SCOTCH WHIST, OR CATCH THE TEN.

Diagram of the position of the players at the table

This arrangement does not affect the use of the letters A Y B Z, and the terms first, second, third, and fourth hand; indicating the position of the deal, and of the lead.

Calling.Those solos are easiest which are declared by the eldest hand, or by the dealer; the hardest being those called by second hand. The safest solos are those called on trump strength;but average trumps and winning cards in the plain suits are more advantageous if the caller is not eldest hand. To call a solo on plain suits alone, with only one or two trumps, is extremely dangerous; and a solo called on a single suit must have at least five or six good trumps in order to succeed.

PLAYING.When a call has been made entirely upon trump strength, it is much better to make tricks by ruffing, than by leading trumps. There is little use for a solo player to hold a tenace in trumps, hoping it will be led to him. If he has good suits, he should make sure of two rounds of trumps by leading the Ace.

When the solo player is depending on the plain suits for tricks, and has one long suit, he should make what winning cards he has in the other plain suits in preference to leading trumps, for his only danger is that his long suit will be led often enough to give his adversaries discards in the other suits.

If a proposal was made before the solo was called, it is better for the solo player to sit on the left of the player that proposed.

The caller should never play single honours second hand, unless he has only one small card of the suit, or the honour is the Ace.

With A Q x, second or third hand, the Q must be finessed if the caller has counted on both A and Q for tricks. If he can probably win without the finesse, he should play Ace. If he has tricks enough to win without either A or Q, he should play neither of them.

A solo player should be very sure of his call before finessing for over-tricks.

Adversaries’ Play.The player to the left of the caller should not lead trumps; but if the solo player has had a lead, and has not led trumps himself, the player on his right should take the first opportunity to lead them through him.

The player to the left of the caller should not lead from suits headed only by the King; nor from those containing major or minor tenaces. The best leads are from suits headed by Q J or 10, even if short.

With such high-card combinations as can be used to force the command in one round, such as K Q, or K Q J, the regular whist leads should be used. With suits headed by winning sequences, held by the player on the left, it is often right to lead them once, in order to show them, and then to lead a weaker suit to get rid of the lead. It is sometimes better to play winning sequences as long as it seems probable that the caller can follow suit.

Many persons use the Albany lead to indicate a wish for trumps to be led through the caller. In response to such a signal the best trump should be led, whatever it is.

When the adversary who leads in any trick is not on the left of the solo player, the caller will, of course, not be the last player, asat least one adversary must play after him. In such cases it is best to lead the longest suits.

MISÈRE.The great difficulty in Misère is not in playing it; but in judging what hands justify such an undertaking.

Calling.As a general proposition it may be stated that misère should not be called with a long suit not containing the deuce. But the longer the suit the less the danger there is for a player who is determined to risk it; because the deuce is more likely to be found alone in some adversary’s hand. Short suits may be risked, even with no card smaller than a 5 or 6, and it is of course a great advantage to have a suit altogether missing.

Leading.The lead is a disadvantage to the caller, because he must begin with a small card, and the adversaries can play their highest. The only satisfaction to the caller is that he can usually locate the high cards of the suit under such circumstances. For instance: Suppose he originally leads a 4; second hand playing the 9; third hand the Ace; and fourth hand the 10. The third hand is marked with whatever cards of the sequence K Q J are not in the caller’s hand.

Many players fall into the error of leading the highest card of a losing sequence, such as a 6 from 6 5 4 3. This accomplishes nothing, and only discloses to the adversaries the fact that the caller is safe in that suit. The three is the better lead.

Following Suit.The caller should usually play a card as little inferior as he can to the highest already on the trick. When he has cards of equal value, such as the 5 and 2, the 3 and 4 being already on the table, he should play the lower card of the fourchette; for although it may be said that the fourth player must take the trick, there is no certainty that he will follow suit.

When second hand, if there is a choice between two cards, such as the 6 and 2, an intermediate card having been led, it is often a nice point to decide whether or not to risk covering and keeping the deuce. If the deuce is played, it must be remembered that the adversaries will follow with their highest cards, leaving two cards out against the caller, both smaller than the 6.

Discarding.The misère player should never discard from his long suits. The high cards of short suits, and single intermediate cards, such as 5’s and 6’s, should be got rid of at every opportunity.

Adversaries of the Misère.In playing against a misère the chief difficulty is to prevent the caller from discarding, and to place the lead with the player who can probably do him the most harm.

It is an axiom with solo-whist players that every misère can be defeated, if the weak spot in it can be found; because if the misèrewas absolutely safe, it would be played as a spread, which would pay the caller twice as much. This is not true, however, for it often happens that the cards are so distributed in the other hands that the call cannot be defeated, however risky it may have been.

The weak point in a misère is usually a short suit with one high card in it; or a suit of intermediate length, without the deuce.

