Chapter 7 of 70 · 3828 words · ~19 min read

Part 7

This game, which has lately revived in popularity, is played by two persons with a pack of cards from which the twos, threes, fours, fives, and sixes have been discarded. In the clubs it is usual to play with two packs, used alternately. The players cut for deal, the highest card deals. The pack is shuffled and the non-dealer cuts. The dealer then from the united pack gives five cards to each, beginning with his adversary, by twos and threes, or threes and twos; and always dealing in the same way throughout the game. The eleventh card is turned up for trump. If the turn-up be a king, the dealer marks one point; five points being game. The non-dealer looks at his cards, and if he be dissatisfied with them, he may propose--that is, change any or all of them for others from the stock, or remainder of the pack on the table. Should he propose, he says, "I propose," or "cards," and it is in the option of the dealer to give or refuse cards. When he decides to give, he says, "I accept," or "How many?" Should he refuse to change he says, "I decline," or "Play." The dealer may, if he accept the proposal, change any or all the cards in his own hand. Sometimes a second discard is allowed, but that must be by previous agreement. Of course the non-dealer may play without discarding, in which case the dealer must play his own hand without changing any of his cards. When the hands are arranged the non-dealer plays a card, which is won or lost by the playing of a superior card of the suit led. The second must follow suit, or win the trick if he can; otherwise he may throw any card he chooses. The order in value of the cards is--king, queen, knave, ace, ten, nine, eight, seven. The winner of the trick leads for the next trick, and so on, till the five cards on each side are played. The winner of three tricks scores one point; if he win the whole five tricks--the _rôle_--he scores two points; if he hold the king, he names it before playing his first card--"I mark king." Should the non-dealer play without proposing, and fail to make three tricks, his adversary marks two points; should the dealer refuse to accept and fail to win three tricks, his opponent scores two. The game is five up; that is, the player who first marks five points, wins. The score is marked by two cards, a three and a two, or by counters. The deal is taken alternately; but when the play is for rubbers it is usual to cut for deal at the end of each rubber.

[KNOWLEDGE IS MODEST, CAUTIOUS, AND PURE.]

119. Rules of Ecarté.

i. Each player has right to shuffle the cards above the table.

ii. The cut must not be fewer than two cards off the pack, and at least two cards must be left on the table.

iii. When more than one card is exposed in cutting, there must be a new deal.

iv. The highest ecarté card cut secures the deal, which holds good even though the pack be imperfect.

v. The dealer must give five cards to each by three and two, or by two and three, at a time, which plan must not be changed, during the game.

vi. An incorrect deal, playing out of turn, or a faced card, necessitates a new deal.

vii. The eleventh card must be turned up for trumps; and the remaining cards placed, face downwards, on the table.

viii. The king turned up must be marked by the dealer before the trump of the next deal is turned up.

ix. A king of trumps held in hand must be announced and marked before the player lays down his first card, or he loses his right to mark it. If played in the first trick, it must be announced before it is played to.

x. A proposal or acceptance cannot be retracted or altered.

xi. Before taking cards, the player must place his discarded cards, face downwards, on the table, and neither look at or touch them till the round be over.

xii. The player holding king marks one point; making three tricks, one point; five tricks, two points.

xiii. The non-dealer playing without proposing and failing to win the point, gives two tricks to his opponent.

xiv. The dealer who refuses the first proposal and fails to win the point (three tricks), gives his opponent two points.

xv. An admitted overscore or underscore may be amended without penalty before the cards are dealt for the following round.

120. Euchre,

which is founded on Ecarté, and is the national game of the United States, is played with a pack of cards from which the twos, threes, fours, fives, and sixes have been withdrawn. In the Euchre pack the cards rank as at Whist, with this exception--the knave of trumps, called the Right Bower, and the other knave of the same colour, known as the Left Bower take precedence over the rest of the trumps. Thus, when hearts are trumps, the cards rank thus:--Knave of hearts, knave of diamonds, ace, king, queen, ten, nine, eight, and seven of hearts. When diamonds are trumps, the knave is right bower, and the knave of hearts left bower; and in like manner the knaves of spades and clubs become right and left bower, when the black suits are trumps.--In Four-handed Euchre, two play against two, and the tricks taken by both partners count for points.

