IMPERIAL, OR PIQUET WITH A TRUMP.

Diagram of the distribution of the cards

A announces 41 for his point, sequence of three to the Queen, four Aces, and says, “I play a club,” which is his lead for the first trick. If the second player admits all these to be good he says nothing, but plays a card. In this case, Y would announce four to the King, and four to the Jack, and would play a spade, having no club. B would then announce three Kings, which are good on account of his partner’s having four Aces; but both the sequences are shut out by Y’s better declarations. The dealer, Z, then declares four to the Ten and three to the Nine, both those sequences being made good by his partner’s holding the best sequence at the table.

The first trick played, each person at the table shows what he has claimed, in order that his adversaries may verify the count. A would then gather up the first trick, announcing the total score for his side, which would be 22; 4 for the point, 14 Aces, 3 Kings, and 1 for the card led. He would then play another club, announcing 22. This his partner would win but would not count, as he is on the same side that has already counted for the lead. If the play is followed up it will be found that A-B make a capot. The adversaries will then score 15 for their three sequences of four, and one of three.

No point of less than 30 can be announced.

Pic and Repic.If one player, or two partners together, reach 20 in counting, without playing, they count 90 for the repic. If they reach 20 in declarations and play together, they count 60 for the pic. Carte blanche in the hand of one or other partner may count toward pic or repic; and if two partners each held carte blanche, they would be entitled to 90 points for the repic, no matter what the adversaries held, because carte blanche takes precedence of all other scores.

This game somewhat resembles Skat in the manner of playing and settling. Any number from three to seven persons sit around the table; but only two play, and the losses of each individual are charged to him on a score sheet ruled off for the purpose. The players may take turns, each playing two deals, the first with the person on his left, and the second with the one on his right. Or it may be agreed that the loser in each deal shall give way to a new player, the winner of the majority of points in each deal to continue. The game is generally arranged for a certain number of tours or deals, at the end of which the scores are balanced and settled for.

The chief difference between this game and the usual form, Piquet au cent, is in the manner of declaring. The usual method in England and America is as follows:—

The Pointis scored by the player holding the greatest number of cards in the suit, and the pip value is resorted to only to decide ties. This is done in order to conceal, if possible, the nature of the cards held. When the numerical value is asked, only the last figure is given, “seven,” for instance, if the point is 47.

If the point is good, the elder hand immediately names the suit. If it is not good, the suit is not named, and the elder hand proceeds to call hissequences. It they are good, the suits must be named; the same with quatorze and trio.

Under-calling.If a player holds an inferior sequence, quatorze or trio, which he knows is better than any his adversary can possibly hold, he may call it, and afterward score the better combination, provided he is correct in estimating the inferior one that he called asgood against the cards. But if the adversary can demonstrate that the inferior announcement was not actually good against the cards, and that it was possible for him to hold a better, the score for the higher combination is lost. For instance: A player holds four Kings and three Aces, and on glancing over his hand and discards, sees that his adversary cannot hold any quatorze, so he declares the three Kings, instead of the four Aces. Suppose he mistook a Nine for a Ten, and overlooked the fact that his adversary might have had four Tens, the score for the four Kings would be lost, but the three Aces would be good if his adversary had discarded a Ten, and did not actually hold four. In the ordinary game, the higher combination is lost if it is not called.

In play, every card led, whatever its value, counts one, and winning the trick counts one also. The last trick counts two, and the capot forty. Pic and repic are reckoned as in the ordinary game.

Scoring.Instead of playing 100 points up, six deals is a game, each player dealing three times. The lower score is then deducted from the higher, and 100 points added to the difference to determine the value of the game, which is usually played for so much a point.

If the result of the six deals is a tie, two more deals must be played. If they also result in a tie, the game is void.

Rubicons.If either or both players fail to reach 100 points in the six deals, the one having the most is the winner, and adds tohis own score all the points made by the loser, with 100 in addition for game. For instance: A has 113 scored, and B 80. A wins 113 + 80 + 100 = 293 altogether. Again; A has 88, B has 84. A wins 88 + 84 + 100 = 272 altogether. Again; A has 180, B has 142. A wins the difference in the scores, 38 + 100 = 138 altogether.

Westminster Papers, Vols. II. to IX. inclusive. There are excellent articles on the Laws in Vols. III. and VI., and on discards in Vol. VII.

Impérial differs from Piquet in some minor details, although the leading principle is the same. There are no discards; sequences of court cards are the only ones that count; tierces are worthless; and a trump suit is added.

Thecardsrank K Q J A 10 9 8 7; the K Q J A and 7 of trumps are called honours, and in all sequences the four highest cards in the suit are the only ones that count.

Counters.Each player is supplied with six white and four red counters, which are passed from left to right as the points accrue. Each red is worth six white, and when all six white counters have been passed over, they must be returned, and a red one passed over in their place. When all the counters, four red and six white, have been passed over, the game is won.

Dealing.Twelve cards are given to each player, two or three at a time, and the twenty-fifth is turned up for the trump. If this is an honour, the dealer marks one white counter for it. There are no discards.

Impérials.Certain combinations of cards are known as impérials, and the player marks one red counter for each of them. The best impérial is carte blanche, which is sometimes marked as a double impérial, and worth two reds. A sequence of K Q J A in any suit is an impérial. An impérial de retourne may be formed in the dealer’s hand if the turn-up trump completes his sequence or makes four of a kind. An impérial tombée, or de rencontre, is made when the player who holds the King and Queen of trumps catches the Jack and Ace from his adversary. Four Kings, Queens, Jacks, Aces, or Sevens in one hand is an impérial; but the Eights, Nines and Tens have no value.

Declaring.The elder hand announces his point, as in Piquet, and arrives at its value in the same way, reckoning the Ace for 11, etc. The dealer replies, “Good,” or “Not good,” as the case may be; but there are no equalities. If the point is a tie, the elder hand counts it. The point is worth awhitecounter. The impérials are then called, each being worth oneredcounter. The sequences are called first, that in trumps being “good” of course; then the fours are called, the best being four Kings, and the lowest four Aces. In plain-suit sequences there are no “equals,” the elder hand counting ties as an offset to the advantages of the deal.

