Chapter 22 of 34 · 3990 words · ~20 min read

Part 22

In some points Zetema resembles both Cribbage and Bézique; still, in reality, as will be found after a little experience by the player, it is like neither; and, although it may not in the estimation of most card-players be exactly superior to those games, it is quite as interesting and as exciting.

Proper sets of Zetema cards may be bought of any ordinary card dealer, though in the absence of them Whist cards may be made to answer the purpose instead.

The advantage of being supplied with the former, however, lies in the fact that with them is appended a Table of Scores like the following, a knowledge of which is indispensable to the player:--

TABLE OF SCORES.

_Assemblies._ _Points._

For an assembly of the five Kings 100 " " Queens 100 " " Knaves 90 " " Aces 80 " " Fives 80 " " Any others 60

MARRIAGES. _Points._

Declaration of marriage 10

Declaration of imperial marriage, that is, the second marriage of The duplicated suit, after the other has been declared 20

Declaration of two marriages at one declaration 30

Declaration of two marriages at one declaration, of which one is the imperial marriage 40

Declaration of the two marriages of the duplicated, but at one declaration 50

Declaration of three marriages at one declaration 60

Declaration of three marriages at one declaration, of which one is the imperial marriage 70

Declaration of three marriages, of which two are of the duplicated suit, at one declaration 80

Declaration of four marriages at one declaration 100

Declaration of four marriages at one declaration, of which one is the imperial marriage 110

Declaration of four marriages, of which two are of the duplicate suit, at one declaration 120

Declaration of the five marriages at one declaration 150

Declaration of a flush, or of all the cards in hand being of one suit, which must not be the duplicate suit 30

Declaration of a sequence, or when all the cards in hand follow each other in order of value or number 30

TRICKS.

King or queen trick (when made) 50 Knave trick do. 20 Ace trick do. 15 Five trick do. 15 All other tricks do. 5

Penalties for playing out of turn or accidentally exposing a card during play:--

1st.--The card must be left exposed on the table until the player's turn comes round, when it must be played.

2nd.--The player cannot draw, under any circumstances, at that time from the pack to complete his hand, but must continue one card short.

3rd.--If the exposed card be a winning card, the score is lost.

4th.--If not a winning card, it will follow the usual course.

On opening a pack of Zetema cards, it will be seen that they are composed of a full pack of Whist cards, with the addition of a double set of one of the suits. When ordinary cards are used, it is immaterial which suit is chosen to be duplicated; all that is necessary is that before beginning to play the double suit should be declared.

Each trick, therefore, consists of five cards instead of four, and as some of these tricks are much more valuable than others, the aim of every player should be to secure the highest tricks. The combination known as an assembly, and which is mentioned in the score, is simply a trick not yet played, but still held in hand.

Five cards of equal value do not often fall to the lot of any one, therefore this combination does not often occur; and in most cases it is, perhaps, wise for players to be satisfied with something less. Still, when a player holds in his hand two or three kings or two or three queens, he is quite justified in making an attempt to secure the _five_, in order that he may lay claim to the highest score; because, as will be seen from the list, an assembly, either of five kings or of five queens, counts 100.

When all the six cards in hand are of the same suit, the owner of them can lay claim to a score of thirty, though this combination is not a very common one, because flushes of the duplicated suits do not count. The most likely time to secure a _flush_ is when not many of the same suit have been already played.

The _sequence_ combination is generally the best paying of all, especially when the number of players is only small. The ace may be counted either as one or as best card, whichever will be most advantageous to the player.

Therefore, if one, two, three, four, five, six; four, five, six, seven, eight, nine; or nine, ten, knave, queen, king, ace, be possessed by any one, the owner of such cards may score thirty. Sequence cards must, of course, follow in rotation, but they need not be of the same suit; and after counting a sequence, and also after counting a flush, four of the same cards may be employed in making another sequence or flush.

In Two-handed Zetema, four, or even five, sequences are often counted in the playing of one game. A common marriage, which scores ten, is secured to any one who plays a king and queen of the same suit. The imperial marriage consists of the second king and queen of the duplicate suit. The playing of the first king and queen of this suit constitutes nothing more than a _common_ marriage.

