CUT-THROAT EUCHRE.

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and those in the other hand are;—

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If the player with the major tenace has to lead first, all he has to do is to force his adversary with the plain suit, spades. Whatever the adversary leads, the player with the major tenace simply wins it, and forces again. If the player with the four trumps has the first lead, it does not matter what card he plays; the player with the major tenace wins it, and forces with the plain suit. As long as the major tenace in trumps is not led away from, it must win three tricks in trumps.

Leading Trumps.With strong cards in plain suits, the eldest hand may often lead trumps to advantage if the dealer’s partner has assisted, especially if the turn-up trump is small. It is seldom right to lead trumps if the dealer has taken up the trump of his own accord; but an exception is usually made when the eldest hand holds three trumps, and two aces in plain suits. The best chance for a euchre is to exhaust the trumps, so as to make the aces good for tricks. If the pone has ordered up the trump, the eldest hand should lead trumps to him immediately; but the pone should not lead trumps to his partner if the eldest hand has ordered up at the bridge. If a bower is turned, the dealer’s partner should lead a small trump at the first opportunity.

In playing against a lone hand the best cards in plain suits should always be led, trumps never. In playing alone, it is best to lead winning trumps as long as they last, so as to force discards, which will often leave intermediate cards in plain suits good for tricks.

Second Hand.Play the best card you have second hand, and cover everything led if you can. With King and another or Queen and another, it is usually best to put up the honour second hand, on a small card led.

Trumping.It is seldom right to trump partner’s winning cards, unless he has ordered up the trump, and you think you can lead through the dealer to advantage. In playing against a lone hand, it is sometimes good play to trump your partner’s ace with an unguarded left bower or ace of trumps, as it may prevent the dealer from getting into the lead with a small trump, and may save a King or Queen of trumps in your partner’s hand. If you don’t trump, the dealer will probably get in and swing the right bower, and your trump will be lost.

If your partner has ordered, made, or taken up the trump, and you have only one trump, even a bower, trump with it at the first opportunity. Trump everything second hand, unless it takes the right bower for a doubtful trick, or breaks into the major tenace in trumps.

Discarding.It is best to throw away singletons, unless they are aces. If you have two cards of equal value, but of different colours, one of which must be discarded, it is usual to keep the one of the same colour as the turn-up when playing against the dealer. Discard suits that the adversaries are trumping. If your partner discards a suit in which you have a high card, keep that suit, and discard another. If you have both ace and King of a plain suit, discard the ace, to show partner that you can win a trick in the suit. It is very often important to discard correctly when playing against a lone hand, especially if the lone player leads trumps for the fourth trick. It is a common practice for modern players to signal in the discard if they have a certain trick in a suit. This is done by discarding two cards in another suit, the higher before the lower. For instance: You have two aces, spades and diamonds. The dealer plays alone on hearts, and trumps your spade ace the first time. If you have two clubs, such as King and ten, discard the King first, and then the ten, and your partner will know you can stop the diamond suit. This should advise him to keep his clubs.

The chief element in the three-handed game is playing to the score. The player with the strong hand must always be kind to the under dog, and partnerships are always formed against the man with the high score. SupposeA,B, andCare playing, andthatAhas 3 points to his adversaries’ nothing onB’sdeal. It is to the interest ofAto euchreB; but it is to the interest ofCto letBmake his point because ifBis euchred,Awins the game.Bhaving made his point,Cdeals, and it is then to the interest ofBto letCmake his point. SupposeCmakes a march, 3 points, which puts him on a level withA. OnA’sdeal it isC’sgame to euchre him, butBmust letAmake his point; so that instead of being opposed by bothBandC, as he was a moment ago,Afinds a friend inB, and the two who were helping each other to beatA, are now cutting each other’s throats. OnB’sdeal,Adoes not want to euchre him, for although that would win the game for bothAandC,A, who now has 4 points up, does not wish to divide the pool withCwhile he has such a good chance to win it all himself. SupposeBmakes his point.Awill do all he can to euchreC, butBwill oppose the scheme, because his only chance for the game is thatAwill not be able to take up the trump on his own deal, and thatBwill make a march.

This is simply a reversal of the ordinary method of scoring, the players starting with a certain number of points, usually ten, and deducting what they make on each deal. The peculiarity which gives the game its name is that if a player is euchred he isset backtwo points, his adversaries counting nothing. The revoke penalty is settled in the same way. The game is usually counted with chips, each player starting with ten, and placing in the centre of the table those that he is entitled to score.

Each player is for himself and a widow of two cards is dealt. The player who takes the widow practically orders up the trump and must play against all the others after discarding two cards. If no one will take the widow, the deal is void.

Five players are each provided with twelve counters. An extra hand of five cards is dealt face down, for a widow. Each player in turn can exchange the hand dealt him for the widow, or for the hand abandoned by anyone who has taken the widow, the cards being always face down. The turned trump is not taken up by the dealer, but is left on the pack. The eldest hand leads for the first trick and every man is for himself, each holding his own tricks.

At the end of the hand, each player that has not taken a trick receives a counter from each of the others, whether they have taken tricks or not. Then all those that have won tricks put back into the pool a counter for each trick they have taken. The first player to get rid of his twelve counters wins the game.

This form of the game is sometimes erroneously calledFrench Euchre. The French know nothing about Euchre in any form. Auction Euchre is exactly the same as the ordinary four or six-handed game, except that the trump is not turned up, the players bidding in turn for the privilege of naming the trump suit. The bidder names the number of tricks he proposes to take. There is no second bid, and the player who has made the highest bid names the trump suit. No matter who is the successful bidder, the eldest hand leads for the first trick. The number of points won or lost on the deal are the number of points bid, even if the bidder accomplishes more. If a player has bid 3, and he and his partner take 4 or 5 tricks, they count 3 only. If they are euchred, failing to make the number of tricks bid, the adversaries count the number of points bid. Fifteen points is usually the game.

This is probably the root of the much better games of five and seven-handed Euchre, which will be described further on.