[IGNORANCE BOASTFUL, CONCEITED, AND SURE.]

121. Rules for Euchre.

i. The players cut for deal; the higher card cut dealing.

ii. The cards are dealt by twos and threes, each player having five.

iii. The eleventh card is turned up for trumps.

iv. Five points constitute game.

v. The player winning three or four tricks marks one point; winning five tricks, two points.

vi. When the first player considers his hand strong enough to score, he can order it up--that is, he can oblige the dealer to discard one of his cards and take up the trump in its stead.

vii. When the first player does not find his hand strong enough, he may pass--" I pass;" with the view of changing the suit.

viii. In case of the first player "ordering it up," the game begins by his playing a card, to which the dealer must follow suit or trump, or throw away. The winner of the trick then leads: and so on till all the five cards in each hand are played.

ix. If the player order up the trump and fail to make three tricks, he is euchred, and his opponent marks two points.

x. If the player, not being strong enough, passes, the dealer can say, "I play," and take the trump into his own hand; but, as before, if he fail to score, he is euchred.

xi. If both players pass, the first has the privilege of altering the trump, and the dealer is compelled to play. Should the first player fail to score, he is euchred.

xii. If he pass for the second time, the dealer can alter the trump, with the same penalty if he fail to score.

xiii. When trumps are led and you cannot follow suit, you must play the left bower if you have it, to win the trick.

The score is marked as in Ecarté, by each side with a two and three.

122. Bézique.

This fashionable game is played with two packs of cards, from which the twos, threes, fours, fives, and sixes, have been discarded. The sixty-four cards of both packs, shuffled well together, are then dealt out, eight to each player, by threes, twos, and threes; the seventeenth turned up for trump, and the rest left, face downwards, on the table. If the trump card be a seven, the dealer scores ten points. An incorrect deal or an exposed card necessitates a new deal, which passes to the other player. A trump card takes any card of another suit. Except trumping, the higher card, whether of the same suit or not, takes the trick--the ace ranking highest, the ten next, and then the king, queen, knave, nine, &c. When two cards of equal value are played, the first wins. _Some players require the winning card to be of the same suit as that led, unless trumped._ After each trick is taken, an additional card is drawn by each player from the top of the pack--the taker of the last trick drawing first, and so on till all the pack is exhausted, including the trump card. Players are not obliged to follow suit or trump until all the cards have been drawn from the pack. Tricks are of no value, except for the aces and tens they may contain. Tricks should not be looked at till the end of the deal, except by mutual consent. When a player plays without drawing, he must draw two cards next time, and his opponent scores ten. When a player draws out of turn, his opponent scores ten, if he has not drawn a card himself. When a player draws two cards instead of one, his opponent may decide which card is to be returned to the pack--it should not be placed at the top, but towards the middle of the pack. A player discovering his opponent holding more than eight cards, while he only holds eight, adds 100 to his score. Should both have more than their proper number there is no penalty, but each must play without drawing.

[BE NOT THE FIRST BY WHOM THE NEW IS TRIED.]

123. Mode of Playing.

i. Immediately after taking a trick, and then only, a player can make a Declaration; but he must do so before drawing another card. Only one Declaration can be made after each trick.

ii. If, in making a declaration, a player put down a wrong card or cards, either in addition to or in the place of any card or cards of that declaration, he is not allowed to score until he has taken another trick. Moreover, he must resume the cards, subject to their being called for as "faced" cards.

iii. The seven of trumps may be exchanged for the trump card, and for this exchange ten is scored. This exchange is made immediately after he has taken a trick, but he may make a declaration at the same time, the card exchanged not being used in such declaration.

iv. Whenever the seven of trumps is played, except in the last eight tricks, the player scores ten for it, no matter whether he wins the trick or not.

v. When all the cards are drawn from the pack, the players take up their eight cards. No more declarations can he made, and the play proceeds as at Whist, the ten ranking higher than the king, and the ace highest.

vi. In the last eight tricks the player is obliged to follow suit, and he must win the trick if possible, either by playing a higher card, or, if he has not a card of the same suit, by playing a trump.

vii. A player who revokes in the last eight tricks, or omits to take when he can, forfeits the eight tricks to his opponent.

viii. The last trick is the thirty-second, for which the winner scores ten. The game may be varied by making the last trick the twenty-fourth--the next before the last eight tricks. It is an unimportant point, but one that should be agreed upon before the game is commenced.

ix. After the last eight tricks are played, each player examines his cards, and for each ace and ten that he holds he scores ten.

x. The non-dealer scores aces and tens first; and in case of a tie, the player scoring the highest number of points, less the aces and tens in the last deal, wins the game. If still a tie, the taker of the last trick wins.

xi. All cards played in error are liable to be called for as "faced" cards at any period of the game, except during the last eight tricks.

xii. In counting forfeits a player may either add the points to his own score or deduct them from the score of his opponent.