As it is probable that the caller is short in suits in which the adversaries are long, and long in those in which they are short, he is less likely to get a discard if they lead their shortest suits first. If the misère player has over-called a proposal or a solo, he is likely to be short in the trump suit, or at least safe in it. It is not good play to lead a single Ace; but a King may be very effective; for if no one plays the Ace on it, that card may be absolutely marked in the caller’s hand. In such a case the adversary with the greatest number of that suit should keep it for the attack. If this player can get into the lead, he is not only sure of preventing the caller from discarding, but of allowing the other adversaries to discard to advantage.

With an honour and one small card, a player on the left should lead the small card first; if on the right, the honour should be led first. A long suit containing the deuce should be avoided as long as possible.

The caller’s cards may sometimes be inferred if there has been a previous call on the hand. For instance: A misère may be a forced call; that is, the player first called a proposal, and not being accepted, was forced to amend his call, choosing misère in preference to solo. This would indicate a long weak suit of trumps. If the dealer calls misère, the turn-up trump should be carefully noted.

It is useless to persevere in suits in which the caller is evidently safe. If he plays a very low card to a trick in which there is already a high card, that suit should be stopped.

Discarding.An adversary should get rid of some one suit, if possible; for when that suit is afterwards led he will have free choice of his discards in the other suits. Short suits should be discarded in preference to high cards in long suits, unless the cards in the short suit are very low. Discards give great information to the adversaries if the rule is followed to discard the highest of a suit; because all cards higher than those discarded must be between the two other adversaries and the caller, and each adversary is thus furnished with a guide. It is useless to discard a suit of which the caller is void; and it is best to keep discarding from one suit until it is exhausted, or only the deuce remains. The trump signal is frequently used in discarding to indicate that the signaller wishes to get into the lead.

Returning Suits.Whether or not to return a partner’s lead may often be decided by inferences from the fall of the cards. Itis frequently an easy matter to locate the cards in the various suits, if it is borne in mind that adversaries who play after the caller get rid of their highest cards. For instance: Right leads the 9; caller plays the 5; left the 10; and the last player finds he holds K Q J 6 of the suit. He should know that the caller has nothing between the 5 and the 9, and must have the Ace; so his cards were probably A 5 4 3 2. While it is manifestly impossible to catch him on that suit, it may still be led three times, in order to give the partners discards, as both of them must be short. If this estimate of the caller’s cards is wrong in anything, it is not with regard to the Ace, so there is not the slightest danger in continuing the suit.

As a general rule, the suit first led by an adversary should be returned, unless the player winning the trick has a singleton in another suit, when he should lead that.

The suit led by the caller, if he was eldest hand, should not be returned.

Some judgment of character must be used in playing on a caller’s own lead. An adventurous player will sometimes call a misère on a hand which contains a singleton 5 or 6, and will lead it at once; trusting that second hand will imagine it to be safe, and cover it. Players should be aware of this trap, and never cover a misère player’s own lead if they can help it, unless the card led is below a 4.

ABUNDANCE.Very few persons will risk calling an abundance which they are not pretty certain of; but a player may be forced to the call on a doubtful hand, especially if he is over-called on his original proposal to play a solo. The lead is a great advantage, because trumps can be exhausted immediately, and the suits protected. If the caller has not the lead he must calculate in advance for trumping in, and if his plain suits are not quite established, he will require more trumps than would otherwise be necessary. The greatest danger to an abundance player who has not the original lead, is that his best suit will be led through him, and trumped, either on the first or second round. The caller is often trapped into unnecessarily high trumping when suits are led through him a second or third time.

The Adversarieshave little chance to defeat an abundance unless they can over-trump the caller, or ruff his good cards before he can exhaust the trumps. It is best for the Right to lead his longest suit, and for the Left to lead his shortest. A guarded King suit should not be led under any circumstances; nor a short suit Ace high. If an adversary has a single trump of medium size, such as a J or 10, it is often good play to trump a partner’s winning cards, so as to be sure of preventing the caller from making a small trump. If an adversary has trumped or over-trumped, it is very important to lead that suit to him again as soon as possible.

The rules for discarding that are given in connection with Whist should be carefully observed; especially in the matter of showing command of suits.

SPREADS.These should not be called except with hands in which every suit contains the deuce, and all the cards are low enough to insure the player that nothing short of extraordinary circumstances will defeat him. Open sequences, or Dutch straights, as they are sometimes called, in which the cards are all odd or all even, such as 2 4 6 8 10, are quite as safe as ordinary sequences, provided the deuce is among the cards.

The player calling a spread must remember that it will be impossible for him to get any discards after the first trick without the consent of the adversaries; for they will not lead a suit of which they see he is void. In order to reduce the caller’s chances of a discard on the opening lead, before his cards are exposed, the adversaries should select their shortest suits, unless they have a bottom sequence to the deuce.