This form of Euchre is particularly well suited to social gatherings. Its peculiarity consists in the arrangement and progression of a large number of players originally divided into sets of four, and playing, at separate tables, the ordinary four-handed game.

Apparatus.A sufficient number of tables to accommodate the assembled players are arranged in order, and numbered consecutively; No. 1 being calledthe head table, and the lowest of the seriesthe booby table. Each player is provided with a blank card, to which the various coloured stars may be attached as they accrue in the course of play. These stars are usually of three colours; red, green, and gold. The head table is provided with a bell, and each table is supplied with one pack of cards only. It is usual to sort out the thirty-two cards used in play, and the four small cards for markers, before the arrival of the guests.

Drawing for Positions.Two packs of differently coloured cards are used, and from the two black suits in each a sequence of cards is sorted out, equal in length to the number of tables in play. For instance: If there are sixteen ladies and sixteen gentlemen, or thirty-two players in all, they will fill eight tables, and all the clubs and spades from the ace to the eight inclusive should be sorted out. These are then thoroughly shuffled and presented, face down, to the players to draw from. The ladies take only the red-back cards, and the gentlemen only the blue. The number of pips on the card drawn indicates the number of the table at which the player is to sit, and those drawing cards of the same suit are partners for the first game.

Playing.All being seated, the deal is cut for at each table, and play begins. There is no cutting for partners, that being settled in the original drawing. Five points is a game, and after that number is reached by either side at the head table, the bell is struck. Lone hands are usually barred at the head table, so as to give the other tables time to make a certain number of points, and so to avoid ties. Upon the tap of the bell all play immediately ceases, even if in the middle of a deal. If the players at any but the head table have reached five points before the bell rings, they play on, counting all points made until the bell taps.

Progressing.The partners winning the game at the head table each receive a gold star, and retain their seats for the next game. The losing players at the head table go down to the booby table. All the winning players at the other tables receive redstars, and go to the table next in order above, those at table No. 2, going to No. 1. Those losing and remaining at the booby table each receive a green star.

Changing Partners.At all but the head table the partners that progress to the next table divide, the lady who has just lost at each table retains her seat, and takes for her partner the gentleman who has just arrived from the table below. At the head table the newly arrived pair remain as partners; but at the booby table the players who have just arrived from the head table divide. All being seated, they cut for the deal, and play is resumed until the next bell tap.

Ties.In case of ties in points at any table when the bell taps, those having won the most tricks on the next hand are declared the winners. If that is also a tie, the ladies cut to decide it, the lowest cut going up. In cutting, the ace is low, and the jack ranks below the Queen.

Prizes.Six prizes are usually provided for large companies. The lady and gentleman having the largest number of gold stars taking the first prizes; the largest number of red stars winning the second prizes; and the largest number of green stars the booby prizes. One player cannot win two prizes. In case of ties for the gold stars, the accompanying red stars decide it; if that is also a tie, the player with the fewest number of green stars wins; and if that is still a tie, the players must cut for it.

The hostess decides the hour at which play shall cease, and is the referee in all disputes.

The hostess arranges each table as a fort, with a distinguishing flag and a number of small duplicate flags. The partners who sit East and West progress round the room from table to table, and play one game of five points at each, no lone hands allowed. The winners of each game get a little flag from the losers as a trophy. By the time the E and W pairs have made the circuit of all the tables and got home again, the game is ended, the victors being the fort that has captured the greatest number of flags.

Railroad Euchre is the name given to any form of the four-handed game in which every expedient is used to make points rapidly.

Cards.A pack of twenty-five cards is used, all below the 9 being deleted, and the Joker added. The Joker is always the best trump.

Players.There are four players, two being partners against the other two. Partners, deal, and seats are cut for as in the ordinary game.

Dealing.The cards are distributed as in the ordinary game; but it is usual to agree beforehand upon a suit which shall be the trump if the Joker is turned up.

Playing Alone.The chief peculiarity in Railroad Euchre is in playing alone. Any player announcing to play alone, whether the dealer or not, has the privilege of passing a card, face down, to his partner. In exchange for this, but without seeing it, the partner gives the best card in his hand to the lone player, passing it to him face down. If he has not a trump to give him, he can pass him an ace, or even a King. Even if this card is no better than the one discarded, the lone player cannot refuse it. If the dealer plays alone, he has two discards; the first in exchange for his partner’s best card, and then another, in exchange for the trump card, after seeing what his partner can give him. In this second discard he may get rid of the card passed to him by his partner. If the dealer’s partner plays alone, the dealer may pass him the turn-up trump, or any better card he may have in his hand.

Any person having announced to play alone, either of his adversaries may play alone against him; discarding and taking partner’s best card in the same manner. Should the lone player who makes the trump be euchred by the lone player opposing him, the euchre counts four points. It is considered imperative for a player holding the Joker, or the right bower guarded, to play alone against the lone hand, taking his partner’s best; for as it is evident that the lone hand cannot succeed, there is a better chance to euchre it with all the strength in one hand than divided.

If any player, in his proper turn, announces to play alone, and asks for his partner’s best, the partner cannot refuse; neither can he propose to play alone instead.

Scoring.With the exception of the four points for euchreing a lone hand, the scoring is exactly the same as in the ordinaryfour-handed game; but there are one or two variations which are sometimes agreed upon beforehand in order to make points still more rapidly.

Laps.If a player makes more points than are necessary to win the game, the additional points are counted on the next game, so that there is always an inducement to play lone hands, even with 4 points up.

Slams.If one side reaches five points before the other has scored, it is a slam, and countstwo games.

When laps and slams are played, it is sometimes agreed that if a person plays alone without taking his partner’s best card, or the dealer plays alone without taking up the trump or asking for his partners best, and such a player succeeds in winning all five tricks with a pat hand, it countsfivepoints. If he fails to win all five tricks, the adversaries countone. If he is euchred, they countthree; but they are not permitted to play alone against him.