Playing.The elder hand leads a card, and the dealer then declares and marks any impérials he may have that are good; after which he plays a card. No impérials can be claimed or scored after the holder has played a card. The second player in each trick must win the trick if he can, either with a higher card or with a trump. For each honour in trumps in the tricks won the player marks a white counter at the end of the hand. The winner of the odd trick scores as many white counters as he has tricks in excess of his adversary. If either player makes capot, (all twelve tricks,) he scores two red counters.

Scoring.When one player reaches six white counters and changes them for a red, his adversary must take down any white counters he may have scored. For instance: The pone has 2 reds and 4 whites up; the dealer has 1 red and 5 whites. The pone scores two whites, reaching six, and advancing his score to 3 reds, which are sometimes called impérials. The dealer must take down his white counters, losing that count altogether, and leaving himself 1 red. The only exception to this is that at the beginning of the hand if both have impérials combinations in hand, neither side takes down its white counters.

InCounting outthe following order of precedence must be observed: The turn-up trump, (if it is an honour). The Point. Impérial in hand, sequences first. Impérial de retourne. Impérial tombée. Honours in tricks. Odd tricks.

This is a very old and always popular game, which has lately been much improved by the introduction of the variations known as Royal and Spade Cassino, the latter especially being a very lively game. Like Euchre, Cassino is eminently respectable, and is one of the few games of cards that are unhesitatingly admitted to the domestic circle.

Cards.Cassino is played with a full pack of fifty-two cards, which have no rank in play, their pip or face value being the only element of importance. In cutting for positions at the table, or for partners in the four-handed game, the Ace is the lowest card, the others ranking upward to the King in the order of their sequence.

Markers.When a certain number of points is agreed on as a game, the score may be kept with counters, on a sheet of paper, or on a cribbage board. If each hand is a game in itself, it is settled for immediately, either in counters or in money.

Players.Any number from two to four may play, each for himself, or four may play two against two, partners sitting opposite each other. The players on the dealer’s right and left are known as the pone, and the eldest hand respectively.

Cutting.The players draw from an outspread pack for positions at the table, the lowest card having the choice and dealing the first hand. If the first cut does not decide, those tying must cut again. If a player exposes more than one card he must cut again. The ace is low.

Stakes.Cassino may be played for so much a game, or so much a point; and it may be agreed that the game shall be a certain number of points, or shall be complete in one deal, or that the player making the majority of points on each deal shall score one, and the one first making a certain number in this manner, such as five, shall be the winner. If points are played for, the lower score is usually deducted from the higher, and the difference is the value of the game. It is sometimes agreed that if the winner has twice as many points as his adversary, he shall be paid for a double game.

Dealing.After the cards have been properly shuffled they must be presented to the pone to be cut, and he must leave at least four in each packet. Beginning on his left, the dealer distributes four cards to each player in two rounds of two at a time, giving two to the table just before helping himself in each round. No trump is turned, and the remainder of the pack is left face downward on the dealer’s left. The four cards dealt to the tableare then turned face up, and the play begins. After the four cards given to each person have all been played, the dealer takes up the remainder of the pack, and without any further shuffling or cutting, deals four more cards to each player, two at a time, but gives none to the table. These four having been played, four more are dealt in the same manner, and so on, until the pack is exhausted, after which the deal passes to the left in regular rotation.

Irregularities in the Deal.If the pack is proved to be imperfect, or if a card is found faced in the pack there must be a fresh deal by the same dealer. If a player deals out of turn, he must be stopped before the cards on the table are turned face upward.

A misdeal loses the deal. It is a misdeal if the pack has not been cut, or if the cards are shuffled after the pack has been properly cut; or if the dealer deals a card incorrectly, and fails to remedy it before dealing to the next player; or if he deals too many or too few cards to any player or to the table.

If a card is exposed during the deal, an adversary may claim a fresh deal. If, after the cards on the table have been faced, a card is exposed by the dealer, or is found faced in the pack, the player to whom it would be dealt may reject it, and it must then be placed in the middle of the stock, and he must be given the top card. If a card is exposed in the last round, the dealer must take it, and must allow the player to whom it would have been dealt to draw a card from the dealer’s hand, face downward. If he draws the exposed card, he must keep it.

If the dealer gives any player an incorrect number of cards in any round after the first, and does not detect and correct the error before he deals to the next player, the dealer cannot count anything that hand. The number of cards in each hand must be restored to four, either by drawing from them, face down, or adding from the stock. If any player lifts his cards before the dealer has helped all the players, including himself, a misdeal cannot be claimed.

Objects of the Game.The object in Cassino is to secure certain cards and combinations of cards which count toward game. These are as follows:—

The manner in which these points are secured will become apparent from the description of the method of playing the hands.

Method of Playing.Beginning on the dealer’s left, each player in turn plays a card from his hand, placing it face upward on the table. Only one card can be played at a time, and each person must play in his proper turn until all four of his cards are exhausted. After receiving fresh cards, the eldest hand again plays first, and so on for every round. Under certain conditions, each player in his proper turn may take up certain cards from the table, together with the one played from his hand, turning them face downward in front of him. He is entitled to count all the points contained in the cards taken in or won in this manner. These conditions are: that he can match orpaira card or cards on the table; that he cancombinetwo or more cards on the table so as to make their total pip value equal to that of the card he plays; or that he canbuilda card in his hand upon one on the table, so as to make their total pip value agree with that of a second card, still in his hand.

Pairing.If the person whose turn it is to play, holds in his hand any card of a similar denomination to any of those on the table, he may play the card from his hand, face upward, and then gather it in again, together with all similar cards, turning them face downward in front of him. For instance: He holds an Eight, and there are one or two Eights on the table. He plays the Eight from his hand, and then gathers in all of them.

Combining.If a player holds any card, not a K Q or J, the pip value of which is equal to that of two or more cards on the table, he may play the card from his hand, and then gather it in again, together with the two or three cards that collectively equal it in pip value. For instance: He holds a 9, and a 4, 3 and 2 are upon the table. He may combine these three cards, calling attention to the fact that their collective value is 9, and then play the 9 from his own hand, gathering in and turning down all four cards. An 8 and Ace, or 6 and 3 might be gathered in the same way; or two such combinations might be gathered at the same time, 3, 2, 6, 7, for instance, which would make two nines; all of which might be gathered by a player holding a 9 his hand.