124. Terms used in Bezique.

i. _A Declaration_ is the exhibition on the table of any cards or combination of, cards, as follows:

ii. _Bezique_ is the queen of spades and knave of diamonds, for which the holder scores 40 points. A variation provides that when the trump is either spades or diamonds, Bezique may be queen of clubs and knave of hearts. Bézique having been declared, may be again used to form Double Bezique--two queens of spades and two knaves of diamonds. All four cards must be visible on the table together--500 points.

iii. _Sequence_ is ace, ten, king, queen, and knave of trumps--250 points.

iv. _Royal Marriage_ is the king and queen of trumps--40 points.

v. _Common Marriage_ is the king and queen of any suit, except trumps--20 points.

vi. _Four aces_ are the aces of any suits--100 points.

vii. _Four kings_ are the kings of any suits--80 points.

viii. _Four Queens_ are the queens of any suits--60 points.

ix. _Four knaves_ are the knaves of any suits--40 points.

[NOR YET THE LAST TO CAST THE OLD ASIDE.]

125. Marriages, Sequences, &c.

i. The cards forming the declarations are placed on the table to show that they are properly scored, and the cards may thence be played into tricks as if in your hand.

ii. Kings and queens once married cannot be re-married, but can be used, while they remain on the table, to make up four kings, four queens, or a sequence.

iii. The king and queen used in a sequence cannot afterwards be declared as a royal marriage.

iv. If four knaves have been declared, the knave of diamonds may be used again for a bézique, or to complete a sequence.

v. If four aces have been declared, the ace of trumps may he again used to perfect a sequence.

vi. If the queen of spades has been married, she may he again used to form a bézique, and _vice versâ_, and again for four queens.

vii. Playing the seven of trumps--except in last eight tricks--10; exchanging the seven of trumps for the trump card--10; the last trick--10; each ace and ten in the tricks--at the end of each deal--10.

viii. The game is 1,000, 2,000, or 4,000 up. Markers are sold with the cards.

126. Forfeits at Bezique.

The following are Forfeits:

i. For drawing out of turn, 10;

ii. For playing out of turn, 10;

iii. For playing without drawing, 10;

iv. For overdrawing, 100;

v. For a revoke in the last eight tricks, all the eight tricks.

127. Cautions in Bezique.

In playing Bézique, it is best to keep your tens till you can make them count; to retain your sequence cards as long as possible; to watch your opponent's play; to declare a royal marriage previous to declaring a sequence or double bezique; to make sure of the last trick but one in order to prevent your opponent from declaring; to declare as soon as you have an opportunity.

128. Three-Handed Bezique.

i. The above rules hold good in the case of three-handed games--treble bézique counting 1,500. An extra pack of cards is required for the third other player; so that, in the case of three, the trump card is the twenty-fifth.

ii. The game is always played from left to right, the first player on the left of the dealer commencing. Three-handed bézique is sometimes played with two packs of cards, suppressing an eight, thus rendering them divisible by three.

129. Four-Handed Bezique.

i. Four-handed Bezique may be played by partners decided either by choice or cutting. Partners sit opposite each other, one collecting the tricks of both, and the other keeping the score, or each may keep his own score, which is preferable.

ii. A player may make a declaration immediately after his partner has taken a trick, and may inquire of his partner if he has anything to declare, before drawing.

iii. Declarations must be made by each player separately, as in two-handed bézique.

iv. The above descriptions will serve to sufficiently acquaint the reader with the rules and modes of play adopted in this excellent game. Bézique is said to be of Swedish origin, and to have been introduced to English players through the medium of some Indian officers who had learned it of a Scandinavian comrade. Variations in the play occur in different companies. These, however, having been indicated above, need not be more particularly noted.