Jambone.Any person playing a lone hand may announce Jambone, and expose his cards face up on the table. The adversaries then have me right to call any card they please, either for the lead, or in following suit; but they cannot make the player revoke, nor can they consult, or in any way expose their hands. If a lead is required, it must be called by the person on the jambone player’s left. If a card is called on a trick, it must be called by the person on the jambone player’s right. If in spite of these difficulties the jambone player succeeds in winning five tricks, he scoreseightpoints. If he wins three or four only, he countsonepoint. If he is euchred he losestwo. It is not allowable to play alone against a jambone.

Jamboree.This is the combination of the five highest trumps in one hand, and need only be announced and shown to entitle the holder to scoresixteenpoints. If held by the dealer, it may be made with the assistance of the turn-up trump; and any player may make it with the assistance of his partners best; but it does not count unless the holder of it has made the trump. If a player with a pat Jamboree is ordered up, all he can score is a euchre.

As in other forms of Euchre, no one but the maker of the trump can play alone, or announce Jambone or Jamboree. Lone hands are very common in Railroad Euchre, and ordering up to prevent lone hands is commoner still.

Cards.Seven-handed Euchre is played with a full pack of fifty-three cards, including the Joker. The cards in plain suits rank as at Whist; but the Joker is always the best trump, the right and left bowers being the second and third-best respectively.

Counters.One white and four red counters are necessary. The white counter is passed to the left from player to player in turn, to indicate the position of the next deal. The red counters are placed in front of the maker of the trump and his partners, to distinguish them from their opponents. Markers are not used, the score being kept on a sheet of paper. The score is usually kept by a person who is not playing, in order that none of those in the game may know how the various scores stand. Should an outsider not be available for scoring, there are two methods: One is for one player to keep the score for the whole table, who must inform any player of the state of the score if asked to do so. The other is to have a dish of counters on the table, each player being given the number he wins from time to time. These should be placed in some covered receptacle, so that they cannot be counted by their owner, and no other player will know how many he has. As it is very seldom that a successful bid is less than five, and never less than four, counters marked as being worth 4, 5, 6 and 7 each will answer every purpose, and will pay every bid made.

Cutting.The players draw cards from an outspread pack for the choice of seats, those cutting the lowest cards having the first choice. The lowest cut of all deals the first hand, passing the white counter to the player on his left, whose turn it will be to deal next. Ties are decided in the usual way.

Dealing.The cards are dealt from left to right, two being given to each player for the first round, then three, and then two again, until each player has received seven cards. The four remaining in the pack are then placed in the centre of the table, face down, and form thewidow. No trump is turned.

The rules governing all irregularities in the deal are the same as in ordinary Euchre.

Making the Trump.The cards dealt, each player in turn, beginning with the eldest hand, bids a certain number of points, at the same time naming the suit which he wishes to make the trump. There is no second bid, and the suit named by the highest bidder must be the trump for that deal. The successful bidder takes the widow, selecting from it what cards he pleases, and discarding others in their stead, so as to restore the number of his cards to seven. He then places a red counter in front of him, and chooseshis partners, passing a red counter to each of them. These counters must be placed in front of the players to distinguish them as belonging to the bidder’s side; but the players make no changes in their respective positions at the table. Each player should bid on the possibilities of his hand, however small, so as to guide the others in their selection of partners.

Partners.If the bidder has proposed to take not more thanfivetricks out of the seven possible, he chooses two partners, and these three play against the remaining four. If he has bid to makesixorseventricks he chooses three partners, and these four play against the remaining three. Partners cannot refuse to play.

Playing Alone.Should a player think he can take all seven tricks without any partners, he may bidten, which would outrank a bid of seven; but such a bid must be made before seeing the widow. If a player thinks he can win all seven tricks without either widow or partners, he may bidtwenty, which is the highest bid possible. When twenty is bid the cards in the widow must remain untouched.

Playing.The successful bidder has the lead for the first trick. The general rules for following suit, etc., are the same as in ordinary Euchre. The bidder takes in all the tricks won by himself and his partners, and one of the adversaries should gather for that side. If a player on either siderevokes, the adversaries score the number bid, and the hand is abandoned.

Scoring.If the bidder is successful in his undertaking, he and his partners, if any, are credited by the scorer with the number of points bid, but no more. Should a player bid five, and his side take seven, it would count them only five points. If the player making the trump fails to reach his bid, he is euchred, and the adversaries are credited with the number of points bid.

Prizes.It is usual to give two prizes for each table in play; one for the highest number of points won during the evening, and one for the smallest number; the latter being usually called the “booby” prize.

Suggestions for Good Play.It is very risky to bid seven without the Joker, the odds being 11 to 1 against finding it in the widow. A bid of ten should not be made without both Joker and Right Bower, and all the other cards winners and trumps. To bid twenty, a player should have a practically invincible hand, with at least five winning leads of trumps.

The first bidders are always at a disadvantage, because they know nothing of the contents of the other hands; but after one or two players have made a bid, those following them can judge pretty well how the cards lie. For instance: The seven players areABCDEFG.Adeals, andBbids 2 in hearts.CandDpass.Ebids 3 in clubs; andFsays 4 in hearts. It is evident thatFis bidding onB’soffer in hearts, and intends to choose him for a partner.Gfinds in his hand four good spades and the Joker, but neither Bower. He may safely bid 5 or 6, takingEfor a partner if successful, asEvery probably has one or both the black Bowers. If he bids 5 only, the dealer,A, would have an excellent chance to bid 6 in hearts, and to takeBandFfor two of his partners, andGfor the third, trusting to find him with the Joker, or at least protection in one or both black suits.

If the successful bidder has had no previous bids to guide him in his choice of partners, he should take those who have the lowest scores, if the scores are known; because it is to his advantage to avoid advancing those who are perhaps already ahead. When the scores are not known, there is nothing but luck to guide one, unless a person has a very good memory, and knows which players are probably behind.

Leading.If the successful bidder wants 6 or 7 tricks, and holds the Joker, he should lead it at once. If he has not the Joker, he should begin with a low trump, and give his partners a chance to play the Joker on the first round. If the leader cannot exhaust the trumps with one or two rounds, it will sometimes be to his advantage to lead any losing card he may have in the plain suits, in order to let his partners win the trick if they can. In playing alone, it is absolutely necessary to exhaust the trumps before opening a plain suit.

