointly1 hold-- ,i4 ,the four honours1 they score four points4 ,,ii4 ,any three honours1 they score two points4 ,,iii4 ,only two honours1 they do not score4 #d4 ,those players who1 at the commencement of a deal1 are at the score of four1 cannot score honours4 #e4 ,the penalty for a revoke 7see ,law #gb7 takes precedence of all other scores4 ,tricks score next4 ,honours last4 #f4 ,honours1 unless claimed before the trump card of the following deal is turned up1 cannot be scored4 #g4 ,to score honours is not sufficient2 they must be called at the end of the hand2 if so called1 they may be scored at any time during the game4 #h4 ,the winners gain-- ,i4 ,a treble1 or game of three points1 when their adversaries have not scored4 ,,ii4 ,a double1 or game of two points1 when their adversaries have scored less than three4 ,,iii4 ,a single1 or game of one point1 when their adversaries have scored three or four4 #i4 ,the winners of the rubber gain two points 7commonly called the rubber points71 in addition to the value of their games4 #aj4 ,should the rubber have consisted of three games1 the value of the losers' game is deducted from the gross number of points gained by their opponents4 #aa4 ,if an erroneous score be proved1 such mistake can be corrected prior to the conclusion of the game in which it occurred1 and such game is not concluded until the trump card of the following deal has been turned up4 #ab4 ,if an erroneous score1 affecting the amount of the rubber1 be proved1 such mistake can be rectified at any time during the rubber4 ,,cutting4 #ac4 ,the ,ace is the lowest card4 #ad4 ,in all cases1 every one must cut from the same pack4 #ae4 ,should a player expose more than one card1 he must cut again4 ,,formation ,,of ,,table4 #af4 ,if there are more than four candidates1 the players are selected by cutting2 those first in the room having the preference4 ,the four who cut the lowest cards play first1 and cut again to decide on partners2 the two lowest play against the two highest2 the lowest is the dealer1 who has choice of cards and seats1 and1 having once made his selection1 must abide by it4 #ag4 ,when there are more than six candidates1 those who cut the two next lowest cards belong to the table1 which is complete with six players2 on the retirement of one of those six players1 the candidate who cut the next lowest card has a prior right to any aftercomer to enter the table4 ,,cutting ,,cards ,,of ,,equal ,,value4 #ah4 ,two players cutting cards of equal value1 unless such cards are the two highest1 cut again2 should they be the two lowest1 a fresh cut is necessary to decide which of those two deals4 #ai4 ,three players cutting cards of equal value cut again2 should the fourth 7or remaining7 card be the highest1 the two lowest of the new cut are partners1 the lower of those two the dealer2 should the fourth card be the lowest1 the two highest are partners1 the original lowest the dealer4 ,,cutting ,,out4 #bj4 ,at the end of a rubber1 should admission be claimed by any one1 or by two candidates1 he who has1 or they who have1 played a greater number of consecutive rubbers than the others is1 or are1 out2 but when all have played the same number1 they must cut to decide upon the outgoers2 the highest are out4 ,,entry ,,and ,,re-,,entry4 #ba4 ,a candidate wishing to enter a table must declare such intention prior to any of the players having cut a card1 either for the purpose of commencing a fresh rubber or of cutting out4 #bb4 ,in the formation of fresh tables1 those candidates who have neither belonged to nor played at any other table have the prior right of entry2 the others decide their right of admission by cutting4 #bc4 ,any one quitting a table prior to the conclusion of a rubber may1 with consent of the other three players1 appoint a substitute in his absence during that rubber4 #bd4 ,a player cutting into one table1 whilst belonging to another1 loses his right of re-entry into that latter1 and takes his chance of cutting in1 as if he were a fresh candidate4 #be4 ,if any one break up a table1 the remaining players have the prior right to him of entry into any other1 and should there not be sufficient vacancies at such other table to admit all those candidates1 they settle their precedence by cutting4 ,,shuffling #bf4 ,the pack must neither be shuffled below the table nor so that the face of any card be seen4 #bg4 ,the pack must not be shuffled during the play of the hand4 #bh4 ,a pack1 having been played with1 must neither be shuffled by dealing it into packets1 nor across the table4 #bi4 ,each player has a right to shuffle1 once only1 except as provided by ,rule #cb1 prior to a deal1 after a false cut see ,law #cd1 or when a new deal see ,law #cg has occurred4 #cj4 ,the dealer's partner must collect the cards for the ensuing deal1 and has the first right to shuffle that pack4 #ca4 ,each player after shuffling must place the cards properly collected1 and face downwards1 to the left of the player about to deal4 #cb4 ,the dealer has always the right to shuffle last2 but should a card or cards be seen during his shuffling1 or whilst giving the pack to be cut1 he may be compelled to reshuffle4 ,,the ,,deal4 #cc4 ,each player deals in his turn2 the right of dealing goes to the left4 #cd4 ,the player on the dealer's right cuts the pack1 and1 in dividing it1 must not leave fewer than four cards in either packet2 if in cutting1 or in replacing one of the two packets on the other1 a card be exposed1 or if there be any confusion of the cards1 or a doubt as to the exact place in which the pack was divided1 there must be a fresh cut4 #ce4 ,when a player1 whose duty it is to cut1 has once separated the pack1 he cannot alter his intention2 he can neither reshuffle nor recut the cards4 #cf4 ,when the pack is cut1 should the dealer shuffle the cards1 he loses his deal4 ,a ,,new ,,deal4 #cg4 ,there must be a new deal-- ,i4 ,if during a deal1 or during the play of a hand1 the pack be proved incorrect or imperfect4 ,,ii4 ,if any card1 excepting the last1 be faced in the pack4 #ch4 ,if1 whilst dealing1 a card be exposed by the dealer or his partner1 should neither of the adversaries have touched the cards1 the latter can claim a new deal2 a card exposed by either adversary gives that claim to the dealer1 provided that his partner has not touched a card2 if a new deal does not take place1 the exposed card cannot be called4 #ci4 ,if1 during dealing1 a player touch any of his cards1 the adversaries may do the same1 without losing their privilege of claiming a new deal1 should chance give them such option4 #dj4 ,if1 in dealing1 one of the last cards be exposed1 and the dealer turn up the trump before there is reasonable time for his adversaries to decide as to a fresh deal1 they do not thereby lose their privilege4 #da4 ,if a player1 whilst dealing1 look at the trump card1 his adversaries have a right to see it1 and may exact a new deal4 #db4 ,if a player take into the hand dealt to him a card belonging to the other pack1 the adversaries1 on discovery of the error1 may decide whether they will have a fresh deal or not4 ,a ,,misdeal4 #dc4 ,a misdeal loses the deal4 #dd4 ,it is a misdeal-- ,i4 ,unless the cards are dealt into four packets1 one at a time in regular rotation1 beginning with the player to the dealer's left4 ,,ii4 ,should the dealer place the last 7i4e41 the trump7 card1 face downwards1 on his own1 or any other pack4 ,,iii4 ,should the trump card not come in its regular order to the dealer2 but he does not lose his deal if the pack be proved imperfect4 ,,iv4 ,should a player have fourteen cards1 and either of the other three less than thirteen4 ,v4 ,should the dealer1 under an impression that he has made a mistake1 either count the cards on the table or the remainder of the pack4 ,,vi4 ,should the dealer deal two cards at once1 or two cards to the same hand1 and then deal a third2 but if1 prior to dealing that third card1 the dealer can1 by altering the position of one card only1 rectify such error1 he may do so1 except as provided by the second paragraph of this ,law4 ,,vii4 ,should the dealer omit to have the pack cut to him1 and the adversaries discover the error1 prior to the trump card being turned up1 and before looking at their cards1 but not after having done so4 #de4 ,a misdeal does not lose the deal if1 during the dealing1 either of the adversaries touch the cards prior to the dealer's partner having done so2 but should the latter have first interfered with the cards1 notwithstanding either or both of the adversaries have subsequently done the same1 the deal is lost4 #df4 ,should three players have their right number of cards--the fourth have less than thirteen1 and not discover such deficiency until he has played any of his cards1 the deal stands good2 should he have played1 he is as answerable for any revoke he may have made as if the missing card1 or cards1 had been in his hand2 he may search the other pack for it1 or them4 #dg4 ,if a pack1 during or after a rubber1 be proved incorrect or imperfect1 such proof does not alter any past score1 game1 or rubber2 that hand in which the imperfection was detected is null and void2 the dealer deals again4 #dh4 ,any one dealing out of turn1 or with the adversary's cards1 may be stopped before the trump card is turned up1 after which the game must proceed as if no mistake had been made4 #di4 ,a player can neither shuffle1 cut1 nor deal for his partner1 without the permission of his opponents4 #ej4 ,if the adversaries interrupt a dealer whilst dealing1 either by questioning the score or asserting that it is not his deal1 and fail to establish such claim1 should a misdeal occur1 he may deal again4 #ea4 ,should a player take his partner's deal and misdeal1 the latter is liable to the usual penalty1 and the adversary next in rotation to the player who ought to have dealt then deals4 ,,the ,,trump ,,card4 #eb4 ,the dealer1 when it is his turn to play to the first trick1 should take the trump card into his hand2 if left on the table after the first trick be turned and quitted1 it is liable to be called2 his partner may at any time remind him of the liability4 #ec4 ,after the dealer has taken the trump card into his hand1 it cannot be asked for2 a player naming it at any time during the play of that hand is liable to have his highest or lowest trump called4 #ed4 ,if the dealer take the trump card into his hand before it is his turn to play1 he may be desired to lay it on the table2 should he show a wrong card1 this card may be called1 as also a second1 a third1 etc41 until the trump card be produced4 #ee4 ,if the dealer declare himself unable to recollect the trump card1 his highest or lowest trump may be called at any time during that hand1 and unless it cause him to revoke1 must be played2 the call may be repeated1 but not changed1 i4e41 from highest to lowest1 or vice versa1 until such card is played4 ,,cards ,,liable ,,to ,,be ,,called4 #ef4 ,all exposed cards are liable to be called1 and must be left on the table2 but a card is not an exposed card when dropped on the floor1 or elsewhere below the table4 ,the following are exposed cards3-- ,i4 ,two or more cards played at once4 ,,ii4 ,any card dropped with its face upward1 or in any way exposed on or above the table1 even though snatched up so quickly that no one can name it4 #eg4 ,if any one play to an imperfect trick the best card on the table1 or lead one which is a winning card as against his adversaries1 and then lead again1 or play several such winning cards1 one after the other1 without waiting for his partner to play1 the latter may be called on to win1 if he can1 the first or any other of those tricks1 and the other cards thus improperly played are exposed cards4 #eh4 ,if a player1 or players1 under the impression that the game is lost--or won--or for other reasons--throw his or their cards on the table face upward1 such cards are exposed1 and liable to be called1 each player's by the adversary2 but should one player alone retain his hand1 he cannot be forced to abandon it4 #ei4 ,if all four players throw their cards on the table face upward1 the hands are abandoned2 and no one can again take up his cards4 ,should this general exhibition show that the game might have been saved1 or won1 neither claim can be entertained1 unless a revoke be established4 ,the revoking players are then liable to the following penalties3 they cannot under any circumstances win the game by the result of that hand1 and the adversaries may add three to their score1 or deduct three from that of the revoking players4 #fj4 ,a card detached from the rest of the hand so as to be named is liable to be called2 but should the adversary name a wrong card1 he is liable to have a suit called when he or his partner have the lead4 #fa4 ,if a player who has rendered himself liable to have the highest or lowest of a suit called1 fail to play as desired1 or if when called on to lead one suit he lead another1 having in his hand one or more cards of that suit demanded1 he incurs the penalty of a revoke4 #fb4 ,if any player lead out of turn1 his adversaries may either call the card erroneously led1 or may call a suit from him or his partner when it is next the turn of either of them to lead4 #fc4 ,if any player lead out of turn1 and the three others have followed him1 the trick is complete1 and the error cannot be rectified2 but if only the second1 or the second and third1 have played to the false lead1 their cards1 on discovery of the mistake1 are taken back2 there is no penalty against any one1 excepting the original offender1 whose card may be called1 or he1 or his partner1 when either of them has next the lead1 may be compelled to play any suit demanded by the adversaries4 #fd4 ,in no case can a player be compelled to play a card which would oblige him to revoke4 #fe4 ,the call of a card may be repeated until such card has been played4 #ff4 ,if a player called on to lead a suit have none of it1 the penalty is paid4 ,,cards ,,played ,,in ,,error1 ,,or ,,not ,,played ,,to ,a ,,trick4 #fg4 ,if the third hand play before the second1 the fourth hand may play before his partner4 #fh4 ,should the third hand not have played1 and the fourth play before his partner1 the latter may be called on to win1 or not to win the trick4 #fi4 ,if any one omit playing to a former trick1 and such error be not discovered until he has played to the next1 the adversaries may claim a new deal2 should they decide that the deal stand good1 the surplus card at the end of the hand is considered to have been played to the imperfect trick1 but does not constitute a revoke therein4 #gj4 ,if any one play two cards to the same trick1 or mix his trump1 or other card1 with a trick to which it does not properly belong1 and the mistake be not discovered until the hand is played out1 he is answerable for all consequent revokes he may have made4 ,if1 during the play of the hand1 the error be detected1 the tricks may be counted face downward1 in order to ascertain whether there be among them a card too many2 should this be the case1 they may be searched1 and the card restored2 the player is1 however1 liable for all revokes which he may have meanwhile made4 ,,the ,,revoke4 #ga4 ,is when a player1 holding one or more cards of the suit led1 plays a card of a different suit4 #gb4 ,the penalty for a revoke-- ,i4 ,is at the option of the adversaries1 who at the end of the hand may either take three tricks from the revoking player or deduct three points from his score1 or add three to their own score2 ,,ii4 ,can be claimed for as many revokes as occur during the hand2 ,,iii4 ,is applicable only to the score of the game in which it occurs2 ,,iv4 ,cannot be divided1 i4e41 a player cannot add one or two to his own score and deduct one or two from the revoking player2 ,v4 ,takes precedence of every other score--e4g41 the claimants two1 their opponents nothing2 the former add three to their score1 and thereby win a treble game1 even should the latter have made thirteen tricks1 and held four honours4 #gc4 ,a revoke is established if the trick in which it occur be turned and quitted1 i4e41 the hand removed from that trick after it has been turned face downward on the table1 or if either the revoking player or his partner1 whether in his right turn or otherwise1 lead or play to the following trick4 #gd4 ,a player may ask his partner whether he has not a card of the suit which he has renounced2 should the question be asked before the trick is turned and quitted1 subsequent turning and quitting does not establish the revoke1 and the error may be corrected1 unless the question be answered in the negative1 or unless the revoking player or his partner have led or played to the following trick4 #ge4 ,at the end of the hand1 the claimants of a revoke may search all the tricks4 #gf4 ,if a player discover his mistake in time to save a revoke1 the adversaries1 whenever they think fit1 may call the card thus played in error1 or may require him to play his highest or lowest card to that trick in which he has renounced2 any player or players who have played after him may withdraw their cards and substitute others3 the cards withdrawn are not liable to be called4 #gg4 ,if a revoke be claimed1 and the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries1 the revoke is established4 ,the mixing of the cards only renders the proof of a revoke difficult2 but does not prevent the claim and possible establishment of the penalty4 #gh4 ,a revoke cannot be claimed after the cards have been cut for the following deal4 #gi4 ,the revoking player and his partner may1 under all circumstances1 require the hand in which the revoke has been detected to be played out4 #hj4 ,if a revoke occur1 be claimed and proved1 bets on the odd trick or on amount of score1 must be decided by the actual state of the latter1 after the penalty is paid4 #ha4 ,should the players on both sides subject themselves to the penalty of one or more revokes1 neither can win the game2 each is punished at the discretion of his adversary4 #hb4 ,in whatever way the penalty be enforced1 under no circumstances can a player win the game by the result of the hand during which he has revoked2 he cannot score more than four4 7,see ,law #fa47 ,,calling ,,for ,,new ,,cards4 #hc4 ,any player 7on paying for them7 before1 but not after1 the pack be cut for the deal1 may call for fresh cards4 ,he must call for two new packs1 of which the dealer takes his choice4 ,,general ,,rules4 #hd4 ,where a player and his partner have an option of exacting from their adversaries one of two penalties1 they should agree who is to make the election1 but must not consult with one another which of the two penalties it is advisable to exact2 if they do so consult1 they lose their right2 and if either of them1 with or without consent of his partner1 demand a penalty to which he is entitled1 such decision is final4 ,this rule does not apply in exacting the penalties for a revoke2 partners have then a right to consult4 #he4 ,any one during the play of a trick1 or after the four cards are played1 and before1 but not after1 they are touched for the purpose of gathering them together1 may demand that the cards be placed before their respective players4 #hf4 ,if any one1 prior to his partner playing1 should call attention to the trick--either by saying that it is his1 or by naming his card1 or1 without being required so to do1 by drawing it toward him--the adversaries may require that opponent's partner to play the highest or lowest of the suit then led1 or to win or lose the trick4 #hg4 ,in all cases where a penalty has been incurred1 the offender is bound to give reasonable time for the decision of his adversaries4 #hh4 ,if a bystander make any remark which calls the attention of a player or players to an oversight affecting the score1 he is liable to be called on1 by the players only1 to pay the stakes and all bets on that game or rubber4 #hi4 ,a bystander1 by agreement among the players1 may decide any question4 #ij4 ,a card or cards torn or marked must be either replaced by agreement1 or new cards called at the expense of the table4 #ia4 ,any player may demand to see the last trick turned1 and no more4 ,under no circumstances can more than eight cards be seen during the play of the hand1 viz43 the four cards on the table which have not been turned and quitted1 and the last trick turned4 ,,etiquette ,,of ,,whist4 ,the following rules belong to the established ,etiquette of ,whist4 ,they are not called laws1 as it is difficult--in some cases impossible--to apply any penalty to their infraction1 and the only remedy is to cease to play with players who habitually disregard them3 ,two packs of cards are invariably used at ,clubs2 if possible1 this should be adhered to4 ,any one1 having the lead and several winning cards to play1 should not draw a second card out of his hand until his partner has played to the first trick1 such act being a distinct intimation that the former has played a winning card4 ,no intimation whatever1 by word or gesture1 should be given by a player as to the state of his hand1 or of the game4 ,a player who desires the cards to be placed1 or who demands to see the last trick1 should do it for his own information only1 and not in order to invite the attention of his partner4 ,no player should object to refer to a bystander who professes himself uninterested in the game1 and able to decide any disputed question of facts2 as to who played any particular card--whether honours were claimed though not scored1 or vice versa--etc41 etc4 ,it is unfair to revoke purposely2 having made a revoke1 a player is not justified in making a second in order to conceal the first4 ,until the players have made such bets as they wish1 bets should not be made with bystanders4 ,bystanders should make no remark1 neither should they by word or gesture give any intimation of the state of the game until concluded and scored1 nor should they walk round the table to look at the different hands4 ,no one should look over the hand of a player against whom he is betting4 ,,dummy4 ,is played by three players4 ,one hand1 called ,dummy's1 lies exposed on the table4 ,the laws are the same as those of ,whist1 with the following exceptions3 ,i4 ,dummy deals at the commencement of each rubber4 ,,ii4 ,dummy is not liable to the penalty for a revoke1 as his adversaries see his cards2 should he revoke1 and the error not be discovered until the trick is turned and quitted1 it stands good4 ,,iii4 ,dummy being blind and deaf1 his partner is not liable to any penalty for an error whence he can gain no advantage4 ,thus1 he may expose some or all of his cards--or may declare that he has the game1 or trick1 etc41 without incurring any penalty2 if1 however1 he lead from ,dummy's hand when he should lead from his own1 or vice versa1 a suit may be called from the hand which ought to have led4 ,,double ,,dummy4 ,is played by two players1 each having a ,dummy or exposed hand for his partner4 ,the laws of the game do not differ from ,dummy ,whist1 except in the following special ,law3 ,there is no misdeal1 as the deal is a disadvantage4 ,,the ,,poker ,,family4 ,properly speaking1 ,poker is not the founder1 but simply the most famous representative of a very ancient and always very popular family of games1 all of which can be traced to one source1 the old ,french game of ,gilet1 which was undoubtedly of ,italian origin1 perhaps a variety of ,primero4 ,gilet we find changed to ,brelan in the time of ,charles ,,ix41 and although ,brelan is no longer played1 the word is still used in all ,french games to signify triplets1 and 8brelan-carr0 is the common ,french term for four of a kind in le poker ,amricain4 ,from ,brelan we trace the ,french games of ,bouillotte1 and ,ambigu1 and the ,english game of ,brag2 but the game of poker1 as first played in the ,united ,states1 five cards to each player from a twenty-card pack1 is undoubtedly the ,persian game of as nas4 ,the peculiar and distinguishing characteristic of ,poker we find well described by ,seymour1 in his chapter on 8,brag10 in the 8,court ,gamester10 #agai3 8,the endeavour to impose on the judgment of the rest who play1 and particularly on the person who chiefly offers to oppose you1 by boasting or bragging of the cards in your hand4 ,those who by fashioning their looks and gestures1 can give a proper air to their actions1 as will so deceive an unskilful antagonist1 that sometimes a pair of fives1 trays or deuces1 in such a hand1 with the advantage of his composed countenance1 and subtle manner of over-awing the other1 shall out-brag a much greater hand1 and win the stakes1 with great applause and laughter on his side from the whole company40 ,quite a number of card games retain the feature of pairs1 triplets1 sequences1 and flushes1 but omit the element of brag or bluff1 and can therefore hardly be considered full-blooded members of the poker family4 ,whiskey ,poker1 for instance1 has really little or nothing in common with the true spirit of poker1 and is simply the very ancient game of ,commerce1 played with five cards instead of three4 ,the descriptions of this game in the earliest ,hoyles betray its ,french origin2 particularly in the use of the piquet pack2 the ,french custom of cutting to the left and dealing to the right2 and the use of the words 8brelan10 and 8tricon40 ,in later descriptions of the 8new form0 of ,commerce1 about #ahce1 we find #eb cards are used1 and dealt from left to right1 and the names of the combinations are changed to 8pairs-royal10 8sequences10 and 8flushes40 ,there appears to be little or nothing modern in the game of ,poker but the increased number of cards dealt to each player1 which makes it possible for one to hold double combinations1 such as two pairs1 triplets with a pair1 etc4 ,the old games were all played with three cards only1 and the 8brelan-carr10 or four of a kind1 could be made only by combining the three cards held by the player with the card which was sometimes turned up on the talon1 or remainder of the pack4 ,the blind1 the straddle1 the raise1 the bluff1 table stakes1 and freeze-out1 are all to be found in ,bouillotte1 which flourished in the time of the ,french ,revolution1 and the 8draw0 from the remainder of the pack existed in the old ,french game of ,ambigu4 ,the first mention we have of poker in print is in ,green's ,reformed ,gambler1 which contains a description of a game of poker played on a river steamer in ,june1 #ahcd4 ,the author undertook a series of investigations with a view to discovering the origin of poker1 the results of which were published in the ,n4,y4 ,sun1 ,may #bb1 #aijd4 ,it would seem that poker came from ,persia to this country by way of ,new ,orleans4 ,the ,french settlers in ,louisiana1 recognizing the similarity between the combinations held in the newcomer from the ,east1 as nas1 and those with which they were already familiar in their own game of poque1 called the ,persian game poque1 instead of as nas1 and our present word1 8poker10 seems to be nothing but a mispronunciation of the ,french term1 dividing it into two syllables1 as if it were 8po-que40 ,there is no authoritative code of laws for the game of ,poker1 simply because the best clubs do not admit the game to their card rooms1 and consequently decry the necessity for adopting any laws for its government4 ,in the absence of any official code1 the daily press is called upon for hundreds of decisions every week4 ,the author has gathered and compared a great number of these newspaper rulings1 and has drawn from them and other sources to form a brief code of poker laws1 which will be found amply sufficient to cover all irregularities for which any penalty can be enforced1 or which interfere with the rights of any individual player4 ,,draw ,,poker4 ,,cards4 ,poker is played with a full pack of fifty-two cards1 ranking3 ,a ,k ,q ,j #aj #i #h #g #f #e #d #c #b2 the ace being the highest or lowest in play1 according to the wish of the holder1 but ranking below the deuce in cutting4 ,in some localities a special pack of sixty cards is used1 the eight extra cards being elevens and twelves in each suit1 which rank above the ten1 and below the ,jack4 ,it is very unusual to play ,poker with two packs4 ,illustration3 #aa #ab ,,counters1 or ,,chips4 ,although not absolutely necessary1 counters are much more convenient than money4 ,the most common are red1 white1 and blue circular chips1 which should 8stack up0 accurately1 so that equal numbers may be measured without counting them4 ,the red are usually worth five whites1 and the blue worth five reds1 or twenty-five whites4 ,at the beginning of the game one player should act as banker1 and be responsible for all counters at the table4 ,it is usual for each player to purchase1 at the beginning of the game1 the equivalent of #ajj white counters in white1 red1 and blue4 ,,players4 ,poker may be played by any number of persons from two to seven4 ,when there are more than seven candidates for play1 two tables should be formed1 unless the majority vote against it4 ,in some localities it is the custom for the dealer to take no cards when there are eight players1 which is thought to make a better game than two tables of only four players each4 ,when the sixty-card pack is used1 eight players may take cards4 ,,cutting4 ,the players who shall form the table1 and their positions at the beginning of the game1 must be decided by throwing round a card to each candidate1 face up1 or by drawing cards from an outspread pack4 ,if there are more than eight candidates1 the four cutting the highest cards should play together at one table1 and the others at another table4 ,if there are an even number of candidates1 the tables divide evenly1 but if the number is odd1 the smaller table is formed by those cutting the highest cards4 ,the table formed1 the pack must be shuffled and spread1 and positions drawn for4 ,the player cutting the lowest card has the choice of seats1 and must deal the first hand4 ,the player cutting the next lowest has the next choice1 and so on1 until all are seated4 ,,ties4 ,if the first cut does not decide1 those tying must cut again4 ,should two or more players cut cards of equal value1 the new cut will decide nothing but the tie2 for even should one of those cutting to decide a tie draw a card lower than one previously cut by another player1 the original low cannot be deprived of his right4 ,for instance3 there are six players4 ,illustration3 ,first cut is3-- ,second cut is3-- ,the #e and #g have the first and second choice of seats2 the #b and #d the third and fourth choice4 ,,players' ,,positions4 ,there are only three distinctive positions at the poker table3 the dealer2 the pone2 and the age4 ,the pone is the player on the dealer's right1 and the age is the one on his left4 ,,stakes4 ,before play begins1 or a card is dealt1 the value of the counters must be decided1 and a limit must be agreed upon4 ,there are four limitations in ,draw ,poker1 and they govern or fix the maximum of the four principal stakes3 the blind2 the straddle2 the ante2 and the bet or raise4 ,the blind is the amount put up by the age before he sees anything1 and should be limited to one white counter1 as the blind is the smallest stake in the game4 ,in some places it is permissible for the age to make the blind any amount he pleases within half the betting limit2 but such a practice is a direct violation of the principles of the game1 which require that the amount of the blind shall bear a fixed proportion to the limit of the betting4 ,the straddle is a double blind1 sometimes put up by the player to the left of the age1 and like the blind1 without seeing anything4 ,this allows the player on the left of the straddler to double again1 or put up four times the amount of the original blind4 ,this straddling process is usually limited to one-fourth of the betting limit2 that is1 if the betting limit is fifty counters1 the doubling of the blind must cease when a player puts up sixteen1 for another double would carry it to thirty-two1 which would be more than half the limit for a bet or raise4 ,the ante is the amount put up by each player after he has seen his cards1 but before he draws to improve his hand4 ,the terms 8ante0 and 8blind0 are often confused4 ,the blind is a compulsory stake1 and must be put up before the player has seen anything4 ,he does not even know whether or not he will be dealt a foul hand1 or whether it will be a misdeal4 ,he has not even seen the cards cut4 ,the ante1 on the other hand1 is a voluntary bet1 and is a sort of entrance fee1 which is paid before the hand is complete1 but after the first part of it has been seen4 ,the ante is always twice the amount of the blind1 whatever that may be4 ,if the blind has been increased by the process of straddling1 the ante must be twice the amount of the last straddle1 but must not exceed the betting limit4 ,this is why the straddles are limited4 ,the largest bet1 or raise1 which a player is allowed to make is generally known as the limit4 ,this limit is not the greatest amount that may be bet on one hand1 but is the maximum amount by which one player may increase his bet over that of another player4 ,for instance3 ,if no one has bet1 ,a may bet the limit on his hand2 ,b may then put up a similar amount1 which is called seeing him1 and may then raise him any further sum within the limit fixed for betting4 ,if ,b raises the limit1 it is obvious that he has placed in the pool twice the amount of the betting limit2 but his raise over ,a's bet is within the betting limit4 ,if another player should raise ,b again1 he would be putting up three times the limit2 ,a's bet1 ,b's raise1 and his own raise4 ,in the absence of any definite arrangement1 it is usual to make the betting limit fifty times the amount of the blind4 ,that is1 if the value of the blind1 or one white counter1 is five cents1 the limit of a bet or raise will be two dollars and a half1 or two blue counters4 ,this fixes the ante at two white counters1 or ten cents1 in the absence of straddles1 and limits the straddling to the fourth player from the age1 or sixteen white counters4 ,this proportion makes a very fair game1 and gives a player some opportunity to vary his betting according to his estimate of the value of his hand4 ,where the blind is five cents1 the ante ten1 and the limit twenty-five1 the game ceases to be ,poker1 and becomes a species of show-down4 ,it is universally admitted by good judges that a player can lose more money at twenty-five cent show-down than he will at two-and-a-half ,poker4 ,there are several other variations in the manner of arranging the stakes and the betting limits1 but they will be better understood after the game itself has been described4 ,,dealing4 ,the age having put up the amount of the blind1 and the cards having been shuffled by any player who chooses to avail himself of the privilege1 the dealer last1 they are presented to the pone to be cut4 ,the pone may either cut them1 or signify that he does not wish to do so by tapping the pack with his knuckles4 ,should the pone decline to cut1 no other player can insist on his so doing1 nor do it for him4 ,beginning on his left1 the dealer distributes the cards face down one at a time in rotation until each player has received five cards4 ,the deal passes to the left1 and each player deals in turn4 ,,irregularities ,,in ,,the ,,deal4 ,the following rules regarding the deal should be strictly observed3-- ,if any card is found faced in the pack the dealer must deal again4 ,should the dealer1 or the wind1 turn over any card1 the player to whom it is dealt must take it2 but the same player cannot be compelled to take two exposed cards4 ,should such a combination occur1 there must be a fresh deal by the same dealer4 ,if the player exposes his cards himself1 he has no remedy4 ,should any player receive more or less than his correct number of cards1 and discover the error before he looks at any card in his hand1 or lifts it from the table1 he may demand a fresh deal if no bet has been made2 or he may ask the dealer to give him another from the pack if he has too few2 or to draw a card if he has too many4 ,cards so drawn must not be exposed1 but should be placed on the bottom of the pack4 ,if the number of the hands dealt does not agree with the number of players1 there must be a new deal4 ,if two or more cards are dealt at a time1 the dealer may take back the card or cards improperly dealt if he discovers the error before dealing to the next player2 otherwise there must be a new deal4 ,a misdeal does not lose the deal4 ,the misdealer must deal again4 ,should a player take up his hand1 or look at any card in it1 he is not entitled to any remedy4 ,if he has more or less than the proper number of cards1 his hand is foul1 and must be abandoned1 the player forfeiting any interest he may have in that deal1 and any stake he may have put up on that hand4 ,in all gambling houses1 the invariable rule is to call a short hand foul2 although there should be no objection to playing against a man with only four cards1 which cannot be increased to five1 even by the draw4 ,,straddling4 ,during the deal1 or at any time before he looks at any card in his hand1 the player to the left of the age may straddle the blind by putting up double the amount put up by the age4 ,the only privilege this secures to the straddler is that of having the last say as to whether or nor he will make good his ante and draw cards4 ,should he refuse to straddle1 no other player can do so2 but if he straddles1 the player on his left can straddle him again by doubling the amount he puts up1 which will be four times the amount of the blind4 ,this will open the privilege to the next player on the left again1 and so on until the limit of straddling is reached2 but if one player refuses to straddle1 no other following him can do so4 ,good players seldom or never straddle1 as the only effect of it is to increase the amount of the ante4 ,,method ,,of ,,playing4 ,the cards dealt1 the players take up and examine their hands4 ,the careful poker player always 8spreads0 his cards before taking them up1 to be sure that he has neither more nor less than five1 and he lifts them in such a way that the palm and fingers of his right hand conceal the face of the first card1 while the thumb of the left hand separates the others just sufficiently to allow him to read the index or 8squeezer0 marks on the edges4 ,illustration3 ,spreading4 ,squeezing4 ,the object of this examination is to ascertain the value of the hand dealt to him1 and to see whether or not it is worth while trying to improve it by discarding certain cards and drawing others in their place4 ,the player should not only be thoroughly familiar with the relative value of the various combinations which may be held at ,poker1 but should have some idea of the chances for and against better combinations being held by other players1 and should also know the odds against improving any given combination by drawing to it4 ,the value of this technical knowledge will be obvious when it is remembered that a player may have a hand dealt to him which he knows is comparatively worthless as it is1 and the chances for improving which are only one in twelve1 but which he must bet on at odds of one in three1 or abandon it4 ,such a proceeding would evidently be a losing game1 for if the experiment were tried twelve times the player would win once only1 and would lose eleven times4 ,this would be paying eleven dollars to win three2 yet poker players are continually doing this4 ,,rank ,,of ,,the ,,hands4 ,the various combinations at ,poker outrank one another in the following order1 beginning with the lowest4 ,cards with a star over them add nothing to the value of the hand1 and may be discarded4 ,the figures on the right are the odds against such a hand being dealt to any individual player4 ,five cards of various suits2 not in sequence1 and without a pair4 ,illustration3 99 99 99 99 99 ,even ,one ,pair4 ,two cards of one kind and three useless cards4 ,illustration3 99 99 99 #cd to #be ,two ,pairs4 ,two of one kind2 two of another kind2 and one useless card4 ,illustration3 99 #bj to #a ,threes4 ,three of one kind1 and two useless cards4 ,illustration3 99 99 #df to #a ,straight4 ,all five cards in sequence1 but of various suits4 ,illustration3 #bed to #a ,flush4 ,all five cards of one suit1 but not in sequence4 ,illustration3 #ejh to #a ,full ,hand4 ,three of one kind1 and two of another kind2 no useless cards4 ,illustration3 #fic to #a ,fours4 ,four cards of one kind1 and one useless card4 ,illustration3 99 #dafd to #a ,straight flush4 ,five cards of the same suit1 in sequence with one another4 ,illustration3 #gbaib to #a ,royal ,flush4 ,a straight flush which is ace high4 ,illustration3 #fdigci to #a ,when hands are of the same rank1 their relative value is determined by the denomination of the cards they contain4 ,for instance3 ,a hand without a pair1 sequence1 or flush is called by its highest card2 8ace high10 or 8,jack high10 as the case may be4 ,as between two such hands1 the one containing the highest card would be the better1 but either would be outclassed by a hand with a pair in it1 however small4 ,a hand with a pair of nines in it would outrank one with a pair of sevens1 even though the cards accompanying the nines were only a deuce1 three and four1 while those with the sevens were an ace1 ,king and ,queen4 ,but should the pairs be alike in both hands2 such as tens1 the highest card outside the pair would decide the rank of the hands1 and if those were also alike1 the next card1 or perhaps the fifth would have to be considered4 ,should the three odd cards in each hand be identical1 the hands would be a tie1 and would divide any pool to which each had a claim4 ,two flushes would decide their rank in the same manner4 ,if both were ace and ,jack high1 the third card in one being a nine1 and in the other an eight1 the nine would win4 ,in full hands the rank of the triplets decides the value of the hand4 ,three ,queens and a pair of deuces will beat three ,jacks and a pair of aces4 ,in straights1 the highest card of the sequence wins2 not necessarily the highest card in the hand1 for a player may have a sequence of ,a #b #c #d #e1 which is only five high1 and would be beaten by a sequence of #b #c #d #e #f4 ,the ace must either begin or end a sequence1 for a player is not allowed to call such a combination as ,q ,k ,a #b #c a straight4 ,it was evidently the intention of those who invented ,poker that the hands most difficult to obtain should be the best1 and should outrank hands that occurred more frequently4 ,a glance at the table of odds will show that this principle has been carried out as far as the various denominations of hands go2 but when we come to the members of the groups the principle is violated4 ,in hands not containing a pair1 for instance1 ace high will beat ,jack high1 but it is much more common to hold ace high than ,jack high4 ,the exact proportion is #ejc to #abg4 ,a hand of five cards only seven high but not containing a pair1 is rarer than a flush2 the proportion being #djh to #eaj4 ,when we come to two pairs1 we find the same inversion of probability and value4 ,a player will hold 8aces up10 that is1 a pair of aces and another pair inferior to aces1 twelve times as often as he will hold 8threes up40 ,in the opinion of the author1 in all hands that do not contain a pair1 8seven high0 should be the best instead of the lowest1 and ace high should be the lowest4 ,in hands containing two pairs1 8threes up0 should be the highest1 and 8aces up0 the lowest4 ,,eccentric ,,hands4 ,in addition to the regular poker hands1 which are those already given1 there are a few combinations which are played in some parts of the country1 especially in the ,south1 either as matter of local custom or by agreement4 ,when any of these are played1 it would be well for the person who is not accustomed to them to have a distinct understanding in advance1 just what combinations shall be allowed and what hands they will beat4 ,there are four of these eccentric hands1 and the figures on the right are the odds against their being dealt to any individual player3 ,blaze4 ,five picture cards4 ,beat two pairs2 but lose to three of a kind4 ,illustration3 #cjjh to #a ,tiger4 ,must be seven high and deuce low2 without a pair1 sequence or flush4 ,it beats a straight2 but loses to a flush4 ,illustration3 #fcf to #a ,skip1 or ,dutch ,straight4 ,any sequence of alternate cards1 of various suits4 ,beats two pairs and a blaze4 ,illustration3 #dbc to #a ,round-the-,corner4 ,any straight in which the ace connects the top and bottom4 ,beats threes2 but any regular straight will beat it4 ,illustration3 #hdh to #a ,the rank of these extra hands has evidently been assigned by guess-work4 ,the absurdity of their appraised value will be evident if we look at the first of them1 the blaze1 which is usually played to beat two pairs4 ,as it is impossible to have a blaze which does not contain two pairs of court cards1 all that they beat is aces up or kings up4 ,if it were ranked1 like other poker hands1 by the difficulty of getting it1 a blaze should beat a full hand4 ,all these hands are improperly placed in the scale of poker values1 as will be seen by comparing the odds against them4 ,in any games to which these eccentric hands are admitted1 the rank of all the combinations would be as follows1 if poker principles were followed throughout3-- ,,denomination4 ,,odds ,,against4 ,one pair #a to #a ,two pairs #bj to #a ,three of a kind #df to #a ,sequence or straight #bed to #a ,skip or ,dutch straight #dbc to #a ,flush #ejh to #a ,tiger ,big or ,little ,dog #fcf to #a ,full hand #fic to #a ,round-the-corner straight #hdh to #a ,blaze #cjjh to #a ,four of a kind #dafd to #a ,straight flush #gbaib to #a ,royal ,flush ,ace high #fdigci to #a ,when the true rank of these eccentric hands is not allowed1 local custom must decide what they will beat4 ,,joker ,,poker1 or ,,mistigris4 ,it is not uncommon to leave the joker1 or blank card1 in the pack4 ,the player to whom this card is dealt may call it anything he pleases4 ,if he has a pair of aces1 and the joker1 he may call them three aces4 ,if he has four clubs1 and the joker1 he may call it a flush2 or he may make the joker fill out a straight4 ,if he has four of a kind1 and the joker1 he can beat a royal flush by calling his hand five of a kind4 ,in case of ties1 the hand with the mistigris wins2 that is to say1 an ace and the joker will beat two aces4 ,a player holding the joker may even call it a duplicate of a card already in his hand4 ,for instance2 he might hold the ,a ,j #h #e of hearts and the joker against the ,a ,k ,q #g #c of clubs4 ,if he calls the joker the king of hearts1 the club flush still beats him as it is queen next4 ,he must call it the ace1 which makes his flush ace-ace high4 ,,probabilities4 ,in estimating the value of his hand as compared to that of any other player1 before the draw1 the theory of probabilities is of little or no use1 and the calculations will vary with the number of players engaged4 ,for instance3 ,if five are playing1 some one should have two pairs every fourth deal1 because in four deals twenty hands will be given out4 ,if seven are playing1 it is probable that five of them will hold a pair of some kind before the draw4 ,unfortunately1 these calculations are not of the slightest practical use to a poker player1 because although three of a kind may not be dealt to a player more than once in forty-five times on the average1 it is quite a common occurrence for two players to have threes dealt to each of them at the same time4 ,the considerations which must guide the player in judging the comparative value of his hand1 both before and after the draw1 must be left until we come to the suggestions for good play4 ,,the ,,ante4 ,the player to the left of the age is the one who must make the first announcement of his opinion of his hand1 unless he has straddled1 in which case the player on the left of the last straddler has the first 8say40 ,if he considers his hand good enough to draw to1 let us say a pair of ,kings1 he must place in the pool1 or toward the centre of the table1 double the amount of the blind1 or of the last straddle1 if any4 ,this is called the ante1 because it is made before playing the hand1 whereas the blind is made before seeing it4 ,the player is not restricted to double the amount of the blind or straddle2 he may bet as much more as he pleases within the limit fixed at the beginning of the game4 ,for instance3 ,if there has been only one straddle he must put up four white counters or pass out of the game for that deal4 ,but if he puts up the four1 he may put up as many more as he pleases within the limit1 which is two blues1 or fifty whites4 ,this is called raising the ante4 ,if he does not care to pay twice the amount of the blind or straddle for the privilege of drawing cards to improve his hand1 he must throw his cards face downward on the table in front of the player whose turn it will be to deal next4 ,reasonable time must be allowed for a player to make his decision2 but having made it1 he must abide by it2 a hand once thrown down cannot be taken up again1 and counters once placed in the pool1 and the hand removed from them1 cannot be taken out again1 even though placed in the pool by mistake4 ,the player who has the first say having made his decision1 the player next him on the left must then decide4 ,he must put into the pool an amount equal to that deposited by the first player1 or abandon his hand4 ,suppose there has been no straddle1 and that all conclude to stay1 as it is called4 ,they each in turn put up two white counters until it comes to the age4 ,the one white counter he has already put up as a blind belongs to the pool1 but by adding one to it he can make his ante good1 and draw cards1 always provided no player has raised the ante4 ,if any player has put more counters into the pool than the amount of the ante1 all the other players must put up a like amount1 or throw down their hands4 ,suppose five play1 and ,a has the age4 ,b antes two counters1 and ,c puts up seven1 the ante and a raise of five4 ,if ,d and ,e come in1 they must put up seven counters also2 and the age1 ,a1 must put up six to make his ante good4 ,it now comes to ,b1 who must either lose the two he has already put up1 or add five more to them4 ,let us suppose that ,d puts up the seven1 and that ,e1 the dealer1 puts up twelve4 ,this will force the age to put up eleven2 ,b to put up ten2 and ,c to put up five more4 ,this will make each player's ante an equal amount1 twelve counters1 and they will then be ready to draw cards4 ,no one can now raise the ante any further1 because it is no one's turn to 8say40 ,it will thus be seen that every player in his turn can do one of three things1 which are sometimes called the a b c of ,poker3 ,he can ,abdicate2 by throwing down his hand1 and abandoning whatever money he has already placed in the pool4 ,he can ,better2 by putting up more money than any player before him1 which is sometimes called 8going better40 ,or1 he can ,call1 by making his amount in the pool equal to the highest bet already made4 ,should any player increase the ante to such an extent that none of the others care to call him1 they must of course throw down their hands1 and as there is no one to play against him1 the one who made the last increase in the ante takes down all the counters in the pool4 ,this is called taking the pot1 and the cards are gathered1 shuffled1 and dealt again1 the deal passing to the player who was the age4 ,,drawing ,,cards4 ,all those who have made the ante good have the privilege of discarding1 face downward1 as many cards as they please1 in the place of which they may draw others4 ,the age has the first draw1 and can take any number of cards from one to five1 or he may stand pat1 refusing to draw any4 ,a player cannot receive from the dealer more or less cards than he discards2 so that if a person is allowed to play with a short hand1 of four cards only1 he will still have only four cards after the draw4 ,if his hand was foul1 it will remain so after the draw4 ,in drawing1 a player may keep or discard what cards he pleases4 ,there is no rule to prevent his throwing away a pair of aces and keeping three clubs if he is so inclined2 but the general practice is for the player to retain whatever pairs or triplets he may have1 and to draw to them4 ,four cards of a straight or a flush may be drawn to in the same way1 and some make a practice of drawing to one or two high cards1 such as an ace and a king1 when they have no other chance4 ,some hands offer opportunities to vary the draw4 ,for instance3 ,a player has dealt to him a small pair2 but finds he has also four cards of a straight4 ,he can discard three cards and draw to the pair2 or one card1 and draw to the straight2 or two cards1 keeping his ace in the hope of making two good pairs1 aces up4 ,the details of the best methods of drawing to various combinations will be discussed when we come to suggestions for good play4 ,illustration3 ,in drawing cards1 each player in turn who has made good his ante1 beginning with the age1 must ask the dealer for the number of cards he wants4 ,the demand must be made so that every player can hear1 because after the cards have been delivered by the dealer no one has the right to be informed how many cards any player drew4 ,when the dealer comes to his own hand1 he must distinctly announce the number of cards he takes4 ,he must also inform any player asking him how many cards he took1 provided the question is put before the player asking it has made a bet1 and it is put by a player who has made good his ante to draw cards4 ,in dealing the cards for the draw1 the pack is not cut again1 the cards being dealt from the top1 beginning where the deal before the draw left off4 ,as each player asks for his cards he must discard those he wants replaced1 and he must receive the entire number he asks for before the next player is helped4 ,in some places it is the custom for all those who have made good the ante to discard before any cards are given out4 ,this is not good poker1 as it prevents the dealer from seeing that the number discarded is equal to the number asked for4 ,should any card be found faced in the pack1 it must be placed on the table among the discards4 ,should any card be exposed by the dealer in giving out the cards1 or be blown over by the wind before the player has touched it1 such card must not be taken by the player under any circumstances1 but must be placed with the discards on the table4 ,a player whose card is exposed in this manner does not receive a card to take its place until all the other players have been helped4 ,the object of this rule is to prevent a dealer from altering the run of the cards in the draw4 ,should a player ask for an incorrect number of cards and they be given him1 he must take them if the next player has been helped4 ,if too many1 he must discard before seeing them4 ,if too few1 he must play them4 ,if he has taken them up and has too many1 his hand is foul1 and shuts him out of that pool4 ,if the dealer gives himself more cards than he needs he is compelled to take them4 ,for instance3 ,he draws three cards to a pair2 but on taking up his hand he finds he had triplets1 and really wanted only two cards4 ,he cannot change his draw1 and must take the three cards he has dealt off4 ,there is a penalty for not following the strict rule of the game1 which is for each player1 including the dealer1 to discard before he draws4 ,should the dealer give any player more cards than he asked for1 and the player discover the error before taking them up or looking at any of them1 the dealer must withdraw the surplus card1 and place it on the top of the pack4 ,should the dealer give a player fewer cards than he asks for1 he must supply the deficiency when his attention is called to it1 without waiting to supply the other players4 ,if a player has more or less than five cards after the draw1 his hand is foul1 and he must abandon it1 together with all he may have already staked in the pool4 ,the dealer may be asked how many cards he drew2 but he is not allowed to say how many cards he gave to any other player4 ,each player must watch the draw for himself4 ,the last card of the pack must not be dealt4 ,when only two cards remain1 the discards and abandoned hands must be gathered1 shuffled1 and presented to the pone to be cut1 and the deal then completed4 ,,betting ,,up ,,the ,,hands4 ,all those who made good the ante having been supplied with cards1 the next player who holds cards on the left of the age must make the first bet4 ,should the age have declined to make good his ante1 or have passed out before the draw1 that does not transfer the privilege of having the last say to any other player2 because the peculiar privilege of the age1--having the last say1--is given in consideration of the blind1 which he is compelled to pay1 and no other player can have that privilege1 because no other player is obliged to play4 ,even if a player has straddled the blind1 he must still make the first bet after the draw1 because he straddled of his own free will1 and knew at the time that the only advantage the straddle would give him was the last say as to whether or not he would make good his ante and draw cards4 ,if the player next to the age has passed out before the draw1 the next player to the left who still holds cards must make the first bet4 ,the player whose turn it is to bet must either do so1 or throw his hand face downward in front of the player whose turn it will be to deal next4 ,if he bets1 he can put up any amount from one white counter to the limit1 two blues4 ,it then becomes the turn of the player next on his left who still holds cards to abdicate1 better1 or call4 ,if he calls1 he does so by placing in the pool an amount equal to that staked by the last player1 and it then becomes the turn of the next player on the left to say what he will do4 ,but if he goes better1 he adds to the amount staked by the player on his right any further sum he sees fit1 within the limit of two blues4 ,each player in turn has the same privilege1 the age having the last say4 ,suppose five play1 and that ,a has the age4 ,b has straddled1 and all but the dealer have made good the ante and drawn cards4 ,there are sixteen white counters in the pool1 ,b's straddle having made the ante four instead of two4 ,suppose ,b bets a red counter1 and ,c then throws down his hand4 ,d sees ,b1 by putting up a red counter2 and he then raises him1 by putting up two blues1 increasing his bet as much as the limit will allow him4 ,the age must now abandon his hand or put up one red and two blues to call ,d1 without knowing what ,b proposes to do4 ,let us suppose he sees ,d1 and raises another two blues4 ,b must now retire1 or put up four blues to call ,a1 without knowing what ,d will do4 ,he can raise the bet another two blues1 or one blue1 or a red1 or a white even1 if he is so minded4 ,if he declines to raise1 he cannot prevent ,d from so doing1 because ,d still has the privilege of replying to ,a's raise1 and as long as a player has any say about anything1 whether it is to abdicate1 better1 or call1 he can do any one of the three4 ,it is only when there is no bet made1 or when his own bet is either not called or not raised1 that a player has nothing to say4 ,let us suppose ,b puts up the four blues to call ,a4 ,it is now ,d's turn4 ,if he puts up two blues1 each will have an equal amount in the pool1 and as no one will have anything more to say1 the betting must stop1 and the hands must be shown4 ,but if ,d raises ,a again1 by putting up four blues instead of two1 he gives ,a another say1 and perhaps ,a will raise ,d in turn4 ,although ,b may have had quite enough of this1 he must either put up four more blues1 the two raised by ,d and the further raise by ,a1 or he must abandon his hand4 ,if ,b throws down his cards he loses all claim to what he has already staked in the pool1 four blues and a red1 besides his straddle and ante4 ,let us suppose he drops out1 and that ,d just calls ,a1 by putting up two blues only1 making the amount he has in the pool exactly equal to ,a's1 eight blues and a red1 besides the antes4 ,this prevents ,a from going any further1 because it is not his turn to say anything4 ,he is not asked to meet any one's raise1 nor to make any bet himself1 but simply to show his hand1 in order to see whether or not it is better than ,d's4 ,,showing ,,hands4 ,it is the general usage that the hand called must be shown first4 ,in this case ,a's hand is called1 for ,d was the one who called a halt on ,a in the betting1 and stopped him from going any further4 ,the strict laws of the game require that both hands must be shown1 and if there are more than two in the final call1 all must be shown to the table4 ,the excuse generally made for not showing the losing hand is that the man with the worse hand paid to see the better hand2 but it must not be forgotten that the man with the better hand has paid exactly the same amount1 and is equally entitled to see the worse hand4 ,there is an excellent rule in some clubs that a player refusing to show his hand in a call shall refund the amount of the antes to all the other players1 or pay all the antes in the next jack pot4 ,the rule of showing both hands is a safeguard against collusion between two players1 one of whom might have a fairly good hand1 and the other nothing2 but by mutually raising each other back and forth they could force any other player out of the pool4 ,the good hand could then be called and shown1 the confederate simply saying1 8,that is good10 and throwing down his hand4 ,professionals call this system of cheating1 8raising out40 ,when the hands are called and shown1 the best poker hand wins1 their rank being determined by the table of values already given4 ,in the example just given suppose that ,a1 on being called by ,d1 had shown three fours1 and that ,d had three deuces4 ,a would take the entire pool1 including all the antes1 and the four blues and one red staked by ,b after the draw4 ,it might be that ,b would now discover that he had laid down the best hand1 having held three sixes4 ,this discovery would be of no benefit to him1 for he abandoned his hand when he declined to meet the raises of ,a and ,d4 ,if the hands are exactly a tie1 the pool must be divided among those who are in at the call4 ,for instance3 ,two players show aces up1 and each finds his opponent's second pair to be eights4 ,the odd card must decide the pool2 and if that card is also a tie the pool must be divided4 ,if no bet is made after the draw1 each player in turn throwing down his cards1 the antes are won by the last player who holds his hand4 ,this is usually the age1 because he has the last say4 ,if the age has not made good his ante1 it will be the dealer1 and so on to the right4 ,there is no necessity for the fortunate player to show his hand2 the mere fact that he is the only one holding any cards is prima facie evidence that his hand is the best4 ,on the same principle1 the player who has made a bet or raise which no other player will see1 wins the pool without showing his hand1 as he must be the only one with cards in his hand2 for when a player refuses to see a bet he must abandon his hand1 and with it all pretensions to the pool4 ,if he wishes to call1 but has not money enough1 he must borrow it4 ,he cannot demand a show of hands for what counters he has1 except in table stakes4 ,during the betting1 players are at liberty to make any remarks they see fit1 and to tell as many cheerful lies about their hands as they please4 ,a player may even miscall his hand when he shows it2 the cards speak for themselves1 just as the counters do1 and what a player says does not affect either in the slightest4 ,if a player says3 8,i raise you two blues10 the statement amounts to nothing until the blues have been placed in the pool1 and the owner's hand removed from them4 ,there is no penalty if a player1 during the betting1 tells his adversaries exactly what he holds2 nor is he likely to lose anything by it1 for no one will believe him4 ,,jack ,,pots4 ,the addition of jack pots has probably done more to injure ,poker than the trump signal has injured ,whist4 ,in the early days1 when poker parties were small1 four players being a common number1 it was frequently the case that no one had a pair strong enough to draw to1 and such a deal was regarded as simply a waste of time4 ,to remedy this1 it was proposed that whenever no player came in1 each should be obliged to ante an equal amount for the next deal1 and just to demonstrate that there were some good hands left in the pack no one was allowed to draw cards until some one had ,jacks or better to draw to4 ,the result of this practice was to make jack pots larger than the other pools1 because every one was compelled to ante1 and this seems to have prompted those who were always wanting to increase the stakes to devise excuses for increasing the number of jack pots4 ,this has been carried so far that the whole system has become a nuisance1 and has destroyed one of the finest points in the game of ,poker1--the liberty of personal judgment as to every counter put into the pool1 except the blind4 ,the following excuses for making jack pots are now in common use3 ,after a ,misdeal some parties make it a jack2 but the practice should be condemned1 because it puts it in the power of any individual player to make it a jack when he deals4 ,the ,buck is some article1 such as a penknife1 which is placed in the pool at the beginning of the game1 and is taken down with the rest of the pool by whichever player wins it4 ,when it comes to his deal1 it is a jack pot1 and the buck is placed in the pool with the dealer's ante1 to be won1 taken down1 and make another jack in the same way4 ,the usual custom is to fix the amount of the ante in jack pots1 a red1 or five whites1 being the common stake4 ,in some places it is at the option of the holder of the buck to make the ante any amount he pleases within the betting limit4 ,whichever system is adopted1 every player at the table must deposit a like amount in the pool4 ,players are sometimes permitted to pass a jack2 that is1 not to ante nor to take any part in the game until the jack is decided4 ,if this is to be allowed1 it should be so understood at the beginning of the game4 ,the ,high ,hand jack pot is played whenever a hand of an agreed value1 such as a flush or a full1 is shown to the board2 that is1 called4 ,in some places four of a kind calls for a round of jacks1 every player in turn making it a jack on his deal4 ,only ,two ,in4 ,it is a common custom in large parties1 say six or seven players1 to make it a jack when no one but the dealer will ante4 ,instead of allowing the blind to make his ante good1 and draw cards against the dealer1 each player contributes two white counters1 the age adding one to his blind1 and the cards are redealt for a jack pot4 ,another variety of this custom is when the blind is opposed by only one ante1 to allow the age to make this player take down his two counters1 and to pay two counters for him1 to make it a jack4 ,for instance3 ,five play1 and ,a has the age4 ,b and ,c pass1 and ,d antes two counters4 ,the dealer1 ,e1 says3 8,i pass for a jack40 ,a then puts up three counters1 one of which is added to his blind1 the other two paying ,d's ante in the ensuing jack4 ,d takes down his two counters1 and the cards are redealt4 ,this cannot be done if more than one player has anted1 nor if the ante has been raised or the blind straddled4 ,in the example just given1 had ,d raised the ante to five counters and ,e passed1 the age would have had to put up four more white counters and draw cards1 or allow ,d to win his blind4 ,progressive ,jacks4 ,in some localities it is the custom to make the pair necessary to open a jack pot progress in value2 ,jacks or better to open the first round2 ,queens the next2 then ,kings2 then ,aces2 and then back to ,kings1 ,queens1 and ,jacks again4 ,this is very confusing1 and is not popular4 ,fattening ,jacks4 ,when the original ante is two counters only1 and no one holds ,jacks or better on the first deal1 each player must contribute another white counter to 8fatten10 and the cards are dealt again4 ,this continues until the pot is opened2 that is1 until some player holds a hand as good or better than a pair of ,jacks4 ,the fattening process is followed when the dealer can make the original ante what he pleases2 but if the ante for jacks is a fixed sum1 such as a red counter1 it is not usual to fatten the pot at all4 ,this saves all disputes as to who is shy1 one of the greatest nuisances in ,poker4 ,opening ,jacks4 ,as there is no age or straddle in any form of jack pot1 the player to the left of the dealer has the first say1 and must examine his hand to see if he has ,jacks or better2 that is to say1 either an actual pair of ,jacks1 or some hand that would beat a pair of ,jacks if called upon to do so1 such as two pairs1 a straight1 or triplets4 ,in some localities it is allowed to open jacks with a bobtail2 that is1 four cards of a flush or straight4 ,if the player on the dealer's left has not openers1 or does not care to open the pot if he has1 he says3 8,i pass20 but he does not abandon his hand4 ,the next player on his left must then declare4 ,in some places players are allowed to throw down their cards when they pass2 but in first-class games a penalty of five white counters must be paid into the pool by any player abandoning his hand before the second round of declarations1 as it gives an undue advantage to players with medium hands to know that they have only a limited number of possible opponents4 ,for instance3 ,if six play1 and the first three not only pass1 but throw down and abandon their cards1 a player with a pair of ,jacks will know that he has only two possible adversaries to draw against him1 which will so increase his chances that it may materially alter his betting4 ,if no one acknowledges to holding ,jacks or better1 the pot is fattened1 and the cards are reshuffled and dealt4 ,the best practice is for the same dealer to deal again until some one gets ,jacks or better4 ,this is called dealing off the jack4 ,if any player has forfeited his right in one deal1 such as by having a foul hand1 that does not prevent him coming into the pot again on the next deal with rights equal to the other players4 ,if any player holds ,jacks or better1 he can open the pot1 or 8the jack10 for any amount he pleases within the betting limit4 ,the expression 8open0 is used because after one player has declared that he holds ,jacks or better1 all restrictions are removed1 and the pool is then open to any player to come in and play for it1 regardless of what he may hold4 ,each player in turn1 beginning on the left of the opener1 must declare whether or not he will stay4 ,if he stays1 he must put up an amount equal to that bet by the opener1 and has the privilege of raising him if he sees fit4 ,if he passes1 he throws his cards face downward on the table in front of the player whose turn it will be to deal next4 ,should the opener be raised1 and not care to see that raise1 he must show his hand to the table before abandoning it1 in order to demonstrate that he had openers4 ,some players show only the cards necessary to open1 but the strict rules require the whole hand to be shown before the draw4 ,when once the jack is opened1 the betting before the draw proceeds exactly as in the ordinary pool4 ,any player on the right of the opener1 who passed on the first round1 may come in after the pot is opened4 ,for instance3 ,e deals4 ,a and ,b pass1 but hold their hands4 ,c opens1 and ,d throws down his hand4 ,e sees the opener's bet1 and it then becomes the turn of ,a and ,b1 who have passed once1 to say whether or not they will play1 now that the pot is opened4 ,when all those who have declared to stay have deposited an equal amount in the pool1 they draw cards to improve their hands1 just as in the ordinary pool1 the player on the dealer's left being helped first4 ,all those who draw cards1 except the opener1 throw their discards into the centre of the table as usual2 but the opener is obliged always to place his discard under the chips in the pool4 ,this is in order that he may be able to show what he held originally1 in case he should conclude to split his openers in order to try for a better hand4 ,for instance3 ,he has opened with a pair of ,jacks1 but has four of one suit in his hand4 ,four other players have stayed1 perhaps the bet has been raised1 and he knows that his ,jacks will probably be worthless1 even if he gets a third4 ,so he breaks the pair1 and draws for a flush4 ,as the opener always places his discard under the chips in the pool1 it is not necessary for him to betray his game by telling the whole table that he is drawing to a bobtail4 ,false ,openers4 ,should a player open a jack without the hand to justify it1 and discover his error before he draws1 the best usage demands that his hand is foul1 and that he forfeits to the pool whatever amount he may have opened for1 and any raises that he may have stood4 ,there are then three ways to play3 ,first4 ,those who have come in under the impression that the pot had been legitimately opened but who have not openers themselves1 can withdraw their money1 and allow any one to open it who has openers4 ,this is very unfair to those on the left of the false opener who have abandoned their hands4 ,second4 ,those who have come into the pot after the false opening are allowed to stay in1 and play for it1 no matter what their hands are4 ,third4 ,on discovery of the false opening1 each player is allowed to take down whatever amount he may have paid into the pool1 including his original ante and all fatteners1 and the false opener must then make the entire amount good4 ,the cards are then dealt afresh4 ,this is a very harsh punishment for a very trifling and common error4 ,the second method is the most popular1 and probably the fairest1 and is now the universal rule4 ,if the false opener does not discover his mistake until he has drawn cards1 his action is at least suspicious1 and he should be compelled to put up the total amount in the pool1 as in case three4 ,in some localities such a player is barred from playing the next two jacks1 but compelled to ante his share in each4 ,betting ,jacks4 ,when a jack pot has been properly opened1 and all have declared whether or not they will stay1 and have drawn cards1 the players proceed to bet on their hands4 ,as there is no age in jack pots1 the rule is for the opener to make the first bet2 or1 if he has been raised out before the draw1 the player next on his left who still holds cards4 ,the opener may decline to bet if he pleases2 but if he does so1 he must show his openers1 and then abandon his hand4 ,if no bet is made1 the last player holding cards takes the pool without showing his hand4 ,if a bet is made1 each player in turn on the left must abdicate1 better1 or call1 just as in the ordinary pool4 ,at the conclusion of the betting1 if there is a call1 the best poker hand wins1 of course4 ,if there is no call1 the player making the last bet or raise takes the pool without showing his hand1 unless he is the opener1 when the whole hand need not be shown1 as it is no one's business what the opener got in the draw1 no one having paid to see it4 ,all he need show is openers4 ,but should the opener be one of those in the final call1 he must show his whole hand4 ,should it then be discovered that he has not openers1 the false opener is compelled to ante for all the players at the table for another ,jack4 ,this is usually called giving them a 8free ride40 ,the ,kitty is now an almost universal adjunct to the pool4 ,in clubs1 it pays for the cards1 and for an occasional round of refreshments2 in small poker parties it defrays the expense of the weekly supper4 ,when the amount is excessive1 or accumulates too rapidly1 it is often used to give the players a 8free ride0 by paying all their antes in a 8kitty jack pot40 ,the kitty is usually kept by the banker1 who takes a white counter out of every pool in which triplets or better are shown to the board1 and a red counter out of every jack pot4 ,these counters must be kept apart from the other chips1 and must be accounted for at the end of the game by paying the kitty so much in cash1 just as if it was one of the players4 ,gambling houses and poker rooms are supposed to derive their entire revenue from this source1 and those of the lowest class invent endless excuses for taking out for the kitty4 ,in many houses there is a sliding scale for various hands2 one counter being taken for two pairs2 two counters for triplets2 three for straights or flushes2 and a red for fours1 jack pots1 and misdeals4 ,it is not uncommon for the proprietors of such games to find thirty or forty dollars in the kitty after a night's play with five-cent chips4 ,,table ,,stakes4 ,this is one of several variations in arranging the stakes and the betting limit4 ,in some localities it is the custom to allow each player to purchase as many counters as he pleases2 in others it is the rule to compel each to buy an equal number at the start1 usually two hundred times the amount of the blind4 ,in table stakes the betting limit is always the amount that the player has in front of him2 but no player is allowed either to increase or diminish that amount while he has any cards in front of him4 ,before the cards are dealt for any pool he may announce that he wishes to buy counters1 or that he has some to sell to any other player wishing to purchase2 but for either transaction the consent of all the other players must be obtained4 ,no player is allowed under any circumstances to borrow from another1 nor to be 8shy0 in any pot2 that is1 to say1 8,i owe so many40 ,if he has any counters in front of him1 his betting is limited to what he has2 if he has none1 he is out of the game1 for that hand at least4 ,as a player cannot increase the amount he has in front of him during the play of a hand1 it is best to keep on the table at all times as much as one is likely to want to bet on any one hand4 ,it is the usual custom1 and an excellent one1 to fix upon a definite hour for closing a game of table stakes1 and to allow no player to retire from the game before that hour unless he is decav1 7has lost all his capital74 ,should he insist on retiring1 whatever counters he has must be divided among the other players1 and if there are any odd ones after the division1 they must be put into the current pool4 ,in table stakes1 any player may call a sight for what money or counters he has in front of him1 even should another player have bet a much larger amount4 ,for instance3 ,a has bet three dollars1 and ,b has only two dollars in front of him1 but wishes to call ,a4 ,b calls for a sight by putting his two dollars in the pool1 and ,a must then withdraw his third dollar from the pool1 but leave it on the table to be called or raised by any other player4 ,should ,c wish to call ,a1 or even to raise him1 ,a and ,c may continue the betting independently of ,b's part of the pool4 ,should ,c have even less money than ,b1 say one dollar1 he may still further reduce the original pool1 leaving the two dollars aside for settlement between ,a and ,b1 and ,a's third dollar still aside from that again for the decision of any other player4 ,let us suppose that ,a and ,c continue the betting until one calls4 ,when the hands are shown1 if either ,a's or ,c's is better than ,b's1 ,b loses his interest2 but if ,b's hand is better than either ,a's hand or ,c's hand1 he takes the part of the pool for which he called a sight1 while ,a and ,c decide the remainder between them4 ,for instance3 ,a calls ,c1 and ,c shows three tens4 ,neither ,a nor ,b can beat it1 and ,c takes everything4 ,but if ,b had three ,jacks1 and ,a only three fives1 ,b would take the part of the pool for which he called a sight1 and ,c would take the remainder4 ,should ,c have raised and bluffed ,a out1 or have bet so much that ,a finally refused to call1 ,a would have no interest in either pool1 and ,c would take all the money outside the pool for which ,b called a sight4 ,should it then transpire1 on the show of hands between ,b and ,c1 that ,a had laid down a better hand than either of them1 that would not entitle ,a to claim the sight pool from ,b1 because in laying down his hand he has practically acknowledged that ,c's hand is better1 and has retired from the game4 ,if ,b's hand is better than ,c's1 ,b takes the sight pool4 ,,freeze ,,out4 ,this might be called a variety of table stakes4 ,at the start1 each player is supplied with an equal number of counters2 but no one is allowed to replenish his stock1 or to withdraw or loan any part of it4 ,as soon as any player has lost his capital he is decav1 or frozen out1 and must permanently retire from the game4 ,the other players continue until only one remains1 who must of course win everything on the table4 ,this is not a popular form of ,poker1 because it is sometimes a long time before a player who is frozen out can get into a game again4 ,,show-,,down ,,poker4 ,this is a variety of draw poker1 in which each player takes the five cards dealt to him and turns them face up so that all the other players can see them4 ,each player discards and draws in turn1 eldest hand first4 ,as soon as a hand is beaten it is thrown into the deadwood1 all the cards drawn being dealt face up4 ,,flat ,,poker4 ,in this variety of the game1 before the cards are dealt1 the age puts up1 for a blind1 any amount he pleases within the limit4 ,those who are willing to bet a similar amount on the possibilities of their hands put up a similar amount4 ,those who decline are not given any cards4 ,there are no straddles1 raises1 or antes4 ,immediately after the deal each player who is in the pool draws cards1 the age first4 ,there are then two ways to play3 ,the hands are shown and the best wins2 or1 beginning with the age1 each player may say if he will back his hand against the field2 i4e41 all the others in the pool4 ,if he will1 he must put up as much as their combined stakes4 ,he cannot be raised2 but if any one player or combination of players call him1 and one of them can beat his hand1 the field divide the pool4 ,for instance3 ,age makes it a blue1 and three others stay with him4 ,after the draw ,c puts up three blues against the field4 ,d and ,a call it1 and all show hands4 ,if any of the three1 ,a1 ,b or ,d can beat ,c they divide the pool1 ,b getting his third1 although he did not contribute to the call4 ,this game is a pure gamble2 except that a bold player may occasionally bluff the field off4 ,,methods ,,of ,,cheating4 ,poker and its congeners have received more attention from the greeks than any other family of card games4 ,in fact it is generally believed that the term greek1 as applied to a card sharper1 had its origin in the ,adam of the poker family1 which was a gambling game introduced by the ,greeks in ,italy4 ,so numerous and so varied are the methods of cheating at ,poker that it is an axiom among gamblers that if a pigeon will not stand one thing he will another4 ,the best informed make it a rule never to play ,poker with strangers1 because they realize that it is impossible for any but a professional gambler to know half the tricks employed by the poker sharp4 ,it is a notorious fact that even the shrewdest gamblers are continually being taken in by others more expert than themselves4 ,what chance then has the honest card player8 ,there are black sheep in all flocks1 and it may be well to give a few hints to those who are in the habit of playing in mixed companies4 ,never play with a man who looks attentively at the faces of the cards as he gathers them for his deal2 or who stands the pack on edge1 with the faces of the cards towards him1 and evens up the bunch by picking out certain cards1 apparently because they are sticking up4 ,any pack can be straightened by pushing the cards down with the hand4 ,the man who lifts them up is more than probably a cheat4 ,never play with a man who looks intently at the pack and shuffles the cards slowly4 ,if he is not locating the cards for the ensuing deal he is wasting time1 and should be hurried a little4 ,never play with a person who leaves the cut portion of the pack on the table1 and deals off the other part4 ,in small parties this is a very common way of working what is known as the top stock4 ,if such a dealer is carefully watched it will usually be found that he seizes the first opportunity to place the part cut off on the top of the part dealt from4 ,the top stock is then ready for the draw1 and the judicious player should at once cash his chips and retire from the game4 ,never play with a man who continually holds his cards very close to his body1 or who completely conceals his hand before the draw1 or who takes great care to put his discard among previous discards1 so that the exact number of cards put out cannot be counted4 ,he is probably working a vest or sleeve hold-out4 ,some clumsy or audacious sharpers will go so far as to hold out cards in their lap1 or stick them in a 8bug0 under the table4 ,one of the most successful poker sharps ever known1 8,eat-um-up ,jake0 ,blackburn1 who had a hand like a ham1 could hold out five cards in his palm while he carried on all the operations of shuffling1 dealing1 and playing his hand4 ,such men require great dexterity and nerve to get rid of their 8deadwood10 or surplus cards1 without detection4 ,holding out is regarded by the professional as a most dangerous experiment1 but it is very common4 ,never play with a man who keeps his eyes rivetted on the cards as he deals1 and who deals comparatively slowly4 ,he is probably using marked cards1 or has marked the important ones himself during the play4 ,poker sharps who mark cards by scratching them with a sharp point concealed in a ring are obliged to hold the cards at a certain angle to the light in order to see the scratches4 ,those who dig points in the cards with the thumb nail depend on touch instead of sight4 ,if you find such points on the cards1 either dig other points on other cards1 or retire from the game4 ,against the hold-out or marked cards there is no protection1 because the dealer does not care how much the cards in the pack are shuffled or cut2 but every method of running up hands1 or stocking cards1 can be made ineffective if the pone will not only cut the cards1 but carefully reunite the packets4 ,if the two parts are straightened after the cut1 it will be impossible for the dealer to shift the cut1 and bring the cards back to their original position4 ,the dealer will sometimes bend the top or bottom card so as to form a bridge1 which will enable him to find the place where the cards were cut4 ,this can only be overcome by shuffling the cards instead of cutting them1 which every player has the right to do4 ,if you insist on shuffling1 the greek will do the same in his turn1 and will run up hands to be dealt to himself4 ,it is perfectly useless to endeavour to protect yourself against a poker sharp2 the only remedy is to leave the game4 ,many persons have a strong prejudice against playing with a man who shuffles his chips4 ,the mere fact of his being an expert at chip shuffling has nothing to do with the game of poker1 the accomplishment usually being the result of long experience at the faro table4 ,the reason for the prejudice is that a chip shuffler is usually cold blooded1 courageous1 and seldom a loser at any game that requires nerve4 ,,suggestions ,,for ,,good ,,play4 ,volumes might be written for the guidance of the poker player without improving his game a particle1 unless he possesses at least one of four qualifications3 ,control over his features and actions2 judgment of human nature2 courage2 and patience4 ,the man whose face or manner betrays the nature of his hand1 or the effect of an opponent's bet or raise1 will find everyone to beat his weak hands1 and no one to call his strong ones4 ,unless he is a fair judge of human nature he will never be able to estimate the strength or peculiarities of the players to whom he is opposed1 and will fail to distinguish a bluff from an ambuscade4 ,without courage he cannot reap the full benefit of his good hands2 and without patience he cannot save his money in the time of adversity4 ,of one thing every player may rest assured1 and that is that ,poker cannot be played by mathematical formulas4 ,beyond the most elementary calculations of the chances in favour of certain events the theory of probabilities is of no assistance4 ,it is not necessary to call in a mathematician to prove that a player who habitually discards a pair of aces to draw to three cards of a suit will lose by the operation in the long run4 ,nor will any amount of calculation convince some players that they are wasting their money to stay in a jack pot in order to draw to a pair of tens1 although such is the fact4 ,the various positions occupied by the player at the poker table may be briefly examined1 and some general suggestions offered for his guidance in each of them4 ,in the first place he should look out for his counters4 ,it is always best for each player to place the amount of his ante or his bet immediately in front of him1 so that there need be no dispute as to who is up1 or who is shy4 ,above all it should be insisted that any player who has once put counters in the pool1 and taken his hand from them1 should not again take them down4 ,the ,age is the most valuable position at the table1 but it is seldom fully taken advantage of4 ,the age should never look at his hand until it is his turn to make good his blind4 ,he may pick up his cards1 but he should use his eyes in following the manner and facial expression of the other players as they sort their cards4 ,one of the greatest errors made by the age is in thinking that he must save his blind4 ,the player who draws to nothing because he can do so cheaply1 will usually have nothing to draw at the end of the game4 ,the age can usually afford to draw to four-card flushes1 and to straights open at both ends1 but should not do so when there are less than three who have paid to draw cards1 or when the ante has been raised4 ,if the age holds ,kings or better before the draw1 he should invariably raise the ante unless there are five players in the pool besides himself1 or unless some other player has already raised4 ,if he holds two pairs1 he should do all his betting before the draw4 ,if any other player has raised1 or his own raise is re-raised1 the age must use his judgment of the player and the circumstances4 ,it is useless for the age to disguise his hand by such manuvres as holding up an odd card to a pair1 unless he raises the blind at the same time4 ,if he draws one or two cards only1 and has not raised the blind1 every one will credit him for a small pair and an ace1 or for a bobtail1 and will inevitably call any bluff he may make4 ,the age is the poorest position at the table for a bluff1 but it is decidedly the best in which to win large pots with moderate hands4 ,the ,dealer has the next best position to the age1 and in large parties there is very little difference in the way in which the two positions should be played4 ,the first bettor has the worst position at the table and he should seldom come in on less than ,queens4 ,he should seldom raise the ante1 even with two pairs1 as he will only drive others out4 ,in this position very little can be made out of good hands1 because every one expects to find them there2 but it offers many excellent opportunities for successful bluffing4 ,a player in this position should never straddle4 ,many players endeavour to force their luck in this way1 but it is a losing game1 and the best players seldom or never straddle4 ,having to make the first bet after the draw1 it is usual for the player in this position1 if he has an average hand1 to chip along1 by simply betting a single counter1 and waiting for developments4 ,with a strong hand1 it is best to bet its full value at once1 on the chance that the bet may be taken for a bluff1 and called4 ,other ,positions4 ,as the positions go round the table from the first bettor to the age1 they become more desirable1 and little need be said of them beyond the consideration of the average strength necessary for a player to go in on4 ,,going ,,in4 ,there is a great difference of opinion as to the minimum value of a hand which should justify a player in drawing cards if he can do so for the usual ante4 ,in close games many players make it a rule not to go in on less than tens1 while in more liberal circles the players will draw to any pair4 ,in determining which course to follow1 the individual must be guided by his observation and judgment4 ,suppose five play1 and ,a observes that ,b and ,c constantly draw to small pairs1 while ,d and ,e never come in on less than tens4 ,if ,a has the age1 ,b1 ,d1 and ,e having anted1 ,a may be sure that there are at least two good hands against him1 and will guide himself accordingly4 ,but if ,b and ,c are the only players in1 ,a may safely draw to a small pair4 ,it can be mathematically demonstrated that what is called an average go-in hand should be at least a pair of tens2 but a player who waits for tens in a liberal game1 in which others are drawing to ace high1 will ante himself away if there are many jack pots1 and will get no calls when he gets a hand4 ,,betting4 ,good players are guided by the general character of the game in which they take part4 ,some parties play a very liberal game1 and the players bet high on medium hands1 and give every one a good fight4 ,it is best to have liberal or lucky players on your right2 because if they sit behind you1 they will continually raise you1 and you will be forced either to overbid your hand on the same liberal scale that they adopt1 or lose what you have already put up4 ,if a liberal player sits on your right you will often be able to make large winnings on moderate hands4 ,in a close game1 when the players bet in a niggardly manner1 the liberal player is at a great disadvantage2 for he can win little or nothing on his good hands1 but will lose large amounts when he runs up the betting on a good hand which is opposed to one that is better4 ,when a liberal player finds a close player following him freely1 he may be sure there is a very strong hand against him4 ,,variety4 ,above all things a player should avoid regularity in his play1 because observant adversaries will soon learn his methods4 ,the best players usually play two pairs pat1 without drawing1 about half the time4 ,this gives them the reputation of betting on pat hands which are not genuine1 and when they get one that is real1 they will often succeed in getting a good bet1 or even a raise1 from those holding triplets or two large pairs1 who have noticed them play two pairs pat4 ,in the same way it is advisable to hold up an odd card occasionally1 without raising the ante2 so that when you do hold triplets1 and draw two cards1 you will not frighten every one at the table4 ,the chances of improving a pair by drawing three cards1 are one in three2 and by drawing two cards only1 one in four4 ,the difference is worth the moral effect of the variation in the play4 ,,probabilities4 ,the endless poker statistics that have been published are of little or no value to the practical player1 and there are only a few figures that are worth remembering4 ,it is a general law in all games of chance that you should never do a thing which you would not be willing to repeat under the same circumstances a hundred times4 ,the best example of the application of this law is in drawing to bobtails4 ,if you have a four-card flush to draw to1 the odds against getting it are about four to one2 and unless you can obtain the privilege of drawing to it by paying not more than one-fifth of the amount in the pool1 you will lose by it in the long run4 ,the best players never draw to four-card flushes except when they have the age1 and the ante has not been raised4 ,there are some players who pretend to be so guided by probabilities that they never go into a pool unless the chances in favour of their having a good hand after the draw are at least equal to the odds they have to bet by going into the pool4 ,this is all nonsense2 for no player knows when he goes into a pool how much it will cost him to get out1 and the value of his individual hand is an unknown quantity at the best1 because it cannot be compared to the others4 ,one thing only is certain1 and that is that in the long run the player who goes in with the strongest hand will still have the strongest hand after the draw4 ,this is an important thing to remember in jack pots1 in which the value of at least one hand is known4 ,if you draw to a pair smaller than ,jacks1 you do so with the full knowledge that the pair itself is not strong enough to win4 ,now what are the odds against your winning the pool8 ,suppose you hold tens1 and draw three cards4 ,your chance of improving your hand is a little better than one in five4 ,the opener of the jack pot has exactly the same chance1 and if both of you draw cards a hundred times under those circumstances1 he will beat you in the long run1 to say nothing of the other players who may come in and beat both of you4 ,it is therefore evident that in backing tens against openers1 it is four to one against your beating the openers to begin with1 and if you do beat them the odds are still against your winning the pot4 ,if there were five players1 and the jack pots were all equal in amount1 you would have to win one pot out of five to make your investment pay4 ,can you make this average when your original pair will not beat openers8 ,there are three principles with regard to the draw that should never be lost sight of3 7#a7 ,an average go-in hand is a hand which will win its proportion of the pools1 according to the number playing1 taking all improvements and opposition into account4 ,this can be demonstrated to be a pair of tens4 7#b7 ,the draw is much more valuable to a weak hand than to a strong one1 and weak hands will improve in much greater proportion than strong ones will4 ,for instance3 ,the chances for a player to improve by drawing to a pair of ,queens are one in three and a half4 ,he may make two pairs1 or triplets1 or a full hand1 or four of a kind4 ,the chances of improvement for a player drawing to two pairs1 say ,eights up1 are only one in thirteen4 ,this consideration leads players to adopt two lines of play3 ,to bet all they intend to on two pairs before the draw1 in order to prevent weaker hands drawing cards and improving2 or1 to discard the smaller pair in order to increase their chances of improvement4 7#c7 ,the smaller the number of players1 the greater the value of the hands2 and the larger the number of players1 the greater the chance that any given hand will be beaten4 ,when only two play1 you can safely bet the limit on a pair of ,eights2 but in a party of eight players they are hardly worth drawing to4 ,for this reason average hands should force the weaker out1 and reduce the number of players before the draw4 ,for the benefit of those interested in such matters the probable improvement by the draw may be briefly given4 ,it is #b to #a against improving a pair by drawing three cards2 the chances against making triplets or two pairs being #h to #a2 against a full hand1 #fa to #a2 and against four of a kind1 #cfd to #a4 ,it is #d to #a against improving a pair by drawing two cards2 the chances against triplets being #ab to #a1 and #h to #a against two pairs4 ,it is #ab to #a against making a full hand by drawing to two pairs4 ,it is #h to #a against improving triplets by drawing two cards2 #ad to #a against a full hand1 and #bc to #a against four of a kind4 ,it is #ab to #a against improving if one card is drawn2 #af to #a against the full1 and #df to #a against four of a kind4 ,it is #aa to #a against making a straight out of a sequence of four cards which is open in the middle1 or at one end only4 ,it is #e to #a against making a straight out of a sequence of four which is open at both ends4 ,illustration3 ,,in-,,between ,,straight4 ,,open-,,end ,,straight4 ,it is #d to #a against filling a four-card flush4 ,it is #bc to #a against filling a three-card flush4 ,it is #ie to #a against filling a two-card flush4 ,it is #c to #a against improving a four-card straight flush which is open at both ends4 ,the chances against getting the straight or the flush have been given2 the odds against getting the straight flush are #bd to #a4 ,the chance for getting a pair exists2 but the pair would probably be worthless4 ,it is #d to #a against improving a four-card straight flush open in the middle1 or at one end only2 the odds against getting the straight flush being #df to #a4 ,there are several minor or speculative draws which may be of interest4 ,drawing to an ace and a ,king1 it is #c to #a against making a pair of either4 ,it is #d to #a against making a pair of aces by drawing four cards to an ace2 and #ab to #a against making aces up1 or better4 ,it is #bd to #a against making a straight by drawing to three cards of it1 open at both ends4 ,it is #ab to #a against making either a straight or a flush by drawing to three cards of a straight flush1 open at both ends4 ,,how ,,to ,,win ,,at ,,poker4 ,there have been many alleged infallible receipts for winning at ,poker4 ,proctor thought that refusing to go in on less than triplets would prove a certainty2 but in the same paragraph he acknowledges that the adversaries would soon learn the peculiarity1 and avoid betting against the player4 ,triplets before the draw occur about once in every #de hands4 ,if five were playing1 a person following ,proctor's advice would have to blind #i times1 and ante in at least #ab jack pots in every #de hands1 to say nothing of fattening4 ,this means an outlay of at least #ge counters4 ,when the triplets come1 will he get back #ge counters on them8 ,he will probably win the blind1 and one or two antes2 but the moment he makes his own ante good1 every player who cannot beat triplets1 knowing his system1 will lay down his hand4 ,an extensive observation of the methods of the best players has led the author to the conclusion that the great secret of success in ,poker1 apart from natural aptitude for the game1 and being a good actor1 is to avoid calling4 ,if you think you have the best hand1 raise4 ,if you think you have not the best1 lay it down4 ,although you may sometimes lay down a better hand than the one that takes the pool1 the system will prove of immense advantage to you in two ways3 ,in the first place1 you will find it a great educator of the judgment2 and in the second place1 it will take almost any opponent's nerve4 ,once an adversary has learned your method1 it is not a question of his betting a red chip on his hand2 but of his willingness to stand a raise of two blues1 which he will regard as inevitable if you come in against him at all4 ,the fear of this raise will prompt many a player to lay down a moderately good hand without a bet2 so that you have all the advantage of having made a strong bluff without having put up a chip4 ,the system will also drive all but the most courageous to calling your hand on every occasion1 being afraid of a further and inevitable raise2 and it is an old saying that a good caller is a sure loser4 ,the theory of calling is to get an opportunity to compare your hand with your adversary's4 ,now1 if you think that after the comparison yours will prove the better hand1 why not increase the value of the pool8 ,if1 on the contrary1 you fear that his hand will beat yours1 why throw good money after bad8 ,if you don't think at all about it1 and have no means of forming an opinion as to the respective merits of your hands1 you are not a poker player1 and have no business in the game4 ,,bluffing4 ,there is nothing connected with ,poker on which persons have such confused ideas as on the subject of bluffing4 ,the popular impression seems to be that a stiff upper lip1 and a cheerful expression of countenance1 accompanied by a bet of five dollars1 will make most people lay down three aces2 and that this result will be brought about by the five-dollar bet1 without any regard to the player's position at the table1 the number of cards he drew1 his manner of seeing or raising the ante1 or the play of his adversaries before the draw4 ,the truth of the matter is that for a bluff to be either sound in principle or successful in practice1 the player must carefully select his opportunity4 ,the bluff must be planned from the start1 and consistently played from the ante to the end4 ,to use a common expression3 8,the play must be right for it1 or the bluff will be wrong40 ,there are many cases in which a bluff of fifty cents would be much stronger than one of five dollars2 the difference depending on the player's position at the table1 his treatment of the ante1 and the number of cards he had drawn4 ,as an example of the play being right for a bluff1 take the following case3 ,five play in a jack pot4 ,a and ,b have passed when ,c opens it for the limit4 ,d and ,e pass out1 but ,a and ,b both stay1 and each draws one card4 ,c takes two cards1 and as it is his first bet he puts up the limit on his three aces4 ,a drops out1 but ,b raises ,c the limit in return4 ,now1 if ,c is a good player he will lay down his three aces1 even if he faintly suspects ,b is bluffing1 because ,b's play is sound in any case4 ,he either could not1 or pretended he could not open the jack2 but he could afford to pay the limit to draw one card against openers1 and he could afford to raise the limit against an opener's evidently honest two-card draw4 ,as a matter of fact the whole play was a bluff2 for ,b not only had nothing1 but had nothing to draw to originally4 ,another variety of the bluff1 which is the author's own invention1 will often prove successful with strangers1 but it can seldom be repeated in the same company4 ,suppose six play in a jack pot4 ,a passes1 and ,b opens it by quietly putting up his counters4 ,c and ,d pass1 and ,e1 pretending not to know that ,b has opened it1 announces that he will open it for the limit1 although he has not a pair in his hand4 ,he is of course immediately informed that it has been opened1 upon which he unhesitatingly raises it for the limit4 ,whatever the others do1 ,e stands pat1 and looks cheerful4 ,the author has never known this bluff to be called4 ,holding a strong hand1 a player may often coax another to raise him1 by offering to divide the pool4 ,the successful bluffer should never show his hand4 ,even if he starts the game by bluffing for advertising purposes1 hoping to get called on good hands later1 he should not show anything or tell anything that the others do not pay to see or know4 ,bluffing is usually more successful when a player is in a lucky vein than when he has been unfortunate4 ,,poker ,,laws4 #a4 ,formation of ,table4 ,a poker table is complete with seven players4 ,if eight play the dealer must take no cards1 or a sixty-card pack must be used4 ,if there are more than seven candidates for play1 two tables must be formed unless the majority decide against it4 #b4 ,cutting4 ,the players who shall form the table1 and their positions at the beginning of the game may be decided by drawing from an outspread pack1 or by throwing round a card to each candidate1 face up4 ,if there are eight or more candidates1 the tables shall divide evenly if the number is even1 those cutting the highest cards playing together4 ,if the number is odd1 the smaller table shall be formed by those cutting the highest cards4 ,in cutting1 the ace is low4 ,any player exposing more than one card must cut again4 #c4 ,the table formed1 the players draw from the outspread pack for positions4 ,the lowest cut has the first choice1 and deals the first hand4 ,the player cutting the next lowest has the next choice1 and so on until all are seated4 #d4 ,ties4 ,if players cut cards of equal value they must cut again2 but the new cut decides nothing but the tie4 #e4 ,stakes4 ,any player may be the banker1 and keep the kitty1 if any4 ,in ,draw1 ,straight1 or ,stud ,poker1 each player may purchase as many counters as he pleases4 ,in ,freeze-out1 ,table ,stakes1 ,whiskey ,poker1 and ,progressive ,poker1 each player must begin with an equal amount4 #f4 ,betting ,limits4 ,before play begins limits must be agreed upon for the amount of the blind1 the straddle1 the ante in jack pots1 and for betting or raising4 #g4 ,shuffling4 ,before the first deal the pack must be counted to see that it contains the proper number of cards4 ,should the first dealer neglect this he forfeits five counters to the pool4 ,before each deal the cards must be shuffled4 ,any player may shuffle1 the dealer last4 #h4 ,cutting to the ,dealer4 ,the dealer must present the pack to the pone1 the player on his right1 to be cut4 ,the pone may either cut1 or signify that he does not wish to do so1 by tapping the pack with his knuckles4 ,should the pone decline to cut1 no other player can insist on his doing so1 nor do it for him4 ,if he cuts1 he must leave at least four cards in each packet1 and the dealer or the pone must reunite the packets by placing the one not removed in cutting upon the other4 #i4 ,if in cutting1 or in reuniting the packets1 a card is exposed1 the pack must be reshuffled and cut4 #aj4 ,if the dealer reshuffles the pack after it has been properly cut1 he forfeits five counters to the current pool4 #aa4 ,dealing ,before the ,draw4 ,after the age1 the player on the dealer's left1 has put up the amount of the blind1 the dealer distributes the cards face down1 one at a time1 in rotation1 until each player has received five cards4 #ab4 ,the deal passes to the left1 except in jack pots1 when it may be agreed that the same dealer shall deal until the pot is opened4 #ac4 ,misdealing4 ,a misdeal does not lose the deal2 the same dealer must deal again4 ,it is a misdeal3 ,if the dealer fails to present the pack to the pone2 or if any card is found faced in the pack2 or if the pack is found imperfect2 or if the dealer gives six or more cards to more than one player2 or if he deals more or fewer hands than there are players2 or if he omits a player in dealing2 or if he deals a card incorrectly1 and fails to correct the error before dealing another4 #ad4 ,irregularities in the ,hands4 ,should the dealer1 or the wind1 turn over any card1 the player to whom it is dealt must take it2 but the same player cannot be compelled to take two exposed cards4 ,should such a combination occur there must be a new deal4 ,if the player exposes cards himself1 he has no remedy4 #ae4 ,should any player receive more or less than his proper number of cards1 and discover the error before he looks at any card in his hand1 or lifts it from the table1 he may demand a new deal if no bet has been made2 or he may ask the dealer to give him another card from the pack if he has too few1 or to draw a card if he has too many4 ,cards so drawn must not be exposed1 but should be placed on the top of the pack4 ,if a bet has been made1 there must be a new deal4 ,should the player take up his hand1 or look at any card in it1 he has no remedy4 #af4 ,should a player take up a hand containing more or less than five cards1 or look at any card in it1 such a hand is foul1 and he must abandon it1 forfeiting any interest he may have in that pool4 ,if one player has six cards and his neighbour four1 neither having lifted or looked at any card1 the dealer may be called upon to draw a card from the six hand and give it to the four hand4 #ag4 ,straddling4 ,during the deal1 or at any time before he looks at any card in his hand1 the player to the left of the age may straddle the blind by putting up double the amount put up by the age4 ,should he straddle1 the player on his left may double the amount again1 provided he has not seen any of his cards2 and so on1 until the limit of the straddling is reached4 ,this limit must not exceed one-fourth of the betting limit4 ,should any player in his turn refuse to straddle1 no other player on his left can straddle4 #ah4 ,the ,ante4 ,after the cards are dealt1 each player in turn1 beginning with the one to the left of the age1 or to the left of the last straddler1 if any1 must either abandon his hand or put into the pool twice the amount of the blind1 or of the last straddle4 ,when it comes to the turn of the age1 and the straddlers1 if any1 they must either abandon their hands1 or make the amount they have in the pool equal to twice the amount of the blind1 or of the last straddle1 if any4 #ai4 ,raising the ,ante4 ,each player1 when it is his turn to come in1 may add to the amount of the ante any sum within the betting limit4 ,this will compel any player coming in after him to equal the total of the ante and the raise1 or to abandon his hand2 and it will also give such following player the privilege of raising again by any further amount within the betting limit4 ,should any player decline to equal the amount put up by any previous player1 he must abandon his hand1 together with all his interest in that pool4 ,any player who has been raised in this manner may raise again in his turn2 and not until each player holding cards has anted an equal amount will the game proceed4 #bj4 ,winning the ,antes4 ,should any player have put up an amount which no other player will equal1 he takes whatever counters are then in the pool1 without showing his hand1 and the deal passes to the next player on the dealer's left4 ,should only one player come in1 and the age decline to make good his ante1 the player who has come in wins the blind1 unless jack pots are played4 ,should any player have straddled the blind1 or raised the ante1 there can be no jack pot4 #ba4 ,making ,jacks4 ,if no player will come in1 it is a ,natural ,jack1 and all the hands must be abandoned1 each player putting up for the ensuing deal the amount agreed upon4 ,if no one has straddled the blind1 or raised the ante1 and only one player has come in1 the age may do one of four things3 ,he may forfeit his blind2 or he may make the ante good2 or he may raise it2 or he may demand that the single player who has come in shall take down his ante1 the age putting up twice the amount agreed upon for jack pots2 once for himself1 and once for the player who came in4 ,all the other players must then put up for the ensuing deal4 ,this is an ,only-,two-,in ,jack4 #bb4 ,drawing ,cards4 ,when two or more players have come in for an equal amount1 the others having abandoned their hands1 each of them in turn1 beginning with the one on the dealer's left1 may discard any or all of the cards originally dealt him1 and draw others in their place4 ,the number discarded and drawn1 if any1 must be distinctly announced by each player1 including the dealer2 and the fresh cards must be given face down from the top of the pack1 without any further shuffling or cutting4 ,each player must receive the entire number he asks for before the next player is helped4 ,no player shall receive from the dealer more or fewer than he discards2 so that if he is playing with a short hand1 such as four cards only1 he will still have four cards after the draw2 and if his hand was originally foul1 it will so remain4 #bc4 ,exposed ,cards4 ,in dealing for the draw1 should any card be found faced in the pack1 or should any card be exposed by the dealer in giving out the cards1 or be blown over by the wind before the player has touched it1 such cards must be placed on the table with the discards4 ,the player whose card has been exposed does not receive another in its place until all the other players1 including the dealer1 have been helped4 #bd4 ,incorrect ,draws4 ,should any player ask for an incorrect number of cards1 he must take them2 unless he discovers the error before the next player has been helped4 ,if too many have been asked for1 he must discard before seeing them4 ,if too few1 and he lifts any of them1 he holds a foul hand4 ,no player is allowed to take back into his hand any card that has once been discarded4 ,if he has taken up the cards1 or has seen any of them1 and has too many1 his hand is foul1 and must be abandoned4 ,if the dealer gives himself more cards than he needs1 he must take them2 but if less1 he can supply the deficiency1 provided he has not looked at any of the drawn cards4 #be4 ,incorrect ,dealing4 ,should the dealer give any player more or fewer cards than he asks for1 and the player discover the error before taking them up or seeing any of them1 the dealer must withdraw the surplus card1 and place it on the top of the pack4 ,should the dealer give a player fewer cards than he asks for1 he must supply the deficiency when his attention is called to it1 without waiting to supply the other players4 ,should the dealer give cards to any player out of his proper turn1 he may correct the error if none of the cards have been seen2 not otherwise4 #bf4 ,the ,last ,card of the pack must not be dealt4 ,when only two cards remain1 and more than one is asked for1 they must be mixed with the discards and abandoned hands1 and the whole shuffled together1 and presented to the pone to be cut4 ,discards of those who have yet to draw must not be gathered4 #bg4 ,after the cards have been delivered by the dealer1 no player has the right to be informed how many cards any player drew2 and any person1 bystander or player1 volunteering the information1 except the player himself1 may be called upon to pay to the player against whom he informs an amount equal to that then in the pool4 ,any player who has made good the ante and drawn cards may1 before making a bet1 ask how many cards the dealer drew1 and the dealer must inform him4 #bh4 ,betting ,after the ,draw4 ,the first player who holds cards on the left of the age must make the first bet1 whether he has straddled or not4 ,if he declines to bet he must abandon his hand4 ,the fact that the age is not playing makes no difference1 as his privilege cannot be transferred to any other player4 ,bets may vary in amount from one counter to the betting limit4 ,if no player will bet1 the age takes the pool without showing his hand2 or1 if he has passed out before the draw1 the last player on his right who holds cards wins the pool4 #bi4 ,raising the ,bets4 ,should any player make a bet1 each player in turn on his left must either bet an equal amount or abandon his hand4 ,should any player bet an equal amount1 he has the privilege of increasing the bet to any further sum within the betting limit4 ,the players on his left must then either meet the total amount of the original bet and the raise1 or abandon their hands4 ,any player meeting the amount already bet has the privilege of increasing it to any further amount within the limit1 and so on1 until no further raises take place4 ,any player whose bet has been raised must abandon his hand or meet the raise1 with the privilege of raising again in return4 ,should one player make a bet or raise which no other player will see1 he takes the pool without showing his hand1 and the cards are shuffled and cut for the next deal4 #cj4 ,calling the ,bets4 ,as long as one player raises another's bets1 he gives that player the privilege of raising him again2 but if a player who has made a bet is not raised1 the others simply betting an equal amount1 the first bettor is called1 and all betting must cease4 ,the players must then show their hands to the table1 in order to decide which wins the pool4 #ca4 ,bets must be actually made by placing the counters in the pool1 and no bet is made until the player's hand has been withdrawn from the counters4 ,any counters once placed in the pool1 and the owner's hand withdrawn1 cannot be taken down again1 except by the winner of the pool4 #cb4 ,betting ,out of ,turn4 ,should any player bet out of his turn1 he cannot take down his counters again if he has removed his hand from them4 ,should the player whose proper turn it was raise the bet1 the player who bet out of turn must either meet the raise or abandon his hand1 and all interest in that pool4 #cc4 ,mouth ,bets4 ,any player stating that he bets a certain amount1 but failing to put up the actual counters in the pool1 cannot be called upon to make the amount good after the hands are shown1 or the pool is won4 ,if the players opposed to him choose to accept a mouth bet against the counters they have already put up1 they have no remedy1 as no value is attached to what a player says2 his cards and his counters speak for themselves4 ,any player wishing to raise a mouth bet has the privilege of raising by mouth1 instead of by counters2 but he cannot be called upon to make the amount good after the hands are shown1 or the pool has been won4 #cd4 ,showing ,hands4 ,when a call is made1 all the hands must be shown to the table1 and the best poker hand wins the pool4 ,any player declining to show his hand1 even though he admits that it is not good1 must pay an amount equal to the ante to each of the players at the table2 or1 if jack pots are played1 he must put up for all of them in the next jack pot4 ,when the hands are called1 there is no penalty for mis-calling a hand2 the cards1 like the counters1 speak for themselves4 #ce4 ,rank of the ,hands4 ,the best poker hand is a ,royal ,flush2 ,a ,k ,q ,j #aj of the same suit1 which beats a ,straight ,flush2 any sequence of five cards of the same suit4 ,four of a ,kind2 such as four #aj's and an odd card4 ,full ,hand2 three of a kind and a pair1 such as three #h's and a pair of ,q's1 which beats a ,flush2 five cards of the same suit1 but not in sequence4 ,straight2 five cards in sequence1 but of various suits4 ,in straights1 the ,ace cannot be used to form such combinations as ,q ,k ,a #b #c2 but it may be used as the bottom of #e #d #c #b1 or the top of #aj ,j ,q ,k4 ,straights beat ,three of a ,kind2 such as three ,k's and two odd cards4 ,two ,pairs2 such as two #i's and two #g's1 with an odd card4 ,a ,pair2 such as two ,aces and three odd cards4 ,if no pair is shown1 the ,highest ,card wins4 ,a short hand1 such as four cards1 cannot be claimed as either a straight or a flush4 #cf4 ,ties4 ,in case of ties1 the highest of the odd cards decides it4 ,ultimate ties must divide the pool4 ,when combinations of equal rank are shown1 the one containing the highest cards wins1 the rank of the cards being1 ,a ,k ,q ,j #aj #i #h #g #f #e #d #c #b2 so that two pairs1 ,k's and #d's1 will beat two pairs1 ,q's and ,j's4 ,three #e's and a pair of #b's1 will beat three #d's and a pair of aces4 ,,jack ,,pot ,,laws4 #cg4 ,the ,antes4 ,there is neither age nor straddle in jack pots4 ,every one at the table must ante an equal amount4 ,any player may decline to ante1 by saying3 8,i pass this jack20 and the dealer will give him no cards4 #ch4 ,opening4 ,after the cards are dealt1 each player in turn1 beginning on the dealer's left1 may open the pot for any amount he pleases within the betting limit1 provided he holds a pair of ,jacks1 or some hand better than a pair of ,jacks4 ,if he does not hold openers1 or does not wish to open the pot with them1 he must say3 8,i pass20 but must not abandon his hand1 under penalty of paying five counters to the pool4 #ci4 ,false ,openers4 ,should a player open a jack without the hand to justify it1 and discover his error before he draws1 his hand is foul1 and he forfeits whatever amount he may have already placed in the pool4 ,those who have come into the pool after the false opening1 stay in and play for the pot1 regardless of the value of the hands dealt them4 #dj4 ,fattening4 ,if no player will open1 the cards are reshuffled1 cut1 and dealt1 usually by the same dealer1 and each player adds one counter to the pool4 #da4 ,coming ,in4 ,if any player opens the pot for a certain amount1 each player in turn1 on his left1 can come in by putting up a similar amount1 regardless of the value of his hand4 ,any player on the right of the opener who passed on the first round may now come in4 ,any player declining to put up the amount for which the pot is opened must abandon his hand1 and all his interest in the pool4 #db4 ,raising the ,opener4 ,any player coming into the pool has the privilege of raising the original opener any amount within the betting limit1 and he may in turn be raised again1 just as in the ordinary pools4 ,should the opener decline to meet such a raise1 he must show his entire hand before abandoning it4 ,if he declines to do so1 he must pay the antes for all the other players for another jack4 ,it is not enough to show openers before the draw1 the whole hand must be shown4 #dc4 ,drawing ,cards4 ,each player in turn who has come in1 beginning on the left of the dealer1 may discard and draw1 to improve his hand4 ,the opener is allowed to split his openers1 provided it is the rule of the game that the opener shall always put his discard under the chips in the pool1 whether he is going to split or not4 ,the opener's discard must never be gathered in with other discards when the pack runs short for the draw4 #dd4 ,false ,hands4 ,if a false opener does not discover his mistake until after he has drawn cards1 his hand is foul1 and must be abandoned4 ,as a penalty he must put up an ante for each of the other players at the table for another ,jack4 #de4 ,betting the ,hands4 ,the opener makes the first bet2 or1 if he has withdrawn1 the player next on his left4 ,should the opener decline to bet after the draw1 he must show his openers before abandoning his hand4 ,he need not show the cards he has drawn4 ,if no bet is made1 the last player holding cards takes the pool without showing his hand4 ,if a bet is made1 the game proceeds as in the ordinary pools4 ,should the opener retire during the betting1 he must show his openers2 if he is in the final call he must show his entire hand1 whether it is the best or not4 ,if he or any other player declines to show his hand when a call is made1 he must ante for all the other players for another jack4 #df4 ,shy ,bets4 ,if any player is shy in a jack pot1 whether from failure to put up his ante1 to fatten1 or to substantiate his mouth bets with counters1 nothing can be collected from him after a call has been made1 or the pot has been won4 ,,straight ,,poker4 ,straight ,poker or ,bluff is played with a full pack of fifty-two cards1 and any number of players from one to eight4 ,the arrangements for counters1 seats1 and deal are exactly the same as in ,draw ,poker1 but the method of anteing and betting up the hands is slightly different4 ,there is no draw to improve the hand1 and no such combination as a straight flush is recognized1 four of a kind being the highest hand possible4 ,the ante and betting limit must be decided before play begins4 ,the first dealer is provided with a buck1 which should be a penknife1 or some similar article4 ,before dealing1 he puts up the amount of the ante for all the players1 and then passes the buck to the player on his left1 who must ante for all the players in the next pool4 ,there is no variation of the amount of the ante under any circumstances1 and the buck is passed round the table in this manner irrespective of the deal1 which is taken by the player winning the pool4 ,the laws for the deal and its irregularities are the same as in ,draw ,poker1 except that it does not pass to the left4 ,the cards dealt1 each in turn1 beginning with the player to the left of the dealer1 may either bet or pass4 ,should all pass1 the holder of the buck antes1 making a double pool1 and passes the buck4 ,the deal then passes to the left4 ,should any player make a bet1 each in turn1 beginning with the one on his left1 must call it1 raise it1 or abandon his hand4 ,players who have passed the first time1 must now decide4 ,the rules for seeing1 raising1 calling1 and showing hands are precisely the same as at ,draw ,poker4 ,owing to the absence of the draw1 there is no clue to the strength of an opponent's hand1 except his manner1 and the amount of his bet4 ,the hands shown are much weaker than the average of those at ,draw ,poker1 being about equal to hands that a player in that game would come in on4 ,triplets are very strong at ,straight ,poker1 and two pairs will win three out of four pools in a five-handed game4 ,the great element of success is bluff4 ,,stud ,,poker4 ,the arrangements for the cards1 seats1 antes1 buck1 etc41 are precisely as at ,straight ,poker2 but in dealing1 only the first card is dealt face down1 the remaining four being turned up by the dealer as he gives them out4 ,each player in turn then looks at his down card1 and the betting proceeds as in ,straight ,poker1 each player having the privilege of passing once before a bet is made4 ,a much more popular method is to stop the deal at two cards1 each player having received one face down1 and another face up4 ,the best card showing then makes the first bet1 and each player in turn must meet it1 raise it1 or pass out of that pool4 ,if no one will call1 the player making the bet takes the pool1 and the next deal4 ,if a bet is made and called1 those in the call do not show their down cards1 but are each given another card1 face up1 and the same betting process is gone through1 the best hand showing face up making the first bet in each round4 ,as long as two or more players remain in the pool they are given more cards until they have five4 ,then the final betting is done1 and if a call is made1 the down cards are shown1 and the best poker hand wins the pool4 ,straight flushes do not count4 ,,whiskey ,,poker4 ,the arrangements for the cards1 seats1 etc41 are the same as in ,draw ,poker4 ,each player is provided with an equal number of white counters1 which may have a value attached to them1 or which may simply represent markers4 ,if the counters represent money1 each player should have at least twenty2 if they are only markers1 five is the usual number4 ,if the game is played for money1 each player puts one counter in the pool before the cards are dealt4 ,there is no raising or betting of any kind4 ,an extra hand1 called the widow1 is dealt face down at ,whiskey ,poker4 ,the dealer gives each player and the widow five cards1 one at a time1 beginning on his left1 and dealing to the widow just before he deals to himself4 ,each player in turn1 beginning with the age1 then examines his hand1 and has the option of exchanging it for the widow2 keeping it for the purpose of drawing to it2 or risking his chances of winning the pool with it as it is4 ,if he wishes to exchange1 he must place his five cards face upward on the table1 and take up the widow1 but without showing it to any other player4 ,the hand he abandons then becomes the widow4 ,if he prefers to draw to his hand1 he says3 8,i pass10 which transfers to the next player the option of taking the widow4 ,if he wishes to stand on the merits of the hand dealt to him1 without drawing to it1 he knocks on the table1 which also passes the option of taking the widow to the next player on his left4 ,if any player takes the widow1 the next player on his left can do any one of three things3 ,he may discard from his own hand any card he pleases1 taking one from the widow in its stead2 the card which he discards being placed on the table face upward1 and becoming part of the widow2 or he may exchange his entire hand for the widow2 or he may stand on the hand dealt him1 and knock4 ,whether he draws one card1 exchanges his entire hand1 or knocks1 the next player on his left has the option of drawing1 exchanging1 or knocking2 and so on1 until some player does knock4 ,should no player take the widow until it comes to the dealer's turn1 he must either take it1 or turn it face upward on the table4 ,even if the dealer knocks1 he must turn up the widow1 and allow each player an opportunity to draw from it1 or to exchange his entire hand for it4 ,when a player knocks1 he signifies that no matter what the players following him may do1 when it comes to his turn again the hands must be shown4 ,a player cannot draw and knock at the same time2 but a player can refuse to draw or exchange after another player has knocked1 not before4 ,in some localities it is the rule to turn the widow face up at once if any player knocks before it is taken2 allowing all those after the knock an opportunity to draw or exchange2 but this is not the usual custom4 ,suppose five play4 ,e deals1 and ,a passes2 ,b takes the widow2 ,c and ,d draw from ,b's abandoned hand1 and ,e knocks2 without drawing1 of course4 ,a1 who passed the first time1 now has an opportunity to draw or exchange4 ,so have each of the others in turn1 up to ,d2 but after ,d draws or exchanges1 the hands must be shown1 because the next player1 ,e1 has knocked4 ,when the hands are shown1 there are two ways to settle3 ,if the counters have a money value1 the best poker hand wins the pool1 and the deal passes to the left4 ,if the counters have no money value1 there is no pool2 but the player who has the worst hand shown puts one of his counters in the middle of the table4 ,this continues until some player has lost all five of his counters1 and he is then called upon to pay for the whiskey1 or whatever refreshments may be at stake upon the game4 ,hence the name3 ,whiskey ,poker4 ,,thirty-,,one4 ,this game is sometimes called ,schnautz4 ,a pool is made up by any number of players4 ,the dealer takes a pack of fifty-two cards and gives three to each1 face down1 and three extra cards to the table1 dealt face up4 ,each player in turn to the left can exchange one of his own cards for one of those on the table1 the object being to get a flush of three cards of some suit having a pip value of thirty-one2 or else to get three of a kind4 ,the aces are worth #aa1 the other court cards and the ten1 #aj each4 ,if no one can get a flush worth thirty-one1 three of a kind wins the pool4 ,if no one has three of a kind1 the highest pip value shown in one suit wins4 ,drawing is kept up until some player knocks1 after which only one more draw is allowed1 the knocker not being allowed to draw again4 ,a player can knock without drawing at all if he wishes to prevent the others from beating his original hand4 ,,progressive ,,poker4 ,there are several ways to play ,progressive ,poker1 but the description of one will suffice4 ,the simplest method of arranging the players is to take two packs of cards1 one red and one blue1 and to select two aces from each for the four positions at the head table2 three deuces1 treys1 etc41 for the six positions at each of the other tables until the last or booby table is reached1 at which there must be only four players at starting4 ,if there are not enough players to make exactly six at each of the intermediate tables1 the numbers may be varied from four to seven1 cards being selected to agree with the number required2 but the head and booby tables must start with four only4 ,the cards thus selected are then thoroughly shuffled1 and presented face downward to the ladies to draw from4 ,each lady takes a red-backed card1 the gentlemen drawing the blue cards only4 ,the number of pips on the card drawn will indicate to each person the table at which they are to sit4 ,should the number of men and women not be equal1 some of the men must represent women or vice versa4 ,each player is provided at starting with a certain number of counters1 usually fifty4 ,the head table is supplied with a box of counters differing in colour from any of those used by the players1 and also with a bell4 ,the choice of seats1 deal1 etc41 is decided at each table exactly as at ,draw ,poker4 ,one deal is made at each table1 ordinary ,draw ,poker is played1 and when the pool is decided at the head table the bell is struck4 ,this is the signal for the winner of the pool at each of the other tables to move up to the table next above4 ,at the head table1 the chips are counted1 and the player with the smallest number in his possession goes down to the booby table1 unless he was one of the players in the call4 ,should the player with the smallest number of chips be the winner of the pool1 or one of those who called the winner1 he retains his seat1 and the player with the smallest number of counters who was not in the call goes to the booby table4 ,this arrangement effectually prevents players at the head table from waiting for big hands4 ,in case of ties1 the players cut to decide which shall go down1 the lowest cut remaining4 ,the winner of each pool at the head table is given one of the special chips provided for that purpose1 and which are usually yellow1 the others being red1 white1 and blue4 ,any player losing all his counters at any table must get a fresh stake of fifty more from the banker1 and must then exchange seats with the player at the booby table who has the most counters4 ,three or four prizes are usually provided for3 ,one for the player who has won the greatest number of yellow chips at the head table1 and one each for the lady and gentleman winning the greatest number of counters during the evening's play4 ,those who have been provided with an extra stake must be charged with it when settling up4 ,in case of ties for the number of yellow chips1 the player with the largest number of ordinary counters wins4 ,the booby prize1 if any1 is usually given to the player with the smallest number of ordinary chips1 or the fewest number of yellow ones4 ,,brag4 ,there are two varieties of this old ,english game2 single1 and three-stake ,brag4 ,both are played with a full pack of fifty-two cards2 the positions of the players1 arrangements for counters1 decision of the betting limit1 etc41 being the same as in ,draw ,poker4 ,three to twelve players may form a table4 ,there is a special value attached to three cards which are known as braggers4 ,these again have a rank of their own2 the best being the ace of diamonds2 then the ,jack of clubs1 and then the nine of diamonds4 ,all other cards rank as in ,poker4 ,a player to whom any one of these braggers is dealt may call it anything he pleases4 ,if he has a pair of nines and a bragger1 or a nine and two braggers1 he may call them three nines1 and bet on them as such4 ,in this respect braggers resemble mistigris1 already described in connection with ,draw ,poker2 but in ,brag a natural pair or triplet outranks one made with the aid of a bragger4 ,three eights will beat an eight and two braggers4 ,the dealer must put up an ante before the cards are cut4 ,this ante may be any amount he pleases within the betting limit4 ,no player can straddle or raise this ante until the cards are dealt4 ,beginning on his left the dealer distributes the cards face down1 and one at a time1 until each player has received three4 ,beginning with the age1 eldest hand1 each player in turn must put up an amount equal to the dealer's ante1 or abandon his hand4 ,he may1 if he chooses1 raise the ante any further amount within the betting limit4 ,all those following him must meet the total sum put up by any individual player1 increase it1 or pass out4 ,in this respect ,brag is precisely similar to the betting after the draw at ,poker4 ,if no one will see the dealer's ante1 he must be paid one white counter by each of the other players1 and the deal passes to the left4 ,should any player bet an amount which no other player will meet1 he takes the pool without showing his hand4 ,should a call be made1 all the hands must be shown1 and the best brag hand wins4 ,pairs and triplets are the only combinations of any value1 and of course three aces is the best hand2 two aces and the club ,jack being the next best4 ,if none of the hands shown contains either a natural pair or a bragger1 the highest card wins1 the ace ranking above the ,king4 ,in case of equal natural pairs1 the highest card outside the pair wins4 ,should the pairs tied both be made with a bragger1 the highest bragger wins4 ,two odd cards1 seven high1 with the club ,jack1 would beat two cards seven high with the diamond nine4 ,three ,stake ,brag4 ,in this variation each player puts up three equal amounts to form three equal pools4 ,these amounts must be invariable1 and should be agreed upon before play begins4 ,the dealer then gives two cards to each player1 one at a time1 face down2 and then a third card to each1 face up4 ,the highest card turned up in this manner wins one of the pools1 the ace being the highest and the deuce the lowest4 ,the diamond ace1 being a bragger1 outranks any other ace2 the club ,jack any other ,jack2 and the diamond nine any other nine4 ,ties are decided in favour of the eldest hand1 or the player nearest him on the left4 ,the players then take up the other two cards1 without showing them1 and proceed to brag on their hands as in single stake ,brag4 ,the winner takes the second pool2 but those who pass out do not abandon their hands until the third pool is decided4 ,if no bet is made for the second pool1 it is won by the dealer4 ,all hands are shown to decide the last pool4 ,each player counts up the pip value of his three cards1 reckoning the aces for eleven1 and court-cards as ten each4 ,the player coming nearest to thirty-one takes the third pool4 ,ties are decided in favour of the eldest hand1 as before4 ,in some places a further variation is introduced by allowing the players to draw cards for the third pool1 in order to increase the pip value of their hands4 ,beginning with the eldest hand1 each player in turn pays into the pool a counter for each card he draws4 ,these cards are given by the dealer face up1 and one player must be given all he needs before passing to the next4 ,should a player pass thirty-one1 he is out of the pool4 ,some judgment is necessary in drawing in this manner1 for all the hands are exposed1 and each player knows exactly what he has to beat4 ,in ,american ,brag1 there are eight braggers2 the ,jacks and nines of each suit1 and they are all of equal rank when used as braggers4 ,pairs or triplets formed with the aid of braggers outrank naturals1 so that three ,jacks is an invincible hand1 beating three aces4 ,two braggers and an ace outrank two aces and a bragger2 but the absurd part of the arrangement is that three ,jacks and three nines are a tie4 ,the method of playing differs from ,english ,brag4 ,if the players simply equal the dealer's ante1 nothing unusual occurs1 and all the hands are shown at once4 ,but if any player raises1 and another sees this raise1 these two immediately exchange hands1 without showing them to the other players1 and the one who held the worse hand retires from that pool1 returning the better hand to its original holder1 who then awaits a call or raise from the next player in order1 the entire amount staked still remaining in the pool4 ,this lose-and-drop-out system is continued until only one player remains to dispute the pool with the dealer4 ,if they come to a call1 both hands are shown to the table4 ,if the bragger is not called1 he takes the pool without showing his hand4 ,,commerce4 ,this old ,english game is evidently the forerunner of ,whiskey ,poker4 ,it is played with a full pack of fifty-two cards1 and the arrangements for the seats1 counters1 etc41 are the same as at ,draw ,poker4 ,three to twelve players may form a table4 ,there are two methods of playing ,commerce2 with and without a widow4 ,we shall take the older form first4 ,without a ,widow4 ,the counters have a money value1 and each player deposits one in the pool4 ,the dealer then distributes the cards one at a time1 face down1 until each has three4 ,the players then examine their cards1 and each in turn1 beginning with the eldest hand1 may exchange one card4 ,if he trades for ready money1 he gives his card and one white counter to the dealer1 and receives another card1 face down1 from the top of the pack4 ,the discard is left on the table1 and the counter is the dealer's perquisite4 ,if he trades for barter1 he passes his discard to the player on his left1 who must give one of his own in exchange before looking at the one he is to receive4 ,if the player will not exchange1 he must knock on the table1 to signify that he will stand by the cards he has4 ,if he exchanges1 he takes up the offered card1 and then has the privilege of trading for ready money or for barter himself4 ,the trading goes on in this way round and round1 until some player knocks1 when all trading is immediately stopped1 and the hands are shown4 ,the best hand wins the pool1 the rank of the various combinations being as follows1 beginning with the highest3-- ,triplets4 ,three aces being the highest1 and three deuces the lowest4 ,pairs have no value4 ,sequence ,flushes2 the ace being allowed to rank as the top or the bottom2 ,q ,k ,a1 or ,a #b #c4 ,the ,point2 the greatest number of pips on two or three cards of the same suit in one hand1 counting the ace for eleven1 and the other court-cards for ten each4 ,a single card of a suit does not count for the point4 ,in case of ties1 a point made with three cards will beat one made with two cards4 ,if the number of cards is also a tie1 the dealer1 or the player nearest him on his left wins4 ,if no triplet is shown1 the best straight flush wins4 ,if there is no straight flush1 the best point wins4 ,the deal passes to the left1 and a misdeal loses the deal1 as the deal is an advantage1 owing to the trade for ready money4 ,if the dealer does not win the pool1 he must pay one white counter to the player who does4 ,if the dealer holds a combination of the same rank as the one that wins the pool1 he must pay one white counter to every other player at the table4 ,for instance3 ,no triplet is shown1 and a straight flush1 ,jack high1 wins the pool4 ,the dealer has a straight flush1 #i high1 and must pay one counter to every player at the table4 ,if the dealer had no sequence flush1 he would pay the winner of the pool only4 ,with a ,widow4 ,this is almost three-card ,whiskey ,poker4 ,each player is provided with three counters only1 which are of no value1 and three cards are dealt to each player and to the widow1 face down1 and one at a time4 ,the widow is turned face up immediately1 and the dealer has the first say4 ,before he looks at the cards he has dealt to himself1 he may exchange his whole hand for the widow1 otherwise the eldest hand has the first draw4 ,no other player may exchange his whole hand1 but each in turn may draw one card until some player knocks4 ,the moment any player knocks1 all drawing must cease1 and the hands are shown at once4 ,triplets1 straight flushes1 and points determine the value of the hands1 as already described1 and the best hand takes the pool4 ,the dealer makes no extra payments1 as he has no perquisites4 ,the first player to lose his three counters pays for the whiskey2 and if two or more are frozen out at the same time1 the one with the worst hand pays4 ,the game is sometimes varied by playing freeze-out1 a value being attached to the three counters1 and players who are decav retiring from the game until all the counters have been won by a single player4 ,two other combinations are sometimes introduced in either form of ,commerce3 ,a flush1 three cards of one suit1 ranking next below the straight flush2 and a single pair outranking the point4 ,another variety of ,commerce is variously known as ,my ,ship ,sails2 or ,my ,bird ,sings4 ,the counters have a money value1 and three are given to each player4 ,three cards are dealt1 face down1 and one at a time4 ,there is no widow4 ,the eldest hand may then exchange one card with the player on his left1 who must give his card before seeing the one he is to receive4 ,the exchange goes round to the left4 ,the moment any player finds himself with a flush1 three cards of the same suit1 regardless of their value1 whether dealt to him1 or made by exchange1 he says3 8,my ,ship ,sails20 and all exchange is stopped1 and the hands are shown4 ,should there be more than one flush1 the pips win1 counting ace for #aa1 and other court-cards for #aj each4 ,if no player has secured a flush after two rounds of exchanges1 the hands are shown1 and the highest number of pips in the two-card flushes wins the pool4 ,the elder hand wins ties4 ,,bouillotte1 ,,or ,,brelan4 ,this is an old and famous ,french gambling game1 often referred to in stories of fast life in ,european society4 ,it was the rage during and long after the ,french ,revolution1 but has lately had to share public attention with ,baccara1 and even with ,le ,poker ,amricain4 ,it has many points in common with three-stake ,brag1 and is evidently descended from the same stock4 ,by many persons ,bouillotte is considered superior to ,poker1 because it offers the player many opportunities to speculate on winning by the aid of cards that are not in his own hand4 ,cards4 ,bouillotte is played with a piquet pack1 reduced to twenty cards1 only the ,a ,k ,q #i #h of each suit being retained4 ,the ace is the highest card in play and in cutting4 ,if five persons play1 the ,jack of each suit is added2 if only three play1 the ,queens are discarded1 reducing the pack to sixteen cards4 ,two packs are generally used alternately4 ,counters or chips are used1 as in ,poker1 instead of money4 ,any player may be the banker4 ,players4 ,three1 four1 or five persons may play2 but four is the proper number1 and all descriptions of the game suppose it to be four-handed4 ,cutting4 ,to decide the positions of the players1 a sequence of cards is sorted out1 equal in number with the number of players4 ,these cards are then shuffled1 face downward1 and each player draws one4 ,the highest of the sequence has the choice of positions1 and so on down until all are seated4 ,the player who draws the ,king deals the first hand4 ,stakes4 ,each player purchases an equal number of counters from the banker1 usually #ajj4 ,this original cave cannot be added to or deducted from4 ,as long as a single counter of it remains the player must call for a sight1 just as in freeze-out or table stakes2 and not until he is decav1 has lost everything1 can he purchase another stake1 the amount of which is usually at his own option4 ,blind and ,straddle4 ,before the distribution of the cards1 the dealer puts up a blind1 usually five counters1 which the player on his right has the privilege of straddling4 ,if he straddles1 he may be straddled again1 and so on4 ,in ,bouillotte the straddle practically buys from the dealer the privileges of the age4 ,if it goes round until the dealer buys it back himself1 the straddling must then be stopped4 ,dealing4 ,as in all ,french games1 the cards are cut by the player on the dealer's left1 and are dealt from right to left4 ,three cards are given to each player1 one at a time1 face down1 and the thirteenth is then turned face up on the pack4 ,this card is called the retourne4 ,misdeals4 ,if any card is exposed during the deal1 either in the pack or in giving it to a player1 it is a misdeal2 but the distribution of the cards is continued until each player has received three cards1 the exposed card being given out in its regular order4 ,if any player can show triplets1 he receives one white counter from each of the other players1 and the hands are then abandoned4 ,if more than one triplet is shown1 the inferior does not pay the higher4 ,if no triplet is shown1 the cards are redealt4 ,a misdeal does not lose the deal4 ,the deal passes to the right2 but should the player whose turn it is to deal have lost everything on the previous deal1 and have just purchased another stake1 the deal passes to the player beyond him4 ,if a player withdraws from the table when it is his turn to deal1 the deal passes any newcomer who may take his place4 ,betting4 ,the cards dealt1 each player in turn1 beginning with the one to the right of the dealer1 or to the right of the last straddler1 if any1 can do one of three things3 ,equal the amount of the ante2 increase it as much as he pleases within the limits of his cave2 or pass1 retaining his cards but betting nothing4 ,if any player opens the game by making a bet1 the player on his right may equal or raise it2 but he cannot pass after the game is opened1 unless he withdraws from the pool4 ,any player may call for a sight for the amount in front of him1 but that does not prevent the others from continuing the betting4 ,if no one will open1 the deal is void1 and each player puts five counters in the pool for the next deal4 ,if a player opens1 and no one will equal or raise him1 he wins the antes and straddles1 if any4 ,if any player makes a raise which no one will meet1 he takes whatever is in the pool1 unless a player has called for a sight