Part 17
There are some instances when it is polite to win your adversaries' leads with the highest of a sequence, if you can do it without deceiving your partner; by so doing you make your opponents wonder what has become of the lower honours.
Holding ace, ten, and a small one, your partner leading the nine of the suit, pass it; for if he holds an honour you make two tricks, counting your ace for a certain trick.
With king, queen, or queen and knave, and another play one of the high cards in all cases when you are second hand. With an average remainder of trumps and good cards, having one certain loser, throw it away at your first opportunity; it may enable your partner to make his second best of the suit. When your partner does not trump a winning card you may be quite sure that he means you to play trumps.
Should the queen come from your right in a lead with ace or king, ten or another, pass it; this gives you a ten ace; if your partner have either ace or king, you make three tricks in the suit.
Some players, however, think it best to cover the queen.
It is bad policy to lead up to queen or knave, the contrary with respect to the ace or king; the same may be said with reference to leading through those several cards.
If your partner leads trumps and you have four high trumps, endeavour to make sure of three rounds in that suit; should his lead, however, be a nine, pass it; you will then have the lead after the third round.
When the lead comes from your right hand opponent, play your queen, should you hold ace, queen, and ten.
Independently of Whist being one of the best in-door games that have ever been introduced, it is certainly the finest exercise of memory that, in this form, we could have. Beginners frequently are quite discouraged by their repeated failures, which arise from no other cause than simply the forgetfulness of the player. No one, however, need be disheartened; a knowledge of the game will create in the player such a love for it that he will be anxious to cultivate any deficiency he may have as regards his memory in order that he may become a proficient Whist player, and thus his character as a whole will, no doubt, be benefited by the exercise, because in Whist one great maxim is that no allowances should be made for forgetfulness.
Not beginners only, who have had no confidence in their memory, but many long-established players, have been known, in sorting their cards after the deal, to arrange them in such perfect order that a sharp-sighted adversary with very little difficulty can take a glance at the whole hand.
Even Hoyle, in a plan laid out by him as a kind of aid to the memory, recommends that the trumps should be placed to the left of all the other suits, the best or strongest suit next, and the weakest last on the right hand.
Instead of that, most people find by experience that the best plan is to take up the cards just as they happen to fall, and hold them in the hand without sorting.
A little practice will soon enable the player to select the right card without any previous arrangement.
And now, after giving all these rules and instructions with regard to Whist playing, we must not omit to add a few words as to the spirit in which the game should be played. Voltaire says that "in war we ought to do that which the enemy most dreads." So we should also in Whist, remembering, however, that we are trying to conquer, not our enemies, but our friends; therefore, if we win we have cause for congratulating ourselves, if we lose let us be quite as ready to congratulate our opponents.
There is, perhaps, no game where the temper may be more tried than in Whist. Knowing this, it would perhaps be better for the irritable and peevish in disposition to keep altogether aloof from the game, simply because they would not only be a source of annoyance to others, but they would derive no pleasure themselves from the pursuit.
Patience and forbearance must be exercised. In spite of all that has been said against the practice of card-playing, we none of us can tell how much good has resulted from it. Not only good temper, but many other virtues, may be cultivated at the whist table.
Honour and integrity must be maintained; for though cheating and underhand playing have in some cases for a time been successful, they are methods that never, in the long run, have been adopted with satisfaction.
Idleness is a quality that must be wholly dispensed with. A player needs to be always on the alert; without casting any sly glances at the cards held in the hands of the others, he may, by his own observation and diligence, know exactly the strength or weakness of each player.
"My son," once said a keen, shrewd business man, "don't attempt to play cards unless you have four eyes;" and certainly the player who cannot with his mind's eye see what cards the other players have, as well as those in his own hand, will never be much more than an indifferent player.
No silly trifling conversation should be carried on during the game. To play well, nothing should be allowed to divert the interest from the subject in hand. Indeed, we cannot conclude better than quote what Charles Lamb says in one of his Essays about the famous Mrs. Battle, although, at the same time, we should scarcely advise any of our readers to estimate either Whist or any other game quite so seriously as she did.
MRS. BATTLE'S OPINION ON WHIST.
"A clear fire, a clean hearth, and the rigour of the game." This was the celebrated wish of old Sarah Battle (now with God), who, next to her devotions, loved a good game of Whist.