Experience will teach the player that when he holds three or four kings and queens in his hand, he will gain more by keeping them back until he can declare them all at once than by declaring them singly, because the declaration of two or three marriages at the same time score much more in comparison than if declared singly.

With regard to tricks, the player should make every effort possible to secure the knave trick, which scores twenty, and the ace trick and the five trick, which score fifteen each. The person entitled to score the tricks is the one who plays the last or fifth card of the same value; by doing so he gains five. It is only possible to make a king or queen trick when an assembly of one of them has been declared; the others then being played in the same way as the cards lower in value, the trick scores fifty. When four or more persons play at Zetema they must arrange themselves in couples, as at Whist, and sit opposite to each other, one of each couple undertaking to mark the scores, the other turning and collecting the tricks; but when only two or three play every one scores for himself.

When not more than four are playing, the dealer distributes six cards to each player, placing all the cards that remain face downwards on the table. Every one then carefully examines the cards given him, to ascertain what course it would be wise for him to adopt. A study of the rules will enable him to decide which declaration he will most likely be able to make. As in Bézique, every player should always have six cards in his hand. After playing one, therefore, he must take up a card from the _over cards_ on the table to make up his number. This must be done, however, at once, immediately after he has played a card, otherwise he cannot claim it, and must suffer the consequence, which, doubtless, will be that he cannot in that hand score either a sequence or a flush. In attempting to form sequences it is advisable, as in Bézique, to retain, if possible, such cards as would help to make another sequence. The card drawn sometimes happens to be of the same value as one of those held in the hand; in that case one of them may be made to contribute towards an additional sequence.

The player of the fifth card who completes a trick when four cards have already been played cries "Zetema" as he turns the trick, and scores for it. Thus the game goes on until all the _over cards_ have been gradually withdrawn, the taking of the last of these being the signal for the best part of the game to begin. The playing of the last six cards and the making of the rest of the marriages and tricks form usually the most exciting part of the whole affair.

The player most of all to be envied is the drawer of the last card on the table; for this reason, that as every one else must play their card first, he has the opportunity of retaining command of an imperial marriage or of any other good trick until the end of the game.

Although the declaration of two or three marriages is highly advantageous, still there is no danger in playing one of the cards of a marriage in one round, and declaring the marriage in the next round, rather than play them both at once. When there are more than four players, five cards instead of six must be given to each by the dealer, the flushes and sequences being, of course, smaller in comparison. Before attempting to play, a thorough knowledge of the rules must be acquired, and also great care and prudence must be exercised throughout the whole game, in order to ensure success.

* * * * *

FRENCH VINGT-UN, OR ALBERT SMITH.

This lively and amusing game is a variation of the ordinary game of Vingt-un, and is well worthy of the popularity it has gained among most lovers of card games. For a round game it is especially suitable, not only because any number of players may join in it, but for the reason that even while playing it is not necessary for the attention of the players to be so entirely absorbed in the game as to be unable to manifest any interest in anything else that may be going on in the room. It is perhaps longer than most ordinary card games, and should not therefore be entered upon by players who have not plenty of time at their disposal.

In making the necessary preparations for it, a good supply of counters must be provided, and a very excellent plan sometimes adopted is to limit the number staked to three, the dealer having the privilege at any time to double the stakes, should he be so inclined.