Partners should avail themselves of the methods common to four-handed Euchre to support one another in trumps and plain suits. The discard should invariably be from weakness if the player is the bidder’s partner; and from strength, if opposed to him.

EUCHRE FOR FIVE PLAYERS.This is practically the same as the seven-handed game, but the pack is reduced to 28 cards, all below the Eight in each suit being deleted. The Joker is not used. Five cards are dealt to each player, by two and three at a time, and the three remaining form the widow. The player biddingthreetricks takes one partner only. The player biddingfourorfivetricks, takes two partners. A player who intends to take the widow, but no partners, can bideightand one who intends to take neither widow nor partners can bidfifteen. In this form of Euchre the scores are generally known, and 100 points is game.

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 card. For instance: B has the lead, and has bid five in hearts, holding the three best trumps, the club ace, and a losing spade. Instead of selecting his partners at random, he asks for the spade ace, and the player holding that card must say, “Here”; upon which the bidder will pass him a counter, marking him as one of his partners.

In this variety of euchre, each player is for himself so far as the final score goes. The one who takes up the trump or orders it up, or who makes it after it is turned down, may call upon the best card of any suit but the trump. The player holding the best card of that suit must be his partner, but he does not declare himself. When the highest card of the suit asked for falls in play, the partner is disclosed.

As the whole pack is not dealt out, it often happens that the ace, or even both ace and king, of the suit called for are in the talon. Should it turn out that the caller has the highest card of the suit himself, he has no partner.

When six play, 32 cards are used, and only one remains unknown. When five play, the sevens are thrown out. When four play, the eights are also discarded.

If the maker of the trump does not want a partner, he may either say “alone” or he may ask for a suit of which he holds the ace himself.

If the maker of the trump and his partner get three tricks, they score 1 point each. If they win all the tricks, they score 3 points each if there are five or six in the game; 2 points if there are not more than four players. If the partnership is euchred, each of the others at the table scores 2 points.

For a lone hand, winning all five tricks, the player scores a point for as many players as there are at the table, including himself. Euchres score 2 for every other player but the lone hand. A lone hand making three or four tricks only, scores 1.

In this variety of euchre, the joker is always used. When there is a trump suit, it is the best trump; but when there are no trumps, it is a suit by itself, but still a trump. The player holding it cannot trump with it as long as he can follow suit; but when he has none of the suit led, he can trump with the joker if he likes. When the joker is led in a no-trump hand, the leader must name the suit that he wishes played to it.

Five hundred is supposed to be a game for three players, but sometimes two play against two as partners.

The dealer gives ten cards to each player, three and then two at a time as in the ordinary game of euchre; but after dealing the first three cards to each he lays off three cards face down for a widow. This widow is taken in hand by the successful bidder, who discards three cards in its place.

The players bid for the privilege of naming the trump suit, or of playing without any trump but the joker. The number of tricks bid must not be less than six, and the suit must be named at the same time. The player having the most valuable game, regardless of the number of tricks or the suit, is the successful bidder, because a bid of seven in hearts, for instance, is worth more in points than a bid of eight in clubs, as will be seen from the following table.

The successful bidder always leads for the first trick, after he has taken the widow and discarded, and after the hand is played, he has the first count. If he has made as many as he bid, he scores it; but he cannot score more than he bid unless he succeeds in winning every trick. In that case he scores 250 if his bid was less than 250; but if his bid was more than 250, he gets nothing extra for winning every trick.

Any player but the bidder winning a trick scores ten points for it, so it is necessary for each player to keep separate the tricks he individually wins.

If the bidder fails, he loses, or is set back, as many points as he bid, and he scores nothing for the tricks he takes, but he may play the hand out to prevent the others from scoring, as his adversaries still get ten points for each trick they win.

Five hundred points is game, and as the bidder has the first count he may go out first, even if an adversary has won tricks enough to reach 500 also.

1.SCORING.A game consists of five points. If the players making the trump win all five tricks, they counttwopoints towards game; if they win three or four tricks, they countonepoint; if they fail to win three tricks, their adversaries counttwopoints.

2.If the player making the trump playsalone, and makes five tricks, he counts as many points as there are players in thegame: Two, if two play; three if three play; four if four play, etc. If he wins three or four tricks only, he counts one; if he fails to win three tricks, his adversaries count two.

3.The Rubberis the best of three games. If the first two are won by the same players, the third game is not played. The winners gain atriple, or three points, if their adversaries have not scored; adouble, or two points, if their adversaries are less than three scored; asingle, or one point, if their adversaries have scored three or four. The winners of the rubber add two points to the value of their games, and deduct the points made by the losers, if any; the remainder being the value of the rubber.

4.FORMING THE TABLE.A Euchre table is complete with six players. If more than four assemble, they cut for the preference, the four lowest playing the first rubber. Partners and deal are then cut for, the two lowest pairing against the two highest. The lowest deals, and has the choice of seats and cards.

5.Ties.Players cutting cards of equal value cut again, but the new cut decides nothing but the tie.

6.Cutting Out.At the end of a rubber the players cut to decide which shall give way to those awaiting their turn to play. After the second rubber, those who have played the greatest number of consecutive games give way; ties being decided by cutting.

7.Cutting.In cutting, the ace is low, the other cards ranking, K Q J 10 9 8 7, the King being the highest. A player exposing more than one card, or cutting the Joker, must cut again.

8.SHUFFLING.Every player has a right to shuffle the cards, the dealer last.

9.DEALING.The dealer must present the pack to the pone to be cut. At least four cards must be left in each packet. If a card is exposed in cutting, the pack must be reshuffled, and cut again. If the dealer reshuffles the pack after it has been properly cut, he loses his deal.

10.Beginning on his left, the dealer must give to each player in rotationtwocards on the first round, andthreeon the second; or three to each on the first round, and two on the second. Five cards having been given to each player in this manner, the next card is turned up for the trump. The deal passes to the left.