She was none of your lukewarm gamesters, your half-and-half players, who have no objection to take a hand if you want one to make up a rubber; who affirm that they have no pleasure in winning; that they like to win one game and lose another; that they can while away an hour very agreeably at a card-table, but are indifferent whether they play or not; and will desire an adversary who has slipped a wrong card to take it up and play another. These insufferable triflers are the curse of a table. One of these flies will spoil a whole pot.
Of such, it may be said that they do not play at cards, but only play at playing at them.
Sarah Battle was none of that breed. She detested them from her heart and soul, and would not, save upon a striking emergency, willingly seat herself at the same table with them.
She loved a thorough-paced partner, a determined enemy. She took and gave no concessions. She hated favours. She never made a revoke nor ever passed it over in her adversary without exacting the utmost forfeiture. She fought a good fight, cut and thrust.
She held not her good sword (her cards) like a dancer. She sate bolt upright, and neither showed you her cards nor desired to see yours.
All people have their blind side, their superstitions; and I have heard her declare under the rose that hearts were her favourite suit.
I never in my life (and I knew Sarah Battle many of the last years of it) saw her take out her snuff-box when it was her turn to play, or snuff a candle in the middle of the game, or ring for a servant till it was fairly over. She never introduced or connived at miscellaneous conversation during its process.
As she emphatically observed, _cards were cards_; and if I ever saw unmingled distaste in her fine last-century countenance, it was at the airs of a young gentleman of a literary turn who had been with difficulty persuaded to take a hand, and who, in his excess of candour, declared that he thought there was no harm in unbending the mind now and then, after serious studies, in recreations of that kind!
She could not bear to have her noble occupation, to which she wound up her faculties, considered in that light. It was her business, her duty: the thing she came into the world to do--and she did it. She unbent her mind afterwards over a book.
Quadrille, she told me, was her first love, but Whist was the soldier game--that was her word. It was a long meal; not like quadrille, a feast of snatches. One or two rubbers might co-extend in duration with the evening.
A grave simplicity was what she chiefly admired in her favourite game; there was nothing silly in it, like the nob at cribbage--nothing superfluous. She even wished that Whist were more simple than it is, and saw no reason for the deciding of the trump by the turn of the card. Why not one suit always trumps?
In square games (she meant Whist), all that is possible to be allowed in card playing is accomplished.
No inducement could ever prevail upon her to play _for nothing_. She could not conceive _a game_ wanting the spritely infusion of chance, the handsome excuses of good fortune. Man is a gaming animal, and his passion can scarcely be more safely expended than upon a game at cards, with only a few shillings for the stake.
It is needless to say that Sarah Battle's dislike to play Whist for nothing is not by any means generally shared by Whist players. Those who cannot play the game for its own sake and for the interest which they take in it had better not play it at all.
* * * * *
SHORT WHIST.
This is unmistakably nothing more or less than ordinary Whist cut in half; therefore it is almost unnecessary to say much about it, because the principles of the game are just the same as those which have been given at length for the playing of Long Whist.
It is said that it was first introduced at Bath by Lord Peterborough, who, fearing he was about to incur some heavy losses, thought he might sooner be relieved of his suspense if he could contrive to shorten the game. Even now, although it may not be so popular as it once was, it still possesses a great attraction for many players, who are of opinion that the awarding of points for honours (which are not held as the result of play, but simply because they are dealt out to the players holding them) introduces an element of mere accident into the game, which they think does not add either to its interest or to its claims as a scientific amusement. Five points constitute the game in Short Whist, the rubber being reckoned as two points.
Honours are never called, but are always counted, except at the point of four.
The chief advantage of Short Whist lies in the fact that the trumps may be made special instruments of power. Carleton says:--"Trumps should be your rifle company; use them liberally in your manœuvres; have copious reference to them in finessing, to enable you to maintain a long suit."
Should you be weak in trumps, ruff a doubtful card at all times; with a command in them, be very chary of that policy.
Let your great principle always be to keep the control of your adversaries' suit and leave that of your partner free.
If you see the probable good effect of forcing, decide which of your adversaries you will assail, but do not attempt them both at once. Let it be the stronger, if possible.
When you force both hands opposed to you, one throws away his useless cards; while the chance is the other makes trumps that under other circumstances would have been sacrificed.
And the great authority Deschapelles, in speaking of Short Whist, remarks, "When we consider the social feeling it engenders, the pleasure and vivacity it promotes, and the advantages it offers to the less skilful player, we cannot help acknowledging that Short Whist is a decided improvement upon the old game."