for a small part of it4 ,calling and ,showing4 ,if only two players bet against each other1 either may call the other1 and demand a show of hands at any time2 but if three or four are betting1 the privilege of calling falls upon each in turn from right to left4 ,for instance3 ,a1 ,b1 ,c1 and ,d play4 ,d blinds five counters1 and deals4 ,a passes1 and ,b opens for five reds4 ,c passes out1 while ,d and ,a both meet the bet of five reds1 but neither will raise it4 ,this does not call ,b1 who has the privilege of raising the bet if he pleases4 ,suppose he raises1 and ,d and ,a both meet it4 ,on this second round1 ,c having passed out1 it is ,d's turn to say whether or not he will raise4 ,on the next round it will be ,a's turn1 and after that it will be ,b's second turn1 and so on4 ,should any player meet the bet but refuse to raise1 although it is his turn1 he still cannot call4 ,if he does not avail himself of his privilege of raising1 he must pass the word to the player on his right2 that is1 transfer the privilege to him4 ,if he declines1 it is a call2 if he raises1 it goes on until every player has refused to avail himself of the privilege4 ,if a player chooses to raise without waiting for his turn1 of course he can do so4 ,one of the fine points in the game is knowing when to raise the bet yourself1 and when to pass the word4 ,rank of the ,hands4 ,if a call is made1 the hands are shown1 and the best ,bouillotte hand wins4 ,there are only two classes of hands recognized in ,bouillotte1 the brelan1 and the point2 but there are three kinds of brelans1 which rank in the following order3 ,a ,brelan ,carr is four of a kind2 three in the player's hand1 and the fourth turned up on the pack4 ,if any player holds a brelan1 three of a kind1 of a higher denomination than the brelan carr1 the player may turn up the card under the retourne1 and if this makes his hand a brelan carr also1 he wins the pool4 ,in addition to winning the pool1 the holder of a brelan carr receives from each player four white counters4 ,a ,simple ,brelan is three of a kind in the player's hand1 three aces being the highest1 and three eights the lowest4 ,in addition to winning the pool1 the holder of a simple brelan receives one counter from each of the other players at the table4 ,if two are shown1 neither pays the other4 ,should the brelan be formed by uniting the retourne with two cards in the player's hand1 it is a brelan favori1 and the holder of it receives an extra counter from every player at the table1 whether he wins the pool or not4 ,for instance3 ,the retourne is an eight2 a brelan of ,queens is shown1 and wins the pool4 ,another player holds a pair of eights1 and claims brelan favori4 ,he does not pay the winning brelan1 but receives one counter from its holder1 and also from each of the other players4 ,if the brelan favori wins the pool1 it is paid two counters by each player4 ,if two simple brelans are shown1 the higher wins the pool2 but both must be paid by each of the other two players1 who did not hold brelans4 ,the ,point4 ,if no brelan is shown1 the hands of all the players are shown1 including those who passed out during the betting4 ,this will expose thirteen cards1 including the retourne4 ,the pips in each suit are then counted1 the ace reckoning for #aa1 court cards for #aj each1 and the #i and #h at their face value4 ,whichever suit has the greatest number of pips is called the suit that wins1 and the player who holds the highest card of it takes the pool2 provided1 of course1 that he was one of those who backed his hand until the last call4 ,if the player who holds the best card of the winning suit has dropped out during the betting1 his cards count for the player who has the highest card of the suit among those who backed their hands4 ,for instance3 ,d deals and turns the heart #h4 ,a and ,b have passed out1 but ,c has made a bet which ,d has called4 ,neither has a brelan1 so all four players show their cards1 and it is found that they lie thus3-- ,illustration3 ------- ,b ,c ,a ,d ------- ,spades are the winning suit3 but neither ,c nor ,d has a spade1 and as neither ,a nor ,b is in the call1 the spade suit cannot win anything4 ,as between clubs and hearts1 ,d's point is #dj1 and ,c's #ch2 so ,d wins the pool4 ,c of course had a great advantage in betting1 as he knew four hearts were out1 his own and the retourne2 and all he feared was a brelan4 ,a would have won the pool if he had backed his hand1 because he would have had the highest card of the winning suit4 ,calling for a ,sight4 ,suppose four players have the following caves in front of them3 ,a1 #ce2 ,b1 #fj2 ,c1 #abj2 and ,d1 #ahe4 ,d blinds five1 deals1 and turns the heart #i4 ,a puts up all his #ce counters4 ,b passes out4 ,c raises #ej1 putting up #he2 and ,d bets everything1 #ahj more than his blind4 ,a demands a sight for his #ce1 and ,c puts up the remainder of his #abj1 and calls a sight for them4 ,then ,d withdraws his superfluous #fe1 and it is a call4 ,no one has a brelan1 so all the hands are shown1 and the cards lie thus3-- ,illustration3 ------- ,b ,c ,a ,d ------- ,the point is exactly even for clubs and spades1 #dj in each4 ,in case of ties1 the dealer1 or the player nearest him on the right wins4 ,in this case ,a wins on account of his position1 so clubs is the winning suit1 and ,a has the best card of it4 ,but he can win from ,c and ,d only the amount for which he called a sight1 i4e4 #ce counters4 ,he therefore takes down #aje as his share of the pool1 leaving #agj to be decided between ,c and ,d4 ,now1 although ,c has a better point than ,d1 it is one of the principles of the game that the suit that wins cannot lose at the same time2 and as ,d has a card of the winning suit1 while ,c has not1 ,d wins the remainder of the pool4 ,if neither ,c nor ,d had a card of the winning suit1 ,c would win from ,d on account of his better point4 ,if we transposed the club ace and spade ace1 spades would be the winning suit1 because the elder hand1 ,a1 had the best card of it2 but ,c would take the remainder of the pool1 because he held a spade1 while ,d did not4 ,as it is1 ,c is decav1 and must purchase another stake1 or retire from the game4 ,if ,c had lost this pool with a brelan in his hand1 he would not be decav2 because after losing the pool1 and all he had staked therein1 ,b1 who had passed out1 would have to pay him for the brelan1 and with this one white counter he would have to call for a sight in the next pool he entered4 ,methods of ,cheating4 ,as in all games in which winning depends entirely on the cards held1 and not on the manner of playing them1 ,bouillotte offers many opportunities to the greek4 ,the small number of cards in the pack1 and the consequent ease with which they may be handled1 enable even the clumsiest card sharpers to run up brelan carrs1 make false shuffles1 and shift cuts4 ,there is one trick1 called the poussette1 which consists in surreptitiously placing more counters on the table when the player finds he has a hand worth backing4 ,marked cards1 and packs trimmed to taper one way1 biseauts1 are among the most common weapons of the ,french tricheurs4 ,as in ,poker1 it is best to avoid playing with strangers4 ,suggestions for ,good ,play4 ,beyond the usual qualifications necessary to succeed with any member of the poker family1 ,bouillotte requires some study of the probable value of the point1 which value will vary with the number of players engaged in the coup4 ,for instance3 ,the first player to say1 having only #ba in his hand1 should ante2 but if two other players had already anted1 #ca1 or even #dj would be a doubtful hand4 ,if a bet had been made and met by another player1 such a point should generally be laid down4 ,with good cards it is always better for the eldest hand to pass1 especially with a brelan1 for he will then have an opportunity to judge of the value of the hands against him1 and he can raise the bet to his advantage4 ,good players will not bet on an ace alone1 unless the suit is turned up2 nor on a point of #ba with a weak card of the turn-up suit4 ,if three play in a pool the point should be very strong to follow beyond the first raise2 and if four players are engaged1 it is almost a certainty that brelans will be shown4 ,when a player with a brelan has frightened off his opponents with a big bet1 it is usual to stifle the brelan1 as it is considered more to the player's advantage to leave his adversaries under the impression that he may have been bluffing than to show the hand for the sake of the one white counter to which it entitles him4 ,with three cards of one suit to the ,king1 it is usual to bet high1 in order to drive out anything but a brelan4 ,any player holding ace and another of the suit will of course abandon his hand1 as his point is worth only #ba at the most1 and the player with three to the ,king will get the benefit of his cards when the point is counted4 ,,ambigu4 ,cards4 ,ambigu is played with a pack of forty cards1 the ,k ,q ,j of each suit being deleted4 ,the cards rank in the order of their numerical value1 the #aj being the highest1 and the ace the lowest4 ,two packs may be used alternately4 ,players4 ,any number from two to six may form the table1 and the arrangements for seats1 first deal1 etc41 should be decided as at ,bouillotte4 ,stakes4 ,each player begins with an equal number of counters1 the value of which must be determined beforehand4 ,a betting limit should be agreed upon1 and one player should be the banker for the evening4 ,blind4 ,before the cards are dealt1 each player deposits one counter in the pool2 there is no straddle4 ,dealing4 ,the cards are cut to the left1 and dealt to the right1 and two cards are given to each player1 one at a time1 face down4 ,method of ,playing4 ,each player in turn1 beginning on the dealer's right1 examines his hand1 and if satisfied with it he says3 8,enough40 ,if not satisfied1 he may discard one or both of his cards1 and receive others from the top of the pack4 ,in either case he places two white counters in the pool for his ante4 ,all having decided to stand or to draw1 the remainder of the pack1 exclusive of the discards1 is reshuffled and cut2 each player is then given two more cards1 one at a time1 and face down4 ,each in turn examines his four cards1 and if satisfied he says3 8,i play20 if not1 he says3 8,i pass40 ,if all pass1 the dealer has the choice of two things3 ,he may gather the cards and deal again1 each player putting another counter into the pool1 or he may put up two white counters himself1 and compel the players to retain the cards dealt them1 the dealer keeping his also4 ,any person announcing to play may put up as many counters as he pleases within the betting limit4 ,if no person will stay with him1 he takes back his raise1 leaving the antes1 and is paid two counters by the last player who refuses4 ,if two or more declare to play they can either meet the amount offered by the first player1 or raise him4 ,if any player declines to meet a raise1 he must abandon his hand4 ,if no one will call the last raise1 the player making it takes the pool1 and then shows his hand1 and demands payment from each of the other players for whatever combination he holds4 ,if two or more players call1 by making their bets equal1 they again draw cards1 having the privilege of discarding any number from one to four1 or of standing pat4 ,after the draw each in turn can pass or play4 ,if all pass1 the hands are abandoned1 and the pool remains2 each player adding one counter for the next deal4 ,this is to force players to bet on their hands4 ,if a bet is made1 the calling and raising proceeds as in ,draw ,poker4 ,when there are not enough cards to supply the players1 the discards must be gathered1 shuffled1 and cut4 ,any player with too many or too few cards must abandon his hand as foul4 ,any player showing his cards must abandon his hand1 and forfeit four counters to the pool4 ,the general laws of ,poker governing all irregularities may be applied to ,ambigu2 but it must be remembered that the ,french are very much averse to penalties of all kinds1 and if an error can be rectified without doing an injustice to any player1 it is usual to set things right in the simplest manner possible4 ,value of the ,hands4 ,there are seven combinations of value in ,ambigu1 which rank in the following order1 beginning with the lowest3-- ,the ,point4 ,the total number of pips on two or more cards of the same suit4 ,a single card does not count for the point4 ,three cards of one suit are a better point than two cards1 even if there are more pips on the two cards4 ,if no higher combination than a point is shown1 the player with the winning point receives one counter from each of the other players at the table1 besides winning the pool1 and everything in it4 ,in case of ties1 the player having two cards in sequence wins4 ,for instance3 an #h and a #g will beat a #aj and a #e4 ,if this does not decide it1 the elder hand wins4 ,the ,prime4 ,four cards of different suits1 sometimes called a ,dutch flush1 is a better hand than the point4 ,if a prime is the best combination shown1 the holder wins the pool1 and receives two counters from each of the other players4 ,if the pips in the prime aggregate more than thirty1 it is called ,grand ,prime1 and the holder receives three counters from each of the other players1 instead of two4 ,if two or more primes are shown1 the one with the highest number of pips wins4 ,if this is still a tie1 the elder hand wins4 ,a ,sequence is a bobtail straight flush2 that is1 three of the four cards are in sequence1 such as the #b1 #c and #d of spades1 with an odd card1 such as a #i4 ,this is a better combination than a prime1 and the holder receives three counters from each player4 ,in case of ties1 the highest sequence wins4 ,if the sequence flush is one of four cards1 it is a doublet4 ,a ,tricon1 or three of a kind1 is better than a straight1 and entitles the holder to four counters from each of the other players4 ,pairs have no value4 ,a ,flush is four cards of the same suit1 not necessarily in sequence1 and is better than a tricon4 ,the holder is paid five counters by each of the other players1 in addition to winning the pool4 ,doublets4 ,any hand containing a double combination will beat any single combination4 ,for instance3 ,a player holds three of a kind1 and the fourth card in his hand is of a different suit from any of his triplet4 ,his hand is a double combination1 prime and tricon1 and will beat a flush4 ,a sequence of four cards of the same suit is a double combination1 and will beat anything but a fredon4 ,when doublets are shown1 the holder is paid for both combinations1 six for tricon and prime1 or eight for sequence and flush1 as the case may be4 ,a ,fredon1 or four of a kind1 is the best possible hand1 and the holder is paid ten or eleven counters by each of the other players1 according to the pip value of his cards4 ,he is paid eight counters for fredon1 and two for the prime1 if it is smaller than #h's2 but he claims grand prime if he has four #i's1 or four #aj',s1 and gets eleven counters4 ,in case of ties which cannot be decided by the pip values1 the elder hand wins4 ,even if a player has lost his entire stake in the pool1 he must pay the various combinations shown1 and it is usual to reserve about ten counters for this purpose4 ,betting the ,hands4 ,after the last cards have been drawn1 the players proceed to bet upon their hands precisely as at ,poker4 ,if a player makes a bet or raise which no one will call1 he takes the pool1 and then shows his hand and demands payment for the combination he holds4 ,it is very unusual for a player to stifle a hand at ,ambigu1 as he would at ,bouillotte4 ,if a call is made1 the players in the call show and compare their cards1 and the best hand wins the pool4 ,only the player who wins the pool can demand payment for combinations held4 ,,text-,,books ,,on ,,poker4 ,draw ,poker1 by ,john ,w4 ,keller1 #ahhg4 ,round ,games1 by ,baxter-,wray1 #ahia4 ,complete ,poker ,player1 by ,john ,blackbridge1 #ahge4 ,proctor on ,draw ,poker1 #ahhc4 ,schenck's ,rules for ,draw ,poker1 #ahgb4 ,the ,poker ,book1 by ,richard ,guerndale1 #ahhh4 ,the ,gentlemen's ,handbook of ,poker1 by ,j4,w4 ,florence1 #ahib4 ,poker ,rules in ,rhyme1 by ,geo4 ,w4 ,allen1 #ahie4 ,science of ,draw ,poker1 by ,david ,a4 ,curtis1 #aija4 ,poker1 ,brentano's ,pocket ,library ,series1 by ,r4,f4 ,foster1 #ahig4 ,practical ,poker1 with complete laws1 by ,r4,f4 ,foster1 #aije4 ,treatise on ,poker1 by ,e4,p4 ,philpots1 #aijd4 ,poker probabilities1 by ,alleyne ,reynolds1 #aija4 ,the ,game of ,draw ,poker1 ,mathematically ,illustrated1 by ,h4,t4 ,winterblossom1 #ahge4 ,,the ,,euchre ,,family4 ,this family embraces four of the best known and most popular games in the world1 each of which has been considered the national game in its own country3 cart in ,france2 ,napoleon in ,england2 ,spoil ,five in ,ireland2 and ,euchre in ,america4 ,it has always been the custom to trace the origin of ,euchre to a variety of ,triomphe1 or ,french ,ruff1 probably introduced to ,america by the ,french of ,louisiana2 and to claim cart as its cousin1 and the ,french survivor of the parent game4 ,in the opinion of the author1 both the game and its name go to show that ,euchre is of mixed stock1 and probably originated in an attempt to play the ancient ,irish game of ,spoil ,five with a piquet pack4 8,euchre0 is not a ,french word1 but the meaning of it is identical with 8,spoil ,five02 both names signifying that the object of the game is to prevent the maker of the trump from getting three tricks4 ,in the one game he is 8spoiled20 in the other he is 8euchred40 ,in the old game of ,triomphe1 in cart1 and in the black suits in ,spoil ,five1 the order of the court cards in plain suits is the same1 the ace ranking below the ,jack4 ,but in ,euchre the ,jack ranks above the ace when the suit is trumps1 exactly as it does in ,spoil ,five4 ,in the latter game the five is the best trump2 but as there is no five in a piquet pack1 that trump was probably disregarded1 leaving the ,jack the best4 ,taking up1 or 8robbing0 the turn-up trump1 is another trait common to both ,spoil ,five and ,euchre4 ,spoil ,five and ,triomphe are mentioned in the earliest works on card games4 ,triomphe can be traced to #aebj1 when it was popular in ,spain2 and the origin of ,maw1 the parent of ,spoil ,five1 is lost in the mists of ,irish antiquity4 ,it was the fashionable game during the reign of ,james ,i4 ,the old ,spanish game of ,triomphe1 now obsolete1 seems to have undergone several changes after its introduction to ,france4 ,at first it was played either by two persons1 or by two pairs of partners4 ,if one side had bad cards1 they could offer to abandon the hand1 and allow the adversaries to count a point without playing4 ,if the adversaries refused1 they were obliged to win all five tricks or lose two points4 ,it was compulsory to win the trick if possible1 and to trump1 over-trump1 or under-trump if the player had none of the suit led4 ,this peculiarity survives in the games of ,rams and ,loo1 which also belong to the euchre family4 ,after a time we find a variation introduced in which any number from two to six could play1 each for himself1 and the player first winning two tricks out of the five marked the point4 ,later still we find the ace ranking above the ,king1 thus becoming the best trump4 ,if the ace was turned up1 the dealer had the privilege of robbing it1 or the holder of the ace of trumps could rob the turn-up1 discarding any card he pleased1 just as in ,spoil ,five4 ,but in ,triomphe the dealer turned up another card1 and if that was of the trump suit the holder of the ace could rob that also1 and so on until he turned a card of a different suit4 ,this did not alter the trump1 but merely stopped the robbing process4 ,whether or not ,triomphe borrowed this feature from ,spoil ,five or ,maw1 it is now impossible to say4 ,whatever its origin1 ,euchre has always been the most respectable member of the family1 and the game of all others that has best served the card-playing interest in social life4 ,spoil ,five probably comes next in point of respectability2 but cart has often fallen into evil hands1 and the very name is in some places regarded as synonymous for gambling4 ,the same is true of ,napoleon1 but in less degree4 ,euchre1 unlike the other members of the family1 is not essentially a gambling game1 but belongs rather to the intellectual group of card games2 a position which we hope it may long maintain4 ,,euchre4 ,,cards4 ,euchre is played with what is commonly known as the piquet pack1 #cb cards1 all below the #g being deleted4 ,in plain suits the cards rank as at ,whist2 but in the trump suit the ,jack is the best1 and it is called the ,right ,bower4 ,the ,jack of the same colour as the trump suit1 red or black1 is the second-best trump1 and it is called the ,left ,bower2 so that if clubs were trumps the rank of the nine cards in the trump suit would be as follows3-- ,illustration3 ,the rank of the cards in the other suits would be3-- ,illustration3 ,when the ,joker1 or blank card is used1 it is always the best trump1 ranking above the right bower4 ,in cutting1 the ace is low1 the other cards ranking as in plain suits4 ,a player cutting the ,joker must cut again4 ,,counters or whist markers may be used for keeping the score1 but it is much more common to use the small cards from the deleted portion of the pack4 ,the game is five points1 and the best method of scoring is to use the #d and #c of any suit4 ,when the #c is face up1 but covered by the #d face down1 it counts one4 ,when the #d is face up1 covered by the #c face down1 it counts two4 ,when the #d is face down1 covered by the #c face up1 it counts three4 ,when the #c is face down1 covered by the #d face up1 it counts four4 ,illustration3 covered by covered by covering a covering a facedown card facedown card facedown card facedown card ,,one4 ,,two4 ,,three4 ,,four4 ,the number of pips exposed on the card which is face up is immaterial2 the relative position of the two cards will always determine the score4 ,rubber or game scores must be kept on a whist marker1 or on a sheet of paper4 ,,players4 ,euchre may be played by any number of persons from two to seven2 but in the seven-handed game the full pack of fifty-three cards is used4 ,whatever the number of players1 they cut for positions at the table1 for partners1 and for the deal4 ,,cutting4 ,the cards are usually spread1 face down1 and each candidate for play draws a card4 ,illustration3 ,,spreading ,,the ,,pack4 ,when two or three play1 the lowest cut has the choice of seats1 and takes the first deal4 ,when four play1 they cut for partners2 the two highest pairing against the two lowest4 ,the lowest has the choice of seats1 and deals the first hand4 ,when five or seven play1 they have the choice of seats in their order1 the lowest first1 and the lowest cut deals4 ,when six play1 the three lowest are partners against the three highest1 the lowest cut having the choice of seats1 and the first deal4 ,,ties4 ,players cutting cards of equal value cut again2 but the new cut decides nothing but the tie4 ,,player',s ,,positions4 ,the eldest hand1 or age1 sits on the left of the dealer1 and the pone sits on the dealer's right4 ,there are no distinctive names for the other positions4 ,when two play1 they sit opposite each other4 ,when three play1 each for himself1 the game is known as ,cut ,throat1 and the position of the players is immaterial4 ,when four play1 the partners sit opposite each other4 ,when five or seven play1 the maker of the trump in each deal selects his partners1 and they play against the others without any change in their positions at the table4 ,when six play1 three are partners against the other three1 and the opposing players sit alternately round the table4 ,,stakes4 ,if there is any stake upon the game1 its amount must be settled before play begins4 ,when rubbers are played1 it is usual to make the stake so much a rubber point4 ,if the winners of the game are five points to their adversaries' nothing1 they win a treble1 and count three rubber points4 ,if the losers have scored one or two points only1 the winners mark two points for a double4 ,if the losers have reached three or four1 the winners mark one for a single4 ,the side winning the rubber adds two points to its score for so doing2 so that the largest rubber possible is one of eight points2--two triples to nothing1 and two added for the rubber4 ,the smallest possible is one point2--two singles and the rubber1 against a triple4 ,if the first two games are won by the same partners1 the third is not played4 ,,dealing4 ,any player has the right to shuffle the cards1 the dealer last4 ,the pack must be presented to the pone to be cut1 and he must leave at least four cards in each packet4 ,beginning on his left1 the dealer distributes the cards either two at a time and then three1 or three and then two to each player in rotation1 until all have five cards4 ,whichever number1 two or three1 the dealer begins with1 he must continue giving the same number to every player1 including himself1 for the first round4 ,after the cards are dealt1 the next card is turned face up on the remainder of the pack1 except in five and seven-handed ,euchre1 in which no trump is turned4 ,each player deals in turn to the left1 until the conclusion of the game or rubber4 ,irregularities in the ,deal4 ,if any card is found faced in the pack1 the dealer must deal again4 ,should the dealer expose any card but the trump while dealing1 the adversaries may demand a new deal by the same dealer4 ,should any adversary of the dealer expose a card1 the dealer may elect to deal again4 ,a player dealing out of turn may be stopped before the trump card is turned2 but after that the deal must stand1 afterward passing to the left in regular order4 ,on the completion of the deal1 if any player has more or less than five cards1 it is a misdeal1 and the deal passes to the player on the misdealer's left4 ,the dealer loses his deal if he neglects to have the pack cut2 if he deals a card incorrectly1 and fails to remedy the error before dealing another2 if he counts the cards on the table1 or those remaining in the pack2 or if he deals two cards to one player and three to another in the same round4 ,if the pack is found to be imperfect1 the deal in which the error is discovered is void2 but all previous scores stand good4 ,,making ,,the ,,trump4 ,although a card is turned up at the end of the deal1 the suit to which it belongs is not necessarily the trump for that hand4 ,each player in turn1 beginning on the dealer's left1 whether he be an adversary or a partner of the dealer's1 may insist on the turn-up suit remaining the trump2 or he may declare that he is indifferent as to which suit is the trump1 the one turned up or some other4 ,but should one player in his proper turn decide in favour of the turn-up1 no player after him can alter the decision4 ,when it comes to the dealer's turn1 if no other player has decided to retain the suit turned up1 he must either let the trump remain as it is1 or insist on its being changed4 ,as the individual or side that settles which suit shall be the trump is said to make the trump1 it will be necessary to describe the method of scoring in order to understand the principles that guide the players in deciding on the trump suit4 ,,scoring4 ,euchre is played for tricks4 ,if the side that makes the trump takes three or four tricks out of the five possible1 it scores one point4 ,if the side wins all five tricks1 it scores two points for a march4 ,if the player that makes the trump fails to win three tricks1 he is euchred1 and his adversaries score two points for the euchre4 ,when four play1 if the player who makes the trump declares to play alone1 that is1 without any assistance from his partner1 who must lay down his cards1 the maker of the trump scores four points if he succeeds in winning all five tricks1 and one point if he wins three or four tricks4 ,but if he fails to win three tricks1 he is euchred1 and the adversaries score two points4 ,when three play1 a lone hand counts three if the player wins all five tricks4 ,when two play1 five tricks is simply a march1 and counts two points4 ,when five or seven play1 there are special scores for lone hands4 ,when all five tricks are taken by one side1 but not by an individual playing a lone hand1 it is simply a march1 and counts two points1 no matter how many are playing4 ,when two or three are playing1 a march must of course be a lone hand1 as there are no partnerships4 ,as we shall see later1 there are some varieties of ,euchre in which a lone hand may play against a lone hand1 but this is not permitted in the ordinary game4 ,no one but the individual player who makes the trump can play alone4 ,except in five and seven-handed ,euchre1 the player or side first reaching five points wins the game4 ,if three are playing1 and two of them reach five points simultaneously by euchreing the third1 they both win a game4 ,if they are playing for stakes1 they divide the pool4 ,,taking ,,up ,,the ,,trump4 ,after the trump is turned up1 each player in turn examines his cards1 and if he does not care whether the trump suit remains unchanged or not1 he says3 8,i pass40 ,if all pass1 the dealer must decide4 ,the dealer has the advantage of being allowed to take the trump card into his own hand1 discarding one of his worthless cards in its place4 ,if he thinks he can make three tricks with the turn-up suit for trumps1 and his partner's probable assistance1 or can win five tricks by playing alone1 he discards any card he pleases1 placing it under the remainder of the pack1 face down1 and without showing or naming it4 ,if the dealer decides to play alone1 it is usual for him to pass his discard across the table to his partner1 face down1 so that there may be no misunderstanding his intention4 ,the dealer may take up the trump card at any time during the play of the hand2 but it is usual to leave it on the pack until it is played to a trick4 ,no one but the dealer can take the trump into his hand4 ,,turning ,,down ,,the ,,trump4 ,if the dealer fears that he and his partner cannot make three tricks with the turn-up suit for trumps1 or would prefer to have the suit changed1 he can pass4 ,if he passes1 he takes the trump card from the top of the pack1 and places it face upward1 and partly under the pack1 in such a manner that it can be distinctly seen4 ,illustration3 on top of pack ,facedown pack covering facedown card covering ,,taken ,,up4 ,,turned ,,down4 ,,changing ,,the ,,trump4 ,it then becomes the turn of the other players1 each in succession to the left of the dealer1 to name some other suit for the trump1 or to pass a second time4 ,if the suit of the same colour as the turn-up is named for the new trump1 it is usual to say3 8,i make it next40 ,if a suit of a different colour is named1 it is called crossing the suit1 and some players1 if a red suit is turned1 will say3 8,i cross to clubs40 ,any player naming a new suit may announce to play alone at the same time4 ,the side that makes the new trump must make at least three tricks1 or it will be euchred1 and the adversaries will count two points4 ,if a player names the suit that has just been turned down1 he loses his right to make the trump2 and if he corrects himself1 and names another suit1 he debars not only himself but his partner from making the trump4 ,one player having named a new trump suit in his proper turn1 his decision is binding on all the others2 but should a player name a suit out of his proper turn1 both he and his partner are debarred from making that suit the trump4 ,if no one will name a new trump1 the deal is void1 and passes to the next player on the dealer's left4 ,,ordering ,,up ,,the ,,trump4 ,instead of passing the turn-up trump on the first round1 any player who thinks it would be to his advantage to have the turn-up remain the trump1 may order the dealer to take it up4 ,in doing so he says3 8,i order it10 if he is an adversary2 or3 8,i assist10 if he is the dealer's partner4 ,in either case the player making the trump may announce a lone hand at the same time4 ,his side must make at least three tricks1 whether he plays alone or not1 or it is a euchre1 and the adversaries will count two points4 ,in case an adversary of the dealer plays alone1 he must distinctly announce it when he orders up the trump4 ,the usual expression is3 8,i order it alone40 ,his partner then lays his cards face downward on the table and takes no further part in the play of that hand4 ,if he exposes any card of the abandoned hand1 the adversaries can call upon him to take up the hand and play it1 leaving the exposed card on the table as liable to be called4 ,this of course prevents the lone hand4 ,if the dealer's partner wishes to play alone1 instead of assisting1 he says3 8,i play this alone10 and the dealer lays down his cards1 leaving the trump on the pack4 ,,playing ,,alone4 ,no player but the one that takes up1 orders up1 or makes the trump can play a lone hand4 ,if the dealer takes up the trump card of his own accord1 he can play alone4 ,if any player orders up or assists1 that player can play alone4 ,any player making a new trump after the first has been turned down1 can play alone4 ,if one player orders up the trump1 neither his partner nor his adversary can play alone2 and if the dealer's partner assists1 that prevents the dealer from playing a lone hand4 ,in many clubs the mistake is made of allowing the dealer to play alone on his partner's assist2 or letting the pone play alone after the dealer has been assisted2 or letting the partner of the player who makes the new trump play alone4 ,this is not good ,euchre1 because it gives an unfair advantage to one side1 as we shall see when we come to the suggestions for good play1 especially in connection with ordering up at what is called the 8bridge20 that is1 when the score is #d to #a1 or #d to #j4 ,,method ,,of ,,playing4 ,the trump settled1 the eldest hand1 or the player next him on the left1 if the partner of the eldest hand is playing alone1 begins by leading any card he pleases1 and the others must follow suit if they can4 ,failure to follow suit when able is a revoke1 if the error is not discovered and corrected before the trick in which it occurs is turned and quitted4 ,if the player discovers his mistake in time1 the card played in error must be left on the table1 and is liable to be called4 ,when a revoke is discovered and claimed by the adversaries1 it is usual to abandon the hand1 and the adversaries of the revoking player can either deduct two points from his score1 or add two to their own score1 for every revoke made during the hand4 ,the penalty cannot be divided4 ,if both sides revoke1 the deal is void1 and the same dealer must deal again4 ,any player having none of the suit led may either trump1 or throw away a card of another suit4 ,the highest card played1 if of the suit led1 wins the trick1 trumps winning against all other suits1 and a higher trump winning a lower4 ,the winner of the trick may lead any card he pleases for the next trick1 and so on1 until all five tricks have been played4 ,if the dealer takes the trump into his hand1 any player naming it is liable to have his highest or lowest trump called2 but a player may ask and must be informed what the trump suit is4 ,cards ,played in ,error4 ,all cards led out of turn1 played in error1 or two or more played to a trick1 or dropped face upward on the table1 are called exposed cards1 and must be left face up on the table4 ,these must be played when called by the adversaries1 unless compliance with the demand would make the player revoke2 but the fact of their being exposed does not prevent their being got rid of in the course of play if the opportunity offers4 ,some persons imagine that the adversaries can prevent an exposed card from being played2 but such is not the case in ,euchre4 ,a person playing a lone hand is not liable to any penalty for exposing his cards1 nor for leading out of turn1 for he has no partner to derive any benefit from the information conveyed4 ,leading ,out of ,turn4 ,should any person1 not playing alone1 lead out of turn1 the adversaries may call a suit from the player in error1 or from his partner1 when it is next the turn of either of them to lead4 ,the demand must be made by the person who will be the last player on the trick in which the suit is called4 ,if all have played to the lead before discovering the error1 it cannot be rectified2 but if all have not played1 those who have followed the false lead must take back their cards1 which are not liable to be called4 ,any player may ask the others to draw cards in any trick1 provided he does so before the cards are touched for the purpose of gathering them4 ,in answer to this demand1 each player should indicate which card of those on the table he played4 ,no one is allowed to see any trick that has been turned and quitted4 ,taking ,tricks4 ,as the tricks are taken they should be neatly laid one upon the other in such a manner that any player at the table can count them4 ,all tricks belonging to one side should be kept together4 ,at the end of each hand the score should be claimed and marked4 ,revokes must be detected and claimed before the cards are cut for the following deal4 ,,cutting ,,out4 ,when the play is confined to four players1 rubbers are usually played1 and the table is complete with six persons1 two looking on1 and awaiting their turn4 ,at the end of a rubber1 if there are more than four players belonging to the table1 those who have just played cut to decide which shall give place to those waiting1 the players cutting the highest cards going out4 ,if six belong to the table1 there will be no further cutting out1 as those who are out for one rubber re-enter for the next1 taking the places of those who have played two consecutive rubbers4 ,if five belong to the table1 the three who remained in for the second rubber must cut to allow the fifth player to re-enter4 ,at the end of the third rubber1 the two cut that have not yet been out2 and at the end of the fourth rubber the one who has played every rubber goes out without cutting4 ,partners and deal are cut for at the beginning of each new rubber4 ,,methods ,,of ,,cheating4 ,all the ,euchre family of games1 especially cart and ,napoleon1 offer numerous opportunities to the greek4 ,so well is this known in ,europe that it is considered extremely foolish for any person to play cart in mixed companies4 ,the small number of cards in the pack1 and the custom of dealing two and three at a time1 gives the dealer an opportunity to bunch four valuable cards1 of which he can give himself three1 and turn up the fourth4 ,false shuffles1 shifted cuts1 and marked cards are formidable weapons4 ,the telegraph between partners1 and the variation in tone or words in passing are frequently used by card-sharpers4 ,one of the commonest devices in ,america is the use of what are known as 8jack strippers40 ,these are two ,jacks1 usually both of the same colour1 which can be withdrawn from any portion of the pack by the fingers of an expert1 and placed on the top4 ,when the sharp deals1 he places cards enough on these to supply the other players on the first round1 so that the strippers will come to him4 ,when only two are playing1 he strips them out and leaves them on the top when he cuts the cards1 so that they shall be dealt to him4 ,never play ,euchre or cart with a man who cuts the pack with both hands4 ,any person who is tempted to bet on any game in the ,euchre family should remember the advice of the worldly-wise ,parisian to his son3 8,until you have four eyes in your head1 risk not your gold at cart40 ,,suggestions ,,for ,,good ,,play4 ,the chief points for the beginner to understand are4 ,when to order up2 when to assist2 when to take up2 when to play alone2 and what to make the trump if it is turned down4 ,his decision in each case will be governed largely by his position at the table1 and by the score4 ,the following suggestions are for four players1 two being partners against the other two1 and playing without the ,joker2 that being the most common form of the game4 ,the general principles underlying these suggestions for the four-handed game will be found equally valuable in any form of ,euchre4 ,,ordering ,,up4 ,although probabilities are of little practical value in ,euchre1 it may be well to remember that there are nine cards in the trump suit2 but as only two-thirds of the pack is dealt out1 the average number of trumps among four players will be six4 ,of these1 the dealer always has the advantage of being sure of one more than his share1 and it is safe to reckon upon the dealer to hold at least two trumps4 ,he may also be counted for a missing suit1 for he will discard any losing card of an odd suit when he takes up the trump4 ,the ,eldest ,hand should not order up the trump unless he has such cards that he is reasonably certain of three tricks without any assistance from his partner1 and cannot be sure of two tricks if the trump is turned down4 ,when he holds one or two bowers1 especially if he has cards of the next suit2 that is1 the suit of the same colour as the turn-up1 he should always pass2 because if the dealer takes it up he will probably be euchred1 and if he turns it down1 the eldest hand will have the first say1 and can make it next4 ,it is seldom right to order up a bower1 because the dealer will rarely turn down such a card4 ,there are exceptional cases in which the eldest hand may order up with little or nothing4 ,one of the most common is when the adversaries of the dealer are at the bridge2 that is1 when their score is #d1 and the dealer's side has only #a or #b marked4 ,it is obvious that if the dealer or his partner plays alone1 he will win the game2 but if the trump is ordered up the most he can score is #b points for a euchre1 and the player who orders up will then have a chance to go out on his own deal4 ,for this reason it has come to be regarded as imperative for the eldest hand to order up at the bridge1 unless he holds the right bower1 or the left bower guarded1 or the ace twice guarded1 any one of which combinations is certain to win a trick against a lone hand if the eldest hand does not lead trumps himself4 ,another case is when the score is #d to #d1 and the eldest hand has average trump strength1 good side cards1 but nothing in the next suit4 ,it is better to order it up1 and risk the game on such a hand than to take the chance of the dealer's turning it down4 ,the ,pone1 who is the partner of the eldest hand1 orders up at the bridge on exactly opposite principles4 ,the fact that the eldest hand did not order up shows that the dealer cannot make a lone hand4 ,this should indicate to the pone that his partner has a certain trick in trumps1 and if the pone holds any good trumps himself1 he can often guess what his partner's trumps are4 ,for instance3 ,the ace is turned1 and the pone holds the left bower guarded4 ,the eldest hand must have the right bower1 or four trumps to the ,king4 ,if the eldest hand has passed at the bridge1 and the pone has strong trumps himself1 especially the ace or left bower and two small trumps1 he should order up the trump2 not to save the game1 but to be sure of winning it by preventing the dealer from turning it down4 ,if the pone does not order up at the bridge1 the eldest hand may infer that he is weak in trumps4 ,when it is not a bridge1 the pone should be guided by the same principles as those given for the eldest hand1 because he may be sure that his partner will make it next if it is turned down1 unless he has a certainty of three tricks by crossing4 ,if a player calls his partner's attention to the fact that they are at the bridge1 both lose their right to order up4 ,,assisting4 ,the dealer's partner usually assists on plain-suit cards1 such as two aces1 rather than on trumps4 ,the score and the turn-up trump will often be a guide as to whether or not to assist4 ,for instance3 ,if the score is #a all1 or to #b to #a1 and a bower is turned1 it is rarely right to assist1 because it prevents the dealer from playing alone4 ,if the partner has good suit cards1 they may be useful to make a march2 if he has strong trumps1 especially if sure of three tricks1 he should play alone1 instead of assisting4 ,if the score is #c in the dealer's favour1 he does not need a lone hand to win the game1 and with two reasonably certain tricks in his own hand the dealer's partner should assist1 as they may win the game by a march4 ,if the dealer's side is at the bridge1 the score being #d to #a or #d to #j in their favour1 and the eldest hand passes1 the dealer's partner must be on the alert to prevent the pone from placing a lone hand4 ,he should assist unless a bower is turned1 or he has it himself1 or holds such cards that1 combined with the turn-up1 he is sure of a trick4 ,for instance3 ,the dealer's partner has the ,king and two other trumps1 and the ace is turned4 ,it is impossible for the pone to make a lone hand1 even if he has both bowers1 and the ace is bare2 for he cannot catch the ,king1 even if his partner leads the trump through it4 ,but if a small trump was turned1 the pone might easily make a lone hand with both bowers and the ace4 ,,taking ,,up4 ,the average expectation of the dealer is something over two trumps1 including the turn-up4 ,with more than two trumps1 or with two strong trumps1 and a reasonably certain trick in a plain suit1 the dealer should take up the trump4 ,three trumps of any size and an ace in plain suits is a strong take-up hand4 ,it is better to take up the trump with only one plain suit in the hand1 and small trumps1 than with two strong trumps and two weak plain suits4 ,the score will often decide the dealer in taking up the trump4 ,for instance3 ,at #d all1 it is useless to turn anything down unless you have a certain euchre in the next suit1 and nothing in the turn-up4 ,even then1 the adversaries are almost certain to cross the suit and go out4 ,with the score #c all1 the dealer should be very careful about taking up on a weak hand1 because a euchre loses the game4 ,if he is weak1 but has a chance in the next suit1 or a bower in the cross suits1 he should turn it down4 ,it is a common stratagem to turn it down for a euchre when the dealer is better in the next suit1 and has only #b to go4 ,,playing ,,alone4 ,the dealer has the best chance to get a lone hand2 but the eldest hand is more likely to succeed with one1 on account of the advantage of the lead4 ,it is an invariable rule for any player to go alone when he has three certain tricks1 unless he is #c up1 and can win the game with a march4 ,a lone hand should be played with both bowers and the ace1 no matter how worthless the other cards2 or with five trumps to the ace without either bower2 or two high trumps and three aces in plain suits2 or three good trumps and two aces4 ,the theory of this is that while the march might possibly be made with partner's assistance1 if partner has the cards necessary to make a march1 the adversaries have little or nothing1 and there is a very good chance to make a lone hand if three tricks of it are certain4 ,both bowers and the ace1 with only the seven and eight of a plain suit have made many a lone hand4 ,if the lone player is not caught on the plain suit at the first trick1 the adversaries may discard it to keep higher cards in the other suit2 or they may have none of it from the first4 ,there is always a chance1 and it should be taken4 ,the dealer's partner1 and the pone1 should be very careful in playing lone hands1 and should never risk them except with three certain tricks1 no matter what suit is led first4 ,with three sure tricks1 some players make it a rule to play alone1 provided the two other cards are both of the same suit4 ,,making ,,the ,,trump4 ,when the trump is turned down1 the general rule is for the eldest hand to make it next4 ,the exceptions are when he has nothing in the next suit1 but has at least two certain tricks in the cross suit1 and a probable trick in a plain suit4 ,it is safer to make it next with a weak hand than to cross it on moderate strength1 for the presumption is that neither the dealer nor his partner had a bower in the turn-down suit1 and therefore have none in the next suit4 ,such being the case1 it is very likely that one or both may be strong in the cross suits1 and it is not considered good policy to cross the suit unless so strong in it as to be reasonably certain of three tricks4 ,some players invariably make it next1 regardless of their hands1 unless they can play alone in the cross suit4 ,such a habit exposes them to the common artifice of the dealer's turning it down for a euchre4 ,a dealer holding a bower and three cards of the next suit1 will often turn it down1 and trust to the eldest hand making it next1 which will give the dealer four trumps instead of two4 ,the eldest hand should be on his guard against this when the dealer's side has #c scored4 ,the dealer's partner1 on the other hand1 should cross the suit almost as invariably as the eldest hand should make it next2 for if his partner cannot take up the trump1 and the eldest hand cannot make it next1 their hands must be weak1 and if it is passed to the pone1 he will probably turn out to have a lone hand4 ,the best chance is to cross the suit1 unless the player has three certain tricks in his own hand by making it next1 such as five trumps to the ace1 or four trumps and a plain-suit ace4 ,with such cards he should play alone4 ,the pone should never make the trump unless he has three certain tricks1 and is willing to play a lone hand4 ,if the dealer turns it down1 and both the eldest hand and the dealer's partner pass a second time1 there must be a nigger in the woodpile somewhere4 ,,leading4 ,the general principle of leading is to make tricks while you can4 ,it is useless to save up tenaces in plain suits1 because there are only five tricks to play1 two of which are certain to fall to the trumps1 and it is very improbable that any player will lead up to you a small card of a plain suit that will go round twice4 ,it is seldom right to lead small cards of a plain suit4 ,there is a better chance to make a trick with the ,king by leading it than by keeping it guarded4 ,in the trump suit1 tenaces are very strong1 and should be preserved1 especially if the tenace is over the turn-up trump4 ,there is a familiar example of the importance of tenace when only two play1 in which one person holds the major tenace in trumps1 hearts1 and must win three tricks1 no matter which player leads4 ,the cards in one hand are3-- ,illustration3 and those in the other hand are2-- ,illustration3 ,if the player with the major tenace has to lead first1 all he has to do is to force his adversary with the plain suit1 spades4 ,whatever the adversary leads1 the player with the major tenace simply wins it1 and forces again4 ,if the player with the four trumps has the first lead1 it does not matter what card he plays2 the player with the major tenace wins it1 and forces with the plain suit4 ,as long as the major tenace in trumps is not led away from1 it must win three tricks in trumps4 ,leading ,trumps4 ,with strong cards in plain suits1 the eldest hand may often lead trumps to advantage if the dealer's partner has assisted1 especially if the turn-up trump is small4 ,it is seldom right to lead trumps if the dealer has taken up the trump of his own accord2 but an exception is usually made when the eldest hand holds three trumps1 and two aces in plain suits4 ,the best chance for a euchre is to exhaust the trumps1 so as to make the aces good for tricks4 ,if the pone has ordered up the trump1 the eldest hand should lead trumps to him immediately2 but the pone should not lead trumps to his partner if the eldest hand has ordered up at the bridge4 ,if a bower is turned1 the dealer's partner should lead a small trump at the first opportunity4 ,in playing against a lone hand the best cards in plain suits should always be led1 trumps never4 ,in playing alone1 it is best to lead winning trumps as long as they last1 so as to force discards1 which will often leave intermediate cards in plain suits good for tricks4 ,second ,hand4 ,play the best card you have second hand1 and cover everything led if you can4 ,with ,king and another or ,queen and another1 it is usually best to put up the honour second hand1 on a small card led4 ,trumping4 ,it is seldom right to trump partner's winning cards1 unless he has ordered up the trump1 and you think you can lead through the dealer to advantage4 ,in playing against a lone hand1 it is sometimes good play to trump your partner's ace with an unguarded left bower or ace of trumps1 as it may prevent the dealer from getting into the lead with a small trump1 and may save a ,king or ,queen of trumps in your partner's hand4 ,if you don't trump1 the dealer will probably get in and swing the right bower1 and your trump will be lost4 ,if your partner has ordered1 made1 or taken up the trump1 and you have only one trump1 even a bower1 trump with it at the first opportunity4 ,trump everything second hand1 unless it takes the right bower for a doubtful trick1 or breaks into the major tenace in trumps4 ,discarding4 ,it is best to throw away singletons1 unless they are aces4 ,if you have two cards of equal value1 but of different colours1 one of which must be discarded1 it is usual to keep the one of the same colour as the turn-up when playing against the dealer4 ,discard suits that the adversaries are trumping4 ,if your partner discards a suit in which you have a high card1 keep that suit1 and discard another4 ,if you have both ace and ,king of a plain suit1 discard the ace1 to show partner that you can win a trick in the suit4 ,it is very often important to discard correctly when playing against a lone hand1 especially if the lone player leads trumps for the fourth trick4 ,it is a common practice for modern players to signal in the discard if they have a certain trick in a suit4 ,this is done by discarding two cards in another suit1 the higher before the lower4 ,for instance3 ,you have two aces1 spades and diamonds4 ,the dealer plays alone on hearts1 and trumps your spade ace the first time4 ,if you have two clubs1 such as ,king and ten1 discard the ,king first1 and then the ten1 and your partner will know you can stop the diamond suit4 ,this should advise him to keep his clubs4 ,,cut-,,throat ,,euchre4 ,the chief element in the three-handed game is playing to the score4 ,the player with the strong hand must always be kind to the under dog1 and partnerships are always formed against the man with the high score4 ,suppose ,a1 ,b1 and ,c are playing1 and that ,a has #c points to his adversaries' nothing on ,b's deal4 ,it is to the interest of ,a to euchre ,b2 but it is to the interest of ,c to let ,b make his point because if ,b is euchred1 ,a wins the game4 ,b having made his point1 ,c deals1 and it is then to the interest of ,b to let ,c make his point4 ,suppose ,c makes a march1 #c points1 which puts him on a level with ,a4 ,on ,a's deal it is ,c's game to euchre him1 but ,b must let ,a make his point2 so that instead of being opposed by both ,b and ,c1 as he was a moment ago1 ,a finds a friend in ,b1 and the two who were helping each other to beat ,a1 are now cutting each other's throats4 ,on ,b's deal1 ,a does not want to euchre him1 for although that would win the game for both ,a and ,c1 ,a1 who now has #d points up1 does not wish to divide the pool with ,c while he has such a good chance to win it all himself4 ,suppose ,b makes his point4 ,a will do all he can to euchre ,c1 but ,b will oppose the scheme1 because his only chance for the game is that ,a will not be able to take up the trump on his own deal1 and that ,b will make a march4 ,,set-,,back ,,euchre4 ,this is simply a reversal of the ordinary method of scoring1 the players starting with a certain number of points1 usually ten1 and deducting what they make on each deal4 ,the peculiarity which gives the game its name is that if a player is euchred he is set back two points1 his adversaries counting nothing4 ,the revoke penalty is settled in the same way4 ,the game is usually counted with chips1 each player starting with ten1 and placing in the centre of the table those that he is entitled to score4 ,,blind ,,euchre4 ,each player is for himself and a widow of two cards is dealt4 ,the player who takes the widow practically orders up the trump and must play against all the others after discarding two cards4 ,if no one will take the widow1 the deal is void4 ,,penalty ,,euchre4 ,five players are each provided with twelve counters4 ,an extra hand of five cards is dealt face down1 for a widow4 ,each player in turn can exchange the hand dealt him for the widow1 or for the hand abandoned by anyone who has taken the widow1 the cards being always face down4 ,the turned trump is not taken up by the dealer1 but is left on the pack4 ,the eldest hand leads for the first trick and every man is for himself1 each holding his own tricks4 ,at the end of the hand1 each player that has not taken a trick receives a counter from each of the others1 whether they have taken tricks or not4 ,then all those that have won tricks put back into the pool a counter for each trick they have taken4 ,the first player to get rid of his twelve counters wins the game4 ,,auction ,,euchre4 ,this form of the game is sometimes erroneously called ,french ,euchre4 ,the ,french know nothing about ,euchre in any form4 ,auction ,euchre is exactly the same as the ordinary four or six-handed game1 except that the trump is not turned up1 the players bidding in turn for the privilege of naming the trump suit4 ,the bidder names the number of tricks he proposes to take4 ,there is no second bid1 and the player who has made the highest bid names the trump suit4 ,no matter who is the successful bidder1 the eldest hand leads for the first trick4 ,the number of points won or lost on the deal are the number of points bid1 even if the bidder accomplishes more4 ,if a player has bid #c1 and he and his partner take #d or #e tricks1 they count #c only4 ,if they are euchred1 failing to make the number of tricks bid1 the adversaries count the number of points bid4 ,fifteen points is usually the game4 ,this is probably the root of the much better games of five and seven-handed ,euchre1 which will be described further on4 ,,progressive ,,euchre4 ,this form of ,euchre is particularly well suited to social gatherings4 ,its peculiarity consists in the arrangement and progression of a large number of players originally divided into sets of four1 and playing1 at separate tables1 the ordinary four-handed game4 ,apparatus4 ,a sufficient number of tables to accommodate the assembled players are arranged in order1 and numbered consecutively2 ,no4 #a being called the head table1 and the lowest of the series the booby table4 ,each player is provided with a blank card1 to which the various coloured stars may be attached as they accrue in the course of play4 ,these stars are usually of three colours2 red1 green1 and gold4 ,the head table is provided with a bell1 and each table is supplied with one pack of cards only4 ,it is usual to sort out the thirty-two cards used in play1 and the four small cards for markers1 before the arrival of the guests4 ,drawing for ,positions4 ,two packs of differently coloured cards are used1 and from the two black suits in each a sequence of cards is sorted out1 equal in length to the number of tables in play4 ,for instance3 ,if there are sixteen ladies and sixteen gentlemen1 or thirty-two players in all1 they will fill eight tables1 and all the clubs and spades from the ace to the eight inclusive should be sorted out4 ,these are then thoroughly shuffled and presented1 face down1 to the players to draw from4 ,the ladies take only the red-back cards1 and the gentlemen only the blue4 ,the number of pips on the card drawn indicates the number of the table at which the player is to sit1 and those drawing cards of the same suit are partners for the first game4 ,playing4 ,all being seated1 the deal is cut for at each table1 and play begins4 ,there is no cutting for partners1 that being settled in the original drawing4 ,five points is a game1 and after that number is reached by either side at the head table1 the bell is struck4 ,lone hands are usually barred at the head table1 so as to give the other tables time to make a certain number of points1 and so to avoid ties4 ,upon the tap of the bell all play immediately ceases1 even if in the middle of a deal4 ,if the players at any but the head table have reached five points before the bell rings1 they play on1 counting all points made until the bell taps4 ,progressing4 ,the partners winning the game at the head table each receive a gold star1 and retain their seats for the next game4 ,the losing players at the head table go down to the booby table4 ,all the winning players at the other tables receive red stars1 and go to the table next in order above1 those at table ,no4 #b1 going to ,no4 #a4 ,those losing and remaining at the booby table each receive a green star4 ,changing ,partners4 ,at all but the head table the partners that progress to the next table divide1 the lady who has just lost at each table retains her seat1 and takes for her partner the gentleman who has just arrived from the table below4 ,at the head table the newly arrived pair remain as partners2 but at the booby table the players who have just arrived from the head table divide4 ,all being seated1 they cut for the deal1 and play is resumed until the next bell tap4 ,ties4 ,in case of ties in points at any table when the bell taps1 those having won the most tricks on the next hand are declared the winners4 ,if that is also a tie1 the ladies cut to decide it1 the lowest cut going up4 ,in cutting1 the ace is low1 and the jack ranks below the ,queen4 ,prizes4 ,six prizes are usually provided for large companies4 ,the lady and gentleman having the largest number of gold stars taking the first prizes2 the largest number of red stars winning the second prizes2 and the largest number of green stars the booby prizes4 ,one player cannot win two prizes4 ,in case of ties for the gold stars1 the accompanying red stars decide it2 if that is also a tie1 the player with the fewest number of green stars wins2 and if that is still a tie1 the players must cut for it4 ,the hostess decides the hour at which play shall cease1 and is the referee in all disputes4 ,,military ,,euchre4 ,the hostess arranges each table as a fort1 with a distinguishing flag and a number of small duplicate flags4 ,the partners who sit ,east and ,west progress round the room from table to table1 and play one game of five points at each1 no lone hands allowed4 ,the winners of each game get a little flag from the losers as a trophy4 ,by the time the ,e and ,w pairs have made the circuit of all the tables and got home again1 the game is ended1 the victors being the fort that has captured the greatest number of flags4 ,,railroad ,,euchre4 ,railroad ,euchre is the name given to any form of the four-handed game in which every expedient is used to make points rapidly4 ,cards4 ,a pack of twenty-five cards is used1 all below the #i being deleted1 and the ,joker added4 ,the ,joker is always the best trump4 ,players4 ,there are four players1 two being partners against the other two4 ,partners1 deal1 and seats are cut for as in the ordinary game4 ,dealing4 ,the cards are distributed as in the ordinary game2 but it is usual to agree beforehand upon a suit which shall be the trump if the ,joker is turned up4 ,playing ,alone4 ,the chief peculiarity in ,railroad ,euchre is in playing alone4 ,any player announcing to play alone1 whether the dealer or not1 has the privilege of passing a card1 face down1 to his partner4 ,in exchange for this1 but without seeing it1 the partner gives the best card in his hand to the lone player1 passing it to him face down4 ,if he has not a trump to give him1 he can pass him an ace1 or even a ,king4 ,even if this card is no better than the one discarded1 the lone player cannot refuse it4 ,if the dealer plays alone1 he has two discards2 the first in exchange for his partner's best card1 and then another1 in exchange for the trump card1 after seeing what his partner can give him4 ,in this second discard he may get rid of the card passed to him by his partner4 ,if the dealer's partner plays alone1 the dealer may pass him the turn-up trump1 or any better card he may have in his hand4 ,any person having announced to play alone1 either of his adversaries may play alone against him2 discarding and taking partner's best card in the same manner4 ,should the lone player who makes the trump be euchred by the lone player opposing him1 the euchre counts four points4 ,it is considered imperative for a player holding the ,joker1 or the right bower guarded1 to play alone against the lone hand1 taking his partner's best2 for as it is evident that the lone hand cannot succeed1 there is a better chance to euchre it with all the strength in one hand than divided4 ,if any player1 in his proper turn1 announces to play alone1 and asks for his partner's best1 the partner cannot refuse2 neither can he propose to play alone instead4 ,scoring4 ,with the exception of the four points for euchreing a lone hand1 the scoring is exactly the same as in the ordinary four-handed game2 but there are one or two variations which are sometimes agreed upon beforehand in order to make points still more rapidly4 ,laps4 ,if a player makes more points than are necessary to win the game1 the additional points are counted on the next game1 so that there is always an inducement to play lone hands1 even with #d points up4 ,slams4 ,if one side reaches five points before the other has scored1 it is a slam1 and counts two games4 ,when laps and slams are played1 it is sometimes agreed that if a person plays alone without taking his partner's best card1 or the dealer plays alone without taking up the trump or asking for his partners best1 and such a player succeeds in winning all five tricks with a pat hand1 it counts five points4 ,if he fails to win all five tricks1 the adversaries count one4 ,if he is euchred1 they count three2 but they are not permitted to play alone against him4 ,jambone4 ,any person playing a lone hand may announce ,jambone1 and expose his cards face up on the table4 ,the adversaries then have me right to call any card they please1 either for the lead1 or in following suit2 but they cannot make the player revoke1 nor can they consult1 or in any way expose their hands4 ,if a lead is required1 it must be called by the person on the jambone player's left4 ,if a card is called on a trick1 it must be called by the person on the jambone player's right4 ,if in spite of these difficulties the jambone player succeeds in winning five tricks1 he scores eight points4 ,if he wins three or four only1 he counts one point4 ,if he is euchred he loses two4 ,it is not allowable to play alone against a jambone4 ,jamboree4 ,this is the combination of the five highest trumps in one hand1 and need only be announced and shown to entitle the holder to score sixteen points4 ,if held by the dealer1 it may be made with the assistance of the turn-up trump2 and any player may make it with the assistance of his partners best2 but it does not count unless the holder of it has made the trump4 ,if a player with a pat ,jamboree is ordered up1 all he can score is a euchre4 ,as in other forms of ,euchre1 no one but the maker of the trump can play alone1 or announce ,jambone or ,jamboree4 ,lone hands are very common in ,railroad ,euchre1 and ordering up to prevent lone hands is commoner still4 ,,seven-,,handed ,,euchre4 ,cards4 ,seven-handed ,euchre is played with a full pack of fifty-three cards1 including the ,joker4 ,the cards in plain suits rank as at ,whist2 but the ,joker is always the best trump1 the right and left bowers being the second and third-best respectively4 ,counters4 ,one white and four red counters are necessary4 ,the white counter is passed to the left from player to player in turn1 to indicate the position of the next deal4 ,the red counters are placed in front of the maker of the trump and his partners1 to distinguish them from their opponents4 ,markers are not used1 the score being kept on a sheet of paper4 ,the score is usually kept by a person who is not playing1 in order that none of those in the game may know how the various scores stand4 ,should an outsider not be available for scoring1 there are two methods3 ,one is for one player to keep the score for the whole table1 who must inform any player of the state of the score if asked to do so4 ,the other is to have a dish of counters on the table1 each player being given the number he wins from time to time4 ,these should be placed in some covered receptacle1 so that they cannot be counted by their owner1 and no other player will know how many he has4 ,as it is very seldom that a successful bid is less than five1 and never less than four1 counters marked as being worth #d1 #e1 #f and #g each will answer every purpose1 and will pay every bid made4 ,cutting4 ,the players draw cards from an outspread pack for the choice of seats1 those cutting the lowest cards having the first choice4 ,the lowest cut of all deals the first hand1 passing the white counter to the player on his left1 whose turn it will be to deal next4 ,ties are decided in the usual way4 ,dealing4 ,the cards are dealt from left to right1 two being given to each player for the first round1 then three1 and then two again1 until each player has received seven cards4 ,the four remaining in the pack are then placed in the centre of the table1 face down1 and form the widow4 ,no trump is turned4 ,the rules governing all irregularities in the deal are the same as in ordinary ,euchre4 ,making the ,trump4 ,the cards dealt1 each player in turn1 beginning with the eldest hand1 bids a certain number of points1 at the same time naming the suit which he wishes to make the trump4 ,there is no second bid1 and the suit named by the highest bidder must be the trump for that deal4 ,the successful bidder takes the widow1 selecting from it what cards he pleases1 and discarding others in their stead1 so as to restore the number of his cards to seven4 ,he then places a red counter in front of him1 and chooses his partners1 passing a red counter to each of them4 ,these counters must be placed in front of the players to distinguish them as belonging to the bidder's side2 but the players make no changes in their respective positions at the table4 ,each player should bid on the possibilities of his hand1 however small1 so as to guide the others in their selection of partners4 ,partners4 ,if the bidder has proposed to take not more than five tricks out of the seven possible1 he chooses two partners1 and these three play against the remaining four4 ,if he has bid to make six or seven tricks he chooses three partners1 and these four play against the remaining three4 ,partners cannot refuse to play4 ,playing ,alone4 ,should a player think he can take all seven tricks without any partners1 he may bid ten1 which would outrank a bid of seven2 but such a bid must be made before seeing the widow4 ,if a player thinks he can win all seven tricks without either widow or partners1 he may bid twenty1 which is the highest bid possible4 ,when twenty is bid the cards in the widow must remain untouched4 ,playing4 ,the successful bidder has the lead for the first trick4 ,the general rules for following suit1 etc41 are the same as in ordinary ,euchre4 ,the bidder takes in all the tricks won by himself and his partners1 and one of the adversaries should gather for that side4 ,if a player on either side revokes1 the adversaries score the number bid1 and the hand is abandoned4 ,scoring4 ,if the bidder is successful in his undertaking1 he and his partners1 if any1 are credited by the scorer with the number of points bid1 but no more4 ,should a player bid five1 and his side take seven1 it would count them only five points4 ,if the player making the trump fails to reach his bid1 he is euchred1 and the adversaries are credited with the number of points bid4 ,prizes4 ,it is usual to give two prizes for each table in play2 one for the highest number of points won during the evening1 and one for the smallest number2 the latter being usually called the 8booby0 prize4 ,suggestions for ,good ,play4 ,it is very risky to bid seven without the ,joker1 the odds being #aa to #a against finding it in the widow4 ,a bid of ten should not be made without both ,joker and ,right ,bower1 and all the other cards winners and trumps4 ,to bid twenty1 a player should have a practically invincible hand1 with at least five winning leads of trumps4 ,the first bidders are always at a disadvantage1 because they know nothing of the contents of the other hands2 but after one or two players have made a bid1 those following them can judge pretty well how the cards lie4 ,for instance3 ,the seven players are ,a ,b ,c ,d ,e ,f ,g4 ,a deals1 and ,b bids #b in hearts4 ,c and ,d pass4 ,e bids #c in clubs2 and ,f says #d in hearts4 ,it is evident that ,f is bidding on ,b's offer in hearts1 and intends to choose him for a partner4 ,g finds in his hand four good spades and the ,joker1 but neither ,bower4 ,he may safely bid #e or #f1 taking ,e for a partner if successful1 as ,e very probably has one or both the black ,bowers4 ,if he bids #e only1 the dealer1 ,a1 would have an excellent chance to bid #f in hearts1 and to take ,b and ,f for two of his partners1 and ,g for the third1 trusting to find him with the ,joker1 or at least protection in one or both black suits4 ,if the successful bidder has had no previous bids to guide him in his choice of partners1 he should take those who have the lowest scores1 if the scores are known2 because it is to his advantage to avoid advancing those who are perhaps already ahead4 ,when the scores are not known1 there is nothing but luck to guide one1 unless a person has a very good memory1 and knows which players are probably behind4 ,leading4 ,if the successful bidder wants #f or #g tricks1 and holds the ,joker1 he should lead it at once4 ,if he has not the ,joker1 he should begin with a low trump1 and give his partners a chance to play the ,joker on the first round4 ,if the leader cannot exhaust the trumps with one or two rounds1 it will sometimes be to his advantage to lead any losing card he may have in the plain suits1 in order to let his partners win the trick if they can4 ,in playing alone1 it is absolutely necessary to exhaust the trumps before opening a plain suit4 ,partners should avail themselves of the methods common to four-handed ,euchre to support one another in trumps and plain suits4 ,the discard should invariably be from weakness if the player is the bidder's partner2 and from strength1 if opposed to him4 ,,euchre ,,for ,,five ,,players4 ,this is practically the same as the seven-handed game1 but the pack is reduced to #bh cards1 all below the ,eight in each suit being deleted4 ,the ,joker is not used4 ,five cards are dealt to each player1 by two and three at a time1 and the three remaining form the widow4 ,the player bidding three tricks takes one partner only4 ,the player bidding four or five tricks1 takes two partners4 ,a player who intends to take the widow1 but no partners1 can bid eight and one who intends to take neither widow nor partners can bid fifteen4 ,in this form of ,euchre the scores are generally known1 and #ajj points is game4 ,in some clubs it is the practice for the successful bidder to select one of his partners by asking for the holder of a certain card4 ,for instance3 ,b has the lead1 and has bid five in hearts1 holding the three best trumps1 the club ace1 and a losing spade4 ,instead of selecting his partners at random1 he asks for the spade ace1 and the player holding that card must say1 8,here02 upon which the bidder will pass him a counter1 marking him as one of his partners4 ,,call-,,ace ,,euchre4 ,in this variety of euchre1 each player is for himself so far as the final score goes4 ,the one who takes up the trump or orders it up1 or who makes it after it is turned down1 may call upon the best card of any suit but the trump4 ,the player holding the best card of that suit must be his partner1 but he does not declare himself4 ,when the highest card of the suit asked for falls in play1 the partner is disclosed4 ,as the whole pack is not dealt out1 it often happens that the ace1 or even both ace and king1 of the suit called for are in the talon4 ,should it turn out that the caller has the highest card of the suit himself1 he has no partner4 ,when six play1 #cb cards are used1 and only one remains unknown4 ,when five play1 the sevens are thrown out4 ,when four play1 the eights are also discarded4 ,if the maker of the trump does not want a partner1 he may either say 8alone0 or he may ask for a suit of which he holds the ace himself4 ,if the maker of the trump and his partner get three tricks1 they score #a point each4 ,if they win all the tricks1 they score #c points each if there are five or six in the game2 #b points if there are not more than four players4 ,if the partnership is euchred1 each of the others at the table scores #b points4 ,for a lone hand1 winning all five tricks1 the player scores a point for as many players as there are at the table1 including himself4 ,euchres score #b for every other player but the lone hand4 ,a lone hand making three or four tricks only1 scores #a4 #ejj1 ,,or ,,bid ,,euchre4 ,in this variety of euchre1 the joker is always used4 ,when there is a trump suit1 it is the best trump2 but when there are no trumps1 it is a suit by itself1 but still a trump4 ,the player holding it cannot trump with it as long as he can follow suit2 but when he has none of the suit led1 he can trump with the joker if he likes4 ,when the joker is led in a no-trump hand1 the leader must name the suit that he wishes played to it4 ,five hundred is supposed to be a game for three players1 but sometimes two play against two as partners4 ,the dealer gives ten cards to each player1 three and then two at a time as in the ordinary game of euchre2 but after dealing the first three cards to each he lays off three cards face down for a widow4 ,this widow is taken in hand by the successful bidder1 who discards three cards in its place4 ,the players bid for the privilege of naming the trump suit1 or of playing without any trump but the joker4 ,the number of tricks bid must not be less than six1 and the suit must be named at the same time4 ,the player having the most valuable game1 regardless of the number of tricks or the suit1 is the successful bidder1 because a bid of seven in hearts1 for instance1 is worth more in points than a bid of eight in clubs1 as will be seen from the following table4 ---------------------------------------- --------------------- ,if trumps are3 #f tricks4#g tricks4#h tricks4#i tricks4#aj tricks4 ---------------------------------------- --------------------- ,spades #dj #hj #abj #afj #bjj ,clubs #fj #abj #ahj #bdj #cjj ,diamonds #hj #afj #bdj #cbj #djj ,hearts #ajj #bjj #cjj #djj #ejj ,no-trumps #abj #bdj #cfj #dhj #fjj ---------------------------------------- --------------------- ,the successful bidder always leads for the first trick1 after he has taken the widow and discarded1 and after the hand is played1 he has the first count4 ,if he has made as many as he bid1 he scores it2 but he cannot score more than he bid unless he succeeds in winning every trick4 ,in that case he scores #bej if his bid was less than #bej2 but if his bid was more than #bej1 he gets nothing extra for winning every trick4 ,any player but the bidder winning a trick scores ten points for it1 so it is necessary for each player to keep separate the tricks he individually wins4 ,if the bidder fails1 he loses1 or is set back1 as many points as he bid1 and he scores nothing for the tricks he takes1 but he may play the hand out to prevent the others from scoring1 as his adversaries still get ten points for each trick they win4 ,five hundred points is game1 and as the bidder has the first count he may go out first1 even if an adversary has won tricks enough to reach #ejj also4 ,,euchre ,,laws4 #a4 ,,scoring4 ,a game consists of five points4 ,if the players making the trump win all five tricks1 they count two points towards game2 if they win three or four tricks1 they count one point2 if they fail to win three tricks1 their adversaries count two points4 #b4 ,if the player making the trump plays alone1 and makes five tricks1 he counts as many points as there are players in the game3 ,two1 if two play2 three if three play2 four if four play1 etc4 ,if he wins three or four tricks only1 he counts one2 if he fails to win three tricks1 his adversaries count two4 #c4 ,the ,rubber is the best of three games4 ,if the first two are won by the same players1 the third game is not played4 ,the winners gain a triple1 or three points1 if their adversaries have not scored2 a double1 or two points1 if their adversaries are less than three scored2 a single1 or one point1 if their adversaries have scored three or four4 ,the winners of the rubber add two points to the value of their games1 and deduct the points made by the losers1 if any2 the remainder being the value of the rubber4 #d4 ,,forming ,,the ,,table4 ,a ,euchre table is complete with six players4 ,if more than four assemble1 they cut for the preference1 the four lowest playing the first rubber4 ,partners and deal are then cut for1 the two lowest pairing against the two highest4 ,the lowest deals1 and has the choice of seats and cards4 #e4 ,ties4 ,players cutting cards of equal value cut again1 but the new cut decides nothing but the tie4 #f4 ,cutting ,out4 ,at the end of a rubber the players cut to decide which shall give way to those awaiting their turn to play4 ,after the second rubber1 those who have played the greatest number of consecutive games give way2 ties being decided by cutting4 #g4 ,cutting4 ,in cutting1 the ace is low1 the other cards ranking1 ,k ,q ,j #aj #i #h #g1 the ,king being the highest4 ,a player exposing more than one card1 or cutting the ,joker1 must cut again4 #h4 ,,shuffling4 ,every player has a right to shuffle the cards1 the dealer last4 #i4 ,,dealing4 ,the dealer must present the pack to the pone to be cut4 ,at least four cards must be left in each packet4 ,if a card is exposed in cutting1 the pack must be reshuffled1 and cut again4 ,if the dealer reshuffles the pack after it has been properly cut1 he loses his deal4 #aj4 ,beginning on his left1 the dealer must give to each player in rotation two cards on the first round1 and three on the second2 or three to each on the first round1 and two on the second4 ,five cards having been given to each player in this manner1 the next card is turned up for the trump4 ,the deal passes to the left4 #aa4 ,there must be a new deal by the same dealer if any card but the trump is found faced in the pack1 or if the pack is proved incorrect or imperfect2 but any previous scores made with the imperfect pack stand good4 #ab4 ,the adversaries may demand a new deal if any card but the trump is exposed during the deal1 provided they have not touched a card4 ,if an adversary exposes a card1 the dealer may elect to deal again4 ,if a new deal is not demanded1 cards exposed in dealing cannot be called4 #ac4 ,the adversaries may stop a player dealing out of turn1 or with the wrong pack1 provided they do so before the trump card is turned1 after which the deal stands good4 #ad4 ,,misdealing4 ,a misdeal loses the deal4 ,it is a misdeal3 ,if the cards have not been properly cut2 if the dealer gives two cards to one player and three to another in the same round2 if he gives too many or too few cards to any player2 if he counts the cards on the table1 or those remaining in the pack2 or if he deals a card incorrectly1 and fails to correct the error before dealing another4 ,if the dealer is interrupted in any manner by an adversary1 he does not lose his deal4 #ae4 ,,the ,,trump ,,card4 ,after the trump card is turned1 each player in turn1 beginning with the eldest hand1 has the privilege of passing1 assisting1 or ordering up the trump4 ,should a player pass1 and afterward correct himself by ordering up or assisting1 both he and his partner may be prevented by the adversaries from exercising their privilege4 ,if a player calls his partner's attention to the fact that they are at the bridge1 both lose their right to order up the trump4 #af4 ,the dealer may leave the trump card on the pack until it is got rid of in the course of play4 ,if the trump card has been taken up or played1 any player may ask1 and must be informed by the dealer1 what the trump suit is2 but any player naming the trump card may be called upon by an adversary to play his highest or lowest trump4 #ag4 ,if the dealer takes up1 or is ordered up1 he must discard a card from his own hand1 placing it under the remainder of the pack4 ,having quitted such discard1 it cannot be taken back4 ,if the dealer has not discarded until he has played to the first trick1 he and his partner cannot score any points for that hand4 #ah4 ,if the eldest hand leads before the dealer has quitted his discard1 the dealer may amend his discard1 but the eldest hand cannot take back the card led4 #ai4 ,if the dealer takes up the trump to play alone1 he must pass his discard across the table to his partner4 ,if he fails to do so1 the adversaries may insist that his partner play with him1 preventing the lone hand4 #bj4 ,,making ,,the ,,trump4 ,if the dealer does not take up the trump1 he must place it under the remainder of the pack1 face upward1 so that it can be distinctly seen4 ,each player in turn1 beginning on the dealer's left1 then has the privilege of naming a new trump suit4 #ba4 ,if any player names the suit already turned down1 he loses his right to name a suit2 and if he corrects himself1 and names another1 neither he nor his partner is allowed to make that suit the trump4 ,if a player names a new trump suit out of his proper turn1 both he and his partner are forbidden to make that suit the trump4 #bb4 ,if no one will name a new trump1 the deal is void1 and passes to the next player on the dealer's left4 #bc4 ,,irregularities ,,in ,,the ,,hands4 ,if any player is found not to have his correct number of cards1 it is a misdeal2 but if he has played to the first trick the deal stands good1 and he cannot score anything that hand4 #bd4 ,,exposed ,,cards4 ,the following are exposed cards1 and must be left face up on the table1 and are liable to be called by the adversaries3 ,i4 ,every card faced upon the table otherwise than in the regular course of play4 ,,ii4 ,two or more cards played to a trick4 ,the adversaries may elect which shall be played4 ,,iii4 ,any card named by the player holding it4 #be4 ,if an adversary of a person playing alone exposes a card1 the lone player may abandon the hand1 and score the points4 ,should the partner of the lone player expose a card1 the adversaries may prevent the lone hand by compelling the player in error to play with his partner1 leaving the exposed card on the table4 #bf4 ,,calling ,,exposed ,,cards4 ,the adversary on the right of an exposed card must call it before he plays himself4 ,if it will be the turn of the player holding the exposed card to lead for the next trick1 the card1 if wanted1 must be called before the current trick is turned and quitted4 ,should a player having an exposed card and the lead1 play from his hand before the previous trick is turned and quitted1 the card so led may also be claimed as exposed4 #bg4 ,,leading ,,and ,,playing ,,out ,,of ,,turn4 ,if a player leads when it was his partner's turn1 a suit may be called from his partner4 ,the demand must be made by the last player to the trick in which the suit is called4 ,if it was the turn of neither to lead1 the card played in error is exposed4 ,if all have played to the false lead1 the error cannot be rectified4 ,if all have not followed1 the cards erroneously played must be taken back1 but are not liable to be called4 #bh4 ,if an adversary of a lone player leads out of turn1 the lone player may abandon the hand1 and score the points4 #bi4 ,if the third hand plays before the second1 the fourth hand may play before his partner1 either of his own volition1 or at the direction of the second hand1 who may say3 8,play1 partner40 ,if the fourth hand plays before the second1 the third hand may call upon the second hand to play his highest or lowest of the suit led1 or to trump or not to trump the trick4 #cj4 ,,revoking4 ,a revoke is a renounce in error1 not corrected in time2 or non-compliance with a performable penalty4 ,if a revoke is claimed and proved1 the hand in which it occurs is immediately abandoned4 ,the adversaries of the revoking player then have the option of adding two points to their own score1 or deducting two points from his score4 ,if both sides revoke1 the deal is void4 ,if one person is playing alone1 the penalty for a revoke is as many points as would have been scored if the lone hand had succeeded4 #ca4 ,a revoke may be corrected by the player making it before the trick in which it occurs has been turned and quitted1 unless the revoking player or his partner1 whether in his right turn or otherwise1 has led or played to the following trick4 #cb4 ,if a player corrects his mistake in time to save a revoke1 the card played in error is exposed2 but any cards subsequently played by others may be taken back without penalty4 #cc4 ,,playing ,,alone4 ,no one but the individual maker of the trump can play alone4 #cd4 ,the dealer must announce his intention to play alone by passing his discard over to his partner4 ,any other player intending to play alone must use the expression 8alone0 in connection with his ordering up or making the trump2 as1 8,i order it1 alone20 or 8,i make it hearts1 alone40 #ce4 ,the partner of a player who has announced to play alone must lay his cards on the table1 face down4 ,should he expose any of his cards1 the adversaries may prevent the lone hand1 and compel him to play with his partner1 the exposed card being left on the table and liable to be called4 #cf4 ,the lone player is not liable to any penalty for exposed cards1 nor for a lead out of turn4 #cg4 ,should either adversary lead or play out of turn1 the lone player may abandon the hand1 and score the points4 #ch4 ,,miscellaneous4 ,no player is allowed to see any trick that has once been turned and quitted1 under penalty of having a suit called from him or his partner4 #ci4 ,any player may ask the others to indicate the cards played by them to the current trick4 #dj4 ,a player calling attention in any manner to the trick or to the score1 may be called upon to play his highest or lowest of the suit led2 or to trump or not to trump the trick during the play of which the remark was made4 ,,cart4 cart is usually described as a very simple game1 but unfortunately the rules governing it are very complicated1 and as no authoritative code of law exists1 disputes about trifling irregularities are very common4 ,in the following directions the author has selected what appears to be the best ,french usage4 ,the code of laws adopted by some of the ,english clubs is unfortunately very defective1 and in many respects quite out of touch with the true spirit of the ,french game4 ,the ,english are very fond of penalties2 the ,french try to establish the status quo4 ,,cards4 cart is played with a pack of thirty-two cards1 which rank1 ,k ,q ,j ,a #aj #i #h #g4 ,when two packs are used1 the adversary shuffles one while the other is dealt4 ,,markers4 ,in ,france1 the game is always marked with the ordinary round chips or counters1 never with a marker4 ,as five points is the game1 four of these counters are necessary for each player4 ,,players4 cart is played by two persons1 who sit opposite each other4 ,one is known as the dealer1 and the other as the pone1 the adversary1 the elder hand1 the non-dealer1 the leader1 or the player4 ,,the ,,gallery4 ,in clubs that make a feature of cart1 and in which there is a great deal of betting on the outside by the spectators1 it is not usual to allow more than one game between the same players1 the loser giving place to one of those who have been backing him1 and who is called a rentrant4 ,this is known as playing the cul-lev4 ,any person in the gallery is allowed to draw attention to errors in the score1 and may advise the player he is backing1 or even play out the game for him1 if he resigns4 ,the player need not take the advice given him1 which must be offered without discussion1 and by pointing only1 not naming the suit or cards4 ,if a player will not allow the gallery to back him1 taking all bets himself1 no one may overlook his hand nor advise him without his permission1 and he need not retire if he loses the game4 ,,cutting4 ,the player cutting the highest cart card deals the first hand1 and has the choice of seats and cards4 ,if a person exposes more than one card in cutting1 the lowest is taken to be his cut4 ,if he does not cut1 or will not show his cut1 he loses the first deal4 ,,stakes4 cart is played for so much a game4 ,if the gallery is betting1 all money offered must be placed on the table1 and if the bets are not taken by the players1 they may be covered by the opposing gallery4 ,,dealing4 ,it is usual for the dealer to invite his adversary to shuffle the cards1 but if two packs are used this is not necessary4 ,the dealer must shuffle the pack and present it to his adversary to be cut4 ,at least two cards must be left in each packet1 and the upper part of the pack must be placed nearer the dealer4 ,five cards are given to each player1 and the eleventh is turned up for the trump4 ,the cards are distributed two and three at a time1 or three and then two1 and in whichever manner the dealer begins he must continue during the game4 ,if he intends to change his manner of dealing in the following game1 he must so advise his adversary when presenting the cards to be cut4 ,,misdealing4 ,a player dealing out of turn1 or with the wrong cards1 may be stopped before the trump is turned4 ,but if the trump has been turned1 and neither player has discarded or played to the first trick1 the pack must be set aside1 with the cards as dealt1 and the trump turned1 to be used for the ensuing deal4 ,the other pack is then taken up and dealt by the player whose proper turn it was to deal4 ,if a discard has been made1 or a trick played to1 the deal stands good1 and the packs1 if changed1 must so remain4 ,there must be a new deal if any card but the eleventh is found faced in the pack4 ,if the dealer exposes any of his own cards1 the deal stands good4 ,if he exposes any of his adversary's cards1 the non-dealer may claim a fresh deal1 provided he has not seen any of his cards4 ,it is a misdeal if the dealer gives too many or too few cards to his adversary or to himself4 ,if the hands have not been seen1 and the pone discovers that he has received more than five cards1 he has the choice to discard the superfluous cards at hazard1 or to claim a misdeal1 which loses the deal4 ,if the pone has received less than the proper number1 he may supply the deficiency from the remainder of the pack1 without changing the trump card1 or he may claim a misdeal4 ,if the dealer has given himself too many or too few cards1 the pone may claim a misdeal1 or he may draw the superfluous cards from the dealer's hand1 face downward1 or allow him to supply the deficiency from the remainder of the pack1 without changing the trump4 ,if the cards have been seen1 the pone1 having an incorrect number1 may supply or discard to correct the error1 or he may claim a misdeal4 ,if he discards1 he must show the cards to the dealer4 ,if the dealer has an incorrect number1 the pone may draw from his hand1 face downward1 looking at the cards he has drawn1 7as the dealer has seen them17 or allow him to supply the deficiency1 or claim a misdeal4 ,when any irregularity is remedied in this manner1 the trump card remains unchanged4 ,if the dealer turns up more than one card for the trump1 his adversary has a right to select which card shall be the trump1 or he may claim a new deal by the same dealer1 provided he has not seen his hand4 ,if he has seen his hand1 he must either claim a misdeal1 or the eleventh card must be the trump1 the other exposed card being set aside4 ,if the pack is found to be imperfect1 all scores previously made with it stand good4 ,,turning ,,the ,,king4 ,if the ,king is turned up1 the dealer marks one point for it immediately4 ,if a wrong number of cards has been dealt1 and a ,king is turned1 it cannot be scored1 because it was not the eleventh card4 ,,proposing ,,and ,,refusing4 ,the cards dealt1 the pone examines his hand1 and if he thinks it strong enough to win three or more tricks1 he stands2 that is1 plays without proposing1 and says to the dealer3 8,i play40 ,if he thinks he can improve his chances by drawing cards1 allowing the dealer the same privilege of course1 he says3 8,i propose20 or simply3 8,cards40 ,in reply the dealer may either accept the proposal by asking3 8,how many80 or he may refuse1 by saying3 8,play40 ,if he gives cards1 he may also take cards himself1 after having helped his adversary4 ,if he refuses1 he must win at least three tricks or lose two points2 and if the pone plays without proposing1 he must make three tricks1 or lose two points4 ,the hands on which a player should stand1 and those on which the dealer should refuse are known as jeux de rgle1 and will be found in the suggestions for good play4 ,a proposal1 acceptance1 or refusal once made cannot be changed or taken back1 and the number of cards asked for cannot be corrected4 ,,discarding4 ,if the pone proposes1 and the dealer asks3 8,how many80 the elder hand discards any number of cards from one to five1 placing them on his right4 ,these discards1 once quitted1 must not again be looked at4 ,a player looking at his own or his adversary's discards can be called upon to play with his cards exposed face upward on the table1 but not liable to be called4 ,the number of cards discarded must be distinctly announced1 and the trump is then laid aside1 and the cards given from the top of the pack1 without further shuffling4 ,it is considered imperative that the player who has proposed should take at least one card1 even if he proposed with five trumps in his hand4 ,the pone helped1 the dealer then announces how many cards he takes1 placing his discards on his left4 ,the dealer1 if asked1 must inform his adversary how many cards he took1 provided the question is put before he plays a card4 ,after receiving his cards1 the pone may either stand or propose again1 and the dealer may either give or refuse2 but such subsequent stands or refusals do not carry with them any penalty for failure to make three tricks4 ,should these repeated discards exhaust the pack1 so that there are not enough cards left to supply the number asked for1 the players must take back a sufficient number from their discards4 ,if the dealer has accepted a proposal1 and finds there are no cards left for himself1 that is his own fault2 he should have counted the pack before accepting4 ,the trump card cannot be taken into the hand under any circumstances4 ,,misdealing ,,after ,,discarding4 ,if the dealer gives the pone more or less cards than he asks for1 he loses the point and the right to mark the ,king1 unless it was turned up4 ,if the dealer gives himself more cards than he wants1 he loses the point and the right to mark the ,king1 unless he turned it up4 ,if he gives himself less cards than he wants1 he may make the deficiency good without penalty2 but if he does not discover the error until he has played a card1 all tricks for which he has no card to play must be considered as won by his adversary4 ,if the pone asks for more cards than he wants1 the dealer can play the hand or not1 as he pleases4 ,if he plays1 he may draw the superfluous card or cards given to the pone1 and look at them if the pone has seen them4 ,if the dealer decides not to play1 he marks the point4 ,in either case the pone cannot mark the ,king1 even if he holds it4 ,if the pone asks for less cards than he wants1 he must play the hand as it is1 and can mark the ,king if he holds it2 but all tricks for which he has no card to play must be considered as won by his adversary4 ,if a player plays without discarding1 or discards for the purpose of exchanging1 without advising his adversary of the fact that he has too many or too few cards1 he loses two points1 and the right of marking the ,king1 even if turned up4 ,if either player1 after discarding and drawing1 plays with more than five cards1 he loses the point and the privilege of marking the ,king4 ,should the dealer forget himself in dealing for the discard1 and turn up another trump1 he cannot refuse his adversary another discard1 if he demands it1 and the exposed card must be put aside with the discards4 ,if any cards are found faced in the pack when dealing for the discard1 the deal stands good if they will fall to the dealer4 ,but if the exposed card will go to the pone1 he has the option of taking it1 or claiming a fresh deal by the same dealer4 ,during all the discards the trump card remains the same4 ,,marking ,,the ,,king4 ,the discards settled1 the first and most important thing before play begins is to mark the ,king4 ,if the ,king is turned up1 the dealer marks one point for it immediately4 ,if the pone holds it1 he must announce and mark it before he plays a card4 ,if he leads the ,king for the first trick1 he must still announce it by saying distinctly3 8,i mark the ,king20 and unless this announcement is made before the ,king touches the table1 it cannot be marked4 ,so important is this rule that in some ,european ,casinos it is found printed on the card tables4 ,having properly announced the ,king1 it may be actually marked with the counters at any time before the trump is turned for the following game4 ,if the dealer holds the ,king he must announce it before his adversary leads for the first trick4 ,it is in order that there may be no surprises in this respect that the elder hand is required to say distinctly3 8,i play10 before he leads a card4 ,the dealer must then reply3 8,i mark the ,king10 if he has it2 if not1 he should say3 8,play40 ,a player is not compelled to announce or mark the ,king if he does not choose to do so4 ,if a player announces and marks the ,king when he does not hold it1 his adversary can take down the point erroneously marked1 and mark one himself1 for penalty4 ,this does not prevent him from marking an additional point for the ,king if he holds it himself4 ,for instance3 ,the pone announces ,king1 and marks it1 at the same time leading a card4 ,not having notified the dealer that he was about to play1 the dealer cannot be deprived of his right to mark the ,king himself1 if he holds it4 ,the dealer marks the ,king1 marks another point for penalty1 and takes down the pone's point1 erroneously marked4 ,if the player announcing the ,king without holding it1 discovers his error before a card is played1 he simply amends the score and apologizes1 and there is no penalty4 ,if any cards have been played after an erroneous announcement of the ,king1 such cards can be taken back by the adversary of the player in error1 and the hand played over again4 ,,method ,,of ,,playing4 ,the elder hand begins by leading any card he pleases1 at the same time announcing the suit2 8hearts20 8spades20 or whatever it may be4 ,this announcement must be continued at every trick4 ,if a player announces one suit and leads another1 his adversary may demand that he take back the card played1 and lead the suit announced4 ,if he has none of the announced suit1 the adversary may call a suit4 ,if the adversary is satisfied with the card led1 but improperly announced1 he may demand that it remain as played4 ,,renouncing4 ,when a card is led the adversary must not only follow suit1 but must win the trick if he can4 ,if he can neither follow suit nor trump1 he may discard any card he pleases4 ,should a player not follow suit1 or should he decline to win the trick1 when able to do so1 it is a renounce1 and if he makes the odd trick he counts nothing2 if he makes all five tricks1 he counts one point only1 instead of two4 ,should he trump the trick when he can follow suit1 he is subject to the same penalty4 ,there is no such thing as a revoke in ,ecart4 ,when it is discovered that a player has not followed suit when able1 or has lost a trick that he could have won1 the cards are taken back1 and the hand played over again1 with the foregoing penalty for the renounce4 ,the highest card played1 if of the suit led1 wins the trick1 and trumps win all other suits4 ,leading ,out of ,turn4 ,should a player lead out of turn1 he may take back the card without penalty4 ,if the adversary has played to the erroneous lead1 the trick stands good4 ,gathering ,tricks4 ,the tricks must be turned down as taken in1 and any player looking at a trick once turned and quitted may be called upon to play with the remainder of his hand exposed1 but not liable to be called4 ,abandoned ,hands4 ,if1 after taking one or more tricks1 a player throws his cards upon the table1 he loses the point2 if he has not taken a trick1 he loses two points4 ,but if the cards are thrown down claiming the point or the game1 and the claim is good1 there is no penalty4 ,if the cards are abandoned with the admission that the adversary wins the point or the game1 and the adversary cannot win more than is admitted1 there is no penalty4 ,,scoring4 ,a game consists of five points1 which are made by tricks1 by penalties1 and by marking the ,king4 ,a player winning three tricks out of the five possible1 counts one point toward game2 winning all five tricks1 which is called the vole1 counts two points4 ,the player holding or turning up the ,king of trumps may mark one point for it1 but he is not compelled to do so4 ,if the pone plays without proposing1 and makes three or four tricks1 he counts one point2 if he makes the vole he counts two points2 but if he fails to make three tricks the dealer counts two4 ,if the dealer refuses the first proposal1 he must make three tricks to count one point2 if he makes the vole he counts two points2 but if he fails to win three tricks the player who was refused counts two points4 ,if the dealer accepts the first proposal1 and gives cards1 subsequent proposals and refusals do not affect the score2 the winner of the odd trick scoring one point1 and the winner of the vole two points4 ,in no case can a player make more than two points in one hand by tricks4 ,if the dealer refuses the first proposal1 and the pone makes the vole1 it counts two points only4 ,if the pone should play without proposing1 and the dealer should mark the ,king and win the vole1 it would count him only three points altogether4 ,the player first reaching five points wins the game4 ,if a player has four scored1 and turns the ,king1 that wins the game1 provided the ,king was the eleventh card4 ,rubbers are seldom played4 ,,cheating4 ,the methods of cheating at cart would fill a volume4 ,there are many tricks which1 while not exactly fraudulent1 are certainly questionable4 ,for instance3 ,a player asks the gallery whether or not he should stand1 and finally concludes to propose1 fully intending all the time to draw five cards4 ,another will handle his counters as if about to mark the ,king2 will then affect to hesitate1 and finally re-adjust them1 and ask for cards1 probably taking four or five1 having absolutely nothing in his hand4 ,the pone will ask the dealer how many points he has marked1 knowing perfectly well that the number is three4 ,on being so informed1 he concludes to ask for cards1 as if he were not quite strong enough to risk the game by standing2 when as a matter of fact he wants five cards1 and is afraid of the vole being made against him4 ,there are many simple little tricks practiced by the would-be sharper1 such as watching how many cards a player habitually cuts1 and then getting the four ,kings close together in such a position in the pack that one of them is almost certain to be turned4 ,telegraphic signals between persons on opposite sides of the gallery who are nevertheless in partnership1 are often translated into advice to the player1 to his great benefit4 ,besides these1 all the machinery of marked cards1 reflectors1 shifted cuts1 wedges1 strippers1 and false shuffles are at the command of the philosopher1 who can always handle a small pack of cards with greater freedom1 and to whom the fashion of dealing in twos and threes is always welcome4 ,the honest card-player has not one chance in a thousand against the professional at cart4 ,,suggestions ,,for ,,good ,,play4 ,the ,french claim that any person may become an expert at a game like ,piquet1 simply by dint of long practice2 but that the master of cart must be a born card-player1 as no game requires in such degree the exercise of individual intelligence and finesse4 ,while this may be true1 there are many points about the game which may be learned by the novice1 and which will greatly improve his play4 ,there are two things which the beginner should master before sitting down to the table for actual play3 the hands on which it is right to stand1 or play without proposing1 and those with which it is right to refuse1 or play without giving cards4 ,these are called stand hands1 or jeux de rgle1 and the player should be able to recognize them on sight4 ,in the following paragraphs the words dealer and player will be used to distinguish the adversaries at cart4 ,the principle underlying the jeux de rgle is the probable distribution of the cards in the trump suit1 and the fact that the odds are always against the dealer's holding two or more4 ,there are thirty-two cards in the cart pack1 of which eight are trumps1 and one of these is always turned up4 ,the turn-up and the player's hand give us six cards which are known1 and leave twenty-six unknown4 ,of these unknown cards the dealer holds five1 and he may get these five in #fe1ghj different ways4 ,the theory of the jeux de rgle is that there are only a certain number of those ways which will give him two or more trumps4 ,if the player holds one trump1 the odds against the dealer's holding two or more are #dd1egd to #ba1bjf2 or a little more than #b to #a4 ,if the player holds two trumps1 the odds against the dealer's holding two or more are #ej1bgd to #ae1ejf2 or more than #c to #a4 ,it is therefore evident that any hand which is certain to win three tricks if the dealer has not two trumps1 has odds of two to one in its favour1 and all such hands are called jeux de rgle4 ,the natural inference from this is that such hands should always be played without proposing1 unless they contain the ,king of trumps4 ,the exception in case of holding the ,king is made because there is no danger of the dealer's getting the ,king1 no matter how many cards he draws1 and if the player's cards are not strong enough to make it probable that he can win the vole1 it is better for him to ask for cards1 in hope of improving his chances4 ,if he is refused1 he stands an excellent chance to make two points by winning the odd trick4 ,while it is the rule for the player to stand when the odds are two to one in his favour for making the odd trick1 and to ask for cards when the odds are less1 there are exceptions4 ,the chances of improving by taking in cards must not be forgotten1 and it must be remembered that the player who proposes runs no risk of penalty4 ,he has also the advantage of scoring two for the vole if he can get cards enough to win every trick1 whereas the dealer gets no more for the vole than for the odd trick if the player does not propose4 ,some beginners have a bad habit of asking for cards if they are pretty certain of the point4 ,unless they hold the ,king this is not wise1 for the player cannot discard more than one or two cards1 but the dealer may take five1 and then stands a fair chance of getting the ,king1 which would not only count a point for him1 but would effectually stop the vole for which the player was drawing cards4 ,the most obvious example of a jeux de rgle is one trump1 a winning sequence of three cards in one suit1 and a small card in another4 ,for instance3 ,hearts trumps-- #a ,illustration3 #dd1gbd to #ba1jef4 ,if the dealer does not hold two trumps1 it is impossible to prevent the player from winning the point with these cards2 because he need only lead his winning sequence until it is trumped1 and then trump himself in again4 ,with this hand the player will win #dd1gbd times out of #fe1ghj4 ,there are about twenty hands which are generally known as jeux de rgle1 and every cart player should be familiar with them4 ,in the following examples the weakest hands are given1 and the trumps are always the smallest possible4 ,if the player has more strength in plain suits than is shown in these examples1 or higher trumps1 there is so much more reason for him to stand4 ,but if he has not the strength indicated in plain suits1 he should propose1 even if his trumps are higher1 because it must be remembered that strong trumps do not compensate for weakness in plain suits4 ,the reason for this is that from stand hands trumps should never be led unless there are three of them2 they are to be kept for ruffing1 and when you have to ruff it does not matter whether you use a seven or a ,queen4 ,the ,king of trumps is of course led2 but a player does not stand on a hand containing the ,king4 ,the first suit given is always the trump1 and the next suit is always the one that should be led1 beginning with the best card of it if there is more than one4 ,the figures on the right show the number of hands in which the player or the dealer will win out of the #fe1ghj possible distributions of the twenty-six unknown cards4 ,these calculations are taken1 by permission of ,mr4 ,charles ,mossop1 from the eighth volume of the 8,westminster ,papers10 in which all the variations and their results are given in full4 ,,player ,,wins4 ,,dealer ,,wins4 #b ,illustration3 #dg1gfh #ah1jab #c ,illustration3 #df1jci #ai1gda #d ,illustration3 #dc1gfd #bb1jaf #e ,illustration3 #de1cgd #bj1djf #f ,illustration3 #dd1afi #ba1faa #g ,illustration3 #dc1dgh #bb1cjb #h ,illustration3 #dd1bdc #ba1ecg #i ,illustration3 #dd1gff #ba1jad #aj ,illustration3 #dd1dei #ba1cba #aa ,illustration3 #dd1jcd #ba1gdf #ab ,illustration3 #dc1dcd #bb1cdf #ac ,illustration3 #dd1gff #ba1jad #ad ,illustration3 #df1ggi #ai1jja #ae ,illustration3 #de1ibi #ai1hea ,the player should always stand on a hand containing three trumps1 not including the ,king1 and should lead the trump3-- #af ,illustration3 #db1jad to #bc1gff ,an example of a hand containing only one trump has already been given1 and some hands are jeux de rgle which contain no trumps4 ,the strongest of these is the ,king of each plain suit1 and any queen4 ,lead the ,k ,q suit3-- #ag ,illustration3 #dh1jdb to #ag1gch ,the odds in favour of this hand are greater than in any other jeux de rgle4 ,another which is recommended by ,bohn is this1 the odds in favour of which have not been calculated2 the player to begin with the guarded ,king3-- #ah ,illustration3 ,another is any four court cards1 not all ,jacks2 unless one is the trump ,jack guarded4 ,from the example the ,queen should be led3-- #ai ,illustration3 ,there are two hands which are usually played with only one trump1 from both of which the best card of the long suit is led3-- #bj ,illustration3 #ba ,illustration3 ,,the ,,leader4 ,there are a great many more opportunities to make the vole than most players are aware of2 especially with jeux de rgle4 ,where the vole is improbable or impossible1 tenace is very important1 and all tenace positions should be made the most of4 ,in ,no4 #e1 for instance1 if the clubs were the ,queen and ace1 it would be better to begin with the heart ,king1 instead of leading away from the minor tenace in clubs4 ,observe the lead in ,no4 #d4 ,many tenace positions cannot be taken advantage of because the player must win the trick if he can4 ,for instance3 ,several discards have been made1 and each player suspects the other holds three trumps1 with three tricks to play4 ,the ,queen is led1 and the adversary holds ,k ,a #g4 ,if he could pass this trick1 he must lie tenace2 but as he has to win it with the ,king1 he gives tenace to his adversary1 who evidently has ,j and another4 ,when the dealer is four1 the player may stand on much weaker hands4 ,it is usually best to lead from guarded suits1 in preference to single cards4 ,lead the best of a suit if you have it4 ,if the third trick is the first you win1 and you have a trump and another card1 lead the trump2 but if you have won two tricks1 lead the plain suit4 ,,the ,,dealer4 ,when the player asks for cards1 the dealer knows that his adversary probably does not hold a jeux de rgle4 ,the dealer must not be too sure of this1 however1 for proposals are sometimes made on very strong hands in order to try for the vole1 or to make two points on the refusal4 ,the dealer should assume that he is opposed by the best play until he finds the contrary to be the case1 and it is safest to play on the assumption that a player who proposes has not a jeux de rgle4 ,for all practical purposes it may be said that the dealer can refuse to give cards with hands a trifle less strong than those on which the player would stand4 ,the general rule is for the dealer to give cards unless he is guarded in three suits2 or has a trump1 and is safe in two suits2 or has two trumps1 and is safe in one suit4 ,if the dealer has only one suit guarded1 and one trump1 he must take into account the risk of being forced1 and having to lead away from his guarded suit4 ,there are eight recognized hands on which the dealer should refuse4 ,the full details of the calculations can be found in the ninth volume of the 8,westminster ,papers40 ,as in the case of the player1 the weakest trumps have been taken for the examples1 and the weakest holdings in plain suits4 ,if the dealer has better plain suits1 or stronger trumps1 he has of course so much more in his favour if he refuses4 ,the first column of figures gives the number of times in #fe1ghj that there will be no proposal1 so that the dealer has no choice but to play4 ,the other columns give the number of times the dealer or the player will win if the player proposes and the dealer refuses4 ,the first suit given in each instance is the trump4 ,,no ,,dealer ,,player ,,proposal4 ,,wins4 ,,wins4 #bb ,illustration3 #f1jcd #cf1igd #bb1ggb #bc ,illustration3 #i1hbf #ch1dfi #ag1dhe #bd ,illustration3 #h1gcf #da1fii #ae1cde #be ,illustration3 #i1bef #dj1ebd #af1jjj #bf ,illustration3 #aj1ccf #cg1dhd #ag1ifj #bg ,illustration3 #i1ggf #cg1dci #ah1efe #bh ,illustration3 #i1ggf #cf1iji #ai1jie #bi ,illustration3 #i1ggf #cf1gcc #ai1bga ,in giving cards1 some judgment of human nature is necessary4 ,some players habitually propose on strong hands1 and it is best to give to such pretty freely4 ,,discarding4 ,the general principle of discarding is to keep trumps and ,kings1 and let everything else go4 ,if you hold the trump ,king you may discard freely in order to strengthen your hand for a possible vole4 ,if you have proposed once1 and hold the ,king1 and feel pretty sure of the point1 you may propose again on the chance of getting strength enough to make the vole4 ,when only two cards can be discarded1 it is a safe rule to stand on the hand2 either to play without proposing1 or to refuse cards2 unless you hold the ,king4 ,there are no authoritative laws for cart1 and the various ,french and ,english codes do not agree4 ,the code adopted by the ,english clubs is not in accord with the best usage1 and fails to provide for many contingencies4 ,all that is essential in the laws will be found embodied in the foregoing description of the game4 ,,text ,,books4 ,the best works on the subject of cart are usually to be found in conjunction with other games4 ,the student will find the following useful3-- ,the ,westminster ,papers1 ,vols4 ,,iv to ,,xi1 inclusive4 ,bohn's ,handbook of ,games2 any edition4 cart and ,euchre1 by ,berkeley1 #ahij4 ,cavendish on cart1 #ahhf4 ,jeux de ,cartes1 7,fr471 by ,jean ,boussac4 ,rgles de ,tous les ,jeux1 7,fr471 ,m4 ,dreyfous1 ,edit4 ,acadmie des ,jeux1 7,fr471 by ,van ,tenac4 ,acadmie des ,jeux1 7,fr471 by ,richard4 ,short ,whist1 by ,major ,a4 7cart ,laws in appendix47 ,,pool ,,cart4 ,pool cart is played by three persons1 each of whom contributes an agreed sum1 which is called a stake1 to form a pool4 ,they then cut to decide which shall play the first game1 the lowest cart card going out4 ,the players then cut for the first deal1 choice of seats and cards1 etc41 exactly as in the ordinary game4 ,the winner of the first game retains his seat2 the loser pays into the pool another stake1 equal to the first1 and retires in favour of the third player1 who is called the rentrant4 ,the rentrant takes the loser's seat and cards1 and cuts with the successful player for the first deal4 ,the loser of the second game adds another stake to the pool1 and retires in favour of the waiting player4 ,the pool is won by any player winning two games in succession4 ,if the winner of the first game won the second also1 he would take the pool1 which would then contain five stakes2 the three originally deposited1 and the two added by the losers of the two games4 ,a new pool would then be formed by each of the three depositing another stake1 and all cutting to decide which should sit out for the first game4 ,in some places only the two players actually engaged contribute to the pool1 the loser retiring without paying anything further1 and the rentrant contributing his stake when he takes the loser's place4 ,the outsider is not allowed to advise either player during the first game1 nor to call attention to the score2 but on the second game he is allowed to advise the player who has taken his seat and cards4 ,this is on the principle that he has no right to choose sides on the first game2 but that after that he has an interest in preventing his former adversary from winning the second game1 so as to preserve the pool until he can play for it again himself4 ,,napoleon1 ,,or ,,nap4 ,this is one of the simplest1 and at the same time most popular of the euchre family4 ,few games have become so widely known in such a short time1 or have had such a vogue among all classes of society4 ,so far as the mere winning and losing goes1 the result depends largely upon luck1 and skill is of small importance4 ,except in a long series of games the average player has little to fear from the most expert4 ,,cards4 ,napoleon is played with a full pack of fifty-two cards1 which rank ,a ,k ,q ,j #aj #i #h #g #f #e #d #c #b2 the ace being highest in play2 but ranking below the deuce in cutting4 ,,counters4 ,as each deal is a complete game in itself it must be settled for in counters1 to which some value is usually attached4 ,one player is selected for the banker1 and before play begins each of the others purchases from him a certain number of counters1 usually fifty4 ,when any player's supply is exhausted1 he can purchase more1 either from the banker or from another player4 ,in many places counters are not used1 and the value of the game is designated by the coins that take their place4 ,in 8penny nap10 ,english coppers are used in settling2 sixpences in 8sixpenny nap10 and so on4 ,in ,america1 nickel and quarter nap are the usual forms4 ,,players4 ,any number from two to six can play2 but four is the best game4 ,if five or six play it is usual for the dealer to give himself no cards4 ,,cutting4 ,the players draw from an outspread pack to form the table1 and for choice of seats4 ,a lower cut gives preference over all higher2 the lowest cut has the first choice of seats1 and deals the first hand4 ,ties cut again1 but the new cut decides nothing but the tie4 ,in some places the players take their seats at random1 and a card is then dealt to each face upward2 the lowest card or the first ,jack taking the deal4 ,,dealing4 ,any player has a right to shuffle the cards1 the dealer last4 ,they are then presented to the pone to be cut1 and at least four cards must be left in each packet4 ,beginning at his left1 the dealer gives each player in rotation two cards on the first round1 and three on the next2 or three on the first and two on the next4 ,no trump is turned4 ,in some places the cards are distributed one at a time until each player has five2 but the plan is not popular1 as the hands run better and the bidding is livelier when the cards are dealt in twos and threes4 ,the deal passes to the left1 each player dealing in turn4 ,,misdealing4 ,a misdeal does not lose the deal in ,napoleon1 because the deal is a disadvantage4 ,for this reason1 if any player begins to deal out of turn1 he must finish1 and the deal stands good4 ,if any card is found faced in the pack1 or is exposed by the dealer2 or if too many or too few cards are given to any player2 or if the dealer does not give the same number of cards to each player in the same round2 or if he fails to have the pack cut1 it is a misdeal1 and the misdealer must deal again with the same pack4 ,,bidding4 ,beginning on the dealer's left1 each player in turn bids for the privilege of naming the trump suit1 stating the number of tricks he proposes to win1 playing single-handed against the three other players1 and leading a trump for the first trick4 ,in bidding1 the trump suit is not named1 only the number of tricks4 ,if a player proposes to win all five tricks he bids nap1 which is the highest bid possible1 and precludes any further bidding1 except in some of the variations which will be described later on4 ,if a player will not make a bid1 he says 8,i pass10 ,a bid having been made1 any following player must either increase it or pass4 ,if all pass until it comes to the dealer1 he is bound to bid at least one trick1 and either play or pay4 ,the hands are never abandoned except in case of a misdeal4 ,in some places a misre bid is allowed1 which outranks a bid of three tricks1 and is beaten by one of four4 ,there is no trump suit in misre1 but the bidder1 if successful1 must lead for the first trick4 ,any bid once made can neither be amended nor recalled1 and there is no second bid4 ,,method ,,of ,,playing4 ,the player bidding the highest number of tricks has the first lead1 and the first card he plays must be one of the trump suit4 ,the players must follow suit if able1 but need not win the trick unless they choose to do so4 ,the highest card played of the suit led wins the trick1 and trumps win all other suits4 ,the winner of the trick leads again for the next trick1 and so on1 until all five tricks have been played4 ,after the first trick any suit may be led4 ,the bidder gathers all tricks he wins1 stacking them so that they may be readily counted by any player at the table4 ,one of the other side should gather all tricks won by the adversaries of the bidder4 ,a trick once turned and quitted cannot again be seen4 ,in some places they have a very bad habit of gathering tricks with the cards face up1 turning down one card only4 ,this always results in numerous misdeals1 on account of cards being continually found faced in the pack4 ,the hands are usually abandoned when the bidder succeeds in his undertaking1 or shows cards which are good for his bid against any play4 ,if it is impossible for him to succeed1 as when he bids four and the adversaries have won two tricks1 the hands are thrown up1 because nothing is paid for under or over-tricks4 ,players should show the remainder of their hands to the board1 as evidence that no revoke has been made4 ,,irregularities ,,in ,,hands4 ,if a player1 before he makes a bid or passes1 discovers that he holds too many or too few cards1 he must immediately claim a misdeal4 ,if he has either made a bid or passed1 the deal stands good1 and the hand must be played out4 ,if the bidder has his right number of cards and succeeds1 he must be paid4 ,if he fails1 he neither wins nor loses2 because he is playing against a foul hand4 ,if the bidder has more than his right number of cards he must pay if he loses2 but wins nothing if he succeeds4 ,if he has less than his right number of cards1 he is simply supposed to have lost the trick for which he has no card to play4 ,,playing ,,out ,,of ,,turn4 ,if any adversary of the bidder leads or plays out of turn1 he forfeits three counters to the bidder1 independently of the result of the hand1 and receives nothing if the bid is defeated4 ,if the bidder leads out of turn1 the card must be taken back1 unless all have followed the erroneous lead1 in which case the trick is good4 ,there is no penalty if he plays out of turn4 ,,revokes4 ,when a revoke is detected and claimed1 the hands are immediately abandoned1 and the individual player in fault must pay all the counters depending on the result4 ,if he is the bidder1 he pays each adversary2 if he is opposed to the bidder1 he pays for himself and for each of his partners4 ,in ,england it is the rule to take back the cards and play the hand over again1 as at cart1 the revoking player paying all the stakes according to the result4 ,this is often very unfair to the bidder1 and leads to endless disputes as to who held certain cards which have been gathered into tricks4 ,sometimes the difference between a seven and an eight in a certain player's hand will change the entire result4 ,,payments4 ,if the bidder succeeds in winning the specified number of tricks1 each adversary pays him a counter for every trick bid4 ,if he bid three tricks1 they pay him three counters each2 four counters each for four tricks bid2 and the value of three tricks for a misre4 ,if he fails to win the specified number of tricks1 he pays each adversary2 three counters if he bid three tricks1 or a misre2 four if he bid four4 ,any player bidding nap1 and succeeding in winning all five tricks1 receives ten counters from each adversary2 but if he fails1 he pays only five to each4 ,when penny nap is played1 the settlement being in coin1 it is usual to make naps win a shilling or lose sixpence1 in order to avoid handling so much copper4 ,,suggestions ,,for ,,good ,,play4 ,in calculating his chances for success in winning a certain number of tricks1 the player will often have to take into consideration the probability of certain cards being out against him4 ,this will vary according to the number of players engaged4 ,for instance3 ,if four are playing1 and the bidder holds ,k ,q of a plain suit1 the odds against the ace of that suit being out against him are about #b to #a4 ,as it would be impossible for any person to remember all the jeux de rgle for three tricks at ,napoleon1 each must learn from experience the trick-taking value of certain hands4 ,trump strength is1 of course1 the great factor1 and the bidder should count on finding at least two trumps in one hand against him4 ,nap should never be bid on a hand which is not pretty sure of winning two rounds of trumps1 with all other cards but one winners4 ,one trick may always be risked in a nap hand1 such as ,a ,q of trumps1 or a ,king1 or even a ,queen or ,jack in a plain suit2 the odds against the adversaries having a better card being slightly increased by the odds against their knowing enough to keep it for the last trick4 ,if the bid is for three tricks only1 tenaces1 or guarded minor honours in plain suits should be preserved4 ,after the first trick it will sometimes be advantageous for the player to get rid of any losing card he may have in plain suits4 ,it is seldom right to continue the trumps if the bidder held only two originally1 unless he has winning cards in two plain suits1 in which case it may be better to lead even a losing trump to prevent a possibility of adverse trumps making separately4 ,in playing against the bidder1 leave no trick to your partners that you can win yourself1 unless a small card is led1 and you have the ace4 ,in opening fresh suits do not lead guarded honours1 but prefer aces or singletons4 ,if the caller needs only one more trick1 it is usually best to lead a trump4 ,if you have three trumps1 including the major tenace1 pass the first trick if a small trump is led2 or if you remain with the tenace after the first trick1 be careful to avoid the lead4 ,discards should indicate weakness1 unless you can show command of such a suit as ,a ,k1 or ,k ,q1 by discarding the best of it4 ,this will direct your partners to let that suit go1 and keep the others4 ,it is usually better to keep a guarded ,king than a single ace4 ,the player on the right of the bidder should get into the lead if possible1 especially if he holds one or two winning cards4 ,these will either give his partners discards1 or allow them to over-trump the bidder4 ,in playing misres1 it is better to begin with a singleton1 or the lowest of a safe suit4 ,an ace or ,king two or three times guarded is very safe for a misre1 as it is very improbable that any player will be able to lead the suit more than twice2 and if the bidder's missing suit is led1 the high card can be got rid of at once4 ,in playing against a misre1 discards are important1 and the first should be from the shortest suit1 and always the highest card of it4 ,a suit in which the bidder is long should be continued1 in order to give partners discards4 ,more money is lost at ,napoleon by playing imperfect misres than in any other way4 ,variations4 ,the foregoing description applies to the regular four-handed game2 but there are several variations in common use4 ,better bids than 8nap0 are sometimes allowed1 on the understanding that the bidder will pay double or treble stakes if he fails1 but will receive only the usual amount if successful4 ,for instance3 ,one player bids ,nap1 and another holds what he considers a certainty for five tricks4 ,in order not to lose such an opportunity the latter bids ,wellington1 which binds him to pay ten counters to each player if he fails4 ,another may outbid this again by bidding ,blucher1 which binds him to pay twenty to each if he loses1 but to receive only ten if he wins4 ,in ,england1 the bidder1 if successful1 receives double or treble stakes for a ,wellington or a ,blucher1 which is simply another way of allowing any person with a nap hand to increase the stakes at pleasure1 for a player with a certain five tricks would of course bid a ,blucher at once1 trebling his gains and shutting off all competition at the same time4 ,this variation is not to be recommended1 and benefits no one but the gambler4 ,pools4 ,napoleon is sometimes played with a pool1 each player contributing a certain amount1 usually two counters1 on the first deal4 ,each dealer in turn adds two more2 revokes pay five1 and leads out of turn three4 ,the player who first succeeds in winning five tricks on a nap bid takes the pool1 and a fresh one is formed4 ,if a player bids nap and fails1 he is usually called upon to double the amount then in the pool1 besides paying his adversaries4 ,purchase ,nap2 sometimes called cart ,nap1 is a variation of the pool game4 ,after the cards are dealt1 and before any bids are made1 each player in turn1 beginning on the dealer's left1 may discard as many cards as he pleases1 the dealer giving him others in their place4 ,for each card so exchanged1 the player pays one counter to the pool4 ,only one round of exchanges is allowed1 and bids are then in order4 ,a player having once refused to buy1 or having named the number of cards he wishes to exchange1 cannot amend his decision4 ,any player winning five tricks on a nap bid takes the entire pool4 ,this is a very good game1 and increases both the bids and the play against them4 ,widows4 ,another variation is to deal five cards in the centre of the table1 face downward1 the dealer giving the cards to the widow just before helping himself in each round4 ,any player in his proper turn to bid may take the widow1 and from the total of ten cards so obtained select five on which he must bid nap1 discarding the others face downward4 ,peep ,nap4 ,in this variety of the pool game one card only is dealt to the widow1 usually on the first round4 ,each player in turn1 before bidding or passing1 has the privilege of taking a private peep at this down card1 on paying one counter to the pool4 ,the card is left on the table until the highest bidder is known1 and he then takes it into his hand1 whether he has paid to peep at it or not4 ,he must then discard to reduce his hand to five cards4 ,if a player bids nap it usually pays those following him to have a peep at the down card in case the bidder should retain it in his hand4 ,,spoil ,,five4 ,spoil ,five is one of the oldest of card games1 and is generally conceded to be the national game of ,ireland4 ,it is derived from the still older game of ,maw1 which was the favourite recreation of ,james the ,first4 ,the connecting link seems to have been a game called ,five ,fingers1 which is described in the 8,compleat ,gamester10 first published in #afgd4 ,the ,five ,fingers was the five of trumps1 and also the best1 the ace of hearts coming next4 ,in ,spoil ,five1 the ,jack of trumps comes between these two4 ,,cards4 ,spoil ,five is played with a full pack of fifty-two cards4 ,the rank of the cards varies according to the colour of the suit1 and the trump suit undergoes still further changes1 the heart ace being always the third best trump4 ,in the plain suits1 the ,k ,q ,j retain their usual order1 the ,king being the best4 ,the rank of the spot cards1 including the aces of diamonds1 clubs1 and spades1 is generally expressed by the phrase3 ,highest in red2 lowest in black4 ,that is to say1 if several cards of a suit1 not including a ,king1 ,queen or ,jack1 are played to a trick1 the highest card will win if the suit is red2 and the lowest if the suit is black4 ,this will give us the following order for the plain suits1 beginning with the highest card in each3-- ,no change4 ,highest in red4 ,k ,q ,j #aj #i #h #g #f #e #d #c #b ,k ,q ,j #aj #i #h #g #f #e #d #c #b ,a ,lowest in black4 ,k ,q ,j ,a #b #c #d #e #f #g #h #i #aj ,k ,q ,j ,a #b #c #d #e #f #g #h #i #aj ,in the trump suit the same order of cards is retained1 except that four cards are always the best trumps4 ,these are the ,five1 ,jack1 and ace of the suit itself1 and the ace of hearts1 the latter being always the third best4 ,this gives us the rank of the cards as follows1 when the suit is trump3-- ,no change4 ,highest in red4 #e ,j ,a ,k ,q #aj #i #h #g #f #e #d #c #b #e ,j ,a ,a ,k ,q #aj #i #h #g #f #e #d #c #b ,lowest in black4 #e ,j ,a ,a ,k ,q #b #c #d #e #f #g #h #i #aj #e ,j ,a ,a ,k ,q #b #c #d #e #f #g #h #i #aj ,,counters4 ,spoil ,five is played with a pool1 for which counters are necessary4 ,one player should act as banker1 and the others should purchase from him1 each beginning with #bj counters4 ,coins may take the place of counters1 shillings being the usual points4 ,,players4 ,any number from #b to #aj may play2 but #e or #f is the usual game4 ,,cutting4 ,this is unknown at ,spoil ,five4 ,the players take their seats at random1 and one of them deals a card face up to each in succession4 ,the first ,jack takes the first deal4 ,some note should be made of the player who gets the first deal1 as the rules require that when the game is brought to an end the last deal shall be made by the player on the right of the first dealer4 ,,the ,,pool4 ,before play begins each player deposits one counter in the pool1 and to this amount each successive dealer adds a counter until the pool is won1 when all contribute equally to form a new one4 ,in some places it is the practice for each successive dealer to put up for all the players1 whether the pool is won or not4 ,this simply makes larger pools4 ,,dealing4 ,any player has the right to shuffle the pack1 the dealer last4 ,the cards are then presented to the pone to be cut1 and as many cards as there are players must be left in each packet4 ,beginning on his left1 the dealer gives five cards to each player2 two on the first round and three on the next1 or three and then two4 ,after all are helped1 the next card is turned up on the remainder of the pack1 and the suit to which it belongs is the trump for that deal4 ,,misdealing4 ,if there is any irregularity in the deal which is not the dealer's fault1 such as any card except the trump found faced in the pack1 or the pack found imperfect1 the same person deals again4 ,but if the dealer neglects to have the pack cut1 or deals too many or too few cards to any player1 or exposes a card in dealing1 or does not give the same number of cards to each player on the same round1 or counts the cards on the table or those remaining in the pack1 it is a misdeal1 and the deal passes to the next player on the misdealer's left4 ,in some places the misdealer is allowed to deal again if he forfeits two counters to the pool4 ,,robbing ,,the ,,trump ,,card4 ,if the trump card is an ace1 the dealer may discard any card he pleases in exchange for it4 ,he may take up the ace when he plays to the first trick1 or may leave it on the pack until got rid of in the course of play4 ,when an ace is turned1 the eldest hand1 before leading1 should call upon the dealer to discard if he has not already done so4 ,if the dealer does not want the trump1 he answers3 8,i play these40 ,if the trump card is not an ace1 any player at the table holding the ace of trumps is bound to announce the fact when it comes to his turn to play to the first trick4 ,the usual plan is for him to pass a card to the dealer face downward1 and in return the dealer will give him the turn-up trump4 ,if the holder of the ace does not want the turn-up1 he must tell the dealer to turn the trump down1 which shows that he could rob1 but does not wish to4 ,if the holder of the ace of trumps plays without announcing it1 he not only loses his right to rob1 but his ace of trumps becomes of less value than any other trump for that deal1 and even if it is the ace of hearts he loses the privileges attached to that card4 ,,method ,,of ,,playing4 ,the eldest hand begins by leading any card he pleases4 ,it is not necessary to follow suit except in trumps2 but if a player does not follow suit when he is able to do so1 he must trump the trick1 or it is a revoke4 ,if he cannot follow suit1 he may trump or discard at his pleasure4 ,the highest card played of the suit led wins the trick1 and trumps win all other suits4 ,the winner of the first trick leads any card he pleases for the next1 and so on1 until all five tricks have been played4 ,each player gathers his own tricks1 as there are no partnerships4 ,,reneging4 ,the three highest trumps have special privileges in the matter of not following suit4 ,any player holding the ,five or ,jack of the trump suit2 or the ace of hearts1 but having no smaller trump with them1 may refuse to follow suit if any inferior trump is led2 but if he has also a smaller trump1 he must play one or the other4 ,if a superior trump is led1 the player must follow suit in any case4 ,for instance3 ,if the ,five of trumps is led1 no one can refuse to follow suit1 no matter what trumps he holds2 but if the ,jack is led1 and any player holds the ,five alone1 he need not play it to the inferior trump lead4 ,if the heart ace is led1 and one player holds the ,jack alone1 and another the ,five alone1 neither of these cards need be played1 because the trump led is inferior to both of them4 ,if a superior trump is played in following suit1 such as the ,five played on an ,eight led1 the holder of the lone ,jack of trumps or ace of hearts1 need not play it1 because the lead was inferior4 ,this privilege of reneging is confined to the three highest trumps4 ,,objects ,,of ,,the ,,game4 ,in ,spoil ,five there are three things to play for4 ,if any one person can win three tricks he takes the pool4 ,if he can win all five tricks he not only gets the pool1 but receives an extra counter from each of the other players4 ,if he has no chance to win three tricks1 he must bend all his energies to scattering the tricks among the other players1 so that no one of them shall be able to get the three tricks necessary to win the pool4 ,when this is done1 the game is said to be spoiled1 and as that is the object of the majority in every deal it gives the game its name4 ,in the older forms of the game the winner of three tricks counted five points1 and if he could be prevented from getting three tricks his five points were spoiled4 ,,jink ,,game4 ,when a player has won three tricks1 he should immediately abandon his hand and claim the pool1 for if he continues playing he must jink it1 and get all five tricks or lose what he has already won1 the game being spoiled just as if no one had won three tricks4 ,it is sometimes a matter for nice judgment whether or not to go on1 and1 for the sake of an extra counter from each player1 to risk a pool already won4 ,the best trump is often held up for three rounds to coax a player to go on in this manner4 ,,irregularities ,,in ,,the ,,hands4 ,if1 during the play of a hand1 it is discovered that any one holds too many or too few cards1 that hand is foul1 and must be abandoned1 the holder forfeiting all right to the pool for that deal4 ,those who have their right number of cards finish the play without the foul hand1 but any tricks already won by the holder of the foul hand remain his property4 ,,irregularities ,,in ,,play4 ,if any player robs when he does not hold the ace2 leads or plays out of turn2 reneges to the lead of a higher trump2 renounces in the trump suit2 revokes in a plain suit2 or exposes a card after any player has won two tricks1 he loses all his right and interest in the current pool1 which he cannot win1 either on that or any subsequent deal1 but to which he must continue to contribute when it comes to his turn to deal4 ,after the pool has been won1 and a fresh one formed1 the penalty is removed4 ,,suggestions ,,for ,,good ,,play4 ,observation1 quickness1 and good judgment of character are the essentials for success at ,spoil ,five1 the last being probably the most important4 ,the peculiar order of the cards2 the privilege of renouncing when holding a card of the suit led2 and the right of passing inferior trump leads1 are very confusing to the beginner2 but with practice the routine and strategy of the game soon become familiar4 ,the player should first make up his mind whether he is going to try to win the pool or to spoil it4 ,particular attention should be paid to the player who robs1 because he must have at least the ace and the turn-up in trumps1 and is more likely to need spoiling than any other player4 ,when a player wins a trick1 some judgment will be necessary to decide whether he is trying for the pool himself1 or simply spoiling it for some one else4 ,when he wins two tricks1 every other player at the table must combine against him4 ,with only one small or medium trump1 it is better to use it at the first opportunity4 ,unless the player has some hopes of winning the pool himself1 he should trump all doubtful cards2 that is1 cards that may win the trick if not trumped4 ,with two good trumps1 it is better to wait for developments2 even if you cannot win the last three tricks yourself1 you may effectually spoil any other player4 ,do anything you can to prevent the possibility of a third trick being won by a player who has already won two4 ,,forty-,,five1 ,,or ,,five ,,and ,,ten4 ,these names are given to ,spoil ,five when it is played by two persons only1 or by four or six divided into two equal partnerships4 ,there is no pool1 as one side or the other must win three tricks every deal4 ,the side winning the odd trick counts five points towards game1 or ten points if it wins all five tricks4 ,forty-five points is game4 ,in another variation1 each trick counts five points1 and the winners' score is deducted from the losers'1 so that if one side wins four tricks it counts fifteen towards game4 ,when this manner of counting is adopted1 the players count out2 that is1 if each side is #ce up1 the first to win two tricks counts out4 ,minor variations are sometimes introduced2 such as robbing with the ,king1 if the ace is not in play2 counting five for the dealer's side if the ace or ,king is turned up1 etc4 ,there are no ,text ,books on ,spoil ,five2 but descriptions and laws of the game are to be found in the 8,westminster ,papers10 ,vol ,,ii41 and in 8,round ,games10 by ,berkeley4 ,,rams1 ,,or ,,rammes ,this game seems to be the connecting link between the more strongly marked members of the ,euchre family and ,division ,loo4 ,,cards4 ,rams is played with the euchre pack1 thirty-two cards1 which rank as at cart1 ,k ,q ,j ,a #aj #i #h #g4 ,it has lately become the fashion1 however1 to adopt the rank of the cards in the piquet pack1 ,a ,k ,q ,j #aj #i #h #g4 ,,players4 ,any number from three to six may play2 but when six play the dealer takes no cards4 ,the general arrangements for the players1 first deal1 counters1 etc41 are exactly the same as at ,spoil ,five4 ,,the ,,pool4 ,each successive dealer puts up five counters1 to form or to augment the pool4 ,,dealing4 ,the cards having been properly shuffled and cut1 five are given to each player2 two the first round and three the next1 or three the first round and two the next4 ,an extra hand1 known as the widow1 is dealt face downward in the centre of the table4 ,the dealer gives cards to the widow just before dealing to himself in each round4 ,when all are helped1 the next card is turned up for the trump4 ,irregularities in the deal are governed by the same rules as in ,spoil ,five4 ,,declaring ,,to ,,play4 ,each player in turn1 beginning with the eldest hand1 may either play or pass4 ,if he passes1 he lays his cards face downward in front of him1 and takes no further part in that deal unless a general rams is announced4 ,if he plays1 he engages himself to take at least one trick1 or forfeit five counters to the pool4 ,he may play with the hand originally dealt him1 or he may risk getting a better by taking the widow in exchange4 ,if he exchanges1 his original hand is dead1 and must not be seen by any player4 ,if any player takes the widow1 those following him must play the hand dealt them or pass out4 ,in some clubs the eldest hand is obliged to play1 either with his own hand or with the widow4 ,if all pass except the pone1 he must play against the dealer1 either with the cards dealt him1 or with the widow4 ,if he declines to play1 he must pay the dealer five counters1 and the pool remains4 ,the dealer must play if he is opposed by only one player2 but if two others have announced to play1 the dealer may play or pass as he pleases4 ,if he plays1 he may discard and take up the trump card4 ,no other player may rob the trump4 ,,method ,,of ,,playing4 ,the eldest hand of those who have declared to play begins by leading any card he pleases4 ,each player in turn must head the trick2 that is1 play a higher card if he can4 ,if he has two higher1 he may play either4 ,if he has none of the suit led1 he must trump if he can1 even if the trick is already trumped by another player4 ,for instance3 ,hearts are trumps1 and ,a leads a club4 ,b follows suit1 but neither ,c nor ,d has a club4 ,suppose ,c trumps with the ,king1 and that the only trump ,d has is the ,queen1 he must play it on the trick1 losing it to ,c's ,king4 ,when a player can neither follow suit nor trump1 he may discard any card he pleases4 ,the winner of the trick leads for the next trick1 and so on until all five tricks have been played4 ,,penalties4 ,there is only one penalty in ,rams2 to win nothing on the deal1 and to forfeit five counters to the next pool4 ,this is inflicted for playing with more or less than five cards2 for exposing any card2 for leading or playing out of turn2 for renouncing2 and for refusing to head or trump a trick when able to do so4 ,,dividing ,,the ,,pool4 ,pools may be simple or double4 ,the usual custom is to compel every one to play when the pool is a simple1 containing nothing but the five counters put up by the dealer4 ,when there are more than five counters in the pool they must be some multiple of five1 and the pool is called a double4 ,in double pools the players may play or pass as they please4 ,no matter how many counters are already in the pool1 the dealer must add five4 ,each player gathers in the tricks he wins1 