THE SLAM.This feature of Solo Whist is even rarer than thegrand coupat Whist. It is not very marvellous for an abundance player to make twelve or thirteen tricks; but to announce thirteen tricks before a card is played is something phenomenal. All the adversaries can do against such a call is to show each other, by their discards, in which of the suits they have a possible trick. It is very annoying to have a player succeed in making a slam just because two of his adversaries keep the same suit.

The best arrangement is to play with a pack of forty cards, deleting the 2, 3, and 4 of each suit. The last card is turned up to determine the trump, but it is not used in play.

There is no proposal and acceptance, solo being the lowest call. If all three players pass, the trump card is turned down, and each player in turn has the option of calling a six-trick abundance, naming his own trump suit. In some places it is the custom to allow the players to over-call each other, after the trump is turned down, each increasing the number of tricks he proposes to take. A misère over-calls eight tricks.

Kimberly Solois for four players, without any proposal and acceptance, solo being the lowest call. If all pass, a six-trick solo with a different trump is allowed.

For the Laws of Solo Whist, see Whist Family Laws.

The dealer, Z, turns up the heart 3 in both hands, and A leads. The underlined card wins the trick, and the card under it is the next one led.

Solo player wins.Misère player loses.

In the first example, A and Y pass, and B calls Solo. A follows the modern practice of leading the top of his long weak suit, as a card of warning and support for his partners. Z knows Y must have 9 or Ace of diamonds, or no more, and he avoids the error of opening another suit, especially a weak one. B continues with the trump Queen, hoping to drop King and Jack together. At trick 5, Z cannot give up the command of trumps, and as A’s lead and discard indicate that he wants spades led up to him, Z’s best chance is that Y has some clubs. Y leads to A. At trick 9, Z knows B cannot have 10 and 9 of trumps, or he would have led one of them to prevent the J and 8 both making, so Y must have one of those trumps. At trick 11, if B leads the club, he loses his call. He must again take the chance of bringing the trumps down together.

In the second example A proposes, or calls Solo, and Y over-calls him with Misère. The great point in playing against Misère is to continue leading suits in which he is known to be long, so as to give your partners discards. This B does with the two long spades, the caller being marked with the ace and others on the second trick. Then Z allows B to discard his high diamonds on the clubs.

CARDS.Scotch Whist is played with a pack of 36 cards, which rank in plain suits, A K Q J 10 9 8 7 6; the Ace being highest both in play and in cutting. In the trump suit the Jack is the best card, the order being, J A K Q 10 9 8 7 6.

MARKERS.There are no suitable counters for Scotch Whist, and the score is usually kept on a sheet of paper.

PLAYERS.Any number from two to eight may play. When there are five or seven players, the spade 6 must be removed from the pack. In some places this is not done; the thirty-fifth card being turned up for the trump, the thirty-sixth shown to the table, and then laid aside.

CUTTING.Whatever the number of persons offering for play, the table is formed by cutting from the outspread pack for partners, seats, and deal.

When two play, the one cutting the lowest card has the choice of seats and cards, (if there are two packs).

When three play, the lowest deals, and chooses his seat and cards. The next lowest has the next choice of seats.

When four play, partners are cut for; the two lowest pairing against the two highest; the lowest of the four is the dealer, and has the choice of seats and cards.

When five play, each for himself, the lowest cut deals, and has the first choice of seats and cards. The next lowest has the next choice of seats, and so on.

When six play, they cut for partners, the two lowest pairing together; the two highest together; and the two intermediates together. The player cutting the lowest card of the six has the choice of seats and cards, and deals the first hand. If the six play, three on a side, the three lowest play against the three highest; the lowest cut of the six taking the deal, and choice of seats and cards.

When seven play, each for himself, the lowest deals, and has the choice of seats and cards; the others choosing their seats in the order of their cuts.

When eight play, they may form two sets of four each, or four sets of two each. In either case the partnerships are decided by cutting, and the lowest cut of the eight has the deal, with choice of seats and cards.

TIESare decided in the manner already described in connection with Whist.

POSITION OF THE PLAYERS.Two players sit opposite each other. Three, five or seven sit according to theirchoice. Four sit as at Whist, the partners facing each other. Six, playing in two partnerships, sit alternately, so that no two partners shall be next each other. Six, playing in three partnerships of two each, sit so that two adversaries shall be between each pair of partners. Eight, playing in two sets of four each, or as four pairs of partners, arrange themselves alternately. If we distinguish the partners by the letters A, B, C, D, the diagram will show the arrangement of the tables.

Diagram of the arrangement of the tables

The player to the left of the dealer is the original leader.

DEALING.The method of dealing varies with the number of players engaged. When only one pack is used, any player may shuffle, the dealer last. The pack must be presented to the pone to be cut, and the entire pack is then dealt out, one card at a time.