11.There must be a new deal by the same dealer if any card but the trump is found faced in the pack, or if the pack is proved incorrect or imperfect; but any previous scores made with the imperfect pack stand good.

12.The adversaries may demand a new deal if any card but the trump is exposed during the deal, provided they have not touched a card. If an adversary exposes a card, the dealer mayelect to deal again. If a new deal is not demanded, cards exposed in dealing cannot be called.

13.The adversaries may stop a player dealing out of turn, or with the wrong pack, provided they do so before the trump card is turned, after which the deal stands good.

14.MISDEALING.A misdeal loses the deal. It is a misdeal: If the cards have not been properly cut; if the dealer gives two cards to one player and three to another in the same round; if he gives too many or too few cards to any player; if he counts the cards on the table, or those remaining in the pack; or if he deals a card incorrectly, and fails to correct the error before dealing another. If the dealer is interrupted in any manner by an adversary, he does not lose his deal.

15.THE TRUMP CARD.After the trump card is turned, each player in turn, beginning with the eldest hand, has the privilege of passing, assisting, or ordering up the trump. Should a player pass, and afterward correct himself by ordering up or assisting, both he and his partner may be prevented by the adversaries from exercising their privilege. If a player calls his partner’s attention to the fact that they are at the bridge, both lose their right to order up the trump.

16.The dealer may leave the trump card on the pack until it is got rid of in the course of play. If the trump card has been taken up or played, any player may ask, and must be informed by the dealer, what the trump suit is; but any player naming the trump card may be called upon by an adversary to play his highest or lowest trump.

17.If the dealer takes up, or is ordered up, he mustdiscarda card from his own hand, placing it under the remainder of the pack. Having quitted such discard, it cannot be taken back. If the dealer has not discarded until he has played to the first trick, he and his partner cannot score any points for that hand.

18.If the eldest hand leads before the dealer has quitted his discard, the dealer may amend his discard, but the eldest hand cannot take back the card led.

19.If the dealer takes up the trump to play alone, he must pass his discard across the table to his partner. If he fails to do so, the adversaries may insist that his partner play with him, preventing the lone hand.

20.MAKING THE TRUMP.If the dealer does not take up the trump, he must place it under the remainder of the pack, face upward, so that it can be distinctly seen. Each player in turn, beginning on the dealer’s left, then has the privilege of naming a new trump suit.

21.If any player names the suit already turned down, he loses his right to name a suit; and if he corrects himself, and names another, neither he nor his partner is allowed to make that suit the trump. If a player names a new trump suit out of his proper turn, both he and his partner are forbidden to make that suit the trump.

22.If no one will name a new trump, the deal is void, and passes to the next player on the dealer’s left.

23.IRREGULARITIES IN THE HANDS.If any player is found not to have his correct number of cards, it is a misdeal; but if he has played to the first trick the deal stands good, and he cannot score anything that hand.

24.EXPOSED CARDS.The following are exposed cards, and must be left face up on the table, and are liable to be called by the adversaries:

I. Every card faced upon the table otherwise than in the regular course of play.II. Two or more cards played to a trick. The adversaries may elect which shall be played.III. Any card named by the player holding it.

I. Every card faced upon the table otherwise than in the regular course of play.

II. Two or more cards played to a trick. The adversaries may elect which shall be played.

III. Any card named by the player holding it.

25.If an adversary of a person playing alone exposes a card, the lone player may abandon the hand, and score the points. Should the partner of the lone player expose a card, the adversaries may prevent the lone hand by compelling the player in error to play with his partner, leaving the exposed card on the table.

26.CALLING EXPOSED CARDS.The adversary on the right of an exposed card must call it before he plays himself. If it will be the turn of the player holding the exposed card to lead for the next trick, the card, if wanted, must be called before the current trick is turned and quitted. Should a player having an exposed card and the lead, play from his hand before the previous trick is turned and quitted, the card so led may also be claimed as exposed.

27.LEADING AND PLAYING OUT OF TURN.If a player leads when it was his partner’s turn, a suit may be called from his partner. The demand must be made by the last player to the trick in which the suit is called. If it was the turn of neither to lead, the card played in error is exposed. If all have played to the false lead, the error cannot be rectified. If all have not followed, the cards erroneously played must be taken back, but are not liable to be called.

28.If an adversary of a lone player leads out of turn, the lone player may abandon the hand, and score the points.

29.If the third hand plays before the second, the fourth hand may play before his partner, either of his own volition, or at thedirection of the second hand, who may say: “Play, partner.” If the fourth hand plays before the second, the third hand may call upon the second hand to play his highest or lowest of the suit led, or to trump or not to trump the trick.

30.REVOKING.A revoke is a renounce in error, not corrected in time; or non-compliance with a performable penalty. If a revoke is claimed and proved, the hand in which it occurs is immediately abandoned. The adversaries of the revoking player then have the option of adding two points to their own score, or deducting two points from his score. If both sides revoke, the deal is void. If one person is playing alone, the penalty for a revoke is as many points as would have been scored if the lone hand had succeeded.

31.A revoke may be corrected by the player making it before the trick in which it occurs has been turned and quitted, unless the revoking player or his partner, whether in his right turn or otherwise, has led or played to the following trick.

32.If a player corrects his mistake in time to save a revoke, the card played in error is exposed; but any cards subsequently played by others may be taken back without penalty.

33.PLAYING ALONE.No one but the individual maker of the trump can play alone.

34.The dealer must announce his intention to play alone by passing his discard over to his partner. Any other player intending to play alone must use the expression “alone” in connection with his ordering up or making the trump; as, “I order it, alone;” or “I make it hearts, alone.”

35.The partner of a player who has announced to play alone must lay his cards on the table, face down. Should he expose any of his cards, the adversaries may prevent the lone hand, and compel him to play with his partner, the exposed card being left on the table and liable to be called.

36.The lone player is not liable to any penalty for exposed cards, nor for a lead out of turn.

37.Should either adversary lead or play out of turn, the lone player may abandon the hand, and score the points.