and at the end of the hand he is entitled to take one-fifth of the contents of the pool for every trick he has won4 ,if he has played his hand1 and failed to get a trick1 he is ramsed1 and forfeits five counters to form the next pool1 in addition to those which will be put up by the next dealer4 ,if two or more players fail to win a trick1 they must each pay five counters1 and if the player whose turn it will be to deal next is ramsed1 he will have to put up ten2 five for his deal1 and five for the rams4 ,,general ,,rams4 ,if any player thinks he can win all five tricks1 with the advantage of the first lead1 he may announce a general rams1 when it comes to his turn to pass or play4 ,this announcement may be made either before or after taking the widow4 ,when a general rams is announced1 all at the table must play1 and those who have passed and laid down their hands1 must take them up again4 ,if the widow has not been taken1 any player who has not already refused it may take it4 ,the player who announced general rams has the first lead4 ,if he succeeds in getting all five tricks1 he not only gets the pool but receives five counters in addition from each player4 ,if he fails1 he must double the amount then in the pool1 and pay five counters to each of his adversaries4 ,any player taking a trick that spoils a general rams gets nothing from the pool1 and it is usual to abandon the hands the moment the announcing player loses a trick4 ,,rounce4 ,this is an ,american corruption of ,rams4 ,it is played with the full pack of fifty-two cards1 which rank as at ,whist1 and any number of players from three to nine4 ,six cards are dealt to the widow1 one of which must be discarded by the player taking it4 ,all pools are alike1 there being no difference between simples and doubles1 and there is no such announcement as general rounce4 ,there is no obligation to head the trick1 nor to trump or under-trump2 but the winner of the first trick must lead a trump if he has one4 ,,bierspiel4 ,this is a popular form of ,rams among ,german students4 ,three crosses are chalked on the table in front of each player1 representing five points each4 ,when a trick is won1 a beer-soaked finger wipes out the centre of a cross1 and reduces its value to four4 ,successive cancellings of the remaining arms of the cross as tricks are taken gradually reduce it to nothing1 and the player who is last to wipe out his third cross pays for the beer4 ,no player is allowed to look at his cards until the trump is turned1 and the dealer gives the word of command3 8,auf40 ,the seven of diamonds is always the second-best card of the trump suit1 ranking next below the ace4 ,if it is turned up1 the dealer turns up the next card for a trump1 and when it comes to his turn1 he can take both cards into his hand1 discarding others in their place4 ,if the dealer passes1 the eldest hand may take up the trump4 ,if only two declare to play1 a trump must be led for the first trick2 if three play1 trumps must be led twice2 if four play1 three times4 ,if the leader has no trump1 he must lead his smallest card1 face downward1 which calls for a trump from such of the other players as have one4 ,all penalties are made by adding fresh crosses to the delinquent's score4 ,,loo1 ,,or ,,division ,,loo4 ,this was at one time the most popular of all round games at cards2 but its cousin ,napoleon seems to have usurped its place in ,england1 while ,poker has eclipsed it in ,america4 ,there are several varieties of the game1 but the most common form is ,three-card ,limited ,loo1 which will be first described4 ,,cards4 ,loo is played with a full pack of fifty-two cards1 which rank1 ,a ,k ,q ,j #aj #i #h #g #f #e #d #c #b2 the ace being the highest4 ,,counters4 ,loo being a pool game1 counters are necessary4 ,they should be of two colours1 white and red1 one red banker1 to sell and redeem all counters4 ,each player should begin with #ah red and #f white1 which is equal to #bj reds4 ,,players4 ,any number of persons from three to seventeen may play1 but eight is the usual limit1 and five or six makes the best game4 ,the players take their seats at random4 ,,cutting4 ,a card is dealt round to each player1 face up1 and the first ,jack takes the first deal4 ,,the ,,pool4 ,each successive dealer places three red counters in the pool4 ,the pool is added to from time to time by penalties for infractions of the rules1 and by forfeitures from players who have failed in their undertakings4 ,such payments are always made in red counters1 the number being always three or six4 ,when the pool is divided1 it sometimes happens that a player is not allowed to withdraw his share4 ,in such cases the red counters representing it should be changed for their value in white ones1 so that the forfeited share may be divided in three parts4 ,the difference between ,limited ,loo1 and ,unlimited ,loo1 is in the amounts paid into the pool4 ,in ,limited ,loo the penalty is always three or six red counters4 ,in ,unlimited ,loo1 it is the same for irregularities1 and for infraction of the rules2 but any player failing in his undertaking must put up for the next pool an amount equal to that in the current pool4 ,when two or more fail on successive deals the pool increases with surprising rapidity4 ,a player at twenty-five cent ,loo has been known to lose #cbj in three consecutive deals4 ,,dealing4 ,the pack having been properly shuffled and cut1 the dealer gives three cards to each player1 one at a time in rotation1 beginning on his left4 ,the first deal1 and every deal in which the pool contains only the three red counters put up by the dealer1 is known as a simple1 and no trump card is turned up until one or two tricks have been played to4 ,if there are more than three red counters in the pool1 it is known as a double1 and an extra hand must be dealt for the widow1 and after all have been helped1 the next card in the pack is turned up for a trump4 ,the dealer gives cards to the widow just before helping himself in each round4 ,irregularities in the ,deal4 ,if the pack is found to be imperfect1 or any card except the trump is found faced in the pack1 the same dealer must deal again without penalty4 ,if the dealer neglects to have the pack cut2 reshuffles it after it has been properly cut2 deals a card incorrectly and fails to correct the error before dealing another2 exposes a card in dealing2 gives any player too many or too few cards2 or deals a wrong number of hands1 it is a misdeal1 and he loses his deal1 and forfeits three red counters to the current pool4 ,the new dealer adds his three counters as usual1 and the pool becomes a double4 ,,method ,,of ,,playing4 ,a description of the method of playing will be better understood if it is divided into two parts1 as it varies in simple and in double pools4 ,in ,simple ,pools1 no trump is turned1 and no widow dealt4 ,should the dealer inadvertently turn a trump1 he forfeits three red counters to the current pool1 but it remains a simple4 ,if he deals a card for a widow1 and fails to correct himself before dealing another card1 it is a misdeal4 ,the eldest hand leads any card he pleases1 and the others must not only follow suit1 but must head the trick if they can4 ,this does not necessarily mean that they shall play the best card they hold of the suit led1 but that they shall play a better one than any already played4 ,the cards are left in front of the players4 ,if all follow suit the winner of the trick leads any card he pleases for the next trick4 ,if all follow suit to that again1 the winner leads for the next1 and if all follow suit again1 that ends it1 and the winners of the several tricks divide the pool4 ,all those who have not won a trick are looed1 and must contribute three red counters each for the next pool1 which1 added to the three to be deposited by the next dealer1 will make the ensuing pool a double4 ,but if in any trick any player is unable to follow suit1 as soon as the trick is complete the dealer turns up the top card on the remainder of the pack1 and the suit to which it belongs is the trump4 ,if any trump has been played1 the highest trump wins the trick4 ,in any case1 the winner of the trick must lead a trump for the next trick if he has one4 ,when all three tricks have been played1 the winner of each is entitled to one-third of the contents of the pool4 ,those who have not won a trick are looed1 and must contribute three red counters each for the next pool4 ,this is called a ,bold ,stand4 ,in ,double ,pools1 an extra hand is dealt for the widow1 and a trump is turned4 ,no player is allowed to look at his cards until it comes to his turn to declare4 ,the dealer1 beginning on his left1 asks each in turn to announce his intentions4 ,the player may stand with the cards dealt him2 or may take the widow in exchange2 or may pass4 ,if he passes or takes the widow1 he gives his original hand to the dealer1 who places it on the bottom of the pack4 ,if he takes the widow or stands1 he must win at least one trick1 or he is looed1 and will forfeit three red counters to the next pool4 ,if all pass but the player who has taken the widow1 he wins the pool without playing1 and the next deal must be a simple4 ,if only one player stands1 and he has not taken the widow1 the dealer1 if he will not play for himself1 must take the widow and play to defend the pool4 ,if he fails to take a trick1 he is not looed2 but the payment for any tricks he wins must be left in the pool1 and the red counters for them should be changed for white ones1 so that the amount may be easily divided at the end of the next pool4 ,flushes4 ,if any player in a double pool holds three trumps1 whether dealt him or found in the widow1 he must announce it as soon as all have declared whether or not they will play4 ,the usual custom is to wait until the dealer declares1 and then to ask him3 8,how many play80 ,the dealer replies3 8,two in20 8,three in20 or3 8,widow and one20 as the case may be4 ,the player with the flush then shows it1 and claims the pool without playing1 each of those who are 8in0 being looed three red counters4 ,if two players hold a flush in trumps1 the elder hand wins1 whether his trumps are better or not2 but the younger hand1 holding another flush1 is not looed4 ,leading4 ,in all double pools1 the eldest hand of those playing must lead a trump if he has one4 ,if he has the ace of trumps he must lead that2 or if he has the ,king and the ace is turned up4 ,the old rule was that a player must lead the higher of two trumps1 but this is obsolete4 ,the winner of a trick must lead a trump if he has one4 ,each player in turn must head the trick if he can2 if he has none of the suit led he must trump or over-trump if he can2 but he need not under-trump a trick already trumped4 ,irregularities and ,penalties4 ,there is only one penalty in ,loo1 to win nothing from the current pool1 and to pay either three or six reds to the next pool4 ,if the offender has won any tricks1 the payment for them must be left in the pool in white counters1 to be divided among the winners of the next pool4 ,the offences are divided1 some being paid for to the current pool1 such as those for errors in the deal1 while others are not paid until the current pool has been divided4 ,if any player looks at his hand before his turn to declare1 or the dealer does so before asking the others whether or not they will play1 or if any player announces his intention out of his proper turn2 the offender in each case forfeits three red counters to the current pool1 and cannot win anything that deal1 but he may play his hand in order to keep counters in the pool4 ,if he plays and is looed1 he must pay4 ,revokes4 ,if a player1 when able to do so1 fails to follow suit1 or to head the trick1 or to lead trumps1 or to lead the ace of trumps1 7or ,king when ace is turned17 or to trump a suit of which he is void1 the hands are abandoned on discovery of the error1 and the pool is divided as equally as possible among those who declared to play1 with the exception of the offender4 ,any odd white counters must be left for the next pool4 ,the player in fault is then held guilty of a revoke1 and must pay a forfeit of six red counters to the next pool4 ,the reason for the division of the pool is that there is no satisfactory way to determine how the play would have resulted had the revoke not occurred4 ,it is impossible to take back the cards and replay them1 because no one would have a right to judge how much a person's play was altered by his knowledge of the cards in the other hands4 ,if a player1 having already won a trick1 renders himself liable to any penalty1 as for exposing a card1 leading or following suit out of turn1 or abandoning his hand1 he is looed for three red counters1 payable to the next pool1 and the payment for the tricks he has won must be left in the pool in white counters4 ,,irish ,,loo4 ,in this variation1 no widow is dealt1 and there is no distinction between simple and double pools4 ,a trump is always turned up1 and the dealer asks each in turn1 beginning on his left1 whether or not he will play1 taking up the cards of those who decline to stand4 ,he then announces his own decision1 and proceeds to ask those who have declared to play whether or not they wish to exchange any of the cards originally dealt them4 ,the usual question is simply3 8,how many80 and the player names the number of cards he wishes to exchange1 if any2 at the same time discarding others in their places4 ,the number first asked for cannot be amended or recalled4 ,the trump is laid aside1 and the cards called for are dealt from the remainder of the pack1 without further shuffling4 ,in all other respects1 the game is ,three-card ,loo4 ,,five-,,card ,,loo4 ,this is ,irish ,loo with some additional variations4 ,each red counter should be worth five white ones1 and the players will require about fifty red counters each at starting4 ,the dealer puts up five red counters4 ,any player holding a flush of five cards in any suit may immediately claim the pool1 and every person at the table1 whether playing or not1 is supposed to be looed1 and pays five red counters to the next pool4 ,if two players hold flushes1 the elder hand wins1 even if the younger hand holds a flush in trumps4 ,another variation is to make the club ,jack1 which is known as ,pam1 always the best trump4 ,combined with four cards of any suit1 this card will make a flush4 ,if any player leads the trump ace1 the holder of ,pam must pass the trick if he can do so without revoking4 ,the old usage was for the holder of the trump ace to notify any player holding ,pam to pass1 if he wished him to do so2 but that is quite superfluous1 as no player wants to lose his ace of trumps1 and it goes without saying that he wants ,pam to pass it4 99 99 99 99 99 ,interesting articles on ,loo will be found in 8,bell's ,life10 the 8,field10 the 8,sportsman10 and the 8,westminster ,papers20 ,vol4 ,,ii4 of the latter especially4 ,,all ,,fours ,,family4 ,all ,fours is to be found amongst the oldest games of cards1 and is the parent of a large family of variations1 all of which are of ,american birth4 ,the youngest member of the family1 ,cinch1 seems to have a bright future before it1 and bids fair to become one of our most popular games4 ,the chief defect in ,cinch has been the method of scoring1 which left too much to luck4 ,in the following pages the author has attempted to remedy this4 ,the name1 8,all ,fours10 seems to have been varied at times to 8,all ,four10 and was derived from four of the five points which counted towards game2 the fifth point1 for 8gift0 having been apparently quite overlooked4 ,the game was originally ten points up1 and the cards were dealt one at a time4 ,according to the descriptions in some of the older ,hoyles1 the honours and ,tens of the plain suits did not count towards game2 but this is evidently an error1 for we find in the same editions the advice to trump or win the adversary's best cards in plain suits4 ,this would obviously be a mere waste of trumps if these plain-suit cards did not count for anything4 ,all ,fours seems to have been popular with all classes of society at one time or another4 ,cotton's 8,compleat ,gamester0 gives it among the principal games in his day1 #afgd4 ,daines ,barrington1 writing a hundred years later1 speaks of ,all ,fours in connection with ,whist4 8,whist10 he says1 8seems never to have been played on principles until about fifty years ago2 before that time #agce it was confined chiefly to the servants' hall1 with ,all ,fours and ,put40 ,another writer tells us that ,ombre was the favourite game of the ladies1 and ,piquet of the gentlemen par excellence2 clergymen and country squires preferring ,whist1 8while the lower orders shuffled away at ,all ,fours1 ,put1 ,cribbage1 and ,lanterloo40 ,in #aged a pamphlet was published containing3 8,serious ,reflections on the dangerous tendency of the common practice of ,card-playing2 especially the game of ,all ,four40 ,for many years ,all ,fours was looked upon as the ,american gambler's game par excellence1 and it is still the great standby of our coloured brother2 who would sooner swallow a ,jack than have it caught4 ,,all ,,fours1 ,,seven-,,up1 ,,or ,,old ,,sledge4 ,,cards4 ,seven-up is played with the full pack of fifty-two cards1 which rank ,a ,k ,q ,j #aj #i #h #g #f #e #d #c #b2 the ace being the highest1 both in cutting and in play4 ,,counters4 ,each player or side should be provided with seven counters4 ,as the points accrue1 these counters are got rid of by placing them in a pool in the centre of the table4 ,by this method a glance will show how many each side or player has 8to go10 that is1 how many will put him out4 ,,players4 ,two1 three or four persons may play4 ,when three play1 the game resembles ,cut-throat ,euchre1 each for himself4 ,when four play1 two are partners against the other two1 and the partners sit opposite each other4 ,the player on the dealer's left1 or his adversary if only two play1 is always spoken of as the eldest or elder hand4 ,the one on the dealer's right is the pone4 ,,cutting4 ,if there are four players1 they cut for partners1 deal1 and choice of seats4 ,the two lowest are partners against the two highest2 the highest cut has the choice of seats1 and deals the first hand4 ,when two or three play1 they cut for seats and deal4 ,in cutting1 the ace is high4 ,ties cut again2 but the new cut decides nothing but the tie4 ,,stakes4 ,if there is any stake1 it is for so much a game4 ,rubbers are never played4 ,,dealing4 ,each player has the right to shuffle the pack1 the dealer last1 and the cards are then presented to the pone to be cut4 ,at least four cards must be left in each packet4 ,beginning on his left1 the dealer gives six cards to each player1 three on the first round1 and three more on the second round1 turning up the next card for the trump1 and leaving it on the remainder of the pack4 ,if this card is a ,jack1 the dealer counts one point for it immediately2 but if any player is found to have an incorrect number of cards1 and announces it before he plays to the first trick1 the ,jack cannot be counted1 as it could not have been the proper trump4 ,in ,pitch1 or ,blind ,all ,fours1 no trump is turned4 ,the first card led or 8pitched0 by the eldest hand is the trump suit for that deal4 ,,misdealing4 ,if any card is found faced in the pack1 or the pack is proved to be imperfect1 the same dealer deals again4 ,if he deals without having the cards cut1 or gives too many or too few cards to any player1 it is a misdeal1 and the deal passes to the next player on the misdealer's left4 ,if the dealer exposes a card1 the adversaries may elect to have the deal stand1 or to have a new deal by the same dealer4 ,in ,pitch1 a misdeal does not lose the deal1 because the deal is no advantage4 ,,begging4 ,the deal completed1 and the trump turned1 the eldest hand looks at his cards1 the other players leaving theirs untouched4 ,if the eldest hand is not satisfied1 he says3 ,i beg2 and the dealer1 after examining his own hand1 has the option of giving him a point or running the cards4 ,if he decides to give the point1 he says3 ,take it1 and the eldest hand immediately scores one for the gift4 ,if the dealer will not give1 he lays the trump card aside1 and deals three more cards to each player1 including himself2 turning up another trump4 ,should this be a ,jack of another suit1 the dealer scores a point for it at once4 ,should it be of the same suit as that first turned up1 the ,jack cannot be scored1 as the dealer has declined to have that suit for the trump4 ,when the same suit is turned up a second time1 the card is laid aside2 three more cards are given to each player1 another trump is turned1 and so on until a different suit comes up for the trump4 ,if the pack is exhausted before another suit turns up1 the cards must be bunched1 and the same dealer deals again4 ,the dealer's partner and the pone are not permitted to look at their cards until the eldest hand and the dealer have decided whether to stand or run the cards4 ,among strict players1 if a person looks at his hand before the proper time1 the adversaries score a point4 ,the object of this rule is to prevent the possibility of any expression of satisfaction or disapproval of the turn-up trump4 ,no second beg is allowed1 but when only two play1 if either player is dissatisfied with the new trump he may propose to bunch the cards4 ,if the proposition is agreed to1 the cards are reshuffled and dealt again by the same dealer4 ,if three play1 the dealer must give a point to both adversaries if he refuses to run the cards1 although only one begs4 ,the dealer cannot give a player enough to put him out4 ,,discarding4 ,when the cards have been run1 the usual practice is to discard all superfluous cards1 each player reducing his hand to six1 with which he plays4 ,in some clubs it is the rule to keep all the cards if only nine are in each hand1 but to discard down to six if two or more rounds were dealt after turning the first trump4 ,,objects ,,of ,,the ,,game4 ,the object in ,seven-up is to secure certain points which count towards game4 ,as its name implies1 the game is won when a player has put up seven of his counters1 each of which represents a point4 ,there are six different ways of making these points1 and it is possible for one player to make five of them in one deal2 but he cannot by any possibility make seven4 ,the following count one point each3 #ast4 ,turning up the ,jack of trumps4 #bnd4 ,being given a point by the dealer4 #crd4 ,holding the ,highest trump4 #dth4 ,holding the ,lowest trump4 #eth4 ,winning a trick with the ,jack of trumps in it4 #fth4 ,making the majority of the pips that count for what is called ,game4 ,turning the ,jack is entirely a matter of chance1 and should not occur more than once in thirteen deals4 ,if a ,jack is turned every few deals1 you may be sure that unfair methods are being used4 ,nothing is more common among advantage players than turning up ,jacks every few deals4 ,begging is resorted to by a player who holds no trumps1 or such indifferent ones that it is very unlikely they will be either ,high or ,low4 ,if he has anything better1 such as very high or low cards in other suits1 such a hand is called1 8a good hand to run to10 and the player begs1 hoping the new trump will better fit his hand4 ,if he has nothing better in other suits than in the turn-up1 it will still be slightly in his favour to beg1 unless he has trumps enough to give him some hopes of making the point for ,game4 ,it is a fatal error to beg on good cards1 and gamblers have a saying that he who begs a point to-day1 will beg a stake to-morrow4 ,high and ,low count to the player to whom those cards are dealt1 and there is no chance to alter the fortunes of the deal except by begging and running the cards4 ,these two points may both be made by the same card1 if it is the only trump in play2 because ,high is counted for the best trump out during the deal1 and ,low for the lowest1 no matter what the cards are4 ,catching the ,jack1 or saving it1 is one of the principal objects of the game1 and as a rule a player holding the ,jack should lose no opportunity to save such a valuable counting card4 ,on the other hand1 a player holding higher trumps will often have to use good judgment as to whether to lead them to catch the ,jack1 if it happens to be out2 or to keep quiet until the last few tricks1 when if the ,jack is not out1 such trumps may be useful to win cards that count for ,game4 ,the ,game is generally known as the gambler's point1 because it is the only point that must be played for in every hand1 and its management requires more skill than all the others put together4 ,the cards that count for ,game are the four honours and the ,ten of each suit4 ,every ace counts #d2 every ,king #c2 every ,queen #b2 every ,jack #a2 and every ,ten #aj4 ,after the last card has been played1 each player turns over the tricks he has won1 and counts up the pip value of the court cards and ,tens that he has won4 ,whoever has the highest number counts the point for ,game4 ,for instance3 ,two are playing4 ,the elder hand has taken in an ace1 two ,kings and a ,jack1 which are collectively worth #aa4 ,the dealer has taken in a ,queen and a ,ten1 which are worth #ab2 so the dealer marks the point for ,game4 ,if both players have the same number1 or if there is no ,game out1 which rarely happens1 the non-dealer scores ,game4 ,if three play1 and ,game is a tie between the two non-dealers1 neither scores4 ,the non-dealer is given the benefit of counting a tie for ,game as an offset to the dealer's advantage in turning ,jacks4 ,when no trump is turned1 as in ,pitch1 no one can count ,game if it is a tie4 ,,method ,,of ,,playing4 ,the eldest hand begins by leading any card he pleases4 ,if a trump is led1 each player must follow suit if able4 ,when a plain suit is led he need not follow suit if he prefers to trump2 but if he does not trump1 he must follow suit if he can4 ,if he has none of the suit led he may either trump or discard4 ,this rule is commonly expressed by saying that a player may follow suit or trump4 ,the highest card played of the suit led wins the trick1 and trumps win all other suits4 ,the winner of the trick takes it in1 and leads for the next one1 and so on until all the cards have been played4 ,the tricks themselves have no value except for the court cards and ,tens they contain4 ,as ,high1 ,jack1 and ,game are always counted by the player holding those points at the end of the play1 there can be no question about them3 but serious disputes sometimes arise as to who played ,low4 ,the best method of avoiding this is for each player1 as the game proceeds1 to announce and claim the lowest trump which has so far appeared1 and instead of giving it to the current trick1 to leave it turned face up in front of him if it is of no counting value4 ,for instance3 ,four are playing1 and a round of trumps comes out1 the six being the lowest4 ,the player holding it announces3 8,six for ,low10 and keeps the card face up in front of him until some smaller trump appears4 ,it often happens that a player holds a #g or #h1 and having no idea that it will be ,low1 takes no notice of it4 ,at the end of the hand it is found that both the #g and #h are out1 the #g being ,low1 and the holders of those two cards get into an argument as to which card each of them held4 ,,scoring4 ,the last card played1 the various points for ,high1 ,low1 ,jack1 7if in play71 and the ,game are claimed1 and the player or side holding them puts a counter in the pool for each4 ,the side first getting rid of its seven counters wins the game4 ,if both sides make points enough to win the game on the same deal1 ,high goes out first1 then ,low1 then ,jack1 and then ,game4 ,as already noticed1 one card may be both ,high and ,low2 the ,jack may be ,high1 ,low1 ,jack2 and it is even possible1 if there is no other trump or counting card in play1 for the ,jack to be ,high1 ,low1 ,jack1 and the ,game4 ,in the variety known as ,all ,fives1 the score is kept on a cribbage board1 and part of it is pegged as the hand progresses4 ,a player winning a trick containing any of the following cards in the trump suit pegs them immediately3--,for the trump ace1 #d points2 for the ,king #c2 for the ,queen #b2 for the ,jack #a2 for the ,ten #aj1 and for the ,five #e4 ,after the hand is over1 all these cards are counted over again in reckoning the point for ,game1 the ,five of trumps counting #e4 ,sixty-one points is game4 ,,irregularities ,,in ,,play4 ,the most serious error in ,seven-up is the revoke4 ,if a player does not follow suit when able1 it is a revoke unless he trumps the trick4 ,a player holding two small trumps and the ,ten of a plain suit1 may trump both the ace and ,king of that suit instead of giving up his ,ten4 ,but if on the third round the ,queen is led1 and he cannot trump it1 he must play his ,ten if he has no other card of the suit4 ,the only points affected by the revoke are ,jack and ,game4 ,if the ,jack is not in play1 there is only one point that can be affected by the revoke1 the score for ,game2 and the revoke penalty is one point1 which the adversary may add to his own score1 or deduct from the score of the revoking player4 ,the adversary may also score the point for ,game if he makes it2 but it cannot be scored by the revoking player2 who may mark only ,high or ,low if he holds either or both of those points4 ,if the ,jack is in play1 two points may be affected by a revoke4 ,the player in fault cannot score either ,jack or ,game1 and the penalty for the revoke is two points2 in addition to which the adversary of the revoking player may score either or both ,jack and ,game if he makes them4 ,the revoking player cannot win the game that hand1 no matter what he scores1 but must stop at six4 ,a revoke is established as soon as the trick in which it occurs has been turned and quitted1 or a card has been led or played to the next trick4 ,exposed ,cards4 ,when four play1 all exposed cards must be left on the table1 and are liable to be called by the adversaries if they cannot be previously got rid of in the course of play4 ,all cards led or played out of turn are exposed1 and liable to be called4 ,if two or more cards are played to a trick1 the adversaries may select which shall remain2 the other is exposed4 ,,methods ,,of ,,cheating4 ,few games lend themselves more readily to the operations of the greek than ,seven-up4 ,turning ,jacks from the bottom of the pack2 setting up the half-stock for the beg2 dealing oneself more than six cards1 and dropping on the tricks already won those counting for ,game2 getting the ,a ,j #aj and #b of a suit together during the play of a hand1 and then shifting the cut to get them on the next deal1 turning up the ,jack2 marked cards2 strippers2 wedges2 reflectors2 these and many other tricks are in common use4 ,those who are not expert enough to deal seconds or shift cuts will sometimes resort to such trifling advantages as abstracting one of the ,tens from the pack1 so that they may know a suit from which a small card can always be led without any danger of the adversary's making the ,ten4 ,one very common swindle in ,seven-up is known as the high hand1 which consists in giving the intended victim the ,a ,k ,j #aj #i #b of trumps1 and then inducing him to bet that he will make four points4 ,no matter how skilful the player may be1 he will find it impossible to save both ,jack and ,game4 ,,california ,,jack4 ,this is a variety of ,seven-up for two players1 in which the number of cards in the hand is constantly restored to six by drawing from the remainder of the pack4 ,the trump suit is cut for before the cards are shuffled and dealt4 ,the usual method is to cut for seats and deal1 and the highest cut determines the trump suit at the same time4 ,after each player has been given six cards1 three at a time1 the remainder of the pack is turned face up on the table1 and the winner of each trick takes the top card1 his adversary taking the next one4 ,when the stock is exhausted1 the last six cards are played as in the ordinary game of ,seven-up4 ,seven points is game1 the points being the same as in ,seven-up2 but everything1 including ,low1 counts to the player winning it4 ,shasta ,sam is ,california ,jack with the remainder of the pack turned face down1 and is a much better game on that account4 ,,auction ,,pitch1 ,,sell ,,out1 ,,or ,,commercial ,,pitch4 ,this very popular round game derives its name from the fact that the first card led or 8pitched0 is the trump suit1 and that the privilege of pitching it belongs to the eldest hand1 who may sell it out to the highest bidder4 ,the number of cards and their rank is the same as at ,seven-up2 ,a ,k ,q ,j #aj #i #h #g #f #e #d #c #b1 the ace being the highest in cutting and in play4 ,players4 ,any number from four to seven may play1 each for himself2 five is considered the best game4 ,the players cut for choice of seats1 the highest cut taking the first choice and the deal4 ,counters4 ,each player should be provided with seven white counters to mark the game4 ,if stakes are played for1 red counters are used to make up the pool1 one player acting as the banker to sell and redeem all red counters4 ,dealing4 ,six cards are dealt to each player1 three at a time1 but no trump is turned4 ,all the rules for irregularities in the deal are the same as in ,seven-up1 but a misdeal does not lose the deal under any circumstances4 ,objects of the ,game4 ,as in ,seven-up1 the object of each player is to get rid of his seven counters1 one of which he is entitled to put in the pool for each of the following points3 ,for holding the highest trump in play2 for holding 7having dealt to him7 the lowest trump in play2 for winning a trick with the ,jack of trumps in it2 for making the greatest number of the pips that count for the game point4 ,the details of these points have already been explained in connection with ,seven-up4 ,if the count for ,game is a tie1 no one scores it4 ,bidding4 ,the eldest hand sells4 ,if he pitches without waiting for a bid he must make four points1 or he will be set back that number4 ,each player in turn1 beginning on the left of the eldest hand1 bids for the privilege of pitching the trump1 naming the number of points he thinks he can make4 ,if he will not bid1 he must say distinctly3 8,i pass40 ,after a bid has been made1 any following player must bid higher or pass4 ,there are no second bids4 ,the highest number any player can bid is four1 which will require him to make ,high1 ,low1 ,jack1 and the ,game against the combined efforts of all the other players4 ,the eldest hand must either accept the number bid1 or pitch the trump himself1 and make as many points as the highest bidder offered him4 ,if the eldest hand accepts1 he pushes into the pool as many counters as he is bid1 and the successful bidder pitches the trump4 ,if no bid is made1 the eldest hand must pitch the trump himself4 ,a bidder is not allowed to give the seller enough points to put him out1 and should he do so by mistake1 he forfeits his right to bid at all for that deal4 ,if the seller has only two to go1 and a player is able to bid three or four1 he loses nothing by bidding one only1 for no one can overbid him1 and he is entitled to count all he makes4 ,the only risk he runs is that the seller can afford to refuse one1 and will go out on his own pitch4 ,to remedy this it is the custom in some clubs to allow a player to bid the full value of his hand4 ,if the seller accepts1 he scores to within one of game2 but if he refuses1 he must make as many as bid1 even if he does not actually want them4 ,it is one of the fine points of the game for the seller to refuse when the number of points offered would put the bidder out if he was successful4 ,there is no penalty for bidding out of turn4 ,if a player chooses to expose to a preceding player what he is prepared to bid1 that is usually to his own disadvantage4 ,bidding to the ,board4 ,modern players usually adopt the practice of bidding to the board1 eldest hand having the first bid4 ,in this form of the game the points bid count to no one1 and anyone can bid up to four1 no matter what the scores are4 ,no one can claim the privilege of pitching the trump for as many as bid1 as each in turn must bid higher or pass4 ,playing4 ,the successful bidder has the first lead1 and whatever card he plays1 whether by mistake or not1 is the trump suit for that deal4 ,after that1 the winner of the trick may lead any suit he pleases4 ,a player must follow suit in trumps if he is able to do so2 but in a plain suit he may trump if he chooses1 although holding a card of the suit led4 ,if he does not trump1 he must follow suit if he can4 ,if he has none of the suit led1 he may trump or discard as he pleases4 ,the highest card played of the suit led wins the trick1 and trumps win all other suits4 ,scoring4 ,at the end of the hand the various players claim the points made1 and score them by placing white counters in the pool4 ,if the bidder makes any points in excess of the number bid1 he scores them4 ,the first player to get rid of his seven white counters wins the pool1 and takes down all the red counters it contains4 ,the white counters are then redistributed1 and the players cut for the first deal of the new game4 ,if two players can count out on the same deal1 and one of them is the bidder1 he wins the pool if he has made good his bid4 ,if neither of the ties is the bidder1 the points count out in their regular order1 ,high first1 then ,low1 then ,jack1 and finally ,game4 ,for instance3 ,seven are playing4 ,a sells to ,b1 who bids two4 ,b and ,c have each two to go4 ,b pitches a trump of which ,c has both ,high and ,low2 but if ,b makes ,jack and ,game he wins the pool1 because he bid only two points1 and made them4 ,this is generally expressed by the rule3 bidder goes out first4 ,setting ,back4 ,if the player who pitches the trump fails to make the number of points bid1 he is set back1 and scores nothing for any points he may have made4 ,a player who is set back1 either for overbidding his hand1 or for refusing to sell and failing to make the number of points offered him1 must withdraw from the pool as many white counters as were bid1 and add them to his own4 ,for instance3 ,it is ,a's sell4 ,a and ,b each have two to go4 ,b bids three1 which ,a refuses1 pitching the trump himself4 ,a makes only two points1 ,b scoring one1 and a third player ,d1 another4 ,b and ,d score one each1 but ,a scores nothing for the two points he made1 and must take three white counters from the pool1 which will make him five to go4 ,had the bid which ,a refused been two only1 he would have won the game1 as he made two points4 ,in many clubs it is the custom for a player who is set back to add a red counter to the pool4 ,irregularities in ,play4 ,if any adversary of the player who pitches the trump leads or plays out of turn1 he may be called upon by the bidder to play his highest or lowest of the suit led2 or to trump or not to trump the trick4 ,if any player but the pitcher has followed the erroneous lead1 the cards must be taken back2 but if the pitcher has followed1 the error cannot be rectified4 ,in case of a revoke1 the hand is played out as if the revoke had not occurred1 and each player except the person in error counts whatever points he makes4 ,if the pitcher of the trump fails to make the number of points bid1 he cannot be set back1 but must be allowed to score any points he makes4 ,the revoking player is then set back the number of points bid1 and forfeits a red counter to the pool4 ,if no bid was made1 he is set back two points4 ,,smudge4 ,in this variation of auction pitch1 any player who is not in the hole wins the game at once if he can bid four and make it4 ,,pedro4 ,pedro1 ,pedro ,sancho1 ,dom ,pedro1 and ,snoozer1 are all varieties of ,auction ,pitch1 in which certain counting cards are added1 and secondary bids are allowed4 ,everything counts to the player winning it1 instead of to the one to whom it is dealt4 ,the game point is scored by the player who wins the trick containing the ,ten of trumps4 ,if that card is not in play there is no ,game4 ,in ,pedro ,sancho1 the ,five and ,nine of trumps count their pip value in scoring1 so that #ah points can be bid and made on one deal2 one each for ,high1 ,low1 ,jack1 and ,game1 and fourteen more for the ,nine and ,five of trumps4 ,these two trumps have no special rank4 ,the ,ten will win the ,nine1 and the ,six will take the ,five4 ,in some places all the cards in the pack are dealt out1 which makes a much better game in any form of ,pedro4 ,the eldest hand sells1 as at ,auction ,pitch4 ,if a player's first bid is raised he may raise again in his proper turn4 ,fifty points is game1 and the players are usually provided with two varieties of counters for scoring2 one worth five points1 and the other worth one4 ,the rank of the points in scoring is2 ,high1 ,low1 ,jack1 ,ten 7,game71 ,five1 and ,nine4 ,the revoke penalty is to be set back the number of points bid1 or ten points if there is no bid1 and the player in fault cannot score anything that hand4 ,in all other respects the rules are the same as in ,auction ,pitch4 ,in ,dom ,pedro1 or ,snoozer1 the ,joker is added to the pack1 and the ,three1 ,five1 and ,nine of trumps count their pip value in scoring4 ,the ,joker1 or ,snoozer1 counts fifteen1 so that thirty-six points can be bid and made on one deal4 ,the ,joker is the lowest trump1 so that the deuce of trumps will win it1 but it will win any trick in plain suits4 ,fifty or a hundred points is the game4 ,in counting out1 the order of precedence is3 ,high1 ,low1 ,jack1 ,ten 7,game71 ,three1 ,five1 ,nine1 ,snoozer4 ,,cinch1 ,,double ,,pedro1 ,,or ,,high ,,five4 ,this is now regarded as the most important variety of ,all ,fours1 and bids fair to supplant the parent game altogether4 ,properly speaking1 ,cinch is one of the pedro variations of ,auction ,pitch1 the difference being that no one sells1 and that there is added the always popular ,american feature of a draw to improve the hand4 ,the derivation and meaning of the name1 ,cinch1 seems to be very much misunderstood4 ,many persons assume it is simply a name for the ,left ,pedro1 but such is not the case4 ,cinch is a ,mexican word for a strong saddle-girth1 and when used as a verb it refers to the manner of adjusting the girth on a bucking broncho so that no amount of kicking will get him free4 ,the word is used in this sense to describe one of the principal tactics of the card game1 which is to 8cinch0 certain tricks1 so that the adversary cannot possibly get either of the ,pedroes free4 ,,cards4 ,cinch is played with a full pack of fifty-two cards which rank ,a ,k ,q ,j #aj #i #h #g #f #e #d #c #b4 ,when the suit is trumps the #e retains its natural position1 and is known as the ,right ,pedro2 but the #e of the same colour as the trump suit1 which is known as the ,left ,pedro1 ranks between the #e and #d of the trump suit4 ,the ace is highest in cutting and in play4 ,whist-players1 who have taken up ,cinch as a side issue1 are in the habit of making the ace lowest in cutting2 but such a practice is out of harmony with all other members of the ,seven-up family of games4 ,,counters4 ,the score is usually kept on a sheet of paper2 but it is more convenient to provide each side with #h red and #aa white counters1 representing #ea points2 the whites being worth #a1 and the reds #e each4 ,a good pull-up cribbage board is still better4 ,illustration3 ,,pull-,,up ,,game ,,counter4 ,,players4 ,any number from two to six can play2 but the regular game is for four persons1 two of whom are partners against the other two4 ,the player on the dealer's left is the eldest hand2 on the dealer's right is the pone4 ,,cutting4 ,the players draw from an outspread pack for partners1 seats1 and deal4 ,the two lowest play against the two highest2 the highest cut has the choice of seats and cards1 and deals the first hand4 ,partners sit opposite each other4 ,,dealing4 ,each player has the right to shuffle the pack1 the dealer last4 ,the cards are then presented to the pone to be cut1 and at least four cards must be left in each packet4 ,beginning on his left1 the dealer gives nine cards to each player1 three at a time in three separate rounds4 ,no trump is turned1 and the remainder of the pack is left on the table face downward4 ,,misdealing4 ,if any card is found faced in the pack1 the cards must be reshuffled and dealt again4 ,if the dealer exposes a card in dealing1 or turns up a trump by mistake1 the adversaries may elect to have a new deal by the same dealer1 or to let the deal stand4 ,if the dealer gives too many or too few cards to any player1 or fails to give the same number of cards in each round1 it is a misdeal1 and the deal passes to the next player on the left4 ,any player dealing out of turn1 or with the wrong cards1 may be stopped before the last three cards are dealt2 but after that the deal stands good4 ,if a misdeal is not discovered until after a bid has been made1 the deal stands good if three players have their right number of cards4 ,the deal passes in regular rotation to the left4 ,,objects ,,of ,,the ,,game4 ,the game is fifty-one points1 and the side first pegging that number1 or getting rid of its fifty-one counters is the winner4 ,fourteen points are made on every deal1 as follows3-- #a ,for ,high1 the ace of trumps4 #a ,for ,low1 the deuce of trumps4 #a ,for the ,jack of trumps4 #a ,for the ,ten of trumps1 or ,game4 #e ,for the ,five of trumps1 or ,right ,pedro4 #e ,for the ,five of the same colour1 or ,left ,pedro4 -- #ad points altogether2 all in the trump suit4 ,all these points1 including ,low1 count to the player winning them1 and not to the players to whom they are dealt4 ,this saves endless disputes4 ,,bidding4 ,beginning with the eldest hand1 each player in turn1 after examining his nine cards1 can make one bid for the privilege of naming the trump suit4 ,the peculiarity of this bidding is that nobody sells1 the bids being made to the board1 as it is called4 ,the bidder announces the number of points he thinks he can make 7with his partner's assistance7 but does not name the trump suit4 ,if a player will not bid1 he says3 8,i pass40 ,after a bid has been made in its proper turn1 any following player must bid higher or pass4 ,no one is allowed to bid more than fourteen4 ,there are no second bids1 and a bid once made cannot be amended or withdrawn4 ,the player who has made the highest bid is called upon to name the trump suit4 ,irregular ,bids4 ,if any player bids before the eldest hand has bid or passed1 both the player in error and his partner lose their right to make any bid that deal2 but the side not in error must bid against each other for the privilege of naming the trump suit4 ,if the eldest hand has decided1 and the pone bids without waiting for the dealer's partner1 the pone loses his bid1 and the dealer may bid before his partner1 without penalty4 ,if the dealer bids before his partner has decided1 both he and his partner lose their right to bid that deal2 but the pone is still at liberty to overbid the eldest hand for the privilege of naming the trump4 ,if the dealer's partner has bid1 and the dealer bids without waiting for the pone1 the dealer loses his right to bid for that deal4 ,if a player whose partner has not yet bid names the trump suit1 his partner loses the right to bid4 ,if no bid is made1 the dealer may name any suit he pleases1 without bidding4 ,if any player exposes a card before the trump suit is named1 the adversaries may elect to have a new deal by the same dealer4 ,,discarding ,,and ,,drawing4 ,the trump suit named1 each player discards and leaves face upward on the table as many cards as he pleases4 ,he must discard three1 to reduce his hand to six cards4 ,if he discards more than three he must draw from the remainder of the pack to restore the number of his cards to six2 so that after the discard and draw each player at the table will have exactly six cards1 although nine were originally dealt him4 ,the dealer1 beginning on his left1 gives to each player in turn as many cards from the top of the pack as may be necessary to restore the number in his hand to six4 ,when it comes to the dealer's turn1 instead of taking cards from the top of the pack1 he may search the remainder of the pack1 and take from it any cards that he pleases4 ,this is called robbing the deck4 ,should he find in his own hand and the remainder of the pack more than six trumps1 he must discard those he does not want1 showing them face up on the table with the other discards4 ,should any player discard a trump1 his partner has the right to call his attention to it1 and if the player has not been helped to cards1 or has not lifted the cards drawn1 the trump erroneously discarded may be taken back2 otherwise it must remain among the discards until the hand has been played1 when1 if it is of any counting value1 it must be added to the score of the side making the trump4 ,although there is no law to that effect1 it is considered imperative for each player except the dealer to discard everything but trumps4 ,this is partly because no other cards are of the slightest use1 and partly because one of the points of the game is that the number of trumps held by each player before the draw should be indicated by his discard4 ,,method ,,of ,,playing4 ,the player who has named the trump suit begins by leading any card he pleases4 ,if a trump is led1 every one must follow suit if able to do so1 and it must be remembered that the ,left ,pedro is one of the trump suit4 ,when a plain suit is led1 any player may trump if he chooses1 although holding one of the suit led2 but if he does not trump1 he must follow suit if he can4 ,if he has none of the suit led he may trump or discard at pleasure4 ,the highest card played of the suit led wins the trick1 and trumps win all other suits4 ,the ,five of trumps1 or any higher1 will win the ,left ,pedro2 but the ,left ,pedro will win the ,four of trumps1 or any lower4 ,the winner of the trick gathers it in1 turning it face down1 and leads for the next trick1 and so on1 until all six tricks have been played4 ,the tricks themselves have no value1 and need not be kept separate4 ,the last trick turned and quitted may be seen1 but no other4 ,irregularities in ,playing4 ,if1 during the play of a hand1 any person is found to have too many cards1 his hand is foul1 and neither he nor his partner can score any points for that deal1 but they may play the hand out to prevent the adversaries from scoring everything4 ,if he has too few cards there is no penalty4 ,if a player leads out of turn1 and the three others follow him1 the trick stands good4 ,if all have not followed the false lead1 their cards must be taken back1 but only the leader's card is liable to be called4 ,if it was the turn of the partner of the player in error to lead1 the adversary on his right may call upon him to lead or not to lead a trump2 but he cannot specify the plain suit4 ,if it was the turn of either adversary of the player in error to lead1 the card led in error is simply exposed4 ,if the third hand plays before the second1 the fourth may play before the second also4 ,if the fourth hand plays before his partner1 third hand not having played1 the trick may be claimed by the adversaries1 regardless of who wins it2 but the player who actually wins it leads for the next trick4 ,if a player has a card of the suit led1 and neither follows suit nor plays a trump1 it is a revoke2 and1 if detected and claimed by the adversaries1 neither the player in error nor his partner can score any points that hand2 but the hand may be played out to prevent the adversaries from scoring everything4 ,if an adversary of the bidder revokes1 the bidder's side scores all points it makes1 regardless of the number bid4 ,for instance3 ,a has bid nine2 and ,y revokes4 ,a-,b make eight only1 which they score1 ,y-,z scoring nothing4 ,when a player renounces1 his partner should ask him if he is void of the suit4 ,if any player abandons his hand1 the cards in it may be exposed and called by the adversaries4 ,the practice of throwing down the hand as soon as one renounces to trumps1 cannot be too strongly condemned4 ,all exposed cards1 such as cards dropped on the table2 two or more played at once2 cards led out of turn2 or cards named by the player holding them1 must be left face up on the table1 and are liable to be called by the adversaries1 unless they can be previously got rid of in the course of play4 ,if the exposed card is a trump1 the adversaries may prevent its being played1 but the holder of it is not liable for a revoke in such cases4 ,,scoring4 ,when the last card has been played1 each side turns over all the tricks won1 and counts the points they contain2 ,high1 ,low1 ,jack1 ,game1 ,right and ,left ,pedro4 ,everything1 including ,low1 counts to the side winning it4 ,the number of points won or lost is determined by deducting the lower score from the higher1 the difference being the number of points won on that deal4 ,if it is a tie1 neither side scores4 ,if either side has incurred a penalty which prevents them from scoring any points they may have won1 the adversaries have nothing to deduct1 and score all they make4 ,if the side that named the trump fails to make as many points as it bid1 it scores nothing1 and the number of points bid are scored by the adversaries1 in addition to any points that the adversaries may have made in play4 ,for instance3 ,a-,b are partners against ,y-,z4 ,b has bid to make #h1 and named hearts for trumps4 ,a-,b make #aj1 which is #b more than they bid1 ,y-,z getting the other #d2 which leaves ,a-,b #f4 ,these are scored by placing one red and one white counter in the pool4 ,but suppose ,a-,b got only #e points1 ,y-,z getting #i4 ,a-,b would score nothing1 as they did not make good their bid2 while ,y-,z would score the #i points actually won1 and the #h points bid in addition1 or #ag altogether4 ,the old way of scoring was to set back the side that failed to make the number bid2 but that system of counting entirely destroyed the interest in the game when one side got much behind2 because it could not recover in time to prevent the other side from sweating out1 as it is called4 ,suppose ,a-,b have been set back #ah points on two failures1 ,y-,z having made #af points on those two deals1 and #bc on their own bids4 ,the score will stand3 ,a-,b #fd to go2 ,y-,z1 #ab to go4 ,even if we suppose that ,a-,b make #aa on each of the next four deals1 they will still have #bj to go1 while ,y-,z will be out4 ,again3 ,a-,b want #ae1 ,y-,z want #b4 ,even if ,a-,b can bid #ab and make it1 ,y-,z will sweat out4 ,with the system of scoring here recommended1 this sweating out is impossible1 and it is not uncommon for a side that wants one to go1 to be beaten by an adversary that wants forty-nine4 ,the side first pegging out on a cribbage-board1 or getting rid of its fifty-one counters1 wins the game4 ,when the game is counted on a pull-up cribbage marker1 it is usual to start with ten up1 and peg out to the game-hole1 or #fa4 ,,variations4 ,there are quite a number of minor differences in the manner of playing ,cinch4 ,sometimes1 instead of discarding and drawing1 after the successful bidder has been ascertained1 but before he names the trump1 four more cards are given to each player1 including the dealer4 ,having seen thirteen cards1 the bidder names the trump suit1 and the hands are then reduced to six cards each4 ,this method gives no clue to the number of trumps originally held1 and deprives the dealer of one of the greatest advantages of his position1 robbing the deck4 ,another method is to discard and draw after the trump is named1 but to make the dealer take his cards from the top of the pack to complete his hand1 without seeing what he is to get4 ,this often leaves counting cards in the remainder of the pack1 which must remain face down1 and be kept separate from the discards4 ,such points count for neither side2 but any points found among the discards may be counted by the side making the trump1 as in the ordinary game4 ,owing to the uncertainty as to the number of points actually in play1 the result is controlled more largely by luck than skill4 ,in some places the first lead from the successful bidder must be a trump4 ,this makes the game too much like ,auction ,pitch1 and spoils some of the finer points in leading4 ,low is sometimes counted for the person to whom it is dealt4 ,such a rule causes endless confusion and disputes4 ,the old method of scoring has already been mentioned4 ,another variation is that if the bidder's side do not make at least #h points they cannot score anything1 no matter what they bid4 ,if both sides score #g1 neither having bid more than #g1 neither scores4 ,if one side bids #f1 and makes #h1 it scores #h2 but the adversaries score the #f they make4 ,if the side bidding #f had made #f only1 it would score nothing1 while their adversaries would mark the #h they made4 ,the only good result of the #f bid in this case is to prevent the adversaries from scoring for a failure2 for if #g had been bid1 and only #f made1 the adversaries would have scored the #g bid in addition to the #h they made1 or #ae in all4 ,this system1 while better than the old way1 because it never sets players back1 still allows one side to sweat out2 because if the bidder does not make #ad1 the adversaries must count something every deal4 ,five or six players1 each for himself1 may play what is called ,auction ,cinch1 or ,razzle-dazzle4 ,only six cards are dealt to each player1 three on the first round and three on the second4 ,then the privilege of naming the trump suit is bid for as usual4 ,after the trump is named1 superfluous cards are thrown out1 and others drawn in their place1 restoring the hands to six cards each4 ,the successful bidder then calls upon the holder of any given card to be his partner4 ,the person holding the card named cannot refuse1 and says3 8,i play with you40 ,the partnership thus formed plays against the combined forces of the other players1 but without changing seats4 ,the maker of the trump leads first1 any card he pleases4 ,for instance3 ,a ,b ,c ,d ,e are playing4 ,c bids #h and names clubs4 ,after the draw he finds he holds ,a ,j #aj #e #b of trumps4 ,he calls for the club ,king as his partner1 and leads his ,pedro at once for the ,king to take it in4 ,he is then certain to catch the other ,pedro1 or to save three of the four points for ,high1 ,low1 ,jack1 and the ,game4 ,those who have played ,seven-handed ,euchre will at once recognize the similarity of the two games4 ,both are excellent round games for the family circle4 ,progressive ,cinch is played by dealing one round at each table2 that is1 four deals1 each player having the deal once only4 ,the ordinary game of ,cinch is played1 and the pair having the fewest points to go at the end of the four deals progress to the next higher table4 ,ties cut to decide1 high going up4 ,on arriving at the next table1 the partners divide1 and another game of four deals is played1 the winning pair again progressing4 ,the general arrangements for the original positions of the players1 and the prizes to be given1 are the same as in ,progressive ,euchre1 and have been fully described in connection with that game4 ,blind ,cinch4 ,instead of giving each player thirteen cards at once1 the hands are dealt in two parts4 ,first of all1 nine cards are dealt to each player1 three at a time4 ,then four cards are dealt in front of each player1 but not to be touched until the bidding is finished4 ,the highest bidder takes up his four extra cards and then names the trump1 after which he discards down to six cards for play4 ,the others then take up their four cards and discard down to six1 and the game proceeds like regular cinch4 ,sixty-three4 ,in this variation1 nine cards are dealt to each player1 three at a time4 ,after the bidding1 the players discard and fill up again to six cards4 ,players are allowed several bids1 each raising in turn if he is raised4 ,the highest bid possible is sixty-three1 and these may be made as follows3 ,high1 low1 ,jack1 and ten of trumps count #a each2 pedros1 #e each2 ,king of trumps1 #be2 trey of trumps1 #ae2 nine of trumps1 #i4 ,game is #aej points4 ,widow ,cinch4 ,six players cut for partners1 two on a side4 ,each player has two adversaries between himself and his partner4 ,the dealer gives each player eight cards1 four at a time1 and four are dealt to the table after the first round to the players4 ,these four cards are the widow4 ,the successful bidder can take the widow before he names the trump1 and then all the players discard down to six cards4 ,,suggestions ,,for ,,good ,,play4 ,there is a great diversity of opinion on bidding4 ,some persons always bid six on an ace1 if they hold neither of the ,pedroes4 ,this is based on the sound principle that the odds are five to four in favour of your partner having one of the ,pedroes1 which he will immediately give up if you lead the ace4 ,the odds are five to two that your partner will hold one or more of any three named counting cards which you do not hold4 ,if you have no ,pedro1 count on him for one1 and if you have ,king and ,queen1 you can risk his having a guard to it1 and bid as if you were sure of getting his ,pedro home4 ,if you have none of the points for ,high1 ,low1 ,jack1 or ,game1 or only one of them1 count on him for one at least1 and bid accordingly4 ,it is very difficult to give exact rules for bidding1 the state of the score having much to do with it2 but as a general rule it is much better to bid on catching cards than on the points themselves4 ,for instance3 ,a ,k ,q of trumps should certainly be good for eight points2 some players habitually bid twelve on them1 reckoning to catch both ,pedroes and one of the minor points4 ,this is risky unless there are one or two small trumps with the ,a ,k ,q4 ,on the other hand1 two ,pedroes1 with ,jack and ,low1 are not worth bidding more than five on2 because it is very unlikely that you will save more than one of the ,pedroes1 if that4 ,the very fact that you bid five diminishes your chances1 for you betray the fact that your only hope is to save a well-guarded ,pedro4 ,long experience with players who bid their hands correctly will give a player a very good idea of what the bidder has in his hand4 ,to the partner this is a great point1 for it enables him to judge when to give up points himself1 and when to play for his partner to throw them to him4 ,the number of cards asked for by each player should be very carefully noted2 for it will frequently happen that the entire trump suit can be located by this means4 ,it is useless to keep anything but trumps1 for tricks1 as such1 have no value1 and every card you draw increases your chances of getting another trump4 ,the most important point in the game is to cinch every trick in which an adversary plays after you2 that is1 to play some trump higher than a ,pedro1 if the ,pedroes have not been played1 and you do not hold them yourself4 ,examples of cinching will be found in the ,illustrative ,hands4 ,if your partner leads a certain winning trump1 such as the ace1 or the ,king if the ace is gone1 give him the best counting card you have2 but if you have two1 one of them being ,low1 give up the lower card first2 you may catch something with the ,jack or ,ten4 ,if your partner leads any trump higher than the ,five1 play your smallest trump unless second hand covers1 in which case you must cinch the trick1 to prevent the fourth hand from giving up a ,pedro on his partner's trick4 ,if you are forced to win your partner's first lead of trumps1 return the best trump you have1 unless it is the ,jack or ,ten1 in which case you must be guided by the number of points you are playing for1 and your chances of making them if you lose the card you lead4 ,if your partner begins by leading a plain suit1 you must cinch the trick if you can2 if second hand follows suit1 any trump better than the ,five will do4 ,if second hand puts on a trump1 you must cinch higher4 ,if the player on your right renounces to trumps1 get into the lead if possible1 and play your best cards in plain suits4 ,this may give your partner a tenace position over the player on your left4 ,if partner begins with a high card in trumps1 not the ace1 credit him with the sequence below it1 and put in your ,pedro at the first opportunity4 ,for instance3 ,partner leads ,king1 won by the ace second hand4 ,whatever this player leads1 put in your ,pedro1 if you have one1 your partner must have ,queen of trumps4 ,playing to the score is very important4 ,do not attempt to get more than the number bid until that is assured4 ,on the other hand1 if it is certain that the adversary cannot make good his bid1 do not let him get as close to it as possible1 but play boldly to win all you can1 for every point he makes is simply lost4 ,here are a few example hands1 which will give a very good idea of some of the fine points in the game4 ,no4 #a4 ,no4 #b4 ,a bids #h on hearts4 ,t ,a bids #h on hearts4 ,the draw3 ,a #b2 ,y #b2 ,r ,the draw3 ,a #b2 ,y #c2 ,b #d2 ,z #e4 ,i ,b #d2 ,z #d4 --------------------------- ,c --------------------------- ,a ,y ,b ,z ,k ,a ,y ,b ,z ---------------------------------------- ------------ ,q #c #h #e #a #c #g #aj #h #b #f ,q #d #b ,q #b #d #i #aj ,j ,j #i #c #f ,j ,a #d ,k #e #b #d #d #b #g ,k #f ,a #g #f #i #e ,k ,a #c #f #c #e #aj ,k #f #e #e #b #aj ---------------------------------------- ------------ ,no4 #a4 ,y's draw shows that he holds at least four trumps1 so ,a must trust his partner to cinch the first trick and return the trump4 ,see our suggestions for good play4 ,at trick #c1 ,z cinches1 to make ,a play a high trump4 ,it is evident to ,a that neither ,b nor ,z holds either ,jack or ,seven of trumps2 so both those cards must be with ,y4 ,as ,b has no more trumps the adversaries must have both ,pedroes1 and ,y must have one1 as he holds four trumps4 ,if they are divided1 ,a can catch both by cinching this trick with the ,king and leading the ,ace2 but if ,y has both ,pedroes1 such a course would lose ,jack1 ,game1 and one ,pedro4 ,if ,a cinches this trick with the ,ten1 allowing ,y to win with the ,jack1 ,a must catch both ,pedroes1 no matter how they lie1 provided ,y leads the trump ,seven1 for ,a will refuse to win it4 ,y sees his danger1 and by leading a ,pedro to ,a1 forces him either to pass it1 or to get into the lead and free the other ,pedro4 ,a-,b score nothing3 ,y-,z score #g for ,jack1 ,game1 ,pedro2 and #h in addition1 for points bid but not made by ,a-,b2 #ae altogether4 ,no4 #b4 ,at trick #b1 ,y sees that he cannot save ,low1 and the lead would be a great disadvantage1 because either ,a has all the remaining trumps1 or ,y's partner has an unguarded ,pedro4 ,at trick #c1 ,a knows that if ,y has ,ace1 and ,z ,pedro1 ,a can still make his bid by catching ,jack1 and saving his own ,pedro4 ,if the ,pedro was not with ,z the small trump is still the best lead1 for it puts the lead on ,a's left4 ,b gets rid of cards which might get him into the lead to his partner's disadvantage4 ,unfortunately1 ,z is unable to take the lead away from ,y at trick #d4 ,as ,y is still in the lead1 there is no necessity for ,a to save his ,pedro1 for ,y cannot possibly catch it1 and ,a must catch ,y's1 no matter how ,y plays4 ,a-,b score #aj points2 ,low1 ,game1 and both ,pedroes1 #ab1 from which they deduct the #b points made by ,y-,z4 ,no4 #c4 ,no4 #d4 ,a bids #ab on hearts4 ,t ,a bids #h on hearts4 ,the draw3 ,a #c2 ,y #e2 ,r ,the draw3 ,a #b2 ,y #d ,b #c2 ,z #b4 ,i ,b #d2 ,z #d4 ------------------------ ,c ------------------------ ,a ,y ,b ,z ,k ,a ,y ,b ,z ---------------------------------------- ----------- ,a #c #e #f #a ,a #f ,j #c ,k #d #h #aj #b #h #g #d #i #b #g #i ,j #c ,q #b #d ,k ,q ,k #c ,j #d ,q #b ,a #i #h ,a #aj #b #e #e #e ,j #g ,q ,q ,k #e #f #aj #d ,j #b ,no4 #c4 ,at the second trick1 ,a knows that his partner still holds another trump1 because he drew only three cards4 ,this trump must be the #i4 ,z holds two more trumps1 and they must be the ,jack and ,right ,pedro1 because ,z would not throw away ,game if he had anything smaller4 ,the #g must be with ,y1 and if ,a now leads trump ,queen1 he will leave the ,pedro good over his ,deuce1 leaving him only #h points1 whereas he has bid #ab4 ,if ,a leads the ,deuce1 his partner's nine will cinch the trick1 and ,z can make only the ,jack4 ,a-,b score #aj4 ,the #ab actually taken make good the bid2 but the #b points won by the adversaries must be deducted1 leaving #aj to be scored by ,a-,b4 ,no4 #d4 ,at the third trick1 a hasty or careless player would have been only too glad of the opportunity to get in his ,pedro4 ,but ,y reasons that there are only two trumps unaccounted for1 the ,ten and ,left ,pedro4 ,if ,b has one1 it must fall to this trick4 ,he cannot have both1 for ,a drew only two cards4 ,if ,a has both1 ,y must catch his ,pedro1 no matter how ,a plays2 and as long as ,y does not get into the lead himself1 he cannot lose his own ,pedro4 ,at trick #e1 ,a naturally places the ,pedro with ,z1 as ,y did not save it on the ,king1 and it is perfectly natural for ,a to trump with his ,pedro1 intending to lead the ,ten to catch ,z's4 ,a-,b score nothing1 not having made good their bid4 ,y-,z score ,right and ,left ,pedro1 and ,low1 #aa points2 adding the #h points bid but not made by ,a-,b1 #ai altogether4 ,,cinch ,,laws4 ,formation of ,table4 ,a cinch table is complete with six players4 ,if more than four assemble1 they cut for preference1 the four highest playing the first game4 ,partners and deal are then cut for1 the two lowest pairing against the two highest4 ,partners sit opposite each other4 ,the highest deals1 and has the choice of seats and cards4 ,the ,ace is high1 both in cutting and in play4 ,a player exposing more than one card must cut again4 ,ties4 ,if the first cut does not decide1 the players cutting equal cards cut again2 but the new cut decides nothing but the tie4 ,cutting ,out4 ,at the end of the game1 the players cut to decide which shall give way to those awaiting their turn to play1 the lowest cuts going out4 ,after the second game1 those who have played the greatest number of consecutive games give way1 ties being decided by cutting4 ,dealing4 ,every player has the right to shuffle the cards1 the dealer last4 ,the dealer must present the pack to the pone to be cut4 ,at least four cards must be left in each packet4 ,if a card is exposed in cutting1 the pack must be reshuffled1 and cut again4 ,if the dealer reshuffles the pack after it has been properly cut1 he loses his deal4 ,beginning on his left1 the dealer must give to each player in rotation three cards at a time for three rounds4 ,no trump is turned4 ,the deal passes to the left4 ,there must be a new deal by the same dealer if any card is found faced in the pack2 or if the pack is proved incorrect or imperfect2 but any previous cutting or scores made with the imperfect pack stand good4 ,the adversaries may demand a new deal if any card is exposed during the deal1 provided they have not touched a card4 ,if an adversary exposes a card1 the dealer may elect to deal again4 ,if a new deal is not demanded1 cards exposed in dealing cannot be called4 ,the adversaries may stop a player dealing out of turn1 or with the wrong pack1 provided they do so before the last three cards are dealt1 alter which the deal stands good4 ,misdealing4 ,a misdeal loses the deal4 ,it is a misdeal3 ,if the cards have not been properly cut1 if the dealer does not give the same number of cards to each player on the same round2 if he gives too many or too few cards to any player2 if he counts the cards on the table1 or those remaining in the pack2 or if he deals a card incorrectly1 and fails to correct the error before dealing another4 ,if the dealer is interrupted in any way by an adversary1 he does not lose his deal4 ,bidding4 ,after receiving his nine cards1 each player in turn1 beginning on the dealer's left1 announces the number of points he will undertake to win if he is allowed to name the trump suit4 ,no player is allowed to bid more than fourteen4 ,if he will not bid1 he must say3 8,i pass40 ,a bid having been regularly made1 any following player must bid higher or pass4 ,there are no second bids4 ,a bid once made can neither be amended nor withdrawn4 ,irregular ,bids4 ,if any player bids before the eldest hand has bid or passed1 both the player in error and his partner lose their right to bid2 but the side not in error must bid to decide which of them shall name the trump4 ,if the eldest hand has decided1 and the pone bids without waiting for the dealer's partner1 the pone loses his bid1 and the dealer may bid before his partner4 ,if the dealer bids without waiting for his partner1 both lose their bids2 but the pone may overbid the eldest hand4 ,if the dealer's partner has bid1 and the dealer bids without waiting for the pone1 the dealer loses his bid4 ,if a player whose partner has not yet bid names the trump suit1 his partner loses his bid4 ,if a player bids with more than nine cards in his hand1 his bid is lost1 and the adversaries must draw the superfluous cards from his hand1 face down1 placing them about the middle of the undealt portion of the pack4 ,if no bid is made1 the dealer may name any trump he pleases1 without bidding4 ,if any player exposes any of his cards before the trump suit is named1 the adversaries may elect to have a new deal by the same dealer4 ,discarding4 ,the trump named1 each player must put out at least three of his cards1 and may discard as many more as he pleases4 ,all such discards must be placed on the table face up4 ,should a player discard a trump1 his partner may call his attention to it1 and it may be taken back1 provided the player has not been helped to cards1 or has not lifted the cards drawn4 ,drawing4 ,the players having discarded1 the dealer1 beginning on his left1 must give to each in turn from the top of the pack1 face down1 as many cards as may be necessary to restore the number in each hand to six4 ,robbing the ,deck4 ,when it comes to the dealer's turn to draw cards1 instead of taking them from the top of the pack1 face down1 he may search the remainder of the pack1 and take from it any cards he pleases to restore the number in his hand to six4 ,should he find in his own hand and in the remainder of the pack1 more than six trumps1 he must discard those he does not want1 face upward on the table4 ,irregular ,drawing4 ,should a player ask for too many or too few cards1 and not discover his error until the next player has been helped1 if he has too few he may make his hand good from the discards1 but must not take a trump therefrom4 ,if he has too many1 the adversaries must be allowed to draw the superfluous ones at random1 face down1 placing them on the top of the pack4 ,playing4 ,the maker of the trump must lead for the first trick1 any card he pleases4 ,if a trump is led1 all must follow suit if able4 ,if a plain suit is led1 a player may trump1 even when holding a card of the suit led2 but if he does not trump he must follow suit if he can1 or he is liable to the penalty for a revoke4 ,the last trick turned and quitted may be seen1 but no other4 ,irregularities in the ,hands4 ,if any player is found to have an incorrect number of cards1 it is a misdeal if no bid has been made4 ,if a bid has been made1 the deal stands good if three players have their right number of cards4 ,if the first trick has been played to by a person holding too many cards1 neither he nor his partner can score anything that hand2 but they may play the hand out to save what points they can4 ,if a player has too few cards1 there is no penalty1 but he should draw from the discard to make up the deficiency1 plain-suit cards only being available4 ,exposed ,cards4 ,the following are exposed cards1 which must be left face up on the table1 and are liable to be called by either adversary3 #a4 ,every card faced upon the table otherwise than in the regular course of play4 #b4 ,two or more cards played to a trick2 the adversaries may elect which shall be played4 #c4 ,any card named by the player holding it4 ,the adversary on the right of an exposed card must call it before he plays himself4 ,if it will be the turn of the player holding the exposed card to lead for the next trick1 the card1 if wanted1 must be called before the current trick is turned and quitted4 ,should a player having the lead1 and an exposed card in front of him1 play before the previous trick is turned and quitted1 the card so led may also be claimed as exposed4 ,if a trump is exposed after the trump suit has been named1 the adversaries may prevent the playing of such a card2 but the holder of it is not liable to any penalty for a revoke under such circumstances4 ,leading ,out of ,turn4 ,if a player leads when it was his partner's turn1 the partner may be called upon by his right-hand adversary to lead or not to lead a trump2 but a specified plain suit cannot be called4 ,if it was the turn of neither of the side in error to lead1 the card played in error is simply exposed4 ,if all have played to the false lead1 the error cannot be rectified4 ,if all have not followed1 the cards played to the false lead may be taken back1 and are not liable to be called4 ,playing ,out of ,turn4 ,if the third hand plays before the second1 the fourth may play before the second also2 either of his own volition1 or by the direction of the second hand1 who may say3 8,play1 partner40 ,if the fourth hand plays before the second1 the third hand not having played1 the trick may be claimed by the adversaries1 no matter who actually wins it2 but the actual winner of it must lead for the next trick4 ,if any player abandons his hand1 the cards in it may be claimed as exposed1 and called by the adversaries4 ,the ,revoke4 ,a revoke is a renounce in error1 not corrected in time1 or non-compliance with a performable penalty4 ,it is a revoke if a player has one of the suit led1 and neither follows suit nor trumps4 ,a person prohibited from playing an exposed trump is not liable to any penalty if it causes him to revoke4 ,a revoke is established when the trick in which it occurs has been turned and quitted2 or when either the revoking player or his partner1 whether in his right turn or otherwise1 has led or played to the following trick4 ,if a revoke is claimed and proved1 the revoking side cannot score any points that deal2 but they may play the hand out to prevent the adversaries from making points4 ,if an adversary of the bidder revokes1 the bidder's side scores whatever points it makes that deal1 regardless of the number bid4 ,a player may ask his partner whether or not he has a card of the suit in which he renounces and does not trump1 and the player may correct his error if the question is asked before the trick is turned and quitted4 ,but if he answers in the negative1 there is no remedy4 ,drawing ,cards4 ,any player may ask the others to indicate the cards played by them to the current trick2 but he must confine himself to the expression3 8,draw cards40 ,irregular ,remarks4 ,a player calling attention in any manner to the trick or to the score1 may be called upon to play his highest or lowest of the suit led2 or to trump or not to trump the trick during the play of which the remark is made4 ,scoring4 ,a game consists of fifty-one points2 fourteen of which must be made on every deal1 as follows3-- #a for ,high1 or the ,ace of trumps4 #a for ,low1 or the ,deuce of trumps4 #a for the ,jack of trumps4 #a for ,game1 or the ,ten of trumps4 #e for ,right ,pedro1 or the ,five of trumps4 #e for ,left ,pedro1 or ,five of the same colour as the trump suit4 ,all points count to the side winning them4 ,any trumps found among the discards at the end of the hand count for the side that made the trump4 ,at the end of the hand1 the number of points won by each side is added up1 and the lower deducted from the higher1 the difference being scored by the winners of the majority4 ,if the result is a tie1 neither scores4 ,for instance3 ,if ,a-,b make #aa1 ,y-,z must make the remaining #c1 which deducted from #aa leaves #h points for ,a-,b to score4 ,if the side naming the trump suit fails to make as many points as they bid1 they score nothing for that deal1 and the number bid is scored by the adversaries1 in addition to any other points that the adversaries may have made in play4 ,the number bid and the number actually won1 must be compared before deducting the points made by the adversaries4 ,the side first making fifty-one points wins the game4 99 99 99 99 99 ,text ,books4 ,there are two very good text-books on the game4 ,the ,laws and ,principles of ,cinch1 by ,g4,w4 ,hall1 #ahia4 ,the ,laws and ,etiquette of ,cinch1 issued by the ,chicago ,cinch ,club1 #ahij4 ,,hearts4 ,hearts is supposed by some persons to be an entirely new game2 but its leading principle1 losing instead of winning tricks1 is to be found in many other card games1 some of which are quite old4 ,slobberhannes1 ,enfl1 ,schwellen1 ,polignac1 and ,the ,four ,jacks1 all belong to the same family1 but most of them have given way to the more popular game of ,hearts4 ,there are several varieties of ,hearts1 but the principal arrangements are the same in all1 and the chief differences are in the manner of settling at the end of the hand4 ,,cards4 ,hearts is played with a full pack of fifty-two cards1 which rank ,a ,k ,q ,j #aj #i #h #g #f #e #d #c #b3 the ace is the highest in play1 but in cutting it ranks below the deuce4 ,there is no trump suit4 ,when three persons play1 the deuce of spades is thrown out of the pack2 when five play1 both the black deuces are laid aside1 and when six play1 all four deuces are discarded4 ,it is usual to play with two packs1 one being shuffled while the other is dealt4 ,,counters4 ,every deal is a game in itself1 and must be settled for in counters immediately4 ,it is usual for each player to begin with fifty counters1 which are purchased from some person who is agreed upon to act as banker4 ,when only two play1 the game may be scored on a pull-up cribbage board1 and settled for at the end4 ,,players4 ,any number from two to six persons may play1 but four is the usual number1 each playing for himself against all the others4 ,the players on the dealer's right and left are known as the pone and the eldest hand1 respectively4 ,,stakes4 ,the value of the counters must be agreed upon before play begins1 and the method of settling should also be understood1 ,sweepstake ,hearts and ,howell's ,settling being entirely different games1 and requiring totally different methods of play4 ,,cutting4 ,if seven players assemble1 it is usual to make up a table in which the dealer takes no cards4 ,if there are more than seven candidates for play1 two tables must be formed4 ,players draw from an outspread pack for the choice of seats and cards1 the lowest cut having the first choice1 and the others following in their order4 ,the player cutting the lowest card takes the first deal1 which afterward passes in regular rotation to the left4 ,in cutting1 the ace is low4 ,any player exposing more than one card must cut again4 ,,ties4 ,if the first cut does not decide1 those tying must cut again1 but the new cut decides nothing but the tie4 ,,dealing4 ,any player has the right to shuffle the pack1 the dealer last4 ,the cards are then presented to the pone to be cut1 who must leave at least four in each packet4 ,the cards are dealt from left to right1 one at a time to each player in rotation until the pack is exhausted4 ,no trump is turned4 ,in ,two-handed ,hearts1 the dealer stops when each player has received thirteen cards4 ,the deal passes to the left4 ,misdealing4 ,it is a misdeal if the dealer omits to have the pack cut1 and the error is discovered before the last card is dealt2 if he deals a card incorrectly1 and does not remedy the error before dealing another2 or if he counts the cards on the table1 or those remaining in the pack2 or if it is discovered before all have played to the first trick that any player has too many or too few cards4 ,a misdeal loses the deal unless one of the other players has touched the cards1 or has in any way interrupted the dealer4 ,if any card is exposed by the dealer1 the player to whom it is dealt may demand a new deal1 provided he has not touched any of his cards4 ,any one dealing out of turn1 or with the wrong cards1 may be stopped before the last card is dealt4 ,after that the deal stands good1 and the packs1 if changed1 must so remain4 ,,irregular ,,hands4 ,if1 after the first trick has been played to1 any two players are found to have more or less than their correct number of cards1 the pack being perfect1 the one having less must draw1 face downward1 from the hand of the one having more2 and each must pay five counters into the pool4 ,,objects ,,of ,,the ,,game4 ,as a general proposition1 the object of each player is to avoid getting any hearts in the tricks he takes in4 ,in some varieties of the game his object must be to take no hearts2 in others it will be to take less than his adversaries2 while in others it will be to take less than four4 ,after a person has taken in one or more hearts1 his object will be to load the others2 that is1 to see that they get some hearts also2 or it may be to see that a given player takes at least one heart2 or that no one but himself takes any4 ,the manner in which a person must vary his play in accordance with these different objects will be discussed when we come to the suggestions for good play4 ,in the meantime1 it is necessary to bear in mind only the general principle that the object of the game is to avoid winning any tricks that contain hearts4 ,,method ,,of ,,playing4 ,the cards dealt1 the player to the left of the dealer begins by leading any card he pleases1 and the others must follow suit if they can4 ,the highest card played1 if of the suit led1 wins the trick4 ,there is no trump suit4 ,if a player has none of the suit led1 he may discard anything he pleases4 ,the winner of the trick takes it in and leads for the next trick1 and so on until all the cards have been played4 ,the tricks themselves have no value as such1 and need not be kept separate4 ,irregularities in ,play4 ,if any player omits to play to a trick1 and plays to a following one1 he is not allowed to correct his error1 but is compelled to take the thirteenth or last trick1 with whatever hearts it may contain4 ,if a player is found1 during or at the end of a hand1 to be a card short1 all others at the table having their right number1 and all having played to the first trick1 the player with the short hand is compelled to take the last trick1 with whatever hearts it may contain4 ,exposed ,cards4 ,should a person lead or play two cards to one trick1 he is allowed to indicate the one intended2 but he must leave the other face upward on the table4 ,all exposed cards are liable to be called by any player at the table1 and should one player call such a card1 his decision is binding on the others4 ,a player with an exposed card in front of him must play it when called upon1 provided he can do so without revoking2 but he cannot be prevented from getting rid of the exposed card in the course of play1 if the opportunity offers4 ,leading ,out of ,turn4 ,should a player lead out of turn1 he may be called upon to lead or not to lead a heart when it is next his turn to lead4 ,this penalty can be enforced only by the player on his right4 ,if all have played to the false lead the error cannot be rectified2 but if all have not played1 their cards must be taken back1 and are not liable to be called4 ,if any person plays out of turn in any trick1 the player on his left1 not having played1 may demand that the card be taken back1 and after the proper player has played the player in error may be called upon to play his highest or lowest of the suit led1 or not to discard a heart4 ,if the person on the left of the player in error was the leader in the trick1 either he or the player whose proper turn it was to play may demand the penalty4 ,revoking4 ,any player failing to follow suit1 when able to do so1 may amend his error if he discovers his mistake before the trick in which it occurs has been turned and quitted4 ,the card played in error then becomes an exposed card4 ,those who have played after him have the privilege of withdrawing their cards and substituting others1 without penalty4 ,should the revoking player not discover his error in time1 the hand must be played out1 and if the revoke is detected and claimed the player in error must pay all the losses on that hand4 ,should the revoking player win the pool himself1 he must pay the thirteen counters to the pool1 and leave them for a ,jack4 ,should he divide the pool with another player1 he must pay his co-winner six counters1 and put up the other seven for a ,jack4 ,if two or more players revoke in the same hand1 each must pay the entire losses in that hand as if he were alone in error2 so that if two should revoke and a third win the pool1 the latter would receive twenty-six counters instead of thirteen4 ,in ,auction ,hearts1 the revoking player must also refund the amount put up by the bidder4 ,a revoke must be claimed and proved before the pool is divided4 ,non-compliance with a performable penalty is the same as a revoke4 ,,settling4 ,after the last card has been played1 each player turns over his tricks1 counts the number of hearts he has taken in1 and announces it4 ,players should be careful not to gather or mix the cards until all thirteen hearts have been accounted for4 ,each player then pays into the pool for the number of hearts he has taken in1 according to the system of settlement agreed upon before play began4 ,the pool is then taken down by the player or players winning it1 and the deal passes to the left4 ,the game is at an end any time the players wish to stop1 after a hand has been settled for2 but it is usual to agree upon some definite hour4 ,there are two ways of settling at the end of the hand1 each of which has its good points4 ,,sweepstake ,,hearts4 ,after the hand has been played1 each player announces the number of hearts he has taken in1 and pays into the pool one counter for each4 ,all thirteen hearts having been paid for1 any player having taken no hearts wins the entire pool2 two having taken none1 divide it4 ,if all the players have taken hearts1 or if one player has taken all thirteen1 the pool remains1 and forms a ,jack4 ,this can be won only by a single player in some subsequent deal taking no hearts1 all the others having taken at least one4 ,these jack pools are of course increased thirteen counters every deal until some player wins the whole amount4 ,some clubs make it a ,jack after two players have divided a pool1 using the odd counter as a starter4 ,it will be found that natural ,jacks occur quite frequently enough without resorting to this expedient4 ,,howell',s ,,settling4 ,the great objection to the method of settling at ,sweepstake ,hearts is that it makes the game almost entirely one of chance4 ,no matter how good a player one may be1 good luck alone will bring success4 ,in a four-handed game it is possible for one player to take in only #eh hearts in #fj deals1 and still to be #df counters behind2 while another player may take in #ejj hearts in #fj deals and be #df counters ahead4 ,it may be claimed that the player who has #df counters ahead at the end was the better player1 because he won2 but most persons will agree that a player who takes in only #eh hearts in #fj deals is a much better player than one who has taken in #ejj hearts in the same time4 ,it was to remedy this defect1 and to give skill its proper percentage of value1 that ,mr4 ,e4 ,c4 ,howell of ,boston proposed the manner of contributing to and dividing the pools which is now known as ,howell's ,settling4 ,each player begins with an equal number of counters1 usually #ajj4 ,at the end of the hand1 after the hearts have been counted and announced1 each player pays into the pool1 for every heart he holds1 as many counters as there are players besides himself4 ,for instance3 ,a1 ,b1 ,c and ,d play4 ,a takes three hearts2 ,b and ,c five each1 and ,d none4 ,there being three players besides himself1 ,a puts up three times three1 or #i counters4 ,b and ,c put up #ae each1 and ,d none2 so that there are #ci in the pool4 ,each player then takes out of the pool #a counter for every heart he did not hold when the hearts were announced4 ,d1 having taken no hearts1 gets #ac counters4 ,a1 having taken three hearts only1 is entitled to #aj counters for the #aj hearts he did not hold1 while ,b and ,c get #h each4 ,this exhausts the pool4 ,there are no ,jacks in this way of settling4 ,matters may be facilitated by having counters of different colours1 the white being the unit1 and the red representing the number which it will be necessary to pay for one heart4 ,practice will make the players so familiar with the amount of the various profits or losses that they simply pay or take what is due to them4 ,the first time this is played it looks like a pretty severe game for a player who takes in a large number of hearts on one deal2 but it will be found that he rapidly recovers4 ,during a sitting of any length the player who takes in the smallest number of hearts must be the winner4 ,in the case mentioned in connection with ,sweepstake ,hearts1 in which one player lost #df counters while another won #df1 in #fj deals1 the result at ,howell's ,settling would have been that the player who took in only #eh hearts would be #edh counters ahead instead of losing #df2 while the one who took in #ejj hearts would lose #abbj counters1 instead of winning #df4 ,,methods ,,of ,,cheating4 ,under the rule for dealing the cards one at a time1 the greek must be very skilful to secure any advantage at ,hearts4 ,but when it is the practice to deal the cards three at a time1 and four on the last round1 it is an easy matter to get four small hearts together on the bottom of the pack4 ,any person who is observed to hold three or four small hearts every time he deals1 should be carefully watched1 and it will usually be found that he gathers the small hearts from the hands of the other players while the pool is being divided4 ,marked cards are of little use to the greek at hearts1 because so much depends on what a player holds1 and so little on his play4 ,,varieties ,,of ,,hearts4 ,before proceeding to suggestions for good play1 it will be better to describe some of the variations of the game in common use1 because what would be good play in one variation would not be in another4 ,,two-,,handed ,,hearts4 ,the two players having cut for the deal1 thirteen cards are given to each1 one at a time1 and the remainder of the pack is left on the table1 face down4 ,the dealer's adversary1 usually called the pone1 begins by leading any card he pleases1 and the dealer must follow suit if he can1 as in the ordinary game4 ,the winner of the trick takes it in1 but before leading for the next trick he draws one card from the top of the pack lying on the table1 restoring the number of his cards to thirteen4 ,his adversary then draws the next card1 and the cards are played and drawn in this manner until the pack is exhausted4 ,the thirteen cards remaining in the hands of the two adversaries are then played1 and after the last trick has been won1 each turns over his cards and counts the number of hearts he has taken in4 ,the object of the game is to take fewer hearts than your opponent1 and the method of settling is either for the greater number to pay the lesser the difference2 or1 for the first six hearts taken by the loser to count nothing1 but all above six to be paid for4 ,the most popular way is to peg up the difference on a cribbage board1 and to settle at the end of the sitting4 ,,three-,,handed ,,hearts4 ,the deuce of spades is discarded1 and seventeen cards are dealt to each player1 one at a time1 after which the game proceeds in the usual way4 ,there are several methods of settling4 ,howell's method is undoubtedly the best1 but ,sweepstakes is very common4 ,an excellent way is for the player who takes the largest number of hearts to pay the two others as many counters as he has hearts in excess of theirs4 ,if two have an equal number1 both pay the low man4 ,there are no ,jacks4 ,,auction ,,hearts4 ,this is usually played by four persons1 although five or six may form a table4 ,after the cards have been dealt in the usual way1 the player to the left of the dealer examines his cards1 and determines which suit he would prefer to play to get clear of4 ,it may be that if the game were to get rid of clubs instead of hearts1 his hand would be a very good one1 whereas if the suit were to remain hearts it would be a very bad hand4 ,as the pool will contain thirteen counters to a certainty1 he can afford to pay something for the better chance he will have to win it if he is allowed to make clubs the suit to be avoided1 instead of hearts4 ,he bids whatever amount he is willing to pay for the privilege of changing the suit1 without naming the suit he prefers4 ,the next player then has a bid1 and so on in turn1 the dealer bidding last4 ,there are no second bids4 ,the player making the highest bid pays into the pool the amount he has bid4 ,he then names the suit to be avoided1 and leads for the first trick1 regardless of his position with respect to the deal4 ,the dealer's position is a great advantage1 on account of its having the last bid4 ,after the hand is played1 those who have taken in any cards of the suit announced to be avoided1 pay one counter to the pool for each of them4 ,if any one player gets clear1 each of the others having at least one of the tabooed suit1 he takes the entire pool4 ,if two get clear1 they divide the pool1 leaving any odd counter to form the basis of a ,jack1 as at ,sweepstakes4 ,if one player takes all thirteen1 it is a ,jack2 but instead of the next choice being sold to the highest bidder1 the one who named the suit on the hand that made the pool a ,jack has the choice of suits again for the next deal1 and he must select some suit without paying anything further for it1 until some player wins what he paid for the choice in the first place4 ,that is1 the pool must be won before the choice can be sold again4 ,the general principle of the game is for the players to combine against the successful bidder1 and to spare no effort to prevent him from winning the pool4 ,,spot ,,hearts4 ,in this variation1 when the hearts are announced at the end of the hand1 the spots on them are the units of value1 the ,jack being worth #aa1 the ,queen #ab1 the ,king #ac1 and the ,ace #ad4 ,this adds nothing to the interest or skill of the game2 but rather tends to create confusion and delay1 owing to the numerous disputes as to the correctness of the count4 ,the total to be accounted for in each deal is #ajd4 ,in settling1 the player with the smallest number collects from each of the others the amount they have in excess of his4 ,if two or more players have an equal number1 or none at all1 they divide the amount collected from each of the others4 ,for instance3 ,four play1 ,a has #h points1 ,b #bd1 ,c #ah1 and ,d #ed4 ,as #h points is the lowest1 ,b pays ,a #af1 ,c pays him #aj1 and ,d pays him #df4 ,if ,a and ,b had #h each1 ,c #cb1 and ,d #ef1 ,c would pay #bd1 and ,d #dh2 and ,a-,b would divide the amount between them4 ,the chief variation in play arises from the fact that one who must win a heart trick cannot always afford to play his highest heart as in the ordinary game4 ,,joker ,,hearts4 ,in this variation1 the heart deuce is discarded1 and the ,joker takes its place4 ,the ,joker occupies a position between the ,jack and the ,ten in value1 with the added peculiarity that it cannot be discarded on a plain suit2 for if it is1 it wins the trick unless there is a higher heart in the same trick4 ,if a player has the ,joker dealt to him1 his only chance to get rid of it is to play it on a trick in which hearts are led1 or to discard it on a plain suit on which some other player has already discarded a higher heart than the ,ten4 ,under such circumstances1 the holder of the ,joker is allowed to discard it1 even if he has one of the suit led1 and the ,joker being in the trick compels the player who discarded the higher heart to take it in4 ,in settling1 the ,joker is worth five counters4 ,if the player to whom it was dealt takes it in1 he pays these five counters to the pool4 ,if another player gets the ,joker1 he must pay the five counters to the player who got rid of it4 ,the remainder of the pool is then divided in the usual way4 ,this is a most exasperating game4 ,,discard ,,hearts4 ,this is sometimes called ,black ,jack1 or ,black ,lady4 ,if it is the ,jack1 it is worth ten hearts2 if it is the ,queen1 it is worth thirteen hearts4 ,after the cards are dealt1 each player in turn lays out three cards which he does not want1 and the player on his left is obliged to take them1 after having discarded himself4 ,no player may look at what he is going to get until he has discarded himself4 ,the ,black ,jack or ,lady holds its rank as a spade when spades are led2 but the moment any other suit is led1 of which the player is void1 he can discard the ,black ,jack or ,lady1 just as he would get rid of a heart4 ,if hearts are led and the player has no hearts1 he can play the ,black ,jack or ,lady to the trick1 as it ranks below the deuce of hearts4 ,,progressive ,,hearts4 ,the general arrangements for the players and their positions are exactly the same as those already described in connection with ,progressive ,euchre4 ,the players at each table cut for the deal1 and play begins with the tap of the bell at the head table4 ,only one deal is played at each table4 ,there are no counters4 ,at the end of the hand the ladies compare their cards1 and the one having the fewer hearts goes to the next higher table4 ,the gentlemen then compare their cards in the same way1 so that one lady and one gentleman go up from each table at the end of every hand4 ,they take the seats vacated by those leaving the table they go to4 ,all ties are determined by cutting1 those cutting the lower cards going up4 ,in cutting1 the ace is low4 ,each player is provided with a score card1 to which the gold1 red and green stars are attached as in ,euchre4 ,the gold stars are given to those at the head table who have the fewest hearts4 ,those moving from other tables receive red stars2 and those taking in the most hearts at the booby table receive green stars4 ,prizes are given to the ladies and gentlemen having the greatest number of each variety of star2 but the same player cannot win two prizes4 ,if there is a tie in one class1 the number of other stars must decide2 equal numbers of gold being decided by the majority of red on the same card2 red ties1 by the greater number of gold2 and green ties by the fewest number of gold stars4 ,,heartsette4 ,heartsette differs from hearts only in the addition of a widow4 ,when four play1 the spade deuce is deleted2 twelve cards are given to each player1 and the three remaining form the widow1 which is left face downward in the centre of the table4 ,when any other number play1 the full pack is used4 ,if there are three players1 three cards are left for the widow3 two cards are left when five play1 and four when six play4 ,the player winning the first trick takes in the widow1 with any hearts it may contain4 ,he is entitled to look at these cards1 but must not show or name them to any other player4 ,the game then proceeds in the usual way4 ,payments are made to the pool for all hearts taken in1 and the pool is then won1 divided1 or remains to form a ,jack1 just as at ,sweepstake ,hearts4 ,the chief difference in the game is that the other players do not know whether the winner of the first trick is loaded or not1 and he is the only player who knows how many or what hearts are still to be played4 ,,domino ,,hearts4 ,in this variation1 six cards only are dealt to each player1 the remainder of the pack being left face down on the table4 ,when a player is unable to follow suit1 he must draw cards from the stock1 one at a time1 until he can4 ,the last player with any cards left in his hand must take what is left of the stock1 if any4 ,the hearts taken in are then counted as usual4 ,thirty-one points is game1 and the winner is the player who has the least hearts scored when some other player reaches thirty-one4 ,,suggestions ,,for ,,good ,,play4 ,a good player1 after sorting his hand1 carefully estimates its possibilities4 ,the hand may be such that it is evidently impossible to avoid taking some hearts4 ,the player must then decide whether he will play to give each of the others hearts1 or will take them all himself4 ,if he succeeds in either object he has a chance to win back his money in the ensuing ,jack4 ,in deciding on his chances to get clear without taking a single heart1 the player must first consider the advisability of beginning with a heart1 or with a plain suit4 ,if hearts1 he should know the probability of the heart he leads not winning the trick2 if a plain suit1 he should know the probability of the suit going round one or more times without hearts being discarded on it1 especially if he intends to lead high cards4 ,these chances must then be balanced one against the other and the more favourable selected4 ,,leading ,,hearts ,,originally4 ,when your hearts are so small as to be absolutely safe1 such as the #g #e #c #b1 it might be supposed that the best play would be to lead them at once1 in order to get a large number of hearts out of your way4 ,but with such cards it is usually much better play1 unless you have a very dangerous hand in plain suits1 to reserve these small hearts until you have a more definite idea1 from the fall of the cards1 to whom you are giving them4 ,such cards are particularly useful for getting rid of the lead at dangerous stages in the end-game4 ,when the plain-suit cards are high or dangerous1 but the hearts are reasonably safe1 it is usually better to lead the hearts1 and to continue leading them every time you get in4 ,by following these tactics it is quite possible for you to take almost every trick in the plain suits1 and yet to win the pool by rapidly exhausting the hearts4 ,if you lead the #d1 the only chance for it to win is that one player has no hearts1 and that the #b and #c are divided4 ,the odds against this combination of circumstances will vary with the number of hearts you hold with the #d1 but may be generally stated on the average as about #ej to #a4 ,it is usually considered a safer lead than a high card of a plain suit1 even if you have only three of the suit4 ,if your only heart is the #e1 and you propose to lead it1 the chances that the #b1 #c1 and #d are not each in separate hands are about #ai in #be1 or #ai to #f against it1 which is about #c to #a4 ,if you lead the #e1 the odds against your winning the trick decrease as the number of hearts you hold with the #e increases4 ,if you have four hearts1 the #e being the lowest1 the odds against its winning the trick1 if you lead it1 are about #bi to #aa4 ,if you have eight hearts1 the #e being the lowest1 it is about an even chance4 ,if your only heart is the #f1 it is about an even chance that it will win the trick2 but the odds against you increase rapidly with the number of additional hearts that you hold4 ,if you propose to lead the #g1 the chances that it will win the trick are #b to #a under the most favourable circumstances1 which are when it is your only heart4 ,these odds against you increase rapidly with the number of additional hearts that you hold4 ,,leading ,,plain ,,suits ,,originally4 ,it will often happen that you will have to decide between the lead of a comparatively dangerous heart and a risky plain suit4 ,your knowledge of probabilities should enable you to select the safer course4 ,the odds against getting a heart on the first round of a plain suit depend upon how many cards of the suit you hold4 ,if you lead an ,ace1 or any card which is sure to win the trick1 the odds against your getting a heart on it are as the following3-- ,if you have #d cards of the suit1 #bb to #a4 0 #e 0 #ae to #a4 0 #f 0 #g to #a4 0 #g 0 #d to #a4 0 #h 0 #b to #a4 ,these odds may be slightly increased by taking into account the fact that players who cannot follow suit do not always discard hearts1 having perhaps more dangerous cards to get rid of4 ,the odds against a suit going round a second time may be influenced by the cards played to the first round2 but it sometimes happens that you have to calculate in advance for two rounds of a suit1 regardless of the cards that may be played by others4 ,this is especially the case when you fear that the suit will be led to you1 and you have such cards as must win two rounds4 ,if you have #d cards of the suit the odds against your getting a heart in two rounds are #b to #a4 ,the odds in favour of your getting a heart in two rounds are3-- ,if you have #e cards of the suit1 #d to #c4 0 #f 0 #b to #a4 0 #g 0 #f to #a4 ,as an example of the value of a thorough knowledge of these odds to a careful player1 suppose he had to win two rounds of a plain suit1 of which he held six cards2 or to lead the #g1 having three higher4 ,the suit would be the better play1 because it takes in only one heart1 while the lead of the heart might take in four4 ,the following table shows the exact number of times in #a1jjj deals that a heart would probably be discarded on a plain suit led1 according to the number of cards in the suit held by the leader1 and the number of times the suit was led3 ,cards held by the leader4 #a1b1c1d #e #f #g #h ---------------------------------------- -------------------------- ,times hearts will be discarded3-- ,on first round #dd #fc #abb #bjj #cae ,on second round #ceh #dcj #fei #heg #ajjj ,on third round #hdb #ajjj #ajjj #ajjj #ajjj ,this shows that #aeh times in #a1jjj1 when the leader has #a1 #b1 #c1 or #d cards of the suit1 it will go round three times1 because #aeh is the balance necessary to bring our last figure1 #hdb1 up to #a1jjj4 ,reducing this to a small fraction1 the odds are about #e to #a that a suit will not go round three times without affording to some player the chance of discarding hearts on it4 ,this calculation shows the hopeless nature of all hands that contain at least three cards of each suit1 unless the smallest card in every suit is below a #f2 for if any one of the suits is led three times1 it is even betting that you will have to win the third round1 and #e to #a that you get a heart on it if you do4 ,,plain-,,suit ,,leads4 ,the favourite lead with most heart players is a singleton2 or1 failing that1 a two-card suit4 ,this is a mistake1 unless the singleton is a high card2 for if the adversaries are sharp players they will at once suspect the nature of the lead1 and carefully avoid the suit4 ,but if you wait until some other player opens the suit1 it will very probably be led twice in succession4 ,the best original plain-suit lead is one in which you are moderately long1 but have small cards enough to be safe1 and from which you can lead intermediate cards which probably will not win the first trick4 ,a very little experience at ,hearts will convince any one that it is best1 in plain suits1 to play out the high cards first4 ,this agrees with the theory of probabilities2 for while the odds are #bb to #a against your getting a heart on the first round of a plain suit of which you have #d cards1 the odds are only #b to #a against it on the second round1 and on the third they are #e to #a in favour of it4 ,accordingly1 on the first round most players put up their highest card of the suit led1 no matter what their position with regard to the leader2 but in so doing1 they often run needless risks4 ,the object in ,sweepstake ,hearts is to take none1 and the most successful players will be found to be those who play consistently with the greatest odds in their favour for taking none4 ,suppose that you hold such a suit as ,a #aj #i #g #d #b4 ,this is a safe suit2 because it is very improbable that you can be compelled to take a trick in it4 ,the best lead from such a suit is the #aj or #i4 ,if the suit is led by any other player1 the same card should be played1 unless you are fourth hand1 and have no objection to the lead4 ,this avoids the risk1 however slight1 of getting a heart on the first round1 which would be entailed by playing the ace4 ,in ,sweepstake ,hearts it is a great mistake to play the high cards of a suit in which you are safe2 for no matter how small the risk1 it is an unnecessary one4 ,in the case we are considering1 when you have six cards of the suit1 the odds are #g to #a against your getting a heart if you play the ace first round4 ,that is to say1 you will probably lose one pool out of every eight if you play it4 ,take the greatest odds in your favour1 when you have only four cards of a suit2 they are #bb to #a against your getting a heart the first round1 so that you would lose by it only once in #bc times4 ,but this is a heavy percentage against you if you are playing with those who do not run such risks1 for you give up every chance you might otherwise have in #e pools out of every #aaj4 ,when you have a dangerous hand in hearts1 but one absolutely safe long suit1 it is often good play to begin with your safe suit1 retaining any high cards you may have in other suits in order to get the lead as often as possible for the purpose of continuing your safe suit1 which will usually result in one or more of the other players getting loaded4 ,when you have at least three of each plain suit it is obvious that you cannot hope for any discards1 and that you must take into account the probability of having to win the third round of one or more suits1 with the accompanying possibility of getting hearts at the same time4 ,if you have the lead1 this probability must be taken into account before any of the other players show their hands1 and as it may be set down as about #e to #a that you will get a heart1 any better chance that the hand affords should be taken advantage of4 ,it will often occur that a player's attention must be so concentrated on getting clear himself that he has no opportunity to scheme for 8loading0 the others4 ,but if it unfortunately happens that he is compelled to take in one or more hearts1 he should at once turn his attention to taking them all1 or to loading the other players1 with a view to making a ,jack of the pool4 ,should he succeed in either object1 he has another chance for his money4 ,it is usually bad policy to return the suit opened by the original leader4 ,he has picked that out as his safest suit1 and although he may be the only one safe in it1 by continuing it you are reducing your chances to two players1 when you might share them with all three4 ,,following ,,suit4 ,when a player is not the original leader1 his policy becomes defensive2 for1 as the first player is plotting to give hearts to every one but himself1 each of the others must be a prospective victim1 and should do his best to avoid the traps prepared by the one who plans the opening of the hand4 ,when you are second or third player1 the first time a suit is led1 it is usually best to play your highest card1 unless you are safe in the suit1 or have so many that there is danger of getting a heart1 even on the first round4 ,as fourth player1 you should always play your highest card1 unless there is already a heart in the trick1 or some decided disadvantage in the lead4 ,the risks you run in playing high cards while following suit must be judged by the same probabilities that we examined in considering the original lead4 ,the fact that one or more players have already followed suit1 and perhaps the cards they have played1 may enable you to arrive at a still closer estimate of your chances4 ,it is generally conceded1 that the odds against a player who holds up on the first round are about #a to #aa4 ,that is to say1 in #ab pools1 he will sacrifice his chances of one simply by holding up4 ,after one or two tricks have been played1 the conditions may be such that it becomes necessary to hold up1 in order to win the second round4 ,this is especially the case after you have been loaded1 and are anxious to keep a certain player out of the lead4 ,for an example see ,illustrative ,hand ,no4 #d4 in which ,y holds up the ,king to keep ,a from getting in and leading another round of hearts4 ,in the same hand ,z tries hard to make the pool a ,jack by holding up the ,q4 ,had not ,a been entirely safe in diamonds the stratagem would have succeeded4 ,in following suit it is important to keep count of the cards played1 in order to avoid the unwitting lead of a suit of which the other players have none4 ,the suits that need close watching are those in which you have nothing smaller than a six or eight4 ,you should be careful to note which player appears to have the smaller cards1 after the suit has been led once or twice1 and be on the watch to take the lead away from him in other suits if you can1 or he may load you by leading the small cards of your dangerous suit1 in which he is safe4 ,when this danger is apparent1 it is best to retain1 until the second round1 such high cards as ,kings and ,queens of the suits led4 ,even if you have four of the suit1 you run only a #b to #a risk in winning the second round instead of the first1 as against a certainty that you will be out of the pool at once if the dangerous player gets the lead4 ,for an example of this1 see ,b's play in ,illustrative ,hand ,no4 #b4 ,where you have a certain safe card1 and others of another suit not absolutely safe1 it is better to keep the safe card1 in order to be sure of getting rid of the lead if you are put in on your dangerous suit4 ,in following suit1 the most annoying hand that one can hold is one containing at least three cards of each suit1 none of them below a #f4 ,there is no hope of a discard1 unless two players make a fight in some one suit1 which they lead four or five times in order to load each other1 regardless of the escape of the other players4 ,this very seldom occurs1 and never among good players4 ,with such a hand escape is almost impossible1 and it is usually best to make the losses as small as possible4 ,many good players1 with such a hand1 will deliberately take in hearts on the plain suits1 hoping to escape with only one or two in each trick1 instead of having to carry the whole load by getting into the lead at the end4 ,it should never be forgotten that when you must inevitably take some hearts it is cheaper to take them in on plain suits than to win heart tricks4 ,,control ,,of ,,the ,,lead4 ,one of the strongest points in good heart play is the proper control of the lead at certain times4 ,a player whose hand contains no commanding cards1 and who is unable to do anything but follow suit on the first two or three rounds1 will often find himself compelled to win one of the later rounds with a small card1 taking in one or two hearts with it2 and this misfortune usually overtakes him because a certain player gets into the lead at a critical period of the hand4 ,if he sees the impending danger1 and has ,k1 ,q or ,j of a suit led1 he will not give up his high card1 even if the ace is played to the trick2 but will retain it in order to prevent the possibility of the dangerous player getting into the lead on the second round of the suit4 ,in doing this1 he of course decreases the odds against his getting hearts1 by deliberately winning the second round4 ,but #b to #a in his favour is a much better chance than the certainty1 almost1 that he will be loaded if a particular player is allowed the opportunity to lead a certain suit again4 ,see ,b's play in ,illustrative ,hand ,no #b1 and ,y's in ,no #d4 ,a player may have no desire to prevent any particular adversary from getting the lead2 but may be anxious simply to carry out a certain line of play4 ,in order to do this it may be essential that he should have some direction of the course of the hand4 ,this is impossible if his play is confined to following suit helplessly1 whatever is led4 ,he must be able to assume the lead himself in order so to change the course of the play as to better suit his game4 ,let us suppose that he has a dangerous hand in plain suits1 but is safe in hearts1 and decides that his best chance is to lead hearts at every opportunity2 or that he has a certain safe suit which it is manifestly to his advantage to have led as often as possible4 ,the other players1 being the ones who are to suffer from this line of play1 will of course prevent it if possible2 and in order to carry out the plan in spite of their opposition1 it will be necessary for the individual player to gain the lead a certain number of times1 and so force his game upon them4 ,again1 a player may know that he can load a certain adversary if he can get in and lead a certain suit or card2 or he may know that by giving one player the lead1 that player can load another4 ,in such cases commanding cards must be held or retained1 in order to give the player a certain control of the lead4 ,when a player is attempting to take all thirteen hearts1 the control of the lead1 especially in the end game1 is very important2 because the design of each of the other players will be to get the lead into some other hand1 in the hope that they may load the player having it1 and so at least divide the pool4 ,,the ,,discard4 ,one of the most important elements in heart play is the discard4 ,the beginner is too apt to discard hearts at every opportunity2 but a little experience will teach him that even a #c in a plain suit may be a better card to part with4 ,the most important thing in discarding is to reduce the odds against your winning the pool4 ,let us suppose that you have the ,a ,k ,q of a plain suit4 ,it is #e to #a that you get a heart if this suit is led a third time4 ,if you can get a discard1 the odds are at once reduced to #b to #a in your favour1 that being the probability that you will escape1 even if you have to win two rounds4 ,this is a very large percentage1 and should never be lost sight of4 ,if you have a choice between two discards1 one being from the ,k ,q ,j #b of hearts1 and the other from the ,k ,q ,j of a plain suit1 select the plain suit4 ,you can improve your chances little or none in the hearts1 while you not only bring the odds to your side in the plain suit1 but secure a chance of discarding on the third round of it4 ,following the same principle1 it is evidently good play to discard from a suit which has been led once or twice1 if you have a dangerous card or cards in it4 ,even if you have a safe tenace in a suit1 such as #d and #b1 the #e and #c being still out somewhere1 it is better to discard from it if there is the slightest danger of your getting the lead4 ,tenaces are only safe when led up to4 ,in ,howell's settling1 the object is not so much to load the others as to escape yourself4 ,it is never advisable to attempt to take all thirteen hearts1 because there are no ,jacks2 but there are many cases in which it is better deliberately to take three or four1 in order to avoid the chance of taking six or eight4 ,for an example of these tactics adopted by two players1 see ,illustrative ,hand1 ,no4 #c4 ,on the same principle1 there are often cases in which it is advisable to take a trick with one heart in it1 in order to get rid of a dangerous card1 which might bring you in several hearts later on4 ,the general principles of leading and discarding are the same as in ,sweepstake ,hearts2 but it is not necessary to take such desperate chances to escape entirely4 ,,three-,,handed ,,hearts is more difficult to play than any other form of the game1 partly because there are so many rounds of each suit1 and partly because the moment one player refuses1 the exact cards of that suit in the two other players' hands are known to each of them4 ,there is usually a great deal of cross-fighting in the three-handed game1 during which one player escapes by getting numerous discards4 ,when all three have refused1 each a different suit1 the end game becomes a question of generalship1 and the preservation of one or more commanding cards1 with which to control and place the lead1 is usually the key to the situation4 ,a player who has no high cards for the end game1 unless he is quite safe1 is almost certain to be loaded in the last few tricks4 ,,two-,,handed ,,hearts4 ,before opening the hand1 the player should carefully consider what suits are safe and what are dangerous4 ,it is usually best to preserve the safe suits and to lead the dangerous ones1 which you should clear your hand of1 if possible4 ,it is a great advantage to have a missing suit1 and equally disadvantageous to have a number of a suit of which your adversary is probably clear4 ,if a card of a missing suit is drawn1 it is usually best to lead it at once1 so as to keep the suit clear2 but in so doing1 be careful first to place the card among the others in the hand1 or your adversary will detect that it is a missing suit4 ,the lead is a disadvantage if you have safe hearts2 but toward the end of the stock1 from which cards are drawn1 it is an advantage to have commanding cards1 with which you can assume the lead if necessary4 ,there is some finesse in determining whether or not to change the suit often in the leads4 ,if you have a better memory than your adversary1 it may be well to change often2 but if not1 it may assist you to keep at one suit until afraid to lead it again4 ,in ,two-,handed ,hearts1 keeping count of the cards is the most important matter1 because the real play comes after the stock is exhausted1 and the moment that occurs you should know every card in your adversary's hand4 ,the exact number of each suit should be a certainty1 if not the exact rank of the cards4 ,until you can depend on yourself for this1 you are not a good player4 ,the last thirteen tricks are usually a problem in double-dummy2 but the advantage will always be found to be with the player who has carefully prepared himself for the final struggle by preserving certain safe suits1 and getting rid of those in which it became evident that his adversary had the small and safe cards4 ,some very pretty positions arise in the end game1 it being often possible to foresee that four or five tricks must be played in a certain manner in order to ensure the lead being properly placed at the end1 so that the odd hearts may be avoided4 ,,auction ,,hearts4 ,the cards having been cut and dealt1 the player to the left of the dealer1 whom we shall call ,a1 examines his hand1 and determines which suit he would prefer to play to get clear of4 ,let us suppose his hand to consist of the ,a ,k #h2 ,j #f #e #d #c #b2 ,k #d2 and the #g #c4 ,if the suit remains hearts1 he is almost certain to take in a number2 but if it is changed to clubs1 he is almost as certain of getting clear4 ,the hand is not absolutely safe1 as hearts might be led two or three times before the clubs in the other hands were exhausted by the original leader1 whose game would be to lead small clubs4 ,as the pool will contain thirteen counters to a certainty1 he can afford to bid in proportion to his chances of winning it for the privilege of making clubs the suit to be avoided1 instead of hearts4 ,it might be assumed1 if the odds were #aj to #a that the player would get clear if the suit were clubs1 that therefore he could afford to bid ten times the amount of the pool1 or #acj1 for his chance4 ,theoretically this is correct1 but if he should lose one such pool1 he would have to win ten others to get back his bid alone1 to say nothing of the amounts he would lose by paying his share in pools won by others4 ,let us suppose him to win his share1 one-fourth of all the pools4 ,while he is winning the ten pools necessary to repair his single loss1 he has to stand his share of the losses in the thirty others1 which would average about #abh counters4 ,this must show us that even if a player has a #aj to #a chance in his favour1 he must calculate not only on losing that chance once in eleven times1 but must make provision for the amounts he will lose in other pools4 ,experience shows that a bid of #be would be about the amount a good player would make on such a hand as we are considering1 if the pool were not a ,jack1 and he had first say4 ,the next player1 ,y1 now examines his hand4 ,let us suppose that he finds #f #d #c2 ,a ,k #aj2 #h #g #e #c2 #f #e #d4 ,if the first bidder is offering on clubs1 it is evident that he will lead them1 as the successful bidder has the original lead in ,auction ,hearts2 and it is equally evident that if he does so1 a player with ,a ,k #aj will have to pay for most of the pool4 ,if any of the other suits is the one bid on1 ,b has as good a chance for the pool as any one1 at least to divide it4 ,with two men still to bid1 a good player would probably make himself safe by shutting out ,a's bid1 probably offering #bf4 ,let us suppose ,b then to examine his hand1 finding ,j #aj2 ,q #i #h #g2 ,a #aj #i2 #aj #i #h #b4 ,being unsafe in everything1 he passes1 and practically submits to his fate1 his only hope being that the pool will result in a ,jack4 ,z then examines his hand1 finding ,q #i #g #e #b2 none2 ,q ,j #f #b2 ,a ,k ,q ,j4 ,he sees at once that on spades he would lose everything1 and on diamonds he would have a very poor chance4 ,on clubs the result would depend on how often spades were led4 ,in hearts1 he has a very good hand1 especially as he has a missing suit to discard in4 ,as he is the last bidder he can make sure of the choice for #bg1 which he bids1 and pays into the pool4 ,the result of the play is given in ,illustrative ,hand ,no4 #d4 7,as the cards happen to lie1 had ,a been the successful bidder and made it clubs1 ,z would have won the pool47 ,,illustrative ,,hands4 ,no4 #a4 ,sweepstake ,hearts4 ,t ,no4 #b4 ,sweepstake ,hearts4 ,a leads for first trick4 ,r ,a leads for first trick4 ,i --------------------------- ,c--------------------------- ,a ,y ,b ,z ,k ,a ,y ,b ,z ---------------------------------------- ---------------- #aj ,q #h ,k #a ,a ,k #aj ,q ,j ,a #d ,k #b #e #b #i ,j #f ,a ,j ,q #c #aj ,j #i ,a #e ,k #aj #i #d ,q #h ,k #d #d #c #b #h #e #b ,j ,a #i #i #g #c ,q #f ,q #aj ,k #h #f #e #b #aj #g ,a #g #c ,q #c #f #d ,j #h #aj #d #c #e #b #e ,k #i #i #d ,k #f #g ,a ,q #aj #e #aj #i #g ,j #e #g ,j #i #g #aa #g #b #h #h #f #h #d #h #ab #f #f #f #d ,a #b #c #g #ac #c #e #b #c ---------------------------------------- ---------------- ,a #d ,y #f ,b #b ,z #a ,a #d ,y #e ,b #j ,z #d ,making it a ,jack4 ,b wins the ,pool4 ,no4 #a4 #bnd ,trick4 ,z sees that with such a hand escape is impossible4 ,as his chief danger is in being loaded with hearts at the end1 he clears his hand as rapidly as possible4 #ith ,trick4 ,the ,a being held up1 it looks as if ,a were safe in that suit with ,a #e #b4 ,if ,z now leads the #e1 and ,a gets into the lead1 returning the spade1 ,z must take every other trick4 #ajth ,trick4 ,if ,z now leads #g1 he loads ,a2 but if his #e should win the next trick he will take all the rest of the hearts1 ,y and ,b dividing the pool4 ,if he leads the #e first he cannot get more than four hearts1 and the other players will inevitably make a ,jack of it4 #aath ,trick4 ,y sees that if he underplays the #g led1 ,b will win the pool1 as he has nothing but hearts1 ,a having only one more4 ,he keeps ,a out of the lead by winning two rounds1 so as to be sure of loading ,b1 making it a ,jack4 ,the ending is very well played4 ,no4 #b4 ,a has an even chance to escape1 and it is better for him to be third or fourth player in hearts than to lead them4 #crd ,trick4 ,b sees from the fall of the clubs that ,y has no more1 and that ,a is safe in them and will lead them again2 so he holds up ,k to keep ,a out of the lead4 #gth ,trick4 ,as ,a's hand can now be counted to contain either the #g #d #c of clubs and four dangerous hearts1 or the #d #c of clubs and five hearts1 ,b's game is clearly to lead diamonds1 in order to load ,y and ,z4 ,his only dangerous card1 the ,j1 will go on the next round of spades1 which must be led again in the next two or three tricks4 ,no4 #c4 ,howell's ,settling4 ,t ,no4 #d4 ,auction ,hearts4 ,z dealt1 and ,a leads for ,r ,a1 the successful first trick4 ,i bidder1 names ,hearts4 -------------------------------- ,c -------------------------------- ,a ,y ,b ,z ,k ,a ,y ,b ,z ---------------------------------------- --------------------- #aj ,j #i ,k #a #e #h #f ,j #g #f #h ,q #b ,q #d #h ,a #d #i ,j ,a #c ,j ,k #g #aj #b #h #e ,k #d ,a #g #f #aj ,j #h ,k ,a #e #g ,a #d #aj #e #g ,q #aj #f ,k #c #e #i #d #f #c #b #g ,q ,k #c #i #e #c #h #d #h #i ,j #aj ,q ,a ,j #g #e #i ,q #f #d #h #i #b ,k ,q #aj ,j #e ,a #b ,a #aj #f #i #aa #f #d #e #i #d #c ,q #aj #ab #b #c ,k #h #b #g #c #f #ac #b #b #c #g ---------------------------------------- --------------------- ,a #c ,y #b ,b #g ,z #a ,a #j ,y #g ,b #a ,z #e ,z wins #i2 ,y #e2 ,a #a2 ,b loses #ae4 ,a wins the pool4 ,no4 #c4 ,a begins with the intermediate cards of his safe suit4 #hth ,trick4 ,y is afraid to lead away from his club tenace1 because it might be at once led back to him4 #ith ,trick4 ,z seizes this opportunity to get rid of the very dangerous #e4 ,if ,a does not play the ,a now1 it is quite possible that he will take every trick1 except one in diamonds4 #ajth ,trick4 ,if ,a leads the #b1 and hearts are led again1 he must take all the remaining hearts4 ,by taking three at once he can escape the rest4 ,b sees that if he passes this trick ,a will at once lead the #b1 and he will take all the remaining hearts2 so he takes these three and throws the lead to ,y1 who has no chance to injure him4 #aath ,trick4 ,z keeps two clubs1 hoping that if ,y gets in and leads clubs1 ,b may discard a diamond instead of a heart1 in which case ,z would get clear4 ,no4 #d4 ,a1 with his dangerous suit of spades1 clears up the hearts at once4 #fth ,trick4 ,the second round of spades betrays ,a's dangerous suit to the other players4 #gth ,trick4 ,a must risk the ,king and #c being divided1 for if they are in one hand nothing will save him4 ,z keeps #i and ,q in order to be sure of getting a lead1 as he is the only player who can load ,a by putting him in on spades at the end making him take in his own hearts4 #hth ,trick4 ,b cannot risk playing the high clubs while there is any chance for him to win the pool4 ,he can count ,a to be safe in diamonds1 with two hearts and two spades4 #ajth ,trick4 ,a clears his hand of the very dangerous spade before leading his tenace in diamonds4 #abth ,trick4 ,a will not give up the heart until he is sure that ,b has not the #g4 99 99 99 99 99 ,text ,books4 ,there are at present only two text-books on the game2 ,foster on ,hearts1 and ,hearts and ,heartsette4 ,,slobberhannes4 ,cards4 ,slobberhannes is played with a ,euchre pack1 thirty-two cards1 all below the ,seven being deleted4 ,the cards rank3 ,a ,k ,q ,j #aj #i #h #g1 the ace being the highest both in cutting and in play4 ,there is no trump suit4 ,counters4 ,each player is provided with ten counters1 and points are marked by placing these counters in the pool4 ,the player who first loses his ten counters also loses the game4 ,if stakes are played for1 counters of a different colour must be provided1 and the player losing the game must pay as many counters to each of the others as they have points still in front of them4 ,one player is usually the banker1 and sells and redeems all money counters4 ,the others are redistributed at the end of each game4 ,players4 ,any number from four to seven may play2 but the two black ,sevens must be deleted if there are more than four players4 ,when seven play1 the dealer takes no cards4 ,all the preliminaries of seats1 cards and deal are settled as at ,hearts4 ,dealing4 ,the entire pack is distributed1 the dealer giving each player in rotation two or three cards in each round4 ,no trump is turned4 ,all irregularities in the deal are governed by the same laws as at ,hearts2 but a misdeal does not lose the deal under any circumstances4 ,the same dealer must deal again4 ,objects of the ,game4 ,the object in ,slobberhannes is to avoid taking either the first or the last trick1 or any trick containing the ,queen of clubs4 ,the player who wins any of these loses one point1 and if he wins all three of them1 he loses an extra point1 or four altogether4 ,the penalty for a revoke is also the loss of a point4 ,method of ,playing4 ,the eldest hand begins by leading any card he pleases1 and the others must follow suit if they can4 ,the highest card played1 if of the suit led1 wins the trick1 and the winner takes it in and leads for the next trick4 ,the player winning the first trick must pay for it immediately1 to avoid disputes4 ,the tricks which are neither the first nor the last have no value1 unless they contain the club ,queen1 which must be paid for as soon as it is taken in4 ,there is a good deal of play in manuvring to get rid of cards which might win the last trick1 or which would take in the club ,queen4 ,the ,ace and ,king of clubs are of course dangerous cards1 and unless the player holding them has small cards enough to make him safe in that suit1 he should be on the alert for opportunities to discard4 ,,polignac4 ,,quatre-,,valets1 ,,or ,,four ,,jacks4 ,cards and ,players4 ,when ,polignac is played by four persons1 a ,piquet pack is used1 and eight cards are dealt to each player1 #c-b-c at a time4 ,when five play1 the two black ,sevens are deleted1 and six cards are given to each player4 ,when six play1 each receives five cards4 ,when seven play1 the dealer takes no cards4 ,in ,france1 the cards usually rank as in cart2 ,k ,q ,j ,a #aj #i #h #g2 but in ,england and ,america it is more usual to preserve the order in ,piquet1 ,a ,k ,q ,j #aj #i #h #g4 ,there is no trump suit4 ,all the preliminaries are settled as at ,hearts or ,slobberhannes4 ,counters4 ,each player is provided with ten or twenty counters1 as may be agreed upon1 and the player first losing his counters loses the game1 and pays to each of the others any stake that may have been previously agreed upon1 usually a counter for each point they have still to go when he is decav4 ,objects of the ,game4 ,the object of the game is to avoid winning any trick containing a ,jack1 and especially the ,jack of spades1 which is called ,polignac4 ,the moment any player wins a trick containing a ,jack1 he pays one counter into the pool4 ,if he takes in ,polignac1 he pays two counters4 ,the eldest hand begins by leading any card he pleases1 and the others must follow suit if they can4 ,the highest card played1 if of the suit led1 wins the trick1 and the winner leads for the next trick4 ,if a player has none of the suit led he may discard anything he pleases4 ,the game is sometimes varied by adding a general1 or capot4 ,any player who thinks he can win all the tricks announces capot before the first card is led4 ,if he is successful he loses nothing2 but each of the others must pay five counters into the pool1 one for each ,jack1 and one extra for ,polignac4 ,if the capot player fails to win every trick1 each player pays for whatever jacks he has taken in4 ,,enfl1 ,,or ,,schwellen4 ,when ,enfl is played by four persons1 the ,piquet pack of thirty-two cards is used4 ,if there are more than four players1 sufficient cards are added to give eight to each person4 ,the rank of the cards and all other preliminaries are the same as at ,hearts4 ,there is no trump suit4 ,the cards are dealt #c-b-c at a time4 ,the eldest hand leads any card he pleases1 and the others must follow suit if they can4 ,if all follow suit1 the highest card played wins the trick1 which is turned face down1 and the cards in it are dead4 ,the winner leads for the next trick1 and so on4 ,but if any player is unable to follow suit1 he is not allowed to discard1 but must immediately gather up the cards already played1 and take them into his own hand with the cards originally dealt to him4 ,the players following the one who renounces to the suit led do not play to the trick at all2 but wait for him to lead for the next trick4 ,should any player fail to follow suit on the next trick1 or on any subsequent trick1 he gathers the cards already played1 takes them into his hand and leads for the next trick4 ,the play is continued in this manner until some player gets rid of all his cards1 and so wins the game4 ,enfl is usually played for a pool1 to which each player contributes an equal amount before play begins4 ,the game requires considerable skill and memory to play it well1 it being very important to remember the cards taken in hand by certain players1 and those which are in the tricks turned down4 ,,the ,,laws ,,of ,,hearts4 #a4 ,formation of table4 ,those first in the room have the preference4 ,if more than the necessary number assemble1 the choice shall be determined by cutting1 those cutting the lowest cards having the right to play4 ,six persons is the largest number that can play at one table4 ,the player cutting the lowest card has the deal4 #b4 ,in cutting1 the ,ace is low4 ,players cutting cards of equal value1 cut again4 ,all must cut from the same pack1 and any person exposing more than one card must cut again4 ,drawing cards from an outspread pack is equivalent to cutting4 #c4 ,a complete ,heart pack consists of fifty-two cards1 which rank in the following order3--,a ,k ,q ,j #aj #i #h #g #f #e #d #c #b1 the ,ace being highest in play4 ,in ,three-,handed ,hearts1 the spade deuce is thrown out4 ,in ,five-,handed1 both the black deuces are laid aside4 ,in ,six-,handed1 all four deuces are discarded4 ,in ,joker ,hearts the heart deuce is replaced by the ,joker4 #d4 ,when two packs are used1 the player next but one on the dealer's left must collect and shuffle the cards for the next deal1 placing them on his right4 ,the dealer has the privilege of shuffling last4 #e4 ,the dealer must present the pack to his right-hand adversary to be cut4 ,not less than four cards shall constitute a cut4 #f4 ,in case of any confusion or exposure of the cards in cutting1 or in reuniting them after cutting1 the pack must be shuffled and cut again4 #g4 ,if the dealer reshuffles the cards after they have been properly cut1 or looks at the bottom card1 he loses his deal4 #h4 ,after the cards have been cut1 the dealer must distribute them one at a time to each player in rotation1 beginning at his left1 and continuing until the pack is exhausted2 or in ,two-,handed ,hearts1 until each player has thirteen4 #i4 ,the deal passes to the left4 #aj4 ,there must be a new deal by the same dealer if the pack is proved to be incorrect1 either during the deal or during the play of a hand2 or if any card is faced in the pack1 or is found to be so marked or mutilated that it can be named4 ,in the last case a new pack must be used4 #aa4 ,if a card is exposed during the deal1 the player to whom it is dealt may demand a new deal1 provided he has not touched any of his cards4 ,if the deal stands1 the exposed card cannot be called4 #ab4 ,any one dealing out of turn may be stopped before the last card is dealt4 ,after that the deal must stand1 and the packs1 if changed1 must so remain4 #ac4 ,it is a misdeal3 ,if the dealer omits to have the pack cut1 and the error is discovered before the last card is dealt2 or if he deals a card incorrectly1 and fails to remedy it before dealing another2 or if he counts the cards on the table1 or those remaining in the pack2 or if it is discovered before all have played to the first trick that any player has not his proper number of cards1 the pack being perfect4 #ad4 ,a misdeal loses the deal unless one of the other players has touched his cards1 or in any way interrupted the dealer4 #ae4 ,if1 after the first trick is played to1 any two players are found to have more or less than their correct number of cards1 the pack being perfect1 the one having less shall draw from the hand of the one having more1 and each shall pay a forfeit of five counters into the pool4 #af4 ,if a player omits to play to any trick1 and plays to the following one1 he shall not be allowed to correct the error2 but shall be compelled to take in the last trick1 with whatever hearts it may contain4 #ag4 ,should a player be found during or at the end of a hand to be a card short1 all the others having the right number1 and all having played to the first trick1 he shall be compelled to take in the last trick4 #ah4 ,if a player leads or plays two cards to a trick1 he must indicate the one intended1 and leave the other face up on the table4 ,any card exposed1 except in the proper course of play1 or any card named by the player holding it1 must be left face up on the table4 #ai4 ,a player must lead or play any exposed card when called upon to do so by any other player1 provided he can do so without revoking4 ,he cannot be prevented from playing an exposed card1 and if he can so get rid of it1 no penalty remains4 #bj4 ,if a player leads out of turn1 a suit may be called from him when it is next his proper turn to lead4 ,this penalty can be enforced only by the player on his right4 ,if he has none of the suit called1 or if all have played to the false lead1 no penalty can be enforced4 ,if all have not played to the false lead1 the cards can be taken back1 and are not exposed cards4 #ba4 ,if the third hand plays before the second1 the fourth hand may demand that the card be taken back1 and may call upon the third hand to play the highest card he has of the suit2 or may call upon him not to discard hearts4 ,if the fourth plays before the third1 the second player may demand the penalty4 #bb4 ,the first player to any trick having led1 the others must follow suit if they can4 ,should a player revoke1 and discover the error before the trick in which it occurs has been turned and quitted1 he may amend his play1 and the card played in error becomes an exposed card4 ,any who have played after him may withdraw their cards and substitute others1 the cards first played not being exposed4 #bc4 ,if the revoke is discovered during the play of the hand1 the hand must be played out1 and at the end the revoking player must pay all losses in that hand4 ,should the revoking player win the pool himself1 he must pay to the pool thirteen counters and leave them for a ,jack4 ,should he divide it1 he must pay the other winner six counters1 and leave up seven for a ,jack4 #bd4 ,should two or more players revoke in the same hand1 each must pay the entire losses in the hand1 as if he were alone in error2 so that if two should revoke1 and a third win the pool1 he would receive twenty-six counters1 instead of thirteen4 ,in ,auction ,hearts the revoking player must pay the amount of the bid in addition4 #be4 ,the claimant of a revoke may search all the tricks at the end of a hand4 ,the revoke is established if the accused player mixes the cards before the claimants have time to examine them4 #bf4 ,a revoke must be claimed before the tricks have been mixed1 preparatory to shuffling for the next deal4 #bg4 ,if a player is lawfully called upon to lead a certain suit1 or to play the highest of it1 and unnecessarily fails to comply1 he is liable to the penalties for a revoke4 #bh4 ,any trick once turned and quitted must not again be seen until the hand is played4 ,any player violating this rule is subject to the same penalties as for a lead out of turn4 #bi4 ,in settling at the end of the hand1 the player having taken no hearts1 each of the others having taken at least one1 wins the pool4 ,two players having taken none1 the other two having each at least one1 divide it1 the odd counter remaining until the next pool4 ,three players having taken none1 the thirteen counters remain in the pool1 forming a ,jack1 which can be won only by one player taking no hearts1 each of the others having taken at least one4 ,during the time the ,jack is played for1 and until it is won1 each player must add to the pool by paying for the hearts he takes in each hand4 #cj4 ,in ,auction ,hearts1 the player to the left of the dealer has the first bid1 the dealer the last1 and there is no second bid4 ,,the ,b,,zique ,,family4 ,this family includes three of our most popular games2 ,bzique itself1 ,binocle1 and ,sixty-,six4 ,these are all comparatively modern games1 but are descended from very old stock1 the best known of the ancestors being ,marriage1 ,matrimony1 and ,cinq-,cents4 ,the etymology of the word ,bzique is very much disputed4 ,some claim that it is from the ,spanish basa1 afterwards basico1 a little kiss2 referring to the union of the spade ,queen and the diamond ,jack1 and the various marriages in the game4 ,this was afterwards ,basique1 transformed by the ,french to ,bsique1 and by the ,english to ,bzique4 ,one ,english writer thinks the word is from bsaigne1 the double-headed axe4 ,judging from the rank of the cards1 which is peculiar to ,german games1 ,bzique may have originated in an attempt to play ,binocle with a piquet pack1 for ,binocle seems to have been originally played with a full pack of fifty-two cards4 ,one ,german writer says the game is of ,swiss origin1 and that they probably got it from ,spain4 ,in one writer's opinion1 the name ,binocle1 is derived from bis1 until1 and knochle1 the knuckle1 which would imply that the original meaning was1 until some one knuckled2 i4e41 stopped the game by knocking on the table with his knuckles4 ,this interpretation seems far-fetched1 but if correct1 it would sustain the opinion that ,binocle was derived from the old game of ,cinq-,cents1 in which the player knocked with his knuckles to announce that he had made enough points to win the game4 ,in the opinion of the author1 the word 8binocle0 is a ,german mispronunciation of the ,french word 8binage10 which was the term used in ,cinq ,cents for the combination of spade ,queen and diamond ,jack1 as will be seen if the description of ,cinq ,cents is referred to4 ,stopping the play is a prominent feature in ,sixty-,six1 another variation of ,bzique1 and the connecting link between ,binocle and ,skat4 ,in ,sixty-,six1 the combination known as ,bzique1 or binocle1 is omitted2 so is the sequence in trumps4 ,sixty-four-card ,binocle is simply ,bzique1 with a slight difference in the counting value of the various combinations4 ,sometimes twelve cards are given to each player4 ,great confusion seems to have existed when the game of ,bzique was introduced to ,england1 in the winter of #ahfh-i1 owing to the fact that so many persons rushed into print with their own private opinions of the rules1 which were first given by ,dr4 ,pole1 in #ahfa4 ,no one knew whether 8the last trick0 was the absolute last1 or the last before the stock was exhausted4 ,whether the highest or lowest cut dealt was also a matter of dispute4 8,cavendish0 got both these wrong in the first edition of his 8,pocket ,guide10 but corrected himself without explanation or apology in the second edition4 ,it was then the custom of many players to attach no value to the trump suit until the stock was exhausted2 so that until the last eight tricks there was no such thing as trumping a trick in order to win it4 ,disputes also arose as to counting double combinations1 many contending that a double marriage should be as valuable as a double bzique4 ,time and experience have finally settled all these points1 and the rules of the game are now practically uniform in all countries4 ,b,,zique1 ,,or ,,sixty-,,four-,,card ,,binocle4 ,there are two forms of ,bzique in common use2 the ordinary game1 which will be first described1 and the variation known as ,rubicon ,bzique1 which is to ,bzique proper what ,railroad ,euchre is to ,euchre4 ,,cards4 ,bzique is played with two packs of thirty-two cards each1 all below the ,seven being deleted1 and the two packs being then shuffled together and used as one4 ,it is better to have both packs of the same colour and pattern1 but it is not absolutely necessary4 ,the cards rank1 ,a #aj ,k ,q ,j #i #h #g2 the ,ace being the highest1 both in cutting and in play4 ,illustration3 ,,pull-,,up ,b,,zique ,,marker4 ,,counters4 ,special markers are made for scoring at ,bzique2 but the score may easily be kept by means of counters4 ,each player should be provided with four white1 four blue1 and one red1 together with some special marker1 such as a copper cent or a button4 ,the button stands for #ejj points1 each blue counter for #ajj1 the red for #ej1 and the white ones for #aj each4 ,at the beginning of the game the counters are placed on the left of the player1 and