When two play, the dealer gives each six cards, one at a time. These two hands are kept separate, and two more are dealt in the same manner, and then a third two, the last card being turned up for the trump. When the deal is complete, there will be six hands on the table, three belonging to each player.

Diagram of the position of the hands on the table

When three play, the cards are dealt in much the same manner; two separate hands of six cards being given to each player.

When four, five, six, seven, or eight play, the cards are dealt in rotation from left to right until the pack is exhausted, the last card being turned up for the trump. When five or seven play, either the spade 6 must be thrown out of the pack, or the thirty-sixth card must be shown, after the dealer has turned the thirty-fifth for the trump. When eight play, all four sixes are deleted.

The deal passes to the left, each player dealing in turn until the game is finished.

The general rules with regard to irregularities in the deal are the same as at Whist.

STAKES.When stakes are played for, they are for so much a game. Rubbers are not played. It is usual to form a pool, each player depositing the stake agreed upon, and the winner taking all. In partnership games, each losing player pays the successful adversary who sits to his right. If three pairs were engaged, and A-A won, C and B would each pay the A sitting next him. Before play begins, it should be understood who pays for revokes; the side or the player.

METHOD OF PLAYING.The player on the dealer’s left begins by leading any card he chooses, and the others must all follow suit if they can. Failure to follow suit when able is a revoke, the penalty for which, if detected and claimed by the adversaries, is the immediate loss of the game. When there are more than two players or two sets of partners, the revoking player or side must pay the two or more adversaries as if each had won the game. In some places the individual is made to pay, not the side. This should be understood before play begins. If seven are playing, and one is detected in a revoke, his loss is equal to six games. Any player having none of the suit led may either trump or discard. The dealer should take up the trump card when it is his turn to play to his first trick; after which it must not be named, although a player may be informed what the trump suit is. If all follow suit, the highest card played of the suit led wins the trick, trumps win all other suits. The winner of the trick may lead any card he chooses for the next; and so on, until all the cards have been played.

It is not necessary to keep the tricks separate, as at Whist; but one player should gather for his side.

When two or three play, the hands must be played in the order in which they were dealt. For instance: If these are the hands:—

Diagram of the position of the hands on the table and the play order

The players first take up hands Nos. 1 and 2; a card is led from No. 1, the dealer follows suit from No. 2, or trumps, or discards, and the play continues until these two hands are exhausted. The second set are then taken up and played in the same manner; the player who won the last trick in one set having the first lead in the next. Finally, the third set are played in the same manner; all the cards taken by each side being gathered into one pile by the player who has won them. The trump card must remain on the table until the dealer takes up the last hand. When three play, the set of hands first dealt must be first played, and then the second set taken up.

The rules for cards played in error, leading out of turn, etc., are the same as at Whist.

OBJECTS OF THE GAME.The side first scoring 41 points wins the game; and the chief object is to secure tricks containing cards to which a certain value is attached. These all belong to the trump suit, and are the following:—

The other trumps, and the plain suit-cards, have no counting value.

The Jack of trumps, being the best, must be taken in by the player to whom it is dealt; but any court card in trumps will win the Ten, so that one of the principal objects in Scotch Whist is tocatch the ten.

At the end of each hand the players count the number of cards they have taken in tricks, and they are entitled to score one point for each above the number originally dealt to them. For instance: If four play, nine cards were originally dealt to each, so each pair of partners held eighteen. If at the end of the hand they have taken in eight tricks, or thirty-two cards, they score 14 points toward game, in addition to any score they may have made by winning honours in trumps, or catching the Ten. If five play, beginning with seven cards each, and at the end of the hand one player has taken in fifteen, and another ten; they score 8 and 3 respectively, for cards.

SCORING.At the end of each hand, each player or side should claim all honours won, and cards taken in. One player should keep the score, and announce it distinctly, in order that it may be known how many points each player or side requires to win the game.

In the case of ties, the Ten counts out first; then cards; then A K Q of trumps in their order, and the Jack last. A revoke, ifdetected and claimed before the cards are cut for the next deal, immediately ends the game.

METHODS OF CHEATING.When only one pack is used, the greek can often succeed in dealing himself the Jack of trumps, and usually loses no time in marking the Ten, so that he can at least distinguish the player to whom it is dealt. A player should be carefully watched who keeps his eyes on the pack while shuffling, or who rivets his attention on the backs of the cards as he deals. Two packs should be used in all round games of cards.

SUGGESTIONS FOR GOOD PLAY.The chief counting elements that are affected by the play being the trump Ten and the cards, it is usual to devote particular attention to winning them. With J A of trumps, or A K, it is best to lead two rounds immediately; but with a tenace, such as J K, or A Q it is better to place the lead on your left if possible. The high cards in the plain suits are capable of being very skilfully managed in this matter of placing the lead. It sometimes happens that a player with the Ten may be fourth hand on a suit of which he has none; or he may catch the Ten with a small honour if it is used in trumping in. The partnership games offer many fine opportunities for playing the Ten into the partner’s hand, especially when it is probable that he has the best trump, or a better trump than the player on the left.

