124. Terms used in Bezique.
Nor Yet the Last to Cast the Old Aside.
125. Marriages, Sequences, &c
126. Forfeits at Bezique
The following are Forfeits:
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
129. Four-Handed Bezique.
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
is played by two persons. The cards are shuffled by both players, and when they have cut for deal (which falls to the lot of him who cuts the lowest), the dealer has the liberty to shuffle them again. When this is done, the adversary cuts them; after which, the dealer gives one card to his opponent, and one to himself. Should the dealer's adversary not approve of his card, he is entitled to have as many cards given to him, one after the other, as will make fifteen, or come nearest to that number; which are usually given from the top of the, pack: for example—if he should have a deuce, and draw a five, which amounts to seven, he must continue going on, in expectation of coming nearer to fifteen. If he draw an eight, which will make just fifteen, he, as being eldest hand, is sure of winning the game. But if he overdraw himself, and make more than fifteen, he loses, unless the dealer should happen to do the same; which circumstance constitutes a drawn game; and the stakes are consequently doubled. In this manner they persevere, until one of them has won the game, by standing and being nearest to fifteen. At the end of each game the cards are packed and shuffled, and the players again cut for deal. The advantage is invariably or the side of the elder hand.
135. Solitaire
This is a game for one person, played on a board pierced with thirty-seven holes, in each one of which is placed a marble or peg. The art or motive of the game is to remove one marble and then to shift the rest about, so as to bring the last marble to the hole whence the first was removed. One marble or man takes any other over which it can leap into a vacant hole beyond; or any number of men in succession, so long as there is a hole into which it can go. An example of a game played will better explain the method, than any amount of verbal instruction.
Remove the marble from the centre hole; then bring the marble from 1 in the upper limb of the diagram, to the centre, jumping over and taking the piece between. By following the direction of the figures, it will be found that the last place arrived at will be the centre from which you started. With practice and patience the Solitaire player will be able to start from and return to any hole on the board.
solitaire diagram
Many variations of the game will suggest themselves as you proceed; but the above will suffice to show the plan and system of Solitaire.
136. Backgammon
A game of mingled chance and skill, played on a board marked with points, and generally to be found inside the box draughtboard. The board has twenty-four points, coloured alternately red and blue; the implements of play are fifteen draught-men on each side, and the movements of the men are determined by the throw of two dice; each player being provided with a dice box and dies. It is an elaborate game to explain on paper, and would occupy too much space to be given in detail in this work. Those, however, who desire to be fully informed as to its various intricacies, may consult "Bohn's Handbook of Games," or the cheaper and more concise treatise by Captain Crawley.
137. Dominoes
This game is played by two or four persons, with twenty-eight pieces of oblong ivory, plain at the back, but on the face divided by a black line in the middle, and indented with spots, from one to a double-six, which pieces are a double-blank, ace-black, double-ace, deuce-blank, deuce-ace, double-deuce, trois-blank, trois-ace, trois-deuce, double-trois, four-blank, four-ace, four-deuce, four-trois, double-four, five-blank, five-ace, five-deuce, five-trois, five-four, double-five, six-blank, six-ace, six-deuce, six-trois, six-four, six-five, and double-six. Sometimes a double set is played with, of which double-nine is the highest.
138. Method of Play
At the commencement of the game the dominoes are well mixed together, with their faces upon the table. Each player draws one, and if four play, those who choose the two highest are partners against these who take the two lowest. Drawing the latter also serves to determine who is to lay down the first piece—a great advantage. Afterwards each player takes seven pieces at random. The eldest hand having laid down one, the next must pair him at either end of the piece he may choose, according to the number of pips, or the blank in the compartment of the piece; but whenever any one cannot match the part, either of the domino last put down, or of that unpaired at the other end of the row, then he says, "
Go
;" and the next is at liberty to play. Thus they play alternately, either until one party has played all his pieces, and thereby won the game, or till the game be
blocked
; that is, when neither party can play, by matching the pieces where unpaired at either end; then that player wins who has the smallest number of pips on the pieces remaining in his hand. It is to the advantage of every player to dispossess himself as early as possible of the heavy pieces, such as a double-six, five, four, &c Sometimes, when two persons play, they take each only three or five pieces, and agree to
play
or
draw
, i.e., when one cannot come in, or pair the pieces upon the board at the end unmatched, he draws from the pieces in stock till he finds one to suit. There are various other ways of playing dominoes, but they are all dependent on the matching of the pips.