Pairs and combinations may be taken in together. For instance: Among the cards on the table are a 4, 6, and 10, and the player holds a 10. He can gather in not only the pair of Tens, but the combinations which equal a 10.

Building.A player may have in his hand two cards, the lower of which, if added to a card on the table, would build up its value to that of the higher card still in the player’s hand. For instance: A player holds a 9 and 2, and there is a 7 on the table. He may place the 2 on the 7, announcing the total value; “Nine,” which will notify other players that those two cards cannotbe separated; but he cannot take them in until it again comes round to his turn to play, because he is allowed to play only one card at a time, and he has played his card in making the build.

Should any other player following him hold a 9, he would be entitled to take in this build, but he could not separate the two cards forming it. A player holding either a 7 or a 2 could not touch either of the cards in the build, because they are no longer a 7 and 2, but a 9, for all practical purposes.

Increasing Builds.If any player held an Ace and a 10 in his hand, he could increase the 9 build to a 10 build, by putting his Ace on the 7 and 2, and announcing the total value, “Ten.” Any following player would then be unable to win the build with anything but a 10, and the player who originally built it a 9 would lose it unless he also held a 10 in his hand. Should the build remain a 9 until it came round again to the player who originally built it, he could then take it in with his 9, or he might himself increase it to 10, if he had an Ace and a 10 in his hand; but in order to do this the player must have in his hand the cards to win both the original and the increased builds. A player holding in his hand a 10, 3 and 2, but no 8, could not build a 5 on the table to an 8, and afterward advance it to 10. He must have the 2 3 8 and 10 all in his own hand to do this.

Some players imagine that a player cannot increase his own build in this manner, even if he has both the cards for the first and last build; but there is no reason why a player should be denied a privilege which is freely granted to his adversary. If any player can legitimately make or increase a build, all may do so, provided they have the proper cards.

Double Builds.When two cards of the same denomination, or two builds of the same value are put together as one, they cannot be increased. For instance: A player holds 7 and 3, and there are upon the table a 5 2 and 4. He places his 3 on the 4, and gathers the 5 and 2 together, announcing the build as “Two Sevens.” This cannot be increased to 8, 9, or 10 under any circumstances, and nothing but a 7 will win it.

Pairs may be doubled in the same manner. If a player has two Nines in his hand, and there is one on the table, he may build on the latter with one of his own, announcing, “Two Nines,” which will prevent any player from building either of them to 10, and will entitle the builder to take in both cards with his third Nine when it comes round to his turn. Should any other player at the table hold the fourth Nine, he could of course take in the build.

It is necessary to distinguish between building and combining. In combining cards, those already on the table are gathered together; in building, or increasing a build, a card must be played from the hand. If one player has made a build of any description,it cannot be interfered with or increased except by other cards from a player’s hand, those from the table not being available. For instance: One player has built a 5 by combining two Aces on the table with a 3 from his hand. On the table are also a 2 and 4 and a following player holds a 9 and 7. He cannot use the deuce on the table to increase the build from 5 to 7, nor the 4 to increase it to 9; because that would not be building from his hand; but if he held the 4 and 9 in his hand, he could build on the 5.

The simple rule to be remembered is that no combination of cards once announced, and left on the table, can be changed, except by the addition of a card from the hand of some player.

Taking In.Any player who has made a build is obliged either to win it, when it is next his turn to play, or to win something else, or to make another build. For instance: He has built a 5 into a 9 with a 4, and holds another 4; if another 5 appears on the table before it comes to his turn to play, he may build that into a 9 also, with his other 4, announcing, “Two Nines.” Or if some player should lay out a 4 he could pair it and take it in, leaving his 9 build until the next round. In the same way a player may increase or win another player’s build instead of taking in his own. An opponent’s build may be increased by cards from the hand only.

In the four-handed game, partners may take in one another’s builds, or may make builds which can be won by the card declared in the partner’s hand. For instance; One player builds an 8, and his partner holds Little Cassino. If there is a 6 on the table, the Cassino can be built on it, and “two Eights,” called, although the player has no 8 in his own hand; the 8 already built by his partner is sufficient. If a player has built a 9 which has been taken in by an adversary, he still holding the 9 he built for, his partner may build for the declared 9 in the same way.

Sweeping.If at any time a player is able to win everything on the table with one card, it is a sweep, and counts a point. For instance: He holds an 8, and there are upon the table four cards only:—5 3 6 and 2. By combining the 6 and 2, and the 5 and 3, two Eights will be formed, and the sweep is made. Sweeps are usually marked by leaving the cards with which they are made face upward at the bottom of the tricks taken in by the player. Sweeps made by opposite sides are sometimes turned down to cancel one another.

Trailing.When a player cannot pair, combine, or build anything, he must play a card. This is called trailing, because he is simply following along waiting for opportunities. In trailing it is usually the best policy to play the smaller cards, except Aces and Little Cassino, because as other players will probably trail small cards also, these may be combined and won with the larger cards kept in the player’s hand.

Last Cards.In the last round, all the cards remaining on the table are won by the player who takes the last trick, but it does not count as a sweep unless it would have been a sweep under any circumstances. The last trick is usually made by the dealer, who always keeps back a court card if he has one, to pair one already on the table.

Irregularities in Play.If any person plays out of his proper turn, the card so played is laid aside as exposed, until it comes to his turn, when it is simply placed on the table with the others. The player in error is not allowed to build or combine it, nor to win anything with it.

If a player gathers in a card which does not belong to the combination or build, he must not only return the card improperly taken up, but all others taken in with it, together with his own card, the latter, however, being laid out separately from the others. If the combination was his own build, it must be broken up; if an adversary’s, it must be restored, and left as it was.

If a player takes in a build with a wrong card, or takes in a wrong combination, or gathers cards to which he is not entitled, the error must be challenged and proved before the next trick is taken in by another player, because only the last trick gathered can be seen.