are passed from left to right as the points accrue1 exchanging smaller denominations for higher when necessary4 ,many persons find it more convenient to peg the game on a pull-up cribbage board1 starting at #ba1 counting each peg as #aj points1 and going twice round to the game hole4 ,,stakes4 ,bzique is played for so much a game1 #a1jjj points up2 or for so much a point1 the score of the loser being deducted from that of the winner4 ,when a partie of five games is agreed upon1 it is usual to have an extra stake upon the odd game1 and when three games have been won by the same player1 the partie is at an end4 ,it is usual to count it a double game if the loser has not reached #ejj points4 ,,players4 ,bzique is played by two persons1 one of whom is known as the dealer1 and the other as the pone4 ,they cut for choice of seats and deal1 the player cutting the highest card having the first choice1 and electing whether or not to deal himself4 ,in cutting1 the cards rank as in play1 and the ace is the highest4 ,if a player exposes more than one card1 he must cut again4 ,,dealing4 ,the cards are thoroughly shuffled1 and presented to the pone to be cut4 ,at least five cards must be left in each packet4 ,the cards are then dealt three at a time for the first round1 two for the next1 and three for the last1 each player receiving eight cards4 ,the seventeenth is then turned up for the trump4 ,if this card is a ,seven1 the dealer scores #aj points for it at once4 ,the trump card is laid on the table by itself1 the remainder of the pack1 which is called the stock or talon1 is slightly spread1 to facilitate the process of drawing cards from it1 and to be sure that none of the cards remaining in the undealt portion are exposed4 ,in sixty-four-card ,binocle twelve cards are sometimes dealt to each player4 ,misdealing4 ,a misdeal does not lose the deal1 but in some cases a new deal is at the option of the adversary4 ,if the dealer exposes a card belonging to the adversary or to the stock1 the pone may demand a new deal2 but if either player exposes any of his own cards1 the deal stands good4 ,if too many cards are given to either player1 there must be a new deal4 ,if too few1 the pone may claim a fresh deal1 or allow the dealer to supply the missing cards from the top of the stock1 without changing the trump card4 ,if any card but the trump is found faced in the pack1 there must be a new deal4 ,if a card faced in the stock is not discovered until the first trick has been played to1 the exposed card must be turned face down1 without disturbing its position4 ,if a pack is found to be imperfect1 the deal in which the error is discovered is void1 but all previous cuts or scores made with that pack stand good4 ,,method ,,of ,,playing4 ,the pone begins by leading any card he chooses1 to which his adversary may play any card he pleases4 ,a player is not obliged to follow suit1 nor to trump2 but may renounce or trump at pleasure until the stock is exhausted1 after which the method of play undergoes a change4 ,if a player follows suit1 the higher card wins the trick1 and if identical cards are played to the same trick1 such as two ,jacks of clubs1 the leader wins4 ,trumps win plain suits4 ,the winner of the trick takes in the cards1 turning them face down2 but before he leads for the next trick he has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand4 ,after1 or in the absence of any such announcement1 and before leading for the next trick1 he draws a card from the top of the stock and places it in his hand1 without showing or naming it4 ,his adversary draws the next card1 so that each player restores the number of cards in his hand to eight4 ,this method of drawing from the stock is open to many objections1 and in ,france the pone always draws first1 no matter who wins the trick4 ,all combinations announced and scored must be laid face upward on the table2 but the cards still form part of the player's hand1 and may be led or played at any time1 although they must not again be taken in hand until the stock is exhausted4 ,,objects ,,of ,,the ,,game4 ,the reasons for winning or not winning certain tricks will be better understood in connection with the description of the various combinations that count toward game1 and the manner of scoring them4 ,brisques4 ,the aces and ,tens of each suit are called brisques1 and count ten points each towards game4 ,except for the purpose of getting or keeping the lead1 there is no object in winning any trick which does not contain a brisque4 ,every brisque taken in should be scored at once by the player winning the trick2 #aj points for an ace or ,ten2 #bj points if there are two such cards in the same trick4 ,a player holding or drawing the ,seven of trumps has the privilege of exchanging it for the turn-up trump1 and scoring #aj points at the same time2 but he must make the exchange immediately after winning a trick1 and before drawing his card from the stock4 ,should the turn-up card be a ,seven1 or one exchange have already been made1 the exchange can still be made and scored4 ,he cannot score the ,seven and make a declaration at the same time4 ,,declarations4 ,the combinations which may be announced and scored during the play of the hand are divided into three classes3 ,marriages and ,sequences2 ,bziques2 and ,fours of a kind4 ,only one combination can be scored at a time1 and it must be announced immediately after the player holding it has won a trick1 and before he draws his card from the talon4 ,if he draws without announcing1 it is equivalent to saying he has no declaration to make4 ,having drawn his card1 even if he has not looked at it1 he cannot score any declaration until he wins another trick4 ,the combinations and their values are as follows3-- ,,class ,a ,king and ,queen of any plain suit1 ,marriage #bj ,king and ,queen of trumps1 ,royal ,marriage #dj ,sequence of five highest trumps1 ,sequence #bej ,,class ,b4 ,spade ,queen and diamond ,jack1 ,bzique #dj ,two spade ,queens and diamond ,jacks1 ,double ,bzique #ejj ,,class ,c4 ,any four ,aces #ajj ,any four ,kings #hj ,any four ,queens #fj ,any four ,jacks #dj ,the four court cards in class ,c may be all of different suits1 or any two of them may be of the same suit4 ,a great many misunderstandings arise with respect to the manner and order of making declarations1 most of which may be avoided by remembering the following rules3 ,the player making the declaration must have won the previous trick1 and must make his announcement before drawing his card from the stock4 ,when the stock is exhausted1 so that there is no card to be drawn1 no announcement can be made4 ,only one declaration can be scored at a time1 so that a trick must be won for every announcement made1 or the combination cannot be scored4 ,this does not prevent a player from making two or more announcements at the same time1 but he can score only one of them4 ,a player cannot make a lower declaration with cards which form part of a higher one already made in the same class4 ,for instance3 ,marriages and sequences belong to the same class4 ,if the sequence has been declared1 a player cannot take from it the ,king and ,queen and score a marriage2 neither can he add a new ,queen to the ,king already in the sequence1 and announce a marriage2 because the higher combination was scored first4 ,but if the marriage is first announced1 the ,a #aj ,j may be added and the sequence scored1 after winning another trick4 ,cards once used in combination cannot again be used in combinations of equal value of the same class4 ,for instance3 ,four ,kings have been declared1 and one of them afterward used in the course of play4 ,the player cannot add a new ,king to the three remaining1 and announce four ,kings again4 ,a marriage in spades has been declared1 and the ,king got rid of in play4 ,a new ,king of spades will not make another marriage with the old ,queen4 ,a bzique has been scored1 and the ,jack got rid of in play2 a new ,jack of diamonds will not make another bzique with the old ,queen4 ,some judgment is necessary in making announcements1 the question of time being often important4 ,suppose hearts are trumps1 and the winner of the trick holds double bzique1 sixty ,queens1 and a royal marriage3-- ,illustration3 ,he cannot lay all these cards down at once1 and claim #fjj points4 ,neither can he lay down four ,queens and two ,jacks1 and score #efj2 nor four ,queens and a ,king and score #ajj4 ,he may announce them if he chooses to expose his hand in that manner1 but he can score only one combination1 and must win a separate trick to score each of the others4 ,it would be better for him to select some one of the combinations1 and declare it1 waiting until he won another trick to declare the next one4 ,a beginner would be apt to declare the highest count first1 #ejj for the double bzique2 but under the rule which prevents a player from making a declaration which forms part of a higher one of the same class already made1 he would lose the #dj points for the single bzique4 ,it would be better to declare the single bzique first1 scoring #dj points for it1 and after winning another trick to show the other bzique1 scoring #ejj points more for the double combination4 ,a player is not allowed to score #dj for the second bzique1 and then #ejj for the two combined2 because if new announcements are made in the same class1 at least one new card must be added from the player's hand when the announcement is made1 even if it is not scored until later4 ,double ,declarations4 ,it frequently happens that a player is forced to make two declarations at the same time1 although he can score only one of them4 ,for instance3 ,a player has announced and shown four ,kings1 one of them being the ,king of spades4 ,on winning another trick he shows and scores bzique4 ,one of the bzique cards forms a marriage with the spade ,king1 and as the combinations belong to different classes1 both may be scored1 although the same card is used in each2 but the player cannot score the second combination until he wins another trick4 ,under such circumstances it is usual to declare both combinations1 scoring the more valuable1 and repeating the one left over until an opportunity arises to score it4 ,in this case the player would say3 8,forty for bzique1 and twenty to score40 ,if he lost the next trick he would continue to repeat at every trick3 8,twenty to score10 until he won a trick4 ,a player having a score in abeyance in this manner is not obliged to score it if he has anything else to announce4 ,a player with twenty to score might pick up the sequence in trumps before he won another trick1 and he would be very foolish to lose the chance to score #bej for the sake of the #bj already announced4 ,if he had time1 he would probably declare3 8,royal ,marriage1 forty1 and twenty to score40 ,on winning another trick he would add the ,a #aj ,j of trumps1 and announce1 8,two-fifty in trumps1 and twenty to score10 still carrying on the small score for a future opportunity4 ,a player may lay down and score eighty ,kings1 and afterward sixty ,queens1 the remaining ,kings forming marriages4 ,in such a case he would score the sixty points first1 and declare the two or three marriages remaining4 ,in the same manner he may have announced four ,kings1 and after playing away two of them1 leaving two ,kings of spades1 he may declare double bzique1 and claim the two marriages 8to score40 ,in all such cases it must be remembered that the cards declared must still be on the table when the time comes to score them4 ,if1 in the case just given1 one of the cards forming either of the marriages was got rid of in the course of play1 that marriage could not afterward be scored1 although it had been properly announced4 ,if the stock is exhausted before the player with a score in abeyance can win another trick1 the score is lost4 ,it is often very important for a player to know how much time he has to score4 ,when the talon is spread it is comparatively easy to judge how many more tricks remain to be played4 ,the ,english laws allow a player to count the stock1 the ,french do not4 ,a trick once turned and quitted cannot again be seen1 and the players are not allowed to count the number of tricks they have won4 ,the last card of the stock is taken by the player winning the trick1 and the turn-up trump goes to his adversary4 ,the ,last ,eight ,tricks4 ,when the stock is exhausted1 the players take back into their hands all the cards remaining of the combinations which have been laid on the table4 ,the winner of the previous trick then leads any card he pleases1 but his adversary must now not only follow suit1 but must win the trick if he can1 either with a superior card of the same suit1 or with a trump4 ,the same rule applies to all the remaining tricks4 ,brisques still count for the winner of the trick containing them1 and should be scored as soon as made4 ,the winner of the last trick of all scores ten points for it immediately1 in addition to any brisques that it may contain4 ,irregularities in ,play4 ,if a player leads out of turn1 and his adversary plays to the lead1 whether intentionally or otherwise1 the trick stands good4 ,if the adversary calls attention to the error1 the card led out of turn may be taken back without penalty4 ,if a player has too many cards after playing to the first trick1 his adversary may either claim a fresh deal or may compel him to play without drawing from the talon1 until the number of cards in his hand is reduced to eight2 the player with too many cards not being allowed to make any announcements until he has his right number of cards4 ,if a player has too few cards1 his adversary may either claim a fresh deal1 or may allow him to make good the deficiency by drawing from the stock4 ,after the stock is exhausted1 any player failing to follow suit or to win a trick1 when able to do so1 may be compelled to take back his cards to the point where the error occurred1 and to replay the hand4 ,in ,france he is penalised by counting nothing from that point on1 either for brisques or for the last trick4 ,irregularities in ,drawing4 ,if a player has forgotten to take a card from the talon1 and has played to the next trick1 his adversary may elect to call the deal void1 or to allow him to draw two cards next time4 ,if a player has drawn two cards from the stock1 instead of one1 he must show the second one to his adversary if he has seen it himself4 ,if he has not seen it1 he may put it back without penalty4 ,if he draws out of turn1 he must restore the card improperly drawn2 and if it belongs to his adversary the player in error must show his own card4 ,if both players draw the wrong cards there is no remedy4 ,if the loser of any trick draws and looks at two cards from the stock1 his adversary may look at both cards of the following draw1 and may select either for himself4 ,if he chooses the second card1 he need not show it4 ,if1 on account of some undetected irregularity1 an even number of cards remain in the stock1 the last card must not be drawn4 ,the winner of the trick takes the last but one1 and the loser takes the trump card4 ,irregular ,announcements4 ,should a player announce four of a kind1 having only three2 as1 for instance1 laying down three ,kings and a ,jack1 and declaring four ,kings1 his adversary can compel him not only to take down the score erroneously marked1 but to lead or play one of the three ,kings4 ,a player may be called upon to lead or play cards from any other erroneous declarations in the same manner2 but if the player has the right card or cards in his hand1 he is permitted to amend his error1 provided he has not drawn a card from the stock in the meantime4 ,,scoring4 ,it is better to score all points as soon as they are made4 ,the game is usually #ajjj points4 ,some players do not count the brisques until the last trick has been played1 but the practice is not to be recommended4 ,scores erroneously marked must be taken down1 and the adversary may add the points to his own score4 ,suggestions for ,good ,play will be found in ,binocle4 ,,four-,,handed ,b,,zique4 ,in this variation1 four persons may play2 each for himself or two against two1 partners sitting opposite each other4 ,four packs of thirty-two cards each are shuffled together and used as one4 ,triple bzique counts #aejj4 ,when a player wins a trick1 either he or his partner may declare everything in the hand1 but only one combination can be scored at a time4 ,the advantage of showing all the combinations in the hand is that they may be built up by either partner4 ,for instance3 ,one partner has declared bzique and royal marriage1 scoring the marriage only4 ,his partner wins the next trick and adds ,a #aj ,j to the marriage1 scoring the sequence2 or perhaps shows three ,kings or ,queens1 making fours4 ,the players usually divide after the stock is exhausted1 and for the last eight tricks each takes one of his former adversaries for a partner1 but without changing seats4 ,the game is usually #bjjj points up4 ,,three-,,handed ,b,,zique4 ,three persons play1 each for himself4 ,two packs of thirty-two cards each and one of thirty-one cards are shuffled together4 ,triple bzique counts #aejj1 and the game is usually #bjjj points4 ,the deleted card from the third pack should be an ,eight4 ,,polish ,b,,zique4 ,this differs from the ordinary game only in the value of the tricks taken4 ,the winner of each trick1 instead of turning it down after counting the brisques1 takes from it any court cards it may contain1 and the ,ten of trumps4 ,he lays these cards face up on the table1 but apart from those declared from his own hand1 and uses them to form combinations1 which may be scored in the usual way4 ,the chief difference is that cards so taken in tricks cannot be led or played to subsequent tricks1 nor can they be taken in hand at the end of the stock4 ,combinations may be completed either by cards in the player's hand1 or by cards won in subsequent tricks4 ,,cinq-,,cents4 ,this might be described as ,bzique with one pack of cards4 ,all the regulations are the same as in the modern form of ,bzique1 but there is an additional count1 #abj1 for a sequence of the five highest cards in any plain suit4 ,bzique is called ,binage1 and of course there are no double combinations4 ,cards which have been used in one combination cannot be used in any other1 even of a different class4 ,brisques are not scored as they are won2 but after the hand is over1 and ten points have been counted for the last trick1 each player turns over his cards and counts up the value of the points they contain4 ,in this final count1 the ,ace reckons for #aa1 the ,ten for #aj1 ,king for #d1 ,queen for #c1 ,jack for #b1 no matter what the suit may be1 so that there are #abj points to be divided between the players4 ,it is usual for only one to count1 the other taking the difference between his total and #abj4 ,from this it might be imagined that no notice was taken of the counting value of the cards taken in during the progress of the play4 ,early in the game this is true1 but toward the end each player must keep very careful mental count of the value of his tricks1 although he is not allowed to score them4 ,when either player knows1 by adding the mental count of his tricks to his scored declarations1 that he has made points enough to win the game1 he stops the play by knocking on the table1 either with his knuckles or his cards4 ,he then turns over his tricks and counts the points they contain to show his adversary that he has won the game4 ,even if his adversary has also enough points to go out1 the player who knocked wins the game1 provided his count is correct4 ,if the player who knocks is mistaken1 and cannot count out1 he loses1 no matter what his adversary may have4 ,if neither knocks1 and at the end of the hand both players are found to have points enough to put them out1 neither wins the game1 which must be continued for #ajj points more2 that is1 as #ejj points is the usual game1 it must be made #fjj in such a case4 ,should both reach #fjj without knocking1 it must be continued to #gjj4 ,if neither knocks1 and only one has enough points to go out he wins the game on its merits4 ,as the name implies1 #ejj points is game4 ,,penchant4 ,penchant is a complicated form of ,cinq-cents and ,bzique1 played with a single pack of thirty-two cards1 which rank as at ,piquet2 ,a ,k ,q ,j #aj #i #h #g1 the ace being highest both in cutting and in play4 ,cutting4 ,the higher cut has the choice of seats1 and the lower cut deals the first hand4 ,dealing4 ,after the cards have been cut by the pone the dealer gives one card to his adversary1 then one to the stock1 and then one to himself1 all face down4 ,two more are then given to the stock1 one to the pone1 two to the stock again1 and one to the dealer4 ,this is continued1 giving two cards to the stock between the ones given to each player1 until the last round1 when only one card is dealt to the stock4 ,this will result in each player receiving six cards1 and twenty being left in the centre of the table for the talon4 ,no trump is turned4 ,very few players trouble themselves with this method of dealing1 preferring to deal three cards to each player alternately1 leaving the remaining twenty for the stock4 ,playing4 ,all the regulations for leading1 following suit1 drawing from the talon1 etc41 are the same as in ,bzique1 but the declarations and their values are quite different4 ,brisques4 ,there are twelve brisque cards1 the ,seven of each suit being added to the usual ,aces and ,tens4 ,the brisques are not scored as taken in1 except in the last six tricks4 ,at the end of the hand all the brisques are counted1 whether already scored in the last six tricks or not1 and the player having more than six counts ten points for each above six4 ,if each has six1 neither scores4 ,by this method1 a player may make and score several brisques in the last six tricks1 all of which he will reckon over again in the total count at the end4 ,declarations4 ,the winner of any trick1 previous to the exhaustion of the stock1 may announce and lay upon the table any one of ten different combinations1 which are divided into three classes4 ,these are as follows1 with the number of points he is entitled to score for each3 ,,class ,a4 ,,different ,,suits4 ,any four of a kind1 such as four ,tens1 #ajj ,any three of a kind1 such as three ,queens1 #cj ,any pair1 such as two ,nines1 #bj ,,class ,b4 ,,the ,,same ,,suit4 ,any sequence of five1 containing ,k ,q ,j1 #bej ,any sequence of four1 containing ,k ,q ,j1 #dj ,any sequence of ,k ,q ,j1 #cj ,king and ,queen of any suit1 #bj ,queen and ,jack of any suit1 #bj ,any flush of five cards1 containing ,k ,q ,j1 #ej ,,class ,c4 ,,penchants4 ,any ,queen and ,jack of different suits1 #aj ,the sequences and flushes in class ,b must all be of the same suit2 penchant cards must be of different suits4 ,if the winner of any trick has no declaration to make1 he signifies it by drawing the top card from the stock4 ,his adversary1 before drawing his card from the stock1 may then declare a penchant1 if he has one2 but no other combination can be declared by the player who does not win the trick4 ,if the winner of the trick makes any declaration1 the loser cannot declare4 ,the ,jack of the first penchant declared makes the trump suit for that deal1 no matter which player announces it4 ,trumps do not increase the value of any combination1 and are only useful to win plain-suit tricks4 ,all declarations are scored immediately1 either on a marker or with counters4 ,it will be observed that with the exception of sequences of five cards1 fours1 and penchants1 the count is ten points for each card in the combination4 ,only one declaration can be made at a time4 ,any card laid upon the table for one declaration can be used again in future declarations1 provided the player making the new announcement adds at least one fresh card from his hand4 ,a player having a marriage and a penchant on the table cannot afterward score for the pair of ,queens2 but if he adds a ,queen from his hand he can score the triplet4 ,pairs1 triplets and fours are divided into two classes1 the major being formed of court cards2 the minor of cards below the ,jack4 ,minor combinations cannot be scored if the adversary has upon the table cards which form a major combination of the same or greater value in the same class2 that is1 in class ,a4 ,for instance3 ,if your adversary has two ,queens on the table1 you cannot announce any pair below ,jacks4 ,his ,queens need not have been announced as a pair2 they may be parts of a marriage and a penchant4 ,but if you have on the table a pair as good as his1 you can score minor pairs4 ,for instance3 ,he has two ,kings on the table1 and you have two ,aces4 ,your ,aces cancel his ,kings1 and you can score any minor pair2 but he can not4 ,if you have a minor triplet to declare1 such as three ,eights1 no major pair of his will bar it1 because your triplet counts more than his pair4 ,no minor combination on his side will bar you2 it must be one of court cards1 and it must be better than any that you have laid on the table yourself4 ,the ,last ,six ,tricks4 ,after the stock is exhausted1 the second player must follow suit if able1 and must win the trick if he can4 ,as already explained1 brisques won in the last six tricks are scored as they are taken in1 and after the last card is played all the brisques are re-counted1 the player holding more than six scoring ten points for each above that number4 ,there is no score for winning the last trick4 ,four deals is a game4 ,at the end of the fourth deal the lower score is deducted from the higher1 and the difference is the value of the game in points4 ,if the lesser score is not at least #djj points1 the winner doubles the difference in his favour4 ,the only text-book on this game introduces a great many technical terms which have no meaning to the ordinary card-player1 and which have therefore been omitted from this description4 ,suggestions for ,good ,play will be found in ,binocle4 ,,rubicon ,b,,zique4 ,rubicon ,bzique bears the same relation to the ordinary game that ,railroad ,euchre does to ,euchre proper4 ,in fact the game might well be called ,railroad ,bzique1 for its chief peculiarity is the rapid accumulation of large scores4 ,the game seems to have originated in ,france1 but is now very popular wherever ,bzique is played4 ,,cards4 ,rubicon ,bzique is played with four piquet packs of thirty-two cards each2 all below the ,sevens being deleted from an ordinary pack4 ,the four packs1 which should be of the same pattern and colour1 are shuffled together and used as one4 ,the cards rank3 ,a #aj ,k ,q ,j #i #h #g1 the ace being the highest1 both in cutting and in play4 ,,markers4 ,the game may be kept on a bzique marker1 a pull-up cribbage board1 or with counters4 ,markers must be made to score at least #ejjj points4 ,when a cribbage board is used1 it is usual to count the outside row of pegs as #aj each1 the inner row as #ajj each1 and the game pegs in the centre as #ajjj each4 ,if counters are used1 there must be for each player2 four white1 to mark #aj's2 one red to mark #ej2 nine blue to mark #ajj's2 and four coppers to mark #ajjj each4 ,these counters are moved from left to right of the player as the points accrue4 ,in whatever manner the count is kept1 it should be distinctly visible to both persons1 as playing to the score is very important4 ,,stakes4 ,rubicon ,bzique is played for so much a hundred points1 and in settling up1 all fractions of a hundred are disregarded1 unless they are necessary to decide the game4 ,ten cents a hundred is the usual stake2 sixpence in ,england4 ,games are seldom worth less than one or two thousand points4 ,,players4 ,rubicon ,bzique is played by two persons1 one of whom is known as the dealer1 and the other as the pone4 ,they cut for seats and deal1 the player cutting the higher card having first choice1 and electing whether or not to deal himself4 ,in cutting1 the cards rank as in play1 the ace being the highest4 ,if a player exposes more than one card1 he must cut again4 ,,dealing4 ,the cards are thoroughly shuffled1 and presented to the pone to be cut4 ,at least five cards must be left in each packet4 ,the dealer then distributes the cards three at a time1 first to his adversary and then to himself1 for three rounds1 so that each player receives nine cards4 ,no trump is turned2 but the first marriage declared and scored is the trump suit for that deal4 ,the undealt portion of the pack1 called the stock or talon1 is slightly spread between the two players1 and a little to the left of the dealer4 ,if in spreading the stock any card is found to be exposed1 there must be a new deal by the same dealer4 ,misdealing4 ,a misdeal does not lose the deal1 but in some cases a new deal is at the option of the pone4 ,if the dealer exposes a card belonging to his adversary or to the stock1 the pone may demand a new deal2 but if either player exposes any of his own cards1 the deal stands good4 ,if too many cards are given to either player1 and the error is discovered before the dealer plays to the first trick1 there must be a new deal4 ,if either player has too few cards1 the pone may demand a new deal1 or may allow the dealer to supply the deficiency from the top of the stock4 ,if any card is found exposed in the pack1 there must be a new deal4 ,if any card faced in the stock is not discovered until the first trick has been played to by the dealer1 the exposed card must be turned face down1 without disturbing its position4 ,if the pack is found to be imperfect1 the deal in which it is discovered is void2 but all previous scores or cuts made with that pack stand good4 ,,method ,,of ,,playing4 ,the pone takes up and examines his nine cards4 ,if he finds himself without ,king1 ,queen or ,jack of any suit1 he immediately shows his hand to the dealer1 and marks fifty points for carte blanche4 ,whether he has carte blanche or not1 he begins the play by leading any card he pleases4 ,if the dealer has carte blanche1 he must show and score it before playing to the first trick4 ,players are not obliged to follow suit1 nor to trump2 but may renounce or trump at pleasure until the stock is exhausted1 after which the method of play undergoes a change4 ,until the first marriage is declared and scored there is no trump suit4 ,if the second player in any trick follows suit1 the higher card wins4 ,trumps win plain suits4 ,if identical cards are played to the same trick1 such as two club aces1 the leader wins4 ,the tricks are left face upward on the table until an ace or ,ten is played1 for tricks not containing either of these cards are of no value4 ,when an ace or ,ten is played1 the winner of the trick gathers in all the cards that have accumulated1 and turns them face down in front of him4 ,these counting cards are called brisques1 and if a player neglects to gather the brisques he wins1 his adversary may do so when next he wins a trick1 whether the trick he wins contains a brisque or not2 the fact that there is a brisque on the table is sufficient4 ,declaring4 ,the winner of any trick1 before leading for the next trick1 has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand4 ,after1 or in the absence of any such announcement1 and before leading for the next trick1 he draws one card from the top of the stock1 and places it in his hand1 without showing or naming it4 ,his adversary then draws the next card1 so that each restores the number of cards in his hand to nine4 ,this method of playing1 announcing1 and drawing is continued until the stock is exhausted4 ,if a player who has already announced carte blanche finds that the first card he draws from the stock is not a ,king1 ,queen or ,jack1 he shows it to his adversary1 and scores another fifty points for another carte blanche4 ,this may be continued until he draws one of those cards4 ,carte blanche cannot be scored at all unless held before a card is played2 that is1 it must be dealt to the player originally4 ,all combinations announced and scored must be left face upward on the table1 but the cards still form part of the player's hand1 and may be led or played at any time1 although they must not again be taken in hand until the stock is exhausted4 ,the first marriage announced and scored1 no matter by which player1 makes the trump suit for that deal2 but a player with a marriage on the table is not obliged to announce it if he does not wish to make that suit the trump4 ,irregularities in ,play4 ,if a player leads out of turn1 and his adversary plays to the lead1 whether intentionally or otherwise1 the trick stands good4 ,if the adversary calls attention to the error1 the card led out of turn may be taken back without penalty4 ,if1 after playing to the first trick1 one player is found to have more than his right number of cards1 the ,english rules say that the game is to be immediately abandoned1 and the adversary of the player in error is to add #acjj points to his score at the time the error is discovered1 together with all the points already scored by the player in error2 but the latter amount must not exceed #ijj4 ,the same penalties are enforced if one player has too many cards and the other too few2 but in the latter case the hand is played out1 the player not in fault scoring all he can4 ,if both players have more than their right number of cards1 the deal is void4 ,if either has less than his proper number1 his adversary having the right number1 the deal stands good1 and there is no penalty except that the player with the right number of cards wins and scores for the last trick4 ,if both have less than the right number1 the deal stands good1 and the actual winner of the last trick scores it4 ,it will be observed that these rules are quite different from the ,french rules1 which have been given in connection with the ordinary game of ,bzique4 ,in ,france1 it is always the custom to establish the status quo1 if possible1 and to assume that the error was quite unintentional4 ,in ,england1 all laws are based on the assumption that your adversary is a rogue1 and the penalties are absurdly severe1 but we have no authority to change them4 ,irregularities in ,drawing4 ,if a player has forgotten to take his card from the talon1 and has played to the next trick1 the ,english laws compel him to play the remainder of the hand with eight cards2 the ,french laws give his adversary the option of calling the deal void1 or allowing the player in error to draw two cards from the stock next time4 ,if a player draws two cards from the stock1 instead of one1 he must show the second one to his adversary if he has seen it himself4 ,if it was his adversary's card1 he must show his own card also4 ,if he has not seen it1 he may put it back without penalty4 ,if he draws out of turn1 he must restore the card improperly drawn1 and if it belongs to his adversary1 the player in error must show his own card4 ,if both players draw the wrong cards1 there is no remedy4 ,if the loser of any trick draws and looks at two cards from the stock1 his adversary may look at both cards of the following draw1 and may select either for himself4 ,if he chooses the second card1 he need not show it4 ,if1 on account of some undetected irregularity1 an odd number of cards remain in the stock1 the last card must not be drawn4 ,,objects ,,of ,,the ,,game4 ,each game is complete in one deal1 and the score of the loser is deducted from that of the winner4 ,the combinations which may be declared and scored are the same as in ,bzique1 but owing to the use of four packs of cards double combinations are much more frequent1 and triple combinations are not uncommon4 ,the chief concern of the player must be1 first of all1 to save himself from a rubicon2 that is1 either to reach #ajjj points1 or to score as few points as possible4 ,if he does not reach #ajjj1 his adversary will take whatever he has scored1 and add them to his own1 besides #acjj in addition for rubicon and brisques4 ,for instance3 ,at the end of the hand ,a has scored #abjj1 and ,b has only #gjj4 ,b is rubiconed1 and his #gjj points are added to ,a's #abjj1 together with #acjj more for a rubicon game and brisques2 giving ,a a grand total of #cbjj points to nothing4 ,had ,b reached #ajjj1 he would have saved his rubicon1 and ,a would have scored the difference only1 or #bjj points1 plus #ejj for the game2 #gjj altogether4 ,brisques4 ,the aces and ,tens of each suit are of no value unless it is necessary to count them to decide a tie1 or to save a rubicon4 ,they are never scored during the play of the hand4 ,declarations4 ,the combinations which may be announced and scored during the play of the hand are divided into three classes3 ,a1 ,marriages and ,sequences2 ,b1 ,bziques2 and ,c1 ,fours4 ,only one combination can be scored at a time1 and it must be announced and laid on the table immediately after the player holding it has won a trick1 and before he draws his card from the talon4 ,if he draws without announcing1 it is equivalent to saying he has no declaration to make4 ,having drawn his card1 even if he has not looked at it1 he cannot score any declaration until he wins another trick4 ,the various combinations and their values are as follows3 ,,class ,a4 ,king and ,queen in any plain suit1 ,marriage #bj ,king and ,queen of trumps1 ,royal ,marriage #dj ,five highest cards in a plain suit1 ,sequence #aej ,five highest cards in trumps1 ,royal ,sequence #bej ,,class ,b4 ,spade ,queen and ,diamond ,jack1 ,single ,bzique #dj ,two spade ,queens and diamond ,jacks1 ,double ,bzique #ejj ,three spade ,queens and diamond ,jacks1 ,triple ,bzique #aejj ,four spade ,queens and diamond ,jacks1 ,quadruple ,bzique #dejj ,,class ,c4 ,any four ,aces #ajj ,any four ,kings #hj ,any four ,queens #fj ,any four ,jacks #dj ,besides the foregoing1 there is the score of fifty points for carte blanche1 which may be announced only before the first trick is played to1 and the score of fifty points for the winner of the last trick of all4 ,in class ,a1 the first marriage declared must of course count #dj1 as it is the trump suit for that deal4 ,in class ,c1 the four court cards may be of different suits1 or any two or more of them may be of the same suit4 ,the rules governing declarations are as follows3-- ,the player making the declaration must have won the previous trick1 and must make his announcement before drawing his card from the stock4 ,when the stock is exhausted1 so that no cards remain to be drawn1 no announcements can be made4 ,only one declaration can be scored at a time1 so that a trick must be won for every announcement made1 or the combination cannot be scored4 ,this rule does not prevent a player from making two or more announcements at the same time2 but he can score only one of them4 ,a player cannot make a lower declaration with cards which form part of a higher combination already shown in the same class4 ,for instance3--,marriages and sequences belong to the same class4 ,if a sequence has been declared1 the player cannot take from it the ,king and ,queen1 and score for the marriage2 neither can he add a new ,queen to the ,king already used in the sequence1 because the higher combination was scored first4 ,the same rule applies to lower and higher bziques4 ,but if the lower combination is first shown and scored--the marriage--the ,a #aj ,j may be added afterward1 on winning another trick1 and the sequence scored4 ,this rule does not apply to cards belonging to combinations in different classes4 ,a ,queen used in class ,a may be used over again in both ,b and ,c classes4 ,re-forming ,combinations4 ,the chief peculiarity in ,rubicon ,bzique is that combinations which have been laid on the table and scored may be broken up1 re-formed1 and scored again indefinitely4 ,for instance3 ,a player has declared royal sequence1 and scored #bej points for it4 ,he may play away the ,ace1 breaking up the sequence1 and upon winning the trick lay down another ,ace1 re-forming the sequence1 and scoring #bej points again4 ,he might repeat the same process with the ,ten1 ,king1 ,queen and ,jack1 and in six successive tricks he would score this royal sequence six times1 making #aejj points out of it4 ,in actual play it is not necessary to go through the formality of playing away a card from the combination on the table1 and then replacing it1 for it amounts to the same thing if the new card in the hand is led or played1 and the fresh combination claimed4 ,marriages1 bziques and fours may be broken up and re-formed in the same way4 ,after declaring #ajj ,aces1 the player may lead or play another ,ace1 and claim another #ajj ,aces1 scoring them when he wins a trick4 ,in this way1 eight ,aces actually held might score #ejj points4 ,in the bzique combinations1 a new card simply re-forms the single bzique4 ,in order to score double1 triple1 or quadruple bzique1 all the cards forming the combination must be on the table at one time1 but they may be played and scored one after the other1 cumulatively4 ,for instance3 ,a player holding quadruple bzique and showing all eight cards at once would score #dejj only2 the minor bziques would be lost4 ,if he had time1 and could win tricks enough1 he might show the single first1 scoring #dj1 then the double1 scoring #ejj1 then the triple1 scoring #aejj1 and finally the quadruple1 scoring #dejj1 which would yield him a grand total of #fedj points4 ,he might declare marriage in hearts1 and afterward play three more heart ,queens1 scoring each marriage1 and then three heart ,kings1 scoring three more marriages4 ,these would all be new combinations4 ,double ,declarations4 ,these are carried forward in the manner already described for the ordinary game4 ,suppose a player has two spade ,kings on the table1 and shows double bzique4 ,he of course marks the more valuable score1 #ejj1 and simply claims the marriages by saying3 8,with twenty and twenty to score40 ,on winning another trick he is not compelled to score the previous announcement if he has any other or better to make4 ,he might have two more ,queens1 and would announce3 8,sixty ,queens1 with twenty and twenty to score40 ,if he scores one of the announcements held over1 he still carries on the other4 ,when announcements are carried forward in this manner1 it must be remembered that the cards must still be on the table when the time comes to score them4 ,if one of them has been led or played1 or the stock is exhausted before the player wins another trick1 the score held over is lost4 ,time4 ,on account of the great number of combinations possible at ,rubicon ,bzique1 it is very seldom that a player succeeds in scoring everything he holds4 ,he is allowed to count the cards remaining in the talon1 provided he does not disturb their order4 ,this count is often important toward the end of the hand4 ,for instance3 ,you know from the cards you hold1 and those played1 that your adversary must have in his hand the cards that will make a double bzique on the table into a triple bzique1 which would give him #aejj points4 ,if1 on counting the stock1 you find only six cards remain1 and you have three certain winning trumps to lead1 you can shut out his #aejj by exhausting the stock before he can win a trick4 ,irregular ,announcements4 ,if a player announces a combination which he does not show2 such as fours1 when he has only three1 which he may easily do by mistaking a ,jack for a ,king1 his adversary can compel him not only to take down the score erroneously marked1 but to lead or play one of the three ,kings4 ,a player may be called upon to lead or play cards from other erroneous declarations in the same manner2 but if he has the right card or cards in his hand1 he is permitted to amend his error1 provided he has not drawn a card from the stock in the meantime4 ,the ,last ,nine ,tricks4 ,when the stock is exhausted1 all announcements are at an end1 and the players take back into their hands all the cards upon the table which may remain from the combinations declared in the course of play4 ,the winner of the previous trick then leads any card he pleases1 but for the last nine tricks the second player in each must not only follow suit1 but must win the trick if he can1 either with a superior card or with a trump4 ,any player failing to follow suit or to win a trick1 when able to do so1 may be compelled to take back his cards to the point where the error occurred1 and to replay the hand from that point4 ,in ,france he is penalised by counting nothing from that point on1 either for brisques or for the last trick4 ,the winner of the last trick scores fifty points for it immediately4 ,,scoring4 ,each deal is a complete game in itself1 and the winner is the player who has scored the most points for carte blanche1 combinations1 and the last trick4 ,the brisques are not counted1 unless they are necessary to decide a tie1 or save a rubicon4 ,the value of the game is determined by deducting the lesser score from the higher1 and then adding #ejj points to the remainder4 ,in this deduction all fractions of a hundred are disregarded4 ,for instance3 ,a's score is #ahcj2 while ,b's is #abfj4 ,a wins #ahjj1 less the #abjj scored by ,b1 which leaves #fjj2 to this must be added the #ejj points for game1 making the total value of ,a's game #aajj points4 ,if the scores are very nearly equal1 being within one or two hundred points of each other1 the tricks taken in by each player are turned over1 and the brisques are counted1 each player adding to his score ten points for every brisque he has won4 ,suppose that after the last trick had been played and scored1 ,a's total was #abfj1 and ,b's #aadj4 ,this is close enough to justify ,b in demanding a count of the brisques4 ,it is found that ,a has seven only1 while ,b has twenty-five4 ,this shows ,b to be the winner of the game1 with a total score of #acij to ,a's #accj4 ,if the difference between the final scores is less than #ajj points1 after adding the brisques and throwing off the fractions1 the player with the higher score adds #ajj points for bonus4 ,in the case just given1 ,b's final score is equal to ,a's1 after dropping the fractions from both2 so he would add #ajj for bonus to the #ejj for game1 and win #fjj points altogether4 ,rubicons4 ,if the lower score is less than #ajjj1 no matter what the higher score may be1 the loser is rubiconed1 and all the points he has scored are added to the score of the winner1 instead of being deducted4 ,in addition to this1 the winner adds a double game1 or #ajjj points1 for the rubicon1 and #cjj points for all the brisques1 no matter who actually won them4 ,for example3 ,a's score is #ibj1 and ,b's #ddj4 ,it is not necessary to count the brisques to see that ,a wins and ,b is rubiconed4 ,a adds ,b's #djj to his own #ijj1 making his score #acjj1 and to this total he adds #acjj for rubicon and brisques1 making the value of his game #bfjj points altogether4 ,the loser is not rubiconed if he can bring his total score to #ajjj by adding his brisques4 ,suppose ,a has #agdj and ,b #hej4 ,the brisques are counted1 and it is found that ,b has eighteen1 making his score #ajcj1 and saving his rubicon4 ,a adds his fourteen brisques1 making his total #ahhj1 which makes the value of his game #ahjj1 minus ,b's #ajjj1 plus #ejj for the game1 or #acjj altogether4 ,if ,b's brisques did not prove sufficient to save the rubicon1 ,a would count them all4 ,suppose that in the foregoing case ,b had taken in only eleven brisques1 leaving his total #iij4 ,as this does not save the rubicon the game is reckoned as if the brisques had not been counted at all1 and ,a wins #ahjj1 plus ,b's #hjj1 plus #acjj for rubicon and brisques2 #cijj altogether4 ,if the player who is rubiconed has scored less than #ajj points1 the winner takes #ajj for bonus1 in addition to the #acjj for rubicon and brisques4 ,when a series of games is played between the same individuals1 it is usual to keep the net results on a sheet of paper1 setting down the hundreds only1 and to settle at the end of the sitting4 ,suggestions for ,good ,play will be found in ,binocle4 99 99 99 99 99 ,,chinese ,b,,zique is ,rubicon ,bzique with six packs of cards shuffled together and used as one4 ,the counts run into enormous figures1 and #fjjj is not an uncommon score for the winner4 ,in ,,chouette ,b,,zique1 one of several players agrees to take all bets1 and has the choice of deal and seats without cutting4 ,his adversaries may consult together in playing against him4 ,if the chouette player wins1 one of his opponents takes the loser's place2 but if he loses1 the same player opposes him for the next game4 ,the adversaries usually cut to decide which of them shall play the first game against the chouette player1 the highest card having the privilege4 ,if there are four players1 two may play against two1 each consulting with his partner and sharing his bets4 ,,binocle4 ,the word ,binocle is spelt in many different ways1 all of which1 are1 however1 phonetic equivalents of the correct one4 ,the word is probably derived from the ,french word 8binage10 which was the name given to the combination known as 8binocle10 and which seemed a better term than 8cinq cents0 as the game was no longer #ejj points up4 ,in all ,german works on card games the name is spelt as we give it2 but the pronunciation of the initial 8b0 in the ,german is so near that of 8p10 that 8,pinocle0 is nearer the correct spelling than any other form4 ,there is no authority for the introduction of the 8h10 which has led some persons to think the word a compound of 8bis0 and 8knochle10 and has given rise to the forms3 binochle1 pinochle1 pinuchle1 pinucle1 penucle1 penuchle1 penuckle and pinuckel1 all of which may be found in various works on card games4 ,,cards4 ,binocle is played with two packs of twenty-four cards each1 all below the ,nine being deleted1 and the two packs being then shuffled together1 and used as one4 ,the cards rank ,a #aj ,k ,q ,j #i1 the ,ace being the highest1 both in cutting and in play4 ,,counters4 ,the game is #ajjj points1 and is usually scored with counters1 each player being provided with four white1 worth #aj each2 four blue1 worth #ajj each2 one red1 worth #ej1 and a copper cent or a button1 which represents #ejj4 ,these counters are placed on the left of the player at the beginning of the game1 and are moved over to his right as the points accrue4 ,the game is sometimes kept on a cribbage board1 each player starting at #ba1 and going twice round to the game-hole1 reckoning each peg as #aj points4 ,,stakes4 ,binocle is played for so much a game of #ajjj points1 and the moment either player either actually reaches or claims to have reached that number1 the game is at an end4 ,if his claim is correct1 he wins2 if it is not1 his adversary takes the stakes1 no matter what the score may be4 ,,players4 ,binocle is played by two persons1 one of whom is known as the dealer1 and the other as the pone4 ,they cut for the choice of seats and deal1 and the player cutting the higher card may deal or not1 as he pleases4 ,it is usual for the player having the choice to make his adversary deal4 ,a player exposing more than one card must cut again4 ,,dealing4 ,after the cards are thoroughly shuffled1 they are presented to the pone to be cut4 ,at least five cards must be left in each packet4 ,the dealer then distributes the cards four at a time for three rounds1 giving to his adversary first1 and then to himself4 ,the twenty-fifth card is turned up for the trump4 ,if this card is a ,nine1 the dealer claims dix1 and counts ten for it immediately4 ,the trump card is laid aside1 and the remainder of the pack1 which is called the stock1 or talon1 is slightly spread1 to facilitate the process of drawing cards from it1 and to be sure that none of the cards remaining in the stock are exposed4 ,the trump is usually placed face up under the last card of the stock4 ,in ,sixty-four-card ,binocle1 the ,sevens and ,eights are added to the pack4 ,there are then two ways to play3 ,if eight cards are dealt to each player1 the game is simply ,bzique1 except for some minor details relating to the combinations and their value4 ,these are usually disregarded1 and the regular game of ,bzique is played4 ,if twelve cards are dealt to each player1 the game is the same as the one about to be described1 but with eight cards added to the pack1 and the ,seven taking the place of the ,nine for dix4 ,misdealing4 ,if the dealer exposes a card belonging to his adversary or to the stock1 the pone may demand a new deal2 but if either player exposes any of his own cards the deal stands good4 ,if too many cards are given to either player1 and the error is discovered before the dealer plays to the first trick1 there must be a new deal4 ,if either player has too few cards1 the pone may demand a new deal1 or may allow the dealer to supply the deficiency from the top of the stock4 ,if any card is found exposed in the pack1 there must be a new deal4 ,if a card faced in the stock is not discovered until the first trick has been played to by the dealer1 the exposed card must be turned face down1 without disturbing its position4 ,if the pack is found to be imperfect1 the deal in which it is discovered is void2 but all previous scores and cuts made with that pack stand good4 ,in all misdeals the same dealer deals again4 ,,method ,,of ,,playing4 ,after the trump is turned1 the pone begins by leading any card he pleases4 ,the second player is not obliged to follow suit1 nor to trump2 but may renounce or trump at pleasure until the stock is exhausted1 after which the method of play undergoes a change4 ,if the second player follows suit in any trick1 the higher card wins4 ,trumps win plain suits4 ,if identical cards are played to the same trick1 such as two club ,jacks1 the leader wins4 ,the winner of the trick takes in the cards1 turning them face down1 but before he leads for the next trick he has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand4 ,after1 or in the absence of any such announcement1 and before leading for the next trick1 he draws a card from the top of the stock1 and places it in his hand1 without showing or naming it4 ,his adversary then draws the next card1 so that each player restores the number of cards in his hand to twelve4 ,this method of playing1 announcing1 and drawing from the talon is continued until the stock is exhausted4 ,the ,a #aj ,k ,q ,j of each suit have certain counting values1 which will be described further on4 ,all combinations announced and scored must be laid face upward on the table2 but the cards still form part of the player's hand1 and may be led or played at any time1 although they must not again be taken in hand until the stock is exhausted4 ,irregularities in ,play4 ,if either player leads out of turn1 and his adversary plays to the lead1 whether intentionally or otherwise1 the trick stands good4 ,if the adversary calls attention to the error1 the card may be taken back without penalty4 ,if at any time it is discovered that a player has too many cards1 his adversary may either claim a fresh deal1 or may compel him to play without drawing from the talon until the number of his cards is reduced to twelve4 ,the player with too many cards is not allowed to make or score any announcements until he has his right number of cards4 ,if a player has too few cards1 his adversary may either claim a fresh deal1 or allow him to make good the deficiency by drawing from the stock4 ,any player looking at any but the last trick turned down1 forfeits his entire score for 8cards40 ,irregularities in ,drawing4 ,if a player has forgotten to take a card from the talon1 and has played to the next trick1 his adversary may elect to call the deal void1 or to allow him to draw two cards next time4 ,if a player has drawn two cards from the stock1 instead of one1 he must show the second one to his adversary if he has seen it himself4 ,if it was his adversary's card1 he must show his own card also4 ,if he has not seen it1 he may put it back without penalty4 ,if he draws out of turn1 he must restore the card improperly drawn1 and if it belongs to his adversary1 the player in error must show his own card4 ,if both draw the wrong cards there is no remedy1 and each must keep what he gets4 ,if the loser of any trick draws and looks at two cards from the stock1 his adversary may look at both cards of the following draw1 and may select either for himself4 ,if he chooses the second card1 which his adversary has not seen1 he need not show it4 ,if1 on account of some undetected irregularity1 an even number of cards remain in the stock1 the last card must not be drawn4 ,the winner of the trick takes the last but one1 and the loser takes the trump card4 ,,objects ,,of ,,the ,,game4 ,the aim of each player is to reach #ajjj points before his adversary1 and the one first reaching that number1 and announcing it1 wins the game4 ,points are scored for dix1 melds1 the last trick1 and for cards1 which are the counting cards in tricks won4 ,melds4 ,the various combinations which are declared during the play of the hand are called melds1 from the ,german word melden1 to announce4 ,these melds are divided into three classes3 a1 ,marriages and ,sequences2 b1 ,binocles2 and c1 ,fours4 ,only one combination can be announced at a time1 and it must be melded immediately after the player holding it has won a trick1 and before he draws his card from the stock4 ,if he draws without announcing1 even if he has not seen the card drawn1 he cannot meld anything until he wins another trick4 ,the melds and their values are as follows3-- ,,class ,a4 ,king and ,queen of any plain suit1 ,marriage1 #bj ,king and ,queen of ,trumps1 ,royal ,marriage1 #dj ,the five highest trumps1 ,sequence1 #aej ,,class ,b4 ,spade ,queen and diamond ,jack1 ,binocle1 #dj ,two spade ,queens and diamond ,jacks1 ,double ,binocle1 #hj ,king and ,queen of spades1 and diamond ,jack1 ,grand ,binocle1 #hj ,,class ,c4 ,four ,aces of different suits1 #ajj ,four ,kings of different suits1 #hj ,four ,queens of different suits1 #fj ,four ,jacks of different suits1 #dj ,eight ,aces1 #bjj ,eight ,kings1 #afj ,eight ,queens1 #abj ,eight ,jacks1 #hj ,the third meld in class ,b is not often played in ,america4 ,the count for it is the same1 #hj points1 whether the marriage in spades is the trump suit or not4 ,it will be observed that the court cards in class ,c must be of different suits in ,binocle1 whereas1 in ,bzique1 any four court cards may be declared4 ,the following rules govern all classes of declarations3-- ,the player making the declaration must have won the previous trick1 and must meld before drawing his card from the stock4 ,when the stock is exhausted1 so that no cards remain to be drawn1 no further announcements can be made4 ,only one meld can be scored at a time1 so that a trick must be made for every announcement made1 or the combination cannot be scored1 and a fresh card must be played from the hand for every fresh meld4 ,this is a very important rule1 and little understood4 ,suppose a player holds four ,kings and four ,queens4 ,the total count for the various combinations these cards will make is #bbj3 two plain-suit marriages1 #bj each2 royal marriage1 #dj2 four ,kings1 #hj2 and four ,queens1 #fj4 ,as only one combination can be scored for each trick won1 and as the player must lay down at least one fresh card for each successive meld1 it is evident that if he begins with the #hj ,kings1 and then marries each of them in turn1 when he comes to the fourth ,queen he will have to sacrifice the #bj for a marriage in order to score the #fj for the four ,queens4 ,he cannot score both1 or he will not be complying with the rule about the fresh card from the hand for every meld4 ,that is why four ,kings and four ,queens are never worth #bdj1 but only #bbj4 ,a player cannot meld cards which have already been used to form higher combinations in the same class2 but he may use cards melded in lower combinations to form more valuable ones in the same class1 provided he adds at least one fresh card from his hand4 ,the principle is that cards may be added to melds already shown1 but they cannot be taken away to form other combinations in the same class4 ,for example3 ,royal marriage has been melded and scored4 ,the player may add to this the ,ace1 ,ten1 and ,jack of trumps to make the sequence1 which is a more valuable combination in the same class4 ,but if the first meld is the sequence1 he cannot take away from the sequence the card or cards to form a marriage4 ,a new ,queen added to the ,king already in the sequence will not make a marriage2 because it is not the ,queen that is added to the sequence1 but the ,king that is taken away4 ,the same rule applies to the binocles4 ,if a player has scored double binocle1 he can not afterward take away two cards to meld a single binocle2 but if the single binocle has been melded and scored first1 he may add two more cards1 and score the double binocle4 ,he cannot score the second single1 and then claim the double1 because some new card must be added to form a new meld in the same class4 ,if four ,kings are melded and scored1 the other four may be added later2 but if the eight ,kings are first melded1 the score for the four ,kings is lost4 ,cards may be taken away from one combination to form less valuable combinations in another class4 ,for instance3 ,four ,jacks have been melded2 the diamond ,jack may be taken away to form a binocle with the spade ,queen4 ,if spades are trumps1 and the sequence has been melded1 the ,queen may be taken away to form a binocle1 because the binocle is in a different class of melds2 but the ,queen cannot be used to form a marriage1 because the sequence and the marriage are in the same class4 ,as there are three classes1 one card may be used three separate times4 ,the spade ,queen1 for instance1 may be used in a marriage1 in binocle1 and in four ,queens1 and these melds may be made in any order4 ,cards once used in combinations cannot again be used in melds of equal value belonging to the same class2 and combinations once broken up cannot be re-formed by the addition of fresh cards4 ,for instance3 ,four ,kings have been melded1 and one of them has been used in the course of play4 ,the player cannot add a new ,king to the three remaining1 and meld four ,kings again4 ,a marriage in hearts has been melded1 and the ,king played away4 ,a new ,king will not make another marriage with the old ,queen4 ,a binocle has been melded1 and the ,jack has been played2 another ,jack will not make a new binocle with the old ,queen4 ,double ,declarations4 ,when a player makes a meld containing certain cards which will form a counting combination with other cards already on the table1 it is called a double declaration1 that is1 a meld in two different classes at the same time4 ,for instance3 ,a player has melded and scored four ,kings1 and on winning another trick he melds binocle4 ,two of the cards on the table form a marriage in spades1 and as the marriage is in a different class from either of the other melds1 he may claim it and score it2 but if he does1 he will lose the score for the binocle1 being prevented by the rule about a fresh card from the hand for each individual meld4 ,the only way to secure both scores would be to meld the marriage first1 and afterward to lay down the ,jack and meld the binocle4 ,time4 ,on account of the number of combinations possible1 and the fact that there are only twelve tricks to be played before the scores for announcements are barred1 it frequently happens that a player has not time to score everything he holds4 ,he is allowed to count the cards remaining in the talon1 provided he does not disturb their order1 and it is often important to do so toward the end of a hand4 ,scoring ,dix4 ,if a player holds or draws the ,nine of trumps1 he has the privilege of exchanging it for the turn-up card1 and scoring ten points for dix4 ,the exchange must be made immediately after winning a trick1 and before drawing his card from the stock4 ,should the turn-up be a ,nine1 the exchange may still be made and scored2 and if one player has already exchanged a ,nine for the turn-up1 the second ,nine may still be exchanged for the first1 and scored4 ,a player cannot score dix and any other combination at the same time4 ,for this reason a player whose time is short will often forego the dix score altogether unless the trump card is valuable4 ,irregular ,melds4 ,if a player announces a combination which he does not show1 such as fours when he has three only1 which he may easily do by mistaking a ,jack for a ,king1 his adversary can compel him not only to take down the score erroneously marked1 but to lead or play one of the three ,kings4 ,a player may be called upon to lead or play cards from other erroneous declarations in the same manner1 but if he has the right card or cards in his hand1 he may amend his error1 provided he has not drawn a card from the stock in the meantime4 ,the ,last ,twelve ,tricks4 ,when the stock is exhausted all announcements are at an end1 and the players take back into their hands all the cards upon the table which may remain from the combinations declared in the course of play4 ,should a player take up his cards before playing to the last trick1 he may be called upon to lay his entire hand on the table4 ,the winner of the previous trick then leads any card he pleases2 but for the last twelve tricks the second player in each must not only follow suit1 but must win the trick if he can1 either with a superior card or with a trump4 ,any player failing to follow suit or to win a trick1 when able to do so1 may be compelled to take back his cards to the point where the error occurred1 and to replay the hand from that point on4 ,the penalty for the revoke varies in different places1 but the general rule is for the revoking player to lose his entire count for 8cards40 ,the winner of the last trick scores ten points for it2 and the players then turn over the tricks they have taken1 and count their score for 8cards40 ,cards4 ,the five highest cards in each suit count toward game for the player winning them4 ,the ,ace is worth #aa points1 the ,ten #aj1 the ,king #d1 the ,queen #c1 and the ,jack1 #b1 no matter what the suit may be1 so that there are #bdj points for cards to be divided between the players in each deal4 ,it is usual for only one to count1 the other checking him1 and taking the difference between the total and #bdj4 ,cards are not scored as the tricks are taken in1 but after the hand is over and the #aj points have been scored for the last trick4 ,from this it might be imagined that no notice was taken of the counting value of the cards taken in during the play4 ,early in the game this is true2 but toward the end each player must keep very careful mental count of the value of his tricks1 although he is not allowed to make any note of it1 nor to score it4 ,when either player knows1 by adding his mental count to his score for melds and dix1 that he has made points enough to win the game1 he stops the play by knocking on the table4 ,he then turns over his tricks and counts his cards1 to show his adversary that he has won the game4 ,even if both have enough to go out1 the player wins who knocks first1 provided his count is correct4 ,if the player who knocks is mistaken1 and cannot count out1 he loses the game1 no matter what his adversary's score may be4 ,if neither knocks1 and at the end of the hand both players are found to have points enough to put them out1 neither wins the game4 ,if the game is #ajjj points1 it must be continued to #abej4 ,should both reach that point without knocking1 it must be continued to #aejj4 ,if neither knocks1 and only one has enough points to put him out1 he wins the game on its merits4 ,,scoring4 ,the game is usually #ajjj points4 ,all scores for dix1 melds1 and the last trick1 are counted as soon as made2 but the players are not allowed to keep any record of the score for cards1 nor to go back over their tricks to refresh their memory4 ,any player going back further than the last trick turned and quitted1 forfeits his entire score for cards4 ,the player first correctly announcing that he has reached #ajjj points1 wins the game1 no matter what his adversary's score may be2 but if the announcement is incorrect1 he loses the game4 ,should a player score more than he is entitled to2 as1 for instance1 scoring #hj for four ,queens1 his adversary may take down the superfluous score1 #bj points in this instance1 and may add it to his own score for a penalty4 ,,cheating4 ,apart from the usual weapons of false shuffles1 strippers cut to locate or pull out the binocle cards1 and the opportunities always offered to the greek when the cards are dealt three or four at a time1 the bzique family of games are particularly adapted to the use of marked cards4 ,these will show the philosopher the exact value of both the cards in the next draw1 and will enable him to vary his play accordingly4 ,it is for this reason that in ,france the top card of the stock is always drawn by the same player1 no matter which wins the trick4 ,in ,rubicon ,bzique1 a person should be very familiar with the movements peculiar to dealing seconds before he ventures to play in a public caf1 or he may find his adversary with the most astonishing run of repeated combinations1 and will be rubiconed almost every game4 ,never play with a man who cuts the pack with both hands1 watches the cards closely as he deals1 or looks intently at the top of the stock before he plays to the current trick4 ,players who have a nervous affection which makes them pass over too many counters at once will also bear watching4 ,colour blindness may lead them to take over a blue instead of a white in a close game4 ,,suggestions ,,for ,,good ,,play4 ,the general principles of play are much the same in all the ,bzique family of games4 ,it is usually best to give your adversary the deal1 because the first lead is often an advantage1 especially if the turn-up is valuable1 and you have a dix1 or if you want to make the trump in ,rubicon ,bzique4 ,it is seldom right to make the trump unless you have one or two of the sequence cards with the marriage4 ,the ,lead is a disadvantage unless you have something to declare1 or there is a brisque in the trick1 or you can get home the ,ten of a plain suit4 ,the ,tens are of no value in plain suits except as brisques1 for they enter into no combination with other cards except in ,penchant1 ,cinq-cents1 and ,rubicon4 ,if the trick is of no value1 or you have nothing important to declare1 get rid of your small cards1 and lead them when you do not want to retain the lead4 ,the lead is sometimes necessary to prevent your adversary from declaring1 especially toward the end of the hand4 ,if you have led a brisque and won the trick1 it is better to lead another brisque in the same suit than to change4 ,aces are better leads than ,kings or ,queens1 for the court cards can be married1 and you may never get #ajj ,aces4 ,kings are better leads than ,queens1 especially if the ,queens are spades4 ,jacks are better than either1 but the ,jack of diamonds should be kept as long as possible4 ,if you have to decide between two combinations1 one of which you must sacrifice1 lead that which is of the smallest value1 or the least likely to be restored4 ,for instance3 ,if your adversary has shown one or two ,kings1 but no ,ace1 and you have three of each1 you are more likely to get #ajj ,aces than #hj ,kings4 ,if you hold duplicate cards1 especially in trumps1 play the one on the table1 not the one in your hand4 ,brisques4 ,beginners often overlook the importance of brisques4 ,every time you allow your adversary to take in a brisque which you might have won1 you make a difference of twenty points in the score4 ,while you are hugging three ,aces1 waiting for a fourth1 your adversary may get home all his ,tens1 and then turn up with your fourth ,ace in his hand4 ,discarding4 ,it is usually best to settle upon one of two suits or combinations1 and to discard the others1 for you cannot play for everything4 ,having once settled on what to play for1 it is generally bad policy to change unless something better turns up4 ,your adversary's discards will often be a guide as to the combinations he hopes to make1 and will show you that you need not keep certain cards4 ,for instance3 ,if a binocle player discards or plays two heart ,kings1 it is unlikely that he has either of the ,queens1 and you may reasonably hope for #fj ,queens2 but it will be impossible for you to make anything out of your ,kings but marriages4 ,in ,bzique1 where ,kings may be of the same suit in fours1 you will have a slightly better chance for #hj ,kings on account of your adversary's discards1 because he certainly has no more1 as he would not break up three ,kings4 ,declaring4 ,it is often a nice point to decide whether or not you can afford to make minor declarations while holding higher ones in your hand4 ,in ,rubicon many players will give up the trump marriage if they have the sequence1 especially with a good chance of re-forming it several times with duplicate cards4 ,the number of cards in hand will often be the best guide4 ,in ,rubicon1 if you held trump sequence and double bzique1 it would be better to declare the sequence first1 and to lead the card you drew4 ,one of the trump sequence on the table would then be free to regain the lead and declare the double bzique2 but if the bzique was declared first1 the sequence might have to be broken into to regain the lead4 ,with a plain-suit sequence and four ,aces1 declare the ,aces first4 ,they will then be free to win tricks for the purpose of making other declarations4 ,it is seldom right to show the bzique cards in other combinations1 and four ,jacks is a very bad meld1 because it shows your adversary that he cannot hope for double bzique4 ,by holding up bzique cards1 even if you know they are of no use to you1 you may lead your adversary to break up his hand1 hoping to draw the card or cards you hold4 ,trumps4 ,small trumps may be used to advantage in winning brisques1 but you should keep at least one small trump to get the lead at critical periods of the hand1 or to make an important declaration4 ,it is bad policy to trump in to make minor declarations1 unless your time is short4 ,it is seldom right to lead the trump ,ace1 except at the end of the hand1 or when you have duplicates1 but leading high trumps to prevent an adversary from declaring further is a common stratagem1 if you know from the cards in your hand1 and those played1 that your adversary may get the cards to meld something of importance4 ,the ,last ,tricks4 ,before you play to the last trick1 give yourself time to note the cards your adversary has on the table1 and compare them with your own1 so that you may play the last tricks to advantage4 ,if you wait until after playing to the last trick1 he may gather up his cards so quickly that you will be unable to remember them4 ,at ,rubicon it is not always advisable to win the last trick4 ,if your adversary is rubiconed in any case1 you may add #ajj points to your own score by giving him the #ej for the last trick1 which may put him across the line into another hundred4 ,,text ,,books4 ,foster's ,complete ,pinocle4 #aijf4 ,laws of ,pinochle1 by ,r4,f4 ,foster4 #aijh4 ,bzique and ,cribbage1 by 8,berkeley40 ,the ,royal ,game of ,bzique1 by ,chas4 ,goodall4 ,pocket ,guide to ,bzique1 by 8,cavendish40 ,bzique1 by ,j4,l4 ,baldwin4 ,rubicon ,bzique1 by 8,cavendish40 ,bzique1 by ,reynolds ,son4 ,bzique1 by ,english4 ,rgle du ,bsique ,japonais4 ,articles in ,macmillan1 ,dec41 #ahfa2 ,field1 ,jan4 #cj1 #ahfi2 ,pall ,mall ,gazette1 ,jan4 #bc1 #bg1 #ahfi2 ,once a ,week1 ,feb4 #ac1 ,mar4 #bj1 #ahfi2 ,daily ,news1 ,feb4 #aj1 #ahfi2 ,westminster ,papers1 ,jan41 #ahfi4 ,,three-,,handed ,,binocle4 ,when three persons play1 the entire pack is dealt out1 giving sixteen cards to each player1 four at a time1 and turning up the last for the trump4 ,there is no stock4 ,each plays for himself1 and must keep his own score4 ,a triangular cribbage board is very useful for this purpose4 ,dix4 ,each player in turn1 beginning on the dealer's left1 may show the ,nine of trumps if he holds it1 and exchange it for the trump card4 ,should two ,nines be shown by different players1 the one on the dealer's left takes the turn-up trump4 ,even if the dealer has a ,nine himself1 he is not allowed to keep the turn-up trump4 ,if the same player holds both ,nines he may score twenty on winning a trick4 ,a player with #iij up is not out if he turns up the ,nine4 ,he must win a trick4 ,melds4 ,all the combinations have the same value as in the ordinary game1 but all melds are laid upon the table before a card is played4 ,when he lays down his cards1 a player may make as many combinations with them as he can1 just as he would in the ordinary game if he had plenty of time4 ,if he has the trump sequence1 he may lay down the marriage first1 then the ,a #aj ,j4 ,if he has double binocle1 he may lay down the single first1 and then the other1 claiming the count for both4 ,four ,kings and four ,queens count #bbj4 ,the trump sequence counts #aij4 ,no player is allowed to meld after he has played to the first trick4 ,if he discovers he had more to meld1 but has played a card1 the unannounced score is lost4 ,an interesting variation is sometimes introduced by allowing the other players to claim any score overlooked by the one who melds4 ,the total number of points claimed by each player is simply announced1 but not scored4 ,the player must win a trick before he can score anything2 but the first trick he wins entitles him to score everything he has announced1 including dix4 ,it is usual to put the melds on a slate1 and to rub them out if the player does not win a trick4 ,playing4 ,the melds are all taken in hand again before play begins4 ,the eldest hand leads for the first trick any card he pleases1 and the others must follow suit if able1 and must win the trick if they can1 either with a higher card or with a trump4 ,if the third hand cannot win the trick1 he is still obliged to follow suit if he can2 but if he has none of the suit led1 and the second hand has already put on a better trump than any held by third hand1 the latter must under-trump if he can4 ,the winner of one trick leads for the next1 as in the ordinary game4 ,the winner of the sixteenth or last trick counts ten points for it at once4 ,scoring4 ,the points for dix1 melds1 and the last trick are all scored with the counters in the ordinary way1 but the score for cards must be kept mentally4 ,the moment any player correctly announces that he has reached #ajjj points1 he wins the game1 no matter what the others may have scored4 ,if his claim is not correct1 he retires1 and the two remaining players finish alone4 ,if neither wins the game that deal1 they play the next deal as in ordinary two-handed ,binocle1 with a stock1 the ultimate winner taking the stakes4 ,if it has been agreed that the lowest score pays when the first player goes out1 the game is ended as soon as one retires4 ,if two players reach #ajjj points without either having claimed the game1 they must both go on to #abej2 but if the third player reaches and announces #ajjj before either of the others reaches #abej1 he wins the game4 ,the ,revoke4 ,the individual player in error loses his entire score for 8cards40 ,the bidder cannot be set back if either adversary revokes4 ,he may demand that the hand be played out if he thinks he can get a good score4 ,,gaigel4 ,this is sometimes called ,short ,binocle4 ,it is played by two persons with the forty-eight card pack1 and the melds are reduced to the following values3-- ,king and ,queen of a plain suit #bj ,double marriage in the same suit #dj ,king and ,queen of trumps #dj ,double marriage in trumps #hj ,any five ,nines #aja ,two single marriages in the same suit cannot be melded at different times4 ,game is #aja points4 ,,four-,,handed ,,binocle4 ,four persons may play1 each for himself1 or two against two as partners1 sitting opposite each other4 ,all the cards are dealt1 twelve to each player1 four at a time1 and the last is turned up for the trump4 ,melds are not made until the player holding them has played to the first trick4 ,the eldest hand leads and then melds2 the second player plays and then melds1 and so on4 ,the card played to the first trick may still be reckoned in the melds4 ,playing4 ,the general rules of play are the same as in the three-handed game2 players being obliged to follow suit and to win the trick if able to do so4 ,the fourth player must win his partner's trick if he can1 and any player who cannot follow suit to a trick that is already trumped must under-trump if he is unable to over-trump4 ,scoring4 ,there are three ways to score3 ,in the first1 each player must individually win a trick in order to score his melds4 ,in the second1 when either partner wins a trick1 the melds in both hands may be scored4 ,in both these the melds are kept separate4 ,in the third1 when a player wins a trick he may combine his melds with those of his partner to form fresh combinations1 and the scores are made as if the melds of the two partners were in one hand2 but cards previously played to the tricks cannot be used in these fresh combinations4 ,the cards must still be on the table1 unplayed4 ,for this reason1 in this style of game the melds are not taken up until one of the partners wins a trick4 ,,auction ,,binocle4 ,in this variation1 each of three or four players is for himself4 ,the forty-eight cards are dealt out1 four at a time1 but no trump is turned4 ,beginning on the dealer's left1 each player in turn bids a certain number of points for the privilege of naming the trump suit and of having the lead for the first trick4 ,there are no second bids4 ,if all pass1 the dealer must bid twenty4 ,as soon as the trump is named1 every player at the table makes his own melds1 which will be good if he wins a trick4 ,the rules for play are the same as in the ordinary three and four hand4 ,if four play as partners1 two against two1 the eldest hand always leads for the first trick1 no matter who the successful bidder may be4 ,the bidder always has the first count at the end of the hand1 and it is usual to play this game so many deals1 instead of so many points4 ,at the end of six deals1 for instance1 the highest score is the winner4 ,sometimes this game is played with a widow1 three cards when three play1 four when four play4 ,each player is allowed three bids1 and the successful bidder turns the widow face up1 so that all may see what it contained4 ,he then takes the widow into his hand and discards what he pleases1 face down1 to reduce his hand to the same number of cards as the other players4 ,the trump is not named until after this discard4 ,the bidder has the first lead and also the first count4 ,six deals is a game4 ,,sixty-,,six4 ,sixty-six is one of the simplest forms of ,bzique1 and is an extremely good game for two persons with one pack of cards4 ,cards4 ,sixty-six is played with a pack of twenty-four cards1 all below the ,nine being deleted4 ,the cards rank1 ,a #aj ,k ,q ,j #i2 the ,ace being the highest1 both in cutting and in play4 ,markers4 ,the game may be kept with the small cards in the unused portion of the pack1 or with a whist marker or counters4 ,anything that will score up to seven points will do4 ,players4 ,the regular game is played by two persons1 one of whom is known as the dealer1 and the other as the pone4 ,they cut for seats and deal1 the highest cut having the choice4 ,stakes4 ,sixty-six is played for so much a game1 or for so much a point1 the loser's score being deducted from the winner's4 ,if the loser has not scored at all1 it is usually counted a double game4 ,dealing4 ,the cards having been shuffled and presented to the pone to be cut1 the dealer gives six cards to each player1 three at a time1 dealing first to his adversary4 ,there are several ways of making the trump1 one of which should be agreed upon before play begins4 ,one way is for the pone to draw a card from the top1 the middle1 or the bottom of the talon1 after the dealer has given each player his six cards4 ,another way is for the dealer to turn up the seventh card1 after dealing the first round of three to each player4 ,another1 and the one generally adopted in ,america1 is for the dealer to turn up the thirteenth card for the trump1 after giving six cards to each player4 ,the trump card is left face upward on the table1 and is usually placed under the remainder of the pack1 which is slightly spread1 face down1 for the players to draw from4 ,the general rules for irregularities in the deal are the same as in ,binocle4 ,a misdeal does not lose the deal4 ,objects of the ,game4 ,the object of the game1 as its name implies1 is to count sixty-six4 ,if a player can get sixty-six before his adversary1 he counts one point toward game4 ,if he gets sixty-six before his opponent gets thirty-three1 which is called schneider1 he counts two4 ,if he gets sixty-six before his adversary wins a trick1 which is called schwartz1 he counts three4 ,the player first making seven points in this manner wins the game4 ,a player may reach sixty-six by winning tricks containing certain counting cards2 by holding and announcing marriages1 which are the ,king and ,queen of any suit2 and by winning the last trick4 ,the various counts for these are as follows3-- ,for ,king and ,queen of trumps1 ,royal ,marriage1 #dj ,for ,king and ,queen of any plain suit1 ,marriage1 #bj ,for the ,ace of any suit1 #aa ,for the ,ten of any suit1 #aj ,for the ,king of any suit1 #d ,for the ,queen of any suit1 #c ,for the ,jack of any suit1 #b ,for the last or twelfth trick1 #aj ,the marriages count for the player holding and announcing them2 all other points for the player actually winning them4 ,the last trick does not count unless it is the twelfth2 that is1 not unless every card is played4 ,method of ,playing4 ,the pone begins by leading any card he pleases4 ,the second player in any trick is not obliged to follow suit1 even in trumps2 but may renounce or trump at pleasure until the players cease to draw from the stock4 ,if the second player follows suit1 the higher card wins the trick4 ,trumps win all other suits4 ,drawing4 ,the winner of the trick takes in the cards1 turning them face down2 but before he leads for the next trick he draws a card from the top of the stock1 and places it in his hand without showing or naming it4 ,his adversary then draws the next card1 so that each restores the number of cards in his hand to six4 ,the ,trump4 ,if either player holds or draws the ,nine of trumps1 he may exchange it for the turn-up at any time1 provided he has already won a trick4 ,this need not be the trick immediately before exchanging1 and he need not wait to get the lead before making the exchange4 ,for instance3 ,a player holding the ,nine1 and having to play to his adversary's lead1 may win the trick with the turn-up card1 leaving the ,nine in its place1 provided he has won some previous trick4 ,there is no count for dix1 as in ,bzique and ,binocle1 and the player is not obliged to exchange unless he wishes to do so4 ,if the ,nine is the last card in the stock1 it is1 of course1 too late to exchange it1 and the player drawing it must keep it4 ,marriages4 ,if a player holds both ,king and ,queen of any suit1 he may count #bj points towards #ff for the marriage1 or #dj for royal marriage1 by leading either of the marriage cards4 ,it is not necessary for the ,king or ,queen so led to win the trick2 but the player declaring a marriage must have the lead1 and must have won a trick1 or he cannot count it4 ,the pone may declare a marriage on his first lead2 but it will not count unless he wins some subsequent trick1 and if his adversary gets to #ff before the pone gets a trick1 the marriage is lost1 and the pone is schwartz4 ,if the #bj or #dj claimed for the marriage is enough to carry the player's count to #ff or beyond1 the marriage need only be shown and claimed1 without leading it1 and the remaining cards are then abandoned1 provided the count is correct4 ,only one marriage can be shown but not led in this manner4 ,in the ordinary course of play it is not necessary to show both cards of the marriage unless the adversary asks to see them4 ,the player simply leads the ,king or ,queen1 and says3 8,twenty10 or 8,forty10 as the case may be4 ,if he leads a ,king or ,queen without claiming any count1 it is evident that he has not a marriage4 ,if he has simply forgotten to claim it1 he cannot amend the error after his adversary has played to the trick1 and the score is lost4 ,to avoid disputes1 careful players leave one of the marriage cards face up among their cards1 as a reminder that a marriage was claimed in that suit1 either by the player with the card turned1 or by his adversary4 ,counting4 ,a player is not allowed to make any record of his progress toward sixty-six1 but must keep his count mentally4 ,it is highly important to keep both your own and your adversary's count1 in order that you may always know how many each of you wants to reach #ff4 ,a player is not allowed to go back over his tricks to refresh his memory1 and if he looks at any trick but the last one turned and quitted1 he loses the privilege of 8closing40 ,all irregularities in playing and drawing are governed by the same rules as in ,binocle4 ,the ,last ,six ,tricks4 ,after the stock is exhausted1 marriages may still be led or shown1 and scored2 but the second player in each trick must follow suit if he can1 although he is not obliged to win the trick unless he chooses to do so4 ,if all the cards are played1 the winner of the last or twelfth trick1 counts #aj for it toward his #ff4 ,announcing ,sixty-six4 ,if neither of the players has claimed to have reached #ff until after the last trick is played1 both turn over their cards and count their points4 ,if only one has reached #ff1 he counts one or two points1 according to his adversary's count4 ,if neither has reached #ff1 which is possible if no marriages have been declared2 or if both have #ff or more1 and neither has claimed it1 neither side scores1 but the winner on the next deal adds one to whatever he may make4 ,for instance3 ,a and ,b are adversaries1 and the last trick is played without either announcing that he is sixty-six4 ,on counting1 it is found that ,a has #dh points and a marriage1 #fh altogether1 while ,b has #gb points and the last trick1 #hb altogether4 ,neither counts anything4 ,on the next deal let us suppose that ,a makes #ff before ,b gets out of schneider1 which will give ,a two points4 ,to these he adds one for the tie on the last deal1 and scores three altogether4 ,closing4 ,closing is turning the trump card face down on the remainder of the pack1 which signifies that there shall be no more drawing from the stock1 and that the second player in each trick must follow suit if he can1 although he is not obliged to win the trick4 ,a player can close only when he has the lead1 but having the lead1 he may close at any time4 ,the pone may close before leading for the first trick2 or after winning the first trick1 and before drawing from the stock4 ,the leader may close after one or more tricks have been played1 and he may close without drawing from the stock2 or he may draw1 and then close4 ,if the leader closes without drawing1 his adversary must play without drawing4 ,when the stock is closed1 the player holding the ,nine of trumps may still exchange it for the trump card1 whether he is the closer or not1 provided he has previously won a trick4 ,it is usual for the closer1 if he does not hold the ,nine himself1 to take up the trump card and offer it to his adversary4 ,this is an intimation that he is about to turn it down if his adversary does not want it4 ,it is sometimes better not to exchange when the game is closed1 as it may give the adversary a good counting card if he can catch all your trumps4 ,there is no score for the last trick when the game is closed1 because the number of tricks played will then be less than twelve4 ,as closing gives peculiar advantages to the closer1 there are certain forfeits if a person closes and fails to reach #ff4 ,there are three varieties of closing1 which are as follows3-- ,if1 during the play of the hand1 either player thinks he has reached #ff1 he closes1 and turns over the tricks he has already won4 ,if he is correct1 he scores one1 two1 or three points1 according to the condition of his adversary's count4 ,but if he is not correct1 and has not quite reached #ff1 his adversary scores two points in any case1 and if the non-closer had not won a trick up to the time the stock was closed1 he scores three2 because that is the number the closer would have won if he had been correct in his count4 ,if a player thinks he would have a better chance to reach #ff first if his adversary was compelled to follow suit1 he may close the stock4 ,for instance3 ,a's mental count is #ce1 and he holds in his hand a marriage1 and the ,ace of another plain suit2 but no trumps4 ,if he closes at once1 and leads the ,ace1 his adversary will have to follow suit1 and the #aa points will put the closing player to #df4 ,he can then show his marriage1 without leading it1 and claim #ff4 ,but if the adversary should turn out to have none of the suit led1 and should trump the ,ace1 ,a might never reach #ff1 and ,b would count two points4 ,a player may close1 hoping to make schneider or schwartz4 ,for instance3 ,a knows his score is #ac1 while ,b has #cb4 ,a has royal marriage and ,ace of trumps in his hand1 and the ,nine is turned up4 ,if ,a closes1 and so compels ,b to follow suit1 he must catch the ,jack or ,ten of trumps by leading the ,ace4 ,if he catches the ,jack1 that will put him to #bf1 and showing the royal marriage will put him #ff1 and make ,b schneider4 ,if ,b has no trump1 one of the marriage cards can be led without any fear of losing it1 and that will put ,a to #ff1 even if ,b plays a ,nine to both leads4 ,but if ,a leads the ace of trumps without closing1 ,b is not compelled to follow suit1 and might play the ,nine of a plain suit to the ,ace of trumps4 ,if ,a then closed or played on without closing1 ,b might win one of the marriage cards with the ,ten1 and not only get out of schneider1 but reach #ff in plain suits before ,a could win another trick4 ,on the same principle1 a player may think he can reach #ff before his adversary can win a trick1 provided he can compel him to follow suit4 ,with two plain-suit ,aces and the royal marriage1 the pone would close before playing to the first trick1 trusting to catch at least #d points with his two aces1 and then to show the marriage1 making his adversary schwartz4 ,some judgment is necessary in deciding whether or not to draw before closing4 ,if a player is allowed to draw1 he may get a trump1 or a guard to one that you suspect he has4 ,suppose he has exchanged the ,nine for the ,ten1 and you have ,ace and royal marriage2 it is very likely that the ,ten is unguarded1 and if you close without drawing you may catch it1 which will make your three trumps alone good for #fh4 ,this also shows that the player should not have taken up the ,ten until he wanted to use it4 ,nothing is gained by closing1 except compelling the adversary to follow suit2 because if you close to make him schwartz1 and he gets a trick1 you count two only2 if you close to make him schneider1 and he gets out1 you count one only4 ,if you fail in the first case1 he counts three1 and any failure will give him two points4 ,,three-,,handed ,,sixty-,,six4 ,this is exactly the same as the ordinary game1 except that the dealer takes no cards1 but scores whatever points are won on the hand he deals4 ,if neither of the others score1 either through each making #fe1 or one failing to claim #ff1 the dealer scores one point1 and the others get nothing4 ,the dealer cannot go out on his own deal4 ,he must stop at six1 and win out by his own play4 ,there are two ways to settle3 ,each may pay a certain amount to the pool1 and the first man out take it all2 or1 after one is out1 the two remaining finish the game1 and the loser pays both or settles for the refreshments1 as the case may be4 ,if the first man goes out when it will be his turn to deal1 he must deal the next hand4 ,,four-,,handed ,,sixty-,,six ,this game is sometimes called ,kreutz-mariage1 owing to the ,german fashion of dealing the cards in the form of a cross2 but as the cards are not dealt that way1 and marriages are not scored in ,america1 the name is not appropriate in this country4 ,the pack is increased to thirty-two cards by the addition of the ,sevens and ,eights4 ,after the cards are cut by the pone1 the dealer gives three to each player on the first round1 then two1 and then three again1 turning up the last card for the trump4 ,in ,germany the dealer first gives two cards to his partner1 then two to his left hand adversary1 then two to his right hand adversary1 and finally two to himself4 ,this is continued for four rounds1 so that each player receives eight cards1 and the last is turned up for the trump4 ,the turned-up trump belongs to the dealer1 and cannot be exchanged4 ,in this form of the game the players must not only follow suit1 but must win the trick if they can1 and must trump and over-trump if possible4 ,a player is even obliged to win his partner's trick4 ,owing to this rule1 a player with good plain suit cards will usually attempt to exhaust the trumps as rapidly as possible4 ,the counting cards are the same as in ,sixty-six1 and the winner of the last trick counts #aj4 ,as there is no stock1 there is no closing2 and as marriages are not counted in ,america1 the #ff points must be made on cards alone4 ,the scores for schneider and schwartz are the same as in ,sixty-six1 and seven points is game4 ,there are #acj points made in every deal1 so if one side gets more than #ff and less than #ajj1 their adversaries must be out of schneider1 and the winners count one4 ,more than #ajj1 but less than #acj is schneider1 and counts two4 ,if the winners take every trick1 making #acj points1 they score three4 ,sometimes an extra point is scored for winning the ,ten of trumps3 but such a count is quite foreign to the game4 ,,national ,,games4 ,there are certain games of cards which do not seem to belong to any particular family1 but stand apart from other games1 and have been played since their first invention with only trifling variations1 giving rise to no offshoots bearing other names4 ,these are usually the most popular games with the middle and lower classes in the countries in which they are found1 and may be considered as distinctly national in character4 ,games that become popular with the masses always last longer than others1 and the rules governing them are much better understood1 and more firmly established4 ,in the course of a century the ,english aristocracy have run the gamut of ,quadrille1 ,ombre1 ,whist1 cart1 ,bzique1 ,piquet1 ,rubicon1 and ,bridge2 while the middle classes have stuck steadily to ,cribbage for nearly two hundred years4 ,six of these popular games are strikingly typical of the national character1 both in their construction1 and in the manner of playing them4 ,these are3 ,skat in ,germany2 ,cribbage in ,england2 ,piquet in ,france2 ,conquian in ,mexico2 ,calabrasella in ,italy2 and ,cassino in ,america4 ,all these are excellent games1 and have deservedly survived much more pretentious rivals4 ,with the exception of ,skat1 little is known of the exact origin of any of these games1 although most of them may be traced by their resemblance to more ancient forms4 ,skat is the most modern1 and to-day the most popular1 many persons thinking it superior to ,whist4 ,the game seems to have originated among the farmers of ,thuringia1 a province of ,saxony1 and was probably a variation of the ,wendish game of ,schapskopf4 ,the first mention of ,skat that we can find is in an article in the 8,osterlnder ,blttern10 in #ahah4 ,thirty years later ,professor ,hempel of ,altenburg published the rules and principles of the game under the title3 8,das ,skatspiel1 von ,j4,f4,l4,h40 ,it is said that he learned the game from a friend1 who had been taught it by a ,wendish coachman in his employ4 ,the game spread rapidly1 and soon became popular all over ,germany1 but with many minor variations in the details of play4 ,to settle these1 a ,skat congress was finally held in ,altenburg in #ahhf4 ,this was succeeded by others in ,leipzic and ,dresden1 and the result of these meetings has been to weed out all the minor differences in play1 and to settle upon a universal code of laws for the game1 which is called ,reichs-,skat4 ,in ,america1 ,reichs-,skat is no longer played2 the value of some of the games is changed1 and all the bidding is by ,zahlen-reizen4 ,in all the text-books on ,skat which we have examined1 this fact has been entirely overlooked4 ,,skat4 ,the etymology of the word ,skat1 sometimes spelt ,scat1 is a matter of doubt1 but the most plausible explanation is that it is a corruption of one of the terms in the parent game of ,taroc2 8scart10 from 8scarto10 what is left2 or 8scartare10 to discard or reject4 8,matadore0 is another word from the game of ,taroc1 still retained in ,skat4 ,others attribute the word to 8,skatt10 the ,old-,german or ,anglo-,saxon for money2 the modern ,german1 8,schatz10 a treasure1 referring to the forms of the game in which good counting cards are laid aside in the skat for the count at the end of the hand4 ,this derivation would account for both spellings of the word1 with a 8k0 and with a 8c40 ,the student is advised to make himself familiar with the ,german terms in the following description1 as they are in common use wherever skat is played4 ,many ,american players who use the ,english language in bidding by figures1 still adhere to the ,german names for the suits and positions at the table4 ,,cards4 ,skat is played with a pack of thirty-two cards1 all below the ,seven being deleted4 ,the rank of the cards differs according to whether the players are attempting to win or to lose tricks4 ,if the object is to win tricks1 it is known as a 8game20 if the object is to lose1 it is called a 8nullo40 ,in nullo the cards rank in their natural order2 ,a ,k ,q ,j #aj #i #h #g1 the ,ace being the highest4 ,in the various 8games10 the four ,jacks are always the best trumps1 and are known as ,wenzels4 ,the other cards follow the usual ,german rank2 ,a #aj ,k ,q #i #h #g1 the ,ace being the highest in plain suits4 ,the ,german names for the cards are as follows2--,jack3 ,wenzel1 ,bauern1 ,bube1 ,jungen1 or ,unter4 ,ace3 ,as1 or ,daus4 ,ten1 ,zehn4 ,king1 ,knig4 ,queen3 ,dame1 ,ober1 or ,knigen4 ,nine1 ,neun4 ,eight1 ,acht4 ,seven1 ,sieben4 ,the most common terms are2 ,bube1 ,as1 ,zehn1 ,knig1 ,dame1 etc4 ,the words ,unter and ,ober for the ,jack and ,queen1 refer to the manner of marking the suits on the ,german cards4 ,in the ,queens1 the mark of the suit is always above the figure1 which has a single head2 in the ,jacks the suit mark is always under the figure4 ,this distinction is necessary1 because in the ,german cards the ,queen is a male figure4 ,the ,king has two suit marks1 one on each side of the head4 ,when the ,french or ,american double-head cards are used1 with suit-marks in both corners1 the words 8ober0 and 8unter0 have no meaning2 ,dame and ,bube being used instead4 ,rank of the ,suits4 ,in addition to the rank of the cards themselves1 the suits outrank one another1 except in ,nullo1 clubs being always the best1 then spades1 hearts and diamonds4 ,the ,germans have various names for the suits1 that first given in each instance being in common use among modern ,germans4 ,clubs3 ,kreuz1 ,trefle1 ,eicheln1 ,eckern1 or ,bran4 ,spades3 ,pique1 ,schppen1 ,laub1 or ,grn4 ,hearts3 ,hertzen1 ,cur1 or ,roth4 ,diamonds3 ,carreau1 ,schellen1 ,eckstein1 ,ruthen1 or ,gelb4 ,in the ,german notation of card games and problems1 the suits are indicated by the ,french terms3 clubs1 tr for trefle2 spades1 p for pique2 hearts1 co for cur2 diamonds1 car for carreau4 ,the cards are indicated by the initials2 ,a ,k ,d ,b ,z #i #h #g1 which stand for ,as1 ,knig1 ,dame1 ,bube1 ,zehn1 etc4 ,the winning card in each trick is always printed in full-faced type4 ,the cards of each suit are divided into two parts1 known as counting cards1 ,zahlkarten1 and those having no counting value2 ,fehlkarteten or ,ladons4 ,the counting cards and their values are as follows3--,ace #aa1 ,ten #aj1 ,king #d1 ,queen #c1 and ,jack #b4 ,these are used in reckoning up the value of the tricks won by each side in counting toward #fa in all the 8games10 but not in ,nullo4 ,the ,seven1 ,eight and ,nine have no counting value4 ,the rank of the suits has no influence on their trick-taking powers1 nor on the value of the ,zahlkarten2 but it increases or diminishes the value of the 8game0 played for4 ,when any suit is made the trump1 it takes the precedence of the three others only in so far as trumps will win other suits1 and the suits which are not trumps are equal in value so far as trick-taking is concerned4 ,as the four ,wenzels are always the highest trumps1 there will always be eleven cards in the trump suit1 and seven in each of the plain suits2 so that if clubs were trumps1 the rank of the cards would be3-- ,illustration3 ,in any of the other suits the rank would be3-- ,illustration3 ,matadores4 ,the club ,jack is always the best trump1 and every trump card in unbroken sequence with the club ,jack is called a ,matadore1 provided the sequence is in the hand of the same player4 ,this rule holds whether the sequence was in the hand originally dealt to him or part of it is found in the ,skat1 should he become possessed of the ,skat cards4 ,for instance3 ,clubs are trumps1 and a player holds these cards3-- ,illustration3 ,he has only one ,matadore2 but as the ,skat cards will belong to him if he has made the trump1 he may find in them the spade ,jack1 which would complete his sequence1 giving him six ,matadores1 instead of one4 ,as one side or the other must have the club ,jack in every deal1 there must always be a certain number of ,matadores1 from one to eleven4 ,if the player who makes the trump has them1 he is said to play with so many2 if his adversaries hold them1 he is said to play without just as many as they hold4 ,the difficult thing for the beginner at ,skat to understand is that whether a player holds the ,matadores or not1 the number of them has exactly the same influence on the value of his game4 ,if one player held these cards ,illustration3 and wished to make hearts trumps1 he would be playing 8with two40 ,if another player wished to make the same suit trumps with these cards3-- ,illustration3 he would be playing 8without two10 and the value of each game would be exactly the same1 no matter which player actually made the trump4 ,matadores must be held2 they do not count if won from the adversaries in the course of play4 ,,markers4 ,counters of any kind are not used in ,skat1 as the score is kept on a writing pad1 which should be ruled into vertical columns for the number of players engaged4 ,,players4 ,skat is played by three persons4 ,if there are four at the table the dealer takes no cards1 but shares the fortunes of those who are opposed to the single player1 winning and losing on each hand whatever they win and lose4 ,if there are five or six at the table1 the dealer gives cards to the two on his left1 and the one next him on the right4 ,those holding no cards share the fortunes of the two who are opposed to the single player4 ,after the table is formed1 no one can join the game without the consent of all those already in1 and then only after a round2 that is1 after each player at the table has had an equal number of deals4 ,should any player cut into a table during the progress of a game1 he must take his seat at the right of the player who dealt the first hand4 ,when six persons offer for play1 it is much better to form two tables1 but some persons object to playing continuously1 and like the rest given to the dealer when more than three play4 ,there are always three active players in ,skat4 ,the one who makes the trump is called the player1 or ,spieler2 the two opposed to him are called the adversaries1 or ,gegners2 while those who hold no cards are called im ,skat1 or ,theilnehmer4 ,of the three active players1 the one who leads for the first trick is called ,vorhand2 the second player is called ,mittelhand1 and the third ,hinterhand4 ,the person sitting on the dealer's right1 to whom the cards are presented to be cut1 is called the pone4 ,no person is allowed to withdraw from the game without giving notice in advance1 and he can retire only at the end of a round of deals4 ,it is usual to give notice at the beginning of a round1 by saying3 8,this is my last40 ,,cutting4 ,positions at the table are drawn for1 the cards ranking as in play1 ,jacks being the best1 and the suits outranking one another in order1 so that there can be no ties in cutting4 ,the lowest cut has the first choice of seats1 and also deals the first hand4 ,it is usual for the player sitting on the right of the first dealer to keep the score1 so that one may always know when a round ends4 ,,stakes4 ,skat is played for so much a point1 and the single player wins from or loses to each of the others at the table4 ,a cent a point is considered a pretty stiff game1 half a cent being more common in good clubs4 ,many play for a fifth1 or even a tenth of a cent a point4 ,at half a cent a point1 ten dollars will usually cover a run of pretty bad luck in an evening's play4 ,,dealing4 ,at the beginning of the game the cards should be counted and thoroughly shuffled1 and shuffled at least three times before each deal thereafter4 ,the dealer presents the pack to the pone to be cut1 and at least five cards must be left in each packet4 ,the cards are dealt from left to right in rotation1 and the deal passes to the left in regular order4 ,only three persons at the table receive cards1 no matter how many are in the game4 ,if there are four players1 the dealer gives himself no cards4 ,if there are five or six players1 the first two on the dealer's left and the pone receive cards4 ,the other persons at the table are said to be 8im ,skat10 because they are laid aside for that deal4 ,the cards may be distributed in several ways1 but whichever manner the first dealer selects must be continued during the game1 both by the original dealer1 and by the others at the table4 ,ten cards are given to each player1 and two are dealt face downward in the centre of the table for the ,skat4 ,no trump is turned4 ,the cards must be dealt1 three cards to each player1 then two to the ,skat2 then four to each player again1 and finally three4 ,irregularities in the ,deal4 ,if the pack is found to be imperfect1 the deal in which the error is discovered is void2 but any previous scores or cuts made with that pack stand good4 ,if the cards have not been cut1 or if a card is found faced in the pack1 or if the dealer exposes a card in dealing1 any active player who has not looked at his cards may demand a fresh deal by the same dealer4 ,if the dealer gives too many or too few cards to any player1 he must shuffle and deal again4 ,if the error is not discovered until the hand is partly played out1 the deal is void1 and the misdealer deals again4 ,a misdeal does not lose the deal under any circumstances1 but it is usual to exact a penalty of ten points for a misdeal4 ,,objects ,,of ,,the ,,game4 ,the object of each player is to obtain the privilege of attempting to accomplish a certain task1 which is known as his 8game10 and which he must be able to carry through successfully against the combined efforts of the two other players4 ,the more difficult the task undertaken1 the greater the number of points scored for it1 and the player who will undertake the game which is of the greatest value of those offered must be allowed the privilege of trying it4 ,in order to determine which player this is1 they may all bid for the privilege by naming a certain number of points1 usually well within the actual value of the game they intend to play4 ,if a bidder meets with opposition1 he gradually approaches the true value of his game1 and the player whose game is worth the most will of course be able to bid the greatest number of points1 and must be selected as the player1 the two others being his adversaries4 ,games4 ,these games are divided into two principal classes1 those in which the player undertakes to win1 and those in which he tries to lose4 ,when he plays to lose1 it is to lose every trick1 there being no trump suit1 and the cards in each suit ranking ,a ,k ,q ,j #aj #i #h #g4 ,these games are called ,null1 or ,nullo1 and ,null ,ouvert1 the latter being played with the successful bidder's cards exposed face upward on the table1 but not liable to be called4 ,the moment he wins a trick in a ,nullo1 he loses his game4 ,nullos are quite foreign to ,skat1 and appear to have been introduced as a consolation for players who always hold bad cards4 ,when ,ramsch is played1 the object is to take less than either of the other players2 but the cards rank as in the ordinary game1 except that the four ,jacks are the only trumps4 ,in all other games the successful bidder undertakes to win2 but his success does not depend on the number of tricks he takes in1 but on the total value of the counting cards contained in those tricks4 ,the total value of all the counting cards is #abj points1 and to be successful1 the single player must win at least #fa4 ,if he succeeds in winning #fa or more points1 he wins his game1 whatever it may be4 ,if he can get #ia points1 he wins a double game1 which is called schneider4 ,if he can take every trick1 he wins a treble game1 which is called schwartz4 ,it is not enough to win #abj points1 for if the adversaries win a single trick1 even if it contains no counting cards1 they save the schwartz4 ,if the single player fails to reach #fa1 he loses4 ,if he fails to reach #ca1 he is schneider2 and if he fails to take a trick he is schwartz4 ,these various results increase the value of the game1 as will presently be seen4 ,there are four varieties of games in which the successful bidder plays to win1 the difference being in the manner of using the skat cards1 and making the trump4 ,these games are called ,frage1 ,tourn1 ,solo1 and ,grand1 and they outrank one another in the order given1 ,frage being the lowest4 ,the first three3 ,frage1 ,tourn and ,solo1 are each again divided into four parts1 according to the suit which is trumps2 a ,tourn in clubs being better than one in spades2 a ,solo in hearts being better than one in diamonds1 and so on4 ,this is in accordance with the rank of the suits already mentioned in the paragraph devoted to that subject4 ,in a ,frage1 or ,simple ,game1 the successful bidder takes both the skat cards into his hand1 and then declares which suit shall be the trump2 discarding two cards face downward for his schatz1 or treasure1 before play begins4 ,the two cards thus laid aside count for the single player at the end of the hand1 provided he takes a trick1 and they cannot be won by the adversaries unless they make the single player schwarz4 ,frage is no longer played4 ,in a ,tourn1 the successful bidder turns one of the skat cards face upward on the table before looking at the second card4 ,he may turn over whichever card he pleases1 but the one he turns fixes the trump suit for that hand4 ,if the card turned over is a ,jack1 he may change to a ,grand2 but he must do so before he sees the second card in the ,skat4 ,if the player does not like the first card he turns1 he need not show it1 but may put it in his hand and turn the other4 ,this second one must be the trump2 or a ,grand may be played if the card is a ,jack4 ,in case the game is lost after taking the second card1 it costs double4 ,this is called ,passt mir ,nicht4 ,in a ,solo1 the skat cards are not touched1 the successful bidder naming the trump to suit the hand of ten cards originally dealt him4 ,the ,skat belongs to him1 as in ,frage and ,tourn1 but he must not see its contents until the hand is played out1 when any points and ,matadores it may contain will count for him4 ,in a ,grand there is no trump suit1 the four ,jacks being the only trumps in play4 ,these four cards preserve their relative suit value1 the club ,jack being the best1 and they are still ,matadores4 ,there are four varieties of ,grand3 ,a tourn player may make it a ,grand if he turns up a ,jack4 ,this is called a ,grand ,tourn4 ,a player may make it a grand without seeing either of the skat cards4 ,this is called a ,grand ,solo4 ,a player may announce a ,grand and lay his cards face up on the table2 exposed1 but not liable to be called4 ,this is called a ,grand ,ouvert4 ,a ,frage cannot be played as a ,grand under any circumstances4 ,a player may announce ,gucki ,grand1 which means that he will take both the skat cards into his hand at once1 in order to get the privilege of laying out any two cards he pleases1 but that ,jacks will be the only trumps4 ,if a ,gucki ,grand is lost1 it costs double4 ,a player may announce a ,gucki ,nullo1 in which he takes both the skat cards into his hand and lays out any two cards he pleases4 ,this loses double if it is not successful4 ,revolution is seldom played4 ,it is a ,nullo in which the adversaries put their twenty cards together as one hand to see if they can make the player take a trick4 ,uno and ,duo are ,grands1 in which the single player engages to take one trick in ,uno1 or two in ,duo1 neither more nor less4 ,,game ,,values4 ,each of the foregoing games has what is called a unit of value1 which is afterward multiplied several times according to the number of ,matadores1 and whether the game was schneider or schwarz4 ,these unit values are as follows1 beginning with the lowest3 ---------------------------------------- ------------------ ,suits ,trumps3-- ,jacks ,trumps3-- ,no ,trumps3-- ---------------------------------------- ---------------- ,turn ,solo ,turned ,grand #ab ,gucki ,nullo #ae #e #i ,gucki ,grand #af 0 if played open #cj #f #aj ,solo ,grand #bj ,solo ,nullo #bj #g #aa ,open ,grand #bd 0 if played open #dj #h #ab ,ramsch #bj ,revolution #fj ---------------------------------------- ---------------- ,when one player takes no trick in a ,ramsch1 the player with the greater number of points loses #cj4 ,if two players take no trick1 the loss is #ej points4 ,all ,guckis lose double if they fail1 so that if a player announces a ,gucki ,nullo and loses it1 he will lose #cj2 but if he won it he would get #ae only4 ,if a player has a ,gucki ,null ,ouvert1 he must announce that it is to be played open before he touches the skat cards4 ,it is then worth #cj if won2 #fj if lost4 ,passt-mir-nicht tournes all lose double if they fail1 but win the usual number of points if they succeed4 ,multipliers4 ,the foregoing are simply the standard counting values of these various games4 ,in calculating the actual value of a player's game1 in order to see how much he may safely offer in the bidding1 and how much he would win if successful in his undertaking1 these standard values are multiplied as follows3-- ,five classes of games are recognized1 beginning with the lowest1 in which the player gets the necessary #fa points1 but does not make his adversaries schneider4 ,this is simply called 8game10 and as it must always be either won or lost1 it is a constant factor4 ,the value of the game is #a1 and each better game is numbered in regular order1 the five varieties being as follows3 ,the ,game1 #a4 ,schneider1 #b4 ,schwarz announced or ,schwarz1 #c4 ,schwarz after announcing ,schneider1 #d4 ,schwarz announced1 #e4 ,these numbers are added to the number of ,matadores1 and the total thus found is multiplied by the unit value of the game4 ,for instance3 ,a player has obtained the privilege of playing on a bid of thirty4 ,his game is a ,solo in hearts1 in which he holds the three highest ,matadores and announces schneider in advance4 ,his game multiplier is therefore #c 7for the announced schneider71 to which he adds #c more for the ,matadores1 #f altogether4 ,the unit value of a heart ,solo being #aj1 he could have gone on bidding to #fj had it been necessary1 and he will win #fj from each of his adversaries if he succeeds in reaching #ia points in the counting cards he takes in in his tricks1 together with what he finds in the ,skat4 ,if his adversaries got to #cj with their counting cards1 he would have lost #fj to each of them1 although he bid only #cj1 because he announced his game as schneider1 and did not make it4 ,had he not announced the schneider1 and reached #ia or more in his counting cards1 he would have won a game worth #ej1 losing the extra multiplier by not announcing the schneider in advance2 for a schneider made without announcing it is worth only #b4 ,in reckoning the value of a game it is always safer to bid on playing 8with0 than 8without0 ,matadores in a ,solo or ,tourn2 because1 although you may have a hand 8without four10 you may find a ,wenzel in the ,skat1 and if it is the club ,jack you lose three multipliers at once4 ,,bidding4 ,the players must be familiar with the manner of computing the various games in order to bid with judgment1 and without hesitation4 ,suppose you hold the three highest ,matadores with an average hand1 not strong enough in any one suit to play a ,solo1 but good enough for a ,tourn4 ,your smallest possible game will be diamonds with three2 which will be worth #e multiplied by #d2 #a for the game1 and #c for the ,matadores1 #bj points4 ,if you can get the game on any bid less than #bj you are absolutely safe1 provided you can reach #fa in your tricks4 ,but the opposition of another player may irritate you1 reizen1 and provoke you to bid #bd1 or even #bh1 in the hope of turning a heart or a spade4 ,if you go beyond #bj1 and turn a diamond1 you must either find the fourth ,matadore in the ,skat1 or make your adversaries schneider1 in order to secure another multiplier4 ,if you fail1 you lose #bd1 or #bh1 according to your bid4 ,the great difficulty in ,skat is to judge the value of a hand1 so as neither to under nor overbid it1 and also to get all out of it that it is worth4 ,a person who plays a ,frage in hearts when he could easily have made it a ,solo1 reduces the value of his game just eighty per cent4 ,a player with the four ,wenzels1 ,a ,k ,q #i #h of diamonds1 and a losing card1 would be foolish to play a diamond ,solo with five1 schneider announced1 worth #gb2 while he had in his hand a sure ,grand1 with four1 schneider announced1 worth #adj4 ,of course the schneider is not a certainty4 ,the risk is that the ,ten of diamonds will be guarded1 and that an ,ace and a ,ten will make1 both of them on your losing card1 or one of them on the diamond ,ten4 ,a careful player would be satisfied with #ajj on such a hand1 for if he fails to make the announced schneider1 he loses everything4 ,a player is not obliged to play the game he originally intended to1 if he thinks he has anything better2 but he must play a game worth as much as he bid1 or the next higher1 and having once announced his game1 he must play it4 ,suppose ,vorhand has a spade ,solo with two1 and on being offered #cc says1 8,yes10 thinking the bidder will go on to #cf1 instead of which he passes4 ,it is very probable that the bidder has a spade ,solo without two1 and will defeat a spade ,solo announced by ,vorhand4 ,if ,vorhand has almost as good a game in hearts1 he should change1 hoping to make schneider1 or to find another ,matadore in the ,skat4 ,if he loses the game1 a heart ,solo with two costs #cj points2 but as ,vorhand refused #cc1 and the next best game he could have made with a heart ,solo is #dj1 that is the amount he loses1 although he refused only #cc4 ,method of ,bidding4 ,the ,vorhand always holds the play1 and the ,mittelhand always makes the first bid1 or passes1 the ,hinterhand saying nothing until the propositions made by the ,mittelhand have been finally refused or passed by the ,vorhand4 ,the usual formula is for the ,vorhand to say1 8,how many80 or1 8,i am ,vorhand10 thereupon the ,mittelhand bids or passes4 ,if ,vorhand has as good a game as offered him he says1 8,yes10 and ,mittelhand must bid higher or pass4 ,if ,vorhand has not as good a game he may either pass1 or bluff the bidder into going higher by saying1 8,yes40 ,as soon as one passes1 the other turns to the ,hinterhand1 who must either make a higher bid than the last1 or pass4 ,the survivor of the first two must either say1 8,yes10 to the offers made by ,hinterhand1 or pass4 ,the final survivor then announces his game4 ,it is usual for the last one to pass to signify that he is done by pushing the skat cards toward the survivor1 indicating that they are his1 and that he is the player4 ,if a player is offered a game equal to his own he may still say1 8,yes20 but if he is offered a better game1 and still says1 8,yes10 he runs the risk of being compelled to play4 ,the old ,german way of bidding1 adopted at the ,skat ,congresses in ,altenburg1 ,leipzig and ,dresden1 was to bid in suits2 a bid of club ,solo outranking one of spade ,solo1 no matter what it was worth4 ,this has long been obsolete1 the objection to it being that a player might get the play on a game of much inferior value4 ,a player with a spade ,solo1 six ,matadores1 and schneider announced could offer only a spade ,solo1 without mentioning its value1 and although his game was worth #ii1 he could be outbid by an offer of ,nullo1 which was then worth only #bj4 ,this is contrary to the spirit of the game1 which requires that the person offering the game of the greatest value shall be the player4 ,the rank of the bids in the old ,german game was as follows1 beginning with the lowest3-- ,frage1 in the order of the suits4 ,tourn1 in the order of the suits4 ,grand ,tourn4 ,solo in diamonds1 hearts and spades4 ,nullo1 worth #bj4 ,solo in clubs4 ,grand ,solo1 worth #af4 ,null ouvert1 worth #dj4 ,grand ouvert4 ,the multipliers were the same as those used in the modern game1 but the player had no means of using them in his bids4 ,it will be observed that the modern value of the various games seeks to preserve the old rank by assuming the lowest possible bid on any given game4 ,in some parts of ,germany it is still the custom to reckon ,solos at the tourn values1 simply adding one multiplier for 8out of hand40 ,thus a spade ,solo with two would be reckoned2 8with two1 one for game1 one for out of hand2 four times seven1 or twenty-eight40 ,note that seven is tourn value for spades4 ,,the ,,skat ,,cards4 ,the successful bidder determined1 the skat cards are pushed towards him1 and the manner in which he uses them limits the game he is allowed to play4 ,while the player must win or lose a game worth as many as bid1 he may attempt to win as many more as he pleases4 ,if he has got the play on a bid of ten1 that does not prevent him from playing a club ,solo1 with schneider announced4 ,but if he has bid or refused eleven1 and plays a tourn in diamonds1 he must make schneider or play with or without two ,matadores in order to bring his multipliers up to three4 ,it both these fail him he loses #ae1 the next higher game than his bid possible in a diamond tourn4 ,as ,frage is no longer played on account of its small value1 if the player takes both the skat cards into his hand at the same time1 without showing them1 his game must be a ,gucki ,grand1 unless he has previously announced that it is a ,gucki ,nullo4 ,his game announced1 he lays out any two cards he pleases for his skat1 so as to play with ten only4 ,if the player turns over either of the skat cards1 his game is limited to a tourn4 ,if he turns a ,jack1 he may change to ,grand1 but not to ,grand ,ouvert4 ,neither schneider nor schwarz can be announced in any game in which the skat cards are used4 ,a tourn player must lay out two skat cards to reduce his hand to ten cards4 ,if the player neither turns over nor takes into his hand either of the skat cards1 he may play any of the suit ,solos1 ,grand ,solo1 ,grand ,ouvert1 ,nullo1 or ,null ,ouvert4 ,he may announce schneider or schwarz in any ,solo4 ,any player looking at the skat cards before the beginning of the play is debarred from bidding that deal1 and is penalised ten points in the score4 ,in addition to this penalty1 either of the other players may demand a fresh deal4 ,if a player looks at the skat cards during the play of a hand the play is immediately stopped1 and if he is the single player he can count only the points taken in up to that time1 exclusive of the skat4 ,these points are deducted from #abj1 and his adversaries claim the difference4 ,the game is then settled1 according to this count1 exactly as if the hand had been played out4 ,if an adversary of the single player looks at either of the skat cards during the play of a hand1 the single player may at once stop the game1 and his adversaries can count only the points they have taken in in tricks up to that time4 ,if they have no tricks they are schwartz2 if they have not #cj points they are schneider4 ,when four or more play1 any person holding no cards may be penalised ten points for looking at the skat cards4 ,,method ,,of ,,playing4 ,the successful bidder having disposed of the skat cards and announced his game1 the ,vorhand leads any card he pleases for the first trick4 ,vorhand should be careful not to lead until the player has laid out or discarded for the ,skat in a ,gucki or a ,tourn4 ,players must follow suit if they can1 but are not obliged to win the trick4 ,having none of the suit led1 they may trump or discard at pleasure4 ,the highest card played1 if of the suit led1 wins the trick1 and trumps win all other suits4 ,the winner of the first trick leads for the next1 and so on1 until all the cards have been played1 or the game is acknowledged as won or lost1 and abandoned4 ,in a ,grand1 if a ,jack is led1 players must follow suit with the other ,jacks1 they being trumps4 ,abandoned ,hands4 ,if the single player finds he has overbid himself1 or sees that he cannot make as good a game as bid1 he may abandon his hand to save himself from being made schneider or schwarz1 provided he does so before he plays to the second trick4 ,a ,solo cannot be abandoned in this manner1 as the rule is made only to allow a player to get off cheaply who has been unlucky in finding nothing in the ,skat to suit his hand4 ,for instance3 ,a player has risked a ,tourn with a missing suit1 and turns up that suit4 ,he can abandon his hand at once1 losing his bid or the next higher game1 but escaping schneider4 ,irregularities in the ,hands4 ,if1 during the play of a hand1 any person is found to have too many or too few cards1 the others having their right number1 it is evident that there has been no misdeal if the pack is perfect and there are two cards in the ,skat4 ,if the player in error has too few cards1 probably from having dropped one on the floor1 or having played two cards to the same trick1 he loses in any case1 but the adversary may demand to have the hand played out in order to try for schneider or schwarz1 and the last trick1 with the missing card1 must be considered as having been won by the side not in fault4 ,if the player in fault is opposed to the single player1 his partner suffers with him4 ,if the player discovers his loss1 he is not allowed to pick the card from the floor and replace it in his hand if he has in the meantime played to a trick with a wrong number of cards4 ,playing ,out of ,turn4 ,the usual penalty in ,america for leading or playing out of turn is the loss of the game if the error is made by the adversaries of the single player4 ,if by the player himself1 the card played in error must be taken back1 and if only one adversary has played to the false lead1 he may also take back his card4 ,if both have played1 the trick stands good4 ,the single player suffers no penalty1 as it is only to his own disadvantage to expose his hand4 ,the ,revoke4 ,if a player revokes1 and he is one of the adversaries of the single player1 the game is lost for the player in error2 but he may count the points in his tricks up to the time the revoke occurred1 in order to save schneider or schwarz4 ,in ,nullos1 the game is lost the moment the revoke is discovered4 ,seeing ,tricks4 ,the tricks must be kept separate as they are taken in1 and any player is allowed to look at the last trick turned and quitted4 ,any player looking at any other trick but the last may be penalized ten points4 ,playing ,ouverts4 ,the rules of the game require ,ouverts to be exposed face upward on the table before a card is played4 ,,scoring4 ,the score should always be kept by the player sitting on the right of the first dealer4 ,this will mark the rounds4 ,the score sheet should be ruled in vertical columns1 one for each player at the table4 ,each player is charged individually with his losses and gains1 the amounts being added to or deducted from his score1 and a plus or a minus mark placed in front of the last figure1 so that the exact state of each player's score will be apparent at a glance4 ,the score of the single player is the only one put down1 and it is charged to him as a loss or a gain at the end of each deal4 ,if there are four players1 a line is drawn under every fourth amount entered in each person's account4 ,if three play1 the line is drawn under every third amount4 ,this system of scoring will show at once whose turn it is to deal1 if the total number of amounts under which no line is drawn are counted up4 ,for instance3 ,three persons play2 ,a dealt the first hand4 ,in the first three columns are shown the amounts won and lost in the three rounds1 while the last three columns show the manner in which these losses and gains were entered on the score sheet3-- ,points won and lost4 ,score ,card4 #ast ,round4 #bnd ,round4 #crd ,round4 ,a ,b ,c --------------------------------- ------------ ,a won #cc ,a lost #af ,c lost #cf #cc #dj #ee ,c won #ee ,b won #dj ,b won #dh #ag #hh #fg ,c won #ab ,a lost #bd ,c lost #ab -#g #ca ---- ---- #ai ,at the end of the second round a line was drawn under ,a's account1 which then contained three items2 and after the first game in the third round a line was drawn under ,c's account4 ,if we suppose the game to be stopped at this point1 the scores would be balanced as follows3 ,we take the three scores and bring them down on one line4 ,we draw a line under them1 and proceed as follows3 ,first we take ,a1 who has lost #g to ,b1 and from whom ,b has also won #hh4 ,this gives us #ie minus for ,a and #ie plus for ,b4 ,we then compare ,a and ,c1 and find that ,a owes ,c #bf2 put down as minus for ,a1 plus for ,c4 ,we now compare ,b and ,c1 and find that ,b wins the difference1 which is #fi points2 put down plus for ,b1 minus for ,c4 ,then we add up to see that the scores balance4 --------------- ,a ,b ,c --------------- -#g #hh #ai --------------- -#ie #ie #bf -#bf #fi -#fi --------------- -#aba #afd -#dc --------------- ,the same method may be used when four play2 but some prefer to call the lowest score zero1 and so make all the others plus4 ,suppose the final scores were as follows3 ------------------------------ ,a ,b ,c ,d ------------------------------ #ahf #db #cdd #aaf ------------------------------ #add #j #cjb #gd #ebj #d #d #d #d ------------------------------ #egf #j #abjh #bif -#ebj -#ebj -#ebj -#ebj ------------------------------ #ef -#ebj #fhh -#bbd ------------------------------ ,if ,b is zero1 his points are to be taken from those of each of the others1 as ,b is plus4 ,if the low score is a minus1 the points must be added to each of the others4 ,the three totals are added1 and found1 in this case1 to be #ebj1 which is the total of ,b's loss4 ,we now multiply the scores by the number of players engaged1 in this case four1 and from the product we deduct the #ebj already found4 ,then the scores balance4 ,when ,skat is played for the ,league stake1 which is one-fourth of a cent a point1 the results may be found in a still shorter way by adding up all the scores and taking an average1 this average being the sum divided by the number of players4 ,take the results just given for example3-- --------------------------------------- ,a ,b ,c ,d --------------------------------------- #ahf #db #cdd #aaf #fhh #d #agb #agb #agb #agb #agb --------------------------------------- #ad -#acj #agb -#ef --------------------------------------- ,the average is simply deducted from each score1 and the remainder is the amount won or lost1 in cents4 ,,cheating4 ,as in all games in which the cards are dealt in groups1 the greek will find many opportunities in ,skat4 ,the clumsiest shuffler can usually locate some of the ,wenzels at the top or the bottom of the pack1 before presenting it to be cut1 and if the players do not insist on the cards being dealt always in the same manner1 the sharper can secure to himself two or more ,wenzels1 either in his hand or in the ,skat4 ,any person who deals the cards sometimes three at a time1 and again five at a time1 should be stopped immediately1 and no such excuses as changing his luck should be listened to for a moment4 ,any person who habitually picks up the cards with their faces towards him1 and straightens them by lifting them from their positions in the pack1 should be stopped at once1 and requested to straighten the cards face down4 ,dealing seconds is very difficult when the cards have to be 8pinched0 in threes and fours4 ,a second dealer holding back a ,wenzel on the top may give his adversary two underneath without knowing it4 ,marked cards are of advantage only when the dealer plays1 and are of little use beyond telling him what he can turn up for a trump1 or what he will find in the ,skat4 ,the rule for having four in the game1 if possible1 is one of the greatest safeguards1 unless the dealer is in secret partnership with one of the players4 ,,suggestions ,,for ,,good ,,play4 ,the chief things to master in ,skat are the values of the hands1 the principles of bidding on them1 the best methods of playing them1 and the proper methods of combining forces with your partner for the time being1 in order to defeat the single player4 ,bidding4 ,some persons attach a great deal of importance to the odds for and against certain cards being in the ,skat4 ,if a player without three is forced to risk finding a ,matadore in the ,skat1 it is usually enough for him to know that the odds are about #c to #a against it4 ,it is much more important for him to consider what cards may make against him1 and what they would count4 ,it is often necessary to estimate very closely the number of points that must fall on a certain number of leads4 ,for instance3 ,you are ,vorhand1 and hold these cards3-- ,illustration3 ,even if you find the ,ace and ,ten with the best ,wenzel in one hand against you1 you have an almost certain club ,solo1 for if you lead a ,wenzel1 your adversary must either take it1 or give you the ,ace or ,ten4 ,if he wins it1 and his partner gives him a ,ten of another suit1 and they then proceed to make both the ,aces and ,tens of your weak suits1 that will give them only #ef points1 and you will make every other trick4 ,the only thing that could defeat you is for one player on the fourth trick to lead a suit of which his partner had none4 ,this would require one player to have all the spades and the other all the hearts1 which is almost impossible4 ,another familiar example is the following3 ,you are ,vorhand with these cards3-- ,illustration3 ,although you cannot possibly win more than six tricks1 and must lose every trick in the red suits1 you have an invincible ,grand2 because the adversaries have not a sufficient number of ,fehlkarten to give you to avoid adding #af points to the #df you already have in your hand1 which must make you #fb before they get a trick4 ,it is better to bid on a doubtful ,solo than on a risky ,tourn1 and if you have a choice of two numerically equal suits1 it is better to bid on a suit containing small cards in preference to one containing ,a #aj4 ,in bidding ,tourns1 you must remember that the more cards you hold of a suit1 the less your chance to turn up one4 ,it is not good play to bid a ,solo on four or five trumps unless you have some aces in the other suits4 ,a ,grand may be bid even without a trump1 if you have the lead1 and hold four aces1 or three aces and four ,tens4 ,a ,grand with any two ,wenzels is safe if you have two good suits4 ,a ,nullo should never be bid unless the player has the ,seven of his long suit4 ,a certain amount of risk must be taken in all bids1 and a player who never offers a game that is not perfectly safe is called a ,maurer2 one who builds on a solid foundation4 ,the player who offers the most games will usually win the most unless he is a very poor player4 ,leading4 ,the single player should almost always begin with the trumps1 in order to get them out of his way4 ,with a sequence of ,wenzels1 it is a common artifice to begin with the lowest1 hoping the second player may fatten the trick by discarding a ,ten or ,ace1 under the impression that the ,hinterhand can win it4 ,this style of underplay is called ,wimmelfinte1 and the ,mittelhand should beware of it4 ,with only one ,wenzel and the ,ace and ,ten1 it is better to begin with a small trump4 ,if you find all the trumps in one hand against you1 or tenace over you1 stop leading trumps1 and play forcing cards4 ,if you have no ,wenzels it is usually best to lead your smallest trumps4 ,if you have only ,ace ,ten and small trumps1 and know the adversaries have one ,wenzel and one trump better than your small one1 lead your ,ten1 so that they cannot make both trumps4 ,in playing for a schneider1 it is often advisable to continue the trumps1 even after the adversaries are exhausted1 so that they shall not know which suit to keep for the last trick4 ,laying out the ,skat4 ,in a ,frage or a ,tourn1 some judgment is required in discarding for the ,skat4 ,it is often necessary to lay aside the ,ace and ,ten of trumps if there is any danger that the adversaries may catch them4 ,unguarded ,tens should always be laid out1 and it is a good general principle to get rid of one suit entirely1 so that you can trump it4 ,it is a common practice to put in the ,skat the ,ace and ,ten of a suit of which you hold also the ,king4 ,when you lead the ,king1 if ,mittelhand has none of the suit he is sure to fatten the trick for his partner1 thinking he must have ,ace or ,ten4 ,with the ,ten1 ,king1 and small cards of a plain suit1 lay the ,ten and ,king in the ,skat4 ,the ,adversaries should combine against the single player by getting him between them if possible4 ,if you sit on the left of the player1 lead your short suits up to him2 but if you sit on his right1 lead your longest suit through him4 ,try to force out his trumps on your plain-suit cards if you can1 and avoid giving him discards of his weak suits4 ,with a long trump suit1 it is often advantageous to lead it through the player1 but seldom right to lead it up to him4 ,in ,solos1 the adversaries should lead ,aces and winning cards1 and change suits frequently4 ,if you are playing against a ,grand1 and have two trumps1 one of them the best1 lead it1 and then play your long suit2 but if you have the two smallest trumps1 lead the long suit first1 and force with it every time you get in4 ,the partners should always scheme to protect each other's ,tens by keeping the ,aces of plain suits4 ,for this reason it is very bad play to fatten with the ,ace of a suit of which you have not the ,ten1 or to play an ,ace third hand when there are only small cards in the trick1 and the ,ten of the suit has not been played and you do not hold it4 ,if the player is void of a suit1 continue leading it1 no matter what you hold in it4 ,this will either weaken his trumps1 or1 if he is between you1 will give your partner discards4 ,if the player leads a ,wenzel1 it is usually best to cover it if you can2 but do not play the club ,jack on the diamond ,jack unless you want the lead very badly4 ,when the single player does not lead trumps1 but plays his ,aces and ,tens1 the ,germans call it 8auf die ,drfer gehen20 that is1 getting to the villages1 or getting home2 equivalent to our expression1 8getting out of the woods10 or 8getting in out of the rain40 ,when the single player runs for home in this way1 it is usually best to lead trumps through him at the first opportunity4 ,in playing against a ,nullo1 the great point is to give your partner discards4 ,if you find that the player's long suit is yours also1 continue it until your partner has discarded an entire suit if possible4 ,if you then have the small card of the discarded suit1 you may defeat the ,nullo at once4 ,fattening4 ,the ,germans call this ,wimmeln1 or 8swarming0 the points together in one trick4 ,it is always advisable to get rid of ,tens in this way1 or ,aces of suits in which you hold both ,ace and ,ten2 but it is bad play to fatten with the ,ace of a suit of which you have not the ,ten1 unless the trick wins the game from the player1 or saves a very probable schneider4 ,the following ,illustrative ,hands will give the student a very good idea of the manner in which the various forms of the game are played1 showing the difference in the play of a ,tourn1 ,solo1 and ,grand4 ,a ,,tourn4 ,a1 ,vorhand1 has refused ten with the following cards1 ,hinterhand having passed without a bid3-- ,illustration3 ,a concludes to play a ,tourn1 and turns the heart ,q1 finding the ,king in the ,skat4 ,he lays out the #aj and #i in the ,skat1 and expects to make #ab points2 a heart ,tourn1 with one ,matadore4 ,the play is given in the margin4 ,a is the player1 and is also ,vorhand1 with the lead for the first trick4 ,hearts are trumps4 ,a ,,tourn ----------------------------- ,a ,b ,c ,a wins4 ----------------------------- #a ,j #g ,j #d #b ,q ,a #h - #c ,k #i ,q #g #d ,j ,j ,a - #e #aj #i #g #aj #f ,a #g #h #aa #g #g ,k #aj - #h ,k #aj #i - #i ,k ,q #h #g #aj ,a ,q #h #ad ------------------------ #aj and #i in the ,scat4 #aj -------------------------------- ,a wins #fc --------------------------------- ,the manner in which ,a exhausts the trumps1 and makes both his ,ace and ,king of diamonds1 should be carefully studied4 ,at trick #h1 if he put on the ace of clubs1 ,b might have the #h1 and he would lose both his ,king and the ,queen on the ,ten1 giving him only #fj points4 ,it must be remembered that ,a knows every card out against him1 because he has seen the skat cards4 ,a wins his #ab points2 a heart ,tourn with one4 ,a ,,solo4 ,vorhand has refused a bid of #ah1 and announces spade ,solo with the following cards3-- ,illustration3 ,a ,,solo4 ----------------------------- ,a ,b ,c ,a wins4 ----------------------------- #a #h ,k ,j - #b ,a ,k #g #ae #c #i ,q #aj - #d #g ,a ,q - #e #h ,k ,q - #f ,a ,k #h #ae #g #aj #g #i #aj #h #aj #g #h #aj #i ,j ,j ,q - #aj ,a ,j #i - ------------------------ #i and #aj in the ,scat4 #aj -------------------------------- ,a wins #fj --------------------------------- ,he has the lead for the first trick1 and of course begins with the trumps4 ,the play is given in the margin4 ,c wins the first trick1 and leads his long suit through the player4 ,in the last three tricks ,a coaxes ,b to win the ,ten of trumps2 but if ,b does so he gives up the advantage of his tenace over the player1 which is now the only chance to defeat him4 ,b knows that if he wins the ,ten of trumps1 ,b and ,c can make only #ei points1 because ,a will save his trump ,ace4 ,a1 having failed to reach #fa1 loses a spade ,solo without one2 twice #aa1 or #bb points1 which was the game he must have won to be as good as the offer of #ah which he refused4 ,a ,,grand4 ,b bids2 both ,vorhand and ,hinterhand pass1 and ,b announces a ,grand1 with the following cards3-- ,illustration3 ,the play is given in the margin4 ,in a ,grand the four ,jacks are the only trumps4 ,a has the first play1 and as he leads through the player1 he begins with his long suit1 of which he knows that the ,ace alone is out1 and it may be in the skat4 ,if the player has the ,ace1 ,c will probably trump it4 ,if the player has not the ,ace1 it is just possible that he will not trump the ,ten4 ,c1 leading up to the player1 opens his short weak suit4 ,at trick #c1 ,c knows that ,a must have the ,ten of hearts1 or he would not fatten with the ,ace4 ,as this shows that ,a can stop the heart suit1 ,c guards the spades and lets all his hearts go4 ,b loses a very strong ,grand1 which must have been successful if ,c had had one club1 or if ,a had led anything but the club ,ten4 ,a ,grand with three ,matadores is worth #d times #bj or #hj points1 which is what ,b loses1 although he may have bid only #aj or #ab to get the play4 ,a ,,grand4 ----------------------------- ,a ,b ,c ,b wins4 ----------------------------- #a #aj ,a ,j - #b #h ,a #g #aa #c ,a #i #aj - #d #g #aj #i #aj #e #h ,j ,q #e #f #i ,j #i #b #g #g ,k ,q #g #h ,q ,j ,k #i #i ,k ,a #g #ae #aj #aj ,q ,k - ------------------------ #h and #h in the ,scat4 - -------------------------------- ,b wins #ei --------------------------------- ,text ,books4 ,foster's ,skat ,manual1 #aijf4 ,eichhorn's ,american ,skat1 #ahih4 ,lehrbuch des ,skatspiels1 by ,k4 ,buhle4 #ahia4 ,deutsche ,skatordnung1 by ,k4 ,buhle4 #ahhh4 ,scatspiel4 7,anon47 ,von ,posert1 ,quedlinburg4 #ahgi4 ,encyclopdia der ,spiele1 by ,fr4 ,anton4 #ahhi4 ,skat1 by ,f4 ,tschientschy4 #ahhh4 ,skat1 by ,l4,v4 ,diehl4 #ahia4 ,skat1 by ,e4,e4 ,lemcke4 #ahhg4 ,all but the first two on the list treat of the old game1 bidding by suits1 and making no mention of ,guckis2 but some of them1 especially ,buhle's1 contain some very fine examples of good play4 ,the first two on the list and the last two are in ,english4 ,all the others are in ,german4 ,,american ,,skat4 ,in this variation1 now so largely played1 the highest bidder always sees the skat before announcing his game4 ,although a gucki1 it need not be a grand1 but may be solo or nullo if he likes4 ,if he wins the game he announces the scores as usual2 but if he loses he always loses double4 ,he may announce schneider or schwarz after discarding for the skat4 ,if he makes an announced schneider1 it doubles the value of his game1 instead of simply adding a multiplier4 ,an announced schwarz trebles it4 ,for example3 ,spade solo with #a1 schneider announced4 ,his game is #a for game1 #a for schneider1 without #a1 #c #aa #cc1 doubled for announcing schneider1 #ff4 ,if lost1 it costs #acb4 ,if he makes schwarz after announcing schneider1 it adds one multiplier1 #gg4 ,the smallest possible game is a diamond with or without #a1 worth #ah2 #cf if lost4 ,the largest game possible to lose is a grand with four1 schwarz announced1 costing #a1jjh4 ,,the ,,laws ,,of ,,skat4 ,,the ,,games4 #a4 ,the following are the unit values of the various games3-- ,frage shall not be allowed4 ,tourne in diamonds #e1 in hearts #f1 in spades #g and in clubs #h4 ,solo in diamonds #i1 in hearts #aj1 in spades #aa and in clubs #ab1 ,turned grand #ab1 gucki grand #af1 solo grand #bj and open grand #bd4 ,gucki nullo #ae1 open gucki nullo #cj1 solo nullo #bj1 open solo nullo #dj1 and revolution1 if played1 #fj4 ,uno and duo1 if played1 shall be worth #bj1 or if played open #dj4 #b4 ,when there are trumps1 the unit value of the game shall be multiplied as follows3 #a for game2 #b for schneider2 #c for announcing schneider1 or for making schwarz without having made any announcement2 #d for schwarz after having announced schneider2 and #e for announcing schwarz4 ,to each of these multipliers shall be added one for each matadore1 8with0 or 8without40 #c4 ,in tournes1 if the player says 8passt-mir-nicht0 to the first card and takes the second1 he loses double if he loses his game4 ,in guckis1 whether grand or nullo1 the player loses double if he loses his game4 #d4 ,the value of ,ramsch shall be #bj points1 to be charged to the player losing the game4 ,if one player takes no trick1 the loser shall be charged #cj points4 ,if two players take no trick1 the loser shall be charged #ej points4 ,the winner of the last trick takes the skat cards4 ,if there is a tie between two for high score1 the winner of the last trick shall be the loser4 ,if the last trick is taken by the low score1 and the others are tied1 the two high scores lose #bj points each4 ,if all three are tied at #dj points each1 there is no score4 #e4 ,in all games which are played 8open10 the hand of the single player must be laid face up on the table before either adversary plays a card2 but the adversaries shall