139. Quadrilles
The First Set:
In different companies the Quadrille varies slightly. For instance, in the last figure, sometimes called Flirtation, the four couples set in a circle, the gentlemen turn their partners, the ladies advance to the centre and retire, the gentlemen advance and retire; the gentlemen turn the ladies to the left and promenade: the whole figure being repeated four times.
Footnote 1:
This or the Trenise must be omitted.
return to footnote mark
140. Lancers
141. The Caledonians
These three are the most admired of the quadrilles: the First Set invariably takes precedence of every other dance.
Coffee was First Brought to England in 1641.
142. Spanish Dance
Danced in a circle or a line by sixteen or twenty couples. The couples stand as for a Country Dance, except that the first gentleman must stand on the ladies' side, and the first lady on the gentlemen's side. First gentleman and second lady balancez to each other, while first lady and second gentleman do the same, and change places. First gentleman and partner balancez, while second gentleman and partner do the same, and change places. First gentleman and second lady balancez, while first lady and second gentleman do the same, and change places. First gentleman and second lady balancez to partners, and change places with them. All four join hands in the centre, and then change places, in the same order as the foregoing figure, four times. All four poussette, leaving the second lady and gentleman at the top, the same as in a Country Dance. The first lady and gentleman then go through the same figure with the third lady and gentleman, and so proceed to the end of the dance. This figure is sometimes danced in eight bars time, which not only hurries and inconveniences the dancers, but also ill accords with the music.
143. Waltz Cotillon.
Places the same as quadrille. First couple waltz round inside; first and second ladies advance twice and cross over, turning twice; first and second gentlemen do the same; third and fourth couples the same; first and second couples waltz to places, third and fourth do the same; all waltz to partners, and turn half round with both hands, meeting the next lady; perform this figure until in four places; form two side lines, all advance twice and cross over, turning twice; the same, returning; all waltz round; the whole repeated four times.
144. La Galopade
is an extremely graceful and spirited dance, in a continual chassez. An unlimited number may join; it is danced in couples, as waltzing.
145. The Galopade Quadrilles.
146. The Mazurka.
This dance is of Polish origin—first introduced into England by the Duke of Devonshire, on his return from Russia. It consists of twelve movements; and the first eight bars are played (as in quadrilles) before the first movement commences.
147. The Redowa Waltz
is composed of: three parts, distinct from each other. 1st, The Pursuit. 2nd, The waltz called Redowa. 3rd, The waltz a Deux Temps, executed to a peculiar measure, and which, by a change of the rhythm, assumes a new character. The middle of the floor must he reserved for the dancers who execute the promenade, called the pursuit, while those who dance the waltz turn in a circle about the room. The position of the gentleman is the same as for the waltz. The gentleman sets out with the left foot, and the lady with the right. In the pursuit the position is different, the gentleman and his partner face, and take each other by the hand. They advance or fall back at pleasure, and balance in advance and backwards. To advance, the step of the pursuit is made by a glissade forward, without springing,
coupé
with the hind foot, and
jeté
on it. You recommence with the other foot, and so on throughout. The retiring step is made by a sliding step of the foot backwards, without spring,
jeté
with the front foot, and
coupé
with the one behind. It is necessary to advance well upon the sliding step, and to spring lightly in the two others,
sur place
, balancing equally in the
pas de poursuite
, which is executed alternately by the left in advance, and the right backwards. The lady should follow all the movements of her partner, falling back when he advances, and advancing when he falls back. Bring the shoulders a little forward at each sliding step, for they should always follow the movement of the leg as it advances or retreats; but this should not be too marked. When the gentleman is about to waltz, he should take the lady's waist, as in the ordinary waltz. The step of the Redowa, in turning, may be thus described. For the gentleman—
jete
of the left foot, passing before the lady.