The eight rounds of which the game consists are all played differently; the first one resembles the _Ordinary Vingt-un_. The second round is called _Imaginary Tens_, and also resembles Vingt-un, excepting that each player, whatever cards have been dealt to him, counts them as ten more than they really are. As in Vingt-un, one card is given to each player, and before receiving it he must make his stake. To this card the imaginary ten is added, and then the players either take more cards or stand, in order as near as possible to make twenty-one. Third round, or _Blind Vingt-un_, comes next, in which each player, after making his stake, has two cards dealt to him. On these two cards he may either stand or draw more, but whatever decision he makes, it must be arrived at without looking at his cards. In the fourth round, which is known as _Sympathy_ or _Antipathy_, every one makes his stake, and then announces upon which of the two he will stake, Sympathy or Antipathy, the former being expressed by two cards of the same colour, the latter by two cards different in colour. He then receives from the dealer two cards, which, if corresponding with his choice, makes him winner of _the stake_; if the contrary, he must pay the dealer. Fifth round, or _Rouge et Noir_, closely resembles the preceding round, excepting that, instead of two cards, one card only is given to each player, whose stake has reference to nothing more than the colour of the card. In some circles three cards instead of one are dealt. When this plan is adopted the colour is decided by two out of three. In the sixth round, called _Self and Company_, two cards are put down by the dealer, one of which he names _self_, and the other _company_. A stake consisting of a certain number of counters is then placed upon the table by each player, and if the two cards that have been dealt prove to be pairs the dealer wins, but if otherwise he must go on dealing until a card is turned up that pairs with either _self_ or _company_, the card thus paired being the winner; the dealer receiving or paying, as the case may be. In the seventh round, or _Pips_, as it is called, there is no staking whatever. The dealer simply gives two cards all round, including himself. He then compares his own with those of each of the company, and every one whose cards are less in value than the dealer's gives him as many counters as will make the difference, while, on the other hand, the dealer has to pay in the same way those whose cards are higher than his. Ties cancel each other, and the ace reckons as _one_, not as _eleven_. The last and eighth round is called the _Clock_. A certain stake being agreed upon, each player lays his counters in front of him. The dealer then begins to deal face upwards, at the same time counting up to thirteen, or rather up to ten, when he says "knave, queen, king." During the counting, should he happen to turn up a card corresponding with the number he is at the time calling out, he wins all the stakes, but if he counts as far as king, that is thirteen, and every card has been different to the numbers he has called, he pays all round the amount that has been staked by each player.

As may be imagined, these eight rounds cannot be played in a very short space of time. When they are completed the deal is transferred to the left of the last dealer, who begins again with the first round.

* * * * *

BEGGAR MY NEIGHBOUR.

This game, although requiring no amount of intellectual power, has been, and no doubt still will be, a source of great amusement. The cards are dealt, face downwards, equally to as many as wish to join in the game. The first player begins by putting down the first card. If it be a one, two, three, or anything but a court card, he continues putting down one after another, until at last he turns up a court card. If this turn-up be a king, his neighbour must pay to him three cards, if a queen two cards, and if a knave one card. When the payment is made, the first player takes up the whole of the cards that have been laid down, and puts them underneath those in his hand.

If, however, among the cards that were paid to the first player the second player should have played a court card, he receives payment in the same way from the third player; and if when the third player is playing he puts down a court card, he receives payment from the fourth player, and so on, the cards being taken up each time by the person who receives his due in ordinary cards.

* * * * *

CATCH THE TEN.

In this game, which in many circles is known as Scottish Whist, the aim of every player is to catch the ten of trumps, or to prevent its falling into the hands of an opponent. Two, three, four, five, or six persons may play, the arrangement of the party depending, of course, upon the number of the players engaged. A party, consisting of four, divide into couples as at Whist. When there are two, three, or five players, each plays upon his own account. When six play, A, C, and E are against B, D, and F, or A, and D, B, and E, C, and F in three partnerships; the partners sitting opposite to each other with an adversary between each two. Out of a full pack of cards, the twos, threes, fours, and fives are thrown out, and, if necessary, for an equal division of the cards, one or more of the sixes. With the exception of the trump suit the cards value the same as at Whist, and the method of playing is also the same. Trumps count as follows: The knave, which is the best, reckons _eleven_; the ten for _ten_; ace, _four_; king, _three_; and queen, _two_. The trump suit is reckoned, not as in Whist, by the original possessors of the cards, but to those who may be fortunate enough to take them during the game. The players must of course follow suit, and the penalty for a revoke is the loss of the game. Forty-one is game, the points of which are made by counting the cards in the tricks taken and the honours of trumps. The surest way of saving the ten is to play it in a round of trumps, when one of your partners has played the best trump; or, if you happen to be last player, and have none of the suit led, trump with your ten, if it will take the trick, or if your partner has already taken it. Should the leader happen to have knave and king, or ace and king, he would do wisely to play two rounds of trumps, so that he may have the chance of catching the ten in the second round.

* * * * *

CHEAT.