In calculating the probabilities of saving the Ten by trumping in, it must be remembered that the greater the number of players, the less chance there is that a suit will go round more than once, because there are only nine cards of each suit in play.

Many players, in their anxiety to catch the Ten, overlook the possibilities of their hands in making cards, the count for which often runs into high figures.

Close attention should be paid to the score. For instance: A wants 4 points to win; B wants 10; and C wants 16. If A can see his way to win the game by cards or small honours, he should take the first opportunity of giving C the Ten; or allowing him to make it in preference to B. As the Ten counts first, cards and honours next, B may be shut out, even if he has the Jack.

LAWS.There are no special laws for Scotch Whist. The whist laws are usually enforced for all such irregularities as exposed cards, leading out of turn, etc. The most important matter is the revoke, and it should be clearly understood before play begins whether the revoke penalty is to be paid by the individual in fault, or by the side to which he belongs. Some players think there should be some regulation for penalties in such cases as that of a player taking up the wrong hand, when two or more are dealt to each player; but as no advantage can be gained by the exchange, it is hard to see what right the adversary would have to impose a penalty.

We give a simple example hand, as an illustration of the manner of playing with four persons; two being partners against the other two.

Z deals and turns heart 8

A-B win 30 by honours.

Y-Z win 2 by cards.

Trick 1.Yplays King second hand, hoping it will be taken by the Ace, so that he may become third or fourth player, and perhaps save his Ten.B, with the minor tenace in trumps, plays to avoid the lead as long as possible.

Trick 2.Ygets rid of another winning card;Bkeeping a small card to avoid the lead.

Trick 3.Areturns the Club, readingBfor the Q or no more.Bstill avoids the lead, andZis marked as not having the trump Ten, or he would have saved it.

Trick 4.Zplays to win what cards he can.

Trick 5.Bthrows ♢A to avoid the lead, knowingYhas the trump Ten; forAwould have made it on the second round of Spades.Aalso marks it withY, asBdoes not save it.

Trick 6.Bis not sure whetherYhas a Diamond or a Club left, and discards the winning card.

Trick 7.Zplays Queen to shut out the Ten, if withA.Aknows each player has two trumps left, and that as the turn-up is still withZ,Bmust have J or K; for if he held only 7 and 6 he would have trumped in to make cards.

Trick 8.Aleads trumps. IfYdoes not play the Ten, andBhas not the Jack,Bmust make four cards and the King by passing. IfBhas the Jack, he must catch the Ten, no matter howYandZplay.

FRENCH WHISTis the name given to a variety of Scotch Whist in which the Ten of Diamonds counts ten to those winning it, whether it is a trump or not.

CARDS.Boston is played with two packs of fifty-two cards each, which rank as at Whist, both for cutting and playing.

MARKERSare not used in Boston, every hand being immediately settled for in counters. These are usually of three colours; white, red, and blue; representing cents, dimes, and dollars respectively. At the beginning of the game each player should be provided with an equal number, the general proportion being 20 white, 18 red, and 8 blue for each. Some one player should be selected to act as the banker, selling and redeeming all counters.

STAKES.The stakes in Boston depend upon the value of the counters. One cent for a white counter is considered a pretty stiff game; because it is quite possible for a single player to win or lose a thousand white counters on one hand, and the payments very seldom fall short of fifty.

THE POOL.In addition to the counters won and lost on each hand, it is usual for the players to make up a pool at the beginning of the game by each of them depositing one red counter in a small tray provided for the purpose. This pool may be increased from time to time by penalties; such as one red counter for a misdeal; four for a revoke, or for not having the proper number of cards, etc. The whole amount in the pool may be won or lost by the players, according to their success or failure in certain undertakings, which will presently be described. When empty, the pool is replenished by contributions from each player, as at first.

The pool proper is usually limited to 25 red counters. When it exceeds that amount, the 25 are set aside, and the surplus used to start a fresh pool. Any player winning a pool is entitled to 25 red counters at the most. It will often happen that several such pools will accumulate, and each must be played for in its turn. At the end of the game any counters remaining in the pool or pools must be divided among the players.

PLAYERS.Boston is played by four persons. If more than four candidates offer for play, five or six may form a table; if there are more than six, the selection of the table must be made by cutting, as at Whist.

CUTTING.The four persons who shall play the first game are determined by cutting, and they again cut for the deal, with the choice of seats and cards. The player drawing the lowest card deals, and chooses his seat; the next lower card sits on his left, and so on, until all are seated. Twelve deals is agame, at the end of which the players cut to decide which shall go out, as at Whist.