38.MISCELLANEOUS.No player is allowed to see any trick that has once been turned and quitted, under penalty of having a suit called from him or his partner.

39.Any player may ask the others to indicate the cards played by them to the current trick.

40.A player calling attention in any manner to the trick or to the score, may be called upon to play his highest or lowest of the suit led; or to trump or not to trump the trick during the play of which the remark was made.

ÉcartĂ© is usually described as a very simple game, but unfortunately the rules governing it are very complicated, and as no authoritative code of law exists, disputes about trifling irregularities are very common. In the following directions the author has selected what appears to be the best French usage. The code of laws adopted by some of the English clubs is unfortunately very defective, and in many respects quite out of touch with the true spirit of the French game. The English are very fond of penalties; the French try to establish the status quo.

CARDS.ÉcartĂ© is played with a pack of thirty-two cards, which rank, K Q J A 10 9 8 7. When two packs are used, the adversary shuffles one while the other is dealt.

MARKERS.In France, the game is always marked with the ordinary round chips or counters, never with a marker. As five points is the game, four of these counters are necessary for each player.

PLAYERS.ÉcartĂ© is played by two persons, who sit opposite each other. One is known as the dealer, and the other as the pone, the adversary, the elder hand, the non-dealer, the leader, or the player.

THE GALLERY.In clubs that make a feature of ÉcartĂ©, and in which there is a great deal of betting on the outside by the spectators, it is not usual to allow more than one game between the same players, the loser giving place to one of those who have been backing him, and who is called arentrant. This is known as playing thecul-levĂ©. Any person in the gallery is allowed to draw attention to errors in the score, and may advise the player he is backing, or even play out the game for him, if he resigns. The player need not take the advice given him, which must be offered without discussion, and by pointing only, not naming the suit or cards. If a player will not allow the gallery to back him, taking all bets himself, no one may overlook his hand nor advise him without his permission, and he need not retire if he loses the game.

CUTTING.The player cutting the highest écarté card deals the first hand, and has the choice of seats and cards. If a person exposes more than one card in cutting, the lowest is taken to be his cut. If he does not cut, or will not show his cut, he loses the first deal.

STAKES.ÉcartĂ© is played for so much a game. If the gallery is betting, all money offered must be placed on the table, and if the bets are not taken by the players, they may be covered by the opposing gallery.

DEALING.It is usual for the dealer to invite his adversary to shuffle the cards, but if two packs are used this is not necessary. The dealer must shuffle the pack and present it to his adversary to be cut. At least two cards must be left in each packet, and the upper part of the pack must be placed nearer the dealer. Five cards are given to each player, and the eleventh is turned up for the trump. The cards are distributed two and three at a time, or three and then two, and in whichever manner the dealer begins he must continue during the game. If he intends to change his manner of dealing in the following game, he must so advise his adversary when presenting the cards to be cut.

MISDEALING.A player dealing out of turn, or with the wrong cards, may be stopped before the trump is turned. But if the trump has been turned, and neither player has discarded or played to the first trick, the pack must be set aside, with the cards as dealt, and the trump turned, to be used for the ensuing deal. The other pack is then taken up and dealt by the player whose proper turn it was to deal. If a discard has been made, or a trick played to, the deal stands good, and the packs, if changed, must so remain.

There must be a new deal if any card but the eleventh is found faced in the pack. If the dealer exposes any of his own cards, the deal stands good. If he exposes any of his adversary’s cards, the non-dealer may claim a fresh deal, provided he has not seen any of his cards.

It is a misdeal if the dealer gives too many or too few cards to his adversary or to himself. If the hands have not been seen, and the pone discovers that he has received more than five cards, he has the choice to discard the superfluous cards at hazard, or to claim a misdeal, which loses the deal. If the pone has received less than the proper number, he may supply the deficiency from the remainder of the pack, without changing the trump card, or he may claim a misdeal. If the dealer has given himself too many or too few cards, the pone may claim a misdeal, or he may draw the superfluous cards from the dealer’s hand, face downward, or allow him to supply the deficiency from the remainder of the pack, without changing the trump.

If the cards have been seen, the pone, having an incorrect number, may supply or discard to correct the error, or he may claim a misdeal. If he discards, he must show the cards to the dealer. If the dealer has an incorrect number, the pone may draw from his hand, face downward, looking at the cards he has drawn, (as the dealer has seen them,) or allow him to supply the deficiency, or claim a misdeal.

When any irregularity is remedied in this manner, the trump card remains unchanged.

If the dealer turns up more than one card for the trump, hisadversary has a right to select which card shall be the trump, or he may claim a new deal by the same dealer, provided he has not seen his hand. If he has seen his hand, he must either claim a misdeal, or the eleventh card must be the trump, the other exposed card being set aside.

If the pack is found to be imperfect, all scores previously made with it stand good.

TURNING THE KING.If the King is turned up, the dealer marks one point for it immediately. If a wrong number of cards has been dealt, and a King is turned, it cannot be scored, because it was not the eleventh card.

PROPOSING AND REFUSING.The cards dealt, the pone examines his hand, and if he thinks it strong enough to win three or more tricks, he stands; that is, plays without proposing, and says to the dealer: “I play.” If he thinks he can improve his chances by drawing cards, allowing the dealer the same privilege of course, he says: “I propose;” or simply: “Cards.” In reply the dealer may either accept the proposal by asking: “How many?” or he may refuse, by saying: “Play.” If he gives cards, he may also take cards himself, after having helped his adversary. If he refuses, he must win at least three tricks or lose two points; and if the pone plays without proposing, he must make three tricks, or lose two points. The hands on which a player should stand, and those on which the dealer should refuse are known asjeux de rùgle, and will be found in the suggestions for good play.

A proposal, acceptance, or refusal once made cannot be changed or taken back, and the number of cards asked for cannot be corrected.