This lively round game may be joined in by any number of players, who must, first of all, have dealt to them equally a pack of fifty-two cards. As soon as all have examined their hands, the player on the left of the dealer begins by playing the lowest card he has, face downwards (_ace_ counting lowest), at the same time calling out what it is. The next player puts down a card, face downwards, and calls the next number; thus, should the first player play a one, the second player, whatever his card may be, must call out _two_. As it is not necessary for the card laid down to correspond with the number called, the fun of the game consists in putting down the wrong card. Any one of the company is at liberty, however, to challenge a player to show the card last played, immediately after it has been put down, by calling out _Cheat_. In this case the player must show his card, and if it should not be what he said it was, he must take all the cards laid down. As the player who first finishes his cards wins the game it is greatly to his disadvantage to have a new number added to his original stock. The player who is cheated recommences the next call.

* * * * *

TRUTH.

For this capital round game two packs of cards must be provided, one of which is handed, complete, to a member of the party who consents to lead the game, and which he must place by his side, face downwards, the other being dealt to the company, card by card, until it is exhausted. The leader then begins by putting any question he likes to the players, the answer to which is obtained by the following method:--When he asks his question, he at the same time turns up the top card of the undealt pack. Whatever this card may be the leader calls for the counterpart to it from one of the players, the one who exhibits it being the one to reply to the question. Ridiculous personal questions are sure to create more fun than anything else. For instance, should the leader ask, "Who is the vainest person in the room?" and, at the same time turn up the queen of hearts, the player unfortunate enough to possess the similar card in the other pack is the ill-fated individual who then proclaims his vanity. As a slight compensation, however, for his ill-luck, he is entitled to put the next question, which may, of course, be as unmerciful as the one asked concerning himself. As each question and answer card are produced they are laid aside; and thus the game proceeds until both packs are finished.

PARLOUR MAGIC.

CONJURING.

Nowadays Conjuring has its professors and teachers, and may be ranked as a science, if not as an art. Tricks that have astonished audiences for a length of time are explained upon the payment of fees, and instructions are given to amateurs as to how to perform them; but in these pages we aim at nothing beyond describing certain tricks and telling how they are done, and we would seriously urge our young friends to remember that between this and teaching them how to perform the tricks there is a vast difference. Many of the tricks described may be performed on the descriptions here given, but any one anxious to become an adept even in what we describe will be well repaid in the greater amusement he will be able to provide for his friends if he takes a few lessons from some professor of magic. Valuable hints may be obtained from various books, and we heartily recommend, for pleasant reading as well as for study, the works of Piesse, Hoffmann, Cremer, and the "Memoirs of Robert Houdin." Perhaps next after personal lessons in the art, Hoffmann's will be found the most instructive book as to details; Cremer's gives the best variety of simple tricks adapted to the drawing-room or parlour; while for general interest and fascinating reading the "Memoirs of Robert Houdin" will carry off the palm against many novels and romances.

The following general hints and directions must always be borne in mind. The simplest trick cannot be performed without much patience and perseverance; every trick must be practised over and over again before attempting it in the presence of an audience. It is advisable to practise the tricks before a looking-glass, and for two reasons: firstly, to see that you are doing the trick neatly; and secondly, it is a training in accustoming the eyes not to look at the hands during the performance of a sleight. A conjurer should always have his eyes fixed intently on his audience, and keep up during the exhibition of his tricks an ever flowing talk or "patter." He must never lose confidence in himself; if so, all is lost. Nor must he call attention to what is about to be done; but when the trick is really done, he should then direct the attention of the audience to it, as if it were about to be done. A trick should not be repeated; if an encore is called for, a similar trick should be substituted. The object of the conjurer is always not to be found out.

The cultivation of the art of talking, or the use of "patter," is a leading essential to success; it is as necessary to rehearse the conversation to be used as the tricks to be exhibited. The talking, too, must always be uttered as if that were really the most important part of the entertainment, the tricks being only accessory thereto. This judicious "patter" will not only keep the audience amused, but will prevent them from concentrating their attention more closely than is desirable upon the manipulations of the performer. If some "clever fellow" should be present, more intent upon perplexing the performer than upon being amused, it will be necessary in self-defence to play off some tricks at his expense early in the entertainment.