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Foster's Complete Hoyle: An Encyclopedia of Games / Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date cover

Foster's Complete Hoyle: An Encyclopedia of Games / Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date

Chapter 108: LOO, OR DIVISION LOO.
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About This Book

An encyclopedic compendium of indoor and parlor games offering systematic, alphabetized entries that describe equipment, number of players, and step-by-step rules for each game, accompanied by diagrams, illustrative hands, and official laws when available. Technical terms are defined and highlighted, disputed points are reconciled through comparative histories of variants, and strategic suggestions and scoring conventions are provided. Coverage spans card games, billiards and pool, board games, dominoes, dice games, and other recreations, with sections on probabilities and laws governing play. The layout is designed for quick reference, with paragraph headings and cross-references to locate specific rules or terminology efficiently.

The player should always stand on a hand containing three trumps, not including the King, and should lead the trump:—

16 42,014 to 23,766

An example of a hand containing only one trump has already been given, and some hands are jeux de règle which contain no trumps. The strongest of these is the King of each plain suit, and any queen. Lead the K Q suit:—

17 48,042 to 17,738

The odds in favour of this hand are greater than in any other jeux de règle. Another which is recommended by Bohn is this, the odds in favour of which have not been calculated; the player to begin with the guarded King:—

18  

Another is any four court cards, not all Jacks; unless one is the trump Jack guarded. From the example the Queen should be led:—

19  

There are two hands which are usually played with only one trump, from both of which the best card of the long suit is led:—

20  
21  

THE LEADER. There are a great many more opportunities to make the vole than most players are aware of; especially with jeux de règle. Where the vole is improbable or impossible, tenace is very important, and all tenace positions should be made the most of. In No. 5, for instance, if the clubs were the Queen and ace, it would be better to begin with the heart King, instead of leading away from the minor tenace in clubs. Observe the lead in No. 4. Many tenace positions cannot be taken advantage of because the player must win the trick if he can. For instance: Several discards have been made, and each player suspects the other holds three trumps, with three tricks to play. The Queen is led, and the adversary holds K A 7. If he could pass this trick, he must lie tenace; but as he has to win it with the King, he gives tenace to his adversary, who evidently has J and another.

When the dealer is four, the player may stand on much weaker hands.

It is usually best to lead from guarded suits, in preference to single cards. Lead the best of a suit if you have it. If the third trick is the first you win, and you have a trump and another card, lead the trump; but if you have won two tricks, lead the plain suit.

THE DEALER. When the player asks for cards, the dealer knows that his adversary probably does not hold a jeux de règle. The dealer must not be too sure of this, however, for proposals are sometimes made on very strong hands in order to try for the vole, or to make two points on the refusal. The dealer should assume that he is opposed by the best play until he finds the contrary to be the case, and it is safest to play on the assumption that a player who proposes has not a jeux de règle.

For all practical purposes it may be said that the dealer can refuse to give cards with hands a trifle less strong than those on which the player would stand. The general rule is for the dealer to give cards unless he is guarded in three suits; or has a trump, and is safe in two suits; or has two trumps, and is safe in one suit. If the dealer has only one suit guarded, and one trump, he must take into account the risk of being forced, and having to lead away from his guarded suit.

There are eight recognized hands on which the dealer should refuse. The full details of the calculations can be found in the ninth volume of the “Westminster Papers.” As in the case of the player, the weakest trumps have been taken for the examples, and the weakest holdings in plain suits. If the dealer has better plain suits, or stronger trumps, he has of course so much more in his favour if he refuses. The first column of figures gives the number of times in 65,780 that there will be no proposal, so that the dealer has no choice but to play. The other columns give the number of times the dealer or the player will win if the player proposes and the dealer refuses.

The first suit given in each instance is the trump.

No Proposal. Dealer Wins. Player Wins.
22 6,034 36,974 22,772
23 9,826 38,469 17,485
24 8,736 41,699 15,345
25 9,256 40,524 16,000
26 10,336 37,484 17,960
27 9,776 37,439 18,565
28 9,776 36,909 19,095
29 9,776 36,733 19,271

In giving cards, some judgment of human nature is necessary. Some players habitually propose on strong hands, and it is best to give to such pretty freely.

DISCARDING. The general principle of discarding is to keep trumps and Kings, and let everything else go. If you hold the trump King you may discard freely in order to strengthen your hand for a possible vole. If you have proposed once, and hold the King, and feel pretty sure of the point, you may propose again on the chance of getting strength enough to make the vole.

When only two cards can be discarded, it is a safe rule to stand on the hand; either to play without proposing, or to refuse cards; unless you hold the King.