DUMBY, OR THREE-HANDED WHIST.
This is exactly the same as Long Whist, excepting that there are three players instead of four, and one of the players undertaking the responsibility of two hands. Dumby's hand is exposed on the table, open to the view of the three players. On the whole, the player having Dumby for partner has somewhat the best of it.
DOUBLE DUMBY, OR TWO-HANDED WHIST.
This is when only two persons play. Two hands may either be exposed on the table, and made use of as if there were four players, or they may be entirely rejected. In the latter case the single hands held by the players must be managed as skilfully as possible. In all these little variations upon the real game of Whist each honour counts as one point.
* * * * *
PIQUET.
At one time Piquet was one of the most fashionable of our card games, though latterly, perhaps owing to its being rather difficult to learn, it has not been quite so popular. It is played by two persons with thirty-two cards, all the twos, threes, fours, fives, and sixes being dispensed with; the remaining cards possessing the same value as at Whist. In each game the number of points is 101.
Before describing the game it will be most advisable to give the meaning of the technical terms employed.
_Talon or Stock._--The eight remaining cards after twelve are dealt to each person.
_Repique_ is when one of the players counts thirty points in hand before his adversary has or can count one; when, instead of reckoning thirty, he reckons ninety, and counts above ninety as many points as he would above thirty.
_Pique_ is when the _elder hand_ counts thirty in hand and play before the adversary counts one, in which case, instead of thirty, the hand reckons for sixty, to which are added as many points as may be reckoned above thirty.
_Capot._--When either party makes every trick, which counts for forty points.
_Cards._--The majority of the tricks, reckoned for ten points.
_Carte Blanche._--Not having a pictured card in hand, reckoned for ten points, and takes precedence of everything else.
_Quatorze._--The four aces, kings, queens, knaves, or tens. Each quatorze reckons for fourteen points.
_Threes of Aces_, &c., down to tens, reckon for three points.
_Point._--The greatest number of pips on cards of the same suit, reckoned thus: The ace for eleven, the court cards for ten, nines for nine, &c., and count for as many points as cards.
_Tierce._--Three successive cards of the same suit, reckoned for three points. There are six kinds of tierces, viz., ace, king, queen, called a tierce major, down to nine, eight, seven, a tierce minor.
_Quart._--Four successive cards of the same suit, reckoned for four points. There are five kinds of quarts: ace, king, queen, knave, called quart major, down to ten, nine, eight, seven, a quart minor.
_Quint._--Five successive cards of the same suit, reckoned for fifteen points. There are four kinds of quints: ace, king, queen, knave, ten, called quint major, down to knave, ten, nine, eight, seven, a quint minor.
_Sixième._--Six successive cards of the same suit, reckoned for sixteen points. There are three kinds of sixièmes: ace, king, queen, knave, ten, nine, a sixième major, down to queen, knave, ten, nine, eight, seven, a sixième minor.
_Septième._--Seven successive cards of a suit, reckoned for seventeen points. There are two kinds, viz., from the ace to the eight inclusive, a septième major, and from the king to the seven inclusive, a septième minor.
_Huitième._--Eight successive cards of the same suit, reckoned for eighteen points.
The first thing, however, to be noticed is Have either of the players _carte-blanche_? Should the eldest hand have it, he must tell the dealer to discount for it, and show his cards. Should the younger hand have it, he must wait until the elder has discarded, then show his hand also.
The player who has _carte blanche_ not only counts ten towards the pique, or repique, but prevents his opponent having either.
The dealer has the option of discarding or not as he feels inclined, but should he do so he must take in first any that may be left by the elder hand, and after that his own three which are at the bottom of the stock. The cards that may be left he can look at; but in that case the elder hand may do the same.
It is wiser, therefore, in some instances for the dealer not to look at the cards he leaves, because it will be more to his advantage that the cards should not be seen by his opponent. If the dealer should happen to mix up with his own discard any of the cards left by him, the elder hand can claim to see all, as soon as he has intimated what suit he means to lead. If, however, the elder hand should not lead the suit he named, the dealer can insist upon his leading any suit he pleases.
In the game of Piquet the value of the cards depends to a very great extent upon the various combinations that are made. The learner must, therefore, become thoroughly acquainted with these combinations, otherwise he might make the mistake in discarding of simply throwing out such cards as were of the least numerical value, which really would be a loss to him. There are no trumps in Piquet, therefore each trick is won by the highest card of the suit that is led.