DISCARDING.If the pone proposes, and the dealer asks: “How many?” the elder hand discards any number of cards from one to five, placing them on his right. These discards, once quitted, must not again be looked at. 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 table, but not liable to be called. The number of cards discarded must be distinctly announced, and the trump is then laid aside, and the cards given from the top of the pack, without further shuffling. It is considered imperative that the player who has proposed should take at least one card, even if he proposed with five trumps in his hand. The pone helped, the dealer then announces how many cards he takes, placing his discards on his left. The dealer, if asked, must inform his adversary how many cards he took, provided the question is put before he plays a card.

After receiving his cards, the pone may either stand or propose again, and the dealer may either give or refuse; but such subsequentstands or refusals do not carry with them any penalty for failure to make three tricks. Should these repeated discards exhaust the pack, so that there are not enough cards left to supply the number asked for, the players must take back a sufficient number from their discards. If the dealer has accepted a proposal, and finds there are no cards left for himself, that is his own fault; he should have counted the pack before accepting. The trump card cannot be taken into the hand under any circumstances.

MISDEALING AFTER DISCARDING.If the dealer gives the pone more or less cards than he asks for, he loses the point and the right to mark the King, unless it was turned up.

If the dealer gives himself more cards than he wants, he loses the point and the right to mark the King, unless he turned it up. If he gives himself less cards than he wants, he may make the deficiency good without penalty; but if he does not discover the error until he has played a card, all tricks for which he has no card to play must be considered as won by his adversary.

If the pone asks for more cards than he wants, the dealer can play the hand or not, as he pleases. If he plays, he may draw the superfluous card or cards given to the pone, and look at them if the pone has seen them. If the dealer decides not to play, he marks the point. In either case the pone cannot mark the King, even if he holds it.

If the pone asks for less cards than he wants, he must play the hand as it is, and can mark the King if he holds it; but all tricks for which he has no card to play must be considered as won by his adversary.

If a player plays without discarding, or discards for the purpose of exchanging, without advising his adversary of the fact that he has too many or too few cards, he loses two points, and the right of marking the King, even if turned up.

If either player, after discarding and drawing, plays with more than five cards, he loses the point and the privilege of marking the King.

Should the dealer forget himself in dealing for the discard, and turn up another trump, he cannot refuse his adversary another discard, if he demands it, and the exposed card must be put aside with the discards.

If any cards are found faced in the pack when dealing for the discard, the deal stands good if they will fall to the dealer. But if the exposed card will go to the pone, he has the option of taking it, or claiming a fresh deal by the same dealer.

During all the discards the trump card remains the same.

MARKING THE KING.The discards settled, the first and most important thing before play begins is to mark the King. If the King is turned up, the dealer marks one point for it immediately.If the pone holds it, he mustannounceand mark it before he plays a card. If he leads the King for the first trick, he must still announce it by saying distinctly: “I mark the King;” and unless this announcement is made before the King touches the table, it cannot be marked. So important is this rule that in some European Casinos it is found printed on the card tables. Having properly announced the King, it may be actually marked with the counters at any time before the trump is turned for the following game.

If the dealer holds the King he must announce it before his adversary leads for the first trick. It is in order that there may be no surprises in this respect that the elder hand is required to say distinctly: “I play,” before he leads a card. The dealer must then reply: “I mark the King,” if he has it; if not, he should say: “Play.” A player is not compelled to announce or mark the King if he does not choose to do so.

If a player announces and marks the King when he does not hold it, his adversary can take down the point erroneously marked, and mark one himself, for penalty. This does not prevent him from marking an additional point for the King if he holds it himself. For instance: The pone announces King, and marks it, at the same time leading a card. Not having notified the dealer that he was about to play, the dealer cannot be deprived of his right to mark the King himself, if he holds it. The dealer marks the King, marks another point for penalty, and takes down the pone’s point, erroneously marked. If the player announcing the King without holding it, discovers his error before a card is played, he simply amends the score and apologizes, and there is no penalty. If any cards have been played after an erroneous announcement of the King, such cards can be taken back by the adversary of the player in error, and the hand played over again.

METHOD OF PLAYING.The elder hand begins by leading any card he pleases, at the same time announcing the suit; “hearts;” “spades;” or whatever it may be. This announcement must be continued at every trick. If a player announces one suit and leads another, his adversary may demand that he take back the card played, and lead the suit announced. If he has none of the announced suit, the adversary may call a suit. If the adversary is satisfied with the card led, but improperly announced, he may demand that it remain as played.

RENOUNCING.When a card is led the adversary must not only follow suit, but must win the trick if he can. If he can neither follow suit nor trump, he may discard any card he pleases. Should a player not follow suit, or should he decline to win the trick, when able to do so, it is a renounce, and if he makes the odd trick he counts nothing; if he makes all five tricks, he counts onepoint only, instead of two. Should he trump the trick when he can follow suit, he is subject to the same penalty. There is no such thing as arevokein Ecarté. When it is discovered that a player has not followed suit when able, or has lost a trick that he could have won, the cards are taken back, and the hand played over again, with the foregoing penalty for the renounce.

The highest card played, if of the suit led, wins the trick, and trumps win all other suits.

Leading Out of Turn.Should a player lead out of turn, he may take back the card without penalty. If the adversary has played to the erroneous lead, the trick stands good.

Gathering Tricks.The tricks must be turned down as taken in, and any player looking at a trick once turned and quitted may be called upon to play with the remainder of his hand exposed, but not liable to be called.

Abandoned Hands.If, after taking one or more tricks, a player throws his cards upon the table, he loses the point; if he has not taken a trick, he loses two points. But if the cards are thrown down claiming the point or the game, and the claim is good, there is no penalty. If the cards are abandoned with the admission that the adversary wins the point or the game, and the adversary cannot win more than is admitted, there is no penalty.

SCORING.A game consists of five points, which are made by tricks, by penalties, and by marking the King. A player winning three tricks out of the five possible, counts one point toward game; winning all five tricks, which is calledthe vole, counts two points. The player holding or turning up the King of trumps may mark one point for it, but he is not compelled to do so.

If the pone plays without proposing, and makes three or four tricks, he counts one point; if he makes the vole he counts two points; but if he fails to make three tricks the dealer counts two.