If a player makes a build without the proper card in his hand to win it, on discovery of the error, the combination must be broken up, and the adversaries may take back the cards they have played in following the erroneous build, and may amend their play. If, however, another player has won the erroneous build, there is no penalty, nor any remedy.

Showing.After the last card has been played, each player counts his cards face downward, and announces the number. The player having the majority scores the three points for cards. If it is a tie, neither scores. The cards are then turned face up, and the spades counted and claimed; and then all the points for Cassinos and Aces. It should be remembered that the total number of points to be made in each hand, exclusive of sweeps, is eleven, and the total of the claims made must agree with that number.

Scoring.There are several methods of scoring. The old way was to play 11 points up, deducting the lower score from the higher at the end of each deal. If one side reached 11 before the adversary reached 6, it was a lurch, and counted as a double game. The common method is to count every hand a game, and settle for it in counters.

This game is usually marked with counters, or pegged on a cribbage board. Nothing is scored until the end of the hand, when each side reckons and claims its points. In order to avoid disputes there should be a previous understanding as to what points go out first in a close game. In the absence of any agreement to the contrary, the points count out in the following order:—Cards first, then Spades, Big Cassino, Little Cassino, Aces, and Sweeps. If the Aces have to decide it, the spade Ace goes out first, then clubs, hearts, and diamonds. If the sweeps have to decide it, only the difference in the number of sweeps counts, and if there is none, or not enough, the game is not ended, and another deal must be played.

It is better to agree tocount outin twenty-one point Cassino; each player keeping mental count of the number of cards and spades he has taken in, together with any “natural” points. The moment he reaches 21 he should claim the game, and if his claim is correct he wins, even if his adversary has 21 or more. If he is mistaken, and cannot show out, he loses the game, no matter what his adversary’s score may be. If neither claims out, and both are found to be, neither wins, and the game must be continued to 32 points, and so on, eleven points more each time until one player claims to have won the game.

Suggestions for Good Play.The principal thing in Cassino is to remember what has been played especially in the counting and high cards, such as Aces, Eights, Nines, and Tens. In making pairs and combinations, give preference to those containing spades, and if you have to trail, do not play a spade if you can help it. If three Aces have been taken in, play the fourth, if you hold it, at the first opportunity, because it cannot be paired; but if there is another Ace to come, keep yours until you can make a good build with it. As between cards which were on the table and those trailed by an adversary, take in those trailed if you have a choice. Take in the adversary’s build in preference to your own, if you can, and build on his build at every opportunity. If Big Cassino is still to come, avoid trailing cards that will make a Ten with those on the table. Go for “cards” in preference to everything else, and always make combinations that take in as many cards as possible. If you have a Nine, and the cards on the table are 2 2 5 7, take in the 2 2 5, in preference to the 2 7. It is considered bad policy to take in three court cards, as it stops all sweeps when the fourth appears.

The only difference in this form of the game is that the three court cards, K Q J, have a pip value, and may be used in combining and building, whereas in the ordinary game they can be used only in pairs. The Jack is worth 11, the Queen 12, and the King 13; so that a 9 and 2 can be taken in with a Jack, or a 6 4 and 3 with a King. In the same manner a Queen will win a Jack and Ace, or a King will win a Jack and deuce. The aces are sometimes valued at 14 each.

In this interesting variation every spade counts one point toward game. The spade Jack counts one in addition to its being a spade, and the extra point so made takes the place of the count for “spades” in the ordinary game, so that 24 points are made in every hand, exclusive of sweeps: Cards 3; Big Cassino 2; Little Cassino 1; the four Aces 4; the spade Jack 1, and 13 spades. It must be remembered that the spade Jack and deuce count 2 points each, the extra point being for the spade.

The game is scored on a cribbage board, every point being pegged immediately; that is, every spade, every Ace, the Cassinos and the sweeps. There is nothing to count at the end of the hand but the cards. Sixty-one points is game, once round the board and into the game hole.

In this variation, no more cards are dealt after the first round, but each player keeps his hand filled to four cards by drawing one from the top of the stock as soon as he plays one from his hand. The stock is left on the table, face down, slightly spread, for convenience in slipping off the top card as it is drawn.

The etymology of this word is Spanish;con quién, “with whom,” but of the game it stands for, little or nothing is known except that it is a great favorite in Mexico, and in all the American States bordering upon it, especially Texas. It is an excellent game for two players, quite different from any other in its principles, and requiring very close attention and a good memory to play it well. In its finer points, especially in the judgment of what the adversary holds or is playing for, it ranks with our best games, and will probably grow in popularity as it becomes better known.

Cards.Conquian is played with the Spanish pack, forty cards, the 8 9 10 of each suit being deleted. In America, it is much more common to play with a pack of forty cards from which the three court cards, K Q J, have been discarded, leaving each suit an unbroken sequence from the Ace to the Ten. Some persons play with the full pack, but it spoils the game; as it is then possible to win on a sequence of a single suit. There are no trumps, and the cards have no value as to rank, a sequence of 6 7 J being no better than one of 2 3 4. The Ace is not in sequence with the King.

Counters.Each player should be supplied with at least ten counters, which may be used in settling at the end of each deal.

Players.Conquian is played by two persons, one of whom is known as the dealer, and the other as the pone. If there are three at the table, the dealer takes no cards, and has no part in the game for that hand.

Cutting.Seats and deal are cut for, the lowest cut having the choice, and dealing the first hand. The Ace is low, the King high.

Stakes.Each deal is a game in itself, and the loser pays one counter for it. If the game is a tie, called atableau, each puts up a counter for a pool, and the winner of the next game takes the pool, in addition to the counter paid by his adversary. If the next game is also a tableau, each player adds another counter to the pool, and so on until it is won.

Dealing.Ten cards are dealt to each player in five rounds of two at a time, and the twenty remaining in the stock are laid upon the table face down, between the players, but a little to the left of the dealer. The stock may be slightly spread, to facilitate the process of drawing cards from it.

Objects of the Game.The object of each player is to form triplets, fours, and sequences, by combining the cards dealt him with others drawn from the stock. These combinations are laid upon the table, face up, and the player wins the game who first succeeds in laying down eleven cards in this manner.