In laying out try to secure a _quatorze_. Should neither player have four aces, _quatorze_ kings annul queens, and, by the same rule, in the adversary's hand queens annul knaves. If you have four aces, you may reckon also any inferior _quatorze_, as of tens, and your opponent cannot reckon four kings, though he should hold them. In the same way, you can count three aces, and inferior threes down to tens, while your opponent cannot count his three kings.
The player who has the greatest number of cards in a suit has the point; but when both players have an equal number of cards in the same or different suits, the point is then won by the player who has the greatest number of pips, counting the ace as eleven and the court cards as ten each. The point being chosen, the eldest hand announces what it is, asking at the same time if it is good; if his adversary has more he replies "it is not good," if he has just as many he answers "it is equal," but if he has not so many he answers "it is good." The player who has the best counts as many for it as he has cards which compose it, and whoever has the point counts it first, be he elder or younger hand, points being equal; or the two players having equal tierces, quints, quarts, &c., neither can count.
The points, tierces, quarts, quints, &c., must be shown on the table, that their value may be reckoned; _quatorzes_, threes of aces, and kings need not be shown.
In reckoning after the _carte-blanche_ comes the point, next the sequences, and then the _quatorzes_, or threes of aces, kings, &c. The cards are then played, each card, excepting a nine or an inferior one, counting one.
The elder hand having played the first card, the dealer before answering the card must count his own game, point, sequence, _quatorze_, or _carte-blanche_, if he has it, and, after reckoning them altogether, he takes the first trick if he can with the same suit; if he cannot do so his opponent has the trick.
When the tricks are equal they do not count. The winner of the last trick counts two.
The three chances in Piquet are the _repique_, _pique_, and _capot_, the whole of which are sometimes made in one deal. The capot is won by the player who wins all tricks adding ten instead of forty to his score.
A _pique_ is gained as follows:--Supposing the elder hand to have a _quint_ to an ace, which being a _quint-major_ is as good as a point, it is therefore good also as a sequence, and counts twenty; suppose also that he should have three aces, which must be good, because he has a _quint-major_, that is, one of each of the cards that constitute a _quatorze_, that makes him twenty-three. In playing the cards, then, his _quint-major_ and the two additional aces must also count one each, making in all thirty, upon which the player, instead of saying in his play "twenty-nine, thirty," says "twenty-nine, sixty."
Now for the _repique_. Supposing the elder hand to have the same point, good as above, and four aces as well, instead of three, he counts in his hand, without playing a card, first, five for his point, fifteen for his _quint-major_, and fourteen for his four aces--that is to say, thirty-four in hand, which is ninety-four in fact, the game in one hand.
* * * * *
EUCHRE.
This is the most popular game in the United States, and can be played by two, three, or four players.
Like Whist, Euchre does not depend upon chance only; great skill is required to play the game well.
It is played with a Piquet pack, that is, a pack of thirty-two cards, all cards below seven, excepting the ace, being taken out. The value of the cards is the same as in Whist, except that the knave of trumps and the other knave of the same colour take precedence over the remainder of the trumps. The knave of trumps is called the right bower, and the knave of the suit of the same colour the left bower.
Supposing spades to be trumps, then the cards rank in the following order:--Knave of spades, knave of clubs, ace, king, queen of spades, &c.
If clubs were trumps then the knave of that suit would be highest card, and knave of spades the next. The knaves rank as in Whist when neither right nor left bowers.
EUCHRE FOR TWO PLAYERS.
The cards are dealt as follows:--First deal two to each, then three to each.
The eleventh card is then turned up, and to whatever suit it belongs that suit is trumps.
Five points constitute the game. If a player win three tricks, they count for one point; if he win four tricks, they also count for one point; but if he win all five tricks, they count two points.
The eleventh card being turned up, the first player begins the game by looking at his hand to ascertain if, in his own estimation, it is sufficiently strong to score--that is, to make three, four, or five tricks. Should he be able to do so, he will say, "I order it up;" that is, that the dealer is to take up the turn-up card in his hand, and put out any card he likes. If, on the contrary, he thinks he cannot score, he says, "I pass."
If the first player orders the turn-up card up, the game begins at once by his playing a card and the dealer following suit. Should the dealer not be able to follow suit, he must either throw away or trump, as in Whist.
The winner of the trick then leads, and so the game goes on until the ten cards are played.