There are no authoritative laws for Écarté, and the various French and English codes do not agree. The code adopted by the English clubs is not in accord with the best usage, and fails to provide for many contingencies. All that is essential in the laws will be found embodied in the foregoing description of the game.

TEXT BOOKS. The best works on the subject of Écarté are usually to be found in conjunction with other games. The student will find the following useful:—

  • The Westminster Papers, Vols. IV to XI, inclusive.
  • Bohn’s Handbook of Games; any edition.
  • Écarté and Euchre, by Berkeley, 1890.
  • Cavendish on Écarté, 1886.
  • Jeux de Cartes, (Fr.), by Jean Boussac.
  • Règles de Tous les Jeux, (Fr.), M. Dreyfous, Edit.
  • Académie des Jeux, (Fr.), by Van Tenac.
  • Académie des Jeux, (Fr.), by Richard.
  • Short Whist, by Major A. (Écarté Laws in appendix.)

POOL ÉCARTÉ.

Pool Écarté is played by three persons, each of whom contributes an agreed sum, which is called a stake, to form a pool. They then cut to decide which shall play the first game, the lowest écarté card going out. The players then cut for the first deal, choice of seats and cards, etc., exactly as in the ordinary game.

The winner of the first game retains his seat; the loser pays into the pool another stake, equal to the first, and retires in favour of the third player, who is called the rentrant. The rentrant takes the loser’s seat and cards, and cuts with the successful player for the first deal. The loser of the second game adds another stake to the pool, and retires in favour of the waiting player.

The pool is won by any player winning two games in succession. If the winner of the first game won the second also, he would take the pool, which would then contain five stakes; the three originally deposited, and the two added by the losers of the two games. A new pool would then be formed by each of the three depositing another stake, and all cutting to decide which should sit out for the first game.

In some places only the two players actually engaged contribute to the pool, the loser retiring without paying anything further, and the rentrant contributing his stake when he takes the loser’s place.

The outsider is not allowed to advise either player during the first game, nor to call attention to the score; but on the second game he is allowed to advise the player who has taken his seat and cards. This is on the principle that he has no right to choose sides on the first game; but that after that he has an interest in preventing his former adversary from winning the second game, so as to preserve the pool until he can play for it again himself.

NAPOLEON, OR NAP.

This is one of the simplest, and at the same time most popular of the euchre family. Few games have become so widely known in such a short time, or have had such a vogue among all classes of society. So far as the mere winning and losing goes, the result depends largely upon luck, and skill is of small importance. Except in a long series of games the average player has little to fear from the most expert.

CARDS. Napoleon is played with a full pack of fifty-two cards, which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being highest in play; but ranking below the deuce in cutting.

COUNTERS. As each deal is a complete game in itself it must be settled for in counters, to which some value is usually attached. One player is selected for the banker, and before play begins each of the others purchases from him a certain number of counters, usually fifty. When any player’s supply is exhausted, he can purchase more, either from the banker or from another player.

In many places counters are not used, and the value of the game is designated by the coins that take their place. In “penny nap,” English coppers are used in settling; sixpences in “sixpenny nap,” and so on. In America, nickel and quarter nap are the usual forms.

PLAYERS. Any number from two to six can play; but four is the best game. If five or six play it is usual for the dealer to give himself no cards.

CUTTING. The players draw from an outspread pack to form the table, and for choice of seats. A lower cut gives preference over all higher; the lowest cut has the first choice of seats, and deals the first hand. Ties cut again, but the new cut decides nothing but the tie.

In some places the players take their seats at random, and a card is then dealt to each face upward; the lowest card or the first Jack taking the deal.

DEALING. Any player has a right to shuffle the cards, the dealer last. They are then presented to the pone to be cut, and at least four cards must be left in each packet. Beginning at his left, the dealer gives each player in rotation two cards on the first round, and three on the next; or three on the first and two on the next. No trump is turned. In some places the cards are distributed one at a time until each player has five; but the plan is not popular, as the hands run better and the bidding is livelier when the cards are dealt in twos and threes. The deal passes to the left, each player dealing in turn.

MISDEALING. A misdeal does not lose the deal in Napoleon, because the deal is a disadvantage. For this reason, if any player begins to deal out of turn, he must finish, and the deal stands good. If any card is found faced in the pack, or is exposed by the dealer; or if too many or too few cards are given to any player; or if the dealer does not give the same number of cards to each player in the same round; or if he fails to have the pack cut, it is a misdeal, and the misdealer must deal again with the same pack.