not be allowed to consult1 neither can they dictate to the player what cards he shall play4 ,,formation ,,of ,,table4 #f4 ,any number from three to six may form a table1 but there shall be only three active players in each deal1 and they shall be known respectively as ,vorhand1 ,mittelhand1 and ,hinterhand4 ,those who hold no cards shall share the fortunes of those opposed to the single player whose score is put down4 #g4 ,there shall be as many deals in each round as there are players at the table1 and no person shall be allowed to withdraw from the game during a round unless the others consent to a substitute and such substitute be found4 #h4 ,newcomers can enter the table only after the conclusion of a round and with the consent of the other players4 ,the new candidate for play must take his seat so that he shall have the deal4 #i4 ,if seats are drawn for1 the lowest skat card shall have the first choice4 ,the next lowest shall sit on his left1 and so on4 ,in cutting1 the cards and suits rank as in play4 ,the one drawing the lowest card shall deal the first hand1 and the score shall be kept by the player on his right4 #aj4 ,the game shall come to an end only at the conclusion of a round1 and any player wishing to stop must give notice before the beginning of a round4 ,,cards4 #aa4 ,there are thirty-two cards in the pack1 the rank and value of which are as follows3 ,jack #b2 ace #aa2 ten #aj2 king #d2 queen #c2 the nine1 eight and seven having no counting value4 #ab4 ,the suits shall always outrank one another in the same order2 clubs1 spades1 hearts and diamonds4 ,the four jacks1 or ,wenzels1 which are always the four best trumps1 shall outrank one another in the same order4 #ac4 ,in ,nullo1 the cards rank3 ,a ,k ,q ,j #aj #i #h #g1 and the suits and jacks are all of equal rank4 ,,dealing4 #ad4 ,when four or more play at the same table1 the dealer takes no cards1 but gives cards to the two sitting immediately on his left and to the one next him on his right4 #ae4 ,when only three play1 ,hinterhand shall deal the cards4 #af4 ,the deal passes in regular order to the left4 #ag4 ,after being thoroughly shuffled1 the pack must be presented to the pone 7the player sitting on the dealer's right7 to be cut1 and at least three cards must be left in each packet4 ,any player may demand a right to shuffle the cards before they are dealt1 but the dealer shall have the last shuffle before presenting the cards to be cut4 ,if any card is exposed in cutting1 there must be a new cut4 #ah4 ,the dealer shall give each active player cards1 three at a time for the first round1 face down1 beginning on his left4 ,he shall then lay aside1 face down1 two cards for the skat4 ,each player shall then receive four cards at a time for the second round1 and finally three cards at a time for the last round4 #ai4 ,if any card is found faced in the pack1 or if the pack be proved incorrect or imperfect1 there must be a new deal4 ,an imperfect pack is one in which there are duplicate or missing cards1 or cards so torn or marked that they can be identified by the backs4 #bj4 ,should a player deal out of his turn1 the deal must stand if it is complete2 otherwise there must be a new deal by the right dealer4 ,when the deal stands1 the next deal must be by the player who should have dealt1 and subsequent deals must be so arranged that there shall be the right number to each round4 ,a player dealing out of turn may be penalized #aj points4 ,,errors ,,in ,,dealing4 #ba4 ,there are no misdeals4 ,no matter what happens1 the same dealer must deal again if it was his proper turn to deal4 #bb4 ,if a card is exposed by the dealer during the deal1 there must be a new deal2 or if the cards of the players become confused1 so that the dealer cannot separate them4 #bc4 ,if the dealer gives too many or too few cards to any player1 or neglects to lay out the skat cards in their proper turn1 or does not give the right number of cards in each round1 or gives three to one player and four to another1 or fails to present the pack to be cut1 there must be a new deal1 and the dealer is charged #aj points for the error4 ,,the ,,skat ,,cards4 #bd4 ,any active player taking up or seeing either or both the skat cards when he is not entitled to do so shall be debarred from bidding that deal4 ,if any but an active player look at either of the skat cards1 #aj points shall be deducted from his score4 #be4 ,if any ,kiebitz 7an onlooker not belonging to the table7 looks at either of the skat cards1 he may be called upon to pay the value of the game4 #bf4 ,if an active player look at the skat cards during the play1 he not having laid out those cards from his own hand1 his game is lost if he is the single player4 ,if he is opposed to the player1 the player's game is won1 but it may be played out to see if he can make schneider or schwarz4 #bg4 ,should an active player take one or both the skat cards into his hand by mistake1 before the bidding begins1 the dealer shall draw from his hand1 face down1 enough cards to reduce his hand to ten1 and the player in fault shall be charged #be points penalty1 and be debarred from bidding for that deal4 ,if1 in three-hand1 the player in fault is the dealer1 ,vorhand shall draw4 #bh4 ,should the successful bidder take both the skat cards into his hand together1 or pick them up together1 he shall be obliged to play a ,gucki ,grand1 unless he has announced to play ,nullo4 ,should he put the first card into his hand without showing it1 he shall be obliged to turn up the second card and play ,passt-mir-nicht4 #bi4 ,the player may turn up either of the skat cards2 but should he expose both he must play the suit of higher value4 #cj4 ,should he turn a jack1 he may either play in suit or announce a turned ,grand4 #ca4 ,a player turning up a seven cannot announce a ,nullo unless it has been previously agreed to play turned ,nullos1 which are worth #aj points4 #cb4 ,the player who takes the skat cards must lay out two cards in their place before a card is led4 ,should he neglect to lay out for the skat before he plays to the first trick2 or should he lay out more or less than two cards1 and not discover the error until the first trick has been turned and quitted1 he shall lose his game4 ,,bidding4 #cc4 ,all bidding shall be by numbers representing the value of some possible game1 and the lowest bid allowed shall be #aj4 #cd4 ,mittelhand must bid to ,vorhand1 and ,vorhand must either undertake as good a game as that offered him1 or pass4 ,if ,vorhand passes1 ,hinterhand bids to ,mittelhand1 and ,mittelhand must either undertake as good a game as that offered1 or pass4 ,if ,mittelhand passes1 when bidding to ,vorhand1 ,hinterhand must bid to ,vorhand3 but ,hinterhand is not allowed to say anything until either ,mittelhand or ,vorhand has passed4 #ce4 ,any figure once named cannot be recalled4 ,a player having once passed1 cannot come into the bidding again4 #cf4 ,the survivor of the bidding shall be known as the ,player1 and shall have the privilege of naming the game to be played2 the two other active players being his adversaries4 #cg4 ,if no bid is made1 and ,vorhand will not undertake to play any game against the two others1 they must play ,ramsch4 ,,announcements4 #ch4 ,the player1 if he does not use the skat cards1 may announce any suit for the trump1 or he may play a ,grand or ,nullo4 #ci4 ,if he wishes to announce schneider or schwarz1 he must do so when he names the game to be played1 and before a card is led4 ,all ,open ,grands are compulsory 8schwarz announced40 #dj4 ,the manner of taking up the skat cards1 when the player uses them1 is sufficient announcement for a ,tourne1 ,passt-mir-nicht1 or ,guckser2 but a ,gucki ,nullo must be announced before the skat cards are touched1 and open ,gucki ,nullo must be announced before the skat cards are seen4 #da4 ,the player is not allowed to announce either schneider or schwarz in any game in which he uses the skat cards4 #db4 ,the adversaries cannot announce schneider or schwarz under any circumstances4 #dc4 ,no player but ,vorhand can announce ,ramsch1 and then only when no bid has been made4 ,,playing4 #dd4 ,in ,tourne1 but not in ,solo1 ,grand1 or ,nullo1 the player may1 in order to avoid the possibility of being made schneider1 abandon his game as lost before playing to the second trick4 ,the adversaries are then bound to score it as a 8game0 lost1 even if they could have made the player schneider4 #de4 ,no matter who is the single player1 ,vorhand shall always lead for the first trick4 ,the winner of one trick leads for the next1 and so on1 and each player in turn must follow suit if he can4 #df4 ,if1 during the play of the hand1 any player is found to have a wrong number of cards1 the others having their right number1 only those who have their right number can win the game4 ,if it is the player who has a wrong number1 his game is lost4 ,if it is one of his adversaries1 the player's game is won4 #dg4 ,if the single player leads out of turn1 the cards must be taken back if the trick is not complete and the adversary who has not played demands it4 ,if both adversaries have played to the false lead1 the trick stands4 ,if an adversary has played to his false lead1 the player cannot take it back unless the other adversary permit it4 #dh4 ,if an adversary of the player leads out of turn1 and the player calls attention to it1 the player may immediately claim his game as won and abandon the hand2 or he may insist that the play proceed with a view to making the adversaries schneider or schwarz4 ,whether he proceeds or not his game is won1 and he may either let the false lead stand1 or insist on a lead from the proper hand4 #di4 ,if1 during the progress of the hand1 the player lays his cards on the table1 face up1 and announces that he has won his game by reaching #fa or #ia1 whichever may be necessary to make good his bid1 and it is proved that he is mistaken1 he loses his game1 even if he could have taken up his cards again and won it4 #ej4 ,if an adversary lays his cards on the table1 face up1 and claims to have already defeated the player's game1 all that adversary's cards shall be taken by the player and counted with the tricks already taken in by the player4 ,if the adversary be found to be in error1 the player shall score his game as won1 even if he would have lost it had it been continued4 #ea4 ,if the single player gives up his game as lost1 and lays his cards on the table1 the adversaries shall take all such cards and add them to their own1 and count their cards to see if they have also made the player schneider4 ,,the ,,revoke4 #eb4 ,should the single player revoke1 and not discover the error before the trick is turned and quitted1 he loses his game4 ,if he discovers the error and corrects it in time1 there is no penalty2 but any adversary who plays after him may amend his play4 #ec4 ,if either adversary of the player revokes1 the player may claim his game as won2 but he may insist on playing the hand out to see if he can make schneider or schwarz4 ,even if the single player has overbid his hand1 he wins his game if either adversary revokes4 ,,looking ,,back4 #ed4 ,any active player may see the last trick turned and quitted1 provided no card has been led for the next trick4 ,should a player look back at any other trick1 or count his cards1 he loses the game2 but either of the others may insist on playing on to see if they can make schneider4 #ee4 ,if an adversary of the player tell his partner how many points they have taken in1 or ask him to fatten a trick which is his1 or call attention in any way to the fact that the partner's play should be thus or so1 the single player may at once claim his game as won1 and abandon his hand4 ,,scoring4 #ef4 ,the single player wins his game if he reaches #fa points4 ,he wins schneider if he makes #ia4 ,he wins schwarz if he gets every trick4 #eg4 ,if the adversaries reach #cj1 they are out of schneider4 ,if they reach #fj1 they defeat the player4 ,if they get to #ij1 they make him schneider2 and if they win every trick they make him schwarz4 #eh4 ,the value of the game having been calculated according to ,law ,no4 #b1 the amount won or lost shall be entered on the score pad under the name of the individual player1 and each following item shall be added to or deducted from the previous total1 so that the last entry shall at all times show the exact state of the player's score4 #ei4 ,at the end of the sitting each player wins from or loses to each of the others at the table the full amount of his score4 #fj4 ,in every case in which a player loses his game1 he loses what he would have won if he had been successful1 regardless of the amount he may have bid2 but1 #fa4 ,if the player fails to win a game equal to the amount he has bid1 he loses the value of the next higher game which would have made his bid good2 because in no case can a player lose less than he bid1 and in every case must he lose some multiple of the game which he declared to play4 ,,frog4 ,this is a very popular game in ,mexico1 and seems to be an elementary form of ,skat1 which it resembles in many ways4 ,even the name may be a corruption of the simple game in ,skat1 which is called 8frage40 ,the chief differences are that there are four cards added to the pack for frog1 and that the players win or lose according to the number of points they get above or below #fa1 instead of computing the value of the game by matadores4 ,players4 ,three1 four1 or five can play2 but only three are active in each deal4 ,if four play1 the dealer takes no cards4 ,if five play1 he gives cards to the two on his left and one on his right4 ,cards4 ,there are thirty-six cards in the pack1 which rank3 ,a #aj ,k ,q ,j #i #h #g #f4 ,each ,ace is worth #aa1 ,tens are worth #aj1 ,kings #d1 ,queens #c1 and ,jacks #b4 ,this gives us #abj points in the pack1 and the object is to get #fa or more4 ,dealing4 ,any one can deal the first hand1 after which the deal passes to the left4 ,three cards are given to each player the first round1 then three for the widow1 and then two rounds of four cards each to the players1 so that there are three hands of eleven cards each1 and three in the widow4 ,,the ,,games4 ,each player in turn1 beginning on the dealer's left1 can offer to play one of three games1 and the highest offer must be accepted4 ,a player cannot increase his own bid unless he is overbid4 ,the highest bidder becomes the single player1 opposed to the two others4 ,frog4 ,in this1 hearts must be trumps4 ,the single player turns the widow face up to show what it contained1 and then takes the three cards into his hand4 ,he must then discard to reduce his playing hand to eleven cards again4 ,any points in the cards he lays away will count for him at the end of the play4 ,the player on the dealer's left always leads for the first trick1 any card he pleases4 ,the others must follow suit if they can1 but they are not obliged to head the trick4 ,if a player cannot follow suit1 he must trump1 and if the third player cannot follow suit either1 he must play a trump1 but he is not obliged to over-trump unless he likes4 ,the eleven tricks played1 each side turns over the cards taken in and counts the points4 ,for every point the single player gets over #fj he must be paid a counter by each of the others who held cards4 ,but if he does not get #fj1 he must pay each of the others at the table1 including those who held no cards1 if any1 a counter for every point his adversaries get over #fj4 ,chico outbids ,frog4 ,the player offering this game can name any suit for the trump except hearts1 but he must not touch the widow1 although the points in it will count for him at the end4 ,each point under or over #fj is worth two counters in ,chico4 ,grand outbids ,chico1 and is the highest bid possible4 ,hearts must be trumps1 and the player offering this game must not touch the widow until the play is finished4 ,every point under or over #fj in a ,grand is worth four counters4 ,the bidder must play the game he names4 ,he cannot bid ,frog and play ,chico1 or bid ,chico and play ,grand4 ,the settling up of the scores at the end1 if the payments are not made at once in counters1 is the same as in ,skat4 ,,cribbage4 ,cribbage is not only one of the oldest of the games upon the cards1 but enjoys the distinction of being quite unlike any other game1 both in the manner of playing it1 and in the system of reckoning the points4 ,it is also peculiar from the fact that it is one of the very few really good games which require no effort of the memory2 judgment and finesse being the qualities chiefly requisite for success4 ,there are two principal varieties of the game2 ,five and ,six-card ,cribbage2 and these again are divided according to the number of players4 ,the old writers agree in speaking of the five-card game as the more scientific2 but the modern verdict is in favour of the six-card game1 which is certainly the more common and popular4 ,the skill in ,five-card ,cribbage is limited to laying out for the crib and securing the 8go02 but in ,six-card ,cribbage1 while the scientific principles applicable to the crib remain the same as in the five-card game1 there is abundant room for the display of skill all through1 the hand being as important as the crib1 and the play sometimes more important than either4 ,the six-card game will be first described4 ,,cards4 ,cribbage is played with a full pack of fifty-two cards1 which have no rank except the order of their sequence2 ,k ,q ,j #aj #i #h #g #f #e #d #c #b ,a1 the ,ace being always the lowest1 either in cutting or in play4 ,the cards have also a counting or pip value1 the three court cards1 ,k ,q ,j1 and the #aj being worth ten points each4 ,all other cards1 including the ,ace1 retain their face value4 ,there are no trumps1 and the four suits are therefore equal in value at all times4 ,,markers4 ,the game is #fa points1 and is scored or 8pegged0 on a cribbage board1 which has a double row of #cj holes on each side1 and a game-hole at each end4 ,the players are each provided with two pegs1 and they score the points as they accrue by advancing their pegs from left to right according to the number of points they make4 ,for instance3 ,one player makes #f for his first count4 ,he places one of his pegs in the sixth hole from the left-hand end of the board4 ,then he makes #d1 and places the second peg four holes in advance of the first1 which will show that his total score is ten points4 ,the third time he makes #b1 which he scores by lifting out the back peg and putting it two holes in advance of the first one4 ,this system of pegging not only shows the total number of points made by either player1 but enables the adversary to check the count1 as a glance at the distance between the two pegs will show the number of points pegged last time4 ,when a player reaches the extreme right of the board1 #cj points1 he crosses over to the inner row of holes1 and goes down from right to left4 ,on reaching the end of the second row he has still one more to go to get into the game-hole1 which is in the middle of the board4 ,when one player reaches his game-hole before the other turns the corner1 it is called a lurch1 and counts two games4 ,the pegs are so often lose or mislaid that it is much more convenient to use a pull-up cribbage board1 in which every hole is provided with its own peg1 which may be raised to indicate the count4 ,the back pegs can be either left standing or pushed down again4 ,illustration ,the board is always placed midway between the players4 ,if three persons play1 a triangular board is necessary4 ,this is provided with three sets of holes and three game holes4 ,when a cribbage board is not at hand1 the game may be kept by ruling a sheet of paper into ten divisions1 and marking them with the figures #a to #j on each side3 --------------------------------------- #j #i #h #g #f #e #d #c #b #a --------------------------------------- #a #b #c #d #e #f #g #h #i #j --------------------------------------- ,each player being provided with two coins1 one silver and one copper1 7or different sizes17 the copper coin can be advanced from point to point to count units1 and the silver coin will mark the tens4 ,,players4 ,cribbage is distinctly a game for two players1 although three may play1 each for himself1 or four1 two being partners against the other two4 ,when two play1 one is known as the dealer1 and the other as the non-dealer1 or the pone4 ,,cutting4 ,the players cut for the choice of seats1 and for the first deal4 ,the lowest cut has the choice1 and deals the first hand4 ,the ,ace is low4 ,if a player exposes more than one card he must cut again4 ,ties are also decided by cutting again4 ,,stakes4 ,cribbage is played for so much a game1 lurches counting double4 ,players may either settle at the end of each game1 or score on a sheet of paper4 ,in the pull-up cribbage boards there are nine extra pegs for counting games won4 ,these are placed in a line with the player's game hole at each end4 ,,dealing4 ,the cards are shuffled and presented to the pone to be cut1 and he must leave at least six cards in each packet4 ,six cards are dealt to each player1 one at a time in rotation1 beginning with the player on the dealer's left if there are more than two4 ,no trump is turned1 and the remainder of the pack is placed face downward at the end of the cribbage board on the dealer's left4 ,irregularities4 ,it is a misdeal if any card is found faced in the pack1 or if the pack is found to be imperfect1 and there must be a fresh deal by the same dealer4 ,any previous cuts or scores made with the imperfect pack stand good4 ,a player dealing out of turn may be stopped before the non-dealer lifts his cards from the table4 ,the penalty for dealing out of turn is two points1 if the error is detected in time2 otherwise the deal stands good4 ,if the dealer neglects to have the pack cut1 exposes a card in dealing1 gives too many or too few cards to any player1 deals a card incorrectly1 and fails to remedy the error before dealing another1 or exposes one of his adversary's cards1 the non-dealer scores two points by way of penalty4 ,he also has the option of demanding a fresh deal by the same dealer1 or of letting the deal stand4 ,if the error is simply an irregularity in the manner of dealing1 or an exposed card1 the pone must decide without looking at his cards4 ,if either player has too many or too few cards1 the pone may look at the hand dealt him before deciding whether or not to have a fresh deal2 but if it is the pone himself that has too many or too few cards1 he must discover and announce the error before lifting his cards from the table1 or he will not be entitled to the option of letting the deal stand4 ,if the pone has too many cards he may return the surplus to the top of the pack1 without showing or naming them4 ,if the dealer has too many1 the pone may draw from his hand face downward1 returning the surplus to the top of the pack2 but the pone may not look at the cards so drawn unless the dealer has seen them4 ,if there are too few cards1 and the pone elects to have the deal stand1 the deficiency must be supplied from the top of the pack4 ,,the ,,crib4 ,the cards dealt1 each player takes up his six cards and examines them with a view to laying out two cards1 face downward1 for the crib2 leaving himself four cards with which to play4 ,the four cards which form the crib1 two from each hand1 always belong to the dealer1 and it is usual for each player1 in discarding for the crib1 to slip his two cards under the end of the cribbage board opposite to that occupied by the remainder of the pack4 ,cards once laid out for the crib1 and the hand removed from them1 cannot be taken up again4 ,a penalty of two points may be scored by the adversary for each card so taken up again1 whether it is returned to the player's hand or not4 ,if either player confuses his cards in any manner with those of the crib1 his adversary scores two points1 and may also claim a fresh deal4 ,if it is not discovered until he comes to lay out for the crib1 that a player has too many cards1 the same rules apply that are given for misdealing2 but if he has too few cards there is no remedy1 as he has lifted his hand4 ,he must lay out two cards for the crib and play with what remain1 his adversary scoring two points penalty at the same time4 ,,the ,,starter4 ,both players having discarded for the crib1 the non-dealer cuts the remainder of the pack1 and the dealer lifts the top card from the portion left on the table1 turning it face up4 ,the two portions being again united1 the turned card is placed face up on the pack1 and is known as the starter1 because it forms the starting-point in the count for every hand and crib4 ,at least four cards must be left in each packet in cutting for the starter4 ,if the starter is found face up1 there must be a new deal4 ,if the starter is a ,jack1 the dealer immediately pegs two points for his heels4 ,if he does not peg these two holes before he plays a card the score is lost4 ,if the ,jack of the same suit as the starter is found in the hand or crib of any player1 it is called his nobs1 and when the hand is reckoned up after the play is over1 one point may be scored for it4 ,if the dealer exposes more than one card after the pack has been properly cut1 his adversary may choose which of the exposed cards shall be the starter4 ,in order to understand the motives which govern the players in discarding1 and the influences which the starter has upon the value of the hands and crib1 it will be necessary to describe the objects of the game1 before giving the method of play4 ,,objects ,,of ,,the ,,game4 ,the chief object in ,cribbage is to form and to preserve various counting combinations4 ,as these combinations occur in the course of play1 or are shown in the hand or crib after the play is over1 their value in points is pegged on the cribbage board1 and the player who first pegs a sufficient number of these combinations to reach a total of #fa points1 wins the game4 ,there are five principal varieties of these counting combinations3 ,pairs1 ,triplets1 ,fours1 ,sequences1 and ,fifteens2 besides some minor counts which will be spoken of in their proper place4 ,the various counting combinations in ,cribbage may arise in two ways4 ,they may be formed by combining the cards played by one person with those played by his adversary2 or they may be found in the individual hand or crib after the play is over4 ,in the latter case the starter is considered as part of each hand and crib1 increasing each of them to five available counting cards4 ,pairs4 ,a pair is any two cards of the same denomination1 such as two ,fives or two ,queens1 and its counting value is always the same1 #b points4 ,triplets1 usually called ,pairs ,royal1 ,proils1 or ,prials1 are any three cards of the same denomination1 such as three ,nines4 ,their value is the number of separate pairs that can be formed with the three cards1 which is three1 and the combination is therefore always worth #f points4 ,the different pairs that can be formed with three ,nines1 for instance1 would be as follows3-- ,illustration3 ,fours1 sometimes called ,double ,pairs ,royal1 or ,deproils1 are any four cards of the same denomination1 such as four ,fours1 and their counting value is the number of separate pairs that can be formed with the four cards1 which is six4 ,the combination is therefore always worth #ab points4 ,the different combinations of four cards1 arranged in pairs1 is as follows3-- ,illustration3 ,whether the foregoing combinations are formed during the play of the hand1 or found in the hand or crib after the play is over1 their counting value is exactly the same4 ,sequences4 ,any three or more cards1 following one another in numerical order1 will form a sequence4 ,a sequence may also run into the court cards1 such as #i #aj ,j1 #aj ,j ,q1 or ,j ,q ,k2 but ,q ,k ,a is not a sequence in ,cribbage4 ,the counting value of a sequence is one point for each card in it4 ,sequences formed in the course of play must always be single1 although the cards forming them need not fall in regular order4 ,those found in the hand or crib may be double1 and those formed with the aid of the starter may be treble or quadruple4 ,the method of computing the value of double and treble sequences should be thoroughly understood1 in order that such combinations may be counted at sight4 ,a few examples will show that each combination belongs to a certain class1 to which the same counting value is always attached4 ,these classes are distinguished by the number of duplicates of the sequence cards4 ,illustration3 ,if you hold three cards which form a sequence1 and have also a duplicate of any one of them1 no matter which1 it is evident that by substituting the card of equal value you can form another sequence4 ,such combinations are therefore always worth #h points1 #f for the double run1 as it is called1 and #b for the pair1 no matter what the cards are that form the combination4 ,illustration3 ,if the five cards in the hand and starter together contain a run of three with two duplicates1 it is evident that three separate sequences can be formed by using each of the duplicates alternately4 ,such combinations are always worth #ae points2 #i for the triple run of three1 and #f for the pair royal4 ,illustration3 ,if the duplicates are of two different cards1 no matter which1 it will be found that four different sequences of three cards each can be formed by changing the ,aces and ,threes alternately4 ,such combinations are therefore always worth #af points3 four runs of three1 worth #ab1 and #d points for the two separate pairs4 ,illustration3 ,if the five cards contain one sequence of four1 and one duplicate1 the combination will always be worth #aj points2 #h for the double run of four1 and #b for the pair4 ,the foregoing should be thoroughly familiar to every player1 so that he may know the exact value of the combination the moment he sees the length of the sequence and the number of duplicates4 ,two-card ,fifteens4 ,any combination of two or more cards1 the total face value of which is exactly #ae1 is called fifteen-two1 because each fifteen so formed is worth two points in the pegging4 ,there are only three combinations of two cards which will form fifteen2 a ,five with any court card or ,ten2 a ,nine and a ,six2 an ,eight and a ,seven4 ,the manner of counting duplicates is the same as that employed for the pairs and sequences1 and the player should be equally familiar with each variety of combination4 ,the fifteens formed by two cards only are the simplest1 and should be studied first4 ,illustration3 ,it is obvious that if there is in the hand or the starter a duplicate of either of the cards forming the fifteen1 no matter which1 another fifteen can be formed1 and the combination will therefore always be worth #f points2 #d for the two fifteens1 and #b for the pair4 ,it must not be forgotten that in the case of tenth cards1 as they are called1 the duplicates may not form pairs1 as for instance with ,k ,j #e4 ,the fifteen is duplicated1 but there is no pair4 ,illustration3 ,if there are two duplicates of either card1 the combination will always be worth #ab points2 #f for the three fifteens1 and #f more for the pair royal4 ,illustration3 ,if the duplicates are of two different cards1 the combination is still worth #ab1 because four different fifteens can be formed by combining each ,nine with each ,six separately1 and there are two single pairs4 ,illustration3 ,the same is true of any combinations of two-card fifteens in which all five cards are of value2 they are both of the same pegging value1 #bj points4 ,if there are three duplicates of one card in the original fifteen1 the four separate fifteens will be worth #h1 and the double pair royal #ab4 ,if there are two duplicates of one card1 and one of the other1 six separate fifteens can be formed by combining each ,nine with each ,six1 pegging #ab2 and the pair royal of one card with the single pair of the other will add #h more4 ,three-card ,fifteens may be formed in fifteen different ways1 ranging from #aj #d ,a1 to #e #e #e4 ,if you hold any of these combinations1 and have a fourth card which is a duplicate of any of the three forming the fifteen1 the value of the combination will depend on how many cards you can replace with the duplicate card4 ,illustration3 ,if you have an extra tenth card1 you can replace the other tenth card once only1 and the total value of the combination is therefore #f points1 which is expressed by the formula2 8,fifteen-two1 fifteen-four1 and a pair40 ,illustration3 ,if your combination was #i #c #c1 and you had another #i1 the same thing would be true2 but if your duplicate is a ,three1 there are two cards which can be replaced1 and the combination is therefore worth #ab2 #f for the three fifteens1 and #f more for the pair royal4 ,illustration3 ,if your combination is one in which all three cards can be replaced with the duplicate1 making three extra fifteens1 it must be worth #bj altogether2 #h for the four fifteens1 and #ab for the double pair royal4 ,illustration3 ,if you have two duplicates of any one card in the original combination1 there are only two extra fifteens1 and the combination will be worth #ab2 #f for the three fifteens1 and #f more for the pair royal4 ,illustration3 ,if you have duplicates of two different cards you can form four fifteens2 because you can replace the ,seven first1 and then the ,six1 and then put the first ,seven back again with the new ,six4 ,this will make the combination of the same value as if you had three duplicates of one card1 #ab points2 #h for the four fifteens1 and #d for the two single pairs4 ,combinations4 ,the beginner's greatest difficulty is in counting hands which contain all three varieties of counts2 pairs1 sequences1 and fifteens4 ,but if he is familiar with the values of the various combinations taken separately1 he will have no difficulty in computing them when they are found together4 ,some regular order should be observed in going over the hands1 so that nothing shall be forgotten4 ,the majority of players begin with the fifteens1 as they are more liable to be overlooked1 and then reckon the value of the runs and pairs together4 ,take the following examples3-- ,no4 #a4 ,illustration3 ,no4 #b4 ,illustration3 ,no4 #c4 ,illustration3 ,no4 #d4 ,illustration3 ,no4 #a contains a fifteen in addition to the three runs of three and the pair royal1 and is therefore worth #ag altogether4 ,nos4 #b and #c each contain three fifteens2 but ,no4 #b is worth #ba points on account of the three runs of three and the pair royal1 while ,no4 #c is worth only #af2 a double run of four and a single pair4 ,no4 #d contains four fifteens in addition to the four runs of three and two single pairs1 and is therefore worth #bd points4 ,the best combination that can be held in hand or crib is three ,fives and a ,jack1 with the ,five of the same suit as the ,jack for a starter4 ,we have already seen that the four ,fives by themselves are worth #bj1 to which we must add the four extra fifteens made by combining the ,jack with each ,five separately1 and one more point for his nobs1 #bi altogether4 ,if the ,jack was the starter1 the combination would be worth #cj to the dealer1 but his heels would have to be counted before a card was played4 ,flushes4 ,in addition to the foregoing combinations1 if all four cards in the hand are of the same suit the player can peg four points for the flush2 if the starter is also the same suit1 five points4 ,a flush does not count in the crib unless the starter is the same suit1 and then it counts five points4 ,flushes are never made in play4 ,laying ,out for the ,crib4 ,with this knowledge of the objects of game1 and the various counting combinations1 it will be seen that each player should keep the cards which count the most for him1 or which are most likely to form good combinations with different starters4 ,suppose the non-dealer holds these cards3-- ,illustration3 ,if he puts the two ,eights in his adversary's crib1 he not only gives him two very good cards1 which go to form a great many valuable combinations1 but he leaves himself absolutely nothing but #b points for a single fifteen1 formed by the #i and #f4 ,it would be a little better1 but still very bad play1 for him to discard the #h and #f1 leaving himself a sequence of four cards and a fifteen1 #f points altogether4 ,he might do a little better by discarding the #aj and #h1 leaving himself a run of four1 and two fifteens1 #h points altogether4 ,if he discards either the #aj and #i1 or the #aj and #f1 he will leave himself a double run of three1 a pair1 and two fifteens1 #ab altogether4 ,of these two discards1 that of the #aj and #f is better than the #aj and #i1 because the #aj and #i might help to form a sequence in the adversary's crib1 whereas the #aj and #f are so far apart that they are very unlikely to be of any use4 ,cards which are likely to form parts of sequences are called close cards1 and those which are too widely separated to do so are called wide cards4 ,,method ,,of ,,playing4 ,the crib laid out and the starter cut1 the pone begins by playing any card he pleases4 ,the card he selects he lays face upward on the table on his own side of the cribbage board1 and at the same time announces its pip value2 two1 five1 or ten1 whatever it may be4 ,it is then the dealer's turn to play a card from his hand1 which is also laid face upward on the table1 but on the dealer's side of the cribbage board4 ,instead of announcing the pip value of this second card1 the dealer calls out the total value of the two cards taken together4 ,the pone then lays another card on the table face upward and on the top of the first1 which is not turned face down1 and at the same time announces the total pip value of the three cards so far played2 the dealer plays again1 and so on4 ,if at any time the total pip value of the cards played is exactly #ae or #ca1 the one who plays the card that brings it to that number pegs two points for it at once4 ,if any counting combination1 such as a pair1 pair royal1 or sequence1 is formed by the cards played1 its value is pegged by the person that plays the card which completes the combination2 but neither player is allowed to play a card which will make the total pip value of the cards played pass #ca4 ,the method of forming and pegging these various combinations in play will be better understood if they are described separately4 ,a card once played cannot be taken up again1 unless it passes #ca4 ,pairs4 ,if the first card played by the pone should be a #f1 and the dealer had a #f also1 the latter would probably play it1 announcing3 8,twelve1 with a pair10 and pegging two holes4 ,if the pone held a third six he would immediately play it1 announcing3 8,eighteen1 with a pair royal10 and would peg six holes for the three pairs which can be formed with the three ,sixes1 although he did not hold all of them4 ,if the dealer was fortunate enough to hold the fourth ,six he might rejoin with3 8,twenty-four1 with a double-pair-royal40 ,this would entitle him to peg twelve more holes1 although he had already pegged the single pair4 ,sequences4 ,suppose the first card played by the pone was a #d4 ,the dealer plays a #b1 announcing3 8,six40 ,the pone plays a #c1 announcing3 8,nine1 with a run of three10 and pegging three holes for the sequence formed in play4 ,the dealer plays an ,ace2 8,ten1 with a run of four10 and pegs four holes for the sequence of four cards made in play1 all of which are face upward on the table1 although he held only two of them4 ,fifteens4 ,the pone then plays a #e1 which1 added to the #aj just announced by the dealer1 makes #ae1 with a run of five cards2 seven holes to peg altogether4 7,this is quite independent of the sequence previously scored1 just as the double pair royal was of the previous single pair47 ,the dealer now plays a deuce1 and announces seventeen4 ,this card does not form any sequence with those that have gone immediately before it1 because if the order of play is retraced it will be found that another deuce is encountered before we reach the ,four4 ,this illustrates the rule already given1 that sequences formed in play must always be single1 and cannot be reckoned with substitute cards1 like pairs royal4 ,if they could1 the last player in this case might claim a double run of five and a pair4 ,the pone now plays another #d1 which forms the sequence afresh if we go back to the third card played4 ,he announces3 8,twenty-one1 with a run of five10 and pegs five holes more4 ,the dealer plays a #c1 also claiming a run of five1 which he pegs1 and as that is the last card to be played in that hand he also pegs one hole for last card4 ,the total score of the dealer is now #aj points1 and that of the pone is #ae4 ,the cards they held1 and the order in which they were played is as follows3-- ,illustration3 ,pone3-- ,dealer3-- ,,showing4 ,in order to illustrate the manner of counting the hands1 which is called showing1 let us suppose the starter to be a ,queen1 and that the pone discarded an ,ace and a ,ten for the crib1 the dealer laying out two ,jacks4 ,the non-dealer always has the first show1 as an offset to the advantage of the dealer's crib4 ,the pone therefore shows his hand1 which1 combined with the starter1 is as follows3-- ,illustration3 ,this is worth #aj holes2 the run of three with one duplicate is always worth #h1 and the fifteen formed by the starter and the ,five counts #b more4 ,this puts the pone's total score to #be points4 ,the dealer then counts1 showing his hand first4 ,this1 with the starter1 is as follows3-- ,illustration3 ,this is worth #ad holes4 ,in addition to the run of three with one duplicate1 three fifteens can be formed by combining the starter and a ,three with each of the deuces1 and then taking the starter and the ,ace with both the deuces together4 ,this puts the dealer's total score to #bd1 with the crib still to count4 ,this is as follows1 with the starter3-- ,illustration3 ,this is worth #i holes2 #h for the run of three with one duplicate1 and #a for his nobs4 ,there are no fifteens1 and the ,ace is worthless4 ,this puts the dealer three holes round the corner1 and on the homestretch for the game hole4 ,the deal now passes to the player that was the pone1 and the next crib will belong to him4 ,beginners often experience difficulty in deciding when a run has been made in play1 and when it has not4 ,if there is any dispute about it1 the cards should be placed as shown in these diagrams1 and if any duplicate is encountered before the run is complete1 it cannot be pegged4 ,take the following examples3-- ,illustration3 ,there is no sequence1 because we encounter a duplicate deuce before we reach the ,five4 ,if the last player had a ,five to play now1 it would make a run of five cards1 stopping at the deuce of hearts4 ,take the following3-- ,illustration3 ,there is no sequence2 but if the pone had played his ,five for his second card1 the dealer would have pegged two runs2 one of four1 and one of six1 besides the last card2 the pone making one run of five and a pair1 as follows3-- ,illustration3 ,it will be seen that if the dealer had not played his ,ace and kept his ,six at the last1 the pone would have pegged eleven holes on him1 instead of seven4 ,go1 and ,thirty-one4 ,when a person has no card which he can play without making the total pip value of all the cards played more than #ca1 he must say to his adversary3 8,go40 ,that is1 8,go on and play1 for ,i cannot40 ,if his adversary has no cards left1 the player must say 8go0 to himself4 ,when a person is told to go1 he must play as many cards as he can without passing #ca4 ,if he reaches #ca exactly1 he scores two points2 if he cannot quite reach it1 he scores one point for the go4 ,the principle is that if #ca cannot be made by either player1 the one playing the card that brought the count nearest to it shall count one for it1 even if he has told himself to go4 ,there is no count for 8last card0 if it makes #ca4 ,but the 8last card0 counts if it makes #ae4 ,if a player tells another to go when he can still play himself1 he forfeits two points1 and his adversary may1 if he chooses1 take back the cards to the point where the error occurred and have them played over again4 ,the same penalty can be enforced against a player who pegs for a go when he can still play4 ,suppose the first card played is a ,jack4 ,the dealer1 holding two ,nines1 an ,eight1 and a ,five1 plays the ,five1 and pegs #b for the fifteen4 ,the pone plays a ,nine1 announcing the total as twenty-four4 ,the dealer cannot pair this ,nine1 because it would run the count past #ca1 neither can he play the ,eight1 so he says1 8,go40 ,the pone pegs the go without playing1 which shows that he is also unable to play1 having nothing so small as a ,seven4 ,both then turn down the cards already played1 and the one whose turn it is to play begins all over again with his remaining cards or card1 announcing its face value1 his adversary playing after him until their cards are exhausted or they reach another #ca4 ,to continue the foregoing example1 let us suppose the dealer to play one of his ,nines4 ,the pone plays a ,jack1 and announces 8,nineteen40 ,the dealer plays his remaining ,nine1 and calls 8,twenty-eight40 ,the pone tells him to go1 and he pegs one4 ,these three cards are turned down4 ,the pone then plays a ,ten1 and the dealer marks one for the last card4 ,the hands and crib are then shown4 ,if either player can reach exactly #ca1 he scores two points for it1 whether he has been told to go or not4 ,suppose the pone begins with a ,nine4 ,the dealer plays a ,six and pegs #b for the fifteen4 ,the pone pairs the ,six1 calls 8,twenty-one10 and pegs #b for the pair4 ,the dealer with two ,fives and a ,four in his hand1 plays the ,four1 and calls 8,twenty-five10 hoping the pone has no small card1 which will allow the dealer to make a run of three with one of his ,fives if he is told to go4 ,but the pone plays a ,five1 calling3 8,thirty1 with a run of three40 ,the dealer tells him to go1 and he plays an ,ace1 pegging two holes for the #ca4 ,the cards are all turned down1 and the pone having no cards1 the dealer plays his two ,fives1 and pegs a pair and the last card4 ,the pair counts in this case because the adversary has no cards to interfere with it4 ,a run of three might be played and scored in the same way1 because the score for combinations made in play are determined by the order in which the cards are played1 irrespective of who plays them4 ,irregularities in ,hands4 ,if a player is found to have too many or too few cards1 after he has laid out for the crib1 his adversary pegs two points1 and may also claim a fresh deal4 ,if the deal is allowed to stand1 superfluous cards must be drawn at random by the adversary1 who may look at the card or cards so drawn before placing them in the pack4 ,if either player is found to have too few cards after having laid out for the crib1 he has no remedy4 ,his adversary pegs two points1 and the short hand must be played and shown for what it is worth4 ,irregular ,cribs4 ,if the superfluous card is found in the crib1 and the non-dealer had the short hand1 the dealer may reckon all the combinations he can make in the six-card crib2 but if it was the dealer who had the short hand1 the superfluous crib is void4 ,if the crib contains a superfluous card1 both the players having their right number1 the non-dealer pegs two holes for the evident misdeal1 and the crib is void4 ,if both players have their right number1 and the crib is short1 it must be shown for what it is worth2 but the non-dealer pegs two holes for the evident misdeal4 ,irregular ,announcements4 ,there is no penalty if a player announces a wrong number as the total of the cards played1 provided he does not peg an erroneous fifteen or thirty-one4 ,if the following player does not correct the announcement1 but plays and adds to it1 the error cannot be rectified4 ,if any holes are pegged for an erroneous announcement1 the adversary may demand that they be taken down again1 and may add the number to his own score4 ,miscounting4 ,if a player over-counts his hand1 crib1 or play1 and pegs the points erroneously claimed1 his adversary may call attention to the error1 demand that the superfluous points be taken down again1 and may add them to his own score as penalty4 ,should a player neglect to peg the full value of his hand1 crib1 or play1 his adversary may add the neglected points to his own score1 after pointing out the omission4 ,should a player be mistaken in exacting either of these penalties1 he must not only take down what he pegged1 but allow his adversary to peg the same number as penalty4 ,none of these corrections can be claimed until the player in error has pegged and quitted the score2 that is1 removed his fingers from the front peg4 ,the claim should always be prefaced by the word ,muggins4 ,if the error is one of omission in play1 the adversary must play his own card before claiming muggins4 ,if it is in the hand or crib1 the adversary must wait until the points claimed are pegged and quitted4 ,if there are no points claimed1 he must wait until the cards are turned face down1 thus acknowledging that there is apparently nothing to score4 ,a player is not allowed to tell his adversary whether or not he has counted his hand or crib correctly1 until it is pegged4 ,nineteen4 ,as it is impossible to hold #ai in hand or crib1 it is a common practice for a player1 when he has nothing at all to score1 to announce1 8,nineteen40 ,the numbers twenty-seven1 twenty-six and twenty-five are also impossible4 ,pegging4 ,neither player is allowed to touch the other's pegs4 ,if the score is erroneous1 the player in fault must be called upon to remedy it himself4 ,a player whose pegs are touched by his adversary can score two holes for penalty4 ,if a player removes his adversary's front peg1 the latter may immediately claim the game4 ,if a player displaces his own front peg1 he must place it behind the other4 ,if both players displace their front pegs1 as by accident1 they may agree to replace them where they believe them to have stood2 but if they cannot agree they must call the game void4 ,pegging ,out4 ,in pegging during the play1 the first man to reach his game hole wins1 no matter what either may have in hand or crib4 ,if neither can peg out in play1 the non-dealer has the first show4 ,if he cannot show out1 the dealer proceeds to count his hand and then his crib4 ,if he cannot show out there must be a new deal4 ,,cheating4 ,the greatest advantage at ,cribbage is to secure good starters1 and for this purpose the greek adopts various methods of trimming and marking the cards so that he may secure a starter exactly suited to his hand4 ,after trimming certain cards a trifle longer or shorter than others1 the pack to be cut may be presented to the pone in such a manner that he will unconsciously lift them either by the ends or the sides1 according to the wish of the dealer1 and so uncover a starter exactly suited to the dealer's hand or crib4 ,when the sharper has the cut1 he can of course uncover any card he pleases4 ,with marked edges1 the pone can cut down to a card of any desired denomination4 ,some audacious gamblers make it a rule to get a starter by simply removing the top card and turning up the next one4 ,it is needless to say that the second card has been carefully pre-arranged4 ,any person who fingers the pack longer than necessary in cutting starters1 or who cuts sometimes by the edge and sometimes by the side1 will bear watching4 ,marked cards and second dealing are great weapons in a game where so much depends on a knowledge of the adversary's hand1 and on securing good counting cards for yourself4 ,,suggestions ,,for ,,good ,,play4 ,in the six-card game the hand is more valuable than the crib1 because you know what it contains1 whereas the crib is largely speculative4 ,in the five-card game1 in which there are only three cards in the hand and four in the crib1 it is usual to sacrifice the hand very largely for the possibilities of the crib1 because of the much larger scores that can be made with five cards1 the starter and four in the crib4 ,baulking4 ,in both games it is the duty of the pone to baulk the dealer's crib as much as possible1 by laying out cards which are very unlikely to be worth anything1 either in making fifteens or in filling up sequences4 ,pairs it is impossible to provide against1 and the chance of making a flush is remote1 but should be avoided if there is any choice4 ,the best baulk is a ,king and ,nine2 tenth cards and ,aces are also very good cards to lay out4 ,cards which are at least two pips apart1 called wide cards1 are better than close cards1 as the latter may form sequences4 ,fives are very bad discards1 and so are any cards that form a five or a fifteen4 ,the ,crib4 ,in laying out for his own crib1 the dealer should preserve his own hand as much as possible2 but other things being equal1 the best cards to lay out are pairs1 close cards1 and cards that form fives1 such as ,fours and ,aces4 ,if these elements can be combined1 so much the better4 ,an ,eight and a ,seven1 for instance1 are not only close cards1 being only one pip apart1 but form a fifteen4 ,the same is true of a trey and deuce4 ,keeping4 ,in selecting the hand to keep1 much depends on the score4 ,early in the game you want a counting hand2 near the end1 especially if you have only four or five points to go1 you want a pegging hand2 that is1 one with every card different1 so that you can pair several cards1 or make fifteens with almost anything that the pone may lead4 ,in keeping a counting hand1 much depends on whether it is good in itself1 or needs a starter4 ,in reckoning on the possibilities of the starter1 it must never be forgotten that there are sixteen tenth cards in the pack1 and that they are therefore the most probable starters of all4 ,it is better to keep sequences open at both ends than those open in the middle4 ,with two ,sevens and two ,eights1 either a ,six or a ,nine will make your hand worth #bd2 but with two ,eights and two ,sixes1 nothing but a ,seven will improve your hand more than #d points4 ,sequences are the best to keep1 especially those of three cards with a duplicate4 ,after them pairs royal are valuable1 and next to them cards which will make a number of fives in various combinations1 such as two ,threes and two deuces4 ,leading4 ,there are two systems of playing1 known as playing off1 and playing on1 and they are selected according to the player's position in the score4 ,long experience has shown that in six-card ,cribbage the average expectation of the non-dealer for his hand and play is #ab points2 and for the dealer1 in hand1 crib1 and play1 is #ag4 ,this being so1 each player having had a deal1 their scores should be about #bi4 ,if a player is #bi or more1 he is said to be at home2 and if he is seven or more points ahead of his adversary on even deals1 he is said to be safe at home4 ,when a player is safe at home1 he should play off2 that is1 take no chances of scoring himself that might give his adversary a chance to make a still better score4 ,this is usually found in the method of playing sequences4 ,a player who avoids playing cards that might lead up to a run is said to play off4 ,if he invites the run1 hoping to make it longer himself1 he is said to play on4 ,when a player is behind1 it is better for him to play on1 and to seize every chance to score1 especially with sequences4 ,as it is considered an advantage to be ahead on the first deal1 most players prefer a forward game on the opening hand4 ,playing ,off4 ,in this it is best to play cards on which it is unlikely that your adversary can score4 ,lead ,aces1 ,twos and ,threes1 which cannot be made into fifteens4 ,do not pair his cards unless you have a card which will make you a double pair royal1 7without passing #ca17 if he should make a pair royal on you4 ,do not play close cards which he may turn into sequences4 ,never play a card which will allow the adversary to make a double score1 such as a pair and a fifteen1 or a sequence and a fifteen at the same time4 ,such as the following are all bad plays3 #i on #c2 #g on ,a2 #f on #c1 #d1 or #e2 #e on #e2 #d on #g2 #c on #i2 ,a on #g4 ,all these expose you to the immediate rejoinder of a double count4 ,of course1 if you have the card to make a pair royal in return1 that is another matter1 and is playing on1 not playing off4 ,do not play a card which brings the pip count to #e or #ba if you can help it2 because any tenth card will enable your adversary to peg two holes4 ,be a little wary about pairing the first card played1 unless you have a third of the same denomination4 ,if you have a choice between a pair and a sequence1 your decision will depend on whether you are playing off or on4 ,if you are playing off1 make the pair1 and take no chances of long runs4 ,playing ,on4 ,in this you play to give your adversary a count1 hoping to make a better yourself4 ,it is always advantageous to play one of a pair1 and to begin with one end of a sequence4 ,if he pairs your first card1 you can reply with a pair royal4 ,if he plays to make a sequence1 you can sometimes hold him off until you get the score1 and he will be unable to continue the run without passing #ca4 ,play one of two cards that form a five1 such as #c and #b2 #d and ,a4 ,if he plays a tenth card to it1 you can peg fifteen4 ,in playing on1 you should make all the sequences possible1 taking chances of your adversary's being able to continue the run4 ,if you think he is leading you on1 you must be guided by the state of the score as to how much you can risk4 ,toward the end1 you must reckon pretty closely how many points you can afford to risk your adversary's making without putting him out4 ,if you have enough in your hand to get out on the show1 you should not attempt to make a single point in play4 ,pair nothing1 for he might come out with a pair royal2 make no runs1 for he might extend them4 ,but if you have not enough to show out1 you must take every chance to peg the difference1 because if you cannot get out in play and first show1 the dealer has not only both hand and crib against you1 but the first show on the next deal4 ,in six-card ,cribbage1 the usual pegging for the play is five holes for the dealer1 and four or five for the non-dealer4 ,by adding this expectation to your show1 you can see how many you can hope to peg yourself1 and how many the dealer will probably be on hand1 crib and peg altogether4 ,the hands should average #g points1 and the cribs #e4 ,,five-,,card ,,cribbage4 ,in this form of the game only five cards are dealt to each player1 one at a time4 ,two of these are laid out for the crib1 and the three remaining are used in play1 exactly as in the six-card game4 ,three for ,last4 ,the non-dealer on the first hand of each game is allowed to peg three holes as a compensation for the advantage his adversary derives from having the first deal4 ,although the rules allow these three to be pegged at any time during the game1 they should be put up immediately1 in order to avoid disputes4 ,there is no further play after a go is declared1 or either player has reached #ca4 ,the score for #ca is two holes2 and for the go1 one hole4 ,great importance is attached to the score for the go at five-card ,cribbage1 because so little is made in play that every point counts4 ,the ,crib4 ,this is the most important thing in the five-card game1 and it is much more important to baulk your adversary's crib than to preserve your own hand4 ,the best baulking cards are a ,king with a #aj1 #i1 #h1 #g1 #f or ,a4 ,never lay out a ,jack1 nor two cards which form a five1 nor any pair1 nor any two close cards4 ,in laying out for your own crib1 ,fives1 ,sevens and ,eights are the best4 ,any pair1 any two cards that make five or fifteen1 and any close cards are also good4 ,keep pairs royal and runs in your hand1 and do not forget that a flush of three counts in the hand2 but the starter must agree to make a flush in the crib4 ,playing ,off and ,on4 ,the pegging in play is usually small2 #b for the dealer1 and an average of #a for the non-dealer1 hence the importance of the go4 ,the average hand is a little less than #e1 and the crib about #e4 ,the player is at home if he has pegged #ag in two deals1 his own and his adversary's4 ,he is safe at home if he is #g ahead1 or his adversary is #g behind4 ,in ,five-card ,cribbage1 more than any other game1 it is true that a game is never won until it is lost4 ,take the following example1 in which the pone is #ef up1 and the dealer has pegged only #e holes altogether4 ,the separated cards show those laid out for the crib1 and the odd card is the starter4 ,illustration3 ,pone2-- ,dealer2-- ,the pone leads a ,seven1 and afterwards pairs the dealer's ,six1 pegging to #eh4 ,the dealer pegs #f for the pair royal1 and is told to go4 ,this enables the dealer to make a double pair royal and #ca1 pegging fourteen holes more4 7,the last card does not count when a go or #ca is pegged74 ,on the show the pone has only a pair1 which puts him to #fj1 within one of the game hole4 ,the dealer shows #ab in hand and #ag in crib1 making him #ed up4 ,in the next deal the player who wanted one could not peg1 his adversary securing a fifteen and a go1 and showing out with a pair and a fifteen1 #fa up and game4 ,,three-,,handed ,,cribbage4 ,five cards are dealt to each player1 and then another1 face down1 for the foundation of the crib4 ,each player then lays out one card to make the dealer's crib up to four4 ,the starter is cut by the player on the dealer's left1 and the game proceeds as at six-card ,cribbage1 the eldest hand having the first show1 the dealer the last4 ,,four-,,handed ,,cribbage4 ,when four play1 they cut for partners1 choice of seats1 and deal2 the two lowest pairing against the two highest1 and the lowest taking the first deal and crib4 ,the game is usually #aba points up1 or twice round the board1 and only one player on each side keeps the score4 ,five cards are dealt to each player1 one at a time1 and one of these is discarded from each hand to form the crib1 leaving four cards with which to play4 ,the right-hand adversary of the dealer cuts for deal2 the left-hand adversary for the starter4 ,the eldest hand plays first1 and all pairs1 sequences1 and fifteens are scored by the side making them4 ,if a player says 8go10 his left-hand neighbour must play1 or pass the go to the next player on his left4 ,in this way it may pass entirely round the table to the last player1 who will then peg for it4 ,at this game there is a great deal more in the play than in either hand or crib4 ,the average hand and crib is the same as at six-card ,cribbage1 #g for the hand and #e for the crib1 but the play for the partners will run to #h or #aj holes4 ,either side should be at home with #dh to #ej on two deals2 four individual hands of #g each1 four plays of five each1 and one crib of #e4 ,,seven-,,card ,,cribbage4 ,this form of the game for two players differs from the others only in the number of cards dealt to each player1 which is seven4 ,two are laid out for the crib1 and five kept for playing4 ,there being six cards in each hand1 with the starter1 the counting combinations sometimes run into high figures1 and it is therefore usual to play the game #aba or even #aha points up4 99 99 99 99 99 ,there are no authoritative ,,laws for ,cribbage1 but the foregoing descriptions contain all the regulations in force at the best clubs4 ,,text ,,books4 ,the ,cribbage ,player's ,handbook1 by ,walker4 ,bzique and ,cribbage1 by ,berkeley4 ,pocket ,guide to ,cribbage1 by 8,cavendish40 ,bohn's ,handbook of ,games4 ,cribbage1 by ,rawdon ,crawley4 ,dick's ,handbook of ,cribbage4 ,,piquet4 ,piquet is supposed to have been introduced during the reign of ,charles ,,vii41 and was designed as a motif for a ballet of living cards which was given in the palace of ,chinon4 ,of the etymology of the word piquet1 little or nothing is known1 but the game itself is one of those perennials that have survived much more pretentious rivals1 and1 thanks to its intrinsic merits1 it has never since its invention ceased to be more or less la mode4 ,there are several varieties of ,piquet1 but the straightforward game for two players1 sometimes called ,piquet au ,cent1 or #ajj points up1 is the most common and popular1 and will be first described4 ,,cards4 ,piquet is played with a pack of thirty-two cards1 all below the ,seven being deleted4 ,the cards rank3 ,a ,k ,q ,j #aj #i #h #g1 the ,ace being the highest both in cutting and in play4 ,there is no trump in ,piquet1 and all suits are equal in value4 ,two packs are sometimes used1 one by each player in his proper turn to deal4 ,the cards have a certain pip-counting value1 the ,ace being reckoned for #aa1 other court cards for #aj each1 and the #g #h #i #aj for their face value4 ,,markers4 ,as the scores are not put down until the end of the hand or play the game is usually kept on a sheet of paper1 or it may be marked on a cribbage board4 ,,players4 ,piquet is played by two persons1 who sit opposite each other4 ,they are known as the dealer1 and the elder hand or pone4 ,,cutting4 ,they cut for seats and cards1 the lower cut having the choice1 and dealing the first hand4 ,if a player exposes more than one card the lowest of those exposed must be taken as his cut4 ,ties are decided by cutting a second time4 ,,stakes4 ,piquet is played for so much a game of #ajj points2 but if the loser has not reached #ej points he is lurched1 and loses a double game4 ,,dealing4 ,the cards shuffled1 they are presented to the pone to be cut1 and at least two cards must be left in each packet4 ,twelve cards are dealt to each player1 either two or three at a time2 but whichever method is first selected must be maintained throughout the game4 ,in ,england the cards are always dealt by twos4 ,no trump is turned4 ,the remaining eight cards are placed face downward on the table1 the five top cards being laid crosswise on the three at the bottom4 ,these eight cards are called the talon or stock4 ,each player deals in turn4 ,irregularities in ,dealing4 ,if the pack is proved to be imperfect the deal is void1 but all previous scores or cuts made with that pack stand good4 ,a misdeal does not lose the deal under any circumstances4 ,if a card is found faced in the pack there must be a fresh deal with the same cards4 ,if a player deals out of turn1 and detects the error himself before he sees any of his cards1 he may insist on his adversary's dealing1 even if the adversary has seen his cards4 ,as the deal is a disadvantage the adversary is not bound to correct the player in error4 ,if the dealer gives too many or too few cards to either player a new deal is at the option of the adversary4 ,the error will of course be detected when it is found that there are only seven cards in the talon4 ,if the non-dealer elects to have the deal stand1 the error in the player's hand must be remedied in the discard1 as will presently be described1 and the stock must be divided #d-c or #e-b1 according to which player has too many cards4 ,carte ,blanche4 ,the cards dealt1 each player takes up his twelve cards and sorts them into suits4 ,if the pone finds himself without a ,k ,q or ,j1 he should immediately claim #aj points for carte blanche4 ,if the dealer holds carte blanche1 he does not declare it until the pone has discarded4 ,,discarding4 ,the five cards on the top of the talon belong to the pone1 and he may discard from his hand any number of cards from one to five1 and replace them by an equal number from the top of the stock4 ,he must take at least one card1 and he must take from the talon in the natural order of the cards4 ,if he has elected to let a deal stand in which he has been given thirteen cards1 he is entitled to four cards only from the talon1 and must in all cases leave himself with twelve cards after his discard and draw are completed4 ,if he does not take all five cards1 he must announce distinctly how many he leaves1 for if he fails to do so the dealer is not liable for having too many cards4 ,the dealer then discards1 first declaring carte blanche if he holds it4 ,in ,england1 he need not draw at all1 in ,france he must draw at least one card4 ,besides the three cards which belong to him1 he is entitled to take as many as he pleases of those left by the pone1 and in drawing from the talon he must take the cards in the order in which they come4 ,if two cards are left by the pone1 for instance1 and the dealer wants three only1 he must take the two left by the pone and one of his own three1 leaving the two others face down on the table4 ,the number of cards in hand after the discard and draw must be exactly twelve4 ,only one discard is allowed1 and having been made it cannot be changed after the stock has been touched4 ,if the pone does not take all the cards to which he is entitled1 he is allowed to look at those that remain of the first five that were on the talon2 but on no account may he look at any of the dealer's three4 ,if the dealer leaves any cards in the stock1 he has a right to look at them1 but the pone may not see them until he has led for the first trick1 or announced the suit he will lead4 ,if he announces a suit1 and after seeing the cards in the stock does not lead that suit1 the dealer may call a suit4 ,if the dealer does not look at the remaining cards the pone cannot see them either4 ,each player keeps his discards separate from those of his adversary1 and is allowed to refer to them at any time during the play of the hand1 but on no account can he see his adversary's discards1 unless that adversary has mixed with them one or more of the unseen cards that were left in the stock1 and afterward picks up and looks at his discard1 including the card which the other is entitled to see4 ,for instance3 ,the dealer leaves a card without looking at it4 ,this he afterward mixes with his discard4 ,now1 if he looks at his discard1 of course he sees the card left in the stock1 and the pone may demand to see not only the card left1 but the entire discard4 ,the same rule applies to the pone if he takes into his discards an unseen card of the stock4 ,irregular ,discards4 ,if a player discards less cards than he intended1 it is too late to remedy the error if he has touched the stock4 ,if he discards too many cards1 as the dealer frequently will by laying out five instead of three1 he may take them back if he has not touched those in the stock1 but if he touches any card in the stock1 he must play with the short hand if there are not enough cards left in the stock to make his hand up to twelve4 ,irregular ,drawing4 ,if the pone draws one of the three cards which properly belong to the dealer1 he loses the game2 and if the dealer draws any of the first five1 before the pone has announced that he leaves them1 the dealer loses the game4 ,the dealer has no right to touch any part of the stock until the pone has discarded and drawn2 but if the pone draws without making any announcement about leaving cards1 the dealer has a right to assume that five cards have been taken1 and that only three remain in the stock4 ,for instance3 ,the pone discards five cards1 but draws four only1 without saying anything4 ,the dealer proceeds to discard and draw4 ,he has of course taken one of the pone's cards1 but it is too late to remedy the error or claim a penalty1 and the pone must play with eleven cards4 ,it is evident that the dealer will have too many cards1 but as he has been led into the error by his adversary1 he must be allowed to discard to reduce his hand to twelve4 ,if a player takes a card too many from the stock1 he may replace it if he has not put it with the other cards in his hand4 ,if he has seen it1 he must show it to his adversary4 ,if the superfluous card has been taken into the hand1 the player must have too many cards1 and can score nothing that deal4 ,this does not prevent the adversary from scoring anything he may have in hand or play1 even if it is inferior4 ,if a player is found to have too few cards after the draw1 he may still play and count all he can make1 but he cannot win a capot1 because he has no card for the last trick1 which must be won by his adversary4 ,the ,stock4 ,if a player looks at one of his adversary's cards in the stock before or during the draw1 he can count nothing that hand4 ,if he looks at a card left in the talon after the draw1 which he is not entitled to see1 his adversary may call a suit from him as many times as he has seen cards4 ,if a card of the talon is accidentally exposed1 the player to whom it would naturally belong may demand a fresh deal4 ,,objects ,,of ,,the ,,game4 ,in order to understand the principles that guide players in discarding1 the objects of the game must first be explained4 ,there are three classes of counting combinations at ,piquet1 and the player that holds the better of each class1 scores it4 ,these combinations are3 ,point2 ,sequence2 ,fours and ,triplets4 ,the ,point is the suit having the greatest pip value1 reckoning the ,ace as #aa1 court cards as #aj each1 and the #aj #i #h #g at their face value4 ,if one player's best suit contains five cards1 worth #dh points1 and his adversary has a suit worth #ea1 the latter would be the only one to count1 and it would be called the point for that deal4 ,the value of the point is the number of cards that go to make it4 ,in ,england1 they count a point containing the #g #h and #i as worth one less than the number of cards4 ,this is a modern invention1 unknown to the older writers on the game1 and not always played4 ,sequence4 ,three or more cards of the same suit1 if next in value to one another1 form a sequence4 ,the ,french terms are generally used to designate the number of cards in the sequence3 ,tierce1 ,quatrime1 ,quinte1 ,sixime1 ,septime1 ,huitime4 ,many ,english works on cards erroneously spell quinte without the 8e10 and give 8quart0 for a sequence of four4 ,if one is going to use the ,french language at all1 it may as well be used correctly4 ,sequences outrank one another according to the best card1 if they are of equal length2 so that a quinte to a ,king would be better than a quinte to a ,queen2 but a longer sequence always outranks a shorter one1 regardless of the high cards4 ,the player holding the best sequence is entitled to score it1 together with any inferior sequences he may hold in other suits4 ,should his adversary hold intermediate sequences1 they are of no value4 ,for instance3 ,one player holds a quinte to the ,jack in spades1 a tierce to the ,ten in hearts1 and a tierce to the ,nine in clubs2 while the other holds a quatrime majeure 7,a ,k ,q ,j7 in hearts1 diamonds1 and clubs4 ,none of the latter are of any value2 but all those in the other hand are good4 ,if the best sequence is a tie1 no sequences can be scored by either player4 ,the value of a sequence is ten more than the number of cards that go to form it1 provided that number exceeds four4 ,a tierce counts #c only1 and a quatrime #d only2 but a quinte is worth #ae1 a sixime #af1 and so on4 ,fours1 and ,triplets4 ,any four cards of the same denomination1 higher than a ,nine1 is called a ,quatorze2 three of any kind higher than the ,nine is called a ,trio1 or sometimes a ,brelan4 ,as a trio is seldom mentioned without naming the denomination1 it is usual to say2 8,three ,kings10 or 8,three ,jacks10 as the case may be4 ,the #g #h and #i have no value except in point and sequence4 ,the player holding the quatorze of the highest rank may score any inferior ones that he may hold1 and also any trios4 ,should his adversary hold any intermediate ones1 they are of no value4 ,in the absence of any quatorze1 the best trio decides which player shall count all the trios he may have in his hand1 his adversary counting none4 ,for instance3 ,one player holds four ,tens and three ,jacks1 his adversary holding triplets of ,aces1 ,kings1 and ,queens4 ,none of the latter would be of any value1 as the lowest quatorze is better than the highest trio1 and the player with the four ,tens could count his three ,jacks also4 ,pairs have no value4 ,the value of any quatorze is #ad1 as its name implies4 ,trios are worth #c only4 ,in discarding1 the object is to secure the best counting combinations1 and also to retain cards which will win tricks in play4 ,the combinations take precedence of one another in scoring1 the first being always ,carte ,blanche1 then the ,point1 then ,sequence1 and lastly the ,quatorze or ,trio4 ,,declaring4 ,carte blanche must be announced and shown before a discard is made4 ,each player having discarded and drawn1 the elder hand proceeds to announce any counting combinations he holds1 which he must declare in regular order1 beginning with the point4 ,in announcing the point1 the suit is not mentioned1 only its value4 ,the sequences are defined by the number of cards and the highest2 8sixime to the ,king10 for instance4 ,the fours and trios are defined in the same way2 8four ,kings10 or 8three ,jacks40 ,to each of these declarations1 as they are made in regular order1 the dealer must reply3 8,good10 8,equal10 or1 8,not good40 ,if the point is admitted to be good1 the holder scores it2 not by putting it down on the score sheet1 but simply by beginning his count with the number of points it is worth4 ,if the point is equal1 neither player scores it1 and secondary points have no value under any circumstances4 ,if the point declared by the elder hand is not good1 it is not necessary for the dealer to say how much better his point is2 that will come later4 ,to each of the other declarations replies are made in the same manner1 except that fours and trios cannot be 8equal40 ,as each combination is admitted to be good1 the elder hand adds it to his count4 ,for instance3 ,his point is #ea1 good2 his sequence is five to the ,ace1 good2 and his triplet of ,aces is good4 ,these are worth #e1 #ae1 and #c respectively1 and his total count is #bc1 if he has no minor sequences or trios4 ,this is not put down1 but simply announced4 ,the strict rules of the game require the player whose combination is acknowledged to be good1 to show it2 but among good players this is quite unnecessary1 for each usually knows by his own cards what his adversary should and probably does hold4 ,the elder hand having finished his declarations1 and announced their total value in points1 leads any card he pleases4 ,if this card is a ,ten or better1 he claims one point for leading it1 even if he does not win the trick1 and he adds this point to his score4 ,an illustration will probably make the foregoing processes clearer4 ,the elder hand1 after the draw1 holds these cards3-- ,a ,k ,q ,j3 ,a ,k ,q3 ,a ,k ,q #g3 ,a4 ,he announces3 8,forty-one40 8,not good40 8,quatrime to the ,ace40 8,not good40 8,quatorze ,aces10 which he knows is good2 and which admits of his counting his triplets of ,kings and ,queens4 ,these are worth collectively #bj points1 and on leading one of his ,aces he announces 8,twenty-one40 ,the dealer1 before playing a card1 proceeds to claim the count for the combinations which are good in his own hand1 which is as follows3-- ,j #aj #i #h3 ,j #aj #i3 ,k ,q ,j #aj #i4 ,the point is worth #e2 the quinte #ae1 the quatrime #d1 and the tierce #c2 #bg altogether4 ,his trios of ,jacks and ,tens are shut out by the superior combinations in the elder hand4 ,having claimed these #bg points1 and their correctness having been admitted by the elder hand1 the dealer proceeds to play a card4 ,if either player has forgotten to declare anything before he plays1 the count is lost4 ,sinking4 ,a player is not obliged to declare any combination unless he wishes to do so1 and he may sink a card if he thinks it would be to his advantage to conceal his hand4 ,sinking is calling only part of a combination1 as1 for instance1 calling #ea for his point when he really has #fa2 calling a quinte when he has a sixime1 or a trio when he has a quatorze4 ,sinking is usually resorted to only when the player knows from his own hand and discards that what he declares is still better than anything his adversary can hold2 but it must be remembered that the part of the declaration which is sunk in this manner is lost4 ,irregular ,declarations4 ,if either player claims a combination which he does not hold1 and does not remedy the error before he plays a card1 he cannot count anything that deal1 losing any other declarations he may have made which are correct4 ,his adversary then counts everything in his hand1 whether his combinations were inferior or not4 ,he also counts for what he wins in the tricks4 ,if the elder hand's declaration is admitted by the dealer to be good1 it is good1 even if the dealer afterward proves to have a better point1 sequence1 quatorze or trio4 ,if any combination named by the elder hand is not actually his best1 he cannot amend his declaration after the dealer has replied to it4 ,this is in order to prevent a player from getting information to which he is not entitled4 ,if he holds three ,kings and three ,tens1 for instance1 and announces the ,tens in order to find out whether or not his adversary has three ,queens or ,jacks1 and the dealer says3 8,not good10 the three ,kings are lost1 and the dealer scores his own trios4 ,it sometimes happens that in order to keep a good point or sequence1 a player will discard one card of a quatorze originally dealt him2 or one of a trio1 of which he afterward draws the fourth4 ,he can score only the trio1 of course2 but his adversary1 having none of that denomination either in his hand or discards1 knows that four were possible1 and after playing a card he has a right to ask the suit of the card which was discarded4 ,,method ,,of ,,playing4 ,the elder hand can lead any card he pleases1 announcing the suit at the same time4 ,the dealer is bound to follow suit1 if able1 but he is not obliged to win the trick4 ,as there are no trumps1 the higher card1 if of the suit led1 wins the trick4 ,if the second player does not follow suit1 the leader wins4 ,the winner of one trick leads for the next1 and so on until all twelve tricks are played4 ,every time a card is played which is better than a ,nine1 the leader counts one for it1 adding the number to the total value of his score as already announced4 ,if the second player wins the trick with any card better than a ,nine he also counts one2 but if the trick is won by the player who led1 there is no extra count for winning it4 ,the winner of the last trick counts one for it1 in addition to his count for winning it with a card better than a ,nine4 ,if the leader wins it1 he gets the one extra4 ,if each player wins six tricks1 there is no further scoring2 but if either player wins the odd trick he adds to his score ten points for cards1 in addition to all other scores4 ,if either player wins all twelve tricks1 which would be the case in the example hand just given as an illustration1 he adds to his score forty points for the capot2 but this forty points includes the scores for the last trick and for the odd trick4 ,a card once laid on the table cannot be taken back1 unless the player has renounced in error4 ,there is no revoke in ,piquet1 and if a player has one of the suit led he must play it4 ,if he fails to do so1 when the error is discovered the cards must be taken back and replayed4 ,,repic4 ,if either player is able to reach #cj by successive declarations1 beginning with the point1 all of which are admitted by his adversary to be good1 he adds #fj to his score1 making it #ij instead of #cj1 and this is irrespective of what his adversary may have in minor or inferior combinations4 ,the important thing to remember in repic is that declarations always count in regular order1 carte blanche taking precedence of everything2 then the point1 sequences1 and quatorze or trio4 ,suppose elder hand to hold the following cards3-- ,k ,q ,j #aj #i2 ,a ,k ,q2 ,a ,q #i2 ,q4 ,if the quinte to the ,king is admitted good for the point1 it must be good for the sequence also4 ,that is #bj4 ,the four ,queens must be good1 as the adversary cannot have any quatorze4 ,this makes the total #cd1 and #fj added for repic1 #id altogether1 to which he will add one for leading the first card1 if it is above a ,nine4 ,suppose the elder hand had the following cards3-- ,a ,k ,q ,j #h2 ,a ,k2 ,a ,k2 ,a ,k #aj4 ,if his point is good1 that and his four ,aces and ,kings will make him #cc altogether2 but his sequence is not good1 because the dealer holds five diamonds to the ,queen1 which comes in order before the score for quatorze1 and so saves the repic4 ,suppose that with the foregoing cards the elder hand was told that even his point was not good4 ,he would count #bi for the #ad ,aces1 #ad ,kings1 and the card led4 ,if the dealer had a sixime in diamonds1 and a quinte in clubs1 for instance1 he would claim a repic1 #if points1 in spite of the #bi announced by the elder hand2 because point and sequence score before quatorze4 ,equalities do not save the repic4 ,take the following hands3-- ,elder3-- ,a ,j #aj #i #h2 #aj2 #aj2 ,a ,j #aj #i #h4 ,dealer3-- ,k ,q2 ,a ,k ,q2 ,a ,k ,q ,j #g2 ,k ,q4 ,the point is equal4 ,the quatrime to the ,jack is not good and the four ,tens are not good2 so elder hand leads a card1 and counts1 8,one40 ,the dealer then claims repic1 #ie points1 which is good1 although the elder hand had an equal point4 ,,pic4 ,if either player can reach #cj in hand and play combined1 before his adversary scores anything1 #cj are added for the pic4 ,pic can never be made by the dealer unless the elder hand leads a card smaller than a ,nine2 he must make repic if anything4 ,to make pic the elder hand must reach #cj in the regular order of scoring4 ,suppose holds these cards3-- ,a #i2 ,a ,k ,q ,j2 ,k ,q ,j #aj #i2 ,k4 ,if the dealer acknowledges the point to be good1 everything else in the hand must be good also4 ,this will give the elder hand #bg before playing a card2 #e for the point1 #ae and #d for the sequences1 and #c for the ,kings4 ,by leading out the ,a ,k and ,q1 #c more points are secured1 the dealer having nothing to score1 and so the elder hand reaches #cj and makes the pic1 counting #fj1 and still having the lead4 ,equalities do not save pic4 ,according to the strict rules of the game1 a player who is playing for pic is not allowed to count #cj at all1 but must jump from his last count1 #bi1 to #fj1 or he loses the pic2 but this is seldom or never insisted on4 ,,scoring4 ,the last card played1 the total number of points made by each player are put down on the score sheet1 or marked on a cribbage board1 and if neither player has reached #ajj points1 the deal passes to the one who was elder hand on the last deal4 ,the order of scoring should be carefully observed1 in order to determine which goes out first1 and whether or not a player is lurched4 ,carte blanche1 ,the ,point1 ,sequence1 ,quatorze or ,trio1 ,repic1 ,points for ,leading or ,winning1 ,pic1 the ,odd ,trick1 ,capot4 ,if one player reaches #ajj before his adversary has reached #ej1 it is a lurch1 and counts a double game4 ,abandoned ,hands4 ,if a player throws down his cards1 he may still take them up again1 unless he or his adversary have mixed their cards with the discards1 or with the remainder of the talon4 ,,suggestions ,,for ,,good ,,play4 ,the chief points for the beginner are good discarding1 and taking advantage of tenace positions in the play1 so as to secure the count for cards1 which is often important4 ,elder ,hand4 ,in discarding1 the pone should consider what there may be against him4 ,if it is unlikely that he will lose a pic or repic1 he should try for the point1 which very often carries with it the sequence4 ,it must be remembered that there are only eight cards in each suit1 and by comparing those that you hold with those that your adversary may hold it is comparatively easy1 in the majority of hands1 to estimate the possible scores against you4 ,next to the point1 the most important thing is the score for cards4 ,the point will save pic and repic1 but the cards will make the greatest difference in the score in the long run4 ,sequences are always valuable1 especially those that are ,ace high in the elder hand1 because they enable him to win a succession of tricks in play4 ,the elder hand should risk a good deal if he has a fair chance to make a pic or repic1 which will often settle the game4 ,if there is any choice as to what to keep of two nearly equal chances1 always preserve the combination that will be most likely to secure the count for cards4 ,in ,leading1 it is best to begin with the point1 unless you know that you are leading up to tenace1 or to high cards that will bring in a long adverse suit4 ,the piquet player soon learns the importance of tenace and fourchette1 and can sometimes see how things must be managed for five or six tricks ahead1 so as to secure the odd trick4 ,tenace is the best and third-best of any suit1 such as ,a ,q1 while a fourchette is any two cards within one of each other1 such as ,k ,j1 or ,q #aj1 and the lead from such combinations should always be avoided4 ,if you have the odd trick in hand1 make it at once1 before you risk anything else1 because the only difference between the odd trick and eleven tricks is the count for each card led in the tricks4 ,the ,dealer4 ,the first thing to guard against is a long run of winning leads from the elder hand1 which might make the odd trick1 or even capot4 ,as there are no trumps it is very important for the dealer to keep guarded ,kings and twice-guarded ,queens4 ,the principal thing for the dealer to remember is that if he cannot stop a long suit in the elder hand1 he will have to provide in advance for a certain number of discards1 and these must be so planned that guards will be preserved in the other suits4 ,he should also get his hand into such condition that when he does get into the lead1 he will not have to lead away from tenaces or guarded ,kings4 ,careful attention to his adversary's declarations1 and a comparison of his own hand with his discards will usually guide the dealer to a correct conclusion as to what to keep and what to throw away in playing to tricks4 ,mathematicians have exhausted their resources on ,piquet1 but their conclusions are of little use to the average player4 ,the subject of discards has been very fully illustrated by examples from actual play1 especially in the ,westminster ,papers1 but no one has yet given us any simple rules like the jeux de rgle at cart4 ,,piquet ,,normand1 ,,for ,,three ,,players4 ,in this form of the game the players cut for seats and deal4 ,the cards are dealt by twos and threes until each has ten1 two cards remaining for the talon4 ,the dealer may lay out any two cards in exchange for these1 but no other player is allowed to touch them1 nor to see the discards4 ,the elder hand makes the first declarations4 ,he makes repic and counts #ij if he can reach #bj without playing a card2 and he makes pic1 #fj1 if he can reach #bj in hand and play1 under the same conditions as in the game for two players4 ,the majority of tricks counts #aj2 if it is a tie1 each counts #e4 ,capot counts #dj if all the tricks are taken by one player2 but if two take them all between them1 they count #bj each4 ,the game may be played for a pool1 first man out to take all2 or it may be agreed that after one has retired the others shall decide it between them by playing it out at the ordinary two-handed game4 ,,piquet ,,voleur1 ,,for ,,four ,,players4 ,the players cut for partners1 the two lowest pairing against the two highest1 and the lowest cut taking the first deal4 ,partners sit opposite each other4 ,all the cards are dealt out1 two and three at a time1 each receiving eight cards4 ,the elder hand declares first1 but instead of announcing one thing at a time1 and awaiting the reply of his adversaries1 he declares everything1 and then plays a card4 ,suppose the cards are distributed as follows1 ,z being the dealer3-- ,illustration3 ,k ,q ,j #aj ,j #aj #i #h ----------- ,y ,a2 ,a2 ,a ,q ,k ,q ,j2 ,k #g ,a ,b ,a ,q ,j #aj ,k #i #h ,z ----------- #aj #i #h #g #i #h #g2 #g ,a announces #da for his point1 sequence of three to the ,queen1 four ,aces1 and says1 8,i play a club10 which is his lead for the first trick4 ,if the second player admits all these to be good he says nothing1 but plays a card4 ,in this case1 ,y would announce four to the ,king1 and four to the ,jack1 and would play a spade1 having no club4 ,b would then announce three ,kings1 which are good on account of his partner's having four ,aces2 but both the sequences are shut out by ,y's better declarations4 ,the dealer1 ,z1 then declares four to the ,ten and three to the ,nine1 both those sequences being made good by his partner's holding the best sequence at the table4 ,the first trick played1 each person at the table shows what he has claimed1 in order that his adversaries may verify the count4 ,a would then gather up the first trick1 announcing the total score for his side1 which would be #bb2 #d for the point1 #ad ,aces1 #c ,kings1 and #a for the card led4 ,he would then play another club1 announcing #bb4 ,this his partner would win but would not count1 as he is on the same side that has already counted for the lead4 ,if the play is followed up it will be found that ,a-,b make a capot4 ,the adversaries will then score #ae for their three sequences of four1 and one of three4 ,no point of less than #cj can be announced4 ,pic and ,repic4 ,if one player1 or two partners together1 reach #bj in counting1 without playing1 they count #ij for the repic4 ,if they reach #bj in declarations and play together1 they count #fj for the pic4 ,carte blanche in the hand of one or other partner may count toward pic or repic2 and if two partners each held carte blanche1 they would be entitled to #ij points for the repic1 no matter what the adversaries held1 because carte blanche takes precedence of all other scores4 ,,piquet ,a ,,crire4 ,this game somewhat resembles ,skat in the manner of playing and settling4 ,any number from three to seven persons sit around the table2 but only two play1 and the losses of each individual are charged to him on a score sheet ruled off for the purpose4 ,the players may take turns1 each playing two deals1 the first with the person on his left1 and the second with the one on his right4 ,or it may be agreed that the loser in each deal shall give way to a new player1 the winner of the majority of points in each deal to continue4 ,the game is generally arranged for a certain number of tours or deals1 at the end of which the scores are balanced and settled for4 ,,rubicon ,,piquet1 ,,for ,,two ,,players4 ,the chief difference between this game and the usual form1 ,piquet au cent1 is in the manner of declaring4 ,the usual method in ,england and ,america is as follows3-- ,the ,point is scored by the player holding the greatest number of cards in the suit1 and the pip value is resorted to only to decide ties4 ,this is done in order to conceal1 if possible1 the nature of the cards held4 ,when the numerical value is asked1 only the last figure is given1 8seven10 for instance1 if the point is #dg4 ,if the point is good1 the elder hand immediately names the suit4 ,if it is not good1 the suit is not named1 and the elder hand proceeds to call his sequences4 ,it they are good1 the suits must be named2 the same with quatorze and trio4 ,under-calling4 ,if a player holds an inferior sequence1 quatorze or trio1 which he knows is better than any his adversary can possibly hold1 he may call it1 and afterward score the better combination1 provided he is correct in estimating the inferior one that he called as good against the cards4 ,but if the adversary can demonstrate that the inferior announcement was not actually good against the cards1 and that it was possible for him to hold a better1 the score for the higher combination is lost4 ,for instance3 ,a player holds four ,kings and three ,aces1 and on glancing over his hand and discards1 sees that his adversary cannot hold any quatorze1 so he declares the three ,kings1 instead of the four ,aces4 ,suppose he mistook a ,nine for a ,ten1 and overlooked the fact that his adversary might have had four ,tens1 the score for the four ,kings would be lost1 but the three ,aces would be good if his adversary had discarded a ,ten1 and did not actually hold four4 ,in the ordinary game1 the higher combination is lost if it is not called4 ,in play1 every card led1 whatever its value1 counts one1 and winning the trick counts one also4 ,the last trick counts two1 and the capot forty4 ,pic and repic are reckoned as in the ordinary game4 ,scoring4 ,instead of playing #ajj points up1 six deals is a game1 each player dealing three times4 ,the lower score is then deducted from the higher1 and #ajj points added to the difference to determine the value of the game1 which is usually played for so much a point4 ,if the result of the six deals is a tie1 two more deals must be played4 ,if they also result in a tie1 the game is void4 ,rubicons4 ,if either or both players fail to reach #ajj points in the six deals1 the one having the most is the winner1 and adds to his own score all the points made by the loser1 with #ajj in addition for game4 ,for instance3 ,a has #aac scored1 and ,b #hj4 ,a wins #aac #hj #ajj #bic altogether4 ,again2 ,a has #hh1 ,b has #hd4 ,a wins #hh #hd #ajj #bgb altogether4 ,again2 ,a has #ahj1 ,b has #adb4 ,a wins the difference in the scores1 #ch #ajj #ach altogether4 ,,text ,,books4 ,jeux de ,cartes1 by ,jean ,boussac4 ,acadmie des ,jeux1 by ,van ,tenac4 ,acadmie des ,jeux1 by ,richard4 ,rgles de tous les ,jeux1 by ,dreyfous4 ,bohn's ,handbook of ,games4 ,piquet1 and ,rubicon ,piquet1 by ,berkeley4 ,laws of ,piquet1 by 8,cavendish40 ,westminster ,papers1 ,vols4 ,,ii4 to ,,ix4 inclusive4 ,there are excellent articles on the ,laws in ,vols4 ,,iii4 and ,,vi41 and on discards in ,vol4 ,,vii4 ,,imperial1 ,,or ,,piquet ,,with ,a ,,trump4 ,imprial differs from ,piquet in some minor details1 although the leading principle is the same4 ,there are no discards2 sequences of court cards are the only ones that count2 tierces are worthless2 and a trump suit is added4 ,the cards rank ,k ,q ,j ,a #aj #i #h #g2 the ,k ,q ,j ,a and #g of trumps are called honours1 and in all sequences the four highest cards in the suit are the only ones that count4 ,counters4 ,each player is supplied with six white and four red counters1 which are passed from left to right as the points accrue4 ,each red is worth six white1 and when all six white counters have been passed over1 they must be returned1 and a red one passed over in their place4 ,when all the counters1 four red and six white1 have been passed over1 the game is won4 ,dealing4 ,twelve cards are given to each player1 two or three at a time1 and the twenty-fifth is turned up for the trump4 ,if this is an honour1 the dealer marks one white counter for it4 ,there are no discards4 ,imprials4 ,certain combinations of cards are known as imprials1 and the player marks one red counter for each of them4 ,the best imprial is carte blanche1 which is sometimes marked as a double imprial1 and worth two reds4 ,a sequence of ,k ,q ,j ,a in any suit is an imprial4 ,an imprial de retourne may be formed in the dealer's hand if the turn-up trump completes his sequence or makes four of a kind4 ,an imprial tombe1 or de rencontre1 is made when the player who holds the ,king and ,queen of trumps catches the ,jack and ,ace from his adversary4 ,four ,kings1 ,queens1 ,jacks1 ,aces1 or ,sevens in one hand is an imprial2 but the ,eights1 ,nines and ,tens have no value4 ,declaring4 ,the elder hand announces his point1 as in ,piquet1 and arrives at its value in the same way1 reckoning the ,ace for #aa1 etc4 ,the dealer replies1 8,good10 or 8,not good10 as the case may be2 but there are no equalities4 ,if the point is a tie1 the elder hand counts it4 ,the point is worth a white counter4 ,the imprials are then called1 each being worth one red counter4 ,the sequences are called first1 that in trumps being 8good0 of course2 then the fours are called1 the best being four ,kings1 and the lowest four ,aces4 ,in plain-suit sequences there are no 8equals10 the elder hand counting ties as an offset to the advantages of the deal4 ,playing4 ,the elder hand leads a card1 and the dealer then declares and marks any imprials he may have that are good2 after which he plays a card4 ,no imprials can be claimed or scored after the holder has played a card4 ,the second player in each trick must win the trick if he can1 either with a higher card or with a trump4 ,for each honour in trumps in the tricks won the player marks a white counter at the end of the hand4 ,the winner of the odd trick scores as many white counters as he has tricks in excess of his adversary4 ,if either player makes capot1 7all twelve tricks17 he scores two red counters4 ,scoring4 ,when one player reaches six white counters and changes them for a red1 his adversary must take down any white counters he may have scored4 ,for instance3 ,the pone has #b reds and #d whites up2 the dealer has #a red and #e whites4 ,the pone scores two whites1 reaching six1 and advancing his score to #c reds1 which are sometimes called imprials4 ,the dealer must take down his white counters1 losing that count altogether1 and leaving himself #a red4 ,the only exception to this is that at the beginning of the hand if both have imprials combinations in hand1 neither side takes down its white counters4 ,in ,counting out the following order of precedence must be observed3 ,the turn-up trump1 7if it is an honour74 ,the ,point4 ,imprial in hand1 sequences first4 ,imprial de retourne4 ,imprial tombe4 ,honours in tricks4 ,odd tricks4 ,,cassino4 ,this is a very old and always popular game1 which has lately been much improved by the introduction of the variations known as ,royal and ,spade ,cassino1 the latter especially being a very lively game4 ,like ,euchre1 ,cassino is eminently respectable1 and is one of the few games of cards that are unhesitatingly admitted to the domestic circle4 ,cards4 ,cassino is played with a full pack of fifty-two cards1 which have no rank in play1 their pip or face value being the only element of importance4 ,in cutting for positions at the table1 or for partners in the four-handed game1 the ,ace is the lowest card1 the others ranking upward to the ,king in the order of their sequence4 ,markers4 ,when a certain number of points is agreed on as a game1 the score may be kept with counters1 on a sheet of paper1 or on a cribbage board4 ,if each hand is a game in itself1 it is settled for immediately1 either in counters or in money4 ,players4 ,any number from two to four may play1 each for himself1 or four may play two against two1 partners sitting opposite each other4 ,the players on the dealer's right and left are known as the pone1 and the eldest hand respectively4 ,cutting4 ,the players draw from an outspread pack for positions at the table1 the lowest card having the choice and dealing the first hand4 ,if the first cut does not decide1 those tying must cut again4 ,if a player exposes more than one card he must cut again4 ,the ace is low4 ,stakes4 ,cassino may be played for so much a game1 or so much a point2 and it may be agreed that the game shall be a certain number of points1 or shall be complete in one deal1 or that the player making the majority of points on each deal shall score one1 and the one first making a certain number in this manner1 such as five1 shall be the winner4 ,if points are played for1 the lower score is usually deducted from the higher1 and the difference is the value of the game4 ,it is sometimes agreed that if the winner has twice as many points as his adversary1 he shall be paid for a double game4 ,dealing4 ,after the cards have been properly shuffled they must be presented to the pone to be cut1 and he must leave at least four in each packet4 ,beginning on his left1 the dealer distributes four cards to each player in two rounds of two at a time1 giving two to the table just before helping himself in each round4 ,no trump is turned1 and the remainder of the pack is left face downward on the dealer's left4 ,the four cards dealt to the table are then turned face up1 and the play begins4 ,after the four cards given to each person have all been played1 the dealer takes up the remainder of the pack1 and without any further shuffling or cutting1 deals four more cards to each player1 two at a time1 but gives none to the table4 ,these four having been played1 four more are dealt in the same manner1 and so on1 until the pack is exhausted1 after which the deal passes to the left in regular rotation4 ,irregularities in the ,deal4 ,if the pack is proved to be imperfect1 or if a card is found faced in the pack there must be a fresh deal by the same dealer4 ,if a player deals out of turn1 he must be stopped before the cards on the table are turned face upward4 ,a misdeal loses the deal4 ,it is a misdeal if the pack has not been cut1 or if the cards are shuffled after the pack has been properly cut2 or if the dealer deals a card incorrectly1 and fails to remedy it before dealing to the next player2 or if he deals too many or too few cards to any player or to the table4 ,if a card is exposed during the deal1 an adversary may claim a fresh deal4 ,if1 after the cards on the table have been faced1 a card is exposed by the dealer1 or is found faced in the pack1 the player to whom it would be dealt may reject it1 and it must then be placed in the middle of the stock1 and he must be given the top card4 ,if a card is exposed in the last round1 the dealer must take it1 and must allow the player to whom it would have been dealt to draw a card from the dealer's hand1 face downward4 ,if he draws the exposed card1 he must keep it4 ,if the dealer gives any player an incorrect number of cards in any round after the first1 and does not detect and correct the error before he deals to the next player1 the dealer cannot count anything that hand4 ,the number of cards in each hand must be restored to four1 either by drawing from them1 face down1 or adding from the stock4 ,if any player lifts his cards before the dealer has helped all the players1 including himself1 a misdeal cannot be claimed4 ,objects of the ,game4 ,the object in ,cassino is to secure certain cards and combinations of cards which count toward game4 ,these are as follows3-- ,points4 ,the majority of ,cards taken in4 #c ,the majority of ,spades taken in4 #a ,the ,ten of diamonds1 ,big ,cassino4 #b ,the deuce of spades1 ,little ,cassino4 #a ,the ,ace of any suit4 #a ,a ,sweep of all the cards on the table4 #a ,the manner in which these points are secured will become apparent from the description of the method of playing the hands4 ,method of ,playing4 ,beginning on the dealer's left1 each player in turn plays a card from his hand1 placing it face upward on the table4 ,only one card can be played at a time1 and each person must play in his proper turn until all four of his cards are exhausted4 ,after receiving fresh cards1 the eldest hand again plays first1 and so on for every round4 ,under certain conditions1 each player in his proper turn may take up certain cards from the table1 together with the one played from his hand1 turning them face downward in front of him4 ,he is entitled to count all the points contained in the cards taken in or won in this manner4 ,these conditions are3 that he can match or pair a card or cards on the table2 that he can combine two or more cards on the table so as to make their total pip value equal to that of the card he plays2 or that he can build a card in his hand upon one on the table1 so as to make their total pip value agree with that of a second card1 still in his hand4 ,pairing4 ,if the person whose turn it is to play1 holds in his hand any card of a similar denomination to any of those on the table1 he may play the card from his hand1 face upward1 and then gather it in again1 together with all similar cards1 turning them face downward in front of him4 ,for instance3 ,he holds an ,eight1 and there are one or two ,eights on the table4 ,he plays the ,eight from his hand1 and then gathers in all of them4 ,combining4 ,if a player holds any card1 not a ,k ,q or ,j1 the pip value of which is equal to that of two or more cards on the table1 he may play the card from his hand1 and then gather it in again1 together with the two or three cards that collectively equal it in pip value4 ,for instance3 ,he holds a #i1 and a #d1 #c and #b are upon the table4 ,he may combine these three cards1 calling attention to the fact that their collective value is #i1 and then play the #i from his own hand1 gathering in and turning down all four cards4 ,an #h and ,ace1 or #f and #c might be gathered in the same way2 or two such combinations might be gathered at the same time1 #c1 #b1 #f1 #g1 for instance1 which would make two nines2 all of which might be gathered by a player holding a #i his hand4 ,pairs and combinations may be taken in together4 ,for instance3 ,among the cards on the table are a #d1 #f1 and #aj1 and the player holds a #aj4 ,he can gather in not only the pair of ,tens1 but the combinations which equal a #aj4 ,building4 ,a player may have in his hand two cards1 the lower of which1 if added to a card on the table1 would build up its value to that of the higher card still in the player's hand4 ,for instance3 ,a player holds a #i and #b1 and there is a #g on the table4 ,he may place the #b on the #g1 announcing the total value2 8,nine10 which will notify other players that those two cards cannot be separated2 but he cannot take them in until it again comes round to his turn to play1 because he is allowed to play only one card at a time1 and he has played his card in making the build4 ,should any other player following him hold a #i1 he would be entitled to take in this build1 but he could not separate the two cards forming it4 ,a player holding either a #g or a #b could not touch either of the cards in the build1 because they are no longer a #g and #b1 but a #i1 for all practical purposes4 ,increasing ,builds4 ,if any player held an ,ace and a #aj in his hand1 he could increase the #i build to a #aj build1 by putting his ,ace on the #g and #b1 and announcing the total value1 8,ten40 ,any following player would then be unable to win the build with anything but a #aj1 and the player who originally built it a #i would lose it unless he also held a #aj in his hand4 ,should the build remain a #i until it came round again to the player who originally built it1 he could then take it in with his #i1 or he might himself increase it to #aj1 if he had an ,ace and a #aj in his hand2 but in order to do this the player must have in his hand the cards to win both the original and the increased builds4 ,a player holding in his hand a #aj1 #c and #b1 but no #h1 could not build a #e on the table to an #h1 and afterward advance it to #aj4 ,he must have the #b #c #h and #aj all in his own hand to do this4 ,some players imagine that a player cannot increase his own build in this manner1 even if he has both the cards for the first and last build2 but there is no reason why a player should be denied a privilege which is freely granted to his adversary4 ,if any player can legitimately make or increase a build1 all may do so1 provided they have the proper cards4 ,double ,builds4 ,when two cards of the same denomination1 or two builds of the same value are put together as one1 they cannot be increased4 ,for instance3 ,a player holds #g and #c1 and there are upon the table a #e #b and #d4 ,he places his #c on the #d1 and gathers the #e and #b together1 announcing the build as 8,two ,sevens40 ,this cannot be increased to #h1 #i1 or #aj under any circumstances1 and nothing but a #g will win it4 ,pairs may be doubled in the same manner4 ,if a player has two ,nines in his hand1 and there is one on the table1 he may build on the latter with one of his own1 announcing1 8,two ,nines10 which will prevent any player from building either of them to #aj1 and will entitle the builder to take in both cards with his third ,nine when it comes round to his turn4 ,should any other player at the table hold the fourth ,nine1 he could of course take in the build4 ,it is necessary to distinguish between building and combining4 ,in combining cards1 those already on the table are gathered together2 in building1 or increasing a build1 a card must be played from the hand4 ,if one player has made a build of any description1 it cannot be interfered with or increased except by other cards from a player's hand1 those from the table not being available4 ,for instance3 ,one player has built a #e by combining two ,aces on the table with a #c from his hand4 ,on the table are also a #b and #d and a following player holds a #i and #g4 ,he cannot use the deuce on the table to increase the build from #e to #g1 nor the #d to increase it to #i2 because that would not be building from his hand2 but if he held the #d and #i in his hand1 he could build on the #e4 ,the simple rule to be remembered is that no combination of cards once announced1 and left on the table1 can be changed1 except by the addition of a card from the hand of some player4 ,taking ,in4 ,any player who has made a build is obliged either to win it1 when it is next his turn to play1 or to win something else1 or to make another build4 ,for instance3 ,he has built a #e into a #i with a #d1 and holds another #d2 if another #e appears on the table before it comes to his turn to play1 he may build that into a #i also1 with his other #d1 announcing1 8,two ,nines40 ,or if some player should lay out a #d he could pair it and take it in1 leaving his #i build until the next round4 ,in the same way a player may increase or win another player's build instead of taking in his own4 ,an opponent's build may be increased by cards from the hand only4 ,in the four-handed game1 partners may take in one another's builds1 or may make builds which can be won by the card declared in the partner's hand4 ,for instance2 ,one player builds an #h1 and his partner holds ,little ,cassino4 ,if there is a #f on the table1 the ,cassino can be built on it1 and 8two ,eights10 called1 although the player has no #h in his own hand2 the #h already built by his partner is sufficient4 ,if a player has built a #i which has been taken in by an adversary1 he still holding the #i he built for1 his partner may build for the declared #i in the same way4 ,sweeping4 ,if at any time a player is able to win everything on the table with one card1 it is a sweep1 and counts a point4 ,for instance3 ,he holds an #h1 and there are upon the table four cards only3--#e #c #f and #b4 ,by combining the #f and #b1 and the #e and #c1 two ,eights will be formed1 and the sweep is made4 ,sweeps are usually marked by leaving the cards with which they are made face upward at the bottom of the tricks taken in by the player4 ,sweeps made by opposite sides are sometimes turned down to cancel one another4 ,trailing4 ,when a player cannot pair1 combine1 or build anything1 he must play a card4 ,this is called trailing1 because he is simply following along waiting for opportunities4 ,in trailing it is usually the best policy to play the smaller cards1 except ,aces and ,little ,cassino1 because as other players will probably trail small cards also1 these may be combined and won with the larger cards kept in the player's hand4 ,last ,cards4 ,in the last round1 all the cards remaining on the table are won by the player who takes the last trick1 but it does not count as a sweep unless it would have been a sweep under any circumstances4 ,the last trick is usually made by the dealer1 who always keeps back a court card if he has one1 to pair one already on the table4 ,irregularities in ,play4 ,if any person plays out of his proper turn1 the card so played is laid aside as exposed1 until it comes to his turn1 when it is simply placed on the table with the others4 ,the player in error is not allowed to build or combine it1 nor to win anything with it4 ,if a player gathers in a card which does not belong to the combination or build1 he must not only return the card improperly taken up1 but all others taken in with it1 together with his own card1 the latter1 however1 being laid out separately from the others4 ,if the combination was his own build1 it must be broken up2 if an adversary's1 it must be restored1 and left as it was4 ,if a player takes in a build with a wrong card1 or takes in a wrong combination1 or gathers cards to which he is not entitled1 the error must be challenged and proved before the next trick is taken in by another player1 because only the last trick gathered can be seen4 ,if a player makes a build without the proper card in his hand to win it1 on discovery of the error1 the combination must be broken up1 and the adversaries may take back the cards they have played in following the erroneous build1 and may amend their play4 ,if1 however1 another player has won the erroneous build1 there is no penalty1 nor any remedy4 ,showing4 ,after the last card has been played1 each player counts his cards face downward1 and announces the number4 ,the player having the majority scores the three points for cards4 ,if it is a tie1 neither scores4 ,the cards are then turned face up1 and the spades counted and claimed2 and then all the points for ,cassinos and ,aces4 ,it should be remembered that the total number of points to be made in each hand1 exclusive of sweeps1 is eleven1 and the total of the claims made must agree with that number4 ,scoring4 ,there are several methods of scoring4 ,the old way was to play #aa points up1 deducting the lower score from the higher at the end of each deal4 ,if one side reached #aa before the adversary reached #f1 it was a lurch1 and counted as a double game4 ,the common method is to count every hand a game1 and settle for it in counters4 ,,twenty-,,one ,,point ,,cassino4 ,this game is usually marked with counters1 or pegged on a cribbage board4 ,nothing is scored until the end of the hand1 when each side reckons and claims its points4 ,in order to avoid disputes there should be a previous understanding as to what points go out first in a close game4 ,in the absence of any agreement to the contrary1 the points count out in the following order3--,cards first1 then ,spades1 ,big ,cassino1 ,little ,cassino1 ,aces1 and ,sweeps4 ,if the ,aces have to decide it1 the spade ,ace goes out first1 then clubs1 hearts1 and diamonds4 ,if the sweeps have to decide it1 only the difference in the number of sweeps counts1 and if there is none1 or not enough1 the game is not ended1 and another deal must be played4 ,it is better to agree to count out in twenty-one point ,cassino2 each player keeping mental count of the number of cards and spades he has taken in1 together with any 8natural0 points4 ,the moment he reaches #ba he should claim the game1 and if his claim is correct he wins1 even if his adversary has #ba or more4 ,if he is mistaken1 and cannot show out1 he loses the game1 no matter what his adversary's score may be4 ,if neither claims out1 and both are found to be1 neither wins1 and the game must be continued to #cb points1 and so on1 eleven points more each time until one player claims to have won the game4 ,suggestions for ,good ,play4 ,the principal thing in ,cassino is to remember what has been played especially in the counting and high cards1 such as ,aces1 ,eights1 ,nines1 and ,tens4 ,in making pairs and combinations1 give preference to those containing spades1 and if you have to trail1 do not play a spade if you can help it4 ,if three ,aces have been taken in1 play the fourth1 if you hold it1 at the first opportunity1 because it cannot be paired2 but if there is another ,ace to come1 keep yours until you can make a good build with it4 ,as between cards which were on the table and those trailed by an adversary1 take in those trailed if you have a choice4 ,take in the adversary's build in preference to your own1 if you can1 and build on his build at every opportunity4 ,if ,big ,cassino is still to come1 avoid trailing cards that will make a ,ten with those on the table4 ,go for 8cards0 in preference to everything else1 and always make combinations that take in as many cards as possible4 ,if you have a ,nine1 and the cards on the table are #b #b #e #g1 take in the #b #b #e1 in preference to the #b #g4 ,it is considered bad policy to take in three court cards1 as it stops all sweeps when the fourth appears4 ,,royal ,,cassino4 ,the only difference in this form of the game is that the three court cards1 ,k ,q ,j1 have a pip value1 and may be used in combining and building1 whereas in the ordinary game they can be used only in pairs4 ,the ,jack is worth #aa1 the ,queen #ab1 and the ,king #ac2 so that a #i and #b can be taken in with a ,jack1 or a #f #d and #c with a ,king4 ,in the same manner a ,queen will win a ,jack and ,ace1 or a ,king will win a ,jack and deuce4 ,the aces are sometimes valued at #ad each4 ,,spade ,,cassino4 ,in this interesting variation every spade counts one point toward game4 ,the spade ,jack counts one in addition to its being a spade1 and the extra point so made takes the place of the count for 8spades0 in the ordinary game1 so that #bd points are made in every hand1 exclusive of sweeps3 ,cards #c2 ,big ,cassino #b2 ,little ,cassino #a2 the four ,aces #d2 the spade ,jack #a1 and #ac spades4 ,it must be remembered that the spade ,jack and deuce count #b points each1 the extra point being for the spade4 ,the game is scored on a cribbage board1 every point being pegged immediately2 that is1 every spade1 every ,ace1 the ,cassinos and the sweeps4 ,there is nothing to count at the end of the hand but the cards4 ,sixty-one points is game1 once round the board and into the game hole4 ,,draw ,,cassino4 ,in this variation1 no more cards are dealt after the first round1 but each player keeps his hand filled to four cards by drawing one from the top of the stock as soon as he plays one from his hand4 ,the stock is left on the table1 face down1 slightly spread1 for convenience in slipping off the top card as it is drawn4 ,,conquian4 ,the etymology of this word is ,spanish2 con quin1 8with whom10 but of the game it stands for1 little or nothing is known except that it is a great favorite in ,mexico1 and in all the ,american ,states bordering upon it1 especially ,texas4 ,it is an excellent game for two players1 quite different from any other in its principles1 and requiring very close attention and a good memory to play it well4 ,in its finer points1 especially in the judgment of what the adversary holds or is playing for1 it ranks with our best games1 and will probably grow in popularity as it becomes better known4 ,cards4 ,conquian is played with the ,spanish pack1 forty cards1 the #h #i #aj of each suit being deleted4 ,in ,america1 it is much more common to play with a pack of forty cards from which the three court cards1 ,k ,q ,j1 have been discarded1 leaving each suit an unbroken sequence from the ,ace to the ,ten4 ,some persons play with the full pack1 but it spoils the game2 as it is then possible to win on a sequence of a single suit4 ,there are no trumps1 and the cards have no value as to rank1 a sequence of #f #g ,j being no better than one of #b #c #d4 ,the ,ace is not in sequence with the ,king4 ,counters4 ,each player should be supplied with at least ten counters1 which may be used in settling at the end of each deal4 ,players4 ,conquian is played by two persons1 one of whom is known as the dealer1 and the other as the pone4 ,if there are three at the table1 the dealer takes no cards1 and has no part in the game for that hand4 ,cutting4 ,seats and deal are cut for1 the lowest cut having the choice1 and dealing the first hand4 ,the ,ace is low1 the ,king high4 ,stakes4 ,each deal is a game in itself1 and the loser pays one counter for it4 ,if the game is a tie1 called a tableau1 each puts up a counter for a pool1 and the winner of the next game takes the pool1 in addition to the counter paid by his adversary4 ,if the next game is also a tableau1 each player adds another counter to the pool1 and so on until it is won4 ,dealing4 ,ten cards are dealt to each player in five rounds of two at a time1 and the twenty remaining in the stock are laid upon the table face down1 between the players1 but a little to the left of the dealer4 ,the stock may be slightly spread1 to facilitate the process of drawing cards from it4 ,objects of the ,game4,the object of each player is to form triplets1 fours1 and sequences1 by combining the cards dealt him with others drawn from the stock4 ,these combinations are laid upon the table1 face up1 and the player wins the game who first succeeds in laying down eleven cards in this manner4 ,sequences must be all of the same suit1 and cannot be shorter than three cards4 ,the ,ace is not in sequence with the ,king1 but the #g is next below the ,jack4 ,a sequence once started can be added to from time to time as the cards are drawn from the stock4 ,triplets are any three cards of the same denomination1 and they may be increased to ,fours at any time1 by adding the other card4 ,borrowing4 ,a player with four of a kind on the table may borrow any one of the four to use in a sequence2 but he cannot borrow one of three1 because no combination may consist of less than three cards4 ,in the same manner a player may borrow the card at either end of a sequence of at least four cards1 if he can use it to make a triplet4 ,he cannot borrow an intermediate card1 nor one of a sequence of three cards only1 because three cards must be left to maintain the sequence1 but if he had a sequence of at least five cards on the table1 he might borrow the top of it to make one triplet1 and then the next card to make another triplet4 ,method of ,playing4 ,the cards dealt1 each player sorts his hand into sequences and triplets1 and determines what cards he wants to complete his runs1 so that he may be on the lookout for them4 ,the pone then draws the top card from the stock and turns it face up on the pack4 ,if this card can be used in combination with any of those in his hand1 he draws it over to his side of the table1 and takes from his hand the cards completing the combination of three cards1 leaving them all face up4 ,even if he has cards enough in his hand to increase the combination to four or more cards1 he should not show them4 ,the cards drawn from the stock must never be taken into the hand4 ,let us suppose the pone holds these cards3-- ,j #g #f #d2 #e #c #b2 ,k #g #e2 and that the #e is the first card he draws4 ,he can use this card in three ways3 ,by making a run of three with the #d and #f2 or a run with the #f and #g2 or a triplet with the two other #e's4 ,in this case he would probably lay out the #f and #g1 and make the run of three4 ,if he should draw the ,q later on1 he could use it by continuing the sequence with his ,jack2 or if the #c appeared1 he could use it with his #d4 ,passing4 ,if he cannot use the card drawn1 or does not wish to1 he draws it from its position on the top of the stock and places it between himself and the dealer1 still face up4 ,the dealer then decides whether or not he wants it1 and if he does not he 8passes0 it by turning it face down1 and pushing it to his right4 ,cards once passed in this manner cannot again be seen by either player4 ,the player who passes the card turns up the next one on the stock4 ,if he does not want it1 he places it on the table between himself and his adversary1 and if his adversary does not want it either1 he turns it down and passes it to the pile of deadwood1 turning up the top card of the stock again4 ,in this manner it will be seen that each player has to decide on two cards in succession2 the one drawn but not used by his adversary1 and the one he draws himself4 ,this is continued until the stock is exhausted1 which ends the game4 ,discarding4 ,if a player uses any card drawn from the stock in this manner1 it is obvious that he has too many cards1 and in order to reduce his hand and show-downs to ten cards1 he must discard something1 unless he can show down everything remaining in his hand1 in which case he would have eleven cards down1 and win the game4 ,in discarding1 the card thrown out is placed at the disposal of the adversary1 as if it were the card drawn from the stock1 and if the adversary does not want it1 he passes it and draws another4 ,it should be observed that the player drawing the card from the stock always has the first refusal of it4 ,this is sometimes very important1 as both players often need the same card4 ,in the foregoing example1 the player's best discard would be his ,k1 which is too far removed from the others in the suit to make a run possible1 and there is no mate to it with which to start a triplet4 ,if the adversary could use this ,king1 he would have to discard in his turn1 and the card so thrown out would be at the disposal of the other player1 just as if it had been drawn from the stock4 ,forcing4 ,a player need not use any card drawn1 but if he has upon the table any combination in which it can be used1 his adversary may force him with it1 even after it has been declined4 ,for instance3 ,a player has eight cards down1 two sequences of four small cards each1 and in his hand a pair of ,kings4 ,another ,king will make him game2 but if he has to depend on his sequences to put him out1 he will have to get three more cards4 ,suppose he draws a card that will fit one of his sequences2 it is to his advantage to pass it2 but upon laying it on the table his adversary may take it up and force him with it1 by placing it at the end of his sequence1 at the same time saying3 8,discard40 ,in the same manner a player holding one of the cards of his adversary's show-down sequence or triplet may force after using a card1 by placing his discard on his adversary's sequence1 instead of laying it on the table4 ,if it is laid on the table1 the adversary may pass it at once1 by turning it down1 and it is then too late to compel him to use it4 ,suppose you think your adversary holds two cards of an unplayed sequence1 and has a triplet on the table4 ,if you can use one of those sequence cards in his hand to advantage1 and can force him by giving him the fourth card of his triplet1 which is of no use to you1 you should do so2 but you must remember that you cannot force except after using a card yourself1 because you are not allowed to discard under any other circumstances4 ,if a player looks at any of the cards that have been passed and turned down1 his adversary may take up and examine the remainder of the stock1 but without disturbing the position of the cards therein1 and without showing them4 ,if a player looks at any of the cards in the stock except the one he draws1 his adversary may look at all of them4 ,if a player draws out of turn1 his adversary simply claims the card4 ,showing4 ,after the last card is drawn from the stock and passed1 each player shows the remainder of his hand1 and as neither can combine his cards so as to get eleven down1 it is a tableau1 and each puts a counter in the pool for the next hand4 ,the deal passes from one player to the other in rotation as long as they continue to play4 ,suggestions for ,good ,play4 ,observation of the cards passed will usually show what the adversary is keeping1 and what he has no chance for4 ,toward the end of the stock each player should know what the other holds in his hand by the cards which have not appeared in the drawing4 ,if a player has not a good chance to get eleven down himself1 he should play for a tableau1 by using nothing that will compel him to discard cards which may put his adversary out4 ,it should be remembered that a player cannot get eleven down in one suit1 and careful observation of the cards passed will often show that his runs are blocked1 the cards necessary to continue them having been turned down4 ,one peculiar feature of the game is that a player cannot block his adversary and at the same time win the game1 because so long as he holds up the card that his adversary wants he cannot get eleven down himself4 ,his only chance is that he may be able to use the card that his adversary needs4 ,for instance3 ,he holds two #h's1 one of which will make his adversary eleven down by completing a sequence4 ,if there is another #h to come1 the player with the pair may use both his #h's1 and win2 but if there is no other #h to come1 it is impossible for the player with the two #h's to win without first putting his adversary out4 ,there are no ,text ,books on ,conquian1 and this is the first complete description of it ever published4 ,,calabrasella4 ,this is a very popular game with the middle classes and the unoccupied clergy in ,italy1 and it is one of the very few good games of cards for three players4 ,if the game were better known1 the author is sure it would become a great favourite1 especially with those who are fond of the whist family1 because ,calabrasella is an excellent training school for the use of cards of re-entry1 long suits1 and tenace positions in the end game4 ,in the combination of two players against the third its tactics very closely resemble ,skat1 and many interesting and difficult positions occur in every game4 ,cards4 ,calabrasella is played with the ,spanish pack1 forty cards1 the #aj #i and #h of each suit being discarded4 ,the cards rank3 #c #b ,a ,k ,q ,j #g #f #e #d1 the #c being the highest1 and the #d the lowest1 both in cutting and in play4 ,there are no trumps4 ,markers4 ,the game may be scored by paying and taking in counters1 each player being provided with about fifty at the beginning of the game1 which are purchased from a banker2 but the better way is to keep account of the gains and losses of the single player in each deal1 in the manner already described in connection with ,skat1 balancing the account at the end in the same way4 ,players4 ,calabrasella is played by three persons1 two of whom are partners against the third in each hand4 ,if four play1 the dealer takes no cards1 but shares the fortunes of those who are opposed to the single player1 just as in ,skat4 ,the players on the right and left of the dealer are known as the pone and the eldest hand respectively4 ,cutting4 ,the players cut for seats and deal1 the lowest card having the first choice and dealing the first hand4 ,a player exposing more than one card must cut again4 ,stakes4 ,the game is played for so much a point4 ,the largest winning or loss for the single player is #adj1 but such an amount is almost impossible1 and the average payments are #aj or #bj4 ,dealing4 ,the cards are presented to the pone to be cut1 and at least four must be left in each packet4 ,the dealer then distributes them to the players four at a time1 until each has twelve1 four remaining in the stock or talon1 which is left upon the table face down4 ,no trump is turned4 ,the deal passes to the left4 ,there are no misdeals4 ,if the cards are not properly distributed1 or four cards are not left in the talon1 the same dealer must deal again1 without penalty4 ,objects of the ,game4 ,the chief objects of the game are to win the last trick1 and to secure counting cards in the other tricks in the course of play4 ,there are #ce points to be played for in every deal4 ,the six highest cards in each suit1 #c #b ,a ,k ,q ,j1 have a counting value1 the ,ace being worth #c1 and the others #a each4 ,the last trick counts #c4 ,declaring4 ,the eldest hand examines his cards and determines whether or not he will stand2 that is1 play single handed against the two others4 ,if not1 he says 8pass10 and the next player decides4 ,if all three pass1 the deal is void1 and passes to the next player on the left4 ,if any player stands1 he asks for the #c of any suit he pleases1 and if either adversary holds it1 he must give it up4 ,if it is in the stock1 the player cannot ask for any other card4 ,if he has all four #c's in his hand he may ask for a #b1 but for no lower card4 ,the adversary giving the card asked for must receive a card in exchange from the hand of the single player1 but this card must not be shown to the other adversary4 ,discarding4 ,having given a card in exchange for the #c asked for1 the single player must discard at least one more card1 face downward on the table1 and he may discard as many as four4 ,the four cards remaining in the stock are then turned face up1 and the single player may select from them as many cards as he has discarded2 but he is not allowed to amend his discard in any way4 ,the cards he does not take1 if any1 are turned down again1 and are placed with his discards1 forming a stock of four cards1 which must not be seen or touched until the last card is played1 when it becomes the property of the side that wins the last trick1 and any counting cards it may contain are reckoned for that side4 ,playing4 ,the discards settled1 the eldest hand leads any card he pleases1 and the others must follow suit if they can1 but no one is obliged to win a trick if he has a smaller card of the suit led1 and does not want the lead4 ,the two adversaries of the single player do their best to get him between them1 and combine their forces to prevent him from winning tricks that contain counting cards1 especially ,aces4 ,whatever tricks they win are placed together1 and the counting cards contained in them reckon for their joint account4 ,the tricks have no value as such1 except the last4 ,showing4 ,the winner of the last trick takes the stock1 and each side then turns over its cards and counts the total value of the points won4 ,the lower score is deducted from the higher1 and the difference is the value of the game4 ,if all #ce points are won by either side1 they count double1 #gj4 ,scoring4 ,if the single player loses1 he loses to both adversaries1 and if he wins he wins from both4 ,his score is the only one put down1 and the amount is preceded with a minus or plus sign according to the result4 ,if he secures #bc points1 he wins #aa2 if he takes in #af only1 he loses #c4 ,if the amount is less than #ah it must be a loss2 if it is #ah or more it must be a gain4 ,the method of balancing the scores at the end will be found fully explained in connection with ,skat4 ,irregularities4 ,the penalty for a revoke is the loss of #i points1 which are taken from the score of the side in error at the end of the hand1 and added to the side not in fault4 ,if the final score is #bd to #aa1 for instance1 in favour of the single player1 and one of the partners has revoked1 the score is #cc to #b1 and the player wins #ca points4 ,if any player turns over the stock before he has announced to stand and has discarded at least one card1 he loses #ce points to each adversary1 and the deal is void4 ,if an adversary of the single player turns over the stock before the player has discarded1 there is no penalty1 and the player may discard as he pleases4 ,if an adversary of the single player leads or plays out of turn1 the player may abandon the hand at that point1 and claim the stock and last trick1 the adversaries being entitled to count only the points they have won up to the time the error occurred4 ,suggestions for ,good ,play4 ,the general tactics of the game are extremely like those employed in ,whist and ,skat4 ,the player establishes his long suit as rapidly as possible1 and preserves his tenaces and cards of re-entry4 ,the adversaries of the player should lead short suits up to him1 and long suits through him1 and every opportunity should be taken advantage of to discard counting cards on partner's tricks1 ,aces especially1 which are not the best of the suit1 but count the most4 ,both sides scheme to get their hands in shape for winning the last trick1 which usually makes a difference of ten or twelve points in the score1 owing to the high cards held back1 and those found in the stock4 ,each side should keep mental count of its score1 so as to know whether or not it must win the last trick to get to #ah4 ,the exposure of the stock1 the number of cards discarded by the player1 the suits which are led and avoided1 will all prove useful guides in determining where the strength or weakness in each suit lies1 and proper advantage should be taken of all such inferences4 ,some judgment is required in selecting the suit in which the #c is to be asked for1 and the single player must plan in advance for all his discards1 one for the exchange1 and those for the stock4 ,the player's position at the table makes quite a difference4 ,the leader has an advantage with a good long suit2 but with tenaces it is better to be third player1 and very bad to be second hand4 ,some pretty positions arise in the end game through the refusal of players to win tricks which would put them in the lead1 and so lose them the last trick and the stock4 ,after the first few tricks1 everything must be arranged with a view to securing that last trick1 but the importance of getting home with ,aces must never be overlooked4 ,these count #ab points in every hand1 and the side that can get in three out of the four has #f points the best of it4 ,the only ,text ,book on this game is the ,pocket ,guide1 by 8,cavendish02 there are some good articles in ,vol4 ,,iii4 of the 8,westminster ,papers40 ,,vint4 ,while this game is by some persons thought to be the forerunner of bridge1 and might be classed as one of the whist family1 it is at present so little known outside of ,russia1 where it is the national game1 that the author has thought it best to group it with other games which are distinctly national in character4 ,vint has been variously described as bridge without a ,dummy and as auction whist4 ,it resembles bridge in the making of the trump1 and whist in the manner of the play4 ,cards4 ,vint is played with the full pack of fifty-two cards1 which rank from the ,a ,k ,q down to the deuce4 ,two packs are generally used4 ,players4 ,a table is complete with four players1 and if there are more than four candidates for play the selection must be made by cutting4 ,all the rules for formation of tables1 cutting1 ties1 etc41 are the same as at bridge4 ,the lowest cut takes the deal4 ,partners sit opposite each other4 ,dealing4 ,the dealer presents the pack to be cut1 and then gives thirteen cards to each player1 one at a time4 ,no trump is turned4 ,the deal passes to the left4 ,all irregularities are governed by the same laws as bridge4 ,making the trump4 ,each player in turn1 beginning with the dealer1 bids to make a certain number of tricks1 from seven to thirteen1 with a suit of his own choosing1 which he names when he makes his bid4 ,the suits outrank one another in the order of hearts1 diamonds1 clubs1 and spades1 hearts being the best4 ,no-trumps are higher than hearts4 ,a bid of seven tricks is usually called 8one0 in hearts1 or whatever the suit may be4 ,a bid of 8two0 means to win eight tricks1 or two over the book4 ,bidding4 ,if a player wishes to go over the first offer made1 he must either bid the same number of tricks in a better suit1 or he must increase the number of tricks4 ,no player can increase his own bid unless he is overbid in the interval1 but there is no limit to the number of times that players may outbid one another4 ,observe that the dealer may bid or pass1 and each player after him in turn may bid or pass4 ,the highest bidder must abide by his announcement both as to the number of tricks and the suit4 ,the ,play4 ,no matter who dealt the cards1 the player to the left of the highest bidder always leads for the first trick4 ,each player in turn must follow suit if he can1 and the highest card played1 if of the suit led1 wins the trick1 trumps winning all other suits4 ,the winner of one trick leads for the next1 and so on4 ,there is no ,dummy hand as in bridge4 ,scoring4 ,although the bidding is for so many 8odd0 tricks1 or tricks over the book1 every trick taken is counted when it comes to the scoring2 but it is the number of tricks bid1 and not the rank of the suit1 that determines the value4 ,every trick won by the same partners-- ,in a bid of 8one0 is worth #aj ,in a bid of 8two0 is worth #bj ,in a bid of 8three0 is worth #cj ,in a bid of 8four0 is worth #dj ,in a bid of 8five0 is worth #ej ,in a bid of 8six0 is worth #fj ,in a bid of 8seven0 is worth #gj ,both sides score4 ,if the highest bid was 8two in diamonds10 and the bidder's side won nine tricks1 they would score #i times #bj1 or #ahj2 while their adversaries would score #d times #bj1 or #hj4 ,as soon as either side reaches #ejj1 they win the game1 even if it is in the middle of a hand2 but the hand must be played out in order to see how many points are won by each side4 ,it should be observed that although the bidder's side may make nine or ten tricks the adversaries can win the game if they get enough to count out before the bidder1 by reaching #ejj first4 ,tricks and ,honours4 ,the score for tricks and for honours must be kept separate1 usually above and below the line1 as at bridge4 ,all trick points1 which are the only ones that count toward game1 are placed below the line2 the honour points above4 ,for winning a game1 #a1jjj points are added in the honour column4 ,the side that first wins two games of #ejj points each adds #b1jjj rubber points in the honour column4 ,slams4 ,if a little slam1 #ab tricks1 is made1 but has not been bid1 it is worth #a1jjj points in honours4 ,if a little slam1 8six tricks10 has been bid and is made1 it is worth #e1jjj more for bidding it1 or #f1jjj altogether4 ,if a grand slam1 #ac tricks1 is made but not bid1 it is worth #b1jjj honour points4 ,if a little slam is bid and a grand slam made1 it is worth #g1jjj altogether4 ,if a grand slam is bid and made1 it is worth #ab1jjj altogether4 ,lost ,games4 ,if the bidder fails to make good1 his adversaries score #ajj times the value of the tricks as penalty1 in the honour column2 the scores for the tricks actually won standing at their regular value below the line4 ,suppose the bid to be three in diamonds1 making the tricks worth #cj each1 and that the bidder's side get the odd trick only4 ,although the bidder has failed to make good1 he scores below the line for the seven tricks he took1 at #cj each1 and the adversaries score for the six they took1 also at #cj each4 ,then1 as the bidder fell short by two tricks of making good1 his adversaries score these two tricks at #c1jjj points each1 penalty1 in the honour column4 ,honours4 ,the honours are the ,a ,k ,q ,j #aj of trumps and the four ,aces1 the ,aces being always honours2 but when there is a no-trump declaration they are the only honours4 ,this makes the ,ace of trumps count double1 when there is a trump suit2 once as one of the five honours in trumps1 and once as an ,ace4 ,each honour is worth ten times as much as a trick4 ,if the bid was three in clubs1 the tricks would be worth #cj each and the honours #cjj each4 ,the side that has the majority of ,aces and of honours scores for all they hold2 not for the majority or difference4 ,suppose the bidder's side has three honours in clubs and three ,aces2 the other side must have only two honours and one ,ace2 therefore the bidder scores for six honours1 at #cjj each4 ,if the ,aces and honours in trumps are so divided that each side has a majority of one or the other1 they offset4 ,suppose the bidder to hold four ,aces and two honours4 ,the adversaries must have the majority of trump honours4 ,then the number of their trump honours1 which is three1 is deducted from the number of the bidder's ,aces1 four1 leaving the bidder's side only one honour to the good4 ,three honours on one side and three ,aces on the other would be a tie1 and no honours to score4 ,if the ,aces are a tie1 the side that wins the most tricks scores them4 ,suppose the bidder has three honours and two ,aces4 ,he scores five honours if he wins the odd trick2 otherwise he scores one only1 the ,aces being a tie and he having only one more honour than his adversaries4 ,in no-trump hands1 the honours are worth #be times the value of the tricks4 ,if ,aces are easy1 neither side scores4 ,if one has three ,aces1 they are all scored4 ,suppose the bid to have been 8two at no-trumps10 then the ,aces are worth #be times #bj1 and three of them are worth #a1ejj points4 ,coronets4 ,a sequence of three or more cards in any suit1 trumps or plain1 held by an individual player1 is a coronet4 ,three or four ,aces in one hand is also a coronet4 ,when there is a trump suit1 three ,aces1 or three of a plain suit in sequence1 are worth #ejj in the honour column4 ,each additional card is worth #ejj points more4 ,a sequence of ,k ,q ,j #aj #i would be worth #a1ejj4 ,in the trump suit1 and in all the suits when there are no trumps1 these coronets are worth double1 and each additional card is therefore worth #a1jjj more4 ,rubbers4 ,as soon as one side wins two games1 that ends the first rubber4 ,the partners then change1 without cutting1 in such a manner that at the end of three rubbers each player shall have had each of the others for a partner4 ,at the end of the third rubber1 the losses and gains are ascertained for each individual1 and settled for4 ,laws4 ,the laws that govern the game are almost identical with those for ,bridge4 ,,preference4 ,this is a simplified form of ,vint1 for three players1 with a thirty-two-card pack4 ,the cards rank3 ,a ,k ,q ,j #aj #i #h #g1 and the suits rank3 ,hearts1 diamonds1 clubs1 and spades4 ,hearts are always preference4 ,there are no hands played without a trump suit4 ,if four persons play1 the dealer takes no cards4 ,the three active players make up a pool1 each putting in an equal amount at first1 and the bidder putting into it as many as he bids for the privilege of naming the trump suit4 ,any one may deal the first hand1 after which the deal passes to the left4 ,three cards are given to each player the first round1 then two are laid off for a widow1 then four to each player1 and then three to each4 ,beginning on the dealer's left1 each player in turn may name the trump if he thinks he can take at least six of the ten tricks to be played for4 ,bids outrank one another in the order of the suits1 hearts being preference always4 ,the number of tricks is not mentioned4 ,in case there are no bids1 each in turn has a second chance to bid for the widow4 ,these bids are made in counters1 to be put into the pool4 ,the highest bidder takes the widow1 lays out two cards1 and then names the trump suit4 ,the players agree upon a value for the tricks won1 and payments are made from the pool accordingly4 ,these payments may vary according to the rank of the trump suit4 ,,odd ,,games4 ,there are quite a number of odd games of cards1 which come and go as favourites from time to time1 and pass round the world from one country to another under many different names4 ,the origin of most of these games is lost in the weedy undergrowth of variations1 but the chief family trait in some of them can be traced back to the alpha of cards4 ,among the oldest of games was ,ombre1 immortalised by ,pope1 the only survivor of which is a variation played by the older ,germans1 under the name of ,solo2 a game which still faintly resists the exterminating influence of ,skat4 ,the ancient and honourable games of ,comte1 ,hoc1 and ,nain ,jaune survive to the present day in a large and prosperous family1 ranging from ,commit to ,fan ,tan1 the latter being to-day quite a favourite among those who like simple and amusing games1 free from mental effort4 ,fan ,tan is unfortunately named1 as many persons confuse it with the ,chinese banking game1 and it would be much better under its older name1 ,play or ,pay4 ,among the many games of which everyone has heard1 and which many thousands have been advised to play1 is one which1 strange to say1 is not to be found described in any work on card games1 and that is ,old ,maid4 ,there was a time when the result of this game was supposed to be final and conclusive1 and parties of young men have been known to substitute a ,jack or ,king for the discarded ,queen1 in order to learn what the future had in store for them4 ,under such circumstances the game became ,old ,bachelor1 of course4 ,for those who believe in the verdict of the cards1 there are other sources of information4 ,fortune telling1 whether for the purpose of amusement or self-deception1 has undoubtedly interested many persons in all stations of life ever since ,eittella first explained the art1 away back in the sixteenth century4 ,the meanings attached to the cards individually1 and the manner of their arrangement1 is all that can be given in a work of this kind4 ,the qualifications for success in foretelling