Sequencesmust be all of the same suit, and cannot be shorter than three cards. The Ace is not in sequence with the King, but the 7 is next below the Jack. A sequence once started can be added to from time to time as the cards are drawn from the stock.

Tripletsare any three cards of the same denomination, and they may be increased toFoursat any time, by adding the other card.

Borrowing.A player with four of a kind on the table may borrow any one of the four to use in a sequence; but he cannot borrow one of three, because no combination may consist of less than three cards. In the same manner a player may borrow the card at either end of a sequence of at least four cards, if he can use it to make a triplet. He cannot borrow an intermediate card, nor one of a sequence of three cards only, because three cards must be left to maintain the sequence, but if he had a sequence of at least five cards on the table, he might borrow the top of it to make one triplet, and then the next card to make another triplet.

Method of Playing.The cards dealt, each player sorts his hand into sequences and triplets, and determines what cards he wants to complete his runs, so that he may be on the lookout for them. The pone then draws the top card from the stock and turns it face up on the pack. If this card can be used in combination with any of those in his hand, he draws it over to his side of the table, and takes from his hand the cards completing the combination of three cards, leaving them all face up. Even if he has cards enough in his hand to increase the combination to four or more cards, he should not show them. The cards drawn from the stock must never be taken into the hand.

Let us suppose the pone holds these cards:—♡ J 7 6 4; ♠ 5 3 2; ♢ K 7 5; and that the ♡ 5 is the first card he draws. He can use this card in three ways: By making a run of three with the ♡ 4 and ♡ 6; or a run with the ♡ 6 and ♡ 7; or a triplet with the two other 5’s. In this case he would probably lay out the 6 and 7, and make the run of three. If he should draw the ♡ Q later on, he could use it by continuing the sequence with his Jack; or if the ♡ 3 appeared, he could use it with his ♡ 4.

Passing.If he cannot use the card drawn, or does not wish to, he draws it from its position on the top of the stock and places it between himself and the dealer, still face up. The dealer then decides whether or not he wants it, and if he does not he “passes” it by turning it face down, and pushing it to his right. Cards once passed in this manner cannot again be seen by either player. The player who passes the card turns up the next one on the stock. If he does not want it, he places it on the table between himself and his adversary, and if his adversary does not want it either, he turns it down and passes it to the pile of deadwood, turning up the top card of the stock again. In this mannerit will be seen that each player has to decide on two cards in succession; the one drawn but not used by his adversary, and the one he draws himself. This is continued until the stock is exhausted, which ends the game.

Discarding.If a player uses any card drawn from the stock in this manner, it is obvious that he has too many cards, and in order to reduce his hand and show-downs to ten cards, he must discard something, unless he can show down everything remaining in his hand, in which case he would have eleven cards down, and win the game. In discarding, the card thrown out is placed at the disposal of the adversary, as if it were the card drawn from the stock, and if the adversary does not want it, he passes it and draws another. It should be observed that the player drawing the card from the stock always has the first refusal of it. This is sometimes very important, as both players often need the same card.

In the foregoing example, the player’s best discard would be his ♢ K, which is too far removed from the others in the suit to make a run possible, and there is no mate to it with which to start a triplet. If the adversary could use this King, he would have to discard in his turn, and the card so thrown out would be at the disposal of the other player, just as if it had been drawn from the stock.

Forcing.A player need not use any card drawn, but if he has upon the table any combination in which it can be used, his adversary may force him with it, even after it has been declined. For instance: A player has eight cards down, two sequences of four small cards each, and in his hand a pair of Kings. Another King will make him game; but if he has to depend on his sequences to put him out, he will have to get three more cards. Suppose he draws a card that will fit one of his sequences; it is to his advantage to pass it; but upon laying it on the table his adversary may take it up and force him with it, by placing it at the end of his sequence, at the same time saying: “Discard.” In the same manner a player holding one of the cards of his adversary’s show-down sequence or triplet may force after using a card, by placing his discard on his adversary’s sequence, instead of laying it on the table. If it is laid on the table, the adversary may pass it at once, by turning it down, and it is then too late to compel him to use it. Suppose you think your adversary holds two cards of an unplayed sequence, and has a triplet on the table. If you can use one of those sequence cards in his hand to advantage, and can force him by giving him the fourth card of his triplet, which is of no use to you, you should do so; but you must remember that you cannot force except after using a card yourself,because you are not allowed to discard under any other circumstances.

If a player looks at any of the cards that have been passed and turned down, his adversary may take up and examine the remainder of the stock, but without disturbing the position of the cards therein, and without showing them. If a player looks at any of the cards in the stock except the one he draws, his adversary may look at all of them. If a player draws out of turn, his adversary simply claims the card.

Showing.After the last card is drawn from the stock and passed, each player shows the remainder of his hand, and as neither can combine his cards so as to get eleven down, it is a tableau, and each puts a counter in the pool for the next hand. The deal passes from one player to the other in rotation as long as they continue to play.

Suggestions for Good Play.Observation of the cards passed will usually show what the adversary is keeping, and what he has no chance for. Toward the end of the stock each player should know what the other holds in his hand by the cards which have not appeared in the drawing. If a player has not a good chance to get eleven down himself, he should play for a tableau, by using nothing that will compel him to discard cards which may put his adversary out. It should be remembered that a player cannot get eleven down in one suit, and careful observation of the cards passed will often show that his runs are blocked, the cards necessary to continue them having been turned down.

One peculiar feature of the game is that a player cannot block his adversary and at the same time win the game, because so long as he holds up the card that his adversary wants he cannot get eleven down himself. His only chance is that he may be able to use the card that his adversary needs. For instance: He holds two 8’s, one of which will make his adversary eleven down by completing a sequence. If there is another 8 to come, the player with the pair may use both his 8’s, and win; but if there is no other 8 to come, it is impossible for the player with the two 8’s to win without first putting his adversary out.

There are noText Bookson Conquian, and this is the first complete description of it ever published.

This is a very popular game with the middle classes and the unoccupied clergy in Italy, and it is one of the very few good games of cards for three players. If the game were better known, the author is sure it would become a great favourite, especially withthose who are fond of the whist family, because Calabrasella is an excellent training school for the use of cards of re-entry, long suits, and tenace positions in the end game. In the combination of two players against the third its tactics very closely resemble Skat, and many interesting and difficult positions occur in every game.