If the dealer refuses the first proposal, he must make three tricks to count one point; if he makes the vole he counts two points; but if he fails to win three tricks the player who was refused counts two points.

If the dealer accepts the first proposal, and gives cards, subsequent proposals and refusals do not affect the score; the winner of the odd trick scoring one point, and the winner of the vole two points.

In no case can a player make more than two points in one hand by tricks. If the dealer refuses the first proposal, and the pone makes the vole, it counts two points only. If the pone should play without proposing, and the dealer should mark the King and win the vole, it would count him only three points altogether.

The player first reaching five points wins the game. If a player has four scored, and turns the King, that wins the game,provided the King was the eleventh card. Rubbers are seldom played.

CHEATING.The methods of cheating at ÉcartĂ© would fill a volume. There are many tricks which, while not exactly fraudulent, are certainly questionable. For instance: A player asks the gallery whether or not he should stand, and finally concludes to propose, fully intending all the time to draw five cards. Another will handle his counters as if about to mark the King; will then affect to hesitate, and finally re-adjust them, and ask for cards, probably taking four or five, having absolutely nothing in his hand. The pone will ask the dealer how many points he has marked, knowing perfectly well that the number is three. On being so informed, he concludes to ask for cards, as if he were not quite strong enough to risk the game by standing; when as a matter of fact he wants five cards, and is afraid of the vole being made against him.

There are many simple little tricks practiced by the would-be sharper, such as watching how many cards a player habitually cuts, and then getting the four Kings close together in such a position in the pack that one of them is almost certain to be turned. Telegraphic signals between persons on opposite sides of the gallery who are nevertheless in partnership, are often translated into advice to the player, to his great benefit. Besides these, all the machinery of marked cards, reflectors, shifted cuts, wedges, strippers, and false shuffles are at the command of the philosopher, who can always handle a small pack of cards with greater freedom, and to whom the fashion of dealing in twos and threes is always welcome. The honest card-player has not one chance in a thousand against the professional at ÉcartĂ©.

SUGGESTIONS FOR GOOD PLAY.The French claim that any person may become an expert at a game like Piquet, simply by dint of long practice; but that the master of ÉcartĂ© must be a born card-player, as no game requires in such degree the exercise of individual intelligence and finesse. While this may be true, there are many points about the game which may be learned by the novice, and which will greatly improve his play.

There are two things which the beginner should master before sitting down to the table for actual play: the hands on which it is right to stand, or play without proposing, and those with which it is right to refuse, or play without giving cards. These are called stand hands, orjeux de rĂšgle, and the player should be able to recognize them on sight.

In the following paragraphs the wordsdealerandplayerwill be used to distinguish the adversaries at ÉcartĂ©.

The principle underlying the jeux de rĂšgle is the probable distribution of the cards in the trump suit, and the fact that the oddsare always against the dealer’s holding two or more. There are thirty-two cards in the ÉcartĂ© pack, of which eight are trumps, and one of these is always turned up. The turn-up and the player’s hand give us six cards which are known, and leave twenty-six unknown. Of these unknown cards the dealer holds five, and he may get these five in 65,780 different ways. The theory of the jeux de rĂšgle is that there are only a certain number of those ways which will give him two or more trumps. If the player holds one trump, the odds against the dealer’s holding two or more are 44,574 to 21,206; or a little more than 2 to 1. If the player holds two trumps, the odds against the dealer’s holding two or more are 50,274 to 15,506; or more than 3 to 1. It is therefore evident that any hand which is certain to win three tricks if the dealer has not two trumps, has odds of two to one in its favour, and all such hands are called jeux de rĂšgle. The natural inference from this is that such hands should always be played without proposing, unless they contain the King of trumps.

The exception in case of holding the King is made because there is no danger of the dealer’s getting the King, no matter how many cards he draws, and if the player’s cards are not strong enough to make it probable that he can win the vole, it is better for him to ask for cards, in hope of improving his chances. If he is refused, he stands an excellent chance to make two points by winning the odd trick.

While it is the rule for the player to stand when the odds are two to one in his favour for making the odd trick, and to ask for cards when the odds are less, there are exceptions. The chances of improving by taking in cards must not be forgotten, and it must be remembered that the player who proposes runs no risk of penalty. He has also the advantage of scoring two for the vole if he can get cards enough to win every trick, whereas the dealer gets no more for the vole than for the odd trick if the player does not propose. Some beginners have a bad habit of asking for cards if they are pretty certain of the point. Unless they hold the King this is not wise, for the player cannot discard more than one or two cards, but the dealer may take five, and then stands a fair chance of getting the King, which would not only count a point for him, but would effectually stop the vole for which the player was drawing cards.

The most obvious example of a jeux de rùgle is one trump, a winning sequence of three cards in one suit, and a small card in another. For instance: Hearts trumps—

If the dealer does not hold two trumps, it is impossible to prevent the player from winning the point with these cards; because he need only lead his winning sequence until it is trumped, and then trump himself in again. With this hand the player will win 44,724 times out of 65,780.

There are about twenty hands which are generally known as jeux de rÚgle, and every écarté player should be familiar with them. In the following examples the weakest hands are given, and the trumps are always the smallest possible. If the player has more strength in plain suits than is shown in these examples, or higher trumps, there is so much more reason for him to stand. But if he has not the strength indicated in plain suits, he should propose, even if his trumps are higher, because it must be remembered that strong trumps do not compensate for weakness in plain suits. The reason for this is that from stand hands trumps should never be led unless there are three of them; they are to be kept for ruffing, and when you have to ruff it does not matter whether you use a seven or a Queen. The King of trumps is of course led; but a player does not stand on a hand containing the King.

The first suit given is always the trump, and the next suit is always the one that should be led, beginning with the best card of it if there is more than one. The figures on the right show the number of hands in which the player or the dealer will win out of the 65,780 possible distributions of the twenty-six unknown cards. These calculations are taken, by permission of Mr. Charles Mossop, from the eighth volume of the “Westminster Papers,” in which all the variations and their results are given in full.


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