the future do not depend so much on the cards as on good judgment of human nature1 unlimited assurance1 a glib tongue1 and a certain amount of ingenuity in making a connected story out of the disjointed sentences formed by the chance arrangement of certain cards1 to which an arbitrary or fanciful meaning is attached4 ,speculation is considered by some persons an excellent training school for the commercial instincts of the younger members of a family1 teaching them to form correct estimates as to the value of certain articles offered for sale in a fluctuating market4 ,authors is a very good game for the family circle1 and does not require special cards1 the ordinary pack being easily adapted to the distinctions of the game4 ,patience1 or ,solitaire1 has probably claimed the attention of every card-player at some time or other1 and one cannot fail to be impressed by the number and ingenuity of the patience games which have been invented4 ,one of the most expensive works on cards ever published is devoted exclusively to ,solitaire4 ,among all these odd games one should be able to find something to amuse all sorts and conditions of card-players4 ,the only apparatus required in any of them is a pack of cards and a few counters1 and for the latter corn or coffee-beans will form an excellent substitute4 ,,solo4 ,under the name of ,solo1 the ,germans play a great many variations of card games1 of which the following is the best known4 ,cards4 ,solo is played with a pack of thirty-two cards1 which rank ,a ,k ,q ,j #aj #i #h #g4 ,one suit is always first preference1 or colour1 and the suit usually selected is clubs4 ,any suit may be made the trump1 but whatever the suit1 the club ,queen1 ,spadilla1 is always the best trump2 the ,seven of the trump suit1 ,manilla1 is always the second-best trump2 and the spade ,queen1 ,basta1 is always the third-best trump4 ,players4 ,solo is played by four persons1 who throw round the cards for the first club turned up to deal eight cards to each player2 #c-b-c at a time4 ,objects4 ,the object of the game is to secure the privilege of naming the trump suit1 and of playing1 either alone or with a partner1 to make five tricks1 solo1 or eight tricks1 tout4 ,if a partner is required1 he is selected by the player asking for a certain ace1 but the holder of the ace remains unknown until the ace falls1 although from the first he must assist the player who has asked for it4 ,if a player asks for an ace while holding it himself1 he of course plays without a partner1 unknown to the others however1 until he plays the ace asked for4 ,bidding4 ,the players bid against one another for the privilege of naming the trump suit1 eldest hand having the first say4 ,when no one will bid any higher1 the player who has made the best offer names the game he wishes to play1 with or without a partner4 ,games4 ,the rank of the various games1 the amounts bid on them1 and the payments made for them1 are as follows3-- ,simple in suit1 #b2 in colour1 #d4 ,force or ,solo in suit1 #d2 in colour1 #h4 ,tout in ,suit1 #af2 in colour1 #cb4 ,simple ,game is to play for five tricks with a partner holding a designated ace4 ,if the trump is clubs1 7in colour17 it is worth double1 #d counters4 ,solo is five tricks without a partner4 ,with clubs trumps it pays double1 #h counters4 ,tout is eight tricks1 with or without a partner4 ,if alone1 the single player wins or loses all2 if with a partner he must share his gains or losses4 ,force is when no bid is made1 and any player holds both ,spadilla and ,basta4 ,he must play a ,solo1 or call for an ace4 ,if he calls1 the player holding the ace names the trump suit2 but the suit so named must not be the suit of the called ace4 ,force in clubs is worth double1 #h counters4 ,playing4 ,the trump named1 the eldest hand leads any card he pleases1 and the others must follow suit if they can4 ,the highest card played1 if of the suit led1 wins the trick1 and trumps win all other suits4 ,the hands are abandoned as soon as the bidder takes five tricks1 if he is playing anything but a tout4 ,if he goes on he must win all eight tricks1 or lose the value of a tout4 ,payments4 ,a solo player wins from or loses to each of his adversaries individually the amount of the game in counters4 ,two partners pay or receive each from one adversary4 ,,heart ,,solo is a game for three players1 in which the pack is reduced to twenty-four cards by deleting the ,eight of hearts1 and all the diamonds but the ,seven4 ,diamonds are always colour1 and there are only three trumps in that suit2 ,spadilla1 ,manilla1 and ,basta4 ,the only play is for the ,solo1 and if no one will make a bid1 the hands are played in colour1 and the winner of the last trick loses the value of a ,solo4 ,,authors4 ,this game was originally played with cards bearing the names of various authors1 and other famous personages1 arranged in groups1 but the game is much simpler when played with an ordinary pack of fifty-two cards4 ,any number of persons can play4 ,the cards are shuffled and spread1 and the person drawing the lowest card deals the first hand4 ,the ace is low4 ,each player then deposits a counter in the pool1 and the cards are distributed one at a time until the pack is exhausted4 ,if some players have a card more than others it makes no difference4 ,the object of the game is to secure tricks consisting of four cards of the same denomination2 such as four #f's or four ,k's1 and the player having the most tricks of this kind wins the pool4 ,ties divide it4 ,the player on the left of the dealer begins by asking for a certain card1 which must be of the same denomination as one already in his hand4 ,for instance3 ,he holds the spade ,ten4 ,he may ask any one at the table for either of the three other ,tens2 but he must designate the suit1 and must ask a particular player for the card wanted4 ,if the player asked has the card1 he must immediately surrender it1 and the player to whom it is given can then ask again--any player for any card1 always provided that the asker has one of the same denomination in his own hand4 ,if the person asked has not the card demanded1 the privilege of asking is transferred to him1 and he may ask any person at the table for any card of the same denomination as one already in his own hand4 ,if he has just been asked for a ,ten1 for instance1 and has a ,ten1 but not of the suit asked for1 he might turn upon his questioner and get a ,ten from him1 if he could guess the right suit4 ,as soon as any player gets together four cards of the same denomination1 he lays them face down upon the table in front of him1 and they form a trick4 ,a good memory is necessary to play this game well1 as it is very important to recall who has asked for certain cards1 and which players were unable to supply them4 ,it is a legitimate artifice in the game to ask for a card you already have in your own hand1 although you know it will lose your guess1 because it may be the only way to prevent another player from drawing several valuable cards from you4 ,for instance3 ,you hold the ,fives of diamonds and spades1 and have asked for and received the ,five of clubs4 ,if you ask for the heart ,five1 and miss it1 the player with that card may draw all yours2 but if you ask for the spade ,five1 and he gets into the ask1 he will at once betray the fact that he holds the fourth ,five by asking you for the club ,five2 but he will never think of asking you for the spade ,five1 because you asked for it yourself4 ,if you can get into the ask again you can immediately make a trick in ,fives4 ,,speculation4 ,any number of persons less than ten can play1 each contributing an agreed number of counters to the pool1 the dealer paying double4 ,the full pack of fifty-two cards is used1 and the cards rank from the ,a ,k ,q down to the #b4 ,in dealing1 the cards are distributed from left to right1 one at a time1 until each player has received three4 ,the next card on the top of the pack is turned up1 and the suit to which it belongs is the trump1 and forms the basis of speculation for that deal4 ,if the turn-up card is an ace1 the dealer takes the pool immediately1 and the deal passes to the left4 ,if the turn-up is a ,k ,q or ,j1 the dealer offers it for sale1 before a card is looked at1 and he may accept or refuse the amount offered4 ,whether the card is sold or not1 all the cards that have been dealt out are turned face up1 and the highest card of the turn-up suit wins the pool4 ,if the card is not an honour1 the dealer proceeds to sell it before any player is allowed to look at any of the cards dealt4 ,if any one buys the dealer's turn-up card1 the purchaser places it on his own cards1 leaving it face up4 ,whether it is sold or not1 the elder hand proceeds to turn up the top card of his three4 ,if this is not a trump1 the next player on his left turns up his top card1 and so on until a trump is turned that is better than the one already exposed4 ,the player who possesses the original turn-up1 does not expose any more of his cards until a better trump is shown4 ,as soon as a better trump appears it is offered for sale1 and after it is sold or refused1 the cards are turned up again until a better trump appears1 or all the cards have been exposed4 ,the holder of the best trump at the end takes the pool4 ,,old ,,maid4 ,strange to say1 this oft-quoted and continually derided game is not mentioned in any work on cards1 a singular omission which we hasten to supply4 ,any number of young ladies may play1 and a pack of fifty-one cards is used1 the ,queen of hearts having been deleted4 ,any player can deal the cards1 which are distributed one at a time until the pack is exhausted2 if every player has not the same number it does not matter4 ,beginning with the eldest hand1 each player sorts her cards into pairs of the same denomination2 such as two ,fives1 two ,jacks1 etc41 and all pairs so formed are laid upon the table face down1 without showing them to the other players4 ,all the cards laid out in this manner are left in front of the player1 in order to discover errors1 if any4 ,three of a kind cannot be discarded1 but four of a kind may be considered as two pairs4 ,the discarding of pairs complete1 the dealer begins by spreading her remaining cards like a fan1 and presenting them1 face downward1 to her left-hand neighbour1 who must draw one card at random4 ,the card so drawn is examined1 and if it completes a pair1 the two cards are discarded4 ,whether it forms a pair or not1 the player's cards are spread and presented to the next player on the left1 to be drawn from in the same manner4 ,this process of drawing1 forming pairs1 and discarding is continued until it is found that one player remains with one card4 ,this card is of course the odd ,queen1 and the unfortunate holder of it is the ,old ,maid2 but only for that deal4 ,,lift ,,smoke4 ,the number of players must be limited to six1 each of whom deposits a counter in the pool4 ,a full pack of fifty-two cards is used4 ,the cards rank from the ace down to the deuce1 as at ,whist4 ,if there are four players1 six cards are dealt to each1 one at a time2 if five play1 five cards to each1 and if six play1 four cards to each4 ,the last card that falls to the dealer is turned up for the trump1 and the remainder of the pack is placed in the centre of the table as a stock to draw from4 ,the eldest hand leads for the first trick1 and the others must follow suit if they can4 ,the highest card played1 if of the suit led1 wins the trick1 and trumps win all other suits4 ,the winner of each trick draws the top card from the talon1 and leads again4 ,when any player's cards are exhausted he withdraws from the game1 and the others continue4 ,the player who remains to the end1 having a card when his adversary has none1 wins the pool4 ,if two players remain with a card each1 the winner of the trick draws from the stock1 and the card so drawn wins the game1 his adversary having none4 ,,earl ,,of ,,coventry4 ,this game is sometimes called ,snip ,snap ,snorem1 by those who are not of a poetical turn of mind4 ,any number of persons may play1 and a full pack of cards is dealt out1 one at a time4 ,if some players have a card more than others1 it does not matter4 ,the eldest hand lays upon the table any card he pleases1 and each player in turn pairs or matches it1 if he can1 with another of the same denomination1 accompanying the action with a rhyme4 ,suppose the first card played is a ,king2 the person playing it would say3 8,there's as good as ,king can be40 ,the first player to lay down another ,king would say3 8,there is one as good as he40 ,the player holding the third ,king would say3 8,there's the best of all the three10 and the holder of the fourth would then triumphantly exclaim3 8,and there's the ,earl of ,coventry40 ,the fortunate holder of the ,earl of ,coventry in each round has the privilege of leading a card for the next trick1 and the first player to get rid of all his cards wins one counter from the others for every card they hold4 ,the words1 8,snip1 ,snap1 ,snorem10 may be substituted for the foregoing rhymes if time is short4 ,jig is a variation of ,earl of ,coventry in which the next higher in sequence and suit must be played1 if the player has it1 until four cards are shown4 ,the one who lays down the last of the sequence of four cards starts a fresh sequence1 and the winner is the one who can first get rid of all the cards originally dealt him4 ,all the others then pay him a counter for each card they have left4 ,,commit4 ,the etymology of this word has been quite overlooked by those who have described the game4 ,the word is from the ,french1 comte1 a comet2 but instead of being an equivalent in ,english1 it is simply a phonetic equivalent2 ,commit1 instead of ,comet4 ,tenac informs us that the game was invented during the appearance of ,halley's comet2 and the idea of the game is that of a string of cards forming a tail to the one first played1 a feature which is common to quite a number of the older games of cards4 ,commit is played by any number of persons1 with a pack of fifty-one cards1 the ,eight of diamonds having been deleted4 ,the players draw for positions at the table and for the first deal1 and make up a pool4 ,the cards have no value except the order of their sequence in the various suits4 ,the ace is not in sequence with the ,king1 but below the #b4 ,the dealer distributes the cards1 one at a time to each player in rotation1 as far as they will go1 leaving any odd cards on the table face downward1 to form what are known as stops4 ,as it is desirable to have a number of these stops1 it is usual to give only nine cards to each when there are five players4 ,the eldest hand begins by leading any card he pleases which he lays face upward in the centre of the table4 ,if he holds any other cards in sequence above it1 he must play them1 and when he can no longer continue the series1 he says aloud3 8,without the ,jack10 or whatever the card may be that he fails on4 ,the player on his left must then continue the sequence in the same suit1 if he can2 or he must say3 8,without the ,jack40 ,when the sequence reaches the ,king1 it is stopped1 and the player who held the ,king receives a counter from each player at the table4 ,the same player then begins another sequence with any card he pleases4 ,if a sequence is opened with an ace1 a counter may be demanded from each player at the table4 ,if a sequence is stopped1 which it will be if the card necessary to continue it is in the stock1 or if the diamonds are run up to the ,seven1 the person who plays the last card before the stop is entitled to begin another sequence4 ,should any player who is unable to continue a sequence in his proper turn1 hold the ,nine of diamonds1 he may play that card1 and the player following him is then at liberty to continue the original sequence or to play the ,ten of diamonds1 following up that sequence4 ,when the ,nine of diamonds is played1 the holder receives two counters from each player at the table2 but if it is not got rid of in play1 the holder of it must pay two counters to each of the other players4 ,the first player to get rid of all his cards wins the pool1 and the cards remaining in the other hands are then exposed4 ,any player holding a ,king must pay a counter for it to each of the other players4 ,,matrimony4 ,any number of persons may play1 and a full pack of fifty-two cards is used4 ,each player should be provided with an equal number of counters1 to which a trifling value may be attached4 ,a strip of paper is placed in the centre of the table1 marked as follows3-- ---------------------------------------- ----------- ,matrimony4 ,intrigue4 ,confederacy4 ,pair4 ,best4 ---------------------------------------- ----------- ,any ,king and ,queen is ,matrimony2 any ,queen and ,jack is ,intrigue2 any ,king and ,jack is ,confederacy2 any two cards of the same denomination form a ,pair1 and the diamond ace is always ,best4 ,the players draw1 and the lowest card deals3 ace is low4 ,the dealer then takes any number of counters he chooses1 and distributes them as he pleases on the various divisions of the layout4 ,each player then takes a number of counters one less than the dealer's1 and distributes them according to his fancy4 ,the cards are then cut1 and the dealer gives one to each player1 face down2 and then another1 face up4 ,if any of the latter should be the diamond ace1 the player to whom it is dealt takes everything on the layout1 and the cards are gathered and shuffled again1 the deal passing to the left1 the new dealer beginning a fresh pool4 ,if the diamond ace is not turned up1 each player in turn1 beginning with the eldest hand1 exposes his down card4 ,the first player to discover ,matrimony in his two cards1 takes all that has been staked on that division of the layout4 ,the first to discover ,intrigue or ,confederacy1 takes all on that1 and the first player to expose a ,pair takes that pool4 ,the ace of diamonds is of no value except as one of a pair1 if it is one of the cards that were dealt to the players face down4 ,the pool for it remains until the card is dealt to some player face up4 ,any of the pools which are not won must remain until the following deal1 and may be added to4 ,,pope ,,joan4 ,this game is a combination of the layout in ,matrimony1 and the manner of playing in ,commit4 ,there are a great many ways of dividing the layout1 but the following is the simplest4 ,five cards are taken from an old pack1 and are laid out in the centre of the table1 or their names are written on a sheet of paper4 ,illustration3 ,the cards are thrown round for the deal1 and the first ,jack deals4 ,the cards are distributed one at a time1 the full pack of fifty-two cards being used4 ,the following table will show the number of cards to be given to each player1 and that left in the stock to form stops4 #c ,players1 #ae cards each #g in the stock4 #d 0 #ab 0 #d 0 #e 0 #i 0 #g 0 #f 0 #h 0 #d 0 #g 0 #g 0 #c 0 #h 0 #f 0 #d 0 ,before the deal1 the dealer must dress the layout1 by putting one counter upon the ,ten1 two upon the ,jack1 three upon the ,queen1 four upon the ,king1 and five on the ,pope1 which is the ,seven 7or the ,nine7 of diamonds4 ,the eldest hand begins by leading any card he pleases1 and if he has those in sequence and suit with it and above it1 he continues to play until he fails4 ,he then says 8,no six10 or whatever the card may be that he stops on4 ,the next player on his left then continues the sequence if he can1 or if he cannot1 he says1 8,no six10 also1 and it passes to the next player4 ,if no one can continue1 the card must be in the stock1 which remains on the table face down and unseen4 ,when one sequence is stopped in this manner1 the last player has the right to begin another with any card he pleases4 ,the object of the game is twofold2 to get rid of all the cards before any other player does so1 and to get rid of the cards which appear on the layout4 ,if the duplicate of any of those cards can be played1 the holder of the card at once takes all the money staked upon it2 but if he fails to get rid of it before some player wins the game by getting rid of all his cards1 the player who is found with one of the layout cards in his hand at the end must double the amount staked on that card1 to which the next dealer will add the usual contribution4 ,the player who first gets rid of all his cards collects from the other players a counter for every card they hold4 ,these cards must be exposed face up on the table1 so that all may see who has to double the various pools4 ,if any of the layout cards are in the stock1 the pool simply remains1 without doubling4 ,there are a great many variations of ,pope ,joan4 ,sometimes a layout very similar to that in ,matrimony is used1 ,pope taking the place of ,pair1 and ,game that of ,best4 ,a trump is turned by the dealer1 and ,matrimony is ,king and ,queen of trumps1 ,intrigue ,queen and ,jack of trumps1 ,confederacy1 ,king and ,jack of trumps4 ,the player holding these cards will of course be able to play both of them if he can play one in a sequence1 and will take the pool for the combination4 ,if he holds one card and another player holds the other1 they divide the pool4 ,if one of the cards is in the stock1 the pool remains4 ,in some places it is the custom to remove the ,eight of diamonds1 as at ,commit1 to form an extra and known stop4 ,the player first getting rid of his cards takes the pool on ,game1 and the holder of ,pope takes that pool if he can get rid of the card in the course of play1 if not1 he must double the pool1 just as with the honours in trumps4 ,,newmarket1 ,,or ,,stops4 ,this game1 which is sometimes called ,boodle1 is ,pope ,joan without the pope4 ,the four cards forming the layout are the ,a1 ,k1 ,q1 ,j2 but there is no #g4 ,the dealer names any number of counters that he is willing to stake1 which must be at least four1 and each player at the table must stake a similar amount4 ,the counters are placed on the layout to suit the players1 either all upon one card1 or distributed among the four4 ,the cards are dealt as at ,pope ,joan1 and the same number must be left in the talon4 ,instead of the player being at liberty to begin a sequence with any card he pleases1 he must begin with the lowest card in his hand of the suit which he selects4 ,he is not restricted as to suit1 but must play all he has in sequence1 and then name the card that he fails on4 ,if a new sequence is opened by any player1 he must play the lowest card of the suit in his hand4 ,if1 in the course of play1 any of the four cards on the layout can be got rid of1 the player holding them takes the pool on that card4 ,if he is left with the card in his hand at the end he is not obliged to double the pool1 as at ,pope ,joan1 but simply loses his chance to win it1 and it remains until the next deal4 ,the first player to get rid of all his cards receives one counter from the other players for each card they hold4 ,,spin is ,newmarket1 with one variation4 ,the player holding the diamond ace is allowed to play it in order to get the privilege of stopping one suit and opening another4 ,for instance3 ,the sequence in spades has run to the ,nine1 and one player holds both spade ,ten and diamond ace4 ,if this player saw that another was very likely to win the game at any moment1 and he had a pool card to play1 he might stop the spade sequence by playing both the ,ten and the diamond ace together1 announcing ,spin4 ,he can then play a pool card1 or begin a new sequence with the lowest of the suit in his hand4 ,he cannot play the diamond ace unless he can play to the sequence first4 ,,saratoga4 ,this varies from ,newmarket only in the method of making up the pool4 ,instead of leaving the players to distribute their stakes at pleasure1 each is compelled to place an agreed amount on each of the pool cards1 as at ,pope ,joan4 ,,pochen4 ,this is a round game for any number of players from three to six1 with a thirty-two-card pack4 ,the layout has a centre division for pools and seven other divisions round it1 marked1 respectively1 ,a1 ,k1 ,q1 ,j1 #aj1 ,marriage1 ,sequence4 ,each player dresses the layout by placing a counter in each of the eight divisions4 ,the dealer then gives cards three and then two at a time1 as far as they will go equally1 turning up the next for the trump4 ,the holders of the five highest trumps show them and take the corresponding pools1 ,ace of trumps the ,a pool1 etc4 ,if any player holds both ,k and ,q of trumps1 he takes the pool for marriage4 ,the player holding the highest and longest sequence in any suit takes the pool for sequence2 but the sequence must be at least three cards4 ,pools not won remain until the next deal4 ,after the pools round the edge are all decided1 the players bet for the centre pool1 or pochen4 ,any player with a pair1 or three of a kind1 wishing to bet on them1 puts as many counters as he pleases into the centre pool1 and any player willing to bet against him must put in a like amount4 ,there is no raising these bets1 and the players in order to the left of the dealer have the first say as to betting1 or passing4 ,the higher pair wins4 ,threes beat pairs1 and four of a kind is the best hand possible4 ,this pool settled1 the play of the cards follows4 ,eldest hand leads any card he pleases and each in turn to the left must follow in sequence and suit1 playing the #aj on the #i1 the ,j on the #aj1 etc41 until the ,k is reached4 ,the player who has the ,king1 or the highest card1 if the ,king is in the stock1 starts again with any card he pleases4 ,any player who cannot continue the sequence in his turn must pass that round4 ,as soon as one player gets rid of his last card the game is at an end and every player at the table must pay him a counter for each card held4 ,the deal then passes to the left and the layout is dressed for the next hand4 ,,ranter ,,go ,,round4 ,this is a round game for any number of players who make up a pool or stake to be played for4 ,a full pack of fifty-two cards is used and each player has three markers4 ,the dealer gives one card to each1 face down4 ,this card is examined and if it is not satisfactory it is passed to the player on the left1 the object being to avoid holding the lowest card at the table4 ,if the player on the left holds any card but a king1 he is obliged to exchange4 ,if the one who is forced to exchange gives an ace or a deuce1 he announces it2 but the player who demands the exchange is not allowed to say what he gives1 as the card may be passed on4 ,each player in turn to the left may exchange1 or he may pass1 which means that he is satisfied with his card4 ,when it comes round to the dealer1 he cannot exchange2 but he may cut the pack and take the top card4 ,all the cards are then turned face up1 and the lowest shown loses a counter4 ,the deal passes to the left4 ,when all the players but one have lost all their markers1 the survivor takes the pool4 ,,five ,,or ,,nine4 ,this game1 which is sometimes called ,domino ,whist1 is simply ,pope ,joan or ,matrimony without the layout4 ,any number of persons may play1 and the full pack of fifty-two cards is used1 the cards being dealt in proportion to the number of players1 as at ,pope ,joan4 ,the eldest hand must begin by laying out the ,five or ,nine of some suit to start the first sequence4 ,if he has neither of those cards he must pass1 and the first player on his left who has a ,five or a ,nine must begin4 ,the next player on the left must then continue the sequence in the same suit if he can1 but he may play either up or down1 laying the card on the right or left of the starter4 ,if a ,five is led1 he may play a ,four or a ,six4 ,only one card is played at a time by each person in turn4 ,any person not being able to continue the sequence may start another if he has another ,five1 but he cannot start one with a ,nine unless the first starter in the game was a ,nine4 ,he is also at liberty to start a new sequence with a ,five or ,nine instead of continuing the old1 but he must play if he can1 one or the other4 ,if he is unable to play1 he must pay one counter into the pool1 which is won by the first player who gets rid of all his cards4 ,the winner is also paid a counter for every card held by the other players4 ,,fan ,,tan4 ,this is the simplest form of ,stops1 and requires no layout4 ,any number of players can take part1 and a full pack of fifty-two cards is used4 ,the players cut for deal and seats1 low having the choice4 ,ace is low4 ,the players are provided with an equal number of counters1 and before the cards are dealt1 each places an agreed number in the pool4 ,all the cards are dealt out4 ,if some have more than others it does not matter4 ,the eldest hand begins by playing any card he pleases1 and the next player on his left must either play the card next above it1 or put one counter in the pool4 ,only one card is played at a time1 and after the sequence has arrived at the ,king it must be continued with the ace1 and go on until the suit is exhausted4 ,the person who plays the thirteenth card of any suit must start another sequence1 in any suit and with any card he pleases4 ,the player who first gets rid of all his cards takes the pool4 ,the great trick in this game is to provide for the last suit to be played1 and in order to have the selection of the second suit it is usual for the eldest hand to begin with the higher of two cards next in value to each other1 which will make him the last player in that suit4 ,each suit is turned face down as it is exhausted4 ,,solitaire4 ,all games of ,solitaire are played with the full pack of fifty-two cards4 ,the games may be roughly divided into two classes2 those in which the result is entirely dependent on chance1 and cannot be changed by the player after the cards have been shuffled and cut2 and those which present opportunities for judgment and skill1 the choice of several ways to the same end being offered to the player at various stages of the game4 ,the first class is of course the simplest1 but the least satisfactory1 as it is nothing more than a game of chance4 ,of the many hundreds of patience games1 it is possible to give only a few of the best known4 ,,take ,,ten4 ,shuffle and cut the cards1 and deal out thirteen face upward in two rows of five each1 and one row of three4 ,any two cards1 the pip value of which equals #aj1 may be withdrawn from the tableau1 and others dealt from the top of the pack in their places4 ,only two cards may be used to form a #aj4 ,the ,k ,q ,j #aj of each suit must be lifted together1 none of these cards being touched until all four of the same suit are on the table together4 ,when no cards can be lifted1 the game is lost4 ,the object in most patience games is to arrange the cards in sequences4 ,an ascending sequence is one in which the cards run from ,a #b #c up to the ,king2 and a descending sequence is one in which they run down to the ace4 ,sequences may be formed of one suit or of mixed suits1 according to the rules of the game4 ,,the ,,carpet4 ,shuffle and cut the pack4 ,deal out twenty cards in four rows of five cards each1 face up4 ,this is the carpet4 ,any aces found in it are taken out and used to form a fifth row1 either at the bottom or the side4 ,the holes made in the carpet by removing the aces are then filled up from the pack4 ,cards are then taken from the carpet to build upon the aces in ascending sequence1 following suit1 and the holes in the carpet are continually filled up with fresh cards from the top of the pack4 ,as other aces appear they are laid aside to start the sequence in the suit to which they belong4 ,when you are stopped1 deal the cards remaining in the pack in a pile on the table by themselves1 face upward4 ,if any card appears which can be used in the ascending sequences1 take it1 and if this enables you to make more holes in the carpet1 do so4 ,but after having been driven to deal this extra pile1 holes in the carpet can no longer be filled from the pack2 they must be patched up with the top cards on the extra pile until it is exhausted4 ,,four ,,of ,a ,,kind4 ,shuffle and cut the pack1 then deal out thirteen cards face down in two rows of five each and one row of three4 ,deal on the top of these until the pack is exhausted1 which will give you four cards in each pile1 face down4 ,imagine that these piles represent respectively the ,a #b #c #d #e in the first row2 the #f #g #h #i #aj in the second1 and the ,j ,q ,k in the third4 ,take the top card from the ace pile1 turn it face upward1 and place it1 still face upward1 under the pile to which it belongs4 ,if it is a ,jack1 for instance1 it will go face up under the first pile in the third row4 ,then take the top card from the second pile1 and so on1 keeping the left hand as a marker on the pile last drawn from4 ,when you come to a pile which is complete1 all the cards being face up1 you can skip it1 and go on to the next4 ,if at the end you find that the last card to be turned up lies on its proper pile1 and needs turning over only1 you win2 but if you have to remove it to another pile1 you lose4 ,,try ,,again4 ,shuffle and cut the pack1 and deal the cards face upward into four heaps4 ,you are not obliged to deal to each pile in succession1 but may place the cards on any of the four piles1 according to your judgment or pleasure4 ,in dealing out in this manner it is not good policy to cover one card with a higher1 unless you are compelled to do so4 ,every time you come to an ace1 separate it from the others1 placing it in a new row1 as a foundation for an ascending sequence1 which may be continued regardless of the suit of the cards used4 ,the top cards of the four piles are used to build up the sequence4 ,after an ace has appeared1 the player may examine the cards in any or all of the piles1 but their order must not be disturbed4 ,the object in looking at the cards is to select the pile which is least likely to stop you1 or the one having the fewest cards in it4 ,,take ,,fourteen4 ,shuffle and cut the pack1 and deal the cards one at a time1 face upward1 into twelve piles1 and continue dealing on the top of these twelve until the pack is exhausted4 ,this will give you four piles which contain one card more than the others4 ,then take off any two of the top cards which will make #ad1 reckoning the ,jack as #aa1 the ,queen as #ab and the ,king as #ac1 all the others at their face value4 ,only two cards must be used to make #ad4 ,if you succeed in taking off all the cards in this manner1 you win4 ,you are at liberty to look at the underneath cards in the various piles1 but you must not disturb their positions4 ,,help ,,your ,,neighbour4 ,take from the pack the four aces1 and lay them face upward on the table in a row4 ,these are to be built upon in ascending sequences1 following suit4 ,shuffle and cut the remaining forty-eight cards1 and deal off four starters in a row1 below the aces4 ,these cards are to be built down on1 in descending sequence1 regardless of suit4 ,the remainder of the pack is then taken in the left hand1 and the cards turned up one by one from the top4 ,any card which can be used to build up on the ace row1 or down on the second row1 is placed on its proper pile at once4 ,if the card is unavailable for either purpose1 it must be placed in a separate and ninth pile1 known as the talon1 or deadwood4 ,the ascending sequences may be built up from any of the three sources2 cards from the top of the pack1 those on the top of the various descending sequences1 or those on the top of the deadwood4 ,the top card in any descending sequence may be moved from one pile to another1 or a card may be taken from an ascending sequence and placed on a descending1 always provided that such a card continues the sequence in the pile to which it is removed4 ,if any of the piles occupied by the descending sequences are exhausted1 new cards may be placed there at any time the player thinks fit4 ,such new piles may be started from the pack1 from the deadwood1 or from any other pile4 ,,klondike4 ,this game is sometimes mistakenly called 8,canfield01 but that is a distinct game1 described elsewhere1 in which there are separate piles for stock and foundations4 ,shuffle the full pack of fifty-two cards1 cut and turn up the top card4 ,lay six more cards in a row to the right of the first card1 but all face down4 ,upon the second card of this row place another card face up1 and then cards face down on the remaining five of the top row4 ,on the third pile from the left1 place another card face up1 and then four more face down to the right4 ,continue this until you have seven cards face up1 which will give you twenty-eight cards in your layout4 ,take out any aces showing1 and place them in a row by themselves for 8foundations40 ,build up on these aces in sequence and suit to kings4 ,on the layout1 build in descending sequence1 red on black1 black on red1 turning up the top card when any pile is left without a faced card upon it4 ,if there is more than one card face up on any pile1 they must be removed together or not at all4 ,spaces may be filled only with kings4 ,the stock is run off three cards at a time1 and any card showing can be used4 ,the pack can be run through in this manner until no cards showing can be used1 but there must be no shuffling or rearrangement of the cards4 ,sometimes it is the rule to run through the pack once only1 turning up one card at a time4 ,the object of the game is to see how many cards can be built on the ace row4 ,a better average can usually be obtained when the pack is run off three at a time with the privilege of running through again and again as long as any card can be used4 ,,fortune ,,telling4 ,whatever the arrangement employed for laying out the tableau in fortune telling1 the result of the reading will always be dependent on the person's ability to string together in a connected story the meanings which are attached to the various cards4 ,according to ,eittella1 the father of all fortune telling1 only #cb cards should be used1 and it is essential that they should be single heads1 because a court card standing firmly on its feet is a very different thing from one standing on its head4 ,if single-head cards are not at hand1 the lower part of the double-head cards must be cancelled in some manner4 ,the following are the interpretations of the various cards1 the initial ,r meaning that the card is reversed1 or standing on its head4 ,,hearts4 ,ace4 ,the house1 or home4 ,king4 ,a benefactor4 ,r4 ,he will not be able to do you much good1 although he means well4 ,queen4 ,everything that is lovely in woman4 ,r4 ,you will have to wait awhile for the realization of your hopes4 ,jack4 ,a person who may be useful to you4 ,r4 ,he will not prove of much account4 ,ten4 ,a pleasant surprise4 ,nine4 ,reconciliation4 ,eight4 ,children4 ,seven4 ,a good marriage4 ,r4 ,fair to middling4 ,,clubs4 ,ace4 ,profits from business or gambling4 ,king4 ,a just man1 who has taken a fancy to you4 ,r4 ,something will interfere with his good intentions4 ,queen4 ,your best girl4 ,r4 ,she is jealous4 ,jack4 ,a probable marriage4 ,r4 ,it may have to be postponed4 ,ten4 ,success in business4 ,if followed by #i1 the note will not be paid when it is due2 if followed by the #i you will lose the entire account4 ,nine4 ,success in love4 ,eight4 ,great anticipations4 ,seven4 ,trifling love affairs4 ,r4 ,they will get you into trouble4 ,,diamonds4 ,ace4 ,a letter1 or a written notice4 ,king4 ,a person to beware of4 ,r4 ,will annoy you in any case4 ,queen4 ,a shrew or gossip4 ,r4 ,she will make you tired4 ,jack4 ,a bearer of bad news4 ,r4 ,worse than you expected4 ,ten4 ,an unexpected journey4 ,nine4 ,that expected money will not come to hand4 ,eight4 ,some surprising actions on the part of a young man4 ,seven4 ,success in lotteries1 gambling or speculation4 ,r4 ,the amount will be very small4 ,,spades4 ,ace4 ,love affairs4 ,king4 ,police or sheriffs4 ,r4 ,loss of a lawsuit4 ,queen4 ,a gay and deceptive widow4 ,r4 ,she's fooling thee4 ,jack4 ,disagreeable young man4 ,r4 ,he will do you an injury or injustice of some kind4 ,ten4 ,prison4 ,nine4 ,vexatious delays in business matters4 ,eight4 ,bad news4 ,if followed by the #g1 quarrels4 ,seven4 ,quarrels which will be lasting unless the card is followed by some hearts4 ,r4 ,family rows4 ,,combinations4 #d aces1 death2 #c aces1 dissipation2 #b aces1 enmity4 #d ,kings1 honours2 #c ,kings1 success in business2 #b ,kings1 good advice4 #d ,queens1 scandal2 #c ,queens1 dissipation2 #b ,queens1 friendship4 #d ,jacks1 contagious diseases2 #c ,jacks1 idleness2 #b ,jacks1 quarrels4 #d ,tens1 disagreeable events2 #c ,tens1 change of residence2 #b ,tens1 loss4 #d ,nines1 good actions2 #c ,nines1 imprudence2 #b ,nines1 money4 #d ,eights1 reverses in business or love2 #c ,eights1 marriage2 #b ,eights1 trouble4 #d ,sevens1 intrigues2 #c ,sevens1 pleasure2 #b ,sevens1 small affairs and gossip4 ,,the ,,consultation4 ,there are several ways of telling fortunes1 but one example will suffice4 ,the most important thing is to know what your client wants to be told1 and the next is to be sure that she cuts the cards with her left hand4 ,the cards are shuffled1 presented to be cut1 and then counted off into sevens1 every seventh card being laid face up on the table1 the six intermediates being placed on the bottom of the pack each time4 ,when twelve cards have been obtained in this manner1 they are laid out in a row1 and examined to see if the card representing the questioner is among them4 ,if not1 they must be gathered1 shuffled1 cut1 and dealt again4 ,a married man with light hair would be the ,k1 with dark hair1 the ,k4 ,if he claims to be single1 the ,j4 ,if your client is a woman1 the ,q will do for blondes1 the ,q for brunettes4 ,do not ask if she is married1 and take no notice of rings4 ,having obtained the necessary twelve cards1 the more you know about the consultant's history1 hopes1 and prospects1 and the better you can judge her character1 the less attention you need pay to the cards1 and the more satisfactory the result of the consultation will be4 ,it is not necessary to stick too closely to the meanings of the cards1 nor to their combinations2 the great thing is to tell your client what she wants to hear4 ,in order to confirm the truth of the pleasing story you have built upon the twelve cards1 they must be gathered together1 shuffled1 presented to be cut with the left hand1 and then divided into four packets of three cards each4 ,the first packet is for the ,person1 the second for the ,house1 the third for the ,future1 and the fourth for the ,surprise4 ,each packet is successively turned up1 and its contents interpreted in connection with the part of the questioner's life which it represents4 ,in case there should be nothing very surprising in the last pack1 it is well to have a few generalities on hand1 which will be true of a person's future six times out of ten4 ,the expert at fortune telling has a stock of vague suggestions1 supposed to be given by the cards1 which are so framed as to draw from the client the drift of her hopes and fears4 ,the scent once found1 most of the fortune telling is in the nature of confirming the client's own views of the situation4 ,nevertheless1 when well done1 by a good talker1 fortune telling is very amusing1 especially in a small company4 ,,banking ,,games4 ,there are two distinct classes of banking games2 those that can be played without any apparatus but a pack of cards and some counters2 and those which require a permanent establishment and expensive paraphernalia4 ,among the first1 probably the best known banking games are3 ,vingt-et-un1 ,baccara1 ,blind ,hookey1 and ,fan ,tan1 the latter requiring only one card1 the face of which is never seen4 ,in the second class1 which are often called table games1 probably the best known are3 ,faro1 ,keno1 ,roulette1 ,rouge et ,noir1 and ,chuck ,luck4 ,each of these games has a number of offshoots1 and the distinctions between the original and the variation are sometimes so minute as to be hardly worth mentioning4 ,as a matter of reference1 and for the convenience of those who hear these variations spoken of1 their names and chief characteristics are here given4 ,banking games1 properly so-called1 are those in which one player is continually opposed to all the others4 ,in round games1 each player is for himself1 but no player is selected for the common enemy4 ,in partnership games1 the sides are equally divided1 and any advantage in the deal or lead passes alternately from one to the other4 ,in other games1 the single player that may be opposed to two or three others usually takes the responsibility upon himself1 and for one deal only1 so that any advantage he may have is temporary4 ,in banking games1 on the contrary1 one player is selected as opposed to all others1 and the opposition is continual4 ,if there is any advantage in being the banker1 it is supposed to be a permanent one1 and if the banker has not been at any special expense in securing the advantages of his position he is obliged to surrender it from time to time and give other players a chance4 ,this is the rule in ,vingt-et-un1 ,baccara1 and ,blind ,hookey4 ,if the banker is not changed occasionally1 he retains his position on account of the expense he has been put to to provide the apparatus for the play1 as in ,faro1 ,keno1 ,roulette1 and ,rouge et ,noir4 ,to justify this expenditure he must have some permanent advantage1 and if no such advantage or 8percentage0 is inherent in the principles of the game1 any person playing against such a banker is probably being cheated4 ,at ,monte ,carlo1 everything is perfectly fair and straightforward1 but no games are played except those in which the percentage in favour of the bank is evident1 and is openly acknowledged4 ,in ,faro there is no such advantage1 and no honest faro bank can live4 ,it is for that reason that the game is not played at ,monte ,carlo1 in spite of the many thousands of ,americans who have begged the management to introduce it4 ,the so-called percentage of 8splits0 at ,faro is a mere sham1 and any candid dealer will admit that they do not pay for the gas4 ,roulette1 ,rouge et ,noir1 ,keno1 and ,chuck ,luck are all percentage games1 although the banker in the latter is seldom satisfied with his legitimate gains4 ,the peculiarity about all percentage banking games is that no system1 as a system1 will beat them4 ,the mathematical expectation of loss is so nicely adjusted to the probabilities of gain that the player must always get just a little the worst of it if he will only play long enough4 ,take any system of martingales1 and suppose for the sake of illustration that in #ajjj coups you will win #ahj counters4 ,the mathematical expectation of the game is such that just about once in a thousand coups your martingale will carry you to a point in which you will lose #bjj counters1 leaving you just #bj behind on every #ajjj if you keep on playing4 ,every system has been carefully investigated1 and enormous labour has been expended on the compilation of tables recording for a long series of time every number rolled at ,roulette1 and every coup raked in at ,rouge et ,noir1 and the result of all systems is found to be the same1 the bank succeeds in building up its percentage like a coral island1 while the player's money disappears like water in the sand4 ,,vingt-,,et-,,un4 ,any number of persons may play ,vingt-et-un1 and a full pack of fifty-two cards is used4 ,the cards have no rank1 but a counting value is attached to each1 the ace being reckoned as #aa or #a1 at the option of the holder1 all court cards as #aj each1 and the others at their face value4 ,the cards are thrown round for the first deal1 and the first ace takes it4 ,the dealer is also the banker4 ,each player is provided with a certain number of counters1 usually #be or #ej1 and a betting limit is agreed on before play begins4 ,the players on the dealer's right and left are known as the pone and the eldest hand respectively4 ,the object of the game is to get as near #ba as possible in the total pip value of the cards held4 ,stakes4 ,before the cards are dealt1 each player except the dealer places before him the amount he bets upon his chances for that deal4 ,this amount may be either at the option of the player1 within the betting limit1 or it may be a fixed sum1 such as one counter4 ,in one variation each player is allowed to look at the first card dealt him before making his bet1 and before receiving a second card4 ,when it comes to the dealer's turn1 he does not stake anything upon his card1 but he has the privilege of calling upon all the others to double the amount they have placed on theirs4 ,any player refusing to double must pass over to the dealer the stake already put up1 and stand out of the game for that hand4 ,another variation is to allow any player whose second card is of the same denomination as the first to separate them1 and to place upon the second card a bet equal in amount to that upon his first card1 afterward drawing to each separately1 as if they were two different hands4 ,dealing4 ,the bets made1 the cards are shuffled and presented to the pone to be cut2 four must be left in each packet4 ,two cards are given to each player1 including the dealer1 one at a time in two rounds4 ,if the dealer gives too many cards to any player1 either in the first deal or in the draw1 he must correct the error at once4 ,if the player has seen the superfluous card he may keep any two he chooses of those dealt him4 ,if the dealer gives himself too many he must keep them all4 ,the last card in the pack must not be dealt4 ,if there are not enough cards to supply the players1 the discards must be gathered up1 shuffled together1 and cut4 ,naturals4 ,the cards all dealt1 the dealer first examines his hand4 ,if he has exactly #ba1 an ,ace and a tenth card1 which is called a natural1 he shows it at once1 and the players must pay him twice the amount they have staked in front of them1 unless they also have a natural1 when it is a stand-off4 ,if the dealer has not a natural1 each player in turn1 beginning with the eldest hand1 examines his two cards to see how nearly their total value approaches #ba4 ,if he has a natural1 he exposes it immediately1 and the dealer must pay him double the amount staked4 ,it is sometimes the rule for the holder of a natural1 the dealer having none1 to take the stakes of all the other players2 but this variation is not in favour4 ,drawing4 ,no natural being shown1 each player in turn may draw another card1 or stand on the two dealt him1 which are not shown under any circumstances4 ,if he is content1 he says3 8,i stand40 ,if he wants a card he says3 8,one10 and the dealer gives it to him1 face up4 ,if the pips on the card drawn1 added to those already in his hand1 make his total greater than #ba1 he is crve1 and passes over to the dealer his stake1 throwing his cards in the centre of the table1 still face down4 ,if the total is not #ba1 he may draw another card1 and so on until he is crve or stands4 ,the first player disposed of in this manner1 the dealer goes on to the next one1 and so on until he comes to himself4 ,he turns his two cards face upward1 and draws or stands to suit himself4 ,if he overdraws1 all the other players expose their first two cards to show that they have #ba or less1 and he then pays each of them the amount they have staked4 ,if he stands1 either before or after drawing1 the others expose their cards in the same way1 and those that have the same number are tied1 and win or lose nothing4 ,those who have less than the dealer lose their stake2 those that have more than the dealer1 but still not more than #ba1 he must pay4 ,when the result is a tie1 it is called paying in cards4 ,the ,banker4 ,the banker for the next deal may be decided upon in various ways4 ,the old rule was for one player to continue to act as banker and to deal the cards until one of his adversaries held a natural1 the dealer having none to offset it4 ,when this occurred1 the player who held the natural took the bank and the deal until some one else held a natural4 ,another way was to agree upon a certain number of rounds for a banker1 after which the privilege was drawn for again4 ,another was for one player to remain the banker until he had lost or won a certain amount1 when the privilege was drawn for again4 ,the modern practice is for each player to be the banker in turn1 the deal passing in regular rotation to the left4 ,when this is done there must be a penalty for dealing twice in succession1 and it is usually fixed at having to pay ties1 if the error is not discovered until one player has drawn cards4 ,if before that1 it is a misdeal4 ,pools4 ,vingt-et-un is sometimes played with a pool4 ,each player contributes one counter at the start1 and the pool is afterward fed by penalties4 ,every player who is crve puts in a counter2 all ties with the dealer pay one1 and the dealer pays one for any irregularity in dealing4 ,the pool may be kept to pay for refreshments1 like the kitty in ,poker1 or it may be won by the first natural shown1 as may be agreed4 ,probabilities4 ,the only point in the game is for a player to know what hands to stand on1 and what to draw to4 ,the dealer is guided by the cards dealt to other players1 and by what they ask for4 ,the other players should stand on #ag1 but draw on #af4 ,in practice it has been found that the odds are about #b to #a in favour of drawing at #af2 #c to #a for drawing at #ae4 ,the rules for drawing1 etc41 are more fully described in connection with the very similar game of ,baccara4 ,,macao4 ,in this variety of ,vingt-et-un only one card is dealt to each player2 court cards and tens count nothing1 and the ,ace is always worth one4 ,the number to be reached is #i1 instead of #ba1 and if a player has a #i natural1 he receives from the banker three times his stake2 if an #h natural1 he receives double1 and for a #g natural1 he is paid4 ,if the banker has an equal number of points natural1 it is a tie2 and if the banker has a #g1 #h1 or #i natural he receives from each of the others once1 twice1 or three times the amount of their stakes4 ,if none of these naturals are shown1 the players draw in turn1 as at ,vingt-et-un1 and the dealer receives from those who have less points than he1 or who are crve1 and pays those who have more1 but have not passed #i4 ,,farmer4 ,any number of persons may play4 ,all the #h's and all the #f's but the #f are discarded from a pack of fifty-two cards4 ,all court cards count for #aj1 the ace for #a1 and all others at their face value4 ,a pool is then made up by each player contributing one counter4 ,this is the farm1 and it is sold to the highest bidder1 who must put into it the price he pays for it4 ,he then becomes the farmer1 and deals one card to each player1 but takes none himself4 ,the object of the players is to get as near #af as possible1 and each in turn1 beginning on the dealer's left must take at least one card4 ,after looking at it he may ask for another1 and so on until he is crve or stands4 ,should a player overdraw himself1 he says nothing about it until all are helped1 when the hands are exposed4 ,any player having exactly #af takes the farm and all its contents4 ,if there is more than one #af1 that which is made with the assistance of the #f wins1 otherwise the one which is made with the fewest cards4 ,if this is a tie the eldest hand wins4 ,if no one has exactly #af1 the farm stays with its original owner deal after deal1 until exactly #af is held by some player4 ,whether any one wins the farm or not1 when the hands are exposed all those who have overdrawn must pay to the one who owned the farm at the beginning of that deal1 as many counters as they have points more than #af4 ,these payments do not go into the farm1 but are clear profits4 ,those who have less than #af pay nothing to the farmer2 but the one who is nearest #af receives a counter from each of the others4 ,ties are decided by the possession of the #f1 or the fewest cards1 or the eldest hand1 as already described4 ,if the farm remains in the same hands1 the farmer deals again1 and collects his profits until he loses his farm4 ,when the farm is won1 it is emptied1 and resold as in the beginning4 ,,quinze4 ,this is a form of ,vingt-et-un for two players1 but the number to be reached is #ae instead of #ba4 ,court cards are reckoned as #aj1 and the ace as #a only4 ,each player stakes an agreed amount every time1 and the dealer then gives one card to his adversary and one to himself4 ,the pone may stand on the first card1 or draw2 but he does not say anything if he overdraws4 ,the dealer then draws or stands1 and both show their cards4 ,the one nearest to #ae wins2 but if the result is a tie1 or if both have overdrawn1 the stakes are doubled1 and another hand is dealt1 the deal passing from player to player in rotation4 ,,baccara4 ,this very popular variation of ,vingt-et-un originated in the south of ,france1 and came into vogue during the latter part of the reign of ,louis ,philippe4 ,it is neither a recreation nor an intellectual exercise1 but simply a means for the rapid exchange of money1 well suited to persons of impatient temperament4 ,the word 8,baccara0 is supposed to mean 8nothing10 or 8zero10 and is applied to the hands in which the total pip value of the cards ends with a cypher4 ,there are two forms of the game in common use2 ,baccara a deux tableaux1 and ,baccara chemin de fer4 ,the first will be first described4 ,players4 ,baccara may be played by any number of persons from three to eleven4 ,those first in the room have the preference1 and should immediately inscribe their names4 ,the first eleven form the table1 and the privilege of being the banker is sold to the highest bidder2 that is1 to the one that will put up the most money to be played for4 ,the remaining ten persons draw for choice of seats at the table1 the first choice being for the seat immediately on the right of the banker1 then for the first seat on his left4 ,five players are arranged on each side of the banker in this manner1 right and left alternately1 according to the order of their choice4 ,sometimes an assistant or croupier is seated opposite the banker1 to watch the bets1 gather and shuffle the cards1 etc4 ,a waste basket is placed in the centre of the table for the reception of cards that have been used in play4 ,if no one bids for the bank1 it must be offered to the first on the list of players2 if he declines1 the next1 and so on4 ,the amount bid for the bank is placed on the table1 and none of it can be withdrawn1 all winnings being added to it4 ,if no bid is made1 the banker may place on the table any amount he thinks proper1 and that amount1 or what remains of it after each coup1 is the betting limit4 ,when the banker loses all he has1 the bank is sold to the next highest bidder1 or offered to the next player on the list4 ,if the banker wishes at any time to retire1 the person taking his place should begin with an amount equal to that then in the bank4 ,counters4 ,each of the players should be provided with a certain number of counters1 all of which must be sold and redeemed by the banker or his assistant4 ,cards4 ,three packs of fifty-two cards each are shuffled together and used as one4 ,the players shuffle as much as they please1 the banker last1 and the banker then presents them to any player he pleases to have them cut4 ,the banker may burn one or two cards if he pleases2 that is1 turn them face upward on the bottom of the pack4 ,object of the ,game4 ,the court cards and ,tens count nothing1 but all others1 including the ,ace1 are reckoned at their face value4 ,the object is to secure cards whose total pip value will most closely approach the number #h or #i4 ,an #h made with two cards is better than a #i made with three4 ,stakes4 ,each player in turn1 beginning with the first one on the right of the banker1 and after him the first one on the left1 and so on1 right and left alternately1 can bet any amount he pleases until the total amount bet equals the capital then in the bank4 ,when this amount is reached it is useless to place further bets1 as they may not be paid4 ,for this reason ,baccara is a very slow game when there is not much money in the bank4 ,after all the players have made what bets they wish1 outsiders may place bets on the result if they choose to do so4 ,either the players or the gallery may bet on either side of the table1 which is divided down the middle by a line dividing it into two parts1 right and left2 hence the name1 ,baccara a deux tableaux4 ,a person wishing to bet on both sides at once places his money cheval2 that is1 across the line4 ,if one side wins and the other loses1 a bet placed in this manner is a stand-off2 if both sides lose1 the bet is lost1 and if both win the bet is won4 ,a common form of dishonesty at ,baccara1 and one for which a distinguished ,englishman was recently tried1 is to place a stake very close to the line1 and if it is seen that the side on which it is placed has probably lost1 to push the stake onto the line1 so that it may be saved if the other side wins4 ,the ,englishman in question worked this little game on the ,prince of ,wales for some time before he was detected4 ,when the banker loses1 he pays the players in their order1 right and left alternately1 beginning with those who hold cards1 until his capital is exhausted4 ,any further bets are disregarded4 ,if any player bets on the opposite side of the table to that on which he is seated1 his bet is not paid until all five of the players on that side have been settled with1 because such a bet is regarded as that of an outsider1 not belonging to that side of the table4 ,if the player actually holding cards is not the one nearest the banker1 he is still the first one to be paid1 and then those beyond him in order4 ,for instance3 ,the third player holds cards2 after him the fourth and fifth are paid1 and then the first and second1 each alternately with a player on the other side of the table4 ,banco4 ,each player in turn1 beginning with the one to whom cards will be dealt first1 has the right to go banco2 that is1 to challenge the banker to play for his entire capital at a single coup4 ,such a proposition takes precedence of all others4 ,if the bank loses such a coup1 it must be put up to the highest bidder again1 or offered to the next player on the list4 ,if it wins1 the same player1 or any other player1 may make a similar offer for the next coup1 which will now be for double the first amount1 of course2 but no player is allowed to offer banco more than twice in succession4 ,dealing4 ,the cards cut1 the banker takes a convenient number of them in his hand1 or better1 spreads them face downward on the table1 and slips off the top card1 giving it to the player next him on the right1 face down4 ,the next card he gives to the player on his left1 and the next to himself4 ,he gives another card to the right1 to the left1 and to himself1 and then the players take them up and examine them4 ,ten cards must remain in the stock for the last deal4 ,irregularities4 ,after the first card is dealt no bets can be made or changed4 ,the cards must be so held that they shall be at all times in full view of the players4 ,any card found faced in the pack is thrown in the waste basket4 ,any card once separated from the pack must be taken4 ,if neither of the players want it1 the dealer must take it himself4 ,if the cards are dealt irregularly the error may be rectified if they have not been looked at2 but any player may amend or withdraw his bet before the cards are seen4 ,if the error is not detected in time1 the player who holds cards may play the coup or not as he pleases1 and all bets on his side of the table are bound by his decision4 ,if a player holds one card too many1 he may refuse the coup1 or retain whichever two of the three cards he pleases1 throwing the third into the waste basket1 not showing it4 ,if the banker has too many cards1 the players may amend their bets1 and the banker's cards are then exposed1 and the one taken from him which will leave him with the smallest point1 the drawn card being thrown in the waste basket4 ,if the banker gives himself two cards while either player has been given one only1 the player must be given another card1 and the banker must also take another4 ,if the players have not amended their stake before the error was corrected1 the first two cards dealt to the banker are thrown in the waste basket1 and the third is his point for that deal4 ,if the banker gives the second card to either player before dealing the first to himself1 he must give the second to the other player also1 and then take his own4 ,this single card must then be thrown in the waste basket1 but the banker may play out the hand as if he had two cards which counted #aj or #bj2 that is1 baccara4 ,showing4 ,if any of the three persons holding cards finds he has a point of #h or #i1 it must be shown at once1 and the two other hands are then exposed4 ,if the banker has #h or #i1 and neither of the others has so many1 the bank wins everything on the table4 ,if either player has more than the banker1 all the bets on that side of the table must be paid4 ,if either player has as many as the banker1 all the bets on that side of the table are a stand-off4 ,if either player has less than the banker1 all the bets on that side of the table are lost4 ,if a player wrongly announces #h or #i1 he cannot draw cards unless his point was #aj or #bj4 ,drawing4 ,if none of the three can show #h or #i1 the banker must offer a card to the player on his right4 ,the card must be slipped off the pack and offered face down4 ,if the player on the right refuses1 it is offered to the player on the left1 and if he also refuses1 the banker must take it himself4 ,if the player on the right takes it1 the player on the left may ask for a card also2 but whether he does so or not1 the banker is not obliged to draw unless he chooses1 after the first card offered has been taken by either player4 ,when the card is taken it is turned face up1 and left on the table in front of the person to whom it belongs4 ,only one card may be drawn by any player1 and all the hands are then exposed4 ,ties are a stand-off4 ,the banker pays all bets on the side that is nearer #i than himself1 and wins all on the side which is not so near #i as himself4 ,the players on the opposite sides of the table have nothing to do with each other2 each wins or loses with the banker alone4 ,it should be observed that if a player had #d originally1 and draws a #i1 his point is not #ac1 but #c1 because all #aj's count for nothing4 ,there is no such thing as being crve1 as at ,vingt-et-un4 ,irregularities4 ,if the banker gives two cards1 face up1 to the player on his right1 the player may retain which he pleases1 throwing the other into the waste basket4 ,if two cards are given to the player on the left1 he may select which he pleases1 and the banker must take the other4 ,order of ,playing4 ,the coup finished1 and all bets paid1 the cards which have been used are all thrown into the waste basket1 and the stakes are placed for the next coup4 ,the banker deals again1 from the top of the stock1 without any further shuffling or cutting of the cards4 ,if the player on the right won the first coup1 the banker deals to him again2 but if he lost1 the banker deals to the next player beyond him2 that is1 the second from the banker1 on his right4 ,the same with the player on the left4 ,if the player on the right or left wins the second coup1 the cards are dealt to him again for the third coup2 if he loses they are dealt to the next player beyond him1 and so on1 until all five players have held cards and have lost a coup1 after which the banker deals to the one nearest him again4 ,it will thus be seen that there are in each coup only two active players1 and that all stakes made upon the game are made upon the result of their hands4 ,suggestions for ,playing4 ,in justice to those backing him1 the player is supposed to draw or not to draw1 according to the laws of probabilities1 which are exactly the same as in ,vingt-et-un4 ,if he has four points1 which would be #e below #i1 he should draw2 just as he would if he had #af at ,vingt-et-un1 which would be #e below #ba4 ,if he has #e or more1 he should stand2 but if he has #e exactly it is a matter of judgment1 drawing a card being sometimes good play1 especially if it is likely to lead the banker to overdraw himself4 ,in some clubs there is a law that a player must draw if his point is less than #e1 and must stand if it is more than #e1 or he must pay a fine4 ,as no one is backing the banker1 he is at liberty to play as badly as he pleases1 and he is really the only one that has an opportunity to exercise any judgment in the matter of drawing4 ,if a player refuses a card1 the banker may be able to judge whether or not he has #f or #g by his habit of drawing or not drawing at #e4 ,if he is known to be a player who draws at #e1 it is useless for the banker to stand at #e1 unless he thinks he can beat the player on the other side of the table1 and there is more money on that side4 ,if the player demanding a card has been given a #aj1 the banker should stand1 even at #c or #d4 ,if he has been given an ace1 the banker should stand at #d2 if a #b or #c1 the banker should stand at #e2 if the player is given a #d1 the banker should draw1 even if he has #e4 ,if a player has drawn a #e1 #f or #g1 the banker should draw1 even if he has #e or #f4 ,if the player draws an #h or #i1 the banker should stand at #d or #e1 sometimes even with #c4 ,it must be remembered that the banker should have a sharp eye to the relative amounts staked on each side of the table1 which will often decide which player he should try to beat4 ,for example3 ,the banker has #e1 and the player on his right has drawn a #aj1 the one on his left a #g4 ,the banker has an excellent chance to win all the bets on the right1 and should have a certainty of standing off with them1 and unless those on the left very much exceeded them1 the banker would be very foolish to risk losing everything by drawing to #e1 simply to beat the player on his left4 ,,baccara ,,chemin ,,de ,,fer4 ,in this variation1 each player in turn on the left becomes the banker1 taking the deal as soon as the first banker loses a coup4 ,the banker gives cards only to the player on his right1 and to himself4 ,if this player will not go banco1 each of the others in order beyond him may do so4 ,if no one goes banco1 each player in turn to the right makes what bets he pleases1 within the limit of the bank's capital4 ,if the banker wins the coup1 he deals again1 and so on until he loses1 when the deal passes to the player on his left4 ,the banker1 after winning a coup1 may pass the deal to the player on his right1 if he chooses to do so1 provided that player will put up an amount equal to that then in the bank4 ,when this player loses a coup1 the bank must go to the player to whom it would have gone in regular order2 that is1 the one on the left of the player who transferred his privilege4 ,six packs of cards are generally used in ,chemin de ,fer1 and the cards are placed in a wooden box1 from which each dealer takes as many as he wants4 ,,cheating4 ,baccara is honeycombed with trickery4 ,dishonest players1 in collusion with the banker1 have certain means of informing him of their point1 so that he may win all the money staked upon that side of the table by the other players4 ,this may be done in many ways4 ,the player may ask the one sitting next him whether or not he should draw1 which shows that he has #e4 ,or he may make a movement as if to expose his first two cards1 and then correct himself4 ,this shows the banker that the player has baccara1 and is pretending that he thought he had #i4 ,in addition to this system of communication1 which ,parisians call tiquer1 marked cards1 second dealing1 and prepared stocks which can be palmed on the true cards1 or substituted therefor1 are all in common use4 ,if ,baccara is honestly played it is one of the fairest of all banking games1 but the opportunities for cheating are so many and so easily availed of1 and the money to be won and lost is so great1 especially at ,chemin de ,fer1 that few who know anything of cheating at cards can resist the temptation to practice it at ,baccara4 ,the ,laws of ,baccara are very long and complicated4 ,as no official code exists1 and as each gambling club makes its own house rules1 it is not necessary to give them here1 the directions contained in the foregoing description being sufficient for any honest game4 ,text ,books4 ,the following will be found useful3-- ,thorie ,mathematique du ,baccara1 by ,dormoy4 ,baccara ,experimental1 by ,billard4 ,trait ,thorique et ,pratique ,baccara1 by ,laun4 ,westminster ,papers1 ,vols4 ,x4 and ,,xi4 ,,blind ,,hookey4 ,this game is sometimes called ,dutch ,bank4 ,any number of persons may play1 and a full pack of fifty-two cards is used4 ,the cards rank from the ,a ,k ,q down to the deuce4 ,any player may shuffle1 the dealer last4 ,the pack is then cut1 and the reunited parts are placed in the centre of the table4 ,the players then cut it into several packets1 none less than four cards1 all of which remain on the table face down4 ,some player then pushes one of the packets toward the dealer1 and bets are then made on the others4 ,any player1 except the dealer1 can bet what he pleases on any packet4 ,after all the bets are made all the packets1 including the dealer's1 are turned face up1 exposing the bottom card of each4 ,any packet disclosing a card lower than the dealer's loses all bets placed upon it4 ,any packet showing a card better than the dealer's wins from him4 ,the dealer takes all ties4 ,the deal then passes to the next player on the left4 ,sometimes only three packets are cut1 one of which is pushed to the dealer4 ,this game is a great favourite with card-sharpers1 especially on ocean steamers4 ,they use packs in which the cards are trimmed long and short1 so that a confederate may cut them by the ends or by the sides for high or low cards1 afterward pushing one of the high cuts toward the dealer4 ,,chinese ,,fan ,,tan4 ,this is apparently the fairest of all banking games1 there being absolutely no percentage in favour of the banker except that the players have to do the guessing4 ,the one who is willing to put up the largest amount of money to be played for is usually selected as the banker4 ,he is provided with a large bowlful of beans1 counters1 buttons1 small coins1 or some objects of which a large number of similar size and shape can be easily obtained4 ,an oblong card is placed in the centre of the table1 and the players stake their money upon its corners or upon its edges4 ,these corners are supposed to be numbered in rotation from #a to #d1 the figure #a being on the right of the banker4 ,a bet placed on any of the corners takes in the number it is placed upon and the next higher also2 so that a bet upon the corner #a would be upon the numbers #a and #b2 upon #b it would be upon #b and #c2 and upon #d it would be upon #d and #a4 ,illustration3 ---------------,x #c #b #d #a --------------- ,in the illustration the bet would be upon #b and #c4 ,if the bet is placed upon the edge of the card1 it takes in the next higher number only4 ,illustration3 --------------- #c #b ,x #d #a --------------- ,in the illustration the bet is upon the number #b1 and no other4 ,after all the bets have been placed1 the banker takes a large handful of the beans or counters from the bowl1 and places them on the table1 counting them off rapidly into fours4 ,the number of odd counters remaining decides which number wins2 if none remain1 #d wins4 ,if there were #b or #c counters over1 the banker would pay all bets on the corners #a and #b1 even money4 ,if there were #b over1 he would pay all bets on the edge of the card between #a and #b at the rate of three for one1 and so on4 ,the counters are then returned to the bowl1 and bets are placed for another coup4 ,sometimes the banker will draw a handful of beans from the bowl and place them upon the table1 covering them with a saucer or with his cap4 ,he then bets any player that there will be #a1 #b1 #c1 or #d left1 the player taking his choice1 and being paid three for one if he guesses correctly4 ,in spite of the fact that this game is apparently perfectly fair for all concerned1 the author has never seen an ,american who could win anything at it while a ,chinaman was the banker4 ,,faro4 ,this is one of the oldest banking games1 and is supposed to be of ,italian origin4 ,it belongs to the same family as ,lansquenet1 ,florentini1 and ,monte ,bank4 ,under the name of ,pharaon1 it was in great favour during the reign of ,louis ,,xiv41 and came to ,america by way of ,new ,orleans4 ,as originally played1 the dealer held the cards in his left hand1 and any bets once put down could not again be taken up until they were decided4 ,in addition to splits1 the dealer took hockelty4 ,as now played1 ,faro requires extensive and costly apparatus1 the engraved counters used being often worth more than their playing value4 ,a full pack of fifty-two cards is shuffled and cut by the dealer1 and then placed face upward in a dealing box1 the top of which is open4 ,the cards are drawn from this box in couples1 by pushing them one at a time through a slit in the side4 ,as the cards are withdrawn in this manner a spring pushes the remainder of the pack upward4 ,the first card in sight at the beginning of each deal is called soda1 and the last card left in the box is in hoc4 ,the first card withdrawn is placed about six inches from the box1 and the second is laid close to the box itself4 ,illustration ,every two cards withdrawn in this manner are called a turn1 and there are twenty-five turns in each deal1 ,soda and ,hoc being dead cards4 ,in making the first turn1 the ,soda begins the pile farther from the box1 and the next card taken out is called a loser1 which is placed close to the box4 ,the card left face upward in the box is the winner for that turn1 so that there must be a winner and a loser for every turn2 the loser outside the box1 and the winner left in it4 ,on the next and all following turns1 the winning card on the previous turn will be placed on the same pile as the ,soda1 so that it shall be possible at any time to decide which cards have won1 and which have lost4 ,the ,object of the ,game is for the players to guess whether the various cards on which they place their money will win or lose4 ,they are at liberty to select any card they please1 from the ace to the ,king1 and to bet any amount within the established limit of the bank4 ,the ,layout4 ,all bets are made with counters of various colors and values1 which are sold to the players by the dealer1 and may be redeemed at any time4 ,these counters are placed on the layout1 which is a complete suit of spades1 enamelled on green cloth1 sufficient space being left between the cards for the players to place their bets4 ,the ace is on the dealer's left4 ,illustration3 ---------------- ---------------- ,there are a great many ways of placing bets at ,faro4 ,for instance3 ,a player may make bets covering twenty-one different combinations of cards1 all of which would play the ,ten to win1 as follows3-- ,illustration3 #bj #ab #ac #ba #ah #c #ai #ad #ae #af #ag #aj #b #hi #d #aa #f #e #g ,if the first bet is supposed to be flat upon the ,ten itself1 #b1 #c and #d would take in the card next the ,ten2 #e the cards on each side with the ,ten2 #f and #g the three cards behind which the bets are placed1 the ,ten being one in each instance2 #h and #i take in the ,ten and the card one remove from it in either direction2 #aj and #aa are the same thing1 but placed on the other card2 #ab to #ag inclusive take in the various triangles of which the bet is the middle card2 #ah and #ai take in the four cards surrounding them2 #bj and #ba are heeled bets1 the bottom counter being flat on the corner of the card1 and the remainder being tilted over toward the card diagonally across from the one on which the bet is placed1 playing both cards to win4 ,in addition to these twenty-one bets1 others might be made by heeling bets that would take certain cards to lose1 and the ,ten to win4 ,bets may also be strung behind odd or even cards on the side next the dealer4 ,these show that the player bets the next case card that comes will win if it is an even card1 and lose if it is odd2 that is1 if he places his string behind an even card4 ,if the player thinks a card will win1 he bets it open1 that is1 with nothing but his counters4 ,if he wants to play a card to lose1 he coppers it1 by placing a checker or button on his chips4 ,if a player wishes to reach two cards widely separated1 such as the deuce and ,seven1 and has not money enough to bet on both2 he can ask the dealer for a marker1 which is a flat oblong piece of ivory4 ,this is placed on the card to be played with the same money1 and the dealer may either trust his memory for the bet1 or place another marker on it4 ,after the dealer has waved his hand preparatory to pushing the top card from the box1 no bet can be made or changed4 ,after the turn is made1 the dealer first picks up all the bets he wins1 and then pays all he loses1 after which he waits for the players to rearrange their bets for the next turn4 ,between each turn a player may make any change he pleases4 ,a lookout sits on the right of the dealer to see that he pays and takes correctly1 and to watch that no bets are changed1 or coppers slipped off1 during the turn4 ,splits4 ,if two cards of the same denomination win and lose on the same turn1 it is a split1 and the dealer takes half the bets on the split card1 no matter whether it is bet to win or lose4 ,splits should come about three times in two deals if the cards are honestly dealt4 ,keeping ,cases4 ,as the cards are withdrawn from the box they are marked on a case-keeper1 which is a suit of thirteen cards1 with four buttons running on a steel rod opposite each of them4 ,as the cards come out1 these buttons are pushed along1 so that the player may know how many of each card are still to come1 and what cards are left in for the last turn4 ,in brace games1 when the cards are pulled out two at a time to change the run of them1 the case-keeper is always a confederate of the dealer1 and is signalled what cards have been pulled out under the cards shown1 so that he can secretly mark them up4 ,a bet placed or left upon a card of which none are left in the box is called a sleeper1 and is public property2 the first man that can get his hands on it keeps it4 ,when only one card of any denomination is in the box1 it is obvious that such a card cannot be split1 and that the bank has no advantage of the player4 ,such cards are called cases1 and the betting limit on cases is only half the amount allowed on other cards4 ,it is not considered comme il faut for a player to wait for cases1 and those who play regularly usually make a number of small bets during the early part of the deal1 and then bet high on the cases as they come along4 ,a player who goes upon the principle that the dealer can cheat those who bet high1 and who follows and goes against the big bets with small ones1 or who plays one-chip bets all over the board1 hoping to strike a good spot to fish on1 is called a piker2 and when a game runs small this way1 the dealers call it a piking game4 ,keeping ,tab4 ,in addition to the case-keeper1 score sheets are provided on which the players may keep a record of what cards win and lose on each turn4 ,these tabs are printed in vertical columns1 about five deals to a sheet4 ,a dot indicates the soda card2 a dash1 hoc4 ,all winners are marked with a down stroke1 and all losers with a cypher4 ,the diagram in the margin will give a very good idea of a faro tab for a complete deal4 ,the ,queen was soda1 the ,five split out1 and the ,eight was in hoc4 ,a #j #j #a #j #b #j #a #a #a #c #j #j #a #a #d #a #j #j #j #e #j #j ,x #f #a #a #a #a #g #j #a #a #j #h #a #a #j - #i #j #a #j #a #aj #j #j #j #j ,j #a #a #a #j ,q 4 #j #a #j ,k #a #j #a #a ,systems4 ,on the manner in which the cards will go1 a great many systems of play are based4 ,there are sixteen different ways for a card to 8play10 which are simply the permutations of the stroke and the cypher arranged in rows of four at a time4 ,if a player is betting three on a side1 he will take each card as it becomes a case1 and bet that it either wins three times and loses once1 or loses once and wins three times4 ,in the foregoing deal he would have bet on the ,a #c #d #f #i ,j to lose on the fourth card out of the box1 and would have bet on the case cards of the #b #g #h #aj ,q ,k to win4 ,the ,soda1 it must be remembered1 is really a winning card4 ,of these bets he would have won #e out of twelve1 taking back his money on the #h1 as that card was left in hoc4 ,playing break even1 these bets would have been exactly reversed1 as all the cards would have played either to win and lose an equal number of times1 or to win or lose out2 that is1 to do the same thing all four times4 ,another favourite system is colours4 ,the player takes some definite card1 such as the soda1 or the first winner or loser1 as his starter1 and whatever the colour of the third card of each denomination1 that is1 the card that makes it a case1 he plays it to win or lose1 according to the system of colours he is playing4 ,many players reverse on the last turn4 ,when a player bets one card to lose and another to win1 and loses both bets on the same turn1 he is whipsawed4 ,the ,last ,turn4 ,if three different cards are left in for the last turn1 the players can call the turn1 naming the order in which they think the cards will be found4 ,suppose the three cards left in the box are the #i #h #b1 these may come in six different ways3-- #i #h #b #i #b #h #h #i #b #h #b #i #b #i #h #b #h #i ,the odds against any one of these ways are #e to #a2 but the dealer pays #d for #a only4 ,in calling the turn1 the bet is strung from the selected loser to the selected winner4 ,if the third card intervenes1 the bet is strung away from it1 to show that it goes round the layout to the other card4 ,if there are two cards of the same denomination in the last turn1 it is called a cat-hop2 and as it can come only three ways1 the dealer pays #b for #a4 ,suppose the cards are #h #h #e1 they can come3-- #h #h #e #h #e #h #e #h #h ,if three cards of the same denomination are left1 the call is by the colour1 and is paid #b for #a4 ,suppose two black and one red card are left4 ,these may come3-- ,b ,b ,r ,b ,r ,b ,r ,b ,b ,the bets are placed on the dealer's right for red first2 on his left for black and red1 and in front of him for two blacks4 ,,cheating4 ,if ,faro were honestly played1 it would be one of the prettiest banking games in the world2 but unfortunately the money to be made at this game is so great that the richest prizes in the gambling world are offered to the men who can so handle the cards as to 8protect the money of the house40 ,all systems are not only worthless1 but dangerous to use1 when opposed to the skill of the modern faro dealer4 ,a first-class 8mechanic0 can get from one to two hundred dollars a week1 and a percentage of the profits2 but it is hardly necessary to say that he is not paid that amount simply for pulling cards out of a box4 ,before venturing to 8buck the tiger0 get some one to show you how fifty-three cards are shuffled up1 so as to make the last turn come the way that there is most money in it for the house4 ,watch the movements carefully1 so that you will know them the next time you see them in a fashionable house1 which you imagine to be 8dead square40 ,if you see a dealer with a shuffling board as thick as his dealing box1 don't play against that game4 ,if you see a dealer take up the cards already taken from the box1 slipping them one under the other1 as if to straighten them up1 the sooner you cash your chips the better1 for you are up against a brace game1 no matter where it is dealt4 ,the proprietors of some fashionable 8clubs10 especially at watering places1 pretend to be above all such things as cheating at faro1 and get indignant at the suggestion of the possibility of there being anything crooked in their establishments4 ,the author has but one reply to all such4 ,if it is true that there is nothing unfair in your game1 let me put a type-writer girl in the dealer's place to shuffle and pull out the cards1 and let your men just see to paying and taking bets4 ,the boast of all these fashionable gambling houses is that they never won a man's money except in a square game4 ,strange to say1 this is generally true1 and the explanation is very simple4 ,if you are losing there is no necessity to cheat you1 so you lose your money in a square game4 ,if you are winning1 it is the bank's money1 and not yours1 that they would win if they started to cheat you2 and as the dealer is paid to 8protect the money of the house10 as they call it1 he is perfectly justified in throwing the harpoon into you for a few deals1 just to get his own money back2 but he is very careful not to cheat you out of any of your own money4 ,you may lose if you like1 but you cannot win2 faro banks are not run that way4 ,,rouge ,,et ,,noir1 ,,or ,,trente-,,et-,,quarante4 ,the banker and his assistant1 called the croupier1 sit opposite each other at the sides of a long table1 on each end of which are two large diamonds1 one red and the other black1 separated by a square space and a triangle4 ,any number of persons can play against the bank1 placing their bets on the colour they select1 red or black4 ,six packs of fifty-two cards each are shuffled together and used as one1 the dealer taking a convenient number in his hand for each deal4 ,the players having made their bets1 and cut the cards1 the dealer turns one card face upward on the table in front of him1 at the same time announcing the colour he deals for1 which is always for black first4 ,the dealer continues to turn up cards one by one1 announcing their total pip value each time1 until he reaches or passes #ca4 ,court cards and ,tens count #aj each1 the ace and all others for their face value4 ,having reached or passed #ca for black1 the red is dealt for in the same manner1 and whichever colour most closely approaches #ca1 wins4 ,suppose #ce was dealt for black1 and #ch for red2 black would win4 ,the number dealt must never exceed #dj4 ,the colour of the first card dealt in each coup is noted1 and if the same colour wins the coup1 the banker pays all bets placed on the space marked ,couleur4 ,if the opposite colour wins1 he pays all bets in the triangle marked ,inverse4 ,all bets are paid in even money1 there being no odds at this game4 ,although black is the first colour dealt for1 both it and inverse are ignored in the announcement of the result1 red and colour being the only ones mentioned1 win or lose4 ,if the same number is reached for both colours1 it is called a refait1 and is announced by the word1 8,aprs10 which means that all bets are a stand-off for that coup4 ,if the refait happens to be exactly #ca1 however1 the bank wins half the money on the table1 no matter how it is placed4 ,the players may either pay this half at once1 or may move their entire stake into the first prison1 a little square marked out on the table1 and belonging to the colour they bet upon4 ,if they win the next coup1 their stake is free2 if not1 they lose it all4 ,should a second refait of #ca occur1 they would have to lose a fourth of this imprisoned stake1 and the remainder would be moved into a second prison1 to await the result of the next coup1 which would either free it or lose it all4 ,probabilities4 ,it has been found that of the ten numbers that can be dealt1 #ca to #dj1 the number #ca will come oftener than any other4 ,the proportions are as follow3-- #ca--ac times1 #cb--ab times1 #cc--aa times1 #cd--aj times1 #ce--i times1 #cf--h times1 #cg--g times1 #ch--f times1 #ci--e times1 #dj--d times4 ,the #ca refait also comes oftener than any other4 ,although the odds against it are supposed to be #fc to #a1 the bankers expect it about twice in three deals1 and each deal will produce from #bh to #cc coups4 ,,roulette4 ,it is probable that more money has been lost at the wheel than at any other gambling game in the world4 ,in conjunction with ,rouge et ,noir1 it forms the chief attraction at ,monte ,carlo1 and other public gambling casinos4 ,the rage for these games was so great1 and the trickery connected with them so common1 that they were banished from ,france by the law of #ah juillet1 #ahcf1 and had to take refuge in ,baden and ,homburg4 ,before that time the public revenue from the gaming houses amounted to five or six millions a year1 all of which was lost by closing them up4 ,the evil was not exterminated1 however1 for there are to-day hundreds of gambling hells in ,europe1 which make up for the brevity of their existence by the rapidity with which they fleece their patrons4 ,in ,america1 the wheel has always been popular1 but ,rouge et ,noir is practically unknown1 the reason being that in the latter game there is no variety1 and therefore no chance for the player to exercise any judgment1 or to play any 8system0 in making his bets1 as he can in ,faro4 ,the ,wheel4 ,the roulette wheel is turned by a small cross-bar rising from its axis4 ,the surface of the wheel slopes from the axis to the outer edge1 which is divided into small square pockets1 coloured alternately red and black1 and each having a number just above it1 on the surface of the wheel4 ,these numbers may be in any order1 according to the fancy of the maker of the wheel1 and they may run from #a to #bg1 to #cj1 to #cc1 or to #cf4 ,in addition to the numbers there are zero marks1 which are called single and double #j1 and ,eagle ,bird4 ,all three of these are used in ,american wheels1 and they are green1 so that they win for neither colour4 ,in some of the ,european wheels there are two zeros1 the single #j being red1 and the double #j black4 ,the single #j also counts as 8odd10 and as below #ai2 while the double #j is 8even10 and above #ah4 ,bets on odd or even1 above and below1 are not paid1 however1 but must remain on the table until the next roll1 when the player either gets back twice his money or loses it all4 ,at ,monte ,carlo there is only one zero1 which is green1 and takes everything but bets on itself4 ,the numbers on the wheel are arranged as follows at ,monte ,carlo1 the heavy type being the black3-- ,illustration ,the pockets on the edge of the wheel are at the bottom of a sort of circular valley1 the centre of which is formed by the revolving wheel1 and the outer slope by a stationary but rising margin or border1 at the top of which is an overhanging edge1 under which the banker spins a small ivory ball1 always in the direction opposite to that in which the wheel is turning4 ,as the ball loses its momentum it strikes some little brass ridges1 which cause it to jump onto the wheel1 and then to run into one of the pockets4 ,the number1 the colour1 odd or even1 and whether above or below1 is immediately announced by the banker1 and all bets are taken and paid accordingly4 ,the ,layout4 ,the wheel is sunk in the middle of a long table1 on each end of which is a layout1 and on these layouts all bets are placed4 ,the divisions are as follows3-- ,the heavy faced type indicates the black numbers3 ,illustration3 ------ #j ---------------------------------- #a #b #c ------------------ #d #e #f ,passe ------------------ ,manque #g #h #i ------------------ #aj #aa #ab ---------------------------------- #ac #ad #ae ------------------ #af #ag #ah ,pair ------------------ ,impair #ai #bj #ba ------------------ #bb #bc #bd ---------------------------------- #be #bf #bg ------------------ #bh #bi #cj ,noir ------------------ ,rouge #ca #cb #cc ------------------ #cd #ce #cf ------------------------------ ,p ,m ,d ,p ,m ,d #ababab #ababab ------------------------------ ,bets may be made on the following chances3 #a4 ,en plein4 ,flat upon any number1 which pays #ce for #a4 ,the betting limit at ,monte ,carlo is #ahj francs4 #b4 ,a cheval1 on the line between two numbers1 which pays #ag for #a4 ,betting limit on this chance is #cfj francs4 #c4 ,un carr1 on a cross line1 taking in four numbers4 ,this pays #h for #a4 ,limit is #gej francs4 #d4 ,transversale1 at the end of any three numbers1 and taking them in horizontally4 ,pays #aa for #a4 ,limit is #efj francs4 #e4 ,transversale ,six1 placed on the line at the end1 taking in the three numbers horizontally above and below4 ,this pays #e for #a4 ,limit is #a1bjj francs4 #f4 ,bas4 ,at the bottom of any of the three vertical columns1 taking in the twelve numbers4 ,this pays #b for #a4 ,limit is #c1jjj francs4 #g4 ,bas cheval1 between any two of these columns4 ,this pays for #a4 ,limit is #c1jjj francs4 #h4 ,premier1 ,milieu1 ,dernier4 ,bets placed in the spaces marked ,p #ab1 ,m #ab1 and ,d #ab1 are upon the first1 middle and last twelve numbers2 that is1 from #a to #ab1 #ac to #bd1 and #be to #cf respectively4 ,this pays #b for #a4 ,limit is #c1jjj francs4 ,a cheval between any two of the last mentioned1 pays for #a4 ,in addition to the foregoing1 all the following chances may be bet upon4 ,they all pay even money4 ,the limit is #f1jjj francs4 #i4 ,impair4 ,that the number will be odd4 #aj4 ,pair4 ,that the number will be even4 #aa4 ,manque4 ,that the number will be from #a to #ah4 #ab4 ,passe4 ,that the number will be from #ai to #cf4 #ac4 ,rouge or ,noir4 ,red or ,black4 ,the foregoing are the payments at ,monte ,carlo2 but wheels with less numbers are scaled down accordingly4 ,the players can bet on the zero if they choose1 and they will be paid if it comes up1 #ce for #a1 but all other bets are lost4 ,in wheels with two zeros1 red and black1 the bank wins on the colour which does not come1 and the bets on the right colour are neither paid nor taken1 but must remain until the next turn of the wheel4 ,this is now the practice at ,monte ,carlo1 with the single-zero wheels4 ,systems4 ,as at ,faro1 gamblers at ,roulette are never tired of devising systems to beat the game2 but none of them are of any further use than to afford a little passing amusement to their inventors4 ,persons who are interested in systems will find in the ,new ,york ,sun1 ,july #e1 #ahif1 a very interesting tabulation of every roll of the ball at ,monte ,carlo for seven successive days1 #d1jab in all1 of which #abj were zeros4 ,if they can find a system that will beat the wheel for seven days1 and have a return ticket1 ,monte ,carlo will take care of all their spare cash4 ,one curious fallacy about some systems is to imagine that they will win if the player will quit when he is a certain amount ahead1 and not play again until next day4 ,until some rule can be given by which the exact hour can be fixed to begin play1 all such systems must be delusions1 as there is no reason why a second man should not begin where the first left off1 and therefore no reason why the first should not continue playing all the time4 ,it is in the interest of the proprietors of all gambling houses to pretend to be afraid of systems4 ,the word is passed round1 and the deluded gamesters think they have found the thread which has held the sword of ,damocles above the banker's head so long4 ,as a matter of fact1 there is no one so welcome at a gambling house as a player with a system4 ,a man may be fortunate enough for a long time to guess right oftener than he will guess wrong1 and a lucky man in good guessing form is a very dangerous customer1 that no cold deck will beat2 but a man with a system surrenders to a double foe2 the inevitable percentage of the game1 and the skill of the banker1 who can beat any system if the player will only promise to stick to it4 ,,keno1 ,,or ,,lotto4 ,this game is played with a large number of cards1 on which are printed various permutations of the numbers #a to #ij1 taken five at a time2 but each of the five numbers selected for one combination must be in a separate division of tens1 such combinations as #b #d #h #af #ah not being allowed on any card1 because the #b #d and #h1 for instance1 are all in the first ten numbers of the #ij4 ,these cards have each a number1 printed in large red type across the face of the other figures4 ,the following might be a keno card1 ,no4 #cbe3-- ,illustration3 ------------------------------------ #a #bf #de #ec #gg ------------------------------------ #aj #bh #c #b #e #fb #gi #hc ------------------------------------ #d #ab #cg #fg #ij ------------------------------------ ,some cards have more than three rows of figures on them1 but none have more than five in one row4 ,the cards are left on the tables in large numbers1 and any number of persons may play4 ,each selects as many cards as he wishes1 or thinks he can watch1 and places upon them their price1 usually twenty-five cents each4 ,an assistant comes round and calls out the numbers of all the cards to be played1 and they are 8pegged0 on a large board provided for the purpose4 ,ninety small ivory balls1 with flattened surfaces to carry the numbers1 are placed in a keno goose1 which looks like a coffee urn with the spout at the bottom4 ,this spout can be screwed out to put in the balls1 and is controlled with a spring cut-off like a powder horn1 which lets out only one ball at a time4 ,when all the cards have been pegged1 the goose is rapidly revolved several times back and forth1 and then a number is taken out1 and placed in a little tray with ninety depressions in it1 numbered in regular order1 which hold the balls as they come from the goose4 ,the keno roller calls each number distinctly1 and the players who find it on their cards cover it with a button4 ,the first player to get a horizontal row of five numbers covered in this manner1 calls out 8,keno60 or bangs the table with a card1 and that stops the game4 ,an assistant comes round to the table and calls out the number of the card2 if it has been paid for and pegged1 he proceeds to call the numbers forming the keno1 and these are checked by the roller from the balls on the tray4 ,if everything is correct1 the player is given all the money paid by the other players for their cards1 less the ten per cent which goes to the house4 ,if two kenos are made on the same number1 they divide the pool equally4 ,as an illustration of the profitable nature of the game for the house1 it may be remarked that if ten men were to play keno for a dollar a card1 and each of them made keno ten times1 they would all be 8dead broke20 because on each of the hundred kenos at ten dollars each1 the bank would have taken out its dollar percentage4 ,,chuck-,,luck4 ,this game is sometimes called ,sweat1 and again1 but erroneously1 ,hazard4 ,it is played with three dice1 which are usually thrown down a funnel in which several cross-bars are placed4 ,the player is offered five different forms of betting1 all of which appear on the ,layout1 and which cover all the combinations possible with three dice4 ,illustration3 ----------------------- ,single ,numbers4 ,,high4 ------------------ ,,low4 #a #b #c #d #e #f ------------------ ---------------------------------------- -------- #ah #ag #af #ae #ad #ac #ab #aa #aj #i #h #g #f #e #d #c ---------------------------------------- -------- #ahj #fj #bi #ah #ab #h #f #f #f #f #h #ab #ah #bi #fjahj ---------------------------------------- -------- ----------------------- ,raffles4 ,,odd4 ------------------ ,,even4 #a #b #c #d #e #f ------------------ ,the ,raffles are sometimes indicated by a representation of one face of a die4 ,bets on single numbers pay even money1 if the number bet on comes up on the face of any of the three dice4 ,if it comes up on two of them1 such as two deuces1 it pays double2 but if all three dice are alike it is a raffle1 and the house takes all bets not placed on raffles4 ,bets on the numbers from #ah to #c are upon the total count of the pips on the upper faces of the three dice4 ,the small figures under these numbers show the odds paid2 #ad1 for instance1 pays twelve for one4 ,all raffles pay #ahj for one2 the same as #ah or #c4 ,bets on ,high and ,low1 ,odd or ,even1 pay even money4 ,high throws are all above #aj1 and low throws are all below #aa4 ,this would be perfectly even betting if the house did not take raffles4 ,some houses allow a player to bet on raffles generally2 that is1 to bet that a raffle of some kind will come4 ,such bets are paid #cj for #a4 ,the percentage of the house1 even in a square game1 may be seen from the following table1 which gives the odds against the event1 and the odds which the house pays3-- ,the odds against #c or #ah are #bae to #a2 the house pays #ahj 0 #d 0 #ag 0 #ga 0 #a 0 #fj 0 #e 0 #af 0 #ce 0 #a 0 #bi 0 #f 0 #ae 0 #bj 0 #a 0 #ah 0 #g 0 #ad 0 #ac 0 #a 0 #ab 0 #h 0 #ac 0 #i 0 #a 0 #h 0 #i 0 #ab 0 #g 0 #a 0 #f 0 #aj 0 #aa 0 #g 0 #a 0 #f ,cheating4 ,there are endless ways of swindling at ,chuck-luck1 the most modern being to turn the dice over after they have reached the table through the funnel4 ,this is done by an apparatus under the cloth1 the dealer looking down the funnel to see how the dice lie1 and then adjusting them to suit himself4 ,another method is to hold out one die1 throwing only two down the funnel1 and slipping the third down the outside1 turning it so that when it is combined with the two already in the funnel it will beat the big bets on the layout4 ,raffles can be forced in this way whenever the two dice in the funnel are paired4 ,,rondeau4 ,this game is played on a pocket billiard table4 ,the banker asks for bets on the inside and outside1 and the amounts staked on each side must balance4 ,so long as they do not balance1 the banker must ask for what he wants3 8,give me fourteen dollars on the outside to make the game10 etc4 ,as soon as the amounts balance1 and no more bets are offered1 he says3 8,roll4 ,the game is made40 ,a round stick1 about a foot long1 is placed behind nine small ivory balls4 ,any person may roll4 ,he takes his stand at one corner of the table and rolls the balls across the table to the pocket diagonally opposite him4 ,at least one ball must go into the pocket and one must be left out1 or they must be rolled over again4 ,the number of balls left outside the pocket1 odd or even1 decides whether the inside or the outside bets win2 and after the banker has deducted his ten per cent1 the players who have backed the winning side get their money4 ,,monte ,,bank4 ,the money staked by the banker is piled upon the table1 so that all players may see what is to be won4 ,the banker takes a ,spanish pack of forty cards1 shuffles them1 and offers them to the players to be cut4 ,holding the pack face down1 the banker draws two cards from the bottom and places them on the table1 face up1 for the 8bottom layout40 ,he then draws two cards from the top of the pack for the 8top layout40 ,the players can bet on either layout1 and after all the bets are placed the pack is turned face up4 ,the card that shows is called the 8gate40 ,if it is of the same suit as either of the cards in the top layout1 the banker pays all bets on that layout4 ,if there is a card of the same suit as the gate in the bottom layout1 the banker pays that also4 ,if there is no card of the same suit as the gate in either of the layouts1 the banker wins from that layout2 so that he may win or lose from either or both on the same gate4 ,the pack is then turned face down1 the gate is drawn off and thrown aside and two fresh layouts are made1 as before and the bets placed before the new gate is shown4 ,this is continued until the pack is exhausted4 ,,three-,,card ,,monte4 ,this is a purely gambling game1 chiefly useful for separating fools from their money4 ,the dealer takes three cards1 slightly bent lengthwise1 so as to be more easily picked up by the ends4 ,one of these is shown1 and the players are told to watch it4 ,after a few skilful passes1 the three cards come to rest on the layout1 and the players are asked to bet that they can pick out the card shown4 ,if the dealer will lay two to one1 it is a fair gamble2 but if he lays even money only1 the player is betting two to one against himself4 ,there are endless ways of pretending to mark the shown card1 so that it may be known by the back2 but the dealer or his confederate always knows that this is done1 and the mark is shifted during the passes4 ,,under ,,and ,,over ,,seven4 ,this game is played with a layout1 divided and marked as follows3-- ,illustration3 -------------------- ,u #g ,o ,,even #c ,,to #a ,,even -------------------- ,the players can bet on any of the three spaces4 ,two dice are thrown by the banker1 and if the number thrown is under seven he pays all bets upon the ,u1 even money1 taking all those upon #g and ,o4 ,if the throw is over seven1 he pays all bets upon the ,o1 taking all those upon ,u and #g4 ,if seven is thrown1 he pays all bets upon that number1 three for one1 and takes all upon ,u and ,o4 ,as there are #cf possible throws with two dice1 #ae being under and #ae over seven1 the percentage in favour of the banker is always #ba to #ae1 on ,u and ,o4 ,as there are only #f ways out of #cf to throw seven1 the odds against it are #e to #a2 but the banker pays only #c for #a4 ,in spite of this enormous percentage in his favour1 he frequently adds to his revenue by skilful cheating4 ,,lansquenet4 ,this is a banking game for any number of players1 with a pack of fifty-two cards4 ,after the pack has been shuffled and cut1 the dealer lays off two cards1 face up for 8hand cards40 ,he then deals a card for himself and one for the players1 also face up4 ,if either of these is of the same denomination as either of the hand cards1 it must be placed with them1 and another card dealt2 because all bets must be made on single cards4 ,having two cards1 one for the players and one for himself1 the banker turns up cards one at a time4 ,if he draws the same denomination as the players' card1 he wins all the bets upon it4 ,if he draws his own denomination1 he loses all bets upon the other card4 ,if he draws a card that matches neither1 and is not in the hand cards1 it is placed on the table1 and the players can bet upon it4 ,as soon as the players' card is matched1 the banker withdraws both cards1 but he cannot withdraw his own card4 ,all cards matching the hand cards must be placed with them4 ,,table ,,games4 ,the common form of folding chess-board provides a field for three of our best known games2 ,chess1 ,checkers1 and ,backgammon1 which are generally spoken of as 8table games10 although1 strictly speaking1 ,backgammon is the only game of ,tables4 ,these three games were probably played long before history noticed them1 and they have survived almost all ancient forms of amusement4 ,chess is not only the most important of the three1 but the most widely known1 and possesses the most extensive literature4 ,according to ,chatto1 it is probable that all games of cards owe their origin to chess1 cards themselves having been derived from an old ,indian variation of chess1 known as the ,four ,kings4 ,chess is also the most fascinating of the table games1 its charm being probably due to the fact that1 like whist1 it is a game that no man ever mastered4 ,whether or not this is in its favour is an open question4 ,the amount of study and practice required to make a person proficient in chess brings a serious drain upon the time1 and the fascinations of the game are such that once a person has become thoroughly interested in it1 everything else is laid aside1 and it is notorious that no man distinguished as a chess-player has ever been good for anything else4 ,mr4 ,blackburne1 the ,english chess champion1 regards the game as a dangerous intellectual vice which is spreading to rather an alarming extent4 ,discussing the matter1 after his game with ,mr4 ,bardeleben1 he said3 8,i know a lot of people who hold the view that chess is an excellent means of training the mind in logic and shrewd calculation1 provision and caution4 ,but ,i don't find these qualities reflected in the lives of chess-players4 ,they are just as fallible and foolish as other folks who don't know a rook from a pawn4 ,but even if it were a form of mental discipline1 which ,i doubt1 ,i should still object to it on the ground of its fatal fascination4 ,chess is a kind of mental alcohol4 ,it inebriates the man who plays it constantly4 ,he lives in a chess atmosphere1 and his dreams are of gambits and the end of games4 ,i have known many an able man ruined by chess4 ,the game has charmed him1 and1 as a consequence1 he has given up everything to the charmer4 ,no1 unless a man has supreme self-control1 it is better that he should not learn to play chess4 ,i have never allowed my children to learn it1 for ,i have seen too much of its evil results4 ,draughts is a better game1 if you must have a game40 ,chess is generally believed to have originated in ,india1 and in its primitive form was called ,chaturanga4 ,it is mentioned in the ,hindoo ,puranas1 at least #cjjj years ,b4 ,c4 ,the game seems to have spread eastward long before it came ,west1 going through ,burmah to ,thibet1 ,siam1 ,china1 ,malacca1 ,java1 and ,borneo4 ,owing to the better preservation of historical records in ,china1 many persons have been led to credit that country with the invention of chess1 but recent investigations have shown that the ,chinese got it from ,india4 ,at some remote period of the world's history the game was taken from ,china to ,japan1 and there are to-day many points in common between the games played in these two countries1 especially in the arrangement of the pieces1 although the ,japanese board has eighty-one squares4 ,chess came westward through ,constantinople1 it having passed through ,persia sometime during the sixth century4 ,the ,arabs seem to have learned the game1 and taken it to ,mecca and ,medina1 afterward passing it along to ,syria and the ,byzantines1 sometime during the seventh century4 ,disbanded body-guards of the ,byzantine emperors carried it to ,scandinavia and the ,north1 while it was gradually spreading over ,europe by way of the ,bosphoros and the ,danube4 ,draughts1 or ,checkers1 is sometimes claimed to be an older game than ,chess3 but it is much more probable that both are developments of some still older game1 all trace of which is lost4 ,in ,egypt and ,nubia there are illustrations of persons playing at draughts twenty centuries before the ,christian era4 ,during recent explorations in ,egypt quite a variety of draughtmen have been found1 some of which were used during the reign of ,rameses ,,iii4 ,the usual form seems to have been circular1 about an inch in diameter1 and surmounted by a round knob1 something like a chess pawn1 so that the men could be easily picked up4 ,from the manner in which the men are shown mixed upon the board1 it is evident that they could not move or take backwards1 as in ,polish draughts1 but whether they advanced diagonally1 as at the present day1 there is no evidence to show4 ,the ,japanese game of draughts has lately been revived in ,england and ,america under the name of ,go-,bang1 but as it requires a special board of #cbd squares1 it has never been popular4 ,backgammon cannot be traced to its origin4 ,several authorities have fallen into the error of ascribing the game to a certain country because the name is derived from a certain language1 forgetting that in ancient times every country invented its own names for games4 ,chess is called ,choke-choo-hong-ki in ,china1 and ,shogi in ,japan2 but that does not make it either a ,chinese or a ,japanese game4 ,either of these names might be used for ,backgammon1 as they have exactly the same meaning4 ,the ,welsh words1 bach1 and cammen2 or the ,saxon bac1 and gamen1 signify 8a little battle20 while the ,chinese and ,japanese names for ,chess signify 8mimic warfare40 ,the ,welsh and ,saxons undoubtedly got ,backgammon from the ,romans1 who played it under the name of ,scripta ,duodecimo4 ,they seemed to have got it from the ,greeks1 who are known to have used a table called ,abacus1 very much like a backgammon board in form1 with lines drawn upon it1 and the men were moved from one line to another according to the throws of the dice4 ,there is no trace of ,backgammon among the games of the ,egyptians or the ,hebrews1 although the chief factors in the game1 the dice1 have been known to all nations1 and are probably the oldest gaming instruments in the world4 ,as to the respective merits of these table games1 there is little to be said4 ,curiously enough they are played by entirely different classes of people4 ,backgammon has always been highly respectable1 and seems likely to retain its position as the fashionable game4 ,draughts is peculiarly the game of the middle classes1 popular at the workman's dinner hour1 in the sitting-rooms of cheap hotels1 in country clubs1 and in fire engine stations2 the latter being a favourite training ground for our checker champions4 ,chess is probably the most universal game of all1 and its general character is understood by almost every educated person in the world4 ,,chess4 ,chess is played upon a square board1 divided into sixty-four smaller squares of equal size4 ,these small squares are usually of different colours1 alternately light and dark1 and the board must be so placed that each player shall have a light square at his right1 on the side nearer him4 ,each player is provided with sixteen men1 eight of which are called pieces1 and eight pawns4 ,the men on one side are red or black1 and those on the other side are white or yellow1 and they are usually of a standard pattern1 which is known as the ,staunton model4 ,the eight pieces are3 ,the ,king1 ,the ,queen1 ,two ,rooks or ,castles1 ,two ,bishops1 and two ,knights1 ,these eight pieces are arranged on the side of the board nearer the player1 and immediately in front of them stand the eight ,pawns1 4 ,diagram ,no4 #a will show the proper arrangement of the men at the beginning of a game3-- ,illustration3 ,no4 #a4 ,,black4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,,white4 ,it will be observed that the two ,queens are opposite each other1 and that each ,queen stands upon a square of the same colour as herself4 ,for irregularities in setting up the men1 see the ,laws of ,chess4 ,the players are designated by the colour of the men with which they play1 ,black or ,white1 and ,white always has the first move4 ,in a series of games each player alternately takes the white men with the first move4 ,it is usual to draw for the first game1 one player concealing in each hand a pawn of a different colour1 and offering the choice of hands to his adversary4 ,whichever colour the chosen hand contains is the one the chooser must take for the first game4 ,the duplicate pieces of each colour are distinguished by their position with regard to the ,king or ,queen2 those on the ,king's side being called the ,king's ,bishop1 the ,king's ,knight1 and the ,king's ,rook4 ,those on the ,queen's side are the ,queen's ,bishop1 ,queen's ,knight1 and ,queen's ,rook4 ,the pawns are designated by the pieces in front of which they stand2 ,king's ,pawn2 ,queen's ,knight's ,pawn1 etc4 ,the comparative value of the pieces changes a little in the course of play1 the ,rooks especially not being so valuable early in the game4 ,authorities differ a little as to the exact value of the pieces1 but if we take the ,pawn as a unit1 the fighting value of the others will be about as follows3-- ,a ,knight is worth #c ,pawns4 ,a ,bishop is worth #e ,pawns4 ,a ,rook is worth #i ,pawns4 ,a ,queen is worth #ae ,pawns4 ,a ,king is worth #d ,pawns4 ,,the ,,moves4 ,each piece has a movement peculiar to itself1 and1 with the exception of the ,pawns1 any piece can capture and remove from the board any opposing piece which it finds in its line of movement4 ,the captured piece is not jumped over1 but the capturing piece simply occupies the square on which the captured piece stood4 ,the movement of each piece should be studied separately4 ,the ,pawns move straight forward1 one square at a time1 except on the first move1 when they have the privilege of moving either one or two squares1 at the option of the player4 ,in capturing1 the ,pawn does not take the piece directly in its path1 but the one diagonally in front of it on either side4 ,such a capture of course takes the ,pawn from the file it originally occupied1 and it must then continue to advance in a straight line on its new file4 ,in ,diagram ,no4 #b1 the white ,pawns could not capture either of the black ,bishops or ,rooks1 but the ,pawn on the left could take either of the black ,knights3-- ,illustration3 ,no4 #b4 ------------------------ ------------------------ ------------------------ ------------------------ ,,white4 ,after a ,pawn has crossed the middle line of the board into the adversary's territory1 it is called a passed ,pawn4 ,if an adverse ,pawn attempts to pass this ,pawn by availing itself of the privilege of moving two squares the first time1 that would not prevent the passed ,pawn from capturing it en passant4 ,in the position shown in ,diagram ,no4 #c1 for instance1 if the black ,queen's ,pawn were to advance two squares1 the white ,pawn could capture it en passant1 lifting it from the board1 and taking the position that the black ,pawn would have occupied if it had moved only one square the first time2 that is1 the first black square in front of the ,queen4 ,a ,pawn can be taken en passant only by another pawn1 never by any other piece4 ,illustration3 ,no4 #c4 ,,black4 ------------------------ ------------------------ ------------------------ ------------------------ ,the ,rook can be moved any number of squares at a time1 forward or backward1 but only in vertical or horizontal lines1 never diagonally4 ,the ,rook's movement is of course limited by pieces obstructing its path1 for it cannot jump over anything4 ,at the beginning of the game1 for instance1 the ,rook cannot move at all4 ,the ,bishop can be moved any number of squares at a time1 forward or backward1 but only in diagonal lines1 never horizontally or vertically4 ,for this reason the ,bishop never leaves the squares of the same colour as that on which it originally stood4 ,a ,bishop is often spoken of as a white ,bishop or a black ,bishop1 which does not mean that it is one of ,white's ,bishops1 or one of ,black's2 but that it stands upon a white or black square4 ,like the ,rook1 the ,bishop cannot jump over other pieces1 and cannot be moved at all until one or other of the two ,pawns diagonally in front of it have opened the way4 ,the ,queen combines the movements of the ,rook and ,bishop1 and can be moved horizontally1 vertically1 or diagonally1 any number of squares at a time1 provided that the path is clear4 ,like the ,rook and ,bishop1 she cannot move at all until some of the adjoining pieces have made a way for her4 ,the ,king has the same movement as the ,queen1 but is limited to one square at a time4 ,the ,king is not allowed to move to a square which would expose him to capture by adverse pieces1 for reasons which will presently be explained4 ,the ,knight has a very peculiar movement1 which is ,l shaped1 and necessitates his changing the colour of the square he stands on1 every time he moves4 ,the simplest way for the beginner to learn the ,knight's move is to observe that he must go two squares1 neither more nor less1 in a vertical or a horizontal direction1 and must then change the colour of the square he stands on by going one square either to the right or left1 which will complete the ,l shaped movement4 ,diagram ,no4 #d will show that when the ,knight is away from the side of the board1 he may go to any one of eight different squares2 but when he is in a corner he can go to two only4 ,for that reason ,knights are much more powerful when placed near the centre of the board4 ,illustration3 ,no4 #d4 ------------------------ #h #a ------------------------ #g #b ------------------------ ------------------------ #f #c ------------------------ #e #d ------------------------ #a ------------------------ #b ------------------------ ------------------------ ,the peculiarity of the ,knight's move is that it is not retarded by other pieces1 because the ,knight can jump over them1 a privilege which is not given to any other piece on the board4 ,in ,diagram ,no4 #e1 for instance1 the ,knights have been legitimately moved1 but no other piece could be moved until the ,pawns had made way for it4 ,illustration3 ,no4 #e4 ------------------------ ------------------------ ------------------------ ------------------------ ,there are one or two peculiar movements which are allowed only under certain conditions4 ,one of these is ,castling4 ,if there are no pieces between the ,king and the ,rook1 and neither piece has been moved1 the ,king may be moved two squares toward the ,rook1 and at the same time the ,rook may be brought round to the other side of the ,king4 ,the movement must be made with both hands1 each manipulating a piece4 ,in the position shown in ,diagram ,no4 #f1 for instance1 the ,king could castle on either side1 with the ,king's ,rook1 or with the ,queen's ,rook3-- ,illustration3 ,no4 #f4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,if an adverse piece commands the square that would be passed over by the ,king in castling1 the move is not allowed2 because a ,king must not move into check1 nor cross a square that is checked by an adverse piece nor castle out of check4 ,in ,diagram ,no4 #g the position that would result from castling with the ,queen's ,rook is shown by the black men4 ,illustration3 ,no4 #g4 ------------------------ ------------------------ ------------------------ ------------------------ ,queening ,pawns4 ,if a passed ,pawn succeeds in reaching the last or eighth square on any file1 the player to whom the ,pawn belongs may call it anything he chooses1 from a ,queen to a ,knight4 ,if the piece he chooses has already been captured1 it must be replaced on the board1 and on the square occupied by the ,pawn1 which is then removed4 ,if not1 some other piece must be put upon the board as a marker2 a ,rook upside down1 or a ,pawn with a ring on it1 may represent a second ,queen4 ,,object ,,of ,,the ,,game4 ,if all the pieces could be captured1 the object of the game might be to clear the board of the adversary's men1 as in ,checkers2 but the peculiarity of ,chess is that one piece1 the ,king1 cannot be captured1 and the object is to get the adverse ,king in such a position that he could not escape capture if he were a capturable piece4 ,when that is accomplished the ,king is said to be mated1 and the player who first succeeds in giving mate to the adversary's ,king wins the game1 regardless of the number or value of the pieces either side may have on the board at the time the mate is accomplished4 ,when an adverse piece is moved so that it could capture the ,king on the next move1 due notice must be given to the threatened ,king by announcing 8,check10 and the player must immediately move his ,king out of check1 interpose a piece or a ,pawn1 or capture the piece that gives the check4 ,if he cannot do one of these three things he is mated1 and loses the game4 ,a very simple example of a mate is given in ,diagram ,no4 #h4 ,illustration3 ,no4 #h4 ------------------------ ------------------------ ------------------------ ------------------------ ,the white ,rook has just been moved down to the edge of the board1 giving 8check40 ,as the black ,king can move only one square at a time1 he cannot get out of check by moving1 because the only squares to which he could go would still leave him in check from the ,rook4 ,neither the ,knight nor the ,bishop can interpose to shut out the ,rook's attack2 neither of those pieces can capture the ,rook2 and the ,pawns cannot move backward2 so the black ,king is mated1 and ,white wins the game4 ,a mate may take place in the middle of the board1 as shown in ,diagram ,no4 #i4 ,illustration3 ,no4 #i4 ------------------------ ------------------------ ------------------------ ------------------------ ,if the black ,queen moves diagonally four squares1 placing herself in front of the white ,king1 and on the same horizontal file as the black ,rook1 it will be check-mate1 because the white ,king cannot get out of one check into another by taking the ,queen1 which is protected by the ,rook4 ,for the same reason he cannot move1 as the only squares open to him would leave him in check from the ,queen1 or move him into check from the black ,king4 ,stalemate4 ,if the ,king is not in check1 but cannot move without going into check1 and there is no other piece for the player to move1 it is called a stale-mate1 and the game is drawn4 ,in ,diagram ,no4 #aj1 for instance1 ,illustration3 ,no4 #aj4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ the black ,king cannot move without going into check from the ,pawn or the ,king2 none of the black ,pawns can move1 and ,black cannot move the ,rook without putting his own ,king in check1 7from the ,bishop17 which is not allowed4 ,perpetual ,check4 ,if a piece gives check to the adverse ,king1 and the ,king moves away1 the check may be repeated1 and the ,king must move again1 or interpose a piece1 or capture the checking piece4 ,if the position is such that no matter how often the ,king moves or is covered he cannot get out of check1 and no matter how much the opposing pieces move they cannot check-mate him1 the game is drawn by perpetual check4 ,diagram ,no4 #aa is an illustration of such a position4 ,illustration3 ,no4 #aa4 ,,black4 ------------------------ ------------------------ ------------------------ ------------------------ ,the only way out of the check is to interpose the ,queen1 whereupon the white ,queen will move diagonally to the edge of the board and check again1 forcing the black ,queen back where she came from1 and drawing the game by perpetual check4 ,if the black ,queen moves away from the ,king1 she will be captured1 and ,white will give check-mate at the same time4 ,,notation4 ,the various moves which take place in the course of a game are recorded by a system of chess notation1 the number of the move being given first1 and then the pieces moved and the direction of their movement4 ,the names of the pieces themselves are used to distinguish the various files of squares running vertically from the piece itself to the opposite side of the board1 and the seven squares in front of each piece are numbered from #b to #h4 ,no matter how much the pieces may be moved1 the various vertical files still retain the name of the pieces which stood at the bottom of them when the men were first set up4 ,in chess notation1 only the initials of the pieces are used1 ,k standing for ,king1 and ,kt for ,knight4 ,although the files bear the same names1 the numbers count from the side on which the men are placed1 so that each square has a double name1 depending on the colour of the man placed upon it4 ,illustration3 ,no4 #ab4 ,,qr ,q,kt,,qb ,q ,k ,,kb ,k,kt,,kr ,black4 ------------------------ #h ------------------------ #g #b ------------------------ #f #c ------------------------ #e #d ------------------------ #d #e ------------------------ #c #f ------------------------ #b #g ------------------------ #h ------------------------ ,white4 ,,qr ,q,kt,,qb ,q ,k ,,kb ,k,kt,,kr ,in ,diagram ,no4 #ab1 for instance1 both the ,pawns that have been moved would be spoken of as on ,k #d4 ,the ,knight that has been moved is on ,k ,b #c1 because it is a white ,knight4 ,if it was a black ,knight it would be on ,k ,b #f1 reckoning from the black side of the board for the black pieces4 ,in order to test your understanding of this system of notation1 which is very important in following published games or problems1 take the board and men1 white side next you1 and set up the following position1 remembering that when no number is given1 the piece stands upon the square originally occupied by the piece which gives its name to the file3-- ,black men2--,king on ,q ,r's2 ,queen on ,q ,kt's2 ,pawns on ,q ,r #b1 and ,q ,kt1 #c2 ,rook on ,q ,r #c4 ,white men2--,king on ,q ,kt #e2 ,queen on ,q ,b #f4 ,now look at ,diagram ,no #aa1 and see if you have it right4 ,in addition to the notation of position1 there is that of action4 ,if a dash is placed between the initials of the piece and the definition of the square1 it shows first the piece moved1 and then the square to which it is moved4 ,in ,diagram ,no #aa1 for instance1 ,black's only move to cover the check would be given3 ,q-,q ,kt #b2 and ,white's continuation would be given2 ,q-,k #h4 ,the first of these might be abbreviated by saying1 ,q-,kt #b1 because there is only one ,kt #b to which the ,queen could be moved4 ,the moves of the white pieces are always given first1 either in the left hand of two vertical columns1 which are headed 8,white10 and 8,black0 respectively2 or above a line which divides the white move from the black1 the latter form being used in text-books1 the former in newspapers4 ,the moves in ,diagram ,no4 #aa would be as follows1 supposing the white ,queen to arrive from ,k#h in the first place3-- ,white4 ,black4 #a4 ,q-,b #f1 ch ,q-,kt #b ,q-,b #f1 ch ,or this2 #a4 --------- #b4 ,q-,k #h1 ch ,q-,kt's ,q-,kt #b ,when the abbreviation 8ch40 is placed after a move1 it means 8check40 ,if it is a mate1 or a drawn game1 or the player resigns1 the word follows the move4 ,when the ,king castles with the ,king's ,rook1 which is the shorter move for the ,rook1 it is indicated by the sign ,o-,o4 ,when the ,king is castled with the ,queen's ,rook1 which is the longer move for the ,rook1 the sign ,o-,o-,o is used4 ,a cross1 x1 placed after the piece moved shows that it captured something1 and the letters following the cross do not give the square to which the piece is moved1 but show the piece that is captured4 ,k ,b x ,q ,p1 for instance1 would mean that the adversary's ,queen's ,pawn was to be taken from the board1 and the ,king's ,bishop was to occupy the square upon which the captured ,queen's ,pawn had stood4 ,beginners usually have some difficulty in following the moves of the ,knights1 because it frequently happens that the same square can be reached by either of them4 ,the ,bishops cannot be confused in this way1 because they never change the colour of the square they stand upon4 ,in some sets of chessmen the ,knights are distinguished by putting a small crown on the ,king's ,knight1 but this is never done in the regulation ,staunton model4 ,the beginner will find it very convenient1 when following out the play of published games1 to screw off the bottom of one white and one black ,knight1 and to exchange the bases4 ,the white ,king's ,knight will then have a black base1 and the black ,king's ,knight will have a white base1 and they can be easily identified at any period of the game4 ,,german ,,notation4 ,many of our standard chess books1 and some of the best edited chess columns1 are in ,german1 and the student should be familiar with the ,german notation1 which is much simpler than the ,english4 ,the white men are always considered as the side nearer the player2 the vertical columns are designated from left to right by the letters a b c d e f g h2 and the horizontal rows by the numbers #a #b #c #d #e #f #g #h1 beginning at the bottom1 or white side4 ,the pieces are designated by one capital letter only1 as follows3-- ,k for ,knig1 or ,king4 ,d for ,dame1 or ,queen4 ,t for ,thurm1 or ,rook4 ,l for ,lufer1 or ,bishop4 ,s for ,springer1 or ,knight4 ,the ,pawn is called a ,bauer1 but when it is moved no initial is given1 simply the square it comes from4 ,in ,diagram ,no4 #ab1 for instance1 the ,english notation for the first two moves made by white would be3--,p-,k #d1 and ,k ,kt-,b #c1 or1 ,kt-,k ,b #c4 ,the ,german notation would be3--e #b-;e #d2 and ,s g #a-;f #c4 ,the move of the ,knight1 it will be observed1 gives the initial of the piece and the square upon which it stands1 and then the square to which it is moved4 ,a capture is indicated by the letter 8n0 taking the place of the dash4 ,if the white ,knight took the black ,king's ,pawn in ,diagram ,no4 #ab1 for instance1 the move would be recorded3 ,s f #c n e #e1 that is1 the ,springer at f #c 8nimmt0 whatever it found at e #e4 ,a check is indicated by a plus sign1 1 following the move4 ,in ,diagram ,no4 #aa1 for instance1 the last move of the white ,queen would be3 ,d e #h-;c #f 2 and ,black's reply would be3 ,d b #h-;b #g4 ,,the ,,openings4 ,time and experience have shown that it is best for each player to adopt certain conventional openings1 in order to develop his pieces4 ,white always has the advantage1 usually believed to be equal to #ee1 counting drawn games as one half4 ,this is because ,white can usually take more risks in offering a gambit than ,black can in accepting it1 and the best judges say that they would rather give a ,knight and take the white pieces1 than give ,pawn-and-move and take the black4 ,gambit is a term used in ,italian wrestling1 and means that the adversary is given an apparent advantage at the start1 in order more successfully to trip him up later on4 ,there are a great many chess openings1 all of which have been analysed as far as the tenth move1 including every possible variation on the way4 ,the student who wishes to study them in detail should procure ,freeborough's 8,chess ,openings10 or ,cook's 8,synopsis40 ,in these works1 if either side has an advantage before the tenth move1 it is indicated by a plus sign2 if the position is equal1 it is so marked4 ,in studying openings1 the student should be careful always to play with the winning side next him2 that is1 never study how to play a losing game4 ,if the variation ends with a plus sign1 showing a win for the white1 play it over with the white men next you4 ,in selecting openings for general use in play1 if it is one for the white men1 take those openings that have the greatest number of variations ending in favour of white4 ,the ,ruy ,lopez is a very good opening for beginners1 and the ,evans' ,gambit may be studied later4 ,the ,french ,defence and the ,petroff are good openings for ,black4 ,the theory of opening is to mobilise your forces for the attack in the fewest possible moves4 ,lasker thinks six moves should be enough for this purpose1 and he recommends that only the ,king's and ,queen's ,pawns should be moved1 after which each piece should be placed at once upon the square from which it can operate to the best advantage4 ,he thinks the ,knights should be first brought out1 and posted at ,b #c1 and then the ,k's ,b1 somewhere along his own diagonal4 ,the great mistake made by beginners is that they rush off to the attack and try to capture some of the adverse pieces before they have properly prepared themselves for re-inforcement or retreat4 ,it should never be forgotten that the game is not won by capturing the adversary's pieces1 but by check-mating his ,king4 ,take the board and pieces1 arrange them with the white men next you1 and play over the following simple little game4 ,remember that the figures above the line are for the white men2 those below for the black4 ,p-,k#d ,kt-,,kb#c ,kt-,,qb#c ,b-,b#d #a ---- #b ------ #c ------ #d ----- ,p-,k#d ,p-,q#c ,p-,,kr#c ,b-,kt#e ,the third move made by ,black accomplishes nothing1 and is simply a waste of time4 ,he should have continued by bringing his ,knights into play4 ,his fourth move is also a mistake2 he should develop the ,knights before the ,bishops4 ,ktx,p ,bx,k,b,p ch ,kt-,q#e mate #e ---- #f -------- #g ---------- ,bx,q ,k-,k#b ,on his fifth move1 ,black jumps at the chance to win ,white's ,queen1 but this is not of the slightest benefit to him1 because the object of the game is not to win the ,queen1 but to mate the ,king4 ,at the seventh move the beginner will see that the black ,king cannot move out of check1 neither can he move into check by taking the ,bishop4 ,he has no piece that can capture the ,knight that gives the check1 and nothing can be interposed1 so he is mated1 and ,white wins4 ,here is another simple little game4 ,take the black pieces this time1 but make the white men move first1 of course4 ,p-,k#d ,kt-,,kb#c ,ktx,p #a ---- #b ------ #c ------ ,p-,k#d ,kt-,,kb#c ,kt-,,qb#c ,you don't take the ,king's ,pawn2 it is much more important to develop your pieces rapidly4 ,ktx,kt ,p-,q#c ,b-,kt#e #d ----- #e ----- #f ----- ,q,px,kt ,b-,,qb#d ,ktx,p ,white's sixth move is bad1 and you immediately take advantage of it4 ,if he takes your ,knight with his ,pawn1 you will take his ,k ,b ,p with your ,bishop1 and say 8,check40 ,if he takes the ,bishop you win his ,queen4 ,if he moves his ,king you check again with your other ,bishop1 which will force him to take your black ,bishop1 and lose his ,queen4 ,bx,q ,k-,k#b #g ------ #h ---------- ,bx,p ch ,k-,kt#e mate ,if the beginner will examine the position1 he will find that there is no way of escape for the ,king1 and ,black wins4 ,openings are usually divided into five principal classes3 ,those in which the first piece developed is the ,king's ,knight2 those in which the ,king's ,bishop is the first piece brought into play2 those in which a ,gambit is offered on the second move1 usually a sacrificed ,pawn2 those which are called ,close openings1 securing a good defensive game for the black pieces2 and those which are ,irregular4 ,in the following outline of fifty of the openings1 only the first four moves are given1 and usually only one variation is selected1 the object being more to give the student an idea of the development than to exhaust the subject4 ,the arrangement is alphabetical1 that being more convenient in a book of reference4 ,for the continuations the student is recommended to study 8,freeborough10 or the 8,handbuch des ,schachspiels40 ,allgaier ,gambit3-- ,p-,k#d ,p-,,kb#d ,kt-,,kb#c ,p-,,kr#d #a ---- #b ----- #c ------ #d ----- ,p-,k#d ,px,p ,p-,k,kt#d ,p-,kt#e ,boden-,kieseritzky ,gambit3-- ,p-,k#d ,b-,b#d ,kt-,,kb#c ,kt-,b#c #a ---- #b ------ #c ------ #d ----- ,p-,k#d ,kt-,,kb#c ,ktx,p ,ktx,kt ,berlin ,defence3-- ,p-,k#d ,b-,b#d ,q-,k#b ,p-,,qb#c #a ---- #b ------ #c ------ #d ----- ,p-,k#d ,kt-,,kb#c ,kt-,,qb#c ,b-,b#d ,blackmar ,gambit3-- ,p-,q#d ,p-,k#d ,p-,,kb#c ,ktx,p #a ---- #b ------ #c ------ #d ----- ,p-,q#d ,px,p ,px,p ,b-,b#d ,calabrese ,counter ,gambit3-- ,p-,k#d ,b-,b#d ,p-,q#c ,p-,b#d #a ---- #b ----- #c ------ #d ---- ,p-,k#d ,p-,,kb#d ,kt-,,kb#c ,p-,q#d ,centre ,gambit3-- ,p-,k#d ,p-,q#d ,qx,p ,q-,k#c #a ---- #b ----- #c ------ #d -------- ,p-,k#d ,px,p ,kt-,,qb#c ,b-,kt#e ch ,centre ,counter ,gambit3-- ,p-,k#d ,px,p ,kt-,,qb#c ,p-,q#d #a ---- #b ----- #c ------ #d ------ ,p-,q#d ,qx,p ,q-,q sq ,kt-,,kb#c ,classical ,defence1 to ,k4 ,b4 opening3-- ,p-,k#d ,b-,b#d ,p-,,qb#c ,p-,q#d #a ---- #b ---- #c ------ #d ---- ,p-,k#d ,b-,b#d ,kt-,,kb#c ,px,p ,cunningham ,gambit3-- ,p-,k#d ,p-,,kb#d ,kt-,,kb#c ,b-,b#d #a ---- #b ----- #c ------ #d ------- ,p-,k#d ,px,p ,b-,k#b ,b-,r#e ch ,cochrane ,gambit3-- ,p-,k#d ,p-,,kb#d ,kt-,,kb#c ,b-,b#d #a ---- #b ----- #c ------ #d ----- ,p-,k#d ,px,p ,p-,k,kt#d ,p-,kt#e ,danish ,gambit3-- ,p-,k#d ,p-,q#d ,p-,,qb#c ,b-,,qb#d #a ---- #b ----- #c ----- #d ------ ,p-,k#d ,px,p ,px,p ,kt-,,kb#c ,english ,opening3-- ,p-,,qb#d ,p-,b#d ,p-,q#c ,kt-,,qb#c #a ----- #b ---- #c ------ #d ------ ,p-,,qb#d ,p-,b#d ,kt-,,kb#c ,p-,q#c ,evans' ,gambit3-- ,p-,k#d ,kt-,,kb#c ,b-,b#d ,p-,q,kt#d #a ---- #b ----- #c ---- #d ------- ,p-,k#d ,kt-,,qb#c ,b-,b#d ,bx,kt,p ,evans' ,gambit ,declined3-- ,p-,k#d ,kt-,,kb#c ,b-,b#d ,p-,q,kt#d #a ---- #b ------ #c ---- #d ------ ,p-,k#d ,kt-,,qb#c ,b-,b#d ,b-,kt#c ,fianchetto ,opening3-- ,p-,k#c ,p-,,qb#d ,kt-,,qb#c ,px,p #a ---- #b ------ #c ------ #d ------ ,p-,k#d ,kt-,,kb#c ,p-,q#d ,ktx,p ,fianchetto ,defence3-- ,p-,k#d ,p-,q#d ,b-,q#c ,kt-,k#b #a ------ #b ---- #c ----- #d ------ ,p-,q,kt#c ,p-,k#c ,b-,kt#b ,kt-,,kb#c ,four ,knights3-- ,p-,k#d ,kt-,,kb#c ,kt-,b#c ,b-,kt#e #a ---- #b ------ #c ----- #d ------ ,p-,k#d ,kt-,,qb#c ,kt-,b#c ,b-,kt#e ,french ,defence3-- ,p-,k#d ,p-,q#d ,kt-,,qb#c ,b-,k,kt#e #a ---- #b ---- #c ------ #d ------ ,p-,k#c ,p-,q#d ,kt-,,kb#c ,b-,k#b ,from ,gambit3-- ,p-,,kb#d ,px,p ,px,p ,kt-,,kb#c #a ----- #b ----- #c ----- #d ------ ,p-,k#d ,p-,q#c ,bx,p ,kt-,,kb#c ,giuoco ,piano3-- ,p-,k#d ,kt-,,kb#c ,b-,b#d ,p-,b#c #a ---- #b ------ #c ---- #d ----- ,p-,k#d ,kt-,,qb#c ,b-,b#d ,kt-,b#c ,greco-,counter ,gambit3-- ,p-,k#d ,kt-,,kb#c ,ktx,p ,p-,q#d #a ---- #b ------ #c ------ #d ------ ,p-,k#d ,p-,,kb#d ,q-,b#c ,p-,q#c ,hamppe-,allgaier ,gambit3-- ,p-,k#d ,kt-,,qb#c ,p-,b#d ,kt-,b#c #a ---- #b ------ #c ----- #d ------ ,p-,k#d ,kt-,,qb#c ,px,p ,p-,k,kt#d ,hungarian ,defence3-- ,p-,k#d ,kt-,,kb#c ,b-,b#d ,p-,q#d #a ---- #b ------ #c ---- #d ------ ,p-,k#d ,kt-,,qb#c ,b-,k#b ,p-,q#c ,irregular ,openings3-- ,p-,k#d ,p-,,qb#c ,kt-,b#c ,ktx,p #a ---- #b ----- #c ----- #d ------ ,p-,k#d ,p-,q#d ,px,p ,b-,q#c ,p-,k#d ,p-,q#d ,b-,q#c ,p-,,qb#c #a ------ #b ------ #c ------- #d -------- ,p-,q#c ,kt-,,kb#c ,kt-,,qb#c ,p-,k#d ,p-,k#d ,p-,q#d ,px,p ,b-,q#c #a ------ #b ------ #c ------- #d -------- ,p-,,qb#c ,p-,q#d ,px,p ,kt-,,qb#c ,p-,k#d ,p-,q#d ,px,p ,p-,,kb#d #a ------ #b ------ #c ------- #d -------- ,kt-,,qb#c ,p-,k#d ,ktx,p ,kt-,kt#c ,jerome ,gambit3-- ,p-,k#d ,kt-,,kb#c ,b-,b#d ,bx,p ch #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,kt-,,qb#c ,b-,b#d ,kx,b ,kieseritzky ,gambit3-- ,p-,k#d ,p-,,kb#d ,kt-,,kb#c ,p-,,kr#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,px,p ,p-,k,kt#d ,p-,kt#e ,king's ,bishop's ,gambit3-- ,p-,k#d ,p-,,kb#d ,b-,b#d ,k-,b sq #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,px,p ,q-,r#e ch ,b-,b#d ,king's ,bishop's ,pawn ,game3-- ,p-,,kb#d ,kt-,,kb#c ,p-,k#c ,b-,k#b #a ------ #b ------ #c ------- #d -------- ,p-,k#c ,kt-,,kb#c ,b-,k#b ,p-,q,kt#c ,king's ,knight ,opening4 ,irregular ,defences3-- ,p-,k#d ,kt-,,kb#c ,ktx,p ,kt-,,kb#c #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,p-,,kb#c ,q-,k#b ,p-,q#d ,p-,k#d ,kt-,,kb#c ,kt-,b#c ,p-,q#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,q-,b#c ,p-,b#c ,px,p ,p-,k#d ,kt-,,kb#c ,b-,b#d ,p-,q#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,b-,q#c ,kt-,,kb#c ,kt-,b#c ,p-,k#d ,kt-,,kb#c ,ktx,p ,p-,q#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,b-,b#d ,q-,k#b ,b-,kt#c ,king's ,gambit3-- ,p-,k#d ,p-,,kb#d ,p-,q#d ,k-,k#b #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,px,p ,q-,r#e ch ,p-,q#d ,p-,k#d ,p-,,kb#d ,p-,,kr#d ,px,p #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,px,p ,p-,q#d ,qx,p ,p-,k#d ,p-,,kb#d ,kt-,,kb#c ,b-,b#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,px,p ,p-,k,kt#d ,b-,kt#b ,p-,k#d ,p-,,kb#d ,p-,,kr#d ,kt-,,kb#c #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,px,p ,b-,k#b ,kt-,,kb#c ,king's ,gambit ,declined3-- ,p-,k#d ,p-,,kb#d ,px,q,p ,kt-,,qb#c #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,p-,q#d ,qx,p ,q-,k#c ,max ,lange's ,attack3-- ,p-,k#d ,kt-,,kb#c ,b-,b#d ,castles #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,kt-,,qb#c ,b-,b#d ,kt-,b#c ,muzio ,gambit3-- ,p-,k#d ,p-,,kb#d ,kt-,,kb#c ,b-,b#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,px,p ,p-,k,kt#d ,p-,kt#e ,petroff's ,counter ,attack3-- ,p-,k#d ,kt-,,kb#c ,ktx,p ,k-,,kb#c #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,kt-,,kb#c ,p-,q#c ,ktx,p ,philidor's ,defence3-- ,p-,k#d ,kt-,,kb#c ,p-,q#d ,ktx,p #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,p-,q#c ,px,p ,p-,q#d ,pierce ,gambit3-- ,p-,k#d ,kt-,,qb#c ,p-,b#d ,kt-,b#c #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,kt-,,qb#c ,px,p ,p-,k,kt#d ,queen's ,pawn ,counter ,gambit3-- ,p-,k#d ,kt-,,kb#c ,px,p ,p-,q#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,p-,q#d ,b-,q#c ,p-,k#e ,queen's ,gambit3-- ,p-,q#d ,p-,,qb#d ,p-,k#c ,bx,p #a ------ #b ------ #c ------- #d -------- ,p-,q#d ,px,p ,p-,k#d ,px,p ,p-,q#d ,p-,,qb#d ,p-,k#d ,p-,q#e #a ------ #b ------ #c ------- #d -------- ,p-,q#d ,px,p ,p-,k#d ,p-,,kb#d ,p-,q#d ,p-,,qb#d ,kt-,,kb#c ,p-,k#c #a ------ #b ------ #c ------- #d -------- ,p-,q#d ,px,p ,p-,k#c ,kt-,,kb#c ,queen's ,pawn ,game3-- ,p-,q#d ,p-,k#c ,kt-,,kb#c ,b-,k#b #a ------ #b ------ #c ------- #d -------- ,p-,q#d ,p-,k#c ,kt-,,kb#c ,b-,k#b ,ruy ,lopez3-- ,p-,k#d ,kt-,,kb#c ,b-,kt#e ,b-,r#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,kt-,,qb#c ,p-,,qr#c ,kt-,b#c ,salvio ,gambit3-- ,p-,k#d ,p-,,kb#d ,kt-,,kb#c ,b-,b#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,px,p ,p-,k,kt#d ,p-,kt#e ,scotch ,game3-- ,p-,k#d ,kt-,,kb#c ,p-,q#d ,ktx,p #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,kt-,,qb#c ,px,p ,b-,b#d ,sicilian ,defence3-- ,p-,k#d ,kt-,,qb#c ,kt-,b#c ,p-,q#d #a ------ #b ------ #c ------- #d -------- ,p-,,qb#d ,kt-,,qb#c ,p-,k#c ,px,p ,staunton's ,opening3-- ,p-,k#d ,kt-,,kb#c ,p-,b#c ,p-,q#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,kt-,,qb#c ,p-,b#d ,p-,q#c ,steinitz ,gambit3-- ,p-,k#d ,kt-,,qb#c ,p-,,kb#d ,p-,q#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,kt-,,qb#c ,px,p ,q-,r#e ch ,three ,knights' ,game3-- ,p-,k#d ,kt-,,kb#c ,kt-,b#c ,p-,q#d #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,kt-,,kb#c ,p-,q#c ,px,p ,two ,knights' ,defence3-- ,p-,k#d ,kt-,,kb#c ,b-,b#d ,kt-,kt#e #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,kt-,,qb#c ,kt-,b#c ,p-,q#d ,vienna ,opening3-- ,p-,k#d ,kt-,,qb#c ,p-,b#d ,kt-,b#c #a ------ #b ------ #c ------- #d -------- ,p-,k#d ,b-,b#d ,p-,q#c ,kt-,,kb#c ,zukertort's ,opening3-- ,kt-,,kb#c ,p-,q#d ,p-,k#c ,b-,k#b #a ------ #b ------ #c ------- #d -------- ,p-,k#c ,kt-,,kb#c ,p-,q,kt#c ,b-,kt#b ,,games ,,at ,,odds4 ,between unequal players it is a common practice for the stronger to give the weaker some advantage4 ,very few are able to give a ,queen1 or even a ,rook1 but a ,knight is quite common1 and one who can concede a ,knight to the weakest players in a club is usually spoken of as1 8a ,knight player40 ,the most common odds between nearly equal players is ,pawn and ,move2 and with a player not strong enough to give a ,knight1 ,pawn and ,two ,moves4 ,the ,pawn removed in each instance is ,black's ,k ,b ,p1 and the ,knight is usually the ,q ,kt4 ,here are a few examples of the openings in games at odds3-- ,pawn and ,move3-- ,p-,k#d ,p-,q#d ,q-,r#e ch ,q-,k#e #a ------ #b ------ #c ------- #d ------- ,p-,k#c ,p-,q#d ,p-,k,kt#c ,kt-,,kb#c ,p-,k#d ,p-,q#d ,kt-,,qb#c ,p-,q#e #a ------ #b ------ #c ------- #d ------- ,p-,q#c ,kt-,,kb#c ,kt-,b#c ,kt-,k#d ,p-,k#d ,p-,q#d ,p-,k#e ,b-,q,kt#e #a ------ #b ------ #c ------- #d ------- ,kt-,,qb#c ,p-,q#d ,b-,b#d ,q-,q#b ,p-,k#d ,p-,q#d ,px,p ,p-,,kb#d #a ------ #b ------ #c ------- #d ------- ,kt-,,qb#c ,p-,q#d ,ktx,p ,kt-,b#b ,pawn and ,two ,moves3-- ,p-,k#d ,p-,q#d ,b-,q#c ,p-,q#e #a ------ #b ------ #c ------- #d ------- ,p-,k#c ,p-,b#d ,p-,q#c ,p-,k#d ,p-,q#d ,p-,,qb#d ,p-,q#e #a ------ #b ------ #c ------- #d ------- ,p-,k#c ,p-,b#d ,p-,q#c ,p-,k#d ,p-,q#d ,p-,,kb#d ,b-,q#c #a ------ #b ------ #c ------- #d ------- ,p-,q#c ,p-,k#c ,kt-,k#b ,p-,k#d ,p-,q#d ,p-,q#e ,p-,,kb#d #a ------ #b ------ #c ------- #d ------- ,kt-,,qb#c ,kt-,k#d ,kt-,b#b ,odds of ,queen's ,knight3-- ,p-,k#d ,kt-,b#c ,px,p ,kt-,k#e #a ------ #b ------ #c ------- #d ------- ,p-,k#d ,p-,q#d ,p-,k#e ,qx,p ,p-,k#d ,p-,,kb#d ,px,q,p ,kt-,b#c #a ------ #b ------ #c ------- #d ------- ,p-,k#d ,p-,q#d ,qx,p ,p-,k#e ,odds of ,king's ,knight3-- ,p-,k#d ,b-,b#d ,kt-,b#c ,p-,q#d #a ------ #b ------ #c ------- #d ------- ,p-,k#d ,p-,,qb#c ,kt-,b#c ,p-,q#d ,p-,k#d ,b-,b#b ,p-,q#b #j-j #a ------ #b ------ #c ------- #d ------- ,p-,k#d ,kt-,,kb#c ,b-,b#d #j-j ,in order to give the student an idea of the value and popularity of the various openings1 the following table of the results of #aejj games may be useful4 ,it is from the chess columns of the ,new ,york ,sun3-- ---------------------------------------- ----------------------- ,,first ,,total ,,per ,,cent4,,per ,,cent4 ,,openings4 ,,player4 ,,played4 ,,won ,,by ,,total -------------- ,,first ,,games ,,won4,,lost4,,drew4 ,,player4 ,,played4 ---------------------------------------- --------------------- ,ruy ,lopez #ade #ajc #eh #cjf #eg #bj ,queen's ,pawn7a7 #ig #fc #ci #aii #dh #ac ,french ,defence #hd #dh #ci #aga #fj #aa ,vienna #dg #cd #ae #if #eg #f ,sicilian ,defence #dj #bi #aj #gi #eg #e ,king's ,gambit #cf #cb #aa #gi #eb #e ,giuoco ,piano #cf #cb #aj #gh #eb #e ,evans #cd #bj #ab #ff #fa #d ,irregular #bi #ca #ad #gd #di #e ,scotch #bb #bf #i #eg #dg #d ,zukertort #bc #ag #aa #ea #ef #c ,two ,knights ,defence #af #bj #aj #df #df #c ,staunton's #ai #ae #e #ci #ee #c ,fianchetto #ac #ad #b #bi #dh #b ,petroff ,defence #ae #i #c #bg #fa #b ,centre ,gambit7b7 #aa #aa #d #bf #ej #b ,philidor ,defence #h #i #c #bj #dg #a ,miscellaneous #bb #bi #f #eg #dd #d ---------------------------------------- ,total #fig #edb #bfa #aejj ---------------------------------------- --------------------- ,the first player won #ee4b per cent4 of games played1 counting drawn games as one-half4 7a74 ,includes ,queen's ,gambits and ,queen's ,gambits declined4 7b74 ,includes ,centre and ,counter ,centre ,gambits4 ,,the ,,middle ,,game4 ,after a little experience with openings1 the player will usually select one or two which he feels that he can handle better than others1 and will make a specialty of them4 ,having mastered a number of variations1 and learned the object of them in forming his pieces for attack or defence1 he will naturally be led to the study of the middle game4 ,in this there are a few general principles which should be steadily kept in view4 ,for attack1 the player should secure command of a wide range of the board2 but for defence he should concentrate his forces as much as possible4 ,he should be careful not to get his pieces in one another's way1 and not to leave pieces where they can be attacked and driven back by inferior pieces1 because that entails a loss of valuable time4 ,a player should never exchange a man in active service for one that is doing nothing4 ,if several lines of play are open1 the one offering the most numerous good continuations should be selected4 ,when a player is not ready for attack1 he should develop his pieces1 and remember that the more of them he can get to bear on the enemy's ,king1 the better4 ,supporting pieces should be placed where they are not easily attacked1 because good players attack the supports first1 so as to isolate the advance guard4 ,beginners are usually in too great a hurry to give check2 the best players do not check until they are ready to follow it up with a mate1 or a winning position1 or can gain time in developing their pieces4 ,,end ,,games4 ,there are certain positions in which apparently equal games are not necessarily drawn1 and there are others in which a player with a decided advantage cannot win1 within the fifty moves which are allowed him1 unless he knows exactly how to proceed4 ,if a player is not well up in endings he may lose many a game which could be won if he only knew how to win it4 ,the following games may be abandoned as drawn3-- ,king and ,bishop against a ,king4 ,king and ,knight against a ,king4 ,king and two ,knights against a ,king4 ,king and ,queen against two ,rooks4 ,king and ,queen against ,king and two ,bishops4 ,king and ,rook against ,king1 ,rook and ,pawn4 ,king and ,rook against ,king and ,bishop4 ,king and ,rook against ,king and ,knight4 ,king and ,rook against ,king1 ,rook and ,bishop4 ,the following games can be won3-- ,king and ,queen1 or ,king and ,rook1 against a ,king4 ,king and ,queen against ,king and ,rook4 ,king and ,queen against ,king and ,bishop4 ,king and ,queen against ,king and ,knight4 ,king and ,queen against ,king and ,pawn4 ,king and two ,rooks against ,king and ,rook4 ,king and two ,bishops against a ,king4 ,king ,bishop and ,knight against a ,king4 ,in order to master all these endings1 the student should take up ,staunton's ,handbook1 or the ,lehrbuch des ,schachspiels1 in which they are given very fully4 ,for the beginner only one or two of the most common and important are necessary4 ,k and ,q1 or ,k and ,r1 against ,k4 ,all that is necessary is to drive the ,king to the edge of the board1 which may be done by holding him below a certain parallel with the ,q or ,r1 and then getting your own ,king in front of him2 a check will then drive him one line further back1 and when he arrives at the edge of the board1 and can no longer go back1 he is mated4 ,k and ,q against ,k and ,r4 ,freeborough has devoted an entire volume to this ending1 which may be very much prolonged by a skilful player4 ,the object is to drive the ,king to the edge of the board1 and then to get the ,rook in such a position that it must be sacrificed to save the mate1 or that the mate can be accomplished with the ,rook on the board4 ,the player with the ,queen must be on his guard against stale-mate in this ending4 ,k and ,q against ,k and ,b1 ,k and ,kt1 or ,k and ,p4 ,this is easy enough for the ,queen if the player is careful to avoid stale-mate4 ,k and two ,r's against ,k and ,r4 ,this can be won easily by forcing an exchange of ,rooks4 ,k and two ,b's against ,k4 ,in this position the ,king must be ruled off into a corner by getting the ,bishops together1 protected by their ,king4 ,start with the men in the following position3-- ,black ,k on his own square4 ,white ,king on ,k ,b #f2 white ,bishops on ,k ,b #d and ,k ,b #e4 ,white to move and win4 ,the mate can be accomplished in six moves1 as follows3-- ,b-,b#g ,b-,q#g ,k-,kt#f #a --------- #b -------- #c --------- ,k-,b sq ,k-,kt sq ,k-,b sq ,b-,q#f ch ,b-,k#f ch ,b-,k#e mate #d --------- #e -------- #f --------- ,k-,kt sq ,k-,r sq ,k1 ,b and ,kt against ,k4 ,this is one of the most difficult endings for a beginner1 but is very instructive1 and should be carefully studied4 ,set up the men as follows3-- ,black ,king on ,k ,r sq4 ,white ,king on ,k ,b #f1 white ,bishop on ,k ,b #e1 and white ,knight on ,k ,kt #e2 ,white to move and win4 ,the object is to drive the ,king into a corner of the board which is commanded by the ,bishop1 as he cannot otherwise be mated4 ,kt-,b#g ch ,b-,k#d ,b-,r#g ,kt-,k#e #a --------- #b -------- #c --------- #d -------- ,k-,kt sq ,k-,b sq ,k-,k sq ,k-,b sq ,kt-,q#g ch ,k-,k#f ,k-,q#f ,b-,k#f ch #e --------- #f -------- #g --------- #h -------- ,k-,k sq ,k-,q sq ,k-,k sq ,k-,q sq ,k-,b#f ,b-,b#g ,kt-,kt#g ch ,k-,b#f #i --------- #aj --------- #aa --------- #ab -------- ,k-,b sq ,k-,q sq ,k-,b sq ,k-,kt sq ,k-,kt#f ,b-,k#f ch ,kt-,b#e ,b-,q#g #ac --------- #ad --------- #ae --------- #af -------- ,k-,b sq ,k-,kt sq ,k-,r sq ,k-,kt sq ,kt-,r#f ch ,b-,b#f mate #ag --------- #ah --------- ,k-,r sq ,if1 at the fourth move1 the black ,king does not go back to the ,bishop's square1 but goes on to the ,queen's square1 hoping to cut across to the other black corner of the board1 the continuation will be as follows1 beginning at ,white's fifth move3-- ,k-,k#f ,kt-,q#g ,b-,q#c ,b-,kt#e #e --------- #f --------- #g --------- #h -------- ,k-,b#b ,k-,b#c ,k-,b#b ,k-,q sq ,kt-,k#e ,kt-,b#d ,k-,q#f ,kt-,r#e #i --------- #aj --------- #aa --------- #ab -------- ,k-,b#b ,k-,q sq ,k-,b sq ,k-,q sq ,kt-,kt#g ch ,k-,b#f ,kt-,q#f ,k-,b#g #ac --------- #ad --------- #ae --------- #af -------- ,k-,b sq ,k-,kt sq ,k-,r#b ,k-,r sq ,b-,b#d ,kt-,b#h ch ,b-,q#e mate #ag --------- #ah --------- #ai --------- ,k-,r#b ,k-,r sq ,,pawn ,,endings4 ,there are a great number of these1 many being complicated by the addition of ,pawns to other pieces4 ,the following example1 which is a position that often occurs1 should be understood by the beginner3-- ,put the black ,king on ,k ,b square2 the white ,king on ,k ,b #f1 and a white ,pawn on ,k #f4 ,if it is ,black's move1 ,white can win easily2 but if it is ,white's move it is impossible to win1 because whether he checks or not the black ,king gets in front of the ,pawn and either wins it or secures a stale-mate4 ,put the ,pawn behind the ,king1 on ,k ,b #e1 and ,white wins1 no matter which moves first1 for if ,black moves he allows the white ,king to advance to the seventh file1 which will queen the ,pawn4 ,if ,white moves first1 and the black ,king keeps opposite him1 the ,pawn advances4 ,if ,black goes in the other direction1 the white ,king goes to the seventh file and wins by queening the ,pawn4 ,if the white ,king and ,pawn are both moved one square further back1 the ,king on ,k ,b #e1 and the ,pawn on ,k ,b #d4 the win will depend on the move4 ,if it is ,white's move he can win by advancing the ,king2 but if it is ,black's move he can draw by keeping his ,king always opposite the white ,king4 ,if the ,pawn advances1 he will get in front of it1 and if the ,king is afterward advanced1 he will get in front of it2 winning the ,pawn or securing a stale-mate4 ,,the ,,knight',s ,,tour4 ,owing to the peculiarity of the ,knight's move1 many persons have amused themselves in trying to cover the entire chess board with a ,knight1 touching the same square once only1 and returning to the starting-point again4 ,there are several ways of doing this1 one of the simplest being the following3-- ,illustration3 ---------------- #adbicdeeabbgbddi ---------------- #ceefacbhccejaabf ---------------- #cjaeedeaehbedhbc ---------------- #dacfegcbfaebfcaj ---------------- #afcadjecfdeibbdg ---------------- #cgdb #afjaifb #i #f ---------------- #bagddci #d #gdfba ---------------- #dcch #cahdebj #e #h ---------------- ,,text ,,books4 ,among the very large number of works on ,chess there is abundant room for choice1 but the following works are considered standard authorities on the game3-- ,freeborough's ,chess ,openings1 #ahif4 ,cook's ,synopsis4 ,minor ,tactics of ,chess1 by ,young and ,howell4 ,modern ,chess ,instructor1 by ,w4 ,steinitz4 ,common ,sense in ,chess1 by ,e4 ,lasker4 ,walker's ,treatise on ,chess1 #ahda4 ,handbuch des ,schachspiels4 ,lehrbuch des ,schachspiels1 by ,j4 ,dufresne4 ,teoria e ,practica del ,giuoco degli ,schacchi4 ,british ,chess ,magazine4 ,chess ,player's ,chronicle4 ,chess ,monthly4 ,westminster ,papers1 #ahfh to #ahgi4 ,of these works1 8,minor ,tactics0 will be found most useful to the beginner1 as it simplifies the openings by grouping them1 and concentrates the attention on the essential points of chess strategy4 ,,code ,,of ,,chess ,,laws4 ,,adopted ,,by ,,the ,,fifth ,,american ,,chess ,,congress4 ,definitions of ,terms ,used4 ,whenever the word 8,umpire0 is used herein1 it stands for any ,committee having charge of ,matches or ,tournaments1 with power to determine questions of chess-law and rules2 or for any duly appointed ,referee1 or ,umpire2 for the bystanders1 when properly appealed to2 or for any person1 present or absent1 to whom may be referred any disputed questions2 or for any other authority whomsoever having power to determine such questions4 ,when the word 8move0 is used it is understood to mean a legal move or a move to be legally made according to these laws4 ,when the word 8man0 or 8men0 is used1 it is understood that it embraces both ,pieces and ,pawns4 ,the ,chess-,board and ,men4 ,the ,chess-board must be placed with a white square at the right-hand corner4 ,if the ,chess-board be wrongly placed1 it cannot be changed during the game in progress after a move shall have been made by each player1 provided the men were correctly placed upon the board at the beginning1 i4e41 the ,queens upon their own colours4 ,a deficiency in number1 or a misplacement of the men1 at the beginning of the game1 when discovered1 annuls the game4 ,the field of the ,standard ,chess-board shall be twenty-two inches square4 ,the ,standard ,chess-men shall be of the improved ,staunton ,club size and pattern4 ,first ,move and ,colour4 ,the right of first move must be determined by lot4 ,the player having the first move must always play with the white men4 ,the right of move shall alternate1 whether the game be won1 lost or drawn4 ,the game is legally begun when each player shall have made his first move4 ,whenever a game shall be annulled1 the party having the move in that game shall have it in the next game4 ,an annulled game must be considered1 in every respect1 the same as if it had never been begun4 ,concessions4 ,the concession of an indulgence by one player does not give him the right of a similar1 or other1 indulgence from his opponent4 ,errors4 ,if1 during the course of the game1 it be discovered that any error or illegality has been committed1 the moves must be retraced and the necessary correction made1 without penalty4 ,if the moves cannot be correctly retraced1 the game must be annulled4 ,if a man be dropped from the board and moves made during its absence1 such moves must be retraced and the man restored4 ,if this cannot be done1 to the satisfaction of the ,umpire1 the game must be annulled4 ,castling4 ,the ,king can be ,castled only3 ,when neither the ,king nor the ,castling ,rook has been moved1 and ,when the ,king is not in check1 and ,when all the squares between the ,king and ,rook are unoccupied1 and ,when no hostile man attacks the square on which the ,king is to be placed1 or the square he crosses4 ,in ,castling1 the ,king must be first moved4 ,the penalty of moving the ,king prohibits ,castling4 ,en ,passant4 ,taking the ,pawn 8en passant10 when the only possible move1 is compulsory4 ,queening the ,pawn4 ,a pawn reaching the eighth square must be at once exchanged for any piece 7except the ,king7 that the player of the ,pawn may elect4 ,check4 ,a player falsely announcing 8check10 must retract the move upon which the announcement was based and make some other move1 or the move made must stand at the option of the opponent4 ,no penalty can be enforced for any offence committed against these rules in consequence of a false announcement of 8check10 nor in consequence of the omission of such announcement1 when legal 8check0 be given4 8,j'adoube40 8,j'adoube10 8,i adjust10 or words to that effect1 cannot protect a player from any of the penalties imposed by these laws1 unless the man or men touched1 obviously need adjustment1 and unless such notification be distinctly uttered before the man1 or men1 be touched1 and only the player whose turn it is to move is allowed so to adjust4 ,the hand having once quitted the man1 but for an instant1 the move must stand4 ,men overturned or displaced accidentally may be replaced by either player1 without notice4 ,a wilful displacement1 or overturning of any of the men1 forfeits the game4 ,penalties4 ,penalties can be enforced only at the time an offence is committed1 and before any move is made thereafter4 ,a player touching one of his men1 when it is his turn to play1 must move it4 ,if it cannot be moved he must move his ,king4 ,if the ,king cannot move1 no penalty can be enforced4 ,for playing two moves in succession1 the adversary may elect which move shall stand4 ,for touching an adversary's man1 when it cannot be captured1 the offender must move his ,king4 ,if the ,king cannot move1 no other penalty can be enforced4 ,but if the man touched can be legally taken1 it must be captured4 ,for playing a man to a square to which it cannot be legally moved1 the adversary1 at his option1 may require him to move the man legally1 or to move the ,king4 ,for illegally capturing an adversary's man1 the offender must move his ,king1 or legally capture the man1 as his opponent may elect4 ,for attempting to ,castle illegally1 the player doing so must move either the ,king or ,rook1 as his adversary may dictate4 ,for touching more than one of the player's own men1 he must move either man that his opponent may name4 ,for touching more than one of the adversary's men1 the offender must capture the one named by his opponent1 or if either cannot be captured1 he may be required to move the ,king or capture the man which can be taken1 at the adversary's option2 or1 if neither can be captured1 then the ,king must be moved4 ,a player moving into check may be required1 by the opposing player1 either to move the ,king elsewhere1 or replace the ,king and make some other move--but such other move shall not be selected by the player imposing the penalty4 ,for discovering check on his own ,king1 the player must either legally move the man touched1 or move the ,king at his adversary's option4 ,in case neither move can be made1 there shall be no penalty4 ,while in check1 for touching or moving a man which does not cover the check1 the player may be required to cover with another piece1 or move the ,king1 as the opposing player may elect4 ,touching the ,squares4 ,while the hand remains upon a man1 it may be moved to any square that it commands1 except such squares as may have been touched by it during the deliberation on the move2 but if all the squares which it commands have been so touched1 then the man must be played to such of the squares as the adversary may elect4 ,counting ,fifty ,moves4 ,if1 at any period during a game1 either player persist in repeating a particular check1 or series of checks1 or persist in repeating any particular line of play which does not advance the game2 or if 8a game-ending0 be of doubtful character as to its being a win or a draw1 or if a win be possible1 but the skill to force the game questionable1 then either player may demand judgment of the ,umpire as to its being a proper game to be determined as drawn at the end of fifty additional moves1 on each side2 or the question3 8,is1 or is not the game a draw80 may be1 by mutual consent of the players1 submitted to the ,umpire at any time4 ,the decision of the ,umpire1 in either case1 to be final4 ,and whenever fifty moves are demanded and accorded1 the party demanding it may1 when the fifty moves have been made1 claim the right to go on with the game1 and thereupon the other party may claim the fifty move rule1 at the end of which1 unless mate be effected1 the game shall be decided a draw4 ,stale-,mate4 ,a stale-mate is a drawn game4 ,time ,limit4 ,the penalty for exceeding the time limit is the forfeiture of the game4 ,it shall be the duty of each player1 as soon as his move be made1 to stop his own register of time and start that of his opponent1 whether the time be taken by clocks1 sand-glasses1 or otherwise4 ,no complaint respecting an adversary's time can be considered1 unless this rule be strictly complied with4 ,but nothing herein is intended to affect the penalty for exceeding the time limit as registered4 ,abandoning the ,game4 ,if either player abandon the game by quitting the table in anger1 or in any otherwise offensive manner2 or by momentarily resigning the game2 or refuses to abide by the decision of the ,umpire1 the game must be scored against him4 ,if a player absent himself from the table1 or manifestly ceases to consider his game1 when it is his turn to move1 the time so consumed shall1 in every case1 be registered against him4 ,disturbance4 ,any player wilfully disturbing his adversary shall be admonished2 and if such disturbance be repeated1 the game shall be declared lost by the player so offending1 provided the player disturbed then appeals to the ,umpire4 ,the ,umpire4 ,it is the duty of the ,umpire to determine all questions submitted to him according to these laws1 when they apply1 and according to his best judgment when they do not apply4 ,no deviation from these laws can be permitted by an ,umpire1 even by mutual or general consent of the players1 after a match or tournament shall have been commenced4 ,the decision of the ,umpire is final1 and binds both and all the players4 ,,rules ,,for ,,playing ,,the ,,game ,,at ,,odds4 ,i4 ,in games where one player gives the odds of a piece1 or 8the exchange10 or allows his opponent to count drawn games as won1 or agrees to check-mate with a particular man1 or on a particular square1 he has the right to choose the men1 and to move first1 unless an arrangement to the contrary is agreed to between the combatants4 ,,ii4 ,when the odds of ,pawn and one move1 or ,pawn and more than one move are given1 the ,pawn given must be the ,king's ,bishop's ,pawn when not otherwise previously agreed on4 ,,iii4 ,when a player gives the odds of his ,king's or ,queen's ,rook1 he must not ,castle 7or more properly speaking leap his ,king7 on the side from which the ,rook is removed1 unless before commencing the game or match he stipulates to have the privilege of so doing4 ,,iv4 ,when a player undertakes to give check-mate with one of his ,pawns1 or with a particular ,pawn1 the said ,pawn must not be converted into a piece4 ,v4 ,when a player accepts the odds of two or more moves1 he must not play any man beyond the fourth square1 i4e41 he must not cross the middle line of the board1 before his adversary makes his first move4 ,such several moves are to be collectively considered as the first move of the player accepting the odds4 ,,vi4 ,in the odds of check-mating on a particular square it must be the square occupied by the ,king mated1 not by the man giving the mate4 ,,vii4 ,the player who undertakes to win in a particular manner1 and either draws the game1 or wins in some other manner1 must be adjudged to be the loser4 ,in all other respects1 the play in games at odds must be governed by the regulations before laid down4 ,,rules ,,for ,,playing ,,correspondence ,,and ,,consultation ,,games4 ,i4 ,in playing a game by correspondence or in consultation1 the two parties shall always agree beforehand in writing or otherwise as to the persons who are to take part in the contest1 as to the time and mode of transmitting the moves1 as to the penalties to be inflicted for any breach of the contract1 and as to the umpire or referee4 ,,ii4 ,in games of this description each party is bound by the move dispatched2 and in this connection the word move refers to what is intelligibly written1 or delivered viva voce4 ,in any game the announcement of a move which does not include the actual transfer of a man from one square to another1 shall be considered as a move not intelligibly described within the meaning of this section4 ,,iii4 ,each party must be bound by the move communicated in writing1 or by word of mouth1 to the adversary whether or not it be made on the adversary's board4 ,if the move so communicated should prove to be different from that actually made on the party's own board1 the latter must be altered to accord with the former4 ,,iv4 ,if either party be detected in moving the men when it is not their turn to play1 or in moving more than one man 7except in castling7 when it is their turn to play1 they shall forfeit the game1 unless they can show that the man was moved for the purpose of adjusting or replacing it4 ,v4 ,if either party has1 accidentally or otherwise1 removed a man from the board1 which has not been captured in the course of the game1 and made certain moves under the impression that such man was no longer in play1 the moves must stand1 but the man may be replaced whenever the error is discovered4 ,,vi4 ,if either party permit a bystander to take part in the contest1 that party shall forfeit the game4 99 99 99 99 99 ,the foregoing laws differ very slightly from those of the ,british ,chess ,association1 and it is to be hoped that an international code will be agreed upon before a second edition of this work is issued4 ,,checkers1 ,,or ,,draughts4 ,the ,board4 ,checkers is played upon a board which is not more than sixteen1 nor less than fourteen inches square1 and is divided into sixty-four smaller squares of equal size4 ,these squares are of different colours1 alternately light and dark1 and the board must be so placed that each player shall have a light square at his right on the side nearer him4 ,the ,men4 ,each player is provided with twelve men1 which are circular in form1 one inch in diameter1 and three eighths thick4 ,the men on one side are red or black2 those on the other white or yellow4 ,the men must be placed on the black squares4 ,diagrams4 ,for convenience in illustrating games and problems the men are always shown as placed on the white squares1 type made in that manner being more easily read4 ,the following diagram will show the proper arrangement of the men at the beginning of the game1 if the white squares are supposed to be black ones3-- ,illustration3 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,two ,move ,restriction4 ,it has lately become the custom in important tournaments to write an opening and second move1 such as #aj-ad1 #bb-ag on a slip of paper2 #aj-ad1 #bd-ai on another1 and so on for all possible openings4 ,these are placed in a hat and when the players face each other1 a slip is drawn4 ,if it is #aa-ae1 #bb-ah1 the game must be opened with those moves4 ,when these players start the second game1 the one who was second player on the first game begins with #aa-ae1 and his opponent must play #bb-ah4 ,the same opening is never again used by the same pair1 the object being to diversify the play and drive contestants out of their favourite ruts4 ,the ,players are designated by the colour of the men with which they play1 ,white or ,black1 and ,black always has the first move4 ,in a series of games each player in turn takes the black men and the move4 ,it is usual to draw for the first game1 one player concealing in each hand a man of different colour1 and offering the choice of hands to his adversary4 ,whichever colour the chosen hand contains the chooser must take for the first game4 ,the ,moves4 ,the men never leave the colour of the squares on which they are originally set up1 so that they always move diagonally4 ,at the beginning of the game the men move only one square at a time1 and always forward1 and can be placed only on squares which are unoccupied4 ,if an adverse piece stands upon a square to which a man might be moved1 and there is a vacant square beyond1 the man must jump over the adverse piece to the unoccupied square1 at the same time removing from the board the piece so jumped over4 ,in the position shown in ,diagram ,no4 #a1 for instance1 it being ,white's turn to move1 he must jump over the black man1 removing it from the board4 ,black will then have a choice of two jumps1 over one man or over two1 and will of course select the jump toward the right of the board first1 and then over the second man1 removing both from the board4 ,a man may jump over and capture several men at one move1 provided there are vacant squares between them1 and beyond the last man4 ,illustration3 ,no4 #a4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,huffing4 ,if a player who can capture a piece neglects to do so1 his adversary has the choice of three things3--,to compel the player to take back his move and capture the piece2 to huff 7remove from the board17 the man that should have captured the piece2 or to let the move stand1 and go on with his own move4 ,a huff does not constitute a move2 the piece is simply removed from the board as a penalty1 but the penalty must be enforced before the player exacting it makes his own move4 ,kings4 ,when a man arrives at any of the four squares on the edge of the board farthest from the side on which he started1 he becomes a ,king1 and is crowned by putting another man of the same colour on the top of him4 ,in diagrams1 kings are distinguished by putting a ring round the single man4 4 ,kings can move either backward or forward1 but only one square at a time4 ,if a man arrives at the king-row by capturing an adverse piece1 that ends the move1 and the newly made king cannot move again1 even to capture another piece1 until his adversary has moved4 ,see notes to ,diagram ,no4 #g4 ,the ,object of the ,game is to confine your adversary's pieces so that he cannot move any of them2 or to capture all of them1 so that he has none to move4 ,you may succeed in confining the whole twelve of your adversary's men1 without capturing any of them1 as in ,diagram ,no4 #b2 or such as are left on the board after a certain number have been captured1 as in ,diagram ,no4 #c4 ,illustration3 ,no4 #b4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,white to ,move4 ,illustration3 ,no4 #c4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,white to ,move4 ,diagram ,no4 #b is the ending of our ,illustrative ,game ,no4 #g4 ,in ,no4 #c1 ,white gives away a man1 bottling up the three black men1 and then catches the other black man4 ,in both these examples it will then be ,black's move1 and as he cannot move1 ,white wins4 ,notation4 ,the various moves which take place in the course of a game are recorded by giving each square on the board a number1 and putting down the number of the square the man is moved from1 and the one it is moved to4 ,only those squares upon which the men stand are numbered1 and the black men are always supposed to be originally placed upon the lower numbers1 from #a to #ab2 the white men being placed upon the squares numbered from #ba to #cb4 ,diagrams ,nos4 #d and #e show the method of numbering the board1 and the men placed in position4 ,illustration3 ,no4 #d4 ------------------------ #a #b #c #d ------------------------ #e #f #g #h ------------------------ #i #aj #aa #ab ------------------------ #ac #ad #ae #af ------------------------ #ag #ah #ai #bj ------------------------ #ba #bb #bc #bd ------------------------ #be #bf #bg #bh ------------------------ #bi #cj #ca #cb ------------------------ ,illustration3 ,no4 #e4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,in checker notation the number of the move is never given1 as it is in ,chess4 ,the moves of the black men are distinguished from those of the white men by being hyphenated1 but there are no marks to show when pieces are captured4 ,letters or figures in the margins are used to refer to possible variations in the play4 ,openings4 ,there are a number of standard openings in ,checkers which are formed by the preliminary moves on each side4 ,these openings are known by various fanciful names1 dear to all checker-players4 ,in the following list they are arranged in alphabetical order for convenience in reference4 ---------------------------------------- ----------------------- ,,ayrshire ,,alma4 ,,lassie4 ,,bristol4 ,,centre4 ,,cross4 ,,defiance4 ,,denny4 #aa-ae #aa-ae #aa-af #aa-ae #aa-ae #aa-ae #aj-ad #bc #ai #bd #bj #bd #bj #bc #ai #bc #ah #bc #ai #h-aa #h-aa #af-ai #h-aa #i-ad #bb #ag #bb #ag #bg #bc #c- #h #ae-ah ,,double ,,dyke4 ,,corner4 ,,dundee4 ,,edinburg4 ,,fife4 ,,glasgow4 ,,kelso4 #aa-ae #i-ad #ab-af #i-ac #aa-ae #aa-ae #aj-ae #bb #ag #bc #ai #bc #ai #ae-ai #i-ad #h-aa #bb #ag #bb #ag #e- #i #aa-af ,,second ,,laird ,,maid ,,of ,,old ,,double ,,single ,,and ,,lady4,,the ,,mill4 #ad,,th4 ,,paisley4 ,,corner4 ,,corner4 ,,souter4 #aa-ae #aa-ae #aa-ae #aa-af #aa-ae #aa-ae #aa-ae #bc #ai #bb #ag #bc #ai #bd #ai #bd #ai #bb #ah #bc #ai #h-aa #h-aa #h-aa #i-ad #bb #ag #ag #ac #bb #ag #bb #ag #i-ac #ae-ah #d- #h #f- #i ,,will ,o' ,,white ,,switcher4,,whilter4 ,,the ,,wisp4 ,,dyke4 ,,irregular ,,openings4 #aa-ae #aa-ae #aa-ae #aa-ae #aa-ae #aa-ae #aj-ae #ba #ag #bc #ai #bc #ai #bb #ag #bb #ag #bc #ai #bb #ah #i-ad #i-ac #h-aa #h-aa #h-aa #ae-bb #bb #ag #ag #ad #be #bb #bb #ag #be #ah #g-aa ---------------------------------------- ----------------------- ,the ,middle ,game4 ,the best way for the student to learn the manner in which the various openings are followed up1 is to play over illustrative games1 and in doing so he should be careful always to play with the winning side next him4 ,in selecting openings1 take those that show the greatest number of wins for the side you propose to play4 ,in all checker books there are marks at the foot of the column to show which side has an advantage1 if any exists1 at the end of each variation4 ,the ,alma1 for instance1 shows a great many more winning variations for the black men than for the white1 and is consequently one of the best openings for ,black4 ,any person who plays correctly can always be sure of avoiding defeat2 that is1 no one can beat him if he makes no slips1 and the worst he can get is a draw4 ,it is a common error to suppose that the first move is an advantage4 ,see ,illustrative ,game ,no4 #g4 ,the strategy of the game consists in so deploying your men that alluring openings are left for your adversary4 ,these openings are always pitfalls of the most dangerous character1 and whenever you think a good player has made a mistake and left you a chance1 you should examine the position with great care1 or you will probably walk into a trap4 ,the first of the example games given in this work is a case in point4 ,white's move1 #bg #bd1 is apparently the best possible1 yet it immediately and hopelessly loses the game4 ,sometimes these traps are set very early in the opening1 and sometimes after the pieces have been pretty well developed4 ,there are many cases in which a good player may take advantage of the weakness of an adversary by making moves which are really losing moves1 and which would lead to immediate defeat if he were opposed by an expert4 ,but if he feels that his adversary is not skilful enough to take advantage of these losing moves1 a winning position may sometimes be rapidly obtained by departing from the regular development of the opening4 ,the beginner should be satisfied with learning only one or two forms of the openings1 committing to memory as many variations as possible4 ,when he meets with a line of play that beats him1 he should study out the variation in his text books1 and see at what point he made the losing move4 ,to be perfect in any one opening a person must know at least five hundred variations by heart2 but if he finds himself caught in a variation which he does not remember1 or has never learned1 he should trust to good judgment rather than to defective memory4 ,the ,end ,game usually resolves itself into one of four well-known positions4 ,these four positions are those in which there is a win for one side or the other owing to the peculiar position occupied by the opposing forces1 although they may be numerically equal4 ,every checker player must know these four positions thoroughly1 or he may abandon many a game as drawn which he could win1 and may lose many a game which he could draw4 ,these four positions are here given as they are usually found in the books1 but the player must be able to recognize at once any position which resembles them1 or can be made to lead up to them4 ,the student will find many games marked as 8won0 in which he cannot see any winning position unless he is familiar with the four endings4 ,the expert strives to exchange his men so as to bring about one of these positions1 after which he knows he has a won game1 although his less skilful adversary may be unconscious of his advantage4 ,illustration3 ,first ,position4 ,black to move and win4 ,,white4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,,black4 ,illustration3 ,second ,position4 ,black to move and win4 ,,white4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,,black4 ,illustration3 ,third ,position4 ,either to move2 ,white to win4 ,,white4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,,black4 ,illustration3 ,fourth ,position4 ,black to play and win4 ,white to play and draw4 ,,white4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,,black4 ,the first position is one of the most common endings on the checker board1 and should be very thoroughly understood4 ,the letters in the margin refer to the variations4 ,there are a great many minor variations1 for which the student must be referred to ,janvier's ,anderson1 page #bfe4 ,first ,position4 #bg-cb #h #aa #cb-bg #aa #g #bg-bc #g #aj #bb-bf ,a #aj #f #bf-ca #f #i #ca-bf #i #f #bf-bb #f #aj #bc-ah #aj #f #ah-ad #f #a #bb-ah #a #f #ah-ae #f #a #ae-aj #a #e #aj- #f #e #a #ad-ac #a #e #f- #a #e #i #a- #e #i #ac #aj-ad #ac #i #ad-ah #i #f #ah-ae #cj #be #ae-ah #f #aj #e- #a #be #ba #a- #e #aj #f #ah-ae #ba #ag #e- #a #f #i #ae-ah #ag #ac #ah-ae #i #ad #a- #e #ad #ag #ae-aj #ag #bb #aj-ad #bb #be #e- #a #be #bb #a- #f #bb #be #f-aj #be #bb #aj-ae #bb #be #ae-ah #be #ba ,b wins ------ ,var ,a4 #cj #be #bc-ah #aj #f #ah-ad #f #a #bf-cj #be #ba #cj-be #a #e #be-bb #e #a #bb-ah #a #e #ah-ae #e #a #ae-aj #a #e #aj- #f #e #a #ad-aj #a #e #f- #a #e #i #aj-ae ,b #i #e #ae-ah #e #i #a- #e #i #f #ah-ae #ba #ag #e- #a #f #i #ae-ah #i #e #ah-bb #ag #ad #a- #f #e #a #f- #b #a #e #bb-ag #ad #i ,b wins ------ ,var ,b4 #i #ad #a- #e #ba #ag #e- #a #ag #ac #a- #e #ad #ag #ae-aj ,b wins ,second ,position4 #a- #e #h #aa #e- #i #aa #ae #i-ad #ae #aa #ad-ah #aa #af #ah-ae #af #bj #ae-aa #bj #bd #c- #g #bd #ai #g-aj #ai #bc #aj-ae #bc #bg #ae-ai #bg #cb #ai-bd #cb #bh #bd-bg #bh #cb #bg-ca #cb #bh #ca-bg #bh #cb #bg-bc #cb #bh #bc-ah #bh #bd #ah-ad #bd #ai #f-aj #ai #bc #aj-ae #bc #bg #ae-ai #bg #cb #ai-bd #cb #bh #bd-bg #bh #bd #bg-cb #bd #bh #cb-bg #bh #cb #bg-bd #cb #bh #bd-ai #bh #cb #ai-ae #cb #bh #ae-aj #bh #bd #aj- #f #bd #ai #ad-aj #ai #bd #aj-ae #bd #bh #ae-ai #bh #cb #ai-bd #cb #bh #aa-af #bh #ai #af-bc #ab #h #bc-ah #h #d #ah-ad #d #h #f- #a #h #aa #ad- #i #ac #f #a-aj #aa #af #aj-ae #af #bj #ae-ai ,b wins ,third ,position4 ,white to move #ah #ae ,a #f- #a #ad #i #bd-bh #bc #ai #a- #e #i #f ,b #bh-cb #ai #bd #e- #a #bd #ai ,w wins ----- ,var ,a4 #bd-bh #bc #bg #f- #a #ad #aj #bh-cb #bg #bd #a- #e #aj #f ,w wins ------ ,var ,b4 #e- #a #f #aj ,w wins ------ ,black to move #f- #a #ah #ae ,c #a- #f #ad #aj #f- #i #bc #ai #bd-bg #ae #ah ,d #bg-cb #ai #bd #i- #e #aj #ad #cb-bh #bd #bg ,w wins ------ ,var ,c4 #a- #e #ad #aj #bd-bh #bc #ai #bh-cb #ae #ah #cb-bg #aj #f #bg-cb #ai #bc #e- #a #f #i ,w wins ------ ,var ,d4 #i- #e #aj #f #bg-cb #ai #bc #e- #a #f #i #cb-bh #bc #bg ,w wins ,fourth ,position4 ,black to play #bh-bd #cb #bh #bd-bj #bh #cb #bb-ah #ca #bg #bc-ai #bg #ca #ai-bd #cb #bg #bd-bh #bg #cb #ah-bb #ca #bg #bb-bf #cj #bc #bh-bd ,b wins ----- ,white to play #ca #bg #bc-ai #bg #ca #ai-bd #cb #bg #bd-bj #bg #cb #bb-ah #ca #bg #bh-bd #bg #ca #ah-bc #ca #bf ,drawn ,traps4 ,the beginner should be on his guard against being caught1 8two for one10 especially in such positions as those shown in ,diagrams ,nos4 #f and #g4 ,illustration3 ,no4 #f4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,illustration3 ,no4 #g4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,in ,no4 #f1 ,white will play #ai #af1 forcing you to jump1 and will then play #bg #bc1 forcing you to jump again4 ,in ,no4 #g1 ,white will play #cj #bf1 making your man a ,king4 ,he will then play #cb #bh1 and wait for your newly made ,king to jump4 ,this will give him three of your men1 and he will catch the other before it gets to the king row4 ,another common form of trap is to get a player into such a position in the end game1 when he has only one or two men1 that he cannot get to the king row without being caught2 sometimes because he is driven to the side of the board by the man following him1 and sometimes because the man meeting him can head him off4 ,the adversary can do this only when he has 8the move40 ,theory of the ,move4 ,when the position is such that you will be able to force your adversary into a situation from which he cannot escape without sacrificing a piece or losing the game1 you are said to have the move2 and if he does not change it by capturing one of your men he must lose the game4 ,as the move is often of the greatest importance in the end game1 every checker-player should understand its theory1 so that he may know when it is necessary to make an exchange of men in order to secure the move1 and when he should avoid an exchange which would lose it4 ,the move is only important when the number of men on each side is equal4 ,in order to calculate the move1 the board is supposed to be divided into two systems of squares1 sixteen in each4 ,the first system is formed by the four vertical rows running from your own side of the board1 as shown by the dotted lines in ,diagram ,no4 #h4 ,the second system runs from your adversary's side of the board1 as shown in ,diagram ,no4 #i4 ,,first ,,system4 ,illustration3 ,no4 #h4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- ,,second ,,system4 ,illustration3 ,no4 #i4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- ,in order to ascertain if you have the move when it is your turn to play1 add together all the men1 both black and white1 in one of the systems1 taking no notice of those in the other system1 and if the number is odd1 you have the move4 ,in ,diagram ,no4 #aj1 for instance1 if you have the black men1 and it is your turn to play1 you will find three men on your own system1 and therefore you have the move1 and must win by playing #aj-ae4 ,when ,white moves1 there will again be an odd number of men on your system1 and you will still have the move1 and he must sacrifice both his men4 ,illustration3 ,no4 #aj4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 -4-----4-----4-----4---- 4 4 4 4 -4-----4-----4-----4---- 4 4 4 -4-----4-----4-----4---- ,illustration3 ,no4 #aa4 ----4-----4-----4-----4- 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- 4 4 4 ----4-----4-----4-----4- 4 4 4 4 ----4-----4-----4-----4- ,in ,diagram ,no4 #aa1 if you count up the men on either your own or your adversary's system1 you will find that the number is even1 and as you have not the move you should force an exchange immediately1 which will give it to you1 and win the game4 ,every single exchange of man for man changes the move when only one of the capturing pieces remains on the board1 and the following rule is given for ascertaining how proposed exchanges in complicated positions will affect the move3--,the capturing pieces of both black and white in both systems must first be added together1 and if the number agrees--in the matter of being odd or even--with that of the number of captured pieces in each system1 the move will not be changed2 but if one number so found is odd1 and the other is even1 the move will be changed4 ,,illustrative ,,games4 ,the asterisk shows the losing move4 ---------------------------------------- -------------- ,play with ,black ,men4 ,play with ,white ,men4 ---------------------------------------- --------- #a #b #c #d #e #f #g ---------------------------------------- --------- #aa-ae #aa-ae #aj-ae #aa-ae #aa-ae #aa-ae #aj-ae #bb #ah #bc #ai #bb #ah #bd #bj #bb #ah #bc #ai #bc #ah #ae-bb #h-aa #ae-bb #h-aa #ae-bb #h-aa #ab-af #be #ah #bb #ag #be #ah #bh #bd #be #ah #bf #bc #ba #ag #h-aa #c- #h #f-aj #d- #h #h-aa #d- #h #af-ai #bi #be 99#ag #ad #bi #be #bc #ai #bi #be #cj #bf #ag #ad #d- #h #i-ah #aj-ae 99 #i-ac #d- #h 99 #i-ac #i-ac #bd #bj #ba #ag 99#be #bb #bj #af #bd #bj #ai #af #bd #bj #aj-ae #ah-bb #ae-ai #aa-bj #aj-ae #ab-ai #h-ab #be #bb #be #ah #bc #af #bb #ag #be #bb #bc #af #be #ba #ab-af #ae-bb #ab-ai #ac-bb 99 #i-ac #aa-bj #ab-af 99#bg #bd #bf #bc #bd #ae #be #d #bj #af #bb #ag #ba #ag #ae-ai #e- #i #i-ad ,w wins4 #ab-ai #ac-bb #d- #h #bd #ae #ag #ac #ah #i #bc #af #be #d #bi #be #af-ai #aa-ae #aa-be #aa-bj ,w wins4 #f- #i #bc #af #bc #ah ,b wins4 #ah #d #bg #bd #i-ad #a- #e ,w wins4 #a- #f #ah #i #ah #aa #cb #bg #aa-be #g-bc #f-aj #bh #bd #bg #ah #bg #bc #e-ad #i-ad #h-ab #bd #ai #ah #i #be #ba #f-aj #e-ad #b- #f ,b wins4,b wins4 #ca #bg #c- #h #cj #be ,w wins4 ---------------------------------------- --------- ,,losing ,,game4 ,in this variety of ,draughts1 the object is to give away all your men before your adversary can give away his1 or to block yourself so that you cannot move4 ,the secret of success in ,losing ,game is to get your men on such squares that they cannot be made to jump to the king row4 ,these squares will be the row next you on your own side of the board1 and every second row from that1 horizontally4 ,get your men on those squares as soon as possible1 and do not be in too great a hurry to capture your adversary's men4 ,,polish ,,draughts4 ,although intended for a special board of #ajj squares this game can be played on a common checker board4 ,it differs from ordinary draughts in two particulars3 ,although the men can move only forward1 they can take backward1 and ,kings can go any distance at one move4 ,if in taking a piece1 a man arrives at the king row1 that does not end the move if he can capture another piece by jumping backward out of the king row again4 ,as this brings him away from the king row before the move is complete1 he will not be a king until he can get to the king row at the end of a move4 ,kings can go any number of squares in a straight line1 and can capture any piece which is on the diagonal1 not protected by another piece behind it4 ,kings can also go on for any number of squares beyond the captured piece1 and then turn a corner to capture another piece4 ,in ,diagram ,no4 #ab1 for instance1 the black ,king could capture all six of the white men by going over the first one only1 and then turning to the left1 and continuing to turn to the left after every capture1 as shown by the squares with the numbers on them1 which indicate his five successive turning-points4 ,illustration3 ,no4 #ab4 ------------------------ #e ------------------------ ------------------------ #a ------------------------ #d ------------------------ ------------------------ #b ------------------------ ------------------------ #c ------------------------ ,,devil ,,among ,,the ,,tailors4 ,this is hardly a variation of the game of ,draughts1 although it is played on a checker board4 ,four white men1 the tailors1 are placed upon #bi #cj #ca and #cb2 and one black man1 the devil1 on #a4 ,the men can move only one square at a time1 diagonally2 the white men forward only1 the black man forward or backward4 ,there is no jumping or capturing1 and the object of the tailors is to pin the devil in1 so that he cannot move4 ,if the black man can reach the free country behind the white men1 he wins the game4 ,the game is a certainty for the white men if properly played4 ,at the end of four moves they should be lined up on squares #be1 #bf1 #bg1 #bh and whichever end the devil attacks1 the tailors should move in from the other end4 ,there are two critical positions4 ,illustration3 ,no4 #ac4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,illustration3 ,no4 #ad4 ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ------------------------ ,in ,diagram ,no4 #ac1 if ,white moves #bd #ai he loses1 because ,black goes to #aa1 and as the tailors advance to head him off1 he goes back to #ae and #ah1 and then gets round by going to #ad4 ,white's proper play is #bb #ah1 after which #bf #bb will reform his line4 ,in ,diagram ,no4 #ad1 if ,white moves #bf #bb1 or #ai #ae1 he loses immediately4 ,in the first case ,black will run to #ae and #aa1 and either get round or double back to #ah4 ,in the second case ,black will get round by way of #g1 or get through4 ,,checker ,,laws4 #a4 ,the ,standard board must be of light and dark squares1 not less than fourteen inches nor more than fifteen inches across said squares4 #b4 ,the board shall be so placed that the bottom corner square1 on the left hand1 shall be black4 #c4 ,the ,standard men1 technically described as ,white and ,black1 must be light and dark 7say white and red1 or yellow and black71 turned1 and round1 not less than one inch1 nor more than #a inches in diameter4 #d4 ,the men shall be placed on the black squares4 #e4 ,the black men shall invariably be placed upon the real or supposed first twelve squares of the board2 the white upon the last twelve squares4 #f4 ,each player shall play alternately with the white and black men1 and lots shall be cast for the colour only once1 viz41 at the beginning of the play--the winner to have his choice of taking black or white4 #g4 ,the first play must invariably be made by the person having the black men4 #h4 ,at the end of five minutes if the play has not been previously made1 8,time0 must be called by the person appointed for that purpose1 in a distinct manner2 and if the play is not completed in another minute1 the game shall be adjudged lost through improper delay4 #i4 ,when there is only one way of taking one or more pieces1 time shall be called at the end of one minute1 and if the play is not completed in another minute1 the game shall be adjudged lost through improper delay4 #aj4 ,either player is entitled1 on giving intimation1 to arrange his own or his opponent's pieces properly on the squares4 ,after the first move has been made1 however1 if either player touch or arrange any piece without giving intimation to his opponent1 he shall be cautioned for the first offence1 and shall forfeit the game for any subsequent act of the kind4 #aa4 ,after the pieces have been arranged1 if the person whose turn it is to play touch one1 he must either play it or forfeit the game4 ,when the piece is not playable1 he forfeits according to the preceding law4 #ab4 ,if any part of a playable piece is moved over an angle of the square on which it is stationed1 the move must be completed in that direction4 #ac4 ,a capturing play1 as well as an ordinary one1 is completed whenever the hand has been withdrawn from the piece played1 although one or more pieces should have been taken4 #ad4 ,the ,huff or ,blow is to remove from the board1 before one plays his own piece1 any one of the adverse pieces that might or ought to have taken but the ,huff or ,blow never constitutes a play4 #ae4 ,the player has the power to huff1 compel the capture1 or let the piece remain on the board1 as he thinks proper4 #af4 ,when a man first reaches any of the squares on the opposite extreme line of the board1 it becomes a ,king1 and can be moved backward or forward as the limits of the board permit1 though not in the same play4 ,the adversary must crown the new ,king1 by placing a captured man on the top of it1 before he makes his own move4 #ag4 ,a player making a false or improper move forfeits the game to his opponent4 #ah4 ,when taking1 if either player removes one of his own pieces1 he cannot replace it2 but his opponent can either play or insist on the man being replaced4 #ai4 ,a ,draw is when neither of the players can force a ,win4 ,when one of the sides appears stronger than the other1 the stronger is required to complete the ,win1 or to show a decided advantage over his opponent within forty of his own moves--to be counted from the point at which notice was given1--failing which1 the game must be abandoned at ,drawn4 #bj4 ,anything which may annoy or distract the attention of the player is strictly forbidden2 such as making signs or sounds1 pointing or hovering over the board1 unnecessarily delaying to move a piece touched1 or smoking4 ,any principal so acting1 after having been warned of the consequence and requested to desist1 shall forfeit the game4 #ba4 ,while a game is pending1 neither player is permitted to leave the room without giving a sufficient reason1 or receiving the other's consent or company4 #bb4 ,a player committing a breach of any of these laws must submit to the penalty1 which his opponent is equally bound to exact4 #bc4 ,any spectator giving warning1 either by sign1 sound1 or remark1 on any of the games1 whether played or pending1 shall be expelled from the room4 #bd4 ,should any dispute occur1 not satisfactorily determined by the preceding laws1 a written statement of facts must be sent to a disinterested arbiter having a knowledge of the game1 whose decision shall be final4 ,,text ,,books4 ,spayth's ,checkers for ,beginners4 ,game of ,draughts1 ,john ,robertson4 ,janvier's ,anderson4 ,bowen's ,bristol4 ,bowen's ,cross4 ,bowen's ,fife4 ,e4,t4 ,baker's ,alma4 ,scattergood's ,game of ,draughts4 ,lyman's ,selected ,problems4 ,backgammon and ,draughts1 by ,berkeley4 ,anderson's ,checkers4 ,dunne's ,draught ,proxis4 ,kear's ,sturges4 ,,backgammon4 ,,or ,,tric-,,trac4 ,backgammon is played by two persons1 each of whom is provided with fifteen men1 two dice1 and a dice-box4 ,the men on each side are of different colours1 black and white1 and the players are distinguished by the colour of the men with which they play4 ,the board is divided into two tables1 inner and outer1 and at the beginning of the game the men may be set up in either of the positions shown in the diagram4 ,illustration3 ------------ ------------ ,,light ,,inner ,,outer ,,outer ,,inner ,,light ------------ ------------ ,it will be observed that the black men on any point have exactly the same number of white men standing opposite them4 ,in one table there are only two upon one point1 and in the other there are only three upon one point4 ,the table with the two men is always the inner table while the one with three is always the outer table4 ,this distinction is important1 and may be remembered by observing that the number of letters in the words in and out are two and three respectively4 ,in setting up the men the inner table is always placed toward the light1 whether it be a window or the gas4 ,each player must always have the majority of his men1 five and three1 on the side nearer him2 and the minority1 five and two1 on the side farther from him4 ,the side of the inner table which is nearer the player will always be his home table4 ,in all the illustrations in this work you are supposed to be playing with the black side next you1 and with your inner or home table on your left hand4 ,the raised portion or hinge of the board1 which divides the inner from the outer tables1 is known as the bar1 and the points1 or flches1 in each player's home table are numbered from #a to #f1 reckoning from the outer edge toward the bar4 ,these six points are spoken of as the ,ace1 ,deuce1 ,trey1 ,four1 ,five and ,six points respectively1 and they correspond to the six faces on a single die4 ,the points in the outer tables have no numbers1 but the one next the bar on each side is called the bar point4 ,in giving the moves of the men in a game1 the names of the six points in the home tables are disregarded1 and each player1 ,black and ,white1 numbers the board from #a to #bd1 starting from the square on which he has only two men4 ,the notation for the black moves would be as shown in the margin2 that for white being exactly opposite1 of course4 ,illustration3 ------------------------------------ #a #b #c #d #e #f #g #h #i #aj #aa #ab #bd #bc #bb #ba #bj #ai #ah #ag #af #ae #ad #ac ------------------------------------ ,the men on each side are always moved in the direction of their notation numbers4 ,in all the following illustrations the black men move round the board from right to left1 like the hands of a clock1 while the white men go in the opposite direction2 so that the two opposing forces are continually meeting and passing1 like the people in the street4 ,the ,object of the ,game is for each player to move his men from point to point in order to get them all into his home table4 ,it does not matter what part of the home table they reach1 so that they get across the bar4 ,the men are moved according to the throws of the dice1 each player in turn having a throw and a move4 ,after the men on either side are all home1 they are taken off the board according to the throws of the dice1 and the player who is the first to get all his men off the board in this manner wins the game4 ,if each player has taken off some of his men1 the player getting all his off first wins a hit1 which counts as a single game4 ,if one player gets off all his men before his adversary has thrown off a single man1 it is a gammon1 and counts as a double game4 ,if the loser has not only taken off none of his men1 but has one or more men left on the side of the board farther from him when his adversary throws off his last man1 it is a backgammon1 and counts as a triple game4 ,in ,america1 gammons and backgammons are seldom played1 every game being simply a hit4 ,this spoils some of the fine points of the game1 and entirely alters the tactics of the players1 as will be seen when we come to the suggestions for good play4 ,the ,dice4 ,although it is usual for each player to be provided with two dice1 some players insist on the same pair being used by each player alternately2 the claim being that luck will then run more evenly4 ,at the beginning of the game each player makes a cast1 either with one die or with two1 as may be agreed1 and the higher throw has the first play4 ,in some clubs the player making the higher throw is allowed the option of playing the first cast1 or of throwing again2 but the general practice is to insist that the first cast is simply for the privilege of playing first1 and that the dice must be cast again for the first move4 ,after each throw the dice must fall within the borders of the table on the caster's right1 and each die must rest fairly and squarely on one of its faces4 ,if it is cocked against a man1 the edge of the board1 or the other die1 or if it jumps over the edge of the table in which it is thrown1 both dice must be taken up and cast again4 ,the caster must announce his throw as soon as made4 ,the ,moves4 ,as the men on each side are moved round the board in opposite directions to reach their respective homes1 they are of course obliged to meet and pass a number of the adversary's men1 and they must pick their way among them by going to points which are unoccupied by the enemy2 for if there are two or more of the enemy in possession of any point1 that point is said to be covered1 and must be jumped over4 ,if only one adverse man occupies a point1 it is called a blot1 and the man may be captured1 as will presently be explained4 ,the numbers that appear on the upper faces of the two dice1 when they are thrown1 are the number of points that each of any two men1 or that any one man may be moved at a time4 ,if a player throws four-deuce1 for instance1 he may either move one man four points and another two2 or he may move a single man four points and two points1 or two points and four points4 ,he cannot lump the throw and call it six points1 because if the fourth point from where the man stood was covered by two or more of the enemy1 the four could not be played with that man4 ,if the second point from where the man stood was also covered1 he could not be moved at all1 although the sixth point from where he stood might be unoccupied4 ,if ,black's first throw is five-deuce1 for instance1 he cannot move one of the two men on his adversary's ace point for the five1 because the fifth point thence is covered4 ,neither could he move one of them two and then five1 because the seventh point is covered also4 ,if a player throws doublets1 that is1 the same number on each die1 he plays the throw twice over4 ,if a player throws double fours1 for instance1 he can either move one man four points four times2 or one man four points once1 and another man four points three times2 or two men four points twice2 or two men four points each1 and then two other men four points1 always provided that the points moved to at the end of each four are not covered by the enemy4 ,if there is only one of the adversary's men on any point which can be reached by a throw of the dice1 the blot may be hit1 a man being moved to that point1 and the adverse man taken from the board and placed upon the bar4 ,in the diagram in the margin1 for instance1 it is ,white's play1 and he has thrown six-four4 ,black has left a blot on ,white's four-point1 and the single white man in the outer table can reach this with the six throw1 taking up the black man1 and placing it upon the bar4 ,white now has a blot on his four point1 which he should cover by playing in a man four points from the outer table1 it being better to leave a blot there than at home4 ,illustration3 ------------ ------------ ,when a player has a man that has been hit1 and placed upon the bar by the adversary1 he must re-enter that man before he moves any others4 ,he may choose for the purpose either of the numbers on the next throw of the dice1 and must place his man on the point in the adversary's home table which agrees with the number selected4 ,suppose that in the foregoing example1 ,black's next throw is five-deuce4 ,he cannot enter the man on the five-point1 because it is covered by the enemy3 so he must enter upon the deuce point1 which is not covered1 and must move some other man five points for the throw upon the other die4 ,if both the five and deuce points were covered1 ,black could not enter on either of them1 and as he cannot play until the man on the bar is entered1 the throw would be lost1 and he would have to wait until his adversary threw and moved in his turn4 ,if two men are upon the bar1 both must be entered before any man can be moved4 ,a man may enter and hit a blot at the same time4 ,if a player could get his men round the board without any of them being hit1 seventy-seven points on the dice thrown would bring them all home2 but as every man hit has to start all over again from his adversary's home table1 it may take a great many throws to get all the men home4 ,for this reason it is obvious that each player should leave as few blots as possible1 in order to save his men from being hit2 and at the same time he should strive to cover as many points as possible1 in order to prevent his adversary from moving round the board freely4 ,it is still more important to cover points in the home table1 so that when an adverse man is hit he will have fewer points upon which to enter4 ,it is1 of course1 unnecessary to say that one can always enter or play on points covered by his own men4 ,illustration3 ------------ ------------ ,throwing ,off4 ,when either player has succeeded in getting all his men home1 he removes them from the board two or four at a time1 according to the throws of the dice1 provided he has men on the points in his home table corresponding to the numbers thrown4 ,if not1 he must move his men up toward the ace point4 ,doublets may take off four men if there are so many on the point4 ,if there are no men on a number thrown1 and the number is so high that the man farthest from the ace point cannot be moved up1 that man may be taken off4 ,in the diagram in the margin1 for instance1 ,black has all his men home1 and is ready to throw them off4 ,if he threw six-deuce1 having no men on either point he would have to move up the deuce2 but the farthest man from the ace point cannot be moved up six1 so he can throw that man off4 ,this must result in leaving a blot1 no matter which man is played up the two ,points1 and ,white may hit this blot on his next throw4 ,should he do so1 ,black would have to throw an ace to re-enter1 as all the other points in ,white's home table are covered1 or 8made up40 ,black could not throw off another man until the one hit had not only been re-entered1 but had made the circuit of the board and got home again4 ,a player is not obliged to throw off a man if he prefers to move1 but he must do one or the other4 ,in the foregoing diagram1 for instance1 if ,black threw three-ace1 he would be very foolish to take off two men1 leaving a blot on his three point4 ,he should move the ace from his four to his three point1 and then take off the three1 leaving no blots4 ,,suggestions ,,for ,,good ,,play4 ,always see that the men are properly set up4 ,it would be a great help to many persons if the manufacturers of backgammon boards would print upon them a small diagram of the correct position of the men4 ,the first thing for the beginner to learn is the proper manner of playing the opening throws1 and this should be practised with a board and men4 ,in some cases there are several ways to play the same throw2 double fours1 for instance1 it is said cannot be played wrong4 ,all possible throws of the dice1 from double six to double ace1 and the various ways of playing them1 are shown in the diagrams4 ,black men only are moved1 and those with white centres have been brought from the points marked with a small cross x4 ,the best throws are those which cover the most points1 take possession of your own or your adversary's five point1 make up your own bar point1 or make up points in your home table4 ,illustration3 ------------ x x ------------ ------------ x ------------ ------------ x ------------ ------------ x ------------ ------------ x ------------ ------------ x x ------------ ,illustration3 ------------ x ------------ ------------ x ------------ ------------ x x ------------ ------------ x ------------ ------------ x x ------------ ------------ x x ------------ ------------ x ------------ ------------ x x ------------ ------------ x ------------ ------------ x x ------------ ------------ x x ------------ ------------ x x ------------ ,illustration3 ------------ x x ------------ ------------ x x ------------ ------------ x ------------ ------------ x ------------ ------------ x x ------------ ------------ x x ------------ ------------ x x ------------ ------------ x x ------------ ------------ x x ------------ ------------ x x ------------ ------------ x ------------ ------------ x x ------------ ,double aces are the best1 because they make up two of the most important points at once4 ,a first-class player will sometimes give an adversary the odds of a first throw of double aces4 ,double sixes is the next best1 and five-ace is considered one of the worst4 ,three of these throws require special mention1 all of which would be very bad openings in the ,american game1 for reasons which will presently be explained4 ,these throws are five-ace1 four-ace1 and deuce-ace1 when played as follows3-- ,illustration3 ------------ x x ------------ ------------ x x ------------ ------------ x x ------------ ,these are all unfortunate opening throws1 five-ace being especially bad1 and the ,english players think the best1 perhaps because the boldest1 way to play them is to leave one or two blots1 one of which1 however1 lays the foundation for possession of your five-point on the next throw1 always a great advantage if you can secure it4 ,if neither of the blots are hit1 the ,englishman pushes forward in the hope of gammoning his adversary1 and so winning a double game4 ,in ,america1 where gammons count no more than hits1 nothing is to be gained by taking such chances1 and the foregoing methods of playing these three throws would therefore be considered very bad4 ,the ,english ,game4 ,when the players count double and triple games1 it is not an uncommon thing to play for the gammon1 especially against inferior adversaries1 or when one gets a decided advantage at the start4 ,the first thing is to secure your own or your adversary's five point1 or both1 and if you succeed in that you should play a very forward game1 and endeavour to gammon your opponent4 ,after the five-points1 secure your bar point1 so as to prevent your opponent from 8running0 with double sixes4 ,some players think the bar point better than the five point1 but it must be remembered that points in the home table are usually better than any outside4 ,if you get the five and bar points made up1 try for the four point1 and after that you may take some risks to get your men home1 and do not take up your opponent's men if you are ahead of him1 because they may give you trouble when they re-enter in your home table4 ,the ,american ,game4 ,when a gammon or backgammon counts you nothing more if you win it1 and costs you nothing more if you lose it1 the tactics of the game are entirely changed4 ,it is folly to take any risks for the sake of a gammon1 and any plays which leave unnecessary blots are very bad2 for which reason the three throws shown in the foregoing diagram would be absurd in the ,american game4 ,on the other hand1 you may risk being gammoned1 or even backgammoned1 if it is the only way to save the game4 ,an ,englishman cannot take this risk1 for he might lose a triple game in attempting to save a single4 ,secure the five point in your own and your adversary's home table as soon as possible1 and then the bar and four points4 ,after the first few throws the player should take a general survey of the board1 in order to see whether he is ahead or behind1 or if he has any advantage of position4 ,he must then decide whether he will play a backward or a forward game4 ,a glance at the relative positions of the men will usually show if one side is much more advanced than the other1 without going into any minute calculations as to how many points nearer home one side may be4 ,if1 at the beginning of the game1 one player makes two or three large throws in succession1 while his adversary gets small throws only1 the latter will have little chance of winning the game simply by running for home1 whereas the former's best chance will be to follow up his early advantage and get home as fast as possible4 ,the only hope for the man who is behind is that he can pick up some of his opponent's men1 setting them back1 and in order to do this he must keep behind his adversary1 so as to meet as many of his men as possible4 ,this enables us to formulate the great principle of the ,american game1 which is that when a player is ahead he should go ahead as fast as he can2 and when he is behind1 he should stay behind as long as he can4 ,in the first place he is playing a forward1 and in the second place a backward game4 ,the ,forward ,game4 ,the great point in this game1 after having obtained the advantage of several good throws in the opening1 is to get home as rapidly as possible without unnecessarily exposing your men by leaving blots4 ,do not take up your adversary's men if you can help it1 because by so doing you place obstacles in your own path1 and assist him by allowing him to stay behind1 which is just his game4 ,get past all his men if possible1 especially if he has moved his two men out of your home table4 ,the ,backward ,game4 ,exactly the opposite tactics are of course the best for the player who is behind4 ,he should keep two or three men in his adversary's home table1 preferably on the ace and deuce points1 in the hope of catching some of the enemy1 and setting them back4 ,the result of these tactics1 if successful1 will be to offset the advantage of the adversary's high throws early in the game1 because every man captured not only has to start his journey over again1 but is liable to be picked up a second or third time4 ,as it is to the advantage of the forward player to avoid picking up men1 the one who is behind can leave blots with great freedom1 and may even spread his men so that some of them must be taken up4 ,this intense back game is peculiarly ,american1 for in the ,english game such tactics would usually result in a gammon1 and often in a backgammon1 and the player dare not risk so much just to save a hit4 ,in the back game it is very important to spread the men freely1 so that they may act as catchers4 ,illustration3 ------------ ,x ,x ,x ,x ------------ ,in the position shown in the margin1 for instance1 ,white has already thrown off three of his men1 but one has been caught and set back4 ,it is impossible for ,black to win unless he can catch this man again1 or capture one or two of those in ,white's home table1 keeping ,white from throwing off any more men until ,black gets home4 ,suppose that in this position ,black threw double threes4 ,his play would be to separate all his men in the outer table1 so that no matter what ,white might throw he could hardly escape being caught4 ,the black men might be placed on the points marked with small crosses1 and then if the white man cannot be caught and set back long enough for ,black to get home1 the game cannot be saved4 ,if ,black succeeds in picking up this man1 he should then complete his home table as rapidly as possible1 still keeping his outside men spread1 and not disturbing the two men on ,white's trey point until necessary4 ,throwing ,off4 ,always throw off every man possible2 never move up instead of throwing off1 unless there are some adverse men in your home table4 ,if you make a throw which will not take off a man1 do not move two men1 but move up and take off one man if possible4 ,chances4 ,some players profess to attach great importance to the chances of the dice1 but such matters are of little practical value except in a general way4 ,it may be interesting to know that the odds were thirty-five to one against a certain throw1 but that knowledge does not prevent your adversary from winning the game4 ,it should always be remembered that it is more difficult for your adversary to hit a man that is very close to him or very far from him1 than one that is about half way4 ,the odds against being hit by a given number1 either on one or on both dice1 are given in the margin4 ,the throws given in the second column cannot be made without counting both dice1 and a player is therefore safer when it takes 8double dice0 to hit him4 ------------------------------------- ,single ,die4 ,double ,dice4 #be to #aa ag'st #a #cj to #f ag'st #g #bd to #ab ag'st #b #cj to #f ag'st #h #bb to #ad ag'st #c #ca to #e ag'st #i #ba to #ae ag'st #d #cc to #c ag'st #aj #ba to #ae ag'st #e #cd to #b ag'st #aa #ai to #ag ag'st #f #ce to #a ag'st #ab ------------------------------------- ,,laws4 #a4 ,if the men are wrongly set up1 the mistake may be remedied if the player in error has not moved a man1 otherwise they must stand as set up4 #b4 ,if a player begins with less than the proper number of men1 the error cannot be rectified after the player has made a throw for his move4 #c4 ,the players must each cast a single die for the privilege of first move1 the higher winning4 ,ties throw again4 #d4 ,by mutual consent it may be agreed to let the higher throw play the points on his own and his adversary's die for the first move2 otherwise he must throw again with two dice4 #e4 ,each player must throw the dice into the table on his right hand1 and if either die jumps into the other table1 or off the board1 both dice must be taken up and thrown again4 #f4 ,to constitute a fair throw1 each die must rest flat upon the board1 and if either die is 8cocked0 against the other1 or against the edge of the board or of a man1 both dice must be taken up and thrown again4 #g4 ,if the caster interferes with the dice in any way1 or touches them after they have left the box1 and before they come absolutely to rest and the throw is called by the caster1 the adversary may place face upward on the die or dice so interfered with1 any number he chooses1 and the caster must play it as if thrown4 #h4 ,before playing1 the throw must be announced by the caster1 and if the throw is played as called it stands good1 unless an error in the call is discovered before the dice have been touched for the purpose of putting them in the box again4 #i4 ,if a player moves a man a wrong number of points1 the throw being correctly called1 the adversary must demand that the error be rectified before he throws himself1 or the erroneous move stands good4 #aj4 ,if a man wrongly moved can be moved correctly1 the player in error is obliged to move that man4 ,if he cannot be moved correctly1 the other man that was moved correctly on the same throw must be moved on the number of points on the second die1 if possible4 ,if the second man cannot be so moved onward1 the player is at liberty to move any man he pleases4 #aa4 ,any man touched1 except for the purpose of adjusting it1 must be moved if the piece is playable4 ,a player about to adjust a man must give due notice by saying1 8,j'adoube40 ,a man having been properly played to a certain point and quitted1 must remain there4 #ab4 ,the numbers on both dice must be played if possible4 ,if there are two ways to play1 one of which will employ the numbers on both dice1 the other only one of them1 the former must be played4 ,if either1 but only one1 of the two numbers thrown can be played1 the larger of the two must be selected4 #ac4 ,if a player throws off men before all his men are at home1 the men so thrown off must be placed on the bar1 and re-entered in the adversary's home table1 just as if they had been captured in the course of play4 ,the same penalty attaches to throwing off men while one is on the bar4 ,,russian ,,backgammon4 ,in this variety of the game1 no men are placed upon the board at starting1 but each player enters his men by throws of the dice1 and both players enter upon the same table1 so that all the men on both sides move round the board in the same direction1 and both players have the same home table1 which is always the one opposite the entering table4 ,after having entered two men on the first throw1 the player is at liberty either to continue entering his men with any subsequent throws1 or to play the men already entered4 ,in moving or in entering a player may capture any blots left by his adversary2 but he cannot enter upon a point covered by two or more of the adversary's men4 ,if a player cannot enter a fresh man with the throw made1 he must play a man if he can4 ,when a man is captured1 he must be re-entered before any other man can be moved4 ,except on the first throw of the game1 doublets give the player a great advantage4 ,he can not only play the upper faces of the dice twice over1 as in the ordinary game1 but the faces opposite them also1 and can then throw again before his adversary4 ,should he again throw doublets1 he would play both faces of the dice1 and throw again1 and so on4 ,as the opposite face is always the complement of seven1 it is not necessary to turn the dice over to see what it is4 ,a player throwing double four knows that he has four fours and four threes to play and will then get another throw4 ,the upper faces of the dice must be played first1 and if all four cannot be played the opposites and the second throw are lost4 ,if the upper faces can be played1 but not all the opposites1 the second throw is lost4 ,if the first throw of the game made by either player is a doublet1 it is played as in the ordinary game1 without playing the opposite faces or getting a second throw4 ,the chief tactics of the game are in getting your men together in advance of your adversary1 and covering as many consecutive points as possible1 so that he cannot pass you except singly1 and then only at the risk of being hit4 ,after getting home1 the men should be piled on the ace and deuce points unless there is very little time to waste in securing position4 ,,text ,,books4 ,backgammon1 by ,kenny ,meadows1 #ahdd4 ,backgammon and ,draughts1 by ,berkeley4 ,pocket ,guide to ,backgammon1 by 8,cavendish40 ,bohn's ,handbook of ,games4 ,,reversi4 ,this game requires a special board of sixty-four squares4 ,two players are each provided with thirty-two men which are red on one side and black on the other4 ,the first player sets a man on any of the four squares in the middle of the board1 and then his opponent places another man in the same four squares1 each player having his own colour uppermost4 ,after the first move on each side1 the object of each player is so to set his men that they shall be next to an opposing man1 but with one of his own men in a direct line on the other side1 horizontally1 vertically1 or diagonally1 no matter how far off the man in line may be4 ,when a player succeeds in doing this1 he reverses the colour of all the intervening men1 turning them to his own side4 ,a man placed at an angle may turn more than one line at a time4 ,as soon as the board is filled1 each man counts up his colour1 and the one that has the majority wins the game4 ,,halma4 ,this is played on a board with #bef squares1 each player having nineteen men of distinguishing colours4 ,at the start the men are placed in an enclosure at the corner of the board1 called a 8yard40 ,the object of the player is to get his men out of his own yard and into his adversary's4 ,the men move one square at a time1 like a king at chess1 unless a man gets to the square adjoining that occupied by another man with a space beyond it4 ,whether the adjoining man is his own or his adversary's1 the player can hop over it into the vacant space beyond1 and he can make as many hops as there are men and spaces4 ,this being so1 a player will try to make 8ladders0 with his own men1 placing them in a line diagonally1 with a space between each1 and will then hop his men over them all4 ,as soon as he gets all his men into his adversary's yard the game is ended4 ,special directions always come with the apparatus4 ,,go-,,bang4 ,this is played on a board of #cfa squares4 ,each player has his own coloured counters1 and they draw for the first move4 ,each places a man in turn1 and the first to get five men in a row1 horizontally1 vertically1 or diagonally1 wins the game4 ,,morelles1 ,,or ,,nine ,,men',s ,,morris4 ,this game1 sometimes called ,the ,mill1 is played on a board ruled off into compartments1 as follows3 ,illustration3 -------------------- ------------ ---- ------ ------ ---- ------------ -------------------- ,each player has nine men1 of distinguishable colours4 ,they draw for first move1 and each in turn places a man on any one of the corners or intersections of the lines4 ,as soon as either player gets three men in line1 he can remove from the board any one of his adversaries' pieces that he pleases1 provided the piece is not one of three that are already in a line4 ,if there are no other men on the board1 he can remove one of a line4 ,after entering all nine of his men1 the player can shift them about1 one at a time1 but no man can be moved farther than to the adjoining corner or intersection1 and that must be vacant4 ,as soon as a new line is formed in this way1 an adverse man can be lifted4 ,it is possible for one man to move back and forth in such a manner as to continually form and reform a line of three4 ,when one player has only three men left1 he can jump any of them to any vacant space on the board1 no matter how far off4 ,as soon as either player is reduced to two men1 the game is over and he has lost4 ,,dominoes4 ,although properly a game for two persons1 ,dominoes is sometimes played by four1 two being partners against the other two4 ,there are also some round games in which any number from three to six may play1 each for himself4 ,the ,sets4 ,a set of dominoes is a number of pieces of bone1 usually about #a inches by 1 and thick4 ,these bones have upon their faces the permutations of the numbers from six to blank1 taken two at a time4 ,some sets begin at double nine1 and others at double twelve2 but the standard set is double six1 and is composed of twenty-eight pieces4 ,the ,suits4 ,all the dominoes with the same number upon either end belong to the same suit2 the seven bones with a #d forming the #d suit2 those with a #f the #f suit1 and so on4 ,the number of pips in each suit may be easily remembered by observing that the ace suit has the same number of pips as the pieces in the set1 #bh2 and that each suit above the ace has seven pips more than the number of pieces in the set1 while the blank suit has seven pips less1 so that each suit progresses in regular order1 seven pips at a time1 as shown in the margin4 ,blank #ba ,ace #bh ,deuce #ce ,trey #db ,four #di ,five #ef ,six #fc ,shuffling and ,cutting4 ,dominoes are provided with a small brass pin in the centre of the face1 which enables one to spin them round1 push them about on the table1 and so to shuffle them thoroughly4 ,there are three methods of determining who shall have the first play1 or set1 as it is called3 #a4 ,the player having the higher double2 or1 failing any double in either hand1 the heavier domino1 that is1 one with a greater number of pips on its face than any held by his adversary4 #b4 ,one player selects any two dominoes1 face down1 and pushes them toward his adversary1 who chooses one4 ,both are then turned up1 and whichever gets the lighter domino has the first set4 #c4 ,each player draws a domino1 face down1 and the one getting the lower double sets first4 ,if neither draws a double the lighter domino sets4 ,the dominoes are then shuffled again by both players1 and each draws the number of pieces required by the game they are about to play4 ,the dominoes remaining on the table are left face down1 and form the stock or bone-yard4 ,each player should sort his dominoes into suits1 and either leave them standing on their edges on the table with their faces toward him1 or hold them in his hand4 ,few persons can hold more than six dominoes in this way1 so the seventh is left upon the table1 or is the first one set4 ,illustration ,matching4 ,all games of dominoes are based upon the principle of matching1 or following suit2 which requires that each domino played shall belong to the same suit as one of the exposed ends of the line of dominoes already played1 and exposed upon the table4 ,in playing a domino1 it must be so placed that the end of it shall match and adjoin the exposed end of the line2 a six being played to a six1 a four to a four1 and so on4 ,each domino1 as played1 is laid face upward on the table1 the ends abutting1 and doublets being laid across1 or at right angles to the line4 ,the principal games are divided into two classes2 those in which the object is to block a player1 so that he cannot follow suit1 and those in which the object is to make the ends of the line some multiple of five or three4 ,the ,block ,game will be described first4 ,,the ,,block ,,game4 ,each player draws seven dominoes1 and the one whose turn it is to set lays down any domino he pleases4 ,if a good player1 he will select one of his longest suit1 especially if he has three or more1 and his object will be to get the line back to his suit as often as possible4 ,if a player had to set with the hand of dominoes shown in the foregoing diagram1 he would select the #e-j1 because he has four of the #e suit1 and three of the #j suit4 ,this would compel his adversary to play some domino having upon it a #e or a #j4 ,let us suppose this adversary to hold the following dominoes3 #f-f1 #f-c1 #f-a1 #f-j1 #e-a1 #e-j4 ,he would of course play the #f-j1 in order to bring the line round to his long suit of #f's4 ,as this would close the blank end of the line1 the first player1 whom we shall call ,a1 would have to play on the #e end1 as he has no #f4 ,in order to get the line back to his second longest suit1 the blanks1 he would play the #e-b1 hoping to play #b-j next time4 ,his adversary1 ,b1 would play on this end if he could1 but being unable to do so1 he gets rid of his heaviest domino1 playing the double six4 ,a plays #b-j1 and ,b should now bring in his suit of aces by playing #f-a1 which would win the game2 but for the sake of illustration we shall suppose that he foolishly plays #f-d4 ,a plays his double four1 and the dominoes on the table present the following appearance3-- ,illustration ,b1 having neither #d nor #j on any of his remaining dominoes1 says3 8,go10 which signifies that he is blocked1 and cannot play4 ,a can now play at either end1 and with either of two dominoes2 but it would be bad policy to play the #d-e1 because his adversary might be able to play to the #e2 but it is a certainty that he cannot play to either #j or #d4 ,if ,a plays the #d-e1 ,b gets rid of all his dominoes before ,a can play again4 ,if ,a plays the #d-j on the blank end1 he will have to play again with his #d-e2 but if he plays it on the #d end he blocks himself4 ,whether to block the game or not depends on the probable comparative value of the dominoes held by ,a and ,b4 ,if ,a blocks the game by making both ends blank1 both players show their remaining dominoes1 and the one with the greater number of pips loses as many points as he has pips in excess of the other player4 ,in order to judge whether to block or play1 it should be remembered that as there are #adg pips in the entire set1 the average value of each domino will be #e4 ,if ,a blocks the game1 he will have #ag pips left in his hand1 which is above the average value of two dominoes2 but his adversary will have four dominoes to count1 and it is probable that they will be worth about #ba points4 ,the fact that the seven dominoes already played are #ac pips above the average will reduce the probable value of ,b's dominoes to about #bj4 ,on the other hand1 ,a knows that ,b has no blanks1 which would slightly increase the weight of ,b's dominoes4 ,if ,a blocks the game1 as he should do with the odds in his favour1 he will win #g points1 the difference between his #ag and ,b's #bd4 ,if he does not block1 he must follow the #d-j with the #e-d4 ,this will bring in ,b's ace suit1 bringing him back to his long suit of #f's4 ,when the #e-a was played1 ,a would have to say1 8go10 and ,b would continue with #a-a1 #a-f1 #f-c1 claiming domino1 all his pieces being exhausted4 ,although ,a can now play1 it is too late1 for when one player makes domino he counts all the pips remaining in his adversary's hand2 in this case1 #h points for ,b4 ,had ,b played properly1 by putting down #f-a1 instead of #f-d1 ,a would have been compelled to play his #d-j1 and ,b would have made both ends #f's1 ,a saying1 8go40 ,by then playing his double ace1 ,b would have made certain of domino next time by playing the #f-c1 for even if ,a could play to the #c1 he could not shut ,b out of the ace1 and ,b's #e-a would make1 him domino1 winning #ag points4 ,the ,block ,game is sometimes played #ej or #ajj points up1 and at the end the winner takes the stakes1 if any1 or settles at so much a point for the difference between the scores4 ,in the ,four-handed ,block ,game the players cut for partners1 the two lowest playing against the two highest1 and the lowest cut having the first set4 ,each player draws four bones1 and the play goes round from right to left4 ,when any player is blocked1 and says 8go10 the one on his left must play or say 8go10 also4 ,the game is at an end when one player gets rid of all his dominoes1 or all four players are blocked4 ,the pips remaining in the hands of the partners are then reckoned1 and the side having the lower number wins the difference4 ,another variation is for each to play for himself1 but instead of playing only one domino at a time in each round1 a player may go on as long as he can follow suit to either end of the line4 ,,draw ,,game4 ,in this variation of the ,block ,game1 each player has the option of drawing any number of dominoes from the bone-yard except the last two1 which must always remain in stock4 ,he may draw while he is still able to play1 or not until he is blocked2 but when he is blocked he is compelled to draw until he obtains a domino that can be played1 or has drawn all but the last two in the bone-yard4 ,,matadore ,,game4 ,this is another variety of the ,block ,game4 ,each player takes seven bones1 and the highest double or the heaviest domino sets4 ,the object is not to follow suit to the ends1 but to play a number which will make the end and the number played to it equal seven4 ,if the end is a #c1 a #d must be played2 a #b must be played to a #e1 and an ace to a #f4 ,four dominoes in the set are trumps1 or ,matadores4 ,these are the double blank1 and the three dominoes that have seven on their faces2 #f-a1 #e-b1 and #d-c4 ,any of these trumps may be played at any time on either of the ends1 in order to prevent a block2 but the following player1 if he does not play a trump also1 must play the complement of seven to whichever end of the matadore is left exposed4 ,doublets are not placed crosswise1 and count only for the suit to which they belong2 a double three cannot be played to an ace1 because it counts as three only4 ,the trumps are usually placed at right angles to the line4 ,the game is decided and settled for as in the ordinary ,block ,game4 ,,sebastopol4 ,in this variety of the ,block ,game1 four persons play4 ,each takes seven bones1 and the double six sets4 ,nothing but sixes can be played until both sides and both ends of the first set have been played to4 ,when these five dominoes have been set1 any of the four ends may be played to4 ,each player in turn must play or say1 8go40 ,the game is decided and settled for as in the ordinary ,block ,game4 ,,bergen ,,game4 ,two persons play1 each of whom draws six bones4 ,the highest double sets1 and scores two points for the double header4 ,two points are scored by the player making both ends of the line the same4 ,if there is a doublet at one end1 and one of the same suit at the other1 it is a triple header1 and counts three4 ,fifteen points is game4 ,in addition to the headers1 domino counts one4 ,if both players are blocked1 the bones are shown1 and the one having the smallest number of pips and no doublet counts one toward game4 ,if he holds a doublet1 his adversary scores one2 but if both hold doublets1 the lower number of pips wins the point4 ,,domino ,,pool4 ,any number from three to six can play1 and a pool is made up4 ,they draw for the first set1 and after shuffling again1 each player takes such an equal number of bones as will leave at least eight in the stock4 ,the leader plays anything he pleases for the first set1 and each following player must follow suit if he can1 to one end or the other4 ,if a person cannot play1 he says 8go10 and the player on his left plays or passes also4 ,when one makes domino he wins the pool4 ,if all are blocked1 the smallest number of pips left in hand wins2 ties divide4 ,,muggins1 ,,or ,,all ,,fives4 ,this is a game for two1 three1 or four players4 ,the object is to make the two ends of the line some multiple of five1 and for every five so made the player scores five points toward game1 which is usually #ajj up4 ,if only one point is scored for each five1 #bj or #ba may be game4 ,each player draws seven bones1 and the highest double sets1 each person afterward playing in turn4 ,if double five is the first set it counts #aj4 ,the #e-j played to this would count #aj for the second player1 because one end of the line being #aj and the other #j1 the total value of the two ends is still #aj4 ,double blank played to this would count #aj more4 ,if #e-f is now played on one end1 and #j-d on the other1 the count will be #aj again1 as shown on the diagram4 ,the figures show the order in which the dominoes were played4 ,illustration ,the highest possible score is #bj points1 made with the #d-d and #f-f1 at different ends4 ,if either player makes a multiple of five without noticing or claiming it1 his adversary says1 8muggins10 and scores it himself4 ,if a player makes an erroneous score1 it must be taken down1 and his adversary marks it as penalty4 ,when a player cannot follow suit1 he must draw from the bone-yard until he gets a domino that can be played2 but the last two in the stock must never be drawn4 ,when one player gets rid of all his bones1 he calls domino1 and scores the nearest multiple of five that is found in the dominoes remaining in his adversary's hand4 ,remainders of #c or #d count as #e2 those of #a or #b as nothing2 so that #ab pips would count as #aj2 but #ac would count as #ae4 ,the players usually settle at the end of the game for the difference between their scores4 ,muggins is sometimes varied by playing from both ends of the first doublet set1 as well as from the sides4 ,it is not necessary to play on the ends of the first set until one cannot play on the line2 but any of the four points may be played to at any time4 ,the end of the first doublet does not count in making multiples of five1 but the ends of any dominoes played to it must be counted4 ,if only one end of the first doublet has been played to1 there will be three ends to count to make multiples of five2 and if both ends of the first doublet have been played to1 there will be four ends4 ,every count must take in all the ends that are in play4 ,the highest count possible is #ce2 all four lines open1 with the #f-f1 #d-d1 #e-e1 and #j-e at the ends4 ,,all ,,threes4 ,muggins is sometimes played by making the object to get multiples of three at the ends1 instead of multiples of five4 ,otherwise the game is the same as ,all ,fives4 ,there are several card games with dominoes1 but they are little used1 and hardly worth description in a work of this kind4 ,,dice4 ,dice are probably the oldest gambling instruments in the world4 ,chatto thinks that man acquired the passion for gambling as soon as he could distinguish odd from even1 or a short straw from a shorter4 ,simple gambling instruments were probably very early articles of manufacture1 and ,chatto says that it is not unlikely that after a simple dinner of mutton some enterprising gamester may have taken the small bones from between the shank and the foot1 and after burning spots in them to distinguish one from the other1 put them into a cow's horn and shaken them up1 afterward rolling them upon the ground4 ,from some such beginning ,astragali was developed1 a game which ,dr4 ,thomas ,hyde thinks was known at the time of the ,deluge4 ,later on1 other instruments were used in connection with dice1 and so the earliest forms of ,backgammon were developed4 ,dice are still the favourite implements for deciding any matters of pure chance1 such as raffling off a horse or a gold watch2 but the rules governing such lotteries are but imperfectly understood by people in general4 ,there are also a number of smaller matters1 such as the payment for refreshments or cigars1 which are settled by thousands of persons every day1 simply by throwing dice4 ,the various methods of throwing1 and the rules governing all such games are as follows3-- ,,the ,,dice4 ,although dice may be of any size1 the standard pattern are half an inch square1 of ivory or bone1 with black spots one tenth of an inch in diameter4 ,the opposite sides of the die always equal seven1 and if the die is placed upon the table with the ace uppermost and the deuce nearest you1 the four will be on the left and the three on the right4 ,the positions of the three and four are sometimes reversed to enable sharpers to distinguish fair dice from those which have been doctored4 ,at the beginning of any dice game1 it is quite unnecessary to examine the dice to be used1 because they are always fair4 ,crooked dice are rung in during the game1 and the player should make it a point to examine the dice frequently if he has any suspicions4 ,first see that each die has all six figures upon it1 for some dice are dispatchers1 made with double numbers1 so as to secure higher throws than the natural average4 ,double fives are great favourites with backgammon sharps4 ,the next thing is to place the dice together in pairs1 to be sure that they are exactly the same height each way4 ,if dice are not square they can be made to roll over and over on the same faces4 ,the faces should then be tested to see that they are not convex1 even in the slightest degree4 ,shaped dice are usually flat on the ace and six faces1 especially in crap shooting4 ,each die should be held between the thumb and forefinger at its longest diameter1 to see if it has any tendency to swing on a pivot1 for if it does it is loaded4 ,even if the dice are transparent1 it is no guarantee that they are not loaded in the spots4 ,loaded ivory dice soon get discoloured1 and the presence of any darkness in the corners is usually a sign of the presence of mercury4 ,it is a mistake to suppose that loaded dice will always throw high or low2 all they will do is to beat averages4 ,finally1 the dice should be tested with a magnet1 as they are sometimes made to work in connection with a battery concealed under the table4 ,,dice ,,boxes4 ,although the dice may be perfectly fair1 the box may be 8crooked40 ,a fair box may be of leather1 perfectly smooth inside1 or it may be of bone1 ivory or wood1 with the interior 8screwed0 or grooved4 ,if the upper edge of the inside presents a sloping flat surface1 slightly roughened with sand paper1 it will be just as well to refuse to allow such a box to be used1 as your adversary is probably an expert at securing1 which is a method of holding one of the dice securely against this upper edge while the others are shaken and rattled about in the usual manner4 ,a person who is securing dice can be detected by the manner in which he holds the box1 keeping his fingers1 instead of his palm1 over the mouth4 ,when he turns the box face downward on the table1 he will still have his fingers under it1 and will withdraw them in regular order1 the second and third fingers being first separated4 ,,throwing ,,dice4 ,there are three methods of throwing dice3 ,the first is to shake them in the box with the palm over the top1 and then to shift the hold to the sides1 completely exposing the mouth4 ,the box is then turned mouth downward on the table1 leaving all the dice completely covered4 ,the box must be lifted by the person who is recording the throws1 in a raffle1 for instance1 after the spectators have had time to assure themselves that all the dice are covered4 ,if the caster has his fingers over the mouth of the box when he turns it over1 or lifts the box himself1 the throw is foul4 ,the second method is known as rolling1 or the long gallery1 and is generally used in poker dice and such games4 ,after the box has been shaken1 the caster holds it by the side1 and gives it a twist and a push1 which causes the dice to pour out1 and roll along the table4 ,the third method is called shooting1 and is always employed in craps4 ,no box is used1 the dice being held in the hand and rolled along the table or the ground4 ,the crap shooter is obliged to shake the dice in his hand to show that he is not holding them with certain faces together1 which is a common way of preventing or getting certain throws1 especially with shaped dice4 ,whichever method is employed1 each die must lie flat upon one of its own faces after the throw1 neither resting upon nor cocked against any other die or any obstruction upon the table or the ground4 ,if any of the dice are cocked1 all of them must be taken up and thrown again4 ,,raffling4 ,in a raffle for prizes of any kind1 each player has three throws with three dice4 ,the rules already given for throwing dice from a box must be followed1 the scorer placing the dice in the box before each throw1 and lifting the box after it4 ,the total of the three throws is recorded opposite the name of each player1 and the highest throw wins4 ,the odds against throwing a certain number or higher are shown in the margin4 -------------------------------- ,,it ,,is ,,about ,,against ,,throwing ------------------------------- ,even #cb or more #i to #g #cc 0 #aa to #f #cd 0 #bh to #aa #ce 0 #c to #a #cf 0 #e to #a #cg 0 #g to #a #ch 0 #aj to #a #ci 0 #af to #a #dj 0 #bd to #a #da 0 #ci to #a #db 0 #ff to #a #dc 0 #aaf to #a #dd 0 #bae to #a #de 0 #dbb to #a #df 0 #hhf to #a #dg 0 #bjaf to #a #dh 0 #ejcb to #a #di 0 #adjic to #a #ej 0 #dehji to #a #ea 0 #ahcbbi to #a #eb 0 #ajjggfh to #a #ec 0 #ajjggfie to #a #ed ------------------------------- ,suppose the prize in a raffle is a horse which would be worth a hundred dollars to you4 ,the highest throw so far is #db1 and there are only twenty more chances to be thrown4 ,it is #b to #a that #db is not beaten or equalled because it is #ci to #a that #db is not thrown1 and there are only #bj more chances to throw it4 ,if #de had been thrown1 and there were still #ba chances to be thrown1 you would be safe in paying liberally for the #de chance4 ,the great mistake that people make in buying or selling chances on throws already made in raffles is in thinking that because a certain number has not been thrown1 that therefore it is likely to be4 ,if there are #aaf chances1 they argue that #dd or better should be thrown1 because that number or higher should come once in #aaf times4 ,this is quite right at the beginning of the raffle1 but it is not right to assume that because #ajj of the #aaf chances have been thrown without reaching #dd1 that the odds are only #ae to #a that #dd will not be thrown in the remaining #af chances4 ,the odds are still #aaf to #a against #dd1 just as they were before the raffle began4 ,if you are going back to take into account the previous throws of the dice1 you should know the #ajj throws that were made with those dice before the raffle began4 ,,crap ,,shooting4 ,this game is a simple form of ,hazard1 and when played 8on the square10 is one of the fairest of all games1 the percentage in favour of either side being very small4 ,it is rapidly replacing ,faro as the gambling game of ,america4 ,any number of persons may play1 and any one may be the caster for the first throw4 ,two dice are used4 ,the players bet a certain amount of money1 and the caster covers it1 or as much of it as he can4 ,if the caster does not take all the bets offered1 players may back him against the other players4 ,the bets made1 the caster shoots4 ,if the total of the two dice on the first throw is seven or eleven1 it is called a nick1 or natural1 and the caster immediately wins the stakes4 ,if the first throw is two1 three or twelve1 it is a crap1 and the caster immediately loses4 ,if the caster throws any number1 #d1 #e1 #f1 #h1 #i1 or #aj1 that number is his point1 and he must continue throwing until he throws the same number again1 in which case he wins2 or throws a seven1 in which case he loses4 ,two dice may come up in thirty-six different ways1 each of which will produce one or more of eleven possible throws1 running from #b to #ab4 ,the most common throw is seven1 because there are six ways that the two dice may come that will make seven2 #f-a1 #e-b1 #d-c1 #c-d1 #b-e and #a-f4 ,the most uncommon are two and twelve1 because there is only one way for each of them to come2 double aces or double sixes4 ,the numbers of different ways in which each throw may come are as follows3-- #g may come #f different ways4 #f or #h may come #e different ways4 #e or #i may come #d different ways4 #d or #aj may come #c different ways4 #c or #aa may come #b different ways4 #b or #ab can come #a way only4 ,when the caster makes his first throw1 he has #h chances out of #cf to get #g or #aa1 which will win for him2 and #d chances out of #cf to throw #b1 #c or #ab1 which will lose for him4 ,it does not follow from this that the odds are #b to #a in favour of the caster1 because there are only #ab throws out of the #cf possible that will bring any 8action0 on the bets2 so that the odds are #b to #a that the first throw will not settle the bets either way4 ,after the first throw1 the caster's chances vary according to his point4 ,if his point was six1 he would have #e chances out of #cf to throw it again1 while the players would have #f chances out of #cf to get a seven4 ,if the player's point is four or ten1 the odds will be #f to #c against him2 because there are only three ways to get his point1 while there are six ways to get a seven4 ,if the caster wins he shoots again1 but when he loses he passes the dice to the next player in turn4 ,the old game of ,hazard was a very complicated affair compared to modern craps1 an intimate knowledge of odds and probabilities being requisite for success4 ,the game was generally against the caster1 and certain throws were barred when a certain number was the point4 ,those interested in the subject will find it exhaustively treated in ,george ,lowbut's 8,game of ,hazard ,investigated40 ,,poker ,,dice4 ,if ordinary dice are used1 the aces rank above the sixes1 the deuces being the lowest4 ,any number of persons may play1 and five dice are used4 ,each in turn takes the box and has three throws1 the first being made with all five dice4 ,after the first throw the caster may lay aside any of the five dice he chooses1 putting the others back in the box for a second throw4 ,the same process of selection is allowed for the third throw1 any or all five of the dice being available for the last throw4 ,the second and third throws have the same effect as the draw at ,poker1 except that the dice player may draw twice if he wishes to1 and may put back all or any of the dice that he kept on the first or second throws1 or he may stand pat on any throw4 ,the object of the game is to secure pairs1 triplets1 full hands1 and four or five of a kind4 ,straights do not count in ,poker ,dice4 ,suppose the player's first throw to be a pair of sixes4 ,he places them on one side1 and picks up the three other dice1 throwing them over again4 ,if the second throw produced another six1 it would be placed with the first pair1 making a triplet1 and the two remaining dice would be thrown again4 ,whatever they produced would be the final value of his hand4 ,the player is not obliged to throw again1 if he is satisfied with his first or second throw2 neither is he obliged to leave any pairs or triplets4 ,a player getting two small pairs on the first throw may put either or both of them back in the box again if he chooses4 ,in throwing for drinks or cigars1 it is usual to throw horse and horse2 that is1 if several persons are in the game the highest man on each round goes out1 ties shake it off immediately1 one hand each4 ,after it gets down to two men1 they shake for the best two out of three hands1 and if each wins a hand they are horse and horse1 and throw a third to decide it4 ,the last person to throw on each round follows his lead1 throwing the first hand on the next round4 ,,ten ,,pins ,,with ,,dice4 ,any number can play1 and the score sheet is ruled off for ten frames1 just as in ten pins4 ,only two dice are used1 and they are rolled from a box4 ,sixes count nothing1 and are 8off the alley40 ,each player has three balls or rolls1 and he can leave either one or both dice at the end of any throw4 ,if he leaves one he picks up the other and throws it again1 but he must abide by the figures appearing on the two dice at the end of his third throw4 ,suppose he throws double fives on his first throw2 that is a strike1 and is so scored1 and the total pips appearing on the two dice at the end of his second throw on the next frame will count on the strike4 ,suppose he rolls five-deuce the first time4 ,he leaves the five and rolls the other die again1 getting another five4 ,that is a spare1 and the total pips on his first throw on the next frame will count on the spare4 ,if he does not get a spare1 it is a break1 and the total pips on his two dice at the end of his third throw are scored4 ,it is usual to take up anything but fives on the first throw1 on the chance of getting a spare4 ,if a spare is not thrown on the second throw1 most players leave anything as good as threes1 and always leave fours2 but ace and treys are always thrown again4 ,,base ,,ball ,,with ,,dice4 ,there are two forms of this game4 ,in the simpler any number of persons may play1 and three dice are used4 ,each player throws in turn1 the three dice representing his three strikes4 ,nothing but aces count1 but each of them is a run2 and as long as a player makes runs he goes on throwing4 ,when each player has had nine innings the game is ended1 and the highest score wins4 ,the more complicated form of the game is to have a rough diagram of a base-ball diamond4 ,the players take sides1 and each is provided with three markers of different colours1 such as red and white poker chips4 ,only one die is used1 and it is thrown from a box4 ,the captains of the teams throw for the first time at the bat1 the higher throw winning the choice4 ,each player in turn of the side at the bat has one throw1 and a marker is placed on the base he reaches4 ,ace1 deuce1 and trey count for first1 second1 and third bases respectively2 four is a home run4 ,when a five or six is thrown1 the result depends on the number of men on bases1 but the striker is always out4 ,if there are no men on bases1 or if all the bases are full1 the player is out if he throws five or six4 ,if there is only one man on the bases and a five is thrown1 the striker is caught out1 and the man on the base is also caught4 ,if six is thrown1 only the striker is caught out1 and the man holds his base4 ,if there are two men on bases1 they must be in one of three positions3 on first and second2 on first and third2 or on second and third4 ,in any position1 only the striker is out on six thrown4 ,in the last position1 if five is thrown1 the striker only is out1 as the men cannot run4 ,if there are men on first and second1 and five is thrown1 the striker is out1 and the man on second is caught trying to steal third2 while the man on first holds his base4 ,if five is thrown when there are men on first and third1 the striker is out1 and the man on third is safe1 but the man on first is caught trying to steal second4 ,when bases are thrown1 they are safe hits1 and all the men on bases are advanced as many as the man at the bat throws4 ,as soon as three men on each side have struck or been caught out by throwing five or six1 the side is out1 and all men left on bases count for nothing4 ,as long as three men are not out1 the side continues to send its men to the bat in regular order4 ,,going ,,to ,,boston4 ,this game is known in the colonies as ,yankee ,grab1 or ,newmarket4 ,each player has three throws with three dice1 and the highest die in each throw is laid aside4 ,if two are equally high1 only one is retained4 ,the others are returned to the box and thrown again4 ,the higher of these two is retained1 and the third die is thrown again4 ,the final total of the three dice is the player's score1 and the highest wins4 ,in the colonies the ace counts as seven4 ,the game is usually played for a pool4 ,,ace ,,in ,,the ,,pot4 ,any number can play1 and two dice are used4 ,the game is for a pool1 which is won by the final possessor of a single counter4 ,at the beginning each player has two counters1 and each in turn throws the two dice4 ,if he throws an ace he pushes one of his counters into the pot2 two aces gets rid of both4 ,if he throws a six on either die1 he passes a counter to his left-hand neighbour1 who will have the next throw4 ,two sixes passes both counters if the caster still has so many4 ,the players throw in turn until all the counters but one have been placed in the pot4 ,if a player has no counters1 the throw passes him to the next player on his left who has counters in front of him4 ,the last counter of all cannot be put in the pot by throwing an ace2 but it must be passed along to the left when a six is thrown4 ,the player with the last counter in front of him must throw both dice three times in succession1 and if he succeeds in avoiding a six1 he keeps the counter and wins the pool4 ,if he throws a six1 the player who gets the counter must throw three times1 and so on1 until some one throws three times without getting a six4 ,instead of a pool1 it is sometimes agreed that the final holder of the last counter shall pay for the refreshments4 ,,multiplication4 ,any number can play1 and three dice are used4 ,each player throws in turn1 and the highest die is left on the table2 if two are equally high1 only one remains4 ,the two other dice are thrown again1 and the higher left4 ,the sum of these two is then added together1 and the third die is thrown as a multiplier1 the result of the multiplication being the player's score4 ,,round ,,the ,,spot4 ,any number can play1 and three dice are used4 ,nothing counts but the spots that surround a centre one2 so that ace1 deuce1 four1 and six count as blanks4 ,the trey counts as #b1 and the five as #d4 ,each player has three throws with the three dice1 and the highest total wins4 ,,vingt-,,et-,,un4 ,any number of persons can play1 making up a pool for the winner4 ,a single die is used1 and each player in turn throws as often as he pleases4 ,the object is to get as near twenty-one as possible without passing it1 and it is usually considered best to stand at #ah1 but to throw again at #ag4 ,if a player goes beyond #ba1 he is out of it4 ,the one getting nearest #ba takes the pool2 ties divide it4 ,,centennial4 ,two persons or sides play with three dice4 ,the object of the game is to secure pips on the dice1 or multiples of pips1 which will make the figures from #a to #ab in numerical order1 and afterward the numbers from #ab to #a again4 ,the first side to accomplish this wins the game4 ,there must be an ace in the first throw or nothing counts2 that obtained1 any following numbers may be made singly1 or by adding two or more together4 ,suppose the first throw is #d1 #b1 #a4 ,the #a and #b will make #a1 #b and #c4 ,then the #d1 #a1 #b will make #d1 #e1 #f and #g4 ,each side continues to throw until it fails to score1 when the box must be passed to the adversary4 ,if a combination is overlooked by one side1 the other may count it if it continues the sequence on their side4 ,,help ,,your ,,neighbour4 ,six persons play1 with three dice1 and five points is ,game4 ,each player has a number1 from #a to #f1 and is provided with five counters1 and the first to get rid of them wins4 ,each player in rotation has one throw1 and no matter what he throws1 the player whose number appears on the upper face of any die thrown counts one point toward game4 ,if ,no4 #b should throw a four and two sixes1 for instance1 he would count nothing himself1 but ,no4 #d would count #a1 and ,no4 #f would count #b points toward game4 ,,passe ,,dix4 ,any player can be the banker for the first round1 and he holds his position as long as he wins4 ,when he loses1 he passes the box to the player on his left hand4 ,he has three dice1 which he throws in one cast1 after the players have made their bets4 ,if he gets ten or more1 he wins4 ,if he gets less than ten1 he loses4 ,his advantage lies in winning when he gets ten exactly2 because that gives him nine throws that win for him out of the sixteen possible with three dice4 ,,shuffle ,,board4 ,shuffle ,board is played on a table #cj feet long and #bj inches wide1 with a gutter running all round it4 ,the board is sprinkled with very fine sand4 ,four weights are used by each side1 marked ,a and ,b to distinguish them4 ,these weights are of iron or brass1 #b inches in diameter1 and inch thick4 ,five inches from each end of the board and parallel with it is the deuce line4 ,the object of the game is to push the weights from one end of the board to the other1 each side playing one weight alternately until all four weights on each side are played4 ,all pieces over the deuce line count #b1 but if a piece hangs over the end of the board it is a ship1 and counts #c4 ,if there are no ships or deuces1 the weight lying nearest to the deuce line counts one point4 ,only one ship or deuce can be counted in each round1 so that only one side can score4 ,the ship that overhangs the most1 or the deuce nearest the edge1 counts4 ,twenty-one points is game4 ,the sides play from each end alternately4 ,on ship board1 the pieces are wooden disks1 six inches in diameter1 marked with oughts and crosses4 ,these are pushed along the deck with long sticks that have enlarged and flattened ends to fit the pieces4 ,the object is to get each piece to settle fairly and squarely within the borders of some one of a number of spaces which are chalked out on a diagram about #aj feet by #f1 which is about #cj feet from the player4 ,these spaces are numbered from #a to #aj1 and some of them are marked 8minus40 ,each side has four shots with four separate pieces4 ,fifty points is game4 ,,billiards4 ,,the ,,table4 ,the standard ,american billiard table for championship games is ten feet by five2 but that in common use is nine by four and a half4 ,the old tables for the four-ball game had only four pockets1 but all modern pool tables have six4 ,the ,english billiard tables are all twelve feet by six1 with six pockets1 which are used for both billiards and pool4 ,the head of the table is the end from which the players make their opening shots1 and the foot is that on which the red ball is spotted4 ,the baulk is the space at the head of the table behind a line drawn from the second diamonds or 8sights0 through the white spot4 ,the 8,d0 is the semicircle on the baulk line on ,english tables4 ,american tables are made more difficult for championship games by drawing baulk lines #h or #ad inches from the cushions1 barring the rail nurse and the anchor shot4 ,the ,english game is made difficult by making the cushions higher1 the pockets narrower1 and barring the spot stroke4 ,the push shot is allowed in the ,english game1 but in ,america it is permitted only in pool2 never in the carrom game4 ,the ,american carrom game cannot be played on an ,english table on account of the pockets4 ,if the ,english game is played on an ,american pool table the red spot should be only nine inches from the bottom rail1 and the 8,d0 should be drawn with a radius of eleven inches from the white spot on the baulk line4 ,the ,d is never marked on an ,american table1 but the opening shot in the three-ball game must be made from within a semicircle of six inch radius from the white spot4 ,in the four-ball game1 and in all forms of ,american ,pool1 the player may place his ball anywhere within the baulk line4 ,,the ,,balls4 ,the ,american standard balls are #b inches in diameter1 while the ,english are only #b-a_/af4 ,billiard balls should be carefully protected from sudden changes in temperature by being laid away in bran or sawdust in cold weather4 ,it is a mistake to soak the balls in oil2 all they need is to be wiped off with a damp cloth1 and polished with chamois skin4 ,the three balls employed in both the ,english and ,american games are known as the red1 white1 and spot white4 ,in play they are distinguished as the cue ball1 which is the one struck by the player2 the object ball1 which is the one that the cue ball first comes into contact with2 and the carrom ball1 which is the second ball struck by the cue ball in making a carrom4 ,,the ,,shots4 ,there are three shots common to billiards3 ,the carrom or cannon1 in which a count is made by the cue ball striking both the other balls on the table4 ,the winning hazard1 in which the object or the carrom ball is driven into a pocket4 ,the losing hazard1 in which the cue ball goes into a pocket after contact with another ball4 ,there are five ways of making the principal shots at billiards1 and they should be thoroughly mastered by every player4 ,these are3 ,the force1 the follow1 the draw1 the mass1 and the side stroke4 ,illustration ,the first great principle in billiards is that the cue ball will always travel in the direction in which the cue is pointed4 ,holding the cue upward1 downward or sidewise makes no difference2 the line of travel will be a prolongation of the line of the cue4 ,in the three ways of striking the cue ball shown in the diagram in the margin1 the ball will go in the direction of the arrow in each instance4 ,illustration ,if the cue is held nearly level with the surface of the table the ball will be pushed or rolled along2 but if the cue is held perpendicularly1 and the ball is struck directly on the top1 the ball will be pinched to the table1 as in the first figure in the margin1 and will not move4 ,if the ball is struck off the centre1 as in the second figure1 it will travel only a short distance1 as a result of the cue's being forced past it toward the cloth1 and will then return with a very strong retrograde motion after touching the object ball4 ,if the cue strikes too near the top1 the pinch will be too strong for the cue ball to reach the object ball1 and if the cue is not held perpendicularly1 the ball will not return4 ,if the cue points toward the centre of the ball1 as in the third figure1 the ball will be driven forward1 without any tendency to return after striking the object ball4 ,the latter shot is useful in making a 8close follow10 to avoid making a foul4 ,the ,force ,shot4 ,the beginner at billiards should strike his ball always exactly in the centre1 until he learns the angles4 ,with moderate strength the effect of the stroke is to cause the ball to roll naturally along the cloth until it reaches the object ball1 after which it will be deflected from its original course according to the angle at which the object ball is struck4 ,if the cue ball is struck very hard1 however1 and very slightly below the centre1 it will slide for a certain distance before beginning to roll1 and if it reaches the object ball before this sliding motion ceases it will simply come to a stop1 or go off at a right angle if the object ball is not struck exactly in the centre4 ,this method of forcing a ball to go off at a right angle is called 8screwing0 in ,england4 ,illustration ,the ,follow ,shot4 ,if the cue ball is struck above the centre1 the rolling motion is set up at once1 no matter how hard the ball is struck1 and the effect of contact with the object ball is simply to check the motion for a moment1 after which the cue ball rolls forward again1 deflected only by the angle at which the object ball was struck4 ,the great art in making follow shots is to let the cue follow the ball1 the tip passing at least three inches beyond where the ball stood1 as shown by the dotted lines in the diagram4 ,when the balls are very close together the cue must be lifted1 and the ball struck very much on one side1 the cue being behind the centre1 as shown in the third position in the diagram of pinch shots4 ,illustration ,the ,draw ,shot4 ,this is exactly the reverse of the follow shot1 the ball being struck below the centre1 and the cue passing at least three inches beyond where the ball stood1 as shown in the diagram4 ,this gives the cue ball a retrograde motion1 similar to that imparted to a child's hoop by spinning it backward while throwing it forward1 so as to make it return4 ,if the object ball is reached before this retrograde motion is exhausted1 the effect will be to stop the forward motion of the cue ball1 and to give what is left of the retrograde motion full play1 making the cue ball return4 ,the two great mistakes made by beginners in playing draw shots are that they pull the cue back1 instead of driving it clear through the ball aimed at1 and that they strike so hard that the forward motion of the cue ball is too strong for the retrograde motion to overcome it1 or the object ball to stop it4 ,it is never necessary to strike harder than sufficient to reach the object ball and get back to the carrom ball1 unless one is playing for position4 ,when the balls are so close together that to run the cue through the ball would make a foul shot1 the draw may still be made by pointing the cue off to the side1 and pushing it past the cue ball1 instead of through it4 ,this will secure the retrograde motion1 but accompanied by a great deal of twist1 which must be calculated for if the cue ball is to strike a cushion4 ,a short draw may also be made by using the pinch4 ,illustration ,the ,mass4 ,most players imagine this to be a very difficult shot1 but it is extremely simple if the principle of the direction of the cue and the effect of the pinch are kept in view4 ,if we place the three balls in a straight line1 about four inches apart1 we have the simplest form of the mass4 ,to find the exact spot at which the cue ball must be struck1 join the centres of the cue and object balls by an imaginary line ,a-,b4 ,at right angles to this will be a line ,a-,e1 and no matter which side of the ball ,b you wish to mass upon1 your cue must strike the ball ,a somewhere on the line ,a-,e4 ,suppose you wish to mass to the left1 as shown in the diagram4 ,the pinch must be made on the ball about a quarter from the top1 the cue being pointed in the direction in which you want the ball to go1 which will be to the extreme edge of ,b1 on the line ,c-,d4 ,the cue must be held at an angle of about #gj degrees4 ,a firm but light blow with a well chalked cue will pinch your ball toward ,e2 but the direction of the cue will propel it toward ,d4 ,if the cue has been held at the right angle1 and you have not struck too hard1 the ball will feel the effect of these two forces equally1 which will make it move toward a point half way between ,d and ,e1 which will be ,f4 ,the retrograde motion being stronger than the propulsion of the pinch1 will gradually overcome it1 and the ball will return toward ,g4 ,contact with the ball ,b will cause it to lose all but the forward motion1 and it will roll easily toward ,h1 making the carrom4 ,the ,side ,stroke4 ,it is a popular delusion that the only way to change the course of a ball is by giving it 8twist10 8,english10 or 8side40 ,side has little or no influence on the cue ball until it touches a cushion4 ,striking above or below the centre is all that is necessary4 ,if it is required to vary the angle at which the object ball is to be struck1 the distance below the centre will change the angle of direction in the cue ball without any side stroke4 ,the art of accomplishing this is called compensation1 an illustration of which is given in the diagram1 ,a being the cue ball1 and ,b the object ball4 ,this is a half draw or force shot1 the ball being struck about half way between its centre and the cloth4 ,if we draw imaginary lines connecting the centres of ,a-,b and ,b-,c1 and bisect the angle1 we get the point ,d1 which the cue ball must strike to make the carrom4 ,this will drive the object ball in the direction ,d-,e2 but if it is desirable that the object ball should go more in the direction ,g-,f1 so as to secure a better position for the next shot1 the cue ball will have to strike at ,g1 which will make a draw shot1 bringing it back in the direction ,h1 securing the position1 but missing the count4 ,in this position the ignorant player puts on side1 but all that is necessary to compensate for this deviation in the point of impact is to approach the point of the cue toward the centre of the ball the exact distance that the point ,g is from the point ,d4 ,the higher the point of the cue is raised1 the further the ball will go from the line ,d-,h4 ,if struck much above the centre1 it will follow through the object ball1 passing beyond the ball ,c altogether4 ,illustration ,when side is put upon a ball1 it spins in that direction4 ,if it is struck on the left1 and then goes to a cushion directly in front of it1 it will tend to fly off the cushion toward the left1 making the angle wider4 ,if a ball spinning to the left goes to a cushion on the left1 it will tend to make the angle smaller1 and the effect so produced is called reverse ,english1 which tends to slow the cue ball4 ,,the ,,american ,,game4 ,in the ,american game every carrom counts one point1 and the number of points that will constitute a game must be agreed upon before play begins4 ,the players string for the lead1 the one bringing his ball nearer the head cushion having the choice of balls and of the first shot4 ,the great art in the ,american game is to keep the balls in front of you1 so as to leave yourself a comparatively easy shot4 ,every time you get the cue ball between the two others you will find yourself in difficulties2 but whenever both the balls are in front of the cue ball1 there will be some chance to score4 ,when there is a choice of several ways of making a shot1 the balls being wide apart1 it will usually be found that one of them will bring the balls into better position than the others1 and for that reason it is called a gathering shot4 ,the expert tries to get the balls on the rail by a series of these gathering shots1 and if any of the three positions shown in the diagram can be arrived at1 a large run may be made by the rail nurse4 ,when the balls are not left in one of these positions they are said to break1 but there are several positions in which they may be recovered by a kiss or a mass shot4 ,in ,no4 #d1 the player must be careful to come back on the proper side of the carrom ball1 so as to get back to position #b1 if possible4 ,illustration ,illustration ,illustration ,when the player reaches the corner1 there are three principal positions for accomplishing the turn4 ,in the first shown1 the spot white must be touched very lightly on the left side1 the cue ball going to the cushion with a strong ,english on the right side4 ,in the second position1 the red ball is barely touched4 ,the third position is a light force shot but would be a half follow if the spot white were further out4 ,,baulk-,,line ,,billiards4 ,professionals became so skilful in rail nursing that the baulk-line was introduced to keep the balls away from the rail4 ,this is a chalk line1 #aj1 #ab1 #ad1 or #ah inches from the cushions1 according to agreement1 dividing the table into eight baulk spaces1 as shown in the diagram4 ,illustration ,it is foul if more than two successive shots are made on balls both of which are within any one of the eight interdicted spaces4 ,both balls being within the space1 the striker can play on them once without sending either out2 his next stroke must send at least one out4 ,should it return1 and both balls be again inside1 he can play one shot1 as before1 without sending either out4 ,this process may be repeated ad libitum4 ,should the second stroke fail to send a ball out it does not count1 the striker's hand is out1 and the next striker plays at the balls as he finds them4 ,illustration ,the great art in baulk-line nursing is to get the object and carrom balls astride the line1 and then to follow the principle of the rail nurse4 ,the anchor shot is now barred in championship games4 ,it consisted in getting two balls frozen to the cushion astride of one end of a line1 and then just rubbing their faces with the cue ball4 ,in the baulk-line nurse there are three principal positions1 and two turns1 as shown in the diagram4 ,in ,no4 #c the red ball must be driven to the rail and back with great accuracy1 leaving the balls in position ,no4 #a again4 ,the turns are very difficult4 ,,cushion ,,carroms4 ,this is a variety of the three-ball game in which a cushion must be touched by the cue ball before the carrom is completed4 ,the cushion may be struck first1 and the object ball afterward1 or the object ball first1 and then the cushion4 ,in the ,three-cushion ,carrom ,game1 three cushions must be touched by the cue ball before completing the count4 ,in the ,bank-shot ,game1 the cue ball must strike at least one cushion before touching the object ball4 ,the ,four-ball ,game is now obsolete4 ,it was first played on a table with corner pockets1 and afterward on a carrom table1 two red balls being used1 one spotted on the red and the other on the white spot4 ,two carroms could be made on one shot4 ,the following are the most important ,,laws of the carrom game1 and are copied by permission from the #aijh edition of the 8,laws of ,billiards10 published by the ,brunswick-,balke-,collender ,co4 ,,american ,,billiard ,,laws4 #a4 ,the game is begun by stringing for the lead2 the player who brings his ball nearest to the cushion at the head of the table winning the choice of balls and the right to play first or to compel his opponent to play4 ,should the striker fail to count1 his opponent makes the next play1 aiming at will at either ball on the table4 #b4 ,a carrom consists in hitting both object-balls with the cue-ball in a fair and unobjectionable way2 each carrom will count one for the player4 ,a penalty of one shall also be counted against the player for every miss occurring during the game4 #c4 ,a ball forced off the table is put back on its proper spot4 ,should the player's ball jump off the table after counting1 the count is good1 the ball is spotted1 and the player plays from the spot4 #d4 ,if in playing a shot the cue is not withdrawn from the cue-ball before the cue-ball comes in contact with the object-ball1 the shot is foul1 the player loses his count1 and his hand is out4 #e4 ,if the balls are disturbed accidentally through the medium of any agency other than the player himself1 they must be replaced and the player allowed to proceed4 #f4 ,if in the act of playing the player disturbs any ball other than his own1 he cannot make a counting stroke1 but he may play for safety4 ,should he disturb a ball after having played successfully1 he loses his count on that shot2 his hand is out1 and the ball so disturbed is placed back as nearly as possible in the position which it formerly occupied on the table1 the other balls remaining where they stop4 #g4 ,should a player touch his own ball with the cue or otherwise previous to playing1 it is foul1 the player loses one1 and cannot play for safety4 ,it sometimes happens that the player after having touched his ball gives a second stroke1 then the balls remain where they stop1 or are replaced as nearly as possible in their former position at the option of his opponent4 #h4 ,when the cue-ball is very near another1 the player shall not play without warning his adversary that they do not touch1 and giving him sufficient time to satisfy himself on that point4 #i4 ,when the cue-ball is in contact with another1 the balls are spotted and the player plays with his ball in hand4 #aj4 ,playing with the wrong ball is foul4 ,however1 should the player using the wrong ball play more than one shot with it1 he shall be entitled to his score just the same as if he had played with his own2 as soon as his hand is out1 the white balls must change places1 and the game proceed as usual4 ,,on ,,foul ,,strokes4--,it is a foul1 and no count can be made3 #a4 ,if a stroke is made except with the point of the cue4 #b4 ,if the cue is not withdrawn from the cue-ball before the latter comes in contact with an object-ball4 #c4 ,if the striker1 when in hand1 plays from any position not within the six-inch radius4 #d4 ,if1 in the act of striking1 he has not at least one foot touching the floor4 #e4 ,if he strikes while a ball is in motion1 unless it has come to a rest1 as provided in ,sec4 #aj on ,foul ,strokes4 #f4 ,if he plays with the wrong ball1 except as provided in foregoing ,law #aj4 #g4 ,if the player touches the cue-ball more than once in any way1 or hinders or accelerates it in any other way than by a legitimate stroke of the cue2 or if1 during a stroke or after it1 he in any way touches1 hinders1 or accelerates an object-ball1 except by the one stroke of the cue-ball to which he is entitled4 #h4 ,as touching any ball in any way is a stroke1 a second touch is a foul4 #i4 ,it is a foul against the striker if any ball be disturbed1 hastened1 or hindered by an opponent or any one but himself1 whether the ball or balls are at rest while he is aiming or striking1 in motion after he has struck1 or at rest again after he has struck1 and pending his again taking aim4 #aj4 ,should a ball that has once come to a standstill move without apparent cause1 while the player is preparing to strike1 it shall be replaced4 ,should it move before he can check his stroke1 it1 and all other balls set in motion by that stroke1 shall be replaced1 and the player shall repeat his shot1 inasmuch as but for the moving of the ball1 he might have counted where he missed1 or missed where he counted4 #aa4 ,it is a foul if the striker plays directly at any ball with which his own is in fixed contact1 and the striker must in this instance play from balls spotted1 as in the opening stroke of the game4 #ab4 ,it is a foul to place marks of any kind upon the cloth or cushions as a guide to play2 also foul to practise the banking shot for the lead-off upon the plea of testing the balls4 #ac4 ,it is a foul against the non-striker1 and the striker cannot make a count on the ensuing shot1 if a ball in play is lifted from the table1 except it be unavoidable in those cases in which it is provided that1 because of foul or irregular strokes1 the balls shall be transposed or replaced4 #ad4 ,in order to restrict deliberate playing for safety1 it shall be optional with the non-striker1 if his opponent makes a miss in each one of three successive innings1 to accept the third miss or to reject it and force his antagonist to hit at least one object-ball2 and for this purpose that antagonist's ball shall be replaced by the referee4 ,should two balls be hit by this stroke1 there shall be no count4 ,,fifteen-,,ball ,,pool4 ,the most successful pool player is not the one who can make difficult winning hazards with the greatest accuracy1 but he who thoroughly understands playing for position4 ,if he is familiar with the principles of the force1 the follow1 the draw1 and the side stroke1 he should invariably be able to leave himself in a good position for each succeeding shot2 but unless he plans for position in advance1 he can never hope to be more than an average player4 ,to attain to proficiency in this there is no better training than playing so many balls or 8no count40 ,there are some shots peculiar to winning hazards which should be understood by every pool player1 and they are illustrated in the accompanying diagrams4 ,illustration ,no4 #a is the stirabout1 and is a combination of the pinch and push shots4 ,it is used when the cue and object balls are both very close to the pocket1 but not in such a position as to allow the player to 8cut0 the ball in4 ,the cue is held perpendicularly1 and as low down on the ball as it will hold without slipping off4 ,the ball is then slowly rolled over with the point of the cue until the cue begins to descend on the other side4 ,the cue ball is then pushed against the object ball1 still with the point of the cue4 ,no4 #b will drive the spot white into the pocket if it is frozen to the red ball4 ,no4 #c is a very useful push shot when the balls are close together4 ,the cue is kept steadily on the cue ball until the object ball has been pushed to one side4 ,the moment the latter is at the proper angle to run into the pocket the cue is applied sharply1 and then withdrawn4 ,no4 #d is a push shot used when the balls are frozen to the cushion4 ,the cue ball must be kept in contact with the object ball until the latter has acquired sufficient momentum to reach the pocket4 ,no4 #e is a shot which was thought impossible until a few years ago4 ,it depends on the communication of side to the object ball4 ,the cue ball is struck very much on the side1 almost like a mass1 the spin thus given being communicated to the object ball and from that to the second ball1 to which it must be frozen4 ,the result will be that the second ball will make a slight curve on its way to the pocket4 ,false ,angles4 ,in playing bank shots it is sometimes necessary to make the object ball come back from the cushion at a smaller angle than the natural one4 ,some players imagine this can be done by putting side on the cue ball1 but such is not the case4 ,it is accomplished by striking so hard that the ball buries itself in the cushion1 the result of which is that the angle of reflection is less than that of incidence4 ,it is possible to drive an object ball to the rail at an angle of #fj degrees with such force that after crossing the table twice it will come off at a perfect right angle from the cushion4 ,this is a very useful shot in banking for the side pockets1 and also in playing for the #a or #d pin at ,pin ,pool4 ,the following ,,laws for ,fifteen-,ball ,pool are copied1 by permission1 from the #aijh edition of the rules published by the ,brunswick-,balke-,collender ,co4 #a4 ,the game of ,fifteen-,ball ,pool is played with fifteen balls numbered from one to fifteen1 respectively1 and one white ball not numbered4 ,the latter is the cue-ball1 and at the opening of the game1 the player plays with it from within the string at the head of the table1 at any of the numbered balls1 and afterward as he finds it on the table1 his object being to pocket as many of the numbered balls as he can1 the number on each ball he pockets being scored to his credit2 so that not he who pockets the largest number of balls1 but he whose score1 when added up1 yields the largest total1 wins the game4 ,before commencing the game these fifteen balls are placed in the form of a triangle upon the table--a triangular frame being employed for this purpose to insure correctness4 ,the ball numbered fifteen is so placed upon the table as to form the apex of the triangle1 pointing upward toward the head of the table1 and in forming the triangle the fifteen-ball should rest as nearly as possible upon the spot known as the deep-red spot in the ,three-,ball ,game4 ,the other balls should have their places in the triangle so that the highest numbers shall be nearest the apex1 the lowest numbers forming the base4 #b4 ,the player who makes the opening stroke must play from within the string from the head of the table and must strike the pyramid of object-balls with such force as to make at least two of the object-balls strike a cushion1 or at least one object-ball go into a pocket4 ,should he fail to do either he forfeits three points and the next player plays4 ,all balls pocketed on the opening stroke count for the player1 and it is not necessary for him to call the numbers of the balls he intends pocketing before making the opening stroke4 #c4 ,before making any other stroke except the opening stroke the player must distinctly call the number of the ball he intends to pocket1 but he need not designate the particular pocket into which he intends to put it4 ,unless he calls the ball pocketed it does not count for him1 and must be placed on the deep-red spot1 or if that be occupied1 as nearly below it as possible4 ,the player loses his hand but does not forfeit any points1 and the next player plays4 ,should he call more than one ball he must pocket all the balls he calls1 otherwise none of them can be counted for him4 #d4 ,after the opening stroke each player must either pocket a ball1 make an object-ball strike a cushion1 or the cue-ball strike a cushion after contact with an object-ball1 under penalty of forfeiture of three points4 ,three forfeitures in succession loses the game for the player making them4 #e4 ,should the player pocket1 by the same stroke1 more balls than he calls1 he is entitled to the balls he pockets1 provided he pockets the called ball4 #f4 ,a forfeiture of three points is deducted from the player's score for making a miss2 pocketing his own ball2 forcing his own ball off the table2 failing to make the opening stroke1 as provided in ,rule #b2 failing either to make an object-ball strike a cushion or go into a pocket1 as provided in ,rule #d2 striking his own ball twice2 playing out of his turn1 if detected doing so before he has made more than one counting stroke4 #g4 ,a ball whose centre is on the string line must be regarded as within the line4 #h4 ,if the player pocket one or more of the object-balls1 and his own ball goes into a pocket1 or off the table from the stroke1 he cannot score for the numbered balls1 which must be placed on the spot known as the deep-red spot1 or if it be occupied as nearly below it as possible on a line with that spot4 ,,american ,,pyramid ,,pool4 ,the fifteen balls are numbered from one to fifteen respectively1 and are usually colored red1 but the numbers on the balls are used simply for convenience in calling the number of each ball which the player intends to pocket and do not in any way affect the score of the player1 which is determined by the number of balls pocketed4 ,scratches pay one ball1 which must be placed on the deep red spot4 ,,continuous ,,pool4 ,in ,continuous ,pool1 the scoring of the game is continued until all the balls in each frame have been pocketed1 and the game may consist of any number of balls or points up which may be agreed upon4 ,each ball pocketed scores one point for the striker and the game is usually scored upon the string of buttons over the table1 as in regular billiards4 ,penalties are paid through deducting points from the offending player's score or string of buttons1 instead of forfeiting a ball to the table as in regular pyramid pool4 ,the numbers on the balls are simply used for convenience in calling the number of each ball which the player intends to pocket1 and do not in any way affect the score of the player4 ,,english ,,pyramid ,,pool4 ,this differs from the ,american game in several points4 ,there are no 8call shots10 the player being entitled to every ball he pockets1 whether he played for it or not4 ,all balls in hand must be played from a ,d1 #ba to #bc inches in diameter4 ,there is no rule about driving two balls to the cushion on the opening shot4 ,when all the red balls but one are pocketed1 the red and white balls are used as cue balls alternately4 ,if there are only two players1 and only two balls on the table1 the red and white1 if either player makes a miss or goes in the pocket himself1 that ends the game2 but if there are more than two players another red ball is spotted1 as in the ,american game4 ,the baulk line is no protection1 a player in hand being allowed to play on any ball on the table1 even if it is behind the ,d4 ,,shell ,,out4 ,this game should not be confounded with ,black ,pool4 ,it is simply ,english ,pyramids1 but instead of making the player with the lowest score at the end pay for the table1 each player equally shares the expense1 and the balls are pocketed for so much apiece4 ,if the amount of the shell-out was a shilling1 and there were six players1 any person pocketing a ball would receive a shilling from each of the others1 and would play again4 ,a losing hazard or a miss would compel the striker to pay a shilling to each of the others1 instead of putting a ball back on the table4 ,the last ball pays double4 ,,high-,,low-,,jack-,,game4 ,this game is played with a set of balls the same as used in ,fifteen-,ball ,pool4 ,any number of persons may play1 the order of play being determined by the rolling of the small numbered balls4 ,the fifteen-ball is ,high2 the one-ball is ,low2 the nine-ball is ,jack2 and the highest aggregate is ,game4 ,seven points generally constitute a game4 ,in cases where players have one and two to go to finish game1 the first balls holed count out first1 be they ,high1 ,low1 or ,jack4 ,in setting up the pyramid the three counting balls--,high1 ,low1 ,jack--are placed in the centre1 with ,high at the head of the three named balls1 the other balls as in regular ,fifteen-,ball ,pool4 ,when players have each one to go1 instead of setting up an entire frame of pyramids1 a ball is placed at the foot of the table1 in direct line with the spots1 and at a distance from the lower cushion equal to the diameter of another of the pool balls4 ,this ball must be pocketed by banking it to one or more cushions4 ,the player who pockets the ball wins the game4 ,,forty-,,one ,,pool4 ,forty-,one ,pool is played with a regular ,fifteen-,ball ,pool set of balls1 the object of play being to pocket a sufficient number of the pool balls which added to the private small ball shall score exactly #da4 ,,chicago ,,pool4 ,this game is played with the numbered pool balls from #a to #ae and a white cue-ball1 as in ,fifteen-,ball ,pool1 the object being to play upon and pocket the balls in their numerical order4 ,the table is laid out for the game by placing the one ball against the end cushion at the first right-hand diamond sight at the foot of the table1 the two-ball is placed at the centre diamond sight on same cushion2 the remaining thirteen balls are placed in the order of their numbers at the succeeding diamond sights4 ,the three sights on the end rail at head of the table are not occupied by any ball4 ,the opening stroke must be to strike the one-ball4 ,if that ball is holed it is placed to the credit of the player1 and he continues his hand until he fails to score1 but in continuing he must play each time upon the ball bearing the lowest number on the table4 ,after playing upon that ball1 however1 should any other be pocketed by the same stroke1 irrespective of its number1 it shall be placed to the player's credit so pocketing it4 ,if the line of aim at the ball required to be hit is covered by another ball1 the player may resort to a bank play or mass1 etc41 but should he fail to hit the required ball he forfeits three1 receiving a scratch4 ,,cow-,,boy ,,pool4 #a4 ,the game is played by two or more contestants1 on a pool table1 with one cue ball and three colored balls numbered respectively #a1 #c and #e4 #b4 ,at the commencement of the game the ball numbered #a shall be placed on the spot at the head of the table1 the ball numbered #e shall be placed on the centre spot1 and the ball numbered #c shall be placed on the lower spot1 and whenever any object ball is pocketed or forced off the table it shall be replaced on the original spot1 except as provided for in ,rule ,no4 #ab4 #c4 ,the opening player may play from any point within the string line he may choose1 but must play upon the ,no4 #c ball before striking any other1 or forfeit his hand4 #d4 ,the winner is the player who first accomplishes the main object of the game1 which is to score #aja points by the 8,cow-,boy method10 which is that the first #ij points may be scored by either carroms or the pocketing of one or more of the numbered balls1 which shall count that number for the player2 the scoring of a single carrom shall count #a1 and a double #b4 #e4 ,on arriving at the exact number of #ij points1 the contestant must next obtain #aj more points by carroms only2 and having arrived at the score of #ajj1 the last point must be obtained by playing the cue ball onto the ,no4 #a ball and thence into any pocket he may designate1 without touching either of the other balls1 however1 and should the cue ball enter any other pocket1 the hand is out and the run1 if any1 lost4 #f4 ,any point made by a player and scored for him by either the marker or himself at the completion of any hand can never be lost2 but should a player at any time make a scratch1 miss or foul1 any points previously made by him in that hand shall be lost and the hand shall pass4 #g4 ,at the completion of the first #ij points all the balls must come to rest on the table before the player makes his next stroke2 otherwise the following stroke shall be a foul4 #h4 ,at the completion of #ajj points the balls must all come to rest before the player makes his next stroke2 otherwise the stroke is foul4 #i4 ,should a player pocket the cue ball twice in succession without striking any object bail1 he shall forfeit the