Cards.Calabrasella is played with the Spanish pack, forty cards, the 10 9 and 8 of each suit being discarded. The cards rank: 3 2 A K Q J 7 6 5 4, the 3 being the highest, and the 4 the lowest, both in cutting and in play. There are no trumps.

Markers.The game may be scored by paying and taking in counters, each player being provided with about fifty at the beginning of the game, which are purchased from a banker; but the better way is to keep account of the gains and losses of the single player in each deal, in the manner already described in connection with Skat, balancing the account at the end in the same way.

Players.Calabrasella is played by three persons, two of whom are partners against the third in each hand. If four play, the dealer takes no cards, but shares the fortunes of those who are opposed to the single player, just as in Skat. The players on the right and left of the dealer are known as the pone and the eldest hand respectively.

Cutting.The players cut for seats and deal, the lowest card having the first choice and dealing the first hand. A player exposing more than one card must cut again.

Stakes.The game is played for so much a point. The largest winning or loss for the single player is 140, but such an amount is almost impossible, and the average payments are 10 or 20.

Dealing.The cards are presented to the pone to be cut, and at least four must be left in each packet. The dealer then distributes them to the players four at a time, until each has twelve, four remaining in the stock or talon, which is left upon the table face down. No trump is turned. The deal passes to the left.

There are no misdeals. If the cards are not properly distributed, or four cards are not left in the talon, the same dealer must deal again, without penalty.

Objects of the Game.The chief objects of the game are to win the last trick, and to secure counting cards in the other tricks in the course of play. There are 35 points to be played for in every deal. The six highest cards in each suit, 3 2 A K Q J, have a counting value, the Ace being worth 3, and the others 1 each. The last trick counts 3.

Declaring.The eldest hand examines his cards and determines whether or not he willstand; that is, play single handed against the two others. If not, he says “pass,” and the nextplayer decides. If all three pass, the deal is void, and passes to the next player on the left. If any player stands, he asks for the 3 of any suit he pleases, and if either adversary holds it, he must give it up. If it is in the stock, the player cannot ask for any other card. If he has all four 3’s in his hand he may ask for a 2, but for no lower card. The adversary giving the card asked for must receive a card in exchange from the hand of the single player, but this card must not be shown to the other adversary.

Discarding.Having given a card in exchange for the 3 asked for, the single player must discard at least one more card, face downward on the table, and he may discard as many as four. The four cards remaining in the stock are then turned face up, and the single player may select from them as many cards as he has discarded; but he is not allowed to amend his discard in any way. The cards he does not take, if any, are turned down again, and are placed with his discards, forming a stock of four cards, which must not be seen or touched until the last card is played, when it becomes the property of the side that wins the last trick, and any counting cards it may contain are reckoned for that side.

Playing.The discards settled, the eldest hand leads any card he pleases, and the others must follow suit if they can, but no one is obliged to win a trick if he has a smaller card of the suit led, and does not want the lead. The two adversaries of the single player do their best to get him between them, and combine their forces to prevent him from winning tricks that contain counting cards, especially Aces. Whatever tricks they win are placed together, and the counting cards contained in them reckon for their joint account. The tricks have no value as such, except the last.

Showing.The winner of the last trick takes the stock, and each side then turns over its cards and counts the total value of the points won. The lower score is deducted from the higher, and the difference is the value of the game. If all 35 points are won by either side, they count double, 70.

Scoring.If the single player loses, he loses to both adversaries, and if he wins he wins from both. His score is the only one put down, and the amount is preceded with a minus or plus sign according to the result. If he secures 23 points, he wins 11; if he takes in 16 only, he loses 3. If the amount is less than 18 it must be a loss; if it is 18 or more it must be a gain. The method of balancing the scores at the end will be found fully explained in connection with Skat.

Irregularities.The penalty for a revoke is the loss of 9 points, which are taken from the score of the side in error at the end of the hand, and added to the side not in fault. If the final score is 24 to 11, for instance, in favour of the single player, andone of the partners has revoked, the score is 33 to 2, and the player wins 31 points. If any player turns over the stock before he has announced to stand and has discarded at least one card, he loses 35 points to each adversary, and the deal is void. If an adversary of the single player turns over the stock before the player has discarded, there is no penalty, and the player may discard as he pleases. If an adversary of the single player leads or plays out of turn, the player may abandon the hand at that point, and claim the stock and last trick, the adversaries being entitled to count only the points they have won up to the time the error occurred.

Suggestions for Good Play.The general tactics of the game are extremely like those employed in Whist and Skat. The player establishes his long suit as rapidly as possible, and preserves his tenaces and cards of re-entry. The adversaries of the player should lead short suits up to him, and long suits through him, and every opportunity should be taken advantage of to discard counting cards on partner’s tricks, Aces especially, which are not the best of the suit, but count the most. Both sides scheme to get their hands in shape for winning the last trick, which usually makes a difference of ten or twelve points in the score, owing to the high cards held back, and those found in the stock. Each side should keep mental count of its score, so as to know whether or not it must win the last trick to get to 18. The exposure of the stock, the number of cards discarded by the player, the suits which are led and avoided, will all prove useful guides in determining where the strength or weakness in each suit lies, and proper advantage should be taken of all such inferences.

Some judgment is required in selecting the suit in which the 3 is to be asked for, and the single player must plan in advance for all his discards, one for the exchange, and those for the stock. The player’s position at the table makes quite a difference. The leader has an advantage with a good long suit; but with tenaces it is better to be third player, and very bad to be second hand.

Some pretty positions arise in the end game through the refusal of players to win tricks which would put them in the lead, and so lose them the last trick and the stock. After the first few tricks, everything must be arranged with a view to securing that last trick, but the importance of getting home with Aces must never be overlooked. These count 12 points in every hand, and the side that can get in three out of the four has 6 points the best of it.

The onlyText Bookon this game is the Pocket Guide, by “Cavendish”; there are some good articles in Vol. III. of the “Westminster Papers.”