BIDDING. Beginning on the dealer’s left, each player in turn bids for the privilege of naming the trump suit, stating the number of tricks he proposes to win, playing single-handed against the three other players, and leading a trump for the first trick. In bidding, the trump suit is not named, only the number of tricks. If a player proposes to win all five tricks he bids nap, which is the highest bid possible, and precludes any further bidding, except in some of the variations which will be described later on. If a player will not make a bid, he says “I pass,” A bid having been made, any following player must either increase it or pass. If all pass until it comes to the dealer, he is bound to bid at least one trick, and either play or pay. The hands are never abandoned except in case of a misdeal.

In some places a misère bid is allowed, which outranks a bid of three tricks, and is beaten by one of four. There is no trump suit in misère, but the bidder, if successful, must lead for the first trick.

Any bid once made can neither be amended nor recalled, and there is no second bid.

METHOD OF PLAYING. The player bidding the highest number of tricks has the first lead, and the first card he plays must be one of the trump suit. The players must follow suit if able, but need not win the trick unless they choose to do so. The highest card played of the suit led wins the trick, and trumps win all other suits. The winner of the trick leads again for the next trick, and so on, until all five tricks have been played. After the first trick any suit may be led.

The bidder gathers all tricks he wins, stacking them so that they may be readily counted by any player at the table. One of the other side should gather all tricks won by the adversaries of the bidder. A trick once turned and quitted cannot again be seen. In some places they have a very bad habit of gathering tricks with the cards face up, turning down one card only. This always results in numerous misdeals, on account of cards being continually found faced in the pack.

The hands are usually abandoned when the bidder succeeds in his undertaking, or shows cards which are good for his bid against any play. If it is impossible for him to succeed, as when he bids four and the adversaries have won two tricks, the hands are thrown up, because nothing is paid for under or over-tricks. Players should show the remainder of their hands to the board, as evidence that no revoke has been made.

IRREGULARITIES IN HANDS. If a player, before he makes a bid or passes, discovers that he holds too many or too few cards, he must immediately claim a misdeal. If he has either made a bid or passed, the deal stands good, and the hand must be played out. If the bidder has his right number of cards and succeeds, he must be paid. If he fails, he neither wins nor loses; because he is playing against a foul hand. If the bidder has more than his right number of cards he must pay if he loses; but wins nothing if he succeeds. If he has less than his right number of cards, he is simply supposed to have lost the trick for which he has no card to play.

PLAYING OUT OF TURN. If any adversary of the bidder leads or plays out of turn, he forfeits three counters to the bidder, independently of the result of the hand, and receives nothing if the bid is defeated. If the bidder leads out of turn, the card must be taken back, unless all have followed the erroneous lead, in which case the trick is good. There is no penalty if he plays out of turn.

REVOKES. When a revoke is detected and claimed, the hands are immediately abandoned, and the individual player in fault must pay all the counters depending on the result. If he is the bidder, he pays each adversary; if he is opposed to the bidder, he pays for himself and for each of his partners. In England it is the rule to take back the cards and play the hand over again, as at Écarté, the revoking player paying all the stakes according to the result. This is often very unfair to the bidder, and leads to endless disputes as to who held certain cards which have been gathered into tricks. Sometimes the difference between a seven and an eight in a certain player’s hand will change the entire result.

PAYMENTS. If the bidder succeeds in winning the specified number of tricks, each adversary pays him a counter for every trick bid. If he bid three tricks, they pay him three counters each; four counters each for four tricks bid; and the value of three tricks for a misère. If he fails to win the specified number of tricks, he pays each adversary; three counters if he bid three tricks, or a misère; four if he bid four. Any player bidding nap, and succeeding in winning all five tricks, receives ten counters from each adversary; but if he fails, he pays only five to each.

When penny nap is played, the settlement being in coin, it is usual to make naps win a shilling or lose sixpence, in order to avoid handling so much copper.

SUGGESTIONS FOR GOOD PLAY. In calculating his chances for success in winning a certain number of tricks, the player will often have to take into consideration the probability of certain cards being out against him. This will vary according to the number of players engaged. For instance: If four are playing, and the bidder holds K Q of a plain suit, the odds against the ace of that suit being out against him are about 2 to 1. As it would be impossible for any person to remember all the jeux de règle for three tricks at Napoleon, each must learn from experience the trick-taking value of certain hands. Trump strength is, of course, the great factor, and the bidder should count on finding at least two trumps in one hand against him. Nap should never be bid on a hand which is not pretty sure of winning two rounds of trumps, with all other cards but one winners. One trick may always be risked in a nap hand, such as A Q of trumps, or a King, or even a Queen or Jack in a plain suit; the odds against the adversaries having a better card being slightly increased by the odds against their knowing enough to keep it for the last trick