game4 #aj4 ,should a player while upon his carroms pocket any ball1 the hand is out1 and he loses any points he may have made on that run4 #aa4 ,whenever1 except on the final stroke1 the cue ball is pocketed or forced off the table1 the hand is out1 the points scored on that run are lost1 and the cue ball is in hand for the following player1 who must play on a ball outside the string line1 or else on some point of the cushion outside the line4 #ab4 ,should the spot on which any pocketed ball belongs be occupied1 said ball shall be left off the table until the spot is free and the balls are at rest1 with this exception--that should the #a ball be pocketed1 and its spot occupied1 any player who is exactly #ajj1 and whose turn it is to play1 may demand that all the object balls be spotted and he shall play with ball in hand4 #ac4 ,it is a foul if the player touch any ball with his person or clothing4 ,it is a foul if he strike the cue ball twice or with anything but the point of the cue4 ,it is a miss if he shoot without causing the cue ball to strike any object ball4 ,it is a scratch if he cause the cue ball to enter a pocket except on the #ajast point1 or leave the table4 #ad4 ,carroms obtained by pushing during the first #ij points are legitimate1 but not during the following ten points2 and the #ajast shot must be a clean stroke1 and a push shot will not be allowed4 #ae4 ,when a player is #ajj1 should he fail to strike the #a ball his hand is out and his run1 if any1 forfeited4 #af4 ,during the first #ij points1 should the cue ball be frozen to an object ball1 and if by a push causes the object ball to move1 any resulting carrom shall be valid4 ,if1 however1 the frozen object ball fails to move1 it shall be considered as not having been touched except that should the cue ball strike a cushion1 it shall not be a scratch4 #ag4 ,any cases not covered by these rules shall be governed as far as possible by the accepted rules of pool and four-ball billiards4 ,,snooker ,,pool4 #a4 ,the game of ,snooker's ,pool is played by two or more players1 either all against all or in partnership1 with fifteen red balls1 six pool balls1 and one white ball as hereafter described4 ,any rest may be used4 #b4 ,to decide the order of play1 as many pool balls as there are players or sides shall be put into a basket1 shaken1 and given out to the players by the marker4 ,the players play in the order in which the colors appear on the pool marking board4 ,a player pocketing a ball scores its value as against each of the other players1 and when penalized1 pays the penalty to each of them4 ,in a game where sides are formed a player either scores for his own side1 or is penalized to the opposing side or sides4 #c4 ,when commencing a game the fifteen red balls shall be placed as in the game of ,pyramids4 ,for each of these balls pocketed1 according to rule1 the striker shall score one point4 ,the pool balls to be used are the yellow1 green1 brown1 blue1 pink1 and black1 which shall be spotted as follows at the commencement of the game1 and have the appended values when pocketed according to rule3 ,the ,yellow ball shall be placed on the right hand spot of the baulk line and count two points2 ,the ,green ball shall be placed on the left hand spot of the baulk line and count three points2 ,the ,brown ball shall be placed on the middle spot of the baulk line and count four points2 ,the ,blue ball shall be placed on the spot between the two middle pockets and count five points2 ,the ,pink ball shall be placed at the apex of the pyramid and count six points2 ,the ,black ball shall be placed on the billiard spot and count seven points4 ,the ,white ball shall be used in rotation by the various players taking part in the game solely as the striker's ball1 and shall be played from the 8,d0 at the start of a game by the first player1 and at any other period of the game1 after it has been off the table from any cause whatever4 #d4 ,the ball shall be struck with the point of the cue and not 8pushed40 ,if1 after the striker's ball has been forced against an object ball1 the point of his cue remain or come in contact with his ball1 the stroke is foul4 ,there is no difference between the act of striking and the act of aiming4 #e4 ,the 8baulk0 is no protection4 #f4 ,the striker must pocket a red ball before playing upon a pool ball2 otherwise the stroke is foul1 and after pocketing a red ball he must play upon a pool ball1 an order of play that must be observed throughout each break so long as a red ball remains upon the table4 #g4 ,after pocketing a red ball the striker is at liberty to select the pool ball upon which he will play1 but when there is no longer a red ball on the table1 the pool balls must be played at and taken in their order of value from lowest to highest1 save that the player pocketing the last red ball shall be allowed to select the first pool ball upon which he plays1 which1 if pocketed1 shall be respotted and the pool balls played at in their order of value4 #h4 ,when playing on a pool ball the striker1 if asked the question by a player taking part in the game1 shall 8declare0 the ball selected4 #i4 ,any number of red balls may be taken in one stroke2 but1 if a pool ball is taken in conjunction with a red ball1 the stroke is foul4 ,after pocketing a red ball only the pool ball aimed at may be taken4 #aj4 ,a red ball once off the table shall not be brought into play again under any circumstances2 but all pool balls pocketed shall be respotted in their original positions 7save that the pink ball shall be placed on the pyramid spot71 until ,rule #g1 as to playing upon the pool balls in rotation1 comes into force4 ,when the pool balls are being played upon in rotation1 they shall not be respotted after being pocketed in proper order and according to rule4 #aa4 ,no ball shall1 under any circumstances1 be taken up4 #ab4 ,should the spot allotted to any pool ball be occupied when it becomes necessary to respot it1 it shall be placed upon the nearest unoccupied spot1 and1 failing that1 as near as possible to its proper spot in the direction of the centre spot4 ,if the middle spot of the baulk line is occupied1 the brown ball after being pocketed shall1 if possible1 be placed on the left-hand spot of the baulk line1 and1 failing that1 the rule as above applies4 #ac4 ,if the striker's ball is touching another1 such ball not being playable1 and he disturb the ball touching his own1 the stroke is foul4 #ad4 ,should the striker's ball be so placed that he cannot play direct on the object ball1 he is said to be 8snookered40 ,,foul ,,strokes ,,and ,,penalties4 #ae4 ,foul strokes are made or penalties incurred by 7#a7 8,pushing0 instead of striking the ball1 or striking the ball more than once2 7#b7 ,playing out of turn2 7#c7 ,playing with both feet off the floor2 7#d7 ,playing before all the balls have become stationary1 when off the table1 or wrongly spotted2 7#e7 ,playing with the wrong ball2 7#f7 ,touching or moving any ball1 except in the legitimate manner set forth in these rules2 7#g7 ,forcing any ball off the table2 7#h7 ,wilfully interfering with an opponent1 or the run of the balls1 and refusing to obey the referee's decision2 7#i7 ,missing1 running a coup1 striking the wrong ball1 or pocketing the white ball2 7#aj7 ,playing at or pocketing any ball except in the proper rotation2 7#aa7 ,striking two balls1 other than two red balls1 simultaneously2 7#ab7 ,giving an intentional miss2 7#ac7 ,pocketing more than one ball--other than red balls--by one stroke4 #af4 ,if the striker 8push0 his ball or strike it more than once1 he cannot score1 but is subject to any other penalty that he may incur by the stroke4 #ag4 ,if a player play out of turn1 he shall forfeit his next turn1 otherwise the sequence of turns shall not be altered4 ,if the error be discovered during his break1 he cannot score from the last stroke made1 and the balls shall be replaced by the marker as nearly as possible in the positions they occupied before the stroke objected to4 ,the striker shall be credited with any previous scores1 but is subject to any other penalty he may incur4 #ah4 ,the striker cannot score by a stroke made with both feet off the floor1 but is subject to any penalty he may otherwise incur4 #ai4 ,if the striker play before all the balls have ceased rolling1 or before a pool ball has been respotted1 or whilst any pool ball has been wrongly spotted1 he cannot score1 and the next player in rotation shall proceed from the position in which the balls have been left4 ,the striker is subject to any penalty he may otherwise incur4 #bj4 ,if the striker play with the wrong ball1 he shall be penalized in the value of the black ball4 #ba4 ,if the striker touch a ball in play otherwise than in the proper manner laid down in these ,rules1 he cannot score and the balls shall be replaced4 ,after the balls are replaced the stroke must be played1 if the striker was still in play when the ball was moved or touched1 and he is subject to any other penalty he may incur4 ,should he touch a ball after the completion of any stroke1 i4e41 when the balls have become stationary1 his scores from previous strokes shall hold good4 #bb4 ,if the striker force any of the red or pool balls off the table1 he shall be penalized in the value of the ball or balls so forced off4 ,should the ball or balls forced off the table be struck out of order1 or of inferior value to the ball that should have been struck1 the latter ball shall govern the penalty4 ,should he force his own ball off the table1 he shall be penalized in the value of the ball aimed at1 unless another ball of higher value be first struck1 in which case such higher ball shall govern the penalty4 #bc4 ,if a player refuse to continue the game when called upon to do so1 or intentionally obstruct an opponent1 or wilfully interfere with the running of the balls1 he shall be penalized in the total value of all the balls remaining in play4 #bd4 ,if the striker miss the object ball1 or run a coup1 or pocket the white ball1 he shall be penalized in the value of the ball aimed at2 but1 if he strike another ball or balls1 he shall be penalized in the value of the first ball so struck1 unless the ball so struck is of lower value than the ball aimed at and missed1 in which case the penalty is governed by the value of the ball aimed at4 ,should the striker in pocketing any ball hole the white1 he cannot score1 and is penalized in the value of the ball pocketed4 ,should the striker 7excepting as provided in ,rule #i7 pocket a ball other than the one aimed at1 he cannot score1 and is penalized in the value of such ball unless the ball pocketed is of lower value than the ball aimed at1 in which case the penalty is governed by the value of the ball aimed at4 #be4 ,if the striker play at or pocket a ball except in the proper rotation1 he shall be penalized in the value of the ball so played at or pocketed unless the ball so played at be of lower value than the ball which should have been selected1 in which case the penalty is governed by the latter ball4 #bf4 ,if the striker strike simultaneously a pool ball and a red ball1 or two pool balls1 he shall be penalized in the value of the higher ball4 #bg4 ,if the striker pocket the white ball after contact with another1 he shall be penalized in the value of the ball struck1 unless the object ball so struck be out of order1 in which case the penalty shall be governed by the ball of the higher value4 #bh4 ,should the striker give an intentional miss1 he shall be penalized in the value of the black ball1 and be compelled to play the stroke again4 ,no score can accrue from such stroke1 but the striker shall be subject to any further penalty he may incur4 #bi4 ,if the striker pocket more than one ball1 other than red balls1 in one stroke1 he cannot score1 and is penalized in the value of the highest ball pocketed4 #cj4 ,in the absence of a referee the marker of the room shall decide all disputes that may arise2 and1 if he does not know of the matter in dispute1 the majority of the onlookers shall decide4 ,,english ,,pool4 ,this game is known in ,england as ,colom-,ball1 or ,following ,pool4 ,the balls are placed in a pool bottle1 and shaken up by the marker1 who then gives one to each candidate for play in rotation4 ,the player who receives the white ball places it on the spot1 and the one who gets the red ball plays from within the ,d at the head of the table4 ,the marker calls the colour of the player whose turn it is1 and notifies him which ball will play on him1 so that he may play for safety if he can4 ,the following are ,brunswick-,balke-,collender ,co4's rules3 ,the ,,white ,,ball is spotted4 ,,red ,,ball plays upon ,,white4 ,,yellow 0 ,,red4 ,,green 0 ,,yellow4 ,,brown 0 ,,green4 ,,blue 0 ,,brown4 ,,pink 0 ,,blue4 ,,spot-,,white 0 ,,pink4 ,,spot-,,red 0 ,,spot-,,white4 ,,spot-,,yellow 0 ,,spot-,,red4 ,,spot-,,green 0 ,,spot-,,yellow4 ,,spot-,,brown 0 ,,spot-,,green4 ,,spot-,,blue 0 ,,spot-,,brown1 and ,,white 0 ,,spot-,,blue4 #a4 ,when coloured balls are used1 the players must play progressively1 as the colours are placed on the pool marking-board1 the top colour being ,no4 #a4 #b4 ,each player has three lives at starting4 ,no4 #a places his ball on the 8winning and losing0 spot1 ,no4 #b plays at ,no4 #a1 ,no4 #c at ,no4 #b1 and so on--each person playing at the last ball1 unless the striker's ball be in hand1 when he plays at the nearest ball4 #c4 ,when a striker loses a life the next in rotation plays at the ball nearest to his own2 but if this player's ball be in hand1 he plays at the ball nearest to the centre of the baulk-line1 whether it be in or out of baulk4 #d4 ,when any doubt arises as to the nearest ball1 the marker measures the distance1 and the player strikes at the ball declared to be nearest his own4 #e4 ,the baulk is no protection4 #f4 ,the player loses a life by pocketing his own ball off another1 by running a coup1 by missing the ball played on1 by forcing his ball off the table1 by playing with the wrong ball1 by playing at the wrong ball1 by playing out of his turn1 by striking the wrong ball1 or by having his ball pocketed by the next striker4 #g4 ,should the striker pocket the ball he plays at1 and by the same stroke pocket his own or force it over the table1 he loses a life and not the person whose ball he pocketed4 #h4 ,should the player strike the wrong ball1 he pays the same forfeit to the person whose ball he should have played at as he would have done if he had pocketed it himself4 #i4 ,if the striker miss the ball he ought to play at1 and by the same stroke pocket another ball1 he loses a life1 and not the person whose ball he pocketed2 in which case the striker's ball must be taken up1 and both balls remain in hand until it be their several turns to play4 #aj4 ,if the player inquire as to which is his ball1 or if it be his turn to play1 the marker or the players must give him the information sought4 #aa4 ,if the striker1 while taking aim1 inquire which is the ball he ought to play at1 and should be misinformed by the marker or by any of the company1 he does not lose a life4 ,his ball must in this case be replaced and the stroke played again4 #ab4 ,when a ball or balls touch the striker's ball1 or are in line between it and the ball he has to play at1 so that it will prevent him hitting any part of the object-ball1 such ball or balls must be taken up until the stroke be played1 and1 after the balls have ceased running1 they must be replaced4 #ac4 ,if a ball or balls are in the way of a striker's cue1 so that he cannot play at his ball1 he can have them taken up4 #ad4 ,when the striker takes a life1 he continues to play on as long as he can pocket a ball1 or until the balls are all off the table1 in which latter case he places his own ball on the spot as at the commencement4 #ae4 ,the first player who loses his three lives is entitled to purchase1 or star1 by paying into the pool a sum equal to his original stake1 for which he receives lives equal in number to the lowest number of lives on the board4 #af4 ,if the player first out refuse to star1 the second player out may do so2 but if the second refuse1 the third may star1 and so on1 until only two players are left in the pool1 when the privilege of starring ceases4 #ag4 ,only one star is allowed in a pool4 #ah4 ,if the striker move his own or any other ball while in the act of striking1 the stroke is foul2 and if1 by the same stroke1 he pocket a ball or force it off the table1 the owner of that ball does not lose a life1 and the ball so pocketed must be placed on its original spot4 ,but if by that foul stroke the player pocket his own ball or force it off the table1 he loses a life4 #ai4 ,if the striker's ball touch the one he has to play at1 he is at liberty either to play at it or at any other ball on the table1 and such stroke is not to be considered foul2 in such a case1 however1 the striker loses a life by running his ball into a pocket or forcing it over the table4 #bj4 ,if1 after making a hazard1 the striker takes up his ball1 or stops it before it has done running1 he cannot claim the life for the ball pocketed4 #ba4 ,if1 before a star1 two or more balls1 each having one life1 are pocketed by the same stroke1 the owner of the first ball struck can star2 but if he refuse1 the other player whose ball was pocketed may star4 #bb4 ,should the striker's ball stop on the place from which a ball has been taken up1 the ball which has been removed must remain in hand until the spot is unoccupied1 when it is to be replaced4 #bc4 ,should the striker's ball miss the ball played at1 no person except the striker is allowed to stop the ball till it has ceased running or struck another ball4 #bd4 ,should the striker have his next player's ball removed1 and his own ball stop on the spot it occupied1 the next player must give a miss from baulk1 for which miss he does not lose a life4 #be4 ,when a ball has been taken up1 and any other than the next player's ball stop on the spot it occupied1 the ball so taken up must remain in hand till it can be replaced4 ,but if it be the turn of the ball in hand to play before the one occupying its proper place1 the latter must be taken up till there be room to replace it4 #bf4 ,if the corner of the cushion should prevent the striker from playing in a direct line1 he can have any ball removed for the purpose of playing at the object-ball from a cushion4 #bg4 ,when three players1 each with one life1 remain in a pool1 and the striker make a miss1 the other two divide without a stroke4 #bh4 ,neither of the last two players can star1 but if they are left with an equal number of lives each they may divide the pool2 the striker1 however1 is entitled to his stroke before the division4 #bi4 ,all disputes are to be decided by the marker2 but if he be interested in the game1 they shall then be settled by a majority of the players4 ,,black ,,pool4 ,this is a variation of ,english ,colour-,ball ,pool4 ,a black ball is placed on the centre spot4 ,the colours follow one another just as in ,english pool1 until all the balls have come upon the table4 ,after that1 any ball on the table may be played at1 and if it is pocketed1 the player has the option of playing at the black ball4 ,if he pockets it1 each player pays him the amount of a life1 so that the player whose ball was first pocketed would have to pay two1 one for his own ball and one for the black4 ,if a ball is pocketed before the balls are all on the table1 the player may play on the black2 but the following players must play on their colours until the first round is complete4 ,no one is ever dead1 and the game may be continued indefinitely1 although half an hour is the usual limit4 ,the players share the expense of the table1 as at ,shell-out4 ,,english ,,billiards4 ,this game is played with three balls1 one red and two white4 ,every winning hazard off the red counts #c2 hazards off the white count #b1 and all carroms count #b4 ,if a player makes a carrom and a losing hazard on the same stroke1 it counts #e if the red was the object ball2 #d if the white was the object ball4 ,a player may make #aj on one stroke by playing on the red1 making a carrom1 and pocketing all three balls4 ,a miss counts one for the adversary2 but if the player who makes a miss runs into a pocket or jumps off the table1 his adversary counts #c4 ,the secret of success in the ,english game is not in gathering shots or rail nursing1 but in repeated position2 that is1 playing shots so that the object ball returns to its position1 the cue ball falling into a pocket and being played again from an advantageous position in the ,d4 ,if the red ball is left in a good position for a losing hazard in either of the side pockets1 the player should place his own ball in such a position in the ,d that he can drive the red to the bottom cushion and back again1 leaving himself another easy hazard in the side pockets4 ,if the red is near a bottom pocket1 and the player's ball is in hands1 the beginner will invariably leave the red ball in baulk1 even if he makes the hazard4 ,the reason is that he strikes with just force enough to reach the red and go into the pocket1 and this force is just enough to drive the red about the same distance in the opposite direction1 leaving it where the cue ball came from--in baulk4 ,the ,english do not understand gathering shots1 nursing1 and cushion carroms so well as the ,americans1 and play chiefly for the winning and losing hazards4 ,the objective point of the expert is the spot stroke1 which consists in getting exactly behind the red ball when it is on its spot1 and then driving it into the corner pocket1 returning the cue ball to its position with a light draw shot4 ,if the cue ball fails to come back exactly behind the red the position may be recovered in several ways1 some of which are shown in the diagrams4 ,illustration ,no4 #a is the perfect position for the spot stroke2 the dotted lines in the others show the course that must be followed by the cue ball to recover the initial position4 ,man-of-war ,game is a variety of ,english billiards in which there are three white balls1 each belonging to different players4 ,the following ,,laws are taken1 by permission1 from the rules published by the ,brunswick-,balke-,collender ,co4 ,,english ,,billiard ,,laws4 #a4 ,the choice of balls and order of play shall1 unless mutually agreed upon by the two players1 be determined by stringing2 and the striker whose ball stops nearest the lower or bottom cushion1 after being forced from baulk up the table1 may take which ball he likes1 and play1 or direct his opponent to play first1 as he may deem expedient4 #b4 ,the red ball shall1 at the opening of every game1 be placed on the top or red spot1 and replaced after being pocketed or forced off the table1 or whenever the balls are broken4 #c4 ,whoever breaks the balls1 i4 e41 opens the game1 must play out of baulk1 though it is not necessary that he shall strike the red ball4 #d4 ,the game shall be adjudged in favour of whoever first scores the number of points agreed on1 when the marker shall call 8game02 or it shall be given against whoever1 after having once commenced1 shall neglect or refuse to continue when called upon by his opponent to play4 #e4 ,if the striker scores by his stroke he continues until he ceases to make any points1 when his opponent follows on4 #f4 ,if when moving the cue backward and forward1 and prior to a stroke1 it touches and moves the ball1 the ball must be replaced to the satisfaction of an adversary1 otherwise it is a foul stroke2 but if the player strikes1 and grazes any part of the ball with any part of the cue1 it must be considered a stroke1 and the opponent follows on4 #g4 ,if a ball rebounds from the table1 and is prevented in any way1 or by any object except the cushion1 from falling to the ground1 or if it lodges on a cushion and remains there1 it shall be considered off the table1 unless it is the red1 which must be spotted4 #h4 ,a ball on the brink of the pocket need not be 8challenged03 if it ceases running and remains stationary1 then falls in1 it must be replaced1 and the score thus made does not count4 #i4 ,any ball or balls behind the baulk-line1 or resting exactly upon the line1 are not playable if the striker be in hand1 and he must play out of baulk before hitting another ball4 #aj4 ,misses may be given with the point or butt of the cue1 and shall count one for each against the player2 or if the player strike his ball with the cue more than once a penalty shall be enforced1 and the non-striker may oblige him to play again1 or may call on the marker to place the ball at the point it reached or would have reached when struck first4 ,the butt may also be used for playing a ball in hand up the table in order to strike a ball in baulk4 #aa4 ,foul strokes do not score to the player1 who must allow his opponent to follow on4 ,they are made thus3 ,by striking a ball twice with the cue2 by touching with the hand1 ball1 or cue an opponent's or the red ball2 by playing with the wrong ball2 by lifting both feet from the floor when playing2 by playing at the striker's own ball and displacing it ever so little 7except while taking aim1 when it shall be replaced1 and he shall play again74 #ab4 ,the penalty for a foul stroke is losing the lead1 and1 in case of a score1 an opponent must have the red ball spotted1 and himself break the balls1 when the player who made the foul must follow suit1 both playing from the ,d4 ,if the foul is not claimed the player continues to score1 if he can4 #ac4 ,after being pocketed or forced off the table the red ball must be spotted on the top spot1 but if that is occupied by another ball the red must be placed on the centre spot between the middle pockets4 #ad4 ,if in taking aim the player moves his ball and causes it to strike another1 even without intending to make a stroke1 a foul stroke may be claimed by an adversary4 7,see ,rule ,fifteenth47 #ae4 ,if a player fail to hit another ball1 it counts one to his opponent2 but if by the same stroke the player's ball is forced over the table or into any pocket it counts three to his opponent4 #af4 ,forcing any ball off the table1 either before or after the score1 causes the striker to gain nothing by the stroke4 #ag4 ,in the event of either player using his opponent's ball and scoring1 the red must be spotted and the balls broken again by the non-striker2 but if no score is made1 the next player may take his choice of balls and continue to use the ball he so chooses to the end of the game4 ,no penalty1 however1 attaches in either case unless the mistake be discovered before the next stroke4 #ah4 ,no person except an opponent has a right to tell the player that he is using the wrong ball1 or to inform the non-striker that his opponent has used the wrong ball2 and if the opponent does not see the striker use the ball1 or1 seeing him1 does not claim the penalty1 the marker is bound to score to the striker any points made4 #ai4 ,should the striker whose ball is in hand1 in playing up the table on a ball or balls in baulk1 either by accident or design1 strike one of them with his own ball without first going out of baulk1 his opponent may have the balls replaced1 score a miss1 and follow on2 or may cause the striker to play again1 or may claim a foul1 and have the red spotted and the balls broken again4 #bj4 ,the striker1 when in hand1 may not play at a cushion within the baulk 7except by going first up the table7 so as to hit balls that are within or without the line4 #ba4 ,if in hand1 and in the act of playing1 the striker shall move his ball with insufficient strength to take it out of baulk1 it shall be counted as a miss to the opponent1 who1 however1 may oblige him to replace his ball and play again4 ,failing to play out of baulk1 the player may be compelled to play his stroke over again4 #bb4 ,if in playing a pushing stroke the striker pushes more than once it is unfair1 and any score he may make does not count4 ,his opponent follows by breaking the balls4 #bc4 ,if in the act of drawing back his cue the striker knocks the ball into a pocket1 it counts three to the opponent1 and is reckoned a stroke4 #bd4 ,if a foul stroke be made while giving a miss1 the adversary may enforce the penalty or claim the miss1 but he cannot do both4 #be4 ,if either player take up a ball1 unless by consent1 the adversary may have it replaced1 or may have the balls broken2 but if any other person touches or takes up a ball it must be replaced by the marker as nearly as possible4 #bf4 ,if1 after striking1 the player or his opponent should by any means obstruct or hasten the speed of any ball1 it is at the opponent or player's option to have them replaced1 or to break the balls4 #bg4 ,no player is allowed to receive1 nor any bystander to offer advice on the game2 but should any person be appealed to by the marker or either player he has a right to offer an opinion2 or if a spectator sees the game wrongly marked he may call out1 but he must do so prior to another stroke4 #bh4 ,the marker shall act as umpire1 but any question may be referred by either player to the company1 the opinion of the majority of whom shall be acted upon4 ,,pin ,,pool4 ,the game of ,pin ,pool is played with two white balls and one red1 together with five small wooden pins1 which are set up in the middle of the table1 diamond fashion1 each pin having a value to accord with the position it occupies4 ,illustration3 #d99 #c99 #e99 #b99 #a99 ,the pin nearest the string line is ,no4 #a2 that to the right of it is ,no4 #b2 to the left1 ,no4 #c2 the pin farthest from the string line is ,no4 #d2 and the central or black pin1 ,no4 #e4 ,these numbers may be chalked on the cloth in front of each particular pin4 ,neither carroms nor hazards count2 for pocketing a ball 7when playing on a pocket table71 or causing it to jump off the table or lodge on the cushion1 or for missing altogether1 nothing is forfeited other than the stroke4 ,the only penalty is that the ball so offending shall be spotted upon the white-ball spot at the foot of the table1 or if that be occupied then on the nearest spot thereto unoccupied4 ,when the pins are arranged1 the rotation of the players is determined in like manner as in ,fifteen-,ball ,pool1 after which each player receives from the marker a little numbered ball which is placed in the player's cup on the pool board1 and the number of which is not known to any of his opponents4 ,the object of the player is to knock down as many pins as will count exactly thirty-one when the number on the small ball held by him is added to their aggregate2 thus1 if the small ball is ,no4 #i1 the player will have to gain twenty-two points on the pins before calling game1 and whoever first gets exactly thirty-one points in this manner wins the pool4 ,a white ball is spotted five inches from the lower end of the table1 on a line drawn down the centre2 and the red ball placed upon its own spot at the foot of the table4 ,player ,no4 #a must play with the remaining white ball from any point within the string-line at the head of the table at either the red or white ball1 or place his own on the string spot4 ,player ,no4 #b may play with any ball on the table--red or white4 ,after the first stroke has been played1 the players1 in their order1 may play with or at any ball upon the board4 ,unless the player has played on some ball upon the board before knocking down a pin1 the stroke under all circumstances goes for nothing1 and the pin or pins must be replaced and the player's ball put upon the white-ball spot at the foot of the table or if that be occupied1 on the nearest unoccupied spot thereto4 ,but should two balls be in contact the player can play with either of them1 direct at the pins1 and any count so made is good4 ,if a player1 with one stroke1 knocks down the four outside pins and leaves the black one standing on its spot1 it is called a ,natural1 or ,ranche1 and under any and all circumstances it wins the game4 ,when a player gets more than #ca1 he is burst1 and he may either play again immediately with the same ball he has in the pool rack1 starting at nothing of course1 or he may take a new ball4 ,if he takes a new ball he may either keep it or keep his old one1 but he cannot play again until it comes to his turn4 ,,the ,,little ,,corporal4 ,this game is the regular ,three-,ball ,carrom ,game with a small pin added1 like those used in ,pin ,pool1 which is set up in the centre of the table4 ,the carroms and forfeits count as in the regular ,three-,ball ,game1 but the knocking down of the pin scores five points for the striker1 who plays until he fails to effect a carrom or knock down the pin4 ,a ball must be hit by the cue-ball before the pin can be scored2 playing at the pin direct is not allowed4 ,the pin must be set up where it falls2 but in case it goes off the table or lodges on the top of the cushion it must be placed upon the centre spot4 ,the pin leaning against the cushion must be scored as down1 and when the pin lodges in the corner of the table1 so that it cannot be hit with the ball1 it is to be set up on the centre spot4 ,one hundred points generally constitute a game1 but any number of points may be agreed upon4 ,,the ,,spanish ,,game ,,of ,,billiards4 ,this game is played in the ,south1 ,california1 and in ,mexico and ,cuba1 and is played with two white and one red ball1 and five pins placed similar to those in ,pin ,pool4 ,the red ball is placed on the red-ball spot1 and the first player strikes at it from within the baulk semicircle4 ,the game is scored by winning and losing hazards1 carroms1 and by knocking over the pins4 ,it is usually played thirty points up4 ,the player who knocks down a pin after striking a ball gains two points1 if he knocks down two pins he gains four points1 and so on1 scoring two points for each pin knocked down4 ,if he knock down the middle pin alone he gains five points4 ,the player who pockets the red ball gains three points and two for each pin knocked down by the same stroke4 ,the player who pockets the white ball gains two points1 and two for each pin knocked over with the same stroke4 ,each carrom counts two4 ,the player who knocks down a pin or pins with his own ball before striking another ball loses two for every pin so knocked down4 ,the player who pockets his own ball without hitting another ball forfeits three points2 for missing altogether he forfeits one point4 ,the striker who forces his own ball off the table without hitting another ball forfeits three points1 and if he does so after making a carrom or pocket he loses as many points as he would otherwise have gained4 ,the rules of the ,american ,carrom ,game1 except where they conflict with the foregoing rules1 govern this game also4 ,,bottle ,,pool4 ,the game of ,bottle ,pool is played on a pool table with one white ball1 the #a and #b ball1 and pool-bottle4 ,the #a and #b balls must be spotted1 respectively1 at the foot of the table1 at the left and right diamond nearest each pocket1 and the pool-bottle is placed standing on its neck on the spot in the centre of the table1 and when it falls it must be set up1 if possible1 where it rests4 ,carrom on the two object-balls counts #a point2 ,pocketing the #a ball counts #a point2 ,pocketing the #b ball counts #b points2 ,carrom from ball and upsetting bottle counts #e points4 ,the game consists of #ca points4 ,the player having the least number of points at the finish of the game shall be adjudged the loser4 ,any number of persons can play1 and the rotation of the players is decided as in ordinary pool4 ,player ,no4 #a must play with the white ball from any point within the string at the head of the table1 at either the #a or #b ball at his option4 ,the player who leads must play at and strike one of the object-balls before he can score a carrom on the pool-bottle4 ,if a player carrom on the bottle from either of the object-balls1 in such a way as to seat the bottle on its base1 he wins the game1 without further play4 ,should the #a or #b ball in any way1 during the stroke1 touch the bottle and the bottle is in the same play knocked over or stood on its base by the cue-ball1 the stroke does not count4 ,if the player forces the bottle off the table or into a pocket1 the bottle must be spotted on its proper spot in the centre of the table1 the player loses his shot and forfeits one point1 and the next player plays4 ,a player who makes more than #ca points is burst1 and must start his string anew2 all that he makes in excess of #ca points count on his new string1 and the next player plays4 ,,billiard ,,text ,,books4 ,american ,game3-- ,modern ,billiards1 ,brunswick-,balke-,collender ,co4 ,billiard ,laws1 0 0 0 0 ,manuel du ,biliard1 by ,vignaux4 ,garnier's ,practice ,shots4 ,english ,game3-- ,billiards ,simplified1 ,burroughs and ,watts4 ,billiards1 by ,w4 ,cook4 ,billiards1 by ,joseph ,bennet4 ,billiards1 by ,maj4-,gen4 ,drayson4 ,practical ,billiards1 by ,w4 ,dufton4 ,the ,spot ,stroke1 by ,joseph ,bennet4 ,,chance ,,and ,,probability4 ,in calculating the probability of any event1 the difficulty is not1 as many persons imagine1 in the process1 but in the statement of the proposition1 and the great trouble with many of those who dispute on questions of chance is that they are unable to think clearly4 ,the chance is either for or against the event2 the probability is always for it4 ,the chances are expressed by the fraction of this probability1 the denominator being the total number of events possible1 and the numerator the number of events favourable4 ,for instance3 ,the probability of throwing an ace with one cast of a single die is expressed by the fraction 2 because six different numbers may be thrown1 and they are all equally probable1 but only one of them would be an ace4 ,odds are found by deducting the favourable events from the total1 or the numerator from the denominator4 ,in the example1 the odds against throwing an ace are therefore #e to #a4 ,the greater the odds against any event the more improbable it is said to be1 and the more hazardous it is to risk anything upon it4 ,when an event happens which is very improbable1 the person to whom it happens is considered lucky1 and the greater the improbability1 the greater his luck4 ,if two men play a game1 the winner is not considered particularly lucky2 but if one wanted only two points to go out and the other wanted a hundred1 the latter would be a very lucky man if he won4 ,it is a remarkable fact that luck is the only subject in the world on which we have no recognised authority1 although it is a topic of the most universal interest4 ,strictly speaking1 to be lucky simply means to be successful1 the word being a derivative of gelingen1 to succeed4 ,there are a few general principles connected with luck which should be understood by every person who is interested in games of chance4 ,in the first place1 luck attaches to persons and not to things4 ,it is useless for an unlucky man to change the seats or the cards1 for no matter which he chooses the personal equation of good or bad luck adhering to him for the time being cannot be shaken off4 ,in the second place1 all men are lucky in some things1 and not in others2 and they are lucky or unlucky in those things at certain times and for certain seasons4 ,this element of luck seems to come and go like the swell of the ocean4 ,in the lives of some men the tide of fortune appears to be a long steady flood1 without a ripple on the surface4 ,in others it rises and falls in waves of greater or lesser length2 while in others it is irregular in the extreme2 splashing choppy seas to-day2 a storm to-morrow that smashes everything2 and then calm enough to make ducks and drakes with the pebbles on the shore4 ,in the lives of all the tide of fortune is uncertain2 for the man has never lived who could be sure of the weather a week ahead4 ,in the nature of things this must be so1 for if there were no ups and downs in life1 there would be no such things as chance and luck1 and the laws of probability would not exist4 ,the greatest fallacy in connection with luck is the belief that certain men are lucky1 whereas the truth is simply that they have been lucky up to that time4 ,they have succeeded so far1 but that is no guarantee that they will succeed again in any matter of pure chance4 ,this is demonstrated by the laws governing the probability of successive events4 ,suppose two men sit down to play a game which is one of pure chance2 poker dice1 for instance4 ,you are backing ,mr4 ,smith1 and want to know the probability of his winning the first game4 ,there are only two possible events1 to win or lose1 and both are equally probable1 so #b is the denominator of our fraction4 ,the number of favourable events is #a1 which is our numerator1 and the fraction is therefore 1 which always represents equality4 ,now for the successive events4 ,your man wins the first game1 and they proceed to play another4 ,what are the odds on ,smith's winning the second game8 ,it is evident that they are exactly the same as if the first game had never been played1 because there are still only two possible events1 and one of them will be favourable to him4 ,suppose he wins that game1 and the next1 and the next1 and so on until he has won nine games in succession1 what are the odds against his winning the tenth also8 ,still exactly an even thing4 ,but1 says a spectator1 ,smith's luck must change2 because it is very improbable that he will win ten games in succession4 ,the odds against such a thing are #ajbc to #a1 and the more he wins the more probable it is that he will lose the next game4 ,this is what gamblers call the maturity of the chances1 and it is one of the greatest fallacies ever entertained by intelligent men4 ,curiously enough1 the men who believe that luck must change in some circumstances1 also believe in betting on it to continue in others4 ,when they are in the vein they will 8follow their luck0 in perfect confidence that it will continue4 ,the same men will not bet on another man's luck1 even if he is 8in the vein10 because 8the maturity of the chances0 tells them that it cannot last6 ,,games4 ,,odds4 ,one #a to #a ,two #c to #a ,three #g to #a ,four #ae to #a ,five #ca to #a ,six #fc to #a ,seven #abg to #a ,eight #bee to #a ,nine #eaa to #a ,ten #ajbc to #a ,if ,smith and his adversary had started with an agreement to play ten games1 the odds against either of them winning any number in succession would be found by taking the first game as an even chance1 expressed by unity1 or #a4 ,the odds against the same player winning the second game also would be twice #a plus #a1 or #c to #a2 and the odds against his winning three games in succession would be twice #c plus #a1 or #g to #a1 and so on1 according to the figures shown in the margin4 ,,games4 #ast #bnd #a #a #a #j #j #a #j #j ,that this is so may easily be demonstrated by putting down on a sheet of paper the total number of events that may happen if any agreed number of games are played1 expressing wins by a stroke1 and losses by a cipher4 ,take the case of two games only4 ,there are four different events which may happen to ,smith1 as shown in the margin4 ,he may win both games or lose both2 or he may win one and lose the other1 either first4 ,only one of these four equally probable events being favourable to his winning both games1 and three being unfavourable1 the odds are #c to #a that he does not win both2 but these are the odds before he begins to play4 ,having won the first game1 there are only two events possible1 those which begin with a win1 and he has an equal chance to win again4 ,,games4 #ast #bnd #crd #a #a #a #a #a #j #a #j #a #a #j #j #j #j #j #j #j #a #j #a #j #j #a #a ,if the agreement had been to play three games1 there would have been eight possible events1 one of which must happen but all of which were equally probable4 ,these are shown in the margin4 ,if ,smith wins the first game1 there are only four possible events remaining2 those in which the first game was won4 ,of these1 there are two in which he may win the second game1 and two in which he may lose it1 showing that it is still exactly an even thing that he will win the second game4 ,if he wins the second game1 there are only two possible events1 the first two on the list in the margin1 which begin with two wins for ,smith4 ,of these he has one chance to win the third game1 and one to lose it4 ,no matter how far we continue a series of successive events it will always be found that having won a certain number of games1 it is still exactly an even thing that he will win the next also4 ,the odds of #ajbc to #a against his winning ten games in succession existed only before he began to play4 ,after he has won the first game1 the odds against his winning the remaining nine are only #eaa to #a1 and so on1 until it is an even thing that he wins the tenth1 even if he has won the nine preceding it4 ,in the statistics of #djjj coups at roulette at ,monte ,carlo it was found that if one colour had come five times in succession1 it was an exactly even bet that it would come again2 for in twenty runs of five times there were ten which went on to six4 ,in the author's examination of #ejj consecutive deals of faro1 there were #hae cards that either won or lost three times in succession1 and of these #dab won or lost out4 ,in a gambling house in ,little ,rock a roulette wheel with three zeros on it did not come up green for #aae rolls1 and several gamblers lost all they had betting on the eagle and ,o's4 ,when the game closed the banker informed them that the green had come up more than twenty times earlier in the evening4 ,they thought the maturity of the chances would compel the green to come2 whereas the chances really were that it would not come1 as it had over-run its average so much earlier in the evening4 ,the pendulum swings as far one way as the other1 but no method of catching it on the turn has ever yet been discovered4 ,compound ,events4 ,in order to ascertain the probability of compound or concurrent events1 we must find the product of their separate probability4 ,for instance3 ,the odds against your cutting an ace from a pack of #eb cards are #dh to #d1 or #ab to #a2 because there are #eb cards and only #d of them are aces4 ,the probability fraction is therefore #a_/ac4 ,but the probabilities of drawing an ace from two separate packs are #a_/ac #a_/ac #a_/afi1 or #afh to #a against it4 ,suppose a person bets that you will not cut a court card1 ,k ,q or ,j1 from a pack of #eb cards1 what are the odds against you8 ,in this case there are three favourable events1 but only one can happen1 and as any of them will preclude the others1 they are called conflicting events1 and the probability of one of them is the sum of the probability of all of them4 ,in this case the probability of any one event separately is #a_/ac1 and the sum of the three is therefore #a_/ac #a_/ac #a_/ac #c_/ac2 or ten to #c against it4 ,in order to prove any calculation of this kind all that is necessary is to ascertain the number of remaining events1 and if their sum1 added to that already found1 equals unity1 the calculation must be correct4 ,for instance3 ,the probability of turning a black trump at whist is #ac_/eb #ac_/eb #bf_/eb2 because there are two black suits of #ac cards each4 ,the only other event which can happen is a red trump1 the probability of which is also #bf_/eb1 and the sum of these two probabilities is therefore #bf_/eb #bf_/eb #eb_/eb1 or unity4 ,another fallacy in connection with the maturity of the chances is shown in betting against two successive events1 both improbable1 one of which has happened4 ,the odds against drawing two aces in succession from a pack of #eb cards are #bbj to #a2 but after an ace has been drawn the odds against the second card being an ace also are only #af to #a1 although some persons would be mad enough to bet #ajjj to #a against it1 on the principle that the first draw was a great piece of luck and the second ace was practically impossible4 ,while the four aces were in the pack the probability of drawing one was #d_/eb4 ,one ace having been drawn1 #c remain in #ea cards1 so the probability of getting the second is #c_/ea1 or #a_/ag4 ,before a card was drawn1 the probability of getting two aces in succession was the product of these fractions2 #a_/ac #a_/ag #a_/bba4 ,on the same principle the odds against two players cutting cards that are a tie1 such as two ,fours1 are not #bbj to #a1 unless it is specified that the first card shall be a ,four4 ,the first player having cut1 the odds against the second cutting a card of equal value are only #af to #a4 ,dice4 ,in calculating the probabilities of throws with two or more dice1 we must multiply together the total number of throws possible with each die separately1 and then find the number of throws that will give the result required4 ,suppose two dice are used4 ,six different throws may be made with each1 therefore #f #f #cf different throws are possible with the two dice together4 ,what are the odds against one of these dice being an ace8 ,a person unfamiliar with the science of probabilities would say that as two numbers must come up1 and there are only six numbers altogether1 the probability is #b_/f1 or exactly #b to #a against an ace being thrown4 ,but this is not correct1 as will be immediately apparent if we write out all the #cf possible throws with two dice2 for we shall find that only #aa of the #cf contain an ace1 and #be do not4 ,the proper way to calculate this is to take the chances against the ace on each die separately1 and then to multiply them together4 ,there are five other numbers that might come up1 and the fraction of their probability is #be_/cf1 or #be to #aa in their favour4 ,take the case of three dice3 ,as three numbers out of six must come up1 it might be supposed that it was an even thing that one would be an ace4 ,but the possible throws with three dice are #f #f #f #baf2 and those that do not contain an ace are #e #e #e #abe2 so that the odds against getting an ace in one throw with three dice1 or three throws with one die1 are #abe_/baf1 or #abe to #ia against it4 ,to find the probability of getting a given total on the faces of two or three dice we must find the number of ways that the desired number can come4 ,in the #cf possible throws with two dice there are #f which will show a total of seven pips4 ,the probability of throwing seven is therefore #f_/cf1 or #e to #a against it4 ,a complete list of the combinations with two dice were given in connection with ,craps4 ,poker4 ,in calculating the probability of certain conflicting events1 both of which cannot occur1 but either of which would be favourable1 we must make the denominator of our fraction equal in both cases1 which will1 of course1 necessitate a proportionate change in our numerator4 ,suppose a poker player has three of a kind1 and intends to draw one card only1 the odds against his getting a full hand are #a_/af2 against getting four of a kind1 #a_/dh4 ,to find the total probability of improvement1 we must make the first fraction proportionate to the last1 which we can do by multiplying it by #c4 ,the result will be #c_/dh #a_/dh #d_/dh2 showing that the total chance of improvement is #a in #ab1 or #aa to #a against it4 ,whist4 ,to calculate the probable positions of certain named cards is rather a difficult matter1 but the process may be understood from a simple example4 ,suppose a suit so distributed that you have four to the ,king1 and each of the other players has three cards2 what are the probabilities that your partner has both ,ace and ,queen8 ,the common solution is to put down all the possible positions of the two named cards1 and finding only one out of nine to answer1 to assume that the odds are #h to #a against partner having both cards4 ,this is not correct1 because the nine positions are not equally probable4 ,we must first find the number of possible positions for the ,ace and ,queen separately1 afterward multiplying them together1 which will give us the denominator2 and then the number of positions that are favourable1 which will give us the numerator4 ,as there are nine unknown cards1 and the ,ace may be any one of them1 it is obvious that the ,queen may be any one of the remaining eight1 which gives us #i #h #gb different ways for the two cards to lie4 ,to find how many of these #gb will give us both cards in partner's hand we must begin with the ace1 which may be any one of his three cards4 ,the ,queen may be either of the other two1 which gives us the numerator1 #c #b #f2 and the fraction of probability1 #f_/gb1 #a_/ab2 or #aa to #a against both ,ace and ,queen4 ,if we wished to find the probability of his having the ,ace1 but not the ,queen1 our denominator would remain the same2 but the numerator would be the three possible positions of the ,ace1 multiplied by the six possible positions of the ,queen among the six other unknown cards1 in the other hands1 giving us the fraction #ah_/gb4 ,the same would be true of the ,queen but not the ,ace4 ,to prove both these1 we must find the probability that he has neither ,ace nor ,queen4 ,there being six cards apart from his three1 the ,ace may be any one of them1 and the ,queen may be any one of the remaining five4 ,this gives us #f #e #cj1 and the fraction #cj_/gb4 ,if we now add these four numerators together1 we have3--for both cards in partner's hand1 #f2 for ,ace alone1 #ah2 for ,queen alone1 #ah2 and for neither1 #cj2 a total of #gb1 or unity1 proving all the calculations correct4 ,in some of the problems connected with ,whist1 it is important to know the probability of the suits being distributed in various ways among the four players at the table2 or1 what is the same thing1 the probable distribution of the four suits in any one hand4 ,the author is indebted to ,dr4 ,pole's 8,philosophy of ,whist0 for these calculations4 ,as an example of the use of this table1 suppose it was required to find the probability of any other player at the table holding four or more trumps if you had six4 ,take all the combinations in which the figure #f appears1 and add together the number of times they will probably occur4 ,that will be your denominator1 #aff4 ,the numerator will be the number of times that the combinations occur which contain a figure larger than #c1 in addition to the #f4 ,this will be found to be #gd1 and the probability will therefore be #gd_/aff4 ,,distributions4 ,,times ,,in #ajjj4 #h #b #b #a #b #h #c #a #a #a #h #c #b #j #a #h #d #a #j #h #e #j #j #j #g #b #b #b #e #g #c #b #a #ai #g #c #c #j #c #g #d #a #a #d #g #d #b #j #c #g #e #a #j #a #g #f #j #j #j #f #c #b #b #eg #f #c #c #a #ce #f #d #b #a #dg #f #d #c #j #ac #f #e #a #a #g #f #e #b #j #f #f #f #a #j #a #e #c #c #b #aee #e #d #b #b #ajf #e #d #c #a #acj #e #d #d #j #ab #e #e #b #a #cb #e #e #c #j #i #d #c #c #c #aje #d #d #c #b #bae #d #d #d #a #cj ,,martingales4 ,many gamblers believe that as the science of probabilities teaches us that events will equalise themselves in time1 all that is necessary is to devise some system that will keep a person from guessing1 so that he may catch the pendulum as it swings2 and to add to it some system of betting1 so that he will have the best of it in the long run4 ,some content themselves with playing a 8system0 against banking games1 which is merely a guide to the placing of the bets1 the simplest example of which would be to bet always on heads if a coin was tossed a thousand times1 or to bet on nothing but red at ,roulette4 ,others depend more on martingales1 which are guides to the amount of the bets themselves1 irrespective of what they are placed on4 ,the most common form of martingale is called doubling up1 which proceeds upon the theory that if you lose the first time and bet double the amount the next time1 and continue to double until you win1 you must eventually win the original amount staked4 ,if there was no end to your capital1 and no betting limit to the game1 this would be an easy way to make money2 but all banking games have studied these systems1 and have so arranged matters that they can extend their heartiest welcome to those who play them4 ,in the first place1 by simply doubling up you are giving the bank the best of it1 because you are not getting the proper odds4 ,if you double up five times you are betting #af to #a2 but the odds against five successive events are #ca to #a1 as we have already seen1 and the bank should pay you #ca instead of #af4 ,you should not only double1 but add the original amount of the stake each time1 betting #a1 #c1 #g1 #ae1 #ca1 #fc1 and so on4 ,if you do this1 you will win the amount of your original stake for every bet you make1 instead of only for every time you win4 ,this looks well1 but as a matter of fact doubling up is only another way of borrowing small sums which will have to be paid back in one large sum when you can probably least afford it4 ,suppose the game is ,faro1 the chips five dollars a stack1 and the limit on cases twenty-five dollars4 ,the limit on cases will then be #djj chips4 ,if eight successive events go against your 8system10 which they will do about once in #bee times1 your next bet will be beyond the limit1 and the banker will not accept it4 ,at ,monte ,carlo the smallest bet is a dollar1 and the limit is #b1djj4 ,they roll about #d1jjj coups a week1 and if you were to bet on every one of them1 doubling up1 you would win about #a1hfe1 one dollar at a time1 and would lose #d1jib simply through being unable to follow your system beyond the limit of the game during the two or three occasions1 in the #d1jjj coups1 that your system would go against you for eleven or more coups in succession4 ,it is useless to say it would not go against you so often1 for probabilities teach us that it would be more wonderful if it did not than if it did4 ,it must never be forgotten that the most wonderful things that happen are not more wonderful than those that don't happen4 ,if you tossed a coin a thousand times1 and did not once toss heads eight times in succession1 it would be four times more surprising than if you tossed heads ten times in succession4 ,bets ,won4 ,lost4 #aj - #i - #h - - #g - #h #i - - #h - #i #aj - - #i ---------- #df #da ,progression4 ,this is a favourite martingale with those who have not the courage or the money to double up4 ,it consists in starting with a certain amount for the first bet1 say ten dollars1 and adding a dollar every time the bet is lost1 or taking off a dollar every time a bet is won4 ,if the player wins as many bets as he loses1 and there is no percentage against him1 he gets a dollar for every bet he wins1 no matter how many bets he makes1 or in what order the bets are won and lost1 so that the number won equals the number lost4 ,that this is so may be easily demonstrated by setting down on a sheet of paper any imaginary order of bets1 such as the ten shown in the margin1 five of which are won1 and five lost2 the net profit on the five bets won being five dollars4 ,no matter how correctly the player may be guessing1 and how much the luck runs his way1 he wins smaller and smaller amounts1 until at last he is 8pinched off40 ,but if a long series of events goes against him his bets become larger and larger1 but he must keep up the progression until he gets even4 ,if ten bets go his way he wins #ee2 if ten go against him he loses #ade4 ,it is said that ,pettibone made a fortune playing progression at ,faro1 which is very likely1 for among the thousands of men who play it the probabilities are that one will win all the time1 just as the probabilities are that if a thousand men play ten games of ,seven ,up1 some man will win all ten games4 ,at the same time it is equally probable that some man will lose all ten4 ,some players progress1 but never pinch1 keeping account on a piece of paper how many bets they are behind1 and playing the maximum until they have won as many bets as they have lost4 ,against a perfectly fair game1 with no percentage and no limit1 and with capital enough to follow the system to the end1 playing progression would pay a man about as much as he could make in any good business with the same capital and with half the worry2 but as things really are in gambling houses and casinos1 all martingales are a delusion and a snare4 ,it is much better1 if one must gamble1 to trust to luck alone1 and it is an old saying that the player without a system is seldom without a dollar4 ,it is the men with systems who have to borrow a stake before they can begin to play4 ,such matters as calculating the probability of a certain horse getting a place1 the odds against all the horses at the post being given1 would be out of place in a work of this kind2 but those interested in such chances may find rules for ascertaining their probability in some of the following text books4 ,,text ,,books4 ,calcul de ,probabilit1 by ,bertrand4 ,philosophy of ,whist1 by ,dr4 ,pole4 ,winning ,whist1 by ,emory ,boardman4 ,chance and ,luck1 by ,r4,a4 ,proctor4 ,complete ,poker ,player1 by ,john ,blackbridge4 ,bohn's ,handbook of ,games4 ,betting and ,gambling1 by ,major ,churchill4 ,,ten ,,pins4 ,the standard ,american game of ,ten ,pins is played upon an alley #da or #db inches wide1 and #fj feet long from the head pin to the foul or scratch line1 from behind which the player must deliver his ball4 ,there should be at least #ae feet run back of the foul line1 and the gutters on each side of the alley must be deep enough to allow a ball to pass without touching any of the pins standing on the alley4 ,illustration3 #g #h #i #aj #d #e #f #b #c #a ,the ,pins are spotted as shown in the margin1 the centres #ab inches apart1 and those of the back row #c inches from the edge of the pit4 ,the regulation pins are #ae inches high1 #b diam4 at the base1 #ae inches circumference #d from the bottom1 and #e at the neck4 ,the ,balls must not exceed #bg inches in circumference in any direction1 but smaller balls may be used4 ,frames4 ,each player rolls ten frames or innings1 in each of which he is supposed to have three balls1 although as a matter of fact he rolls two only4 ,in match games1 two alleys are used1 and the players roll one inning on each alternately4 ,a ,strike is made when all ten pins are knocked down with the first ball of the innings1 and it is scored on the blackboard with a cross1 the number of pins made with the three balls being filled in afterward4 ,a ,spare is made when all ten pins are knocked down with the two balls of one inning1 and it is marked with a diagonal stroke4 ,if the player fails to get either a strike or a spare1 it is a ,break1 marked with a horizontal line1 under which is written the actual number of pins down4 ,after each ball is rolled any pins that have fallen on the alley are called deadwood1 and must be removed before the second ball is rolled4 ,counting4 ,if a player makes a strike in one inning1 all that he makes on the next two balls rolled1 whether in one inning or not1 counts also on the strike1 so as to give him the total score on three balls for the frame4 ,three successive strikes would give him #cj points on the first frame1 with a ball still to roll to complete the second frame1 and two balls to roll to complete the third4 ,if he got two strikes in succession1 and #e pins on the first ball of the third frame1 #d on the second ball1 the first frame would be worth #be1 the second frame #ai1 and the break on the third frame #i2 making his total score #ec for the three frames4 ,if the player makes a spare in one inning1 all the pins knocked down by the first ball of the next inning count also on the spare4 ,suppose a spare to be followed by a strike1 the frame in which the spare was made would be worth #bj4 ,if he made #e pins only1 the spare would be worth #ae4 ,although the player is supposed to have three balls in each inning1 and is allowed to count all he makes on three balls if he gets a strike or a spare1 he is not allowed to roll three balls on a break4 ,it was formerly the custom to let him roll the third ball on the chance of getting a break of #aj4 ,this was afterward changed to giving him #aj pins1 without rolling for them1 if he got #i on two balls2 but the present rule is to call it a break if he does not get a strike or a spare in two balls1 and not to waste time in rolling the third ball4 ,scoring4 ,instead of putting down the amount made in each inning1 the total of the frame is added to the total of the previous score1 so that the last figure put down shows the total score up to and including that frame4 ,the following illustration shows the total score of a player for ten innings4 ,the top line of figures gives the number of the frame4 ,the second shows the number of pins knocked down by each ball rolled1 and the third line shows how the scores would be actually put down on the blackboard1 the strike1 spare1 and break marks being placed above the figures4 ,with the exception of the second line of figures1 which is put in for purposes of illustration only1 this might be a copy of an actual score4 ,frames #a #b #c #d #e #f #g #h #i #aj --------------------------------------- ,pins #h-be-eaji-jg-bh-baj #h-bh-ag-c-i --------------------------------------- ,x - - ,x - ,score #ae #ce #edfc #gb #ib #aabadjadiafh ,as the player made a spare on the last frame1 he had another ball to roll1 on what was practically a new frame1 with which he made #i pins4 ,averages4 ,if a team is playing a match1 and one of the players is unavoidably absent1 it is the custom to give him credit for his average1 according to the records of his previous games during the tournament or the season4 ,this is considered better than appointing a substitute to play for him4 ,there are a great many varieties of ,ten ,pins1 the most interesting of which will be found described in the following ,laws of the game1 which are reprinted here by the kind permission of the ,brunswick-,balke-,collender ,co41 from their #aijh edition of the 8,bowler's ,guide40 ,,bowling ,,alley ,,laws4 ,,rules ,,and ,,regulations ,,governing ,,the ,,game ,,of ,,american ,,ten ,,pins4 ,revised at ,louisville1 ,ky41 ,march #ai-ba1 #aijf4 ,in effect ,sept4 #a1 #aijf4 ,the alleys upon which the game shall be played shall not be less than #da nor more than #db inches in width4 ,the length from the centre of ,no4 #a pin spot to the foul line shall be #fj feet4 ,back of the foul line there shall be a clear run of not less than #ae feet4 ,the pin spots shall be clearly and distinctly described on or imbedded in the alleys and shall be so placed #ab inches apart from centre to centre4 ,they shall be #b inches in diameter4 ,the pin spots numbered #g1 #h1 #i and #aj shall be placed #c inches from the pit edge of the alleys1 measuring from the edge to the centre of such pin spots4 ,the pins shall be spotted on the pin spots placed upon the alleys according to the following diagram1 and the pins and spots shall be known by the numbers as follows3 ,illustration3 #g #h #i #aj #d #e #f #b #c #a ,the pins shall be of the following design and measurements3 #ae inches in height1 #b inches in diameter at their base1 #ae inches in circumference at a point #d inches from their base1 #aa inches in circumference at a point #g inches from their base1 #e inches in circumference at the neck1 a point #aj inches from the base2 #h inches in circumference at the head1 a point #ac inches from the base4 ,the taper from point to point shall be gradual1 so that all lines shall have a graceful curve4 ,the balls shall not in any case exceed #bg inches in circumference nor exceed #af pounds in weight4 ,any sized ball of less circumference or weight may be used4 ,two alleys immediately adjoining each other shall be used in all games4 ,the contesting teams shall successively and in regular order roll one frame on one alley1 and for the next frame alternate and use the other alley1 so alternating each frame until the game is completed4 ,in delivering the ball the player must not permit any part of his foot1 while any portion thereof is in contact with the alleys1 to rest or extend on1 over or beyond the foul line1 nor shall any part of his person be permitted to come in contact with any part of the alleys beyond the foul line1 at any time before the delivered ball shall have reached the pins4 ,a ball delivered contrary to the provisions of this rule shall be a foul ball1 and shall be so declared by the umpire immediately such ball so becomes foul4 ,no count shall be made on a foul ball1 and any pins which are knocked down or displaced thereby shall be at once respotted4 ,a foul ball shall count as a ball rolled against the player4 ,pins which are knocked down or displaced by a ball which leaves the alley before reaching the pins1 or from a ball rebounding from the rear cushions1 do not count1 and they shall be immediately respotted4 ,every ball delivered1 unless it be declared a dead ball by the umpire1 shall be counted against the player4 ,pins which are knocked down by another pin rebounding in the play from the side partition or rear cushion are counted as pins down4 ,pins which are knocked down or displaced from any cause except by a fairly delivered ball shall in all cases be respotted4 ,should a player by mistake roll on the wrong alley1 or out of his turn1 or be interfered with in his play by another bowler or spectator1 or should any of the pins at which he is playing be displaced or knocked down in any manner before his delivered ball reaches the pins1 or should his ball come in contact with any foreign obstacle on the alleys1 then the ball so delivered by him shall be immediately declared a dead ball by the umpire1 and such ball shall not count1 and shall be immediately re-rolled by the player after the cause for declaring such ball dead has been removed4 ,pins which are knocked down by a fair ball1 and which remain lying on the alley or in the gutters1 are termed dead wood1 and shall be removed before the next ball is rolled4 ,should a standing pin fall by removing dead wood1 such pin or pins shall be at once respotted4 ,should a pin be broken or otherwise badly damaged during the game1 it shall be at once replaced by another as nearly uniform with the set in use as possible4 ,the umpire shall in all such cases be the sole judge in the matter of replacing such pin or pins4 ,each player shall roll two balls in each frame except when he shall make a strike1 or when a second strike or spare is made in the tenth frame1 when the player shall complete that frame by rolling a third ball4 ,in such cases the frame shall be completed on the alley on which the first strike or spare is made4 ,a strike is made when the player bowls down the ten pins with his first ball delivered in any frame and is credited and designated in the score by an ,x in the upper right hand corner of the frame1 and the count in such frame is left open until the player shall have rolled his next two balls1 when all pins made1 counting ten for a strike1 shall be credited therein4 ,a spare is made when the player bowls down all the pins with his second ball in any frame1 and is credited and designated with _/ in the upper right hand corner of the frame in which it is made4 ,the count in such frame is left open until such player shall roll his next ball in the succeeding frame1 when the number of pins rolled down thereby shall be added to the ten represented by his spare1 and the total shall be credited therein4 ,a break is made in all cases where the player does not secure either a strike or a spare in a frame1 and in such cases only the number of pins knocked down are credited in the frame where the break is made4 ,if at the end of the tenth frame the team scores shall be a tie1 another frame shall be immediately bowled1 and play is so continued until at the close of even frames one of the teams shall have a greater number of pins than their opponents1 which shall conclude the game4 ,,cocked ,,hat4 ,the game is played with a head pin and the right and left corner pins as shown in the following diagram3 ,illustration3 ,o 4 4 ,o 4 4 4 4 4 ,o ,balls not exceeding six inches must be bowled1 and they must be rolled down the alley 7not cast or thrown74 ,the rules of ,american ,ten ,pins except in ,st4 ,louis1 where there is a special association with local rules1 generally govern this game also1 with the exception of three balls instead of two to the frame1 but strikes and spares count three instead of ten1 and each pin counts one as in ,ten ,pins4 ,if the bowler knocks down three pins with the ball which is first bowled1 in any frame in the game of ,cocked ,hat1 it is a strike1 and counts three1 and is marked on the blackboard the same as in ,ten ,pins4 ,what pins the bowler knocks down in the second frame with his first two balls must be reckoned as in ,ten ,pins1 i4e41 one for each pin bowled down1 which pin or pins must be added to the strike and placed to the credit of the player in the inning where the strike was scored 7the strike being computed as three72 such strike must be added to pins knocked down with the two succeeding spare balls2 thus1 should the bowler score a strike1 and should he in the next new frame knock down but one pin with his two spare balls1 the strike and pin scored must be computed as #d--the strike counting #c and the pin #a4 ,poodles1 or balls rolled down the gutter1 are fair balls1 and any pin or pins which they may get must be counted and placed to the credit of the bowler2 dead wood is removed from the alley1 and any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the bowler4 ,the maximum number which can be bowled is #ij4 ,,cocked ,,hat ,,and ,,feather4 ,illustration3 ,o ,o ,o ,o ,the pins are spotted as above1 the centre pin being the feather4 ,ten innings constitute a game1 and three balls 7not exceeding #f inches in size7 must be used in each inning4 ,all the pins except the feather have to be bowled down or the inning goes for naught4 ,if the feather is left standing alone1 the innings count one4 ,there are no penalties4 ,the dead wood must be removed4 ,any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the bowler4 ,the maximum is #aj4 ,,the ,,battle ,,game4 ,,the ,,pins ,,are ,,set ,,up ,,the ,,same ,,as ,,for ,,the ,,game ,,of ,,ten ,,pins4 ,four or six innings constitute a battle or game1 except in the case of a tie1 when another inning is played4 ,in case that inning should result in a tie also1 still another inning is played--in fact1 until the scores are unequal4 ,in any inning where a tie occurs the score stands over until the next inning1 when each point is counted double4 ,if the two innings result in a tie1 the score is tripled4 ,should the total score result in a tie1 sufficient innings are played to make the grand score unequal4 ,the team having the largest score in the previous inning must bowl the first ball1 so that the weaker party will have the last ball4 ,three balls of regulation size 7#bg inches in circumference7 or under are allotted to each player in each inning4 ,each pin bowled down counts #a1 including the king pin4 ,if all the pins except the king pin are bowled down1 it counts #ab4 ,the pins are set up as soon as the nine pins are knocked down1 or the king pin is the only one left standing4 ,the alleys are changed alternately4 ,the dead wood is removed after each ball is rolled4 ,in case of uneven teams the ,dummy or ,blind is filled by any substitute the captain may pick out to bowl4 ,he can select any one of his men he chooses1 without regard to rotation1 or he himself can bowl1 but no man can take the place of the blind twice until every member of the team has acted as the substitute4 ,poodles count as balls rolled4 ,any pin or pins knocked down by such balls are set up again in their former positions4 ,a rebounding ball does not count1 and any pin or pins knocked down by it are set up1 as in the case of a poodle ball4 ,when a ball has left the hand and touched the alley1 it goes as a rolled ball4 ,,nine ,,up ,,and ,,nine ,,down4 ,,the ,,pins ,,are ,,set ,,up ,,the ,,same ,,as ,,for ,,the ,,game ,,of ,,american ,,ten ,,pins4 ,three balls 7not exceeding #f inches in size7 are bowled in each inning4 ,the player must knock down a single pin1 which counts #a2 then with two remaining balls he endeavors to leave one pin standing1 which counts #a4 ,failure to do either1 the inning goes for nothing4 ,no penalties are attached4 ,dead wood must be removed4 ,any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the player4 ,ten innings constitute a game4 ,the maximum is #bj4 ,,head ,,pin ,,and ,,four ,,back4 ,illustration3 ,o ,o ,o ,o 4 4 4 4 4 ,o ,the pins are set up as above4 ,three balls 7not exceeding #f inches in size7 are allowed in each inning4 ,if the four back pins are bowled down and the head pin is left standing1 the score is #b4 ,if all the pins are bowled down1 the score is #a4 ,there are no penalties4 ,the dead wood must be removed4 ,any pins knocked down through the dead wood remaining on the alleys cannot be placed to the credit of the player4 ,ten innings constitute a game4 ,the maximum is #bj4 ,,four ,,back4 ,illustration3 #d #c #b #a ,o ,o ,o ,o ,the pins are spotted as above4 ,three balls 7not exceeding #f inches in size7 are allotted to each inning4 ,each pin counts as spotted1 and only one pin can be made at a time2 if more than one pin is made with one ball1 it is termed a break1 and the player loses that inning and scores nothing4 ,there are no penalties4 ,the dead wood must be removed4 ,any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the players4 ,,ten ,,pins--,,head ,,pin ,,out4 ,,also ,,known ,,as ,,american ,,nine ,,pins4 ,illustration3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,the pins are set as in the diagram4 ,ten innings constitute a game4 ,three balls 7not exceeding #f inches in size7 are bowled4 ,one pin of the frame must be left standing1 or the inning goes for nothing4 ,there are no penalties4 ,the dead wood must be removed4 ,any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the player4 ,the maximum is #aj4 ,,five ,,back4 ,illustration3 ,o ,o ,o ,o 4 4 ,o 4 4 4 ,the pins are set as shown in the diagram4 ,three balls 7not exceeding #f inches in size7 are bowled in each inning4 ,should a left-handed bowler be bowling1 the second quarter pin can be set up on the left quarter spot4 ,strikes and spares count five each4 ,no penalties are attached4 ,dead wood must be removed4 ,any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the player4 ,ten innings constitute a game4 ,the maximum is #aej4 ,,the ,,newport ,,game4 ,,the ,,pins ,,are ,,set ,,up ,,the ,,same ,,as ,,for ,,the ,,game ,,of ,,american ,,ten ,,pins4 ,three balls 7not exceeding #f inches in size7 are allowed in each inning4 ,ten frames constitute a game4 ,the object of the game is to bowl down an exact number of pins from #a to #aj1 but not necessarily in routine order4 ,the player who1 in ten innings1 scores the least number of winning innings is the loser4 ,for instance3 ,a bowls down #b1 #e1 #g1 #h and #aj2 ,b bowls down #a1 #f1 #h and #i4 ,here ,b loses1 as ,a has one more inning to his credit than ,b4 ,note4--,as the larger number of pins are easy to obtain1 the superior skill lies in picking out the small numbers4 ,for this reason the pony ball is used1 and the small numbers are the points of attack from the start4 ,when the player has bowled down a certain number of pins corresponding with any score he has made1 and his remaining ball or balls will be of no avail1 an 7,x7 is placed under that number1 indicating that the inning goes for naught1 as he has already made that score4 ,only one score is allowed to each inning4 ,players alternate in the use of alleys4 ,balls bounding from the cushions go for naught4 ,,duck ,,pin ,,game4 ,,the ,,pins ,,are ,,spotted ,,the ,,same ,,as ,,the ,,american ,,game ,,of ,,ten ,,pins4 ,a regulation ,duck ,pin shall be #i inches high1 #a inches in diameter at the top1 #c inches in diameter at the body of the pin1 and #a inches in diameter at the base2 shall taper gradually from the bottom to the largest part of the body1 and shall be as near uniform in weight as possible4 ,no ball exceeding #d inches in diameter can be used in games4 ,each player to roll three balls to each frame1 and each player to roll two frames at a time4 ,a line shall be drawn ten feet beyond the regular foul line1 and any ball delivered beyond the first named line shall be declared foul4 ,all other rules of the ,american ,bowling ,congress govern4 ,,kinsley ,,candle ,,pin4 ,the ,count--,two balls shall be allowed for frame4 ,strikes--,a strike is credited when a player bowls over the ten pins with the delivered ball4 ,spares--,a spare is credited whenever a player clears the alley with the first and second ball4 ,breaks--,a break is charged to a player at all times when neither a strike nor spare is made4 ,the ,ball--,the ball shall not exceed #e inches in diameter in any direction1 but smaller balls may be used4 ,a ,,few ,,don',,ts4 ,don't try to learn in a day4 ,don't use too much speed at first4 ,don't grip the ball too tight4 ,don't loft the ball4 ,don't play the side ball until you have mastered the centre delivery4 ,don't swing the ball more than once before delivering it4 ,don't start with a jump2 walk one and run two steps4 ,don't deliver the ball with the right foot in front4 ,don't step on or over the foul line4 ,don't think you can change the course of the ball after it has left your hand4 ,don't expect a 8strike0 every time you hit the head pin4 ,don't blame the pin boys if you get a split4 ,they will spot any pin you call their attention to4 ,don't throw away a 8spare0 because you think you were entitled to a 8strike40 ,don't use any unnecessary motions4 ,don't exert yourself4 ,take it easy4 ,a slow accurate ball is better than a swift wild one4 ,don't put your whole thumb in the finger hole4 ,one joint is enough4 ,don't use a large finger hole4 ,big holes make a ball lop-sided4 ,don't roll a ball down the alley when there is a ball in the pit4 ,don't use a wide grip if you have a small hand1 or two narrow for a big hand4 ,don't use chalk on your shoes4 ,it not only cracks the leather1 but leaves the runway in bad condition for whoever follows you4 ,don't think your wrist is gone if it hurts after bowling a few games4 ,change your grip and throw the strain somewhere else4 ,don't bend your back when delivering the ball4 ,with your feet far apart and knees bent you can start the ball with little or no sound4 ,don't be superstitious--#ac is a better start than #ab4 ,don't think it necessary to be a ,sandow4 ,many lightweights bowl well4 ,don't get discouraged1 you can learn4 ,any able-bodied person1 with ordinary nerve and a good eye1 can become quite expert with little practice4 ,don't let an alley owner use pins that are worn out4 ,don't think you can sandpaper a ball without injuring it4 ,it takes an expert mechanic to true up a lignum-vit ball4 ,don't lay a lignum-vit ball away ,,dry1 if you don't want it to crack4 ,,general ,,laws1 ,,for ,,all ,,card ,,games4 ,very few games have their own code of laws1 and only one or two of these have the stamp of any recognised authority4 ,in minor games1 questions are continually arising which could be easily settled if the players were familiar with a few general principles which are common to the laws of all games1 and which might be considered as the basis of a general code of card laws4 ,the most important of these principles are as follows3-- ,players4 ,it is generally taken for granted that those first in the room have the preference1 but if more than the necessary number assemble1 the selection must be made by cutting4 ,a second cut will then be required to decide the partnerships1 if any1 and the positions at the table1 the latter being important only in games in which the deal1 or some given position at the table1 is an advantage or the reverse4 ,the usual method of cutting is to spread the cards face downward on the table1 each player drawing one4 ,in some games the cards are thrown round by one of the players4 ,shuffling1 ,cutting and ,dealing4 ,in all games in which the cards are shuffled at all1 each player has the right to shuffle1 the dealer last4 ,in ,english speaking countries the cards are always cut by the player on the dealer's right1 who is called the 8pone40 ,in cutting to the dealer in any game there must be as many cards left in each packet as will form a trick2 or1 if the game is not one of tricks1 as many cards as there will be in any player's hand2 four1 for instance1 at ,whist1 and five at ,poker4 ,the cards are always distributed to each player in rotation from left to right1 and each must receive the same number of cards in the same round4 ,in games in which the cards are dealt by two and threes1 for instance1 it is illegal to give one player two and another three in the same round4 ,misdeals4 ,in all games in which the deal is an advantage1 a misdeal loses the deal2 but in all games in which the deal is a disadvantage1 or some position is more advantageous than that of the dealer1 such as the 8age0 at ,poker1 a misdeal does not lose the deal4 ,the only exception to this rule is in ,bridge1 in which there are no misdeals1 and ,cribbage1 which has a fixed penalty4 ,bidding4 ,in all games in which there is any bidding for the privilege of playing or of making the trump1 or any betting on the value of the hands1 the privilege must be extended to each player in turn1 beginning on the dealer's left4 ,any bid or any bet once made can neither be taken back nor amended4 ,if any bid is made out of turn in any partnership game1 it must be assumed that undue information is conveyed1 and the player in error1 or his partner1 must lose his bid4 ,in round games there is no penalty4 ,exposed ,cards4 ,no player can exact a penalty for his own error1 so that if an adversary of the dealer exposes one of his own cards he cannot claim a misdeal1 but the dealer's side may4 ,there should be no penalty for a player's having exposed a card unless he can derive some benefit from the exposure1 such as from his partner's having seen it4 ,if there is no partner1 there should be no penalty1 because the player injures himself only4 ,all exposed cards must be left on the table1 and may be called upon by the adversaries to be led or played4 ,the same principles apply to ,leading out of ,turn4 ,if the player in error has no partner1 or his partner is a dummy1 and the lead is taken back1 no harm is done except to the player himself1 and there should be no penalty4 ,if the adversaries fail to observe that the lead was irregular1 they are equally at fault with the player1 who must be assumed to have erred unintentionally4 ,in games in which a lead out of turn conveys information to a partner1 the usual penalty is to call a suit4 ,if a player is led into error through a previous error on the part of an adversary1 he should not suffer any penalty for it1 but may take back his card4 ,this is particularly true of following suit to erroneous leads1 or playing after a revoke which is afterward amended4 ,irregularities in the ,hands4 ,in all games in which the player need not follow suit unless he chooses1 such as ,seven-up1 there should be no penalty if the player has not his full complement of cards1 because he cannot possibly gain anything by playing with a short hand4 ,but in all such games as ,whist1 where the absence of a card in plain suits might enable a player to trump1 a penalty must be enforced for playing with less than the proper number of cards4 ,in all such games as ,poker1 it is only to the player's own disadvantage to play with too few cards1 provided he is not allowed to call four cards a flush or a straight1 and there should be no objection to his playing with a short hand4 ,many good players 8squeeze0 their cards1 and if they find a good pair in the first two1 they put up the ante without looking further4 ,it is manifestly unfair to bar them out of the pool because the dealer has given them only four cards1 which gives them no possible advantage1 but rather the reverse4 ,this is in accordance with common sense1 and is the law in ,cribbage and ,piquet4 ,discrimination4 ,no person should be allowed any advantage over another which is not compensated for in some way4 ,in ,seven-up1 for instance1 the non-dealer counts game if it is a tie2 an advantage which is offset by the dealer's counting ,jack if he turns it4 ,in ,auction ,pitch the dealer has no such advantage1 because no trump is turned1 and therefore the non-dealer cannot count ties for game4 ,it is a common error among ,cassino players to hold that a player cannot build on his own build1 but that his adversary may do so4 ,a player holds two deuces1 an ,eight and a ,ten1 and builds a ,six to an ,eight4 ,it is claimed that an adversary may increase this build to ten1 but the original builder may not4 ,this is manifestly unfair1 because there is no compensating advantage to the player that is denied the privilege to justify its being allowed to his adversary4 ,benefiting by ,errors4 ,no player should be allowed to win a game by committing a breach of the laws4 ,if a person revokes1 for instance1 there is a certain penalty1 but in addition to the penalty it is always stipulated that the revoking player cannot win the game that hand4 ,double ,penalties4 ,no person can be subjected to two penalties for one offence4 ,if a player leads out of turn1 and a suit is called1 the card played in error cannot be also claimed as exposed and liable to be called4 ,if a player revokes1 and his adversary wins ten tricks1 the revoke penalty adds three tricks to the ten already won2 but these thirteen tricks will not entitle the player to score any points for a slam1 because that would be exacting a double penalty2 the tricks for the revoke1 and the points for the slam4 ,intentional ,error4 ,in all games it must be assumed that the player's intentions are honest1 and that any errors that arise are committed through inadvertence4 ,some of our law-makers have attempted so to adjust their codes as to provide against the manuvres of the blackleg4 ,this is simply impossible4 ,laws are made for gentlemen1 and when it is obvious that a player does not belong to that class the remedy is not to appeal to the laws of the game for protection1 but to decline to play with him4 ,etiquette4 ,it should be quite unnecessary to legislate against acts which annoy or do injustice to individuals1 but there should be some provision in the laws of every game which will secure to each individual equal rights with others in the enjoyment of the game4 ,some games are especially selfish2 ,boston1 for instance1 in which the four players originally forming the table may monopolise the game for the entire evening1 without offering newcomers any chance to cut in4 ,all such games should be limited to a certain number of tournes1 at the conclusion of which fresh candidates should be allowed to cut into the table4 ,technical ,terms4 ,g4 stands for ,german2 ,f4 for ,french4 ,abnehmen or ,abheben1 ,g41 to cut4 ,abwerfen1 ,g41 to discard4 cheval1 across the line2 betting on both sides at once4 ,adversary1 7,g41 ,feind74 ,in ,mort or ,bridge1 those who play against the ,dummy and his partner4 ,affranchir1 ,f41 to establish a suit4 ,age1 the eldest hand2 sometimes erroneously spelt ,edge4 ,albany ,lead1 a lead in ,whist1 to show four trumps and three of each plain suit4 ,american ,leads1 leads that show the number of cards in the suit led1 at ,whist4 ,ames ,ace1 double aces thrown with dice4 ,anchor ,shot1 getting the object balls against the cushion and astride the line at baulk-line billiards4 ,ante1 a bet made before playing1 but after seeing the hand4 ,antepenultimate1 the lowest but two of a suit4 ,aprs1 the announcement of a refait at ,rouge et ,noir4 ,arroser1 ,f41 to be compelled to play a trump which will not win the trick4 ,ask for ,trumps1 playing an unnecessarily high card1 when no attempt is made to win the trick4 ,auf die ,drfer gehen1 to run for home2 to make all your aces and kings1 instead of leading trumps4 ,a4 ,y4 ,b4 ,z41 the letters used to distinguish the positions of the four players at ,whist2 ,a-,b being partners against ,y-,z41 and ,z4 having the deal4 ,backgammon4 ,if a player throws off all his men before his adversary has thrown off any1 and while one or more of the adversary's men are still on the side of the board next the winning player1 it is a backgammon1 or triple game4 ,bath ,coup1 holding up ,ace ,jack on a ,king led by an adversary4 ,battre1 ,f41 to shuffle4 ,bedienen1 ,g41 to follow suit4 ,bekommen1 ,g41 to win4 ,bekennen1 ,g41 to follow suit4 ,belle1 ,f41 the last game of the rubber4 ,bidding to the ,board1 means that the points bid for a certain privilege are not to be credited to any player1 but are simply the announcement of the value of an undertaking4 ,biseautes 7cartes7 ,f41 wedges or strippers4 ,bltter1 ,g41 playing cards4 ,blocking a ,suit1 keeping a high card of it1 so that the player with a number of smaller cards cannot win tricks with them4 ,blue ,peter1 the ask for trumps4 ,blind1 a bet made before seeing the cards4 ,blinden1 ,g41 a widow1 an extra hand dealt at any game4 ,board's the ,play1 a card once played cannot be taken back4 ,bobtail1 a four-card flush or straight1 which is accompanied by a worthless card4 ,bone-yard1 the stock at dominoes4 ,book1 the first six tricks taken by either side at ,whist which do not count toward game4 ,both ,ends against the ,middle1 a system of trimming cards for dealing a brace game of ,faro4 ,brace ,game1 a conspiracy between the dealer and the case-keeper at ,faro1 so that cards improperly taken from the dealing box shall be properly marked by the case-keeper4 ,break4 ,in ,billiards1 a succession of counting shots made by one player1 usually called a 8run0 in ,america4 ,in ,ten ,pins1 a break is a failure to make either a strike or a spare4 ,break ,even1 a system of playing ,faro1 betting each card to win or lose an even number of times4 ,brelan1 ,f41 three cards of the same denomination4 ,brelan ,carr1 ,f41 four cards of the same denomination4 ,bringing in a ,suit1 making tricks in a plain suit after the adverse trumps are exhausted4 ,brler1 ,f41 to burn a card4 ,bche1 ,f41 cards that count for nothing1 such as the tens and court cards in ,baccara2 equivalent to the ,g4 ,ladons1 or ,fehlkarten4 ,bucking the ,tiger1 playing against the bank at ,faro4 ,bumblepuppy1 playing ,whist in ignorance or defiance of conventionality4 ,bumper1 a rubber of eight points at ,english ,whist4 ,burnt ,cards1 cards which are turned face upward on the bottom of the pack1 usually in banking games4 ,calling for ,trumps1 the ask for trumps4 ,cannon1 7,am4 carrom17 a count made at billiards by causing the cue ball to touch two object balls4 ,capot1 ,f41 winning all the tricks4 ,cards1 the number of tricks over six at ,whist1 such as 8two by cards40 ,the majority of cards at ,cassino4 ,carrer1 7se7 to straddle the blind4 ,contre-carrer1 to over-straddle4 ,carrom1 see cannon4 ,cartes1 ,f41 playing cards4 ,carte ,blanche1 a hand which does not contain ,k1 ,q or ,j4 ,carte ,roi1 ,f41 the best card remaining of a suit4 ,cases1 when three cards of one denomination have been withdrawn from the box at ,faro1 the fourth is a case4 ,case-keeper1 a board for recording the cards as they are withdrawn from the box at ,faro4 ,the word is sometimes applied to the person who keeps cases4 ,cat-hop1 two cards of the same denomination left in for the last turn at ,faro4 ,cave1 ,f41 the amount a player places in front of him at the beginning of play2 table stakes4 ,checks1 the counters at ,poker are checks2 at ,faro they are chips4 ,chelem1 ,f41 a slam4 ,chip ,along1 to bet a single counter and wait for developments4 ,chouette1 la1 taking all the bets4 ,close ,cards1 those which are not likely to form sequences with others1 especially at ,cribbage4 ,club ,stakes1 the usual amount bet on any game in the club4 ,cogging ,dice1 turning one over with the finger after they have been fairly thrown4 ,cold ,deck1 a pack of cards which has been pre-arranged1 and is surreptitiously exchanged for the one in play4 ,colours1 a system of playing ,faro according to the colour of the first winner or loser in each deal4 ,command1 the best card of a suit1 usually applied to suits which the adversary is trying to establish4 ,couper1 ,f41 to cut the cards2 also to ruff a suit4 ,couleur1 ,f41 a suit of cards1 such as hearts or clubs4 ,coup1 a master stroke or brilliant play2 a single roll of the wheel at ,roulette1 or a deal at ,rouge et ,noir4 ,compass ,whist1 arranging players according to the points of the compass at ,duplicate ,whist1 and always retaining them in their original positions4 ,conventional ,play1 any method of conveying information1 such as the trump signal1 which is not based on the principles of the game4 ,coppered ,bets1 bets that have a copper or checker placed upon them at ,faro1 to show that they play the card to lose4 ,court ,cards1 the ,k1 ,q and ,j2 the ace is not a court card4 ,covering1 playing a higher card second hand than the one led1 but not necessarily the best of the suit4 ,crve1 ,f41 one who is temporarily out of the game1 such as one who has overdrawn his hand at ,vingt-et-un2 as distinguished from one who has lost all his money4 ,the latter would be spoken of as dcav4 ,crossing the ,suit1 changing the trump from the suit turned up to one of a different colour1 especially in ,euchre4 ,cross-ruff1 two partners alternately trumping a different suit4 ,cul lev1 7jouer 7 playing one after another1 by taking the place of the loser4 ,a vulgar expression4 ,cutting1 dividing the pack when presented by the dealer2 or drawing lots for choice of seats and deal4 ,cutting ,in and ,out1 deciding by cutting which players shall give way to fresh candidates4 ,curse of ,scotland1 the nine of diamonds4 ,cut ,shots1 very fine winning hazards4 ,dealing ,off1 the same dealer dealing again4 ,deck-head1 an ,irish name for the turned trump at ,spoil ,five4 ,deadwood1 the pins that fall on the alley1 in bowling4 ,dcav1 ,f41 frozen out2 the entire amount of the original stake being lost4 ,dfausser1 se1 ,f41 to discard4 ,d'emble1 ,f41 on the first deal2 before the draw4 ,despatchers1 dice which are not properly marked1 having two faces alike1 such as double fives4 ,devil's bed posts1 the four of clubs4 ,discarding1 getting rid of a card in plain suits when unable to follow suit and unwilling to trump4 ,donne1 7avoir la7 to have the deal4 ,donne1 the time occupied in playing the cards distributed during a deal1 but 8coup0 is the term generally used4 ,double ,pairs ,royal1 four cards of the same denomination4 ,doubleton1 two cards only of a suit4 ,doubling ,up1 betting twice the amount of a lost wager4 ,doubtful ,card1 a card led by the player on your right1 which your partner may be able to win4 ,draw ,shot1 any shot which makes the ball return toward the cue2 in ,english1 a 8screw-back40 ,duffer1 one who is not well up in the principles of the game he is playing4 ,dummy1 the exposed hand in ,dummy ,whist1 ,bridge1 or ,mort4 ,duplicate ,whist1 a form of ,whist in which the same hands are played by both sides1 and as nearly as possible under the same conditions4 ,dutch ,it1 to cross the suit at ,euchre4 ,ecarter1 ,f41 to discard4 ,echoing1 showing the number of trumps held when partner leads or calls2 in plain suits1 showing the number held when a high card is led4 ,edge1 a corruption of the word 8age10 the eldest hand4 ,eldest ,hand1 the first player to the left of the dealer in all ,english games2 to his right in ,france4 ,encaisser1 ,f41 to hand the stakes to the banker4 ,entamer1 ,f41 to lead4 ,established ,suits1 a suit is established when you or your partner can take every trick in it1 no matter who leads it4 taler1 ,f41 to expose a card4 ,exposed ,cards1 cards played in error1 or dropped face upward on the table1 or held so that the partner can see them4 ,face ,cards1 ,k1 ,q and ,j4 ,faire les ,cartes1 ,f41 to shuffle2 or to make the majority of cards or tricks in a game4 ,fall of the ,cards1 the order in which they are played4 ,false ,cards1 cards played to deceive the adversary as to the true holding in the suit4 ,fattening1 discarding counting cards on partner's tricks4 ,feind1 ,g41 an adversary2 ,gegner is the more common word4 ,figure1 ,f41 ,k1 ,q or ,j4 ,fille1 ,f41 see ,widow4 ,finesse1 any attempt to take a trick with a card which is not the best of the suit4 ,first1 ,second1 or ,third ,hand1 the positions of the players on any individual trick4 ,five ,fingers1 the five of trumps at ,spoil ,five4 ,flches1 the points upon a backgammon board4 ,fluke1 making a count that was not played for4 ,flush1 cards of the same suit4 ,flux1 ,f41 only one suit in the player's hand2 a flush4 ,force1 to compel a player to trump a trick in order to win it4 ,forced ,leads1 leads which are not desirable1 but which are forced upon the player to avoid those which are still less advantageous4 ,fordern1 ,g41 to lead trumps4 ,fourchette1 the two cards immediately above and below the one led1 such as ,k ,j in the second hand on a ,q led4 ,four ,signal1 a method of showing four trumps1 without asking for them2 usually made by playing three small cards1 such as #d #f #b1 in that order4 ,fourth-best1 the fourth card of a suit1 counting from the top4 ,the modern substitute for the terms penultimate1 and antepenultimate4 ,front ,stall1 one who makes acquaintances for gamblers to fleece4 ,frozen1 balls touching at billiards4 ,frozen ,out1 a player who has lost his original stake1 and cannot continue in the game4 ,fuzzing1 milking the cards instead of shuffling them4 ,gallery1 the spectators who are betting on the game4 ,gambling1 risking more than one can well afford to lose on any game of chance4 ,gambler's ,point1 the count for 8game0 at ,seven-up4 ,gammon4 ,when a player throws off all his men before his adversary throws off any1 it is a gammon1 or double game4 ,gathering ,shots1 getting the balls together again after driving them round the table4 ,see ,nursing4 ,geben1 ,g41 to deal the cards4 ,sometimes 8,vertheilung der ,karten0 is used4 ,gegner1 ,g41 the adversary4 ,grand ,coup1 trumping a trick already won by partner2 or playing a small trump on a trick which he has already trumped4 ,greek1 7grec7 a card sharp4 ,guarded ,cards1 cards which cannot be caught by higher cards unless they are led through4 ,hand1 the cards dealt to one player2 the distribution of the cards in any one deal4 ,a 8remarkable hand0 might be the play of an entire deal at ,whist1 for instance4 ,heading a ,trick1 playing a better card than any already played to the trick1 but not necessarily the best in the hand4 ,heeled ,bets1 bets at ,faro which play one card to win and another to lose1 but do not win or lose double the amount if both events come on the same turn4 ,hinterhand1 ,g41 the last player on the first trick1 7,skat74 ,his ,heels1 the ,jack turned up for a starter at ,cribbage4 ,his ,nobs1 ,jack of the same suit as the starter at ,cribbage4 ,hoc1 or ,hockelty1 the last card in the box at ,faro4 ,honours1 usually the highest cards in the suit1 such as ,a ,k ,q ,j1 and sometimes the #aj4 ,in ,calabrasella the #c and #b are honours1 and in ,imprial the lowest card is an honour4 ,horse and ,horse1 each player having one game to his credit when they are playing best two out of three4 ,hustling1 inveigling persons into skin games4 ,impair1 the odd numbers at ,roulette4 ,impasse1 ,f41 to finesse4 ,imperfect ,fourchette1 two cards1 one immediately above the one led1 and the other one remove below it2 such as ,k #aj second hand on a ,q led4 ,imperfect ,pack1 one in which there are duplicate cards1 missing cards1 or cards so marked that they can be identified by the backs4 ,indifferent ,cards1 cards of the same value1 so far as trick taking is concerned1 such as ,q and ,j4 ,inside ,straights1 sequences which are broken in the middle4 ,intricate ,shuffles1 butting the two parts of the pack together at the ends1 and forcing them into each other4 ,invite1 ,f41 leading a small card of the long suit4 ,irregular ,leads1 leads which are not made in accordance with the usual custom1 as distinguished from forced leads4 ,jack ,strippers1 two bowers1 trimmed to pull out of the pack4 ,jenny1 a fine losing hazard1 made off an object ball close to the cushion1 between the side pocket and the baulk4 ,jetons1 ,f41 the counters which represent money at any game4 ,jeu1 ,f41 derived from jocus1 a game4 ,the word is variously applied to the game itself2 to the player's expectation of success2 to his plan of campaign2 or to the cards in his hand4 ,jeux de ,rgle1 hands which should be played in a certain way on account of their mathematical expectations1 7cart74 ,keeping ,tab1 keeping a record of the cards that win and lose as they are dealt at ,faro4 ,king ,card1 the best card remaining unplayed of the suit4 ,king ,row1 the four squares on the checker board which are farthest from the player's own side4 ,kitty1 the percentage taken out of a pool to pay for refreshments1 or for the expenses of the table4 ,knight ,player1 one who can give the odds of a ,knight to weak players1 at ,chess4 ,last ,trick1 an expression used to distinguish the last trick when all the cards are played from the last when all the cards are not played1 especially in ,bzique and ,sixty-six4 ,last ,turn1 the three cards left in the box at the end of the deal at ,faro1 the order of which may be bet upon4 ,lead1 to play the first card in any trick4 ,leve1 ,f41 a trick4 7,tric1 is the odd trick47 ,lies1 ,f41 to play rubbers4 ,limit1 the amount by which one player may increase his bet over that of another4 ,long ,cards1 the dregs of a suit which has been led several times1 and exhausted in the hands of the other players4 ,long ,suits1 those containing four or more cards1 at ,whist4 ,lose ,out1 a card that loses four times in one deal1 at ,faro4 ,losing ,cards1 those that would lose tricks if they were led4 ,losing ,hazard1 pocketing the cue ball4 ,losing ,trump1 one which is not the best1 when only one or two remain4 ,love-all1 nothing scored on either side4 ,lurched1 not half way toward game4 ,main1 ,f41 with avoir this expression is indefinite1 and may refer to the deal or the lead4 ,with tre1 to be in the lead4 ,dans la main1 applies to the possibilities of the hand4 ,placer la main1 to place the lead4 ,make-up1 to get the cards ready for the next deal4 ,make the ,pass1 to put the two parts of the pack back as they were before the cut4 ,maldonne1 ,f41 misdeal4 ,manche1 ,f41 one game of the rubber4 ,manque1 the numbers from #a to #ah at ,roulette4 ,see ,passe4 ,marque1 ,f41 a score which is kept upon the table by means of counters4 ,martingale1 any system which controls the amounts wagered on a series of events4 7,see chapter on ,chance and ,probability47 ,mass1 a shot made with the cue held nearly perpendicular4 ,master ,card1 the best card remaining of a suit which has been played4 ,matsch1 ,g41 to win all the tricks1 a slam4 ,mechanic1 a dealer who can make the cards come any way he pleases at ,faro4 ,melden1 ,g41 to announce1 claim1 or show any counting combination of cards4 ,mler1 ,f41 to shuffle4 ,memory ,duplicate1 playing over the same hands at the same table2 the players who held the ,n and ,s cards getting the ,e and ,w for the overplay4 ,menage1 ,f41 gathering and arranging the cards for the succeeding deal when two packs are used4 ,milking1 taking a card from the bottom and the top of the pack at the same time with the forefinger and thumb4 ,mischen1 ,g41 to shuffle4 ,misdeal1 any failure to distribute the cards properly4 ,mise1 ,f41 the layout1 or the original pool4 ,misre ,ouverte4 ,there is no such expression as this in ,french2 the proper term is ,misre sur table4 ,see ,boston4 ,mittelhand1 ,g41 the second player on the first trick1 in ,skat4 ,mixed ,pair1 a lady and gentleman playing as partners4 ,mort1 ,f41 the dummy hand at ,whist or ,bridge4 ,mouth ,bets1 those made without putting up the money4 ,one who fails to pay mouth bets is a welcher4 ,muggins1 to take a score which has been overlooked by an adversary1 especially in ,cribbage and ,dominoes4 ,natural1 anything which wins the stake immediately2 #g or #aa at ,craps2 #ba at ,vingt-et-un2 #h or #i at ,baccara4 ,natural ,points1 those which must be made every deal1 such as big and little cassino1 high1 low1 etc4 ,navette1 ,f41 a cross ruff4 ,neben ,farbe1 ,g41 plain suits4 ,next1 the suit of the same colour as the turned trump at ,euchre4 ,diamonds are 8next0 to hearts4 ,nick1 a natural at ,craps2 #g or #aa on the first throw4 ,nicknames for ,cards3 ,the #i is the curse of ,scotland2 the #d is the devil's bedposts2 the ,a is the ,puppy-foot2 the ,jack of trumps at ,spoil ,five is the ,playboy1 and the ,five of trumps is the ,five ,fingers4 ,n4 ,e4 ,s4 ,w41 letters used to distinguish the players at ,duplicate ,whist4 ,n always leads1 unless otherwise specified4 ,nursing1 keeping the balls together at ,billiards1 as distinguished from gathering1 which brings them together4 ,odd ,trick1 the seventh won by the same partners at ,whist4 ,open ,bets1 bets at ,faro which play cards to win4 ,openers1 cards which entitle a player to open a jack-pot4 ,original ,lead1 the opening lead of a hand at ,whist4 ,pair1 ,f41 the even numbers at ,roulette4 ,see ,impair4 ,pairs1 in ,duplicate ,whist1 the partners sitting ,n and ,s1 or ,e and ,w4 ,any two cards of the same denomination4 ,pairs ,royal1 any three cards of the same denomination4 ,partie1 ,f41 a game which requires a number of deals to decide it4 ,pass1 to decline any undertaking in a game4 ,passe1 ,f41 the numbers from #ai to #cf at ,roulette4 ,pat ,hands1 those which are played without discarding or exchanging any of the cards originally dealt4 ,pausirenden1 ,g41 one who shares in the fortunes of the game1 although not actually playing1 as the dealer in four-handed ,skat4 ,paying in ,cards4 ,when the banker and the player's point is equal1 the latter is said to 8pay in cards40 ,penultimate1 the lowest but one of a suit at ,whist4 ,phaser1 ,f41 to change the pack4 ,philosopher1 a card sharp4 ,piano ,hands1 hands which run along smoothly at ,whist1 and yield no opportunities for loss or gain4 ,piking1 making small bets all over the layout at ,faro4 ,playboy1 the ,jack of trumps at ,spoil ,five4 ,plain ,suits1 those which are not trumps4 ,point1 ,f41 the suit containing the greatest number of pips4 ,pone1 the player on the dealer's right1 who cuts the cards4 ,ponte1 ,f41 one who plays against the banker4 ,post ,mortems1 discussions as to what might have been at ,whist1 sometimes called1 8,if you hads40 ,pot1 strictly speaking1 the amount to be played for when a pool has exceeded a certain limit1 especially in ,spoil ,five and ,boston4 ,premier en ,cartes1 ,f41 the first to play4 ,private ,conventions1 any system of giving information by the play which could not be understood by a partner unless explained to him4 ,probabilities1 the odds in favour of any event4 ,progression1 a martingale which increases a bet a certain amount every time it is lost1 and decreases it every time it is won4 ,proil1 or ,prial1 ,pairs ,royal4 ,puits1 ,f41 only one to go1 the whiskey hole4 ,punters1 those who play against the banker4 ,puppy-foot1 the ace of clubs4 ,quart1 the ,english equivalent of the ,french word quatrime1 a sequence of four cards4 ,quart ,major1 ,a ,k ,q ,j of any suit4 ,quatorze1 ,f41 four cards of the same denomination4 ,quatrime1 ,f41 a sequence of four cards4 ,queue1 ,f41 the points added for winning the rubber4 ,quinte1 ,f41 a sequence of five cards4 ,quitted4 ,a trick is quitted when the fingers are removed from it after it is turned down4 ,in ,duplicate1 a trick is not quitted until all four players have removed their fingers from it4 ,a score is quitted when the fingers are removed from the counters1 the peg1 or the pencil4 ,raffles1 the same number appearing on all the dice thrown4 ,ranche1 leaving the black pin standing alone at ,pin ,pool4 ,re-entry ,cards1 cards in other suits which bring in long suits at ,whist4 ,reizen1 ,g41 to draw a person on2 to irritate or provoke him to bidding more than he should4 ,rejou1 duplicate whist4 ,renege1 failure to follow suit1 having none4 ,see ,revoke4 ,renounce1 same as renege4 ,rentrant1 ,f41 the player who takes the place of the loser in a previous game4 ,renvier1 ,f41 to raise the bet1 to improve4 ,retourne1 ,f41 any card turned on the talon1 or for a trump4 ,revoke1 failure to follow suit when able to do so1 as distinguished from a renounce or renege4 ,ring ,in1 to exchange any unfair for fair gambling implements during the progress of the game4 ,see ,cold ,deck4 ,robbing1 exchanging a card in the hand for the turn-up trump1 or discarding several for the trumps remaining in the pack4 ,see ,cinch and ,spoil ,five4 ,rooking1 hustling1 inveigling a person into a game for the purpose of cheating him4 ,round1 a round is complete when each player has had equal advantages with regard to deal1 dummy1 etc4 ,round ,games1 those which do not admit of partnerships4 ,rubber1 winning two out of three games4 ,f41 ,robre4 ,rubiconed1 lurched1 defeated before getting half way4 ,ruffing1 trumping a suit4 ,run1 a succession of counting shots at ,billiards4 ,schnitt1 ,g41 a finesse4 ,schneiden1 ,g41 to finesse4 ,schinden is sometimes used4 ,scratch1 a fluke1 a score which was not played for4 ,screw ,shot1 a force shot at ,billiards4 ,second ,dealing1 dealing the second card from the top of the pack1 keeping back the top card until it can be dealt to yourself or your partner4 ,see ,saw1 a cross ruff4 ,sequence1 three or more cards next in value to one another4 ,the word is sometimes used for two cards only4 ,short-card ,player1 a poker player2 usually a sharper also4 ,short ,suits1 those containing less than four cards4 ,short-stop ,billiards4 ,short-stop players are those who are good enough to play in halls hired for the purpose1 but who stop short of the championship class4 ,shuffling1 any method of disarranging the cards so that no trace remains of their order during the previous deal or play4 ,sights1 the diamonds on the rail of an ,american billiard table4 ,signalling for ,trumps1 playing a higher card before a lower in a plain suit1 when no attempt is made to win the trick4 ,singleton1 one card only of any suit4 ,skin ,games1 those in which a player cannot possibly win4 ,skunked1 whitewashed1 schwartz1 beaten without having been able to score a single point4 ,slam1 winning all the tricks4 ,little ,slam1 winning #ab out of #ac possible4 ,sleeper1 a bet left or placed on a dead card at ,faro4 ,sneak1 a singleton which is led for the especial purpose of ruffing the second round of the suit4 ,snowing the ,cards1 milking or fuzzing them4 ,soda1 the first card at ,faro1 exposed face upward in the box before any bets are made4 ,splits1 two cards of the same denomination coming on the same turn at ,faro4 ,spot ,stroke1 a series of winning hazards with the red ball at ,english billiards4 ,square ,game1 one in which the cards are perfectly square1 and have not been trimmed for wedges1 strippers1 etc4 ,squeezers1 cards with indicators on the edges4 ,stack of ,chips1 twenty4 ,a 8stack of whites0 is #e4 ,starter1 the cut card at ,cribbage4 ,stechen1 ,g41 to trump4 ,still ,pack1 the one not in play when two are used4 ,stock1 cards left after the deal is complete1 but which are to be used in the following play4 ,stool ,pigeon1 a hustler4 ,straight ,whist1 playing a hand and immediately shuffling the cards for another deal1 as distinguished from ,duplicate4 ,strength in ,trumps1 enough to justify a player in passing a doubtful trick2 usually four or five at least4 ,strengthening ,cards1 those which are of no practical trick-taking value to the leader1 but which may be useful to the partner2 usually restricted to ,q ,j #aj #i4 ,string ,bets1 those that take all the odd or all the even cards to play one way1 win or lose1 at ,faro4 ,strippers1 cards trimmed so that certain ones may be pulled out of the pack at will4 ,strohman1 ,g41 the dummy at ,whist or ,bridge4 ,strong ,suits1 those in which a number of tricks can be made after the adverse trumps are out of the way4 ,sub ,echo1 a trump signal in a plain suit1 made after partner has led trumps1 and the player has not echoed on the trump lead4 ,sub-sneak1 a two-card suit which is led for the sole purpose of getting a ruff on the third round4 ,sweating ,out1 winning a game without taking any risks1 by waiting for the trifling points that fall to your share4 ,systems1 any guide that keeps a player from guessing in the distribution of his bets2 as distinguished from a martingale1 which controls the amount of the wager itself4 ,table ,games1 ,chess1 ,checkers1 and ,backgammon4 ,tables1 the ancient name for ,backgammon4 ,taille1 ,f41 a number of packs shuffled together1 which are not to be reshuffled or cut until all have been used4 ,talon1 the same as ,stock4 ,team ,playing1 requiring every member of a team to play with every other an equal number of times1 at ,whist4 ,tenace4 ,the major tenace is the best and third best cards remaining1 or unplayed1 in any suit1 such as ,a ,q4 ,the minor tenace is the second and fourth best1 such as ,k ,j4 ,ttes1 ,kings1 ,queens and ,jacks4 ,three-card ,monte4 ,a game in which three cards are dexterously thrown on the table by a gambler1 and the victim is induced to bet that he can pick out one which has been previously named and shown4 ,three-echo1 an echo on a trump lead when holding three only4 ,three-on-a-side1 a system of playing ,faro1 in which cards are bet to win or lose an odd number of times4 ,tourne1 ,f41 see ,round4 ,trailing1 playing a card which accomplishes nothing4 ,trash1 to discard4 ,tric1 ,f41 the odd trick at ,whist or ,mort4 ,tricon1 ,f41 three cards of the same denomination4 ,tric-,trac1 the ,european name for ,backgammon4 ,trump-showing ,leads1 a system of private conventionalities in leading plain suits at ,whist1 to show the number of trumps held by the leader4 ,unblocking1 getting out of your partner's way when he has more cards of the suit than you have4 ,underplay1 leading a card which is not the best of a suit1 when the best would naturally be led2 or holding up the best card to let another player win the trick4 ,vade1 ,f41 the pool to be played for4 ,vergeben1 ,g41 misdeal4 ,verleugnen1 or ,verlugnen1 ,g41 to revoke4 ,vivant1 ,f41 ,dummy's partner4 ,vole1 ,f41 winning all the tricks1 a slam4 ,vorhand1 ,g41 the eldest hand1 at ,skat4 ,vorwerfen1 ,g41 to play out of turn4 ,weak ,trumps1 not enough to justify a player in passing a doubtful trick4 ,wedges1 cards trimmed to taper toward one end1 so that if certain ones are reversed they can be easily pulled out4 ,welcher1 one who makes mouth bets1 and afterward fails to pay4 ,whipsawed1 losing two different bets on the same turn4 ,whiskey ,hole1 only one to go4 ,whitewashed1 defeated without having scored a point4 ,wide ,balls1 those which are near the corner of the table1 and are almost sure to be hit by a ball coming from either cushion4 ,wide ,cards1 those which are too far apart to be likely to form sequences4 ,see ,close ,cards4 ,widow1 any extra hand dealt in any game4 ,wimmeln1 ,g41 to bunch the points together2 to fatten a trick for the partner4 ,wimmelfinte1 ,g41 leading a card which is calculated to induce the second hand to fatten the trick for his partner4 ,winning ,hazards1 pocketing the object ball4 ,winning ,out1 a card that wins four times in the same deal at ,faro4 ,yarborough1 a hand at ,whist containing no card higher than a ,nine2 the odds against it are #ahbg to #a4 ,younger ,hand1 the one not the leader in two-handed games4 ,zange1 ,g41 a fourchette or tenace4 ,zwickmuhle1 ,g41 a cross ruff4 ,,drive ,,whist4 ,there are several methods of playing ,drive ,whist2 the most popular being to fill as many tables as possible with the players that present themselves1 regardless of any order further than that partners should sit opposite each other4 ,the players may select their own partners1 or they may be determined by lot1 according to the decision of the hostess4 ,straight whist is played2 the cards being shuffled and cut afresh for every hand4 ,each deal is a game in itself4 ,drawing for ,partners4 ,if there is an equal number of ladies and gentlemen1 and the number is less than fifty-two1 a sufficient number of red and black cards should be sorted out1 and the ladies asked to draw from the red1 the men from the black2 those getting the same denominations being partners4 ,for instance3 #af couples present themselves for play4 ,the thirteen ,hearts and the ,a #b #c of ,diamonds should be put into one hat for the ladies2 the thirteen ,clubs1 and ,a #b #c of ,spades being put into another for the men4 ,those drawing the same denomination of ,hearts and ,clubs1 or of ,spades and ,diamonds are partners4 ,before play begins1 the number of hands which it is proposed to play should be announced1 or a time set for adjournment4 ,driving4 ,there is no rank attached to the tables1 but they should be arranged in such a manner that players may know which table to go to next4 ,the partners seat themselves wherever they please1 and at the tap of the bell at the head of the table the deal is cut for1 and play begins4 ,the winners of the majority of the thirteen tricks at each table go to the next table4 ,here they may either continue to play as partners1 or may divide1 which ever has been the style of play decided upon by the hostess4 ,when the partnerships have been drawn for1 it is usual to preserve them for the evening4 ,the losing gentleman at each table has the deal for the next hand4 ,scoring4 ,every hand must be played out for all it is worth1 both winners and losers scoring all the tricks they take4 ,if the same partners play together throughout the evening1 one score-card will do for the couple4 ,if they divide1 each individual must have his or her own score-card4 ,the winners are those who have taken the greatest number of tricks in the agreed number of hands1 or during the time limit4 ,when partners divide as they drive on1 there should be two prizes1 one for ladies1 and one for gentlemen4 ,,bid ,,whist4 ,this is a popular game on trains1 or wherever it may be necessary to stop at the end of a deal without finishing the game4 ,thirteen cards are dealt to each player1 one at a time1 but no trump is turned4 ,partners sit opposite each other1 and the player to the left of the dealer makes the first bid4 ,,bidding4 ,the bidding goes round until no one will go any higher4 ,the eldest hand starts by naming the number of points he will make if allowed to name the trump and lead to the first trick1 but he does not name the suit he purposes picking out4 ,it is not necessary to lead a trump4 ,there are two ways to bid4 ,in some places there are seventeen points to be played for in each deal2 one for each trick of the thirteen and one for each of the four honours1 ace king queen and jack1 in the trump suit4 ,honours count to the side winning them1 and not to the original holders1 so that a player holding the four top honours in any suit could safely bid eight2 four tricks and four honors being a certainty1 but if that was all he made he would lose on the deal1 as the other side would score nine points out of the seventeen4 ,in other places1 it is the rule that the bidder must make the odd trick or he cannot count honours or anything else4 ,there are then only eleven points to be played for in each deal2 seven odd tricks and four honours4 ,any player bidding four would have to win the odd and three honors1 or two odd and two honours1 or something to make up his bid4 ,,scoring4 ,no matter how many more than his bid he makes1 he can score it all4 ,if he fails1 he is set back the amount of his bid4 ,if his adversaries win the odd trick or more1 they count one point for each trick over the book in addition to the amount by which they set the bidder back4 ,when there are seventeen points in play each deal1 it is usual to take the lower score from the higher and score the difference only1 but when the bidder fails1 he is not set back1 but simply gets nothing at all1 while his opponents score all they make1 without any deductions4 ,,norwegian ,,whist4 ,,cards4 ,this variety of whist is played with a full pack of fifty-two cards1 which rank from the ,a ,k ,q down to the deuce4 ,in cutting1 the ace is low4 ,,players4 ,four persons cut for partners1 the two highest playing against the two lowest1 the lowest cut having the choice of seats and cards and dealing the first hand4 ,,dealing4 ,the cards shuffled and cut1 thirteen are given to each player1 one at a time in rotation to the left4 ,no trump is turned1 as every hand is played without a trump4 ,,misdealing4 ,in case of any irregularity in the deal1 the same dealer must deal again4 ,the laws governing misdeals are the same as at whist or bridge4 ,,objects ,,of ,,the ,,game4 ,the play is for tricks alone1 but whether the players try to win them or to lose them depends on the declaration4 ,in ,grands it is to win2 in ,nullos1 it is to lose4 ,,bidding4 ,the player to the left of the dealer makes the first bid4 ,he may offer to play grand or nullo or he may pass4 ,the moment either grand or nullo is named1 the bidding ends4 ,if the first player passes1 the next to the left must declare himself4 ,if all pass without a bid1 the hand is played as a nullo4 ,any player bidding out of turn loses #bj points1 and is barred from bidding on that deal4 ,,method ,,of ,,playing4 ,if the game is grand1 the player to the right of the bidder leads any card he pleases4 ,if the game is nullo1 the player to the left of the bidder leads4 ,if no bid is made1 the player to the left of the dealer leads4 ,either partner may take in the tricks won by his side1 keeping them separate1 so that they may be easily counted4 ,,scoring4 ,the game is #ej points4 ,each trick over the first six counts four in grands1 but in some places only two in nullos4 ,this must be agreed upon before play4 ,tricks over the book count for the bidder's side in grands1 but against him in nullos4 ,if the bidder and his partner fail to get the odd trick in a grand1 his opponents count double for each trick they win over the book1 but in nullos there is no double value4 ,,penalties4 ,in case of a revoke1 the side in fault gives three tricks to its opponents in grands1 or receives three if it is a nullo4 ,the penalty for a lead out of turn is to call a suit4 ,,rum4 ,there are several varieties of this game1 and quite a number of ways of playing them1 but the standard method1 as adopted by the best clubs1 is that here given4 ,the principal divisions of the game are those played with the single pack1 and those played with the double pack and two jokers4 ,,single-,,pack ,,rum4 ,,cards4 ,the full pack of fifty-two cards is used1 ranking from the ,k ,q ,j down to the ace1 the suits having no rank4 ,the ace may also be used in sequence with the king as the top of a sequence4 ,,players4 ,any number from two to six may play1 but four or five makes the best game4 ,,cutting4 ,the cards are spread and drawn for choice of seats and first deal4 ,the lowest cut has first choice1 the next lowest sitting on his left and so on round the table4 ,,dealing4 ,when two play1 ten cards are given to each4 ,when three play1 seven to each4 ,when four play1 six to each4 ,the cards are dealt one at a time until all are helped and the next card is turned face up on the table as a starter for the discard pile4 ,the stock is left beside this card1 face down4 ,,object ,,of ,,the ,,game4 ,the aim of the players is to get rid of the cards dealt them and those they draw from the stock by laying face upward on the table any combinations of three of a kind1 or three in sequence and suit4 ,,method ,,of ,,playing4 ,the player to the left of the dealer begins by taking into his hand the card that is face up1 if it suits him1 or the top card of the stock4 ,if he takes the top of the stock1 he puts it into his hand without showing it4 ,he may then lay out any combination of three cards that he holds1 but he is not obliged to do so4 ,whether he lays out anything or not1 he must discard a card1 face up1 to take the place of the one drawn4 ,this discard is always placed beside the stock1 and of course covers up any card already there4 ,,laying ,,out4 ,after drawing from the stock and before discarding1 a player may lay out any three cards1 but no more than three at one time4 ,or he may add one card from his hand to any combination already laid out by another player1 but he cannot add more than one card in this way4 ,he may add a card to a combination laid out by himself if he wishes to4 ,,calling ,,out4 ,each player in turn to the left draws1 lays out and discards in this manner until some player gets rid of his last card1 when he calls out1 and the game comes to an end4 ,the last card in a player's hand may be got rid of by laying it out in combination1 or by discarding it if it is the only card left4 ,,scoring4 ,as soon as any player calls out it is too late for any other player to lay down any combinations he may hold4 ,each player in turn to the left shows his hand and the winner gets credit for the pip value of his cards1 jacks being worth #aa1 queens #ab1 kings #ac4 ,it sometimes happens that the stock is exhausted before any player calls out4 ,in this case the discards are turned face down without shuffling them and the pile drawn from as if it were the stock4 ,,splashes4 ,the game is sometimes played with the condition that if any player chooses to risk holding his hand until he can lay it all down at once1 or lay down all but the one which he is allowed to discard1 he wins double from each of the others4 ,this prompts a player with a good hand to hold it up for a round or two on the chance of getting down a splash1 but the player who sees there is no chance for him should get rid of as many cards as he can before the splash comes1 and in many cases some player will get rid of all his cards in two or three rounds1 and win without a splash4 ,,poker ,,rum4 ,,cards4 ,in this variety of the game1 the ,a ,k ,q ,j are worth ten points each1 the ace eleven1 and the remaining cards their face value4 ,the ace may be used as the top of a sequence ,q ,k ,a1 or the bottom of ,a #b #c1 but not as part of a round-the-corner1 ,k ,a #b4 ,,dealing4 ,ten cards are always given to each player1 no matter how many are in the game4 ,if there are more than three at the table1 the double pack must be used1 so as to leave cards enough for the stock4 ,,object ,,of ,,the ,,game4 ,the aim of the player is to draw cards from the stock or discard pile until the pip value of the unmatched cards in his hand amounts to #ae or less4 ,sequences may run to any length1 and four1 five1 or six of a kind is in order4 ,the cards in hand that do not fit any combination of three or more are deadwood1 and the object is to reduce this deadwood to less than fifteen4 ,,method ,,of ,,playing4 ,each player in turn to the left of the dealer draws a card from the stock or the discard pile and discards one in its place1 face up4 ,no player is allowed to lay down anything until he can show his whole hand1 and then only when his deadwood is fifteen or less1 and he is not obliged to lay down even then if he prefers to wait until he can reduce his deadwood still further4 ,,the ,,show-,,down4 ,as soon as any player can show down his hand1 the game is at an end4 ,he lays out his combinations and pushes them aside4 ,then he announces the pip value of his deadwood1 after discarding a card in place of the one drawn4 ,suppose he draws the seven of hearts1 and lays down the #f #g #h #i of that suit2 ,j ,q ,k of clubs2 discards the king of spades and leaves two deuces and a five for his deadwood4 ,that is nine points4 ,each of the other players in turn to the left then lays down his hand and pushes aside all combinations held4 ,if the pip value of his deadwood is more than that of the player calling for the show-down1 he pays the difference4 ,if any player has less than the caller1 then he is the winner1 and each one at the table pays him1 the caller paying him double as a penalty4 ,in case of ties for low1 they divide the losses of the others4 ,,poker ,,gin4 ,this is a variety of poker rum in which the deadwood must not exceed ten points and each player is allowed not only to put aside his own combinations after the call for a show-down comes1 but may add any of his odd cards to the combinations laid out by the one who calls for a show-down4 ,suppose that in the example given for poker rum1 the caller showing #f #g #h #i of hearts1 ,j ,q ,k of clubs1 and nine in his deadwood1 another player has in his ten cards the #g #h #i of diamonds2 #f #g #h of spades1 two fours and the tens of clubs and hearts4 ,when the show-down is called for1 he has twenty-eight points in his deadwood2 but by adding his club ten to the caller's sequence of ,j ,q ,k1 and the heart ten to the caller's #f #g #h #i in that suit1 he reduces his deadwood to eight points1 the pair of fours1 and beats the caller out by a point4 ,,penalties4 ,if any player turns out to have less in his deadwood than the caller1 as in the example just given1 the caller forfeits ten points to him1 in addition to having to pay for the difference4 ,should a player call for a show-down when he has more than ten in his deadwood1 he loses five points to each of the others at the table and takes up his cards again4 ,,double-,,pack ,,rum4 ,,cards4 ,this game is always played with two full packs of fifty-two cards each and two jokers1 all shuffled together and used as one4 ,the ace may be high or low in sequences4 ,,dealing4 ,ten cards are given to each player1 one at a time1 and the next card is turned up and laid beside the stock to start the discard pile4 ,,laying ,,out4 ,sequences in suit may run to any length1 and any number of cards or combinations may be laid out at one time4 ,five1 six or seven of a kind may be shown1 and four of a kind may be of any suits4 ,there is no obligation to lay out anything1 but the player who lays out can do so only in his proper turn1 after drawing a card4 ,he may add as many cards as he pleases to any combinations already on the table1 either of his own or other players4 ,,the ,,jokers4 ,these two cards have peculiar privileges4 ,a joker may be called anything the holder pleases4 ,if it is used as the interior of a sequence1 such as #f joker #h of hearts1 it must remain there1 but if it is placed at the end of a sequence1 any player has the right to remove it to the other end1 placing it crossways1 to show that it has been moved1 provided he can put a card in its place1 or add one to the sequence below the joker4 ,a joker once moved cannot be moved again4 ,suppose some player has laid out the #f #g joker of clubs4 ,the joker stands for the #h of clubs4 ,another player holding the actual #h of clubs could move the joker to the position of the #e and add his #h4 ,or if he had the #d of clubs1 he could move the joker to represent the #e and add his #d to the sequence1 or he might add both #h and #d if he held those cards4 ,on account of the privilege of laying out as many cards at a time as the player pleases1 and adding as many as he can to other combinations1 this is a much livelier game than the ordinary single-pack rum4 ,the settling is the same1 the winner getting the pip value of each player's hand4 ,in case no one has all his cards down before the stock is exhausted1 which is very unusual1 however1 the discards are turned face down and drawn from again4 ,,canfield4 ,this form of solitaire is often confused with ,klondike1 but there is a marked difference both in the layout and the play4 ,the full pack of fifty-two cards is used4 ,after it has been thoroughly shuffled and properly cut1 thirteen cards are counted off1 face down1 and placed at the player's left1 face up4 ,this is the stock4 ,the fourteenth card is then turned face up and is the foundation for that deal4 ,let us suppose it is a seven4 ,it is placed by itself1 furthest from the player1 waiting for the three other sevens to appear to form three other foundations1 each in a different suit4 ,four cards are then dealt off from left to right1 face up1 for the layout4 ,holding the remaining thirty-four cards in the left hand1 face down1 the player counts off three at a time and turns them face up on the table1 but so that the top card only is seen4 ,if this card can be used1 the card under it is available4 ,if not1 the three are left on the table and three more turned up in the same way4 ,let us suppose this is the appearance of the table3 ,illustration3 ,the ,foundation3-- ,the ,stock3-- ,the ,layout3-- ,the top card of the three3-- ,the player can make several changes at once4 ,the five of diamonds will go on the club six1 the club four on the five1 the ace of diamonds on the deuce of spades1 leaving a space which must be filled from the top of the stock1 using the card that was under the four of clubs4 ,another card is exposed and available under the five of diamonds4 ,cards built on the foundations must be in the same suit1 and build upward1 nothing but eights being available on the sevens4 ,on the layout1 sequences are built down1 and must change colour each time4 ,any time that there is a space in the four columns of the layout1 the top card of the stock may be used to fill the space1 but the stock itself must never be added to4 ,if there are only two cards in any of the four columns of the layout at any time1 and the top one can be used on another pile1 it may be taken for that purpose4 ,suppose the nine of hearts were built on down to a black six1 the five of diamonds could be removed to that pile to release the six of clubs4 ,after running through the entire pack1 three cards at a time1 the cards that have not been used in the process1 and which are lying on the table face up1 are taken up again and turned face down1 without shuffling them1 and run through again1 three at a time4 ,as long as any card can be used it must alter the run of the cards that will turn up in threes after that1 and the player may continue to go through the pack in this way until he is stopped by being unable to use any card that shows at the top of the three he turns up4 ,the betting is against the player getting eleven cards in his foundation piles4 ,if the pack is purchased for #eb1 he gets #e for every card in his foundations4 ,it is almost impossible to get out the whole fifty-two for #bfj1 but it is done occasionally4 ,i ,,doubt ,,it4 ,this is a good round game1 any number taking part4 ,the full pack of fifty-two cards is dealt round1 one card at a time as far as it will go equally1 the remainder being left in the centre of the table1 face down4 ,any one can deal4 ,the player to the left of the dealer starts the game by taking from his hand any three cards he pleases and laying them on the table in front of him face down4 ,he then announces1 8,these are three jacks10 or anything he likes to call them1 there being no obligation to tell the truth about it1 so the cards might actually be a six four and a deuce4 ,each player in turn to the left can doubt the statement that the cards are three jacks1 or he can pass4 ,if any player in his proper turn says1 8,i doubt it10 the three cards are at once turned face up4 ,if the statement is not correct1 the three cards are at once taken back into the player's hand1 together with all the cards lying face down in the centre of the table at the time4 ,should the statement turn out to be true1 the player who doubted it must take the three jacks and all the cards on the table4 ,that settled1 the next player to the left lays out three cards and announces that they are three of a kind of something or other1 each player to the left passing or doubting it4 ,if no one questions the correctness of a statement1 no explanation is given by the player who laid out the cards4 ,he simply pushes them to the centre of the table with the others1 face down4 ,if he shows them1 or any one of them1 as some may do in a spirit of bravado1 he must take all three back into his hand and all on the table with them4 ,the object of doubting is simply to prevent a player from getting rid of three cards1 but toward the end of the game one must be careful1 as triplets are gradually gathered for that stage4 ,if any player has less than three cards in his hand when it comes to his turn to lay down1 he must draw from the table1 face down1 enough to make three4 ,he may look at what he draws before announcing4 ,if there are no cards on the table1 he must pass his turn4 ,the first to get rid of all his cards gets a chip from each of the others for each card they hold4 ,,jass4 ,this is popularly supposed to be the progenitor of the ,american game of pinochle1 and is still very popular in ,switzerland4 ,,cards4 ,jass is played with the thirty-six card pack1 the #e #d #c #b of each suit being thrown out4 ,the cards rank from the ,a ,k ,q down to the #f1 both in cutting and in play4 ,the cards have a pip value in scoring1 aces #aa1 tens #aj1 kings #d1 queens #c and jacks #b4 ,in the trump suit1 the jack is the highest card1 and is worth #bj points instead of #b4 ,the nine of trumps comes next1 being worth #ad points1 and is called 8,nell40 ,the remaining trumps rank as in plain suits4 ,the jack of trumps has the special privilege of being allowed to renege1 even when the holder of the jack can follow suit4 ,,markers4 ,the score is usually kept on a slate4 ,,players4 ,any number from two to four can take part1 but each is always for himself4 ,the rules for two-hand differ slightly from those for three or four4 7,see ,two-hand ,jass47 ,,cutting4 ,the first deal is cut for1 high wins4 ,the cards rank as in plain suit1 and ties cut again1 to decide the tie4 ,,dealing4 ,when the pack is cut1 at least four cards must be left in each packet4 7,in ,switzerland they cut to the left and deal to the right2 but in ,america this is not necessary47 ,the cards are dealt three at a time for three rounds1 so that each player receives nine cards4 ,when four play1 the last card must be turned up for the trump4 ,when three play1 the twenty-eighth card is the trump4 ,,object ,,of ,,the ,,game4 ,the play is to win tricks with cards of pip value in them1 especially aces and tens1 called game points1 and also to meld certain combinations of cards that are found in the player's hand4 ,when three play1 the dealer may exchange his nine cards for the nine that are left on the table1 but he must surrender the turned up trump among those nine cards to any player that holds the six4 ,if the dealer does not wish to exchange1 each player in turn to the left may do so4 ,in making the exchange1 no card of the nine originally dealt to the player may be kept1 not even the six of trumps4 ,the pip value of the cards won in tricks count for the player at the end of the hand4 ,the following values are for the melds3 ,four jacks are worth #bjj ,four aces1 kings1 queens1 or tens #ajj ,five cards of any suit in sequence #ajj ,four cards of any suit in sequence #ej ,three cards of any suit in sequence #bj ,king and queen of trumps #bj ,the melds are made after the player has played his card to the first trick1 whether he wins that trick or not1 but the melds are not credited to him on the slate unless he wins at least one trick during the play of the hand4 ,,method ,,of ,,playing4 ,when four play it is sometimes permissible for one to pass out1 each in turn to the left having the right4 ,the first thing is for the holder of the six of trumps to exchange it for the turned-up trump4 ,the player to the left of the dealer then leads any card he pleases1 and each player in turn must follow suit and must head the trick if he can2 by trumping if he has none of the suit led4 ,as soon as a card is played1 the player makes his meld1 announcing its pip value4 ,the winner of the last trick scores five points for it4 ,,scoring4 ,sometimes #a1jjj points is a game1 as in pinochle1 and the first player to call out wins if he is correct2 if not he loses4 ,sometimes in three or four-hand1 it is agreed to play some number of deals divisible by four1 usually #ab or #af4 ,these are indicated by cross marks on the slate1 each arm representing a deal4 ,the two players with the higher scores at the end of the hand each rub off a mark and the one who is first to rub off all his marks is the winner1 or the last to wipe off is stuck1 according to agreement4 ,any one failing to get as many as #ba points in meld and play is set back a mark4 ,,two-,,hand ,,jass4 ,when only two play1 the game closely resembles ,american pinochle1 the winner of each trick drawing a card from the top of the stock1 the loser drawing the next one4 ,all melds are made immediately after winning a trick and before drawing from the stock1 only one meld at a time being allowed4 ,it is not necessary to follow suit to anything until the stock is exhausted1 after which all melds cease and the second player to each trick must win it if he can1 but the jack of trumps still has the privilege of renouncing if a plain suit is led4 ,,patience ,,poker ,as its name implies1 this is a form of solitaire1 but it may be managed so as to provide a pleasing competition for any number of players4 ,both forms of the game will be described1 the solitaire first4 ,,cards4 ,the full pack of fifty-two cards is shuffled and cut4 ,keeping it face down in the left hand1 the top card is turned up and laid upon the table4 ,the next card is turned up and laid in such a position that it touches the first one1 either on one of its four edges1 or one of its four corners4 ,the third card must touch one or other of the two already on the table in the same manner1 and so on until twenty-five cards have been drawn and placed1 but the twenty-five must be so arranged as to form a square of five cards each way4 ,as no card can be moved from its original position1 as soon as there are cards enough in either direction1 up and down1 or from left to right1 to make a row of five1 no more cards can be laid beyond that point1 as it would transgress the limits of the square4 ,,object ,,of ,,the ,,game4 ,the aim of the player is to place each card as it comes from the top of the pack in the most advantageous position for combining with other cards1 either already there or hoped for1 so that each row of five cards1 up and down1 or right to left1 shall be a poker hand of some value4 ,,value ,,of ,,the ,,hands4 ,the various hands possible in poker are given a counting value1 supposed to be in proportion to the difficulty of getting them4 ,there are three systems of counting in common use1 the ,english differing slightly from the ,american1 both in value and in rank4 ,the various scoring values are here given3 ,one pair #b #a #a ,two pairs #e #b #c ,triplets #aj #g #f ,straights #ae #i #ab ,flushes #bj #e #e ,full hands #be #ab #aj ,four of a kind #ej #bj #af ,straight flush #ge #cj #cj ,royal flush #ajj #ej #cj ,the first column given is the ,american system of counting by fives1 after one pair1 retaining the regular poker rank of the hands4 ,the second column is the ,american system that puts the straight next to the full hand1 and the flush between two pairs and a triplet4 ,the third column is the ,english system1 which ranks the straight above the full hand4 ,as no person has as yet come forward with any figures to show which combination is easier to get in patience poker1 nor the proportion of one hand to the other1 these figures are all guess work2 and players may adopt any values they please4 ,as soon as the tableau is complete1 with five rows of five cards each1 the value of each of the ten hands the tableau contains is found and the total put down4 ,the object of the solitaire player usually is to see how many tableaus he needs to reach a grand total of #ejj points4 ,,suggestions ,,for ,,good ,,play4 ,experience has shown that it pays to keep certain classes of hand in one section1 either left to right or up and down4 ,many players put all the flushes in the vertical columns1 and build the pairs1 triplets and fours from right to left4 ,straights are uncertain quantities unless they are flush also and are seldom played for4 ,each card has a double value1 and it may help to make up two hands of high scoring power1 if well placed4 ,the highest possible point value for a tableau would probably be five hands of four of a kind and five straight flushes1 four of which would be royal1 like this3 ,illustration3 ,the odds against the cards coming from the stock in such order as to make a tableau like this possible would be enormous1 but there are many sets of twenty-five cards that can be rearranged so as to make a much higher count than that actually arrived at in the solitaire4 ,the player's skill consists in anticipating the possibilities that certain cards will be drawn and in so arranging his table that if the hoped for card comes out1 the most advantageous place will be found open for it4 ,,two ,,or ,,more ,,players4 ,any number can play this game1 the only limitation being the number of packs available and space enough on the table for each one to lay out his own tableau4 ,one player is selected as the 8caller0 and he shuffles his pack and presents it to be cut4 ,in the meantime each of the others sorts his individual pack into sequence and suit1 so as to be able to pick out any named card without unnecessary delay4 ,,method ,,of ,,playing4 ,the caller starts by taking off his top card and placing it face up on the table1 at the same time announcing aloud its suit and rank1 as 8,seven of clubs40 ,this makes it unnecessary for the others to watch the cards the caller draws4 ,each player picks out his seven of clubs and places it on the table in front of him1 face up1 as a starter for his tableau4 ,suppose the next card called is the ten of diamonds4 ,as each player can place that card in any one of eight different positions with regard to the seven of clubs1 and the next card after that in any one of a dozen positions1 it must be evident that although the twenty-five cards called will be the same for every tableau1 the resulting poker combinations may be vastly different4 ,,scoring4 ,each player is credited with the value of his tableau1 and then the duty of being caller passes to the left4 ,the game is at an end when an agreed number of deals have been played1 or at the expiration of a specified time1 the highest total score being the winner4 ,,solitaire ,,cribbage4 ,this game may be played by one person or by several1 two to four making an interesting game1 either as partners or each for himself4 ,the individual player takes a full pack of fifty-two cards1 shuffles and cuts1 and deals off three for himself1 two for his crib1 and then three more for himself4 ,taking up the six1 he sorts them and discards for the crib1 just as if the two cards already there had been laid off by an opponent4 ,the pack is then cut for the starter4 ,there is no play1 and the hand is turned up and counted1 scoring it on a regular cribbage board4 ,the crib is then counted and scored4 ,leaving the starter still face up on the top of the pack1 the eight cards in hand and crib are thrown aside4 ,for the next deal1 the player gives himself three cards from the top of the pack1 one of which was the starter on the last deal1 then two for the crib and three more for himself1 discarding for the crib1 cutting a starter1 counting and scoring hand and crib as before4 ,this is continued until only four cards are left1 one of them being the starter for the last deal4 ,turn up these four cards and count them as a hand4 ,the game is usually #ia points1 and the object of the solitaire player is to see if he can reach the game hole without going through the pack more than once4 ,if he does not reach with six hands and cribs1 each with a starter1 and one hand of four cards without a starter1 he has failed to get the solitaire4 ,,when ,,two ,,or ,,more ,,play4 ,the object is now to see which player or partnership can get the greatest number of points in going through the pack once1 each playing his own solitaire with his individual pack1 but keeping level with his opponents in the matter of hands and deals4 ,it is usual for each to cut the starter for the other and then to verify the count of the other's hands and cribs4 ,if one reaches #ia before the other gets round past #fj1 it is reckoned as a double game4 ,if neither side reaches #ia before the pack runs out1 the player that comes nearer to it wins4 ,when two play against two as partners1 each takes an adversary and plays against him individually1 the scores being balanced at the end by adding those of the partners together4