While this game is by some persons thought to be the forerunner of bridge, and might be classed as one of the whist family, it is at present so little known outside of Russia, where it is the national game, that the author has thought it best to group it with other games which are distinctly national in character.

Vint has been variously described as bridge without a Dummy and as auction whist. It resembles bridge in the making of the trump, and whist in the manner of the play.

Cards.Vint is played with the full pack of fifty-two cards, which rank from the A K Q down to the deuce. Two packs are generally used.

Players.A table is complete with four players, and if there are more than four candidates for play the selection must be made by cutting. All the rules for formation of tables, cutting, ties, etc., are the same as at bridge. The lowest cut takes the deal. Partners sit opposite each other.

Dealing.The dealer presents the pack to be cut, and then gives thirteen cards to each player, one at a time. No trump is turned. The deal passes to the left. All irregularities are governed by the same laws as bridge.

Making the trump.Each player in turn, beginning with the dealer, bids to make a certain number of tricks, from seven to thirteen, with a suit of his own choosing, which he names when he makes his bid. The suits outrank one another in the order of hearts, diamonds, clubs, and spades, hearts being the best. No-trumps are higher than hearts. A bid of seven tricks is usually called “one” in hearts, or whatever the suit may be. A bid of “two” means to win eight tricks, or two over the book.

Bidding.If a player wishes to go over the first offer made, he must either bid the same number of tricks in a better suit, or he must increase the number of tricks. No player can increase his own bid unless he is overbid in the interval, but there is no limit to the number of times that players may outbid one another. Observe that the dealer may bid or pass, and each player after him in turn may bid or pass. The highest bidder must abide by his announcement both as to the number of tricks and the suit.

The Play.No matter who dealt the cards, the player to the left of the highest bidder always leads for the first trick. Each player in turn must follow suit if he can, and the highest card played, if of the suit led, wins the trick, trumps winning all other suits. The winner of one trick leads for the next, and so on. There is no Dummy hand as in bridge.

Scoring.Although the bidding is for so many “odd” tricks, or tricks over the book, every trick taken is counted when it comes to the scoring; but it is the number of tricks bid, and not the rank of the suit, that determines the value. Every trick won by the same partners—

Both sides score. If the highest bid was “two in diamonds,” and the bidder’s side won nine tricks, they would score 9 times 20, or 180; while their adversaries would score 4 times 20, or 80.

As soon as either side reaches 500, they win the game, even if it is in the middle of a hand; but the hand must be played out in order to see how many points are won by each side. It should be observed that although the bidder’s side may make nine or ten tricks the adversaries can win the game if they get enough to count out before the bidder, by reaching 500 first.

Tricks and Honours.The score for tricks and for honours must be kept separate, usually above and below the line, as at bridge. All trick points, which are the only ones that count toward game, are placed below the line; the honour points above.

For winning a game, 1,000 points are added in the honour column. The side that first wins two games of 500 points each adds 2,000 rubber points in the honour column.

Slams.If a little slam, 12 tricks, is made, but has not been bid, it is worth 1,000 points in honours. If a little slam, “six tricks,” has been bid and is made, it is worth 5,000 more for bidding it, or 6,000 altogether. If a grand slam, 13 tricks, is made but not bid, it is worth 2,000 honour points. If a little slam is bid and a grand slam made, it is worth 7,000 altogether. If a grand slam is bid and made, it is worth 12,000 altogether.

Lost Games.If the bidder fails to make good, his adversaries score 100 times the value of the tricks as penalty, in the honour column; the scores for the tricks actually won standing at their regular value below the line. Suppose the bid to be three in diamonds, making the tricks worth 30 each, and that the bidder’s side get the odd trick only. Although the bidder has failed to make good, he scores below the line for the seven tricks he took, at 30 each, and the adversaries score for the six they took, also at 30 each. Then, as the bidder fell short by two tricks of making good, his adversaries score these two tricks at 3,000 points each, penalty, in the honour column.

Honours.The honours are the A K Q J 10 of trumps and the four Aces, the Aces being always honours; but when there is a no-trump declaration they are the only honours. This makes the Ace of trumps count double, when there is a trump suit; once as one of the five honours in trumps, and once as an Ace.

Each honour is worth ten times as much as a trick. If the bid was three in clubs, the tricks would be worth 30 each and the honours 300 each. The side that has the majority of Aces and of honours scores for all they hold; not for the majority or difference. Suppose the bidder’s side has three honours in clubs and three Aces; the other side must have only two honours and one Ace; therefore the bidder scores for six honours, at 300 each.

If the Aces and honours in trumps are so divided that each side has a majority of one or the other, they offset. Suppose the bidder to hold four Aces and two honours. The adversaries must have the majority of trump honours. Then the number of their trump honours, which is three, is deducted from the number of the bidder’s Aces, four, leaving the bidder’s side only one honour to the good. Three honours on one side and three Aces on the other would be a tie, and no honours to score.

If the Aces are a tie, the side that wins the most tricks scores them. Suppose the bidder has three honours and two Aces. He scores five honours if he wins the odd trick; otherwise he scores one only, the Aces being a tie and he having only one more honour than his adversaries.

In no-trump hands, the honours are worth 25 times the value of the tricks. If Aces are easy, neither side scores. If one has three Aces, they are all scored. Suppose the bid to have been “two at no-trumps,” then the Aces are worth 25 times 20, and three of them are worth 1,500 points.

Coronets.A sequence of three or more cards in any suit, trumps or plain, held by an individual player, is a coronet. Three or four Aces in one hand is also a coronet. When there is a trump suit, three Aces, or three of a plain suit in sequence, are worth 500 in the honour column. Each additional card is worth 500 points more. A sequence of K Q J 10 9 would be worth 1,500. In the trump suit, and in all the suits when there are no trumps, these coronets are worth double, and each additional card is therefore worth 1,000 more.

Rubbers.As soon as one side wins two games, that ends the first rubber. The partners then change, without cutting, in such a manner that at the end of three rubbers each player shall have had each of the others for a partner. At the end of the third rubber, the losses and gains are ascertained for each individual, and settled for.

Laws.The laws that govern the game are almost identical with those for Bridge.