130. Napoleon.

This popular game is played by four, five, or six persons with a full pack of cards, which take the same value as in Whist. The object of the game is to make tricks, which are paid to or received from the dealer at a fixed rate, a penny or more a trick, as previously arranged. The deal being decided in the usual way, the pack is cut and five cards are dealt one at a time to each player, beginning at the left. After every round the deal passes. Each player looks at his cards, the one to the left of the dealer being the first to declare. When he thinks he can make two or three tricks he says, "I go two," or "I go three." The next may perhaps think he can make four tricks; and if the fourth believes he can do better he declares Napoleon, and undertakes to win the whole five tricks. The players declare or pass in the order in which they sit; and a declaration once made cannot be recalled. The game then, proceeds. The first card played is the trump suit; and to win the trick, a higher card than that led in each suit must be played. The winner of the first trick leads for the second, and so on till each of the five tricks are played out. Each player must follow suit, but he is not bound to head the trick or to trump. Each card as played remains face upwards on the table. Supposing the stake to be a penny a trick, the declarer, if he win all the tricks he declared, receives from each of his adversaries a penny for each of the declared tricks; but if he fail to win the required number, he pays to each of them a penny a trick. For Napoleon he receives double stakes from each player; but failing to win the five tricks, he pays them single stakes. The game, though simple, requires good judgment and memory to play it well. In some companies it is varied by the introduction of a Wellington, which is a superior call after the Napoleon, and takes triple stakes; or a Sedan, in which the player undertakes to lose all his tricks. This declaration takes precedence of all the others. Each player may Pass, or decline to make a declaration; and when all the players pass, the deal is void. Occasionally a pool or kitty is made by each dealer paying a half stake; or the players may purchase new cards from the pack. In either case, the pool is taken by the winner of the first Napoleon, or divided according to arrangement at the close of the play. The best play in Napoleon is not to win tricks, but to co-operate in defeating the declaring hand.

131. Picquet.

A game for two players, once very fashionable in France and of some repute in England; but now quite obsolete. Like Quadrille, it is encumbered with a vast number of rules and maxims, technical terms and calculations; all too long and tiresome for modern card-players.

132. Poker, or Draw Poker,

a gambling game common in the United States. An elaboration of the old English game of Brag, which, like Blind Hookey and Baccarat, is purely one of chance, generally played by two or three sharpers opposed to three or four greenhorns. And, for these reasons, is unworthy a place in this volume.

133. Lansquenet.

This is a game for a large company, much played in France, where it is the custom to mix three, four, or more packs of cards together. In England it is played with one pack, after the following plan:--The dealer, who has rather an advantage, begins by shuffling the cards, and having them cut by any of the party. He then deals two cards on his left hand, turning them up; then one for himself, and a fourth, which he places in the middle of the table for the company, called the _rejouissance_. Upon this card any or all of the company, except the dealer, may stake their counter or money, either a limited or unlimited sum, as may be agreed on, which the dealer is obliged to answer, by staking a sum equal to the whole put upon it by different players. He continues dealing, and turning the cards upwards, one by one, till two of a sort appear: for instance, two aces, two deuces, &c., which, in order to separate, and that no person may mistake for single cards, he places on each side of his own card; and as often as two, three, or the fourth card of a sort comes up, he always places them, as before, on each side of his own. Any single card the company have a right to take and put their money upon, unless the dealer's own card happens to be double, which often occurs by this card being the same as one of the two cards which the dealer first of all dealt out on his left-hand. Thus he continues dealing till he brings either their cards, or his own. As long as his own card remains undrawn he wins; and whichever card comes up first, loses. If he draw or deal out the two cards on his left, which are called the hand-cards, before his own, he is entitled to deal again; the advantage of which is no other than being exempted from losing when he draws a similar card to his own, immediately after he has turned up one for himself. This game is often played more simply without the _rejouissance_ card, giving every person round the table a card to put his money on. Sometimes it is played by dealing only two cards, one for the dealer, and another for the company.--Generally Lansquenet is played with counters instead of money. With counters at (say) a penny a dozen, it is a lively and amusing game.

[A LADY IN AMERICA MADE A QUILT IN 55,555 PIECES.]

134. Quinze or Fifteen