It is usual to count the deals by opening the blade of a pocket-knife, which is placed on the table by the player on the dealer’s right. When it comes to his turn to deal, he partly opens one blade. When he deals again he opens it entirely, and the third time he closes it; that being the third round, and the last deal of the game.

Pocket-knifeFourth Deal.Eighth Deal.

Fourth Deal.Eighth Deal.

POSITION OF THE PLAYERS.The four players at Boston are distinguished by the letters A Y B Z.

Diagram of the position of the players at the table

Z is the dealer, and A is known as theeldest hand. There are no partnerships in Boston, except that of three players combined against the fourth, who is always spoken of asthe caller. The players having once taken their seats are not allowed to change them without the consent of all the others at the table.

DEALING.At the beginning of the game the two packs are thoroughly shuffled; after which they must not again be shuffled during the progress of the game. If a hand is dealt and not played, each player must sort his cards into suits and sequences before they are gathered and dealt again.

At the beginning of each deal, one pack is presented to the players to be cut; each having the privilege of cutting once, the dealer last. Beginning on his left, the dealer gives four cards to each player, then four more, and finally five; no trump being turned.

The general rules with regard to irregularities in the deal are the same as at Whist, except that a misdeal does not lose the deal. The misdealer must deal again with the same pack, after the players have sorted their cards into suits. It is a misdeal if the dealer fails to present the pack to the other players to cut, or neglectsto cut it himself. Should the dealer expose any of his own cards in dealing, that does not invalidate the deal. The deal passes in regular rotation to the left, each pack being used alternately.

MAKING THE TRUMP.The deal being complete, the player opposite the dealer cuts the still pack, and the player on his right turns up the top card for the trump. The suit to which this card belongs is calledFirst Preference, and the suit of the same colour is calledSecond Preference, orColour. The two remaining suits are known asPlain Suitsfor that deal.

The cards having been dealt, and the trump turned, each player carefully sorts and counts his cards, to see that he has the correct number, thirteen. A player having more or less than his right proportion should at once claim a misdeal; for if he plays with a defective hand he cannot win anything that deal, but must stand his proportion of all losses incurred, besides paying a forfeit of four red counters to the pool.

OBJECTS OF THE GAME.In Boston, each player has an opportunity to announce that he is willing to undertake to win a certain number of tricks, if allowed the privilege of naming the trump suit; or to lose a certain number, there being no trumps. In either case, he proposes to play single-handed against the three other players. The player proposing the undertaking which is most difficult of accomplishment is said toover-callthe others, and must be allowed to try. If he is successful, he wins the pool, and is paid a certain number of counters by each of his adversaries. If he fails, he must double the amount in the pool, and pay to each of the other players a certain number of counters.

ANNOUNCEMENTS.The bids rank in the following order, beginning with the lowest. The full-faced type shows the words used by the players in calling their bids:—

To win five tricks;Boston.

To winSix Tricks.

To winSeven Tricks.

To lose twelve tricks, after having discarded a card which is not to be shown;Little Misère.

To winEight Tricks.

To winNine Tricks.

To lose every trick;Grand Misère.

To winTen Tricks.

To winEleven Tricks.

To lose twelve tricks, after having discarded a card which is not to be shown; the single player’s remaining twelve cards being exposed face up on the table, but not liable to be called;Little Spread.

To winTwelve Tricks.

To lose every trick; the single player’s cards exposed on the table, but not liable to be called;Grand Spread.

To win Thirteen Tricks;Grand Slam.

The object of the proposing player, if successful in his bid, is to win or lose the proposed number of tricks; while that of his three adversaries is to combine to prevent him from so doing. There are no honours, and the only factor in the count is the number of tricks taken. The highest card played of the suit led wins the trick; and trumps, if any, win against all other suits.

METHOD OF BIDDING.The eldest hand has the first say, and after examining his cards, and estimating the number of tricks he can probably take, making the trump to suit his hand, he bids accordingly. It is not necessary for him to state which suit he wishes to make the trump; but only the number of tricks he proposes to win. If he has no proposal to make, he says distinctly; “I pass,” and the other players in turn have an opportunity to bid. If any player makes a bid, such as six tricks, and any other player thinks he can make the same number of tricks with a trump of the same colour as the turn-up, that is, Second Preference, he over-calls the first bidder by saying “I keep;” or he may repeat the number bid, saying “Six here.” This is simply bidding to win the number of tricksin colour. The original caller may hold his bid, or a third player may overbid both, by saying; “I keep over you,” or “Six here.” This means that he will undertake to win the number of tricks already bid, with theturn-upsuit for trumps. In order to over-call such a bid as this, any other player would have to announce a greater number of tricks. For instance; Z deals, and turns a heart. A calls six tricks, intending to name hearts trumps; but not saying so. B passes; Y says “I Keep.” This announces to the table that Y will play with a red trump, and A knows he is bidding on diamonds. Z passes, and A says; “I keep over you.” B then bids seven tricks, and if A will not risk seven tricks in hearts, B will be the successful bidder. If A should bid seven tricks by keeping over B, the latter must know that it is useless for him to bid again unless he can make more tricks in diamonds than A can in hearts; for A’s bid, being in first preference, will always outrank B’s for the same number of tricks.

A player once having passed cannot come into the bidding again, except to call one of the misères. In the example just given, either Y or Z, after having twice passed, might have outbid the seven tricks by calling a little misère. Such a bid can, of course, be entertained only when it outranks any bid already made.

A player is not compelled to bid the full value of his hand; but it is to his interest to go as near to it as he can with safety; because, as we shall see presently, the more he bids the more he is paid. For instance: If he can make ten tricks, but bids sevenonly, he will be paid for the three over-tricks, if he makes them; but the payment for seven bid and ten taken, is only 22 counters; while the payment for ten bid and ten taken is 42. As he receives from each adversary, a player who underbid his hand in this manner would lose 60 counters by his timidity.

It sometimes happens that no one will make a proposal of any sort. It is very unusual to pass the deal. The trump is generally turned down, and aGrandis played, without any trump suit. This is sometimes called aMisère Partout, or “all-round poverty”; and the object of each player is to take as few tricks as possible.

METHOD OF PLAYING.No matter who is the successful bidder, the eldest hand always leads for the first trick, and the others must follow suit if they can, the play proceeding exactly as at Whist. The tricks should be carefully stacked, so that they can be readily counted by any player without calling attention to them. The laws provide a severe penalty for drawing attention to the score in this manner. Suppose a player has called eight tricks. An adversary hesitates in his play, and another reaches over and counts the tricks in front of the caller, finding he has seven. This is tantamount to saying to the player who hesitates: “If you don’t win that trick, the call succeed.” In such a case, the single player may at once demand the play of the highest or lowest of the suit; or that the adversaries trump or refrain from trumping the trick.

In all calls except misères and slams, the hands should be played out, in order to allow the players to make what over-tricks they can; but the moment a misère player takes a trick, or a slam player loses one, the hands are thrown up, and the stakes paid. It is usual to show the cards to the board, in order to satisfy each player that no revoke has occurred.

When Little Misère is called, each player discards one card, which must not be shown, and the hand is then played out with the remaining twelve cards.

When Spreads are called, the caller’s cards must be placed face upwards on the table before a card is played. If it is a Little Spread, the discard of each player must remain unknown. The adversaries have no control of the manner of playing the exposed cards, which cannot be called, and may be played in any manner suited to the judgment of the single player, provided he follows suit when able.

REVOKES.If a player opposed to the caller revokes, but discovers his mistake in time to save himself, he may be called upon by the single player for his highest or lowest of the suit led; or the card played in error may be claimed as an exposed card. If the highest or lowest of the suit is called, the card played in error is taken up.

If the caller revokes, and discovers his mistake in time, he is not liable to any penalty, unless an adversary has played to the next trick. In that case the revoking card must be left on the table, and is liable to be called. When the single player revokes, he loses the call in any case, and at least one trick besides. He must also double the pool, and add to it a revoke forfeit of four red counters. For instance: A bids eight tricks, and his adversaries detect and claim a revoke. As he is supposed to have lost his bid, and one trick more, he may be said to have bid eight, and taken only seven; losing 23 white counters to each of his adversaries, doubling the pool, and then paying a forfeit of four red counters. In some places the forfeit is omitted, and in others it takes the place of doubling the pool. It is not usual to play the hand out after a revoke is claimed and proved.

If an adversary of the single player revokes, he and his partners must each pay the caller just as if he had been successful, and must also pay him for three over-tricks as forfeit, provided his bid was not more than nine tricks; for the bid and the over-tricks together must not exceed thirteen tricks. In addition to this, the individual player in fault must pay four red counters as forfeit to the pool. In some places he is made to double the pool; but this is manifestly unfair, as he could not win the amount in the pool in any case, and therefore should not lose it.

In a Misère Partout, the revoking player pays five red counters to each adversary, and deposits a forfeit of four red counters in the pool. The hands are immediately thrown up if the revoke is claimed and proved.

CARDS PLAYED IN ERROR.The single player is not liable to any penalty for cards played in error, or led out of turn, except those taken back to save a revoke; but his adversaries are liable to the usual whist penalties for all such irregularities. The single player can forbid the use of an exposed trump for ruffing, and can demand or prevent the play of an exposed card in plain suits, provided he does not ask the adversary to revoke. If a suit is led of which an adversary has an exposed card on the table, the single player may call upon him to play his highest or lowest of that suit.

If a player has announced Little Misère, and one of the adversaries leads before the others have discarded, the caller may immediately claim the pool and stakes. If any adversary of a misère player leads out of turn, or exposes a card, or plays before his proper turn in any trick, the bidder may at once claim the pool and stakes. In all such cases it is usual for the individual in fault to pay a forfeit of four red counters toward the next pool.

In Misère Partout, there is no penalty for cards played in error, or led out of turn.

PAYMENTS.If the caller succeeds in winning the proposed number of tricks, he is paid by each of his adversaries according to the value of his bid, and the number of over-tricks he wins, if any. The various payments are shown in this table:—

The American system is not to pay the successful bidder for any over-tricks. This is to make him bid up his hand, and to save time; as hands need not be played out when the bidder has made or can show the number of tricks bid.

If the caller fails in his undertaking, he must pay each adversary according to the number of tricks by which he failed to reach his bid. For instance: A player bidding eight, and taking only seven, is said to be “put in for” one trick, and he would have to pay each adversary 23 white counters. These payments are shown in this table:—

We give the same table reduced to the American decimal system, in which form it is commonly found in the clubs. It may be remarked in passing that the table is very illogical and inconsistent, the payments bearing no relation to the probabilities of the events. Some of them provide for impossibilities, unless the player has miscalled the trump suit, and is held to it, but we have no authority to change them.

If a misère is bid, the caller wins from, or loses to each adversary according to the following table, there being no over-tricks:—

It may be observed that each of these is twice the amount of the next lower.

When misère partout is played, the person winning the largest number of tricks is the only loser, and he must pay each of the other players the difference between the number of his tricks and theirs in red counters. The number of red counters lost will always be found to be three times the number of tricks taken, minus the number of tricks not taken. For instance: A wins 4 tricks, three times which is 12; from which he deducts 9, the number he did not take, and finds his loss to be 3 red counters. Again; A wins 7 tricks; three times which is 21; minus 6 tricks not taken, a net loss of 15. No matter in what proportion the other tricks may be divided between the three other players, this total payment will always be found correct. For instance: A wins 6 tricks; Y 2; B 5; and Z none. A loses 6 x 3 = 18-7 = 11, of which he gives 4 to Y; 1 to B; and 6 to Z.

If two players tie for the greatest number of tricks taken, they calculate their losses in the same manner; but each pays only half the total. For instance: A and Y each take 5 tricks; B taking 1, and Z 2. The 7 red counters lost by A and Y being divided, shows a loss of 35 white counters for each of them. If three players take four tricks apiece, they each pay the fourth man a red counter.

WINNING THE POOL.Besides the white counters won and lost by the players individually, the successful caller takes the pool, provided he has made a bid of seven tricks or better, which is calleda pool bid. Any lower bid does not entitle him to the pool, unless the other players compel him to play the hand out. In order to save the pool, it is usual for the adversaries, before playing to the second trick, to say: “I pay.” If all agree to pay, the bidder must accept the amount of his bid without any over-tricks, and the pool is not touched. If a player has made a pool bid, and the adversaries, before playing to the second trick, agree to pay, they cannot prevent the caller from taking the pool; but they save possible over-tricks. The agreement of the adversaries to pay must be unanimous.

Misère Partout does not touch the pool.

If the hand is played out, and the caller fails, he must double the pool, whether he has made a pool bid or not. If there is more than one pool, he must double the first one, which will of course contain the limit. This will simply have the effect of forming an additional pool to be played for.

When there are several pools on the table, a successful caller takes any of those that contain the limit. When there is only one pool on the table, he must be satisfied with its contents, however small.

At the end of the game, after the twelfth hand has been settled for, it is usual to divide the pool or pools equally among the players. But sometimes a grand is played without trumps, making a thirteenth hand, and the pool is given to the player winning the last trick.

METHODS OF CHEATING.There being no shuffling at Boston, and each player having the right to cut the pack, the greek must be very skilful who can secure himself any advantage by having the last cut, unless he has the courage to use wedges. But Boston is usually played for such high stakes that it naturally attracts those possessing a high degree of skill, and the system adopted is usually that of counting down. The greek will watch for a hand in which there is little changing of suits, and will note the manner of taking up the cards. The next hand does not interest him, as he is busy studying the location of the cards in the still pack. When this comes into play on the next deal, he will follow every cut, and finally cut for himself so that the desireddistribution of the suits shall come about. Even if he fails to secure an invincible hand for bidding on himself, he knows so nearly the contents of the other hands that he can bid them up, and afterwards play against them to great advantage.

It is unnecessary to say that if a greek can mark the cards, the game becomes a walkover, even if he can recollect only the hand on his left.

SUGGESTIONS FOR GOOD PLAY.Boston so closely resembles Solo Whist in such matters as bidding, and playing single-handed against three others, that the reader may be referred to that game for the outlines of the principles that should guide him in estimating the probable value of his hand, playing for tricks or for misères, and combining forces with his partners for the purpose of defeating the single player.

For laws, see Whist Family Laws.


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