This is a simplified form of Vint, for three players, with a thirty-two-card pack. The cards rank: A K Q J 10 9 8 7, and the suits rank: Hearts, diamonds, clubs, and spades. Hearts are alwayspreference. There are no hands played without a trump suit.

If four persons play, the dealer takes no cards. The three active players make up a pool, each putting in an equal amount at first, and the bidder putting into it as many as he bids for the privilege of naming the trump suit.

Any one may deal the first hand, after which the deal passes to the left. Three cards are given to each player the first round, then two are laid off for a widow, then four to each player, and then three to each. Beginning on the dealer’s left, each player in turn may name the trump if he thinks he can take at least six of the ten tricks to be played for. Bids outrank one another in the order of the suits, hearts being preference always. The number of tricks is not mentioned. In case there are no bids, each in turn has a second chance to bid for the widow. These bids are made in counters, to be put into the pool. The highest bidder takes the widow, lays out two cards, and then names the trump suit.

The players agree upon a value for the tricks won, and payments are made from the pool accordingly. These payments may vary according to the rank of the trump suit.

There are quite a number of odd games of cards, which come and go as favourites from time to time, and pass round the world from one country to another under many different names. The origin of most of these games is lost in the weedy undergrowth of variations, but the chief family trait in some of them can be traced back to the alpha of cards.

Among the oldest of games was Ombre, immortalised by Pope, the only survivor of which is a variation played by the older Germans, under the name of Solo; a game which still faintly resists the exterminating influence of Skat. The ancient and honourable games of Comète, Hoc, and Nain Jaune survive to the present day in a large and prosperous family, ranging from Commit to Fan Tan, the latter being to-day quite a favourite among those who like simple and amusing games, free from mental effort. Fan Tan is unfortunately named, as many persons confuse it with the Chinese banking game, and it would be much better under its older name, Play or Pay.

Among the many games of which everyone has heard, and which many thousands have been advised to play, is one which, strange to say, is not to be found described in any work on card games, and that is Old Maid. There was a time when the result of this game was supposed to be final and conclusive, and parties of young men have been known to substitute a Jack or King for the discarded Queen, in order to learn what the future had in store for them. Under such circumstances the game became Old Bachelor, of course.

For those who believe in the verdict of the cards, there are other sources of information. Fortune telling, whether for the purpose of amusement or self-deception, has undoubtedly interested many persons in all stations of life ever since Eittella first explained the art, away back in the sixteenth century. The meanings attached to the cards individually, and the manner of their arrangement, is all that can be given in a work of this kind. The qualifications for success in foretelling the future do not depend so much on the cards as on good judgment of human nature, unlimited assurance, a glib tongue, and a certain amount of ingenuityin making a connected story out of the disjointed sentences formed by the chance arrangement of certain cards, to which an arbitrary or fanciful meaning is attached.

Speculation is considered by some persons an excellent training school for the commercial instincts of the younger members of a family, teaching them to form correct estimates as to the value of certain articles offered for sale in a fluctuating market. Authors is a very good game for the family circle, and does not require special cards, the ordinary pack being easily adapted to the distinctions of the game.

Patience, or Solitaire, has probably claimed the attention of every card-player at some time or other, and one cannot fail to be impressed by the number and ingenuity of the patience games which have been invented. One of the most expensive works on cards ever published is devoted exclusively to Solitaire.

Among all these odd games one should be able to find something to amuse all sorts and conditions of card-players. The only apparatus required in any of them is a pack of cards and a few counters, and for the latter corn or coffee-beans will form an excellent substitute.

Under the name of Solo, the Germans play a great many variations of card games, of which the following is the best known.

Cards.Solo is played with a pack of thirty-two cards, which rank A K Q J 10 9 8 7. One suit is always first preference, orcolour, and the suit usually selected is clubs. Any suit may be made the trump, but whatever the suit, the club Queen,Spadilla, is always the best trump; the Seven of the trump suit,Manilla, is always the second-best trump; and the spade Queen,Basta, is always the third-best trump.

Players.Solo is played by four persons, who throw round the cards for the first club turned up to deal eight cards to each player; 3-2-3 at a time.

Objects.The object of the game is to secure the privilege of naming the trump suit, and of playing, either alone or with a partner, to make five tricks,solo, or eight tricks,tout. If a partner is required, he is selected by the player asking for a certain ace, but the holder of the ace remains unknown until the ace falls, although from the first he must assist the player who has asked for it. If a player asks for an ace while holding it himself, he of course plays without a partner, unknown to the others however, until he plays the ace asked for.

Bidding.The players bid against one another for the privilege of naming the trump suit, eldest hand having the first say. When no one will bid any higher, the player who has made the best offer names the game he wishes to play, with or without a partner.

Games.The rank of the various games, the amounts bid on them, and the payments made for them, are as follows:—

Simple Gameis to play for five tricks with a partner holding a designated ace. If the trump is clubs, (in colour,) it is worth double, 4 counters.

Solois five tricks without a partner. With clubs trumps it pays double, 8 counters.

Toutis eight tricks, with or without a partner. If alone, the single player wins or loses all; if with a partner he must share his gains or losses.

Forcéeis when no bid is made, and any player holds both Spadilla and Basta. He must play a Solo, or call for an ace. If he calls, the player holding the ace names the trump suit; but the suit so named must not be the suit of the called ace. Forcée in clubs is worth double, 8 counters.

Playing.The trump named, the eldest hand leads any card he pleases, and the others must follow suit if they can. The highest card played, if of the suit led, wins the trick, and trumps win all other suits. The hands are abandoned as soon as the bidder takes five tricks, if he is playing anything but a tout. If he goes on he must win all eight tricks, or lose the value of a tout.

Payments.A solo player wins from or loses to each of his adversaries individually the amount of the game in counters. Two partners pay or receive each from one adversary.

HEART SOLOis a game for three players, in which the pack is reduced to twenty-four cards by deleting the Eight of hearts, and all the diamonds but the Seven. Diamonds are always colour, and there are only three trumps in that suit; Spadilla, Manilla, and Basta. The only play is for the Solo, and if no one will make a bid, the hands are played in colour, and the winner of the last trick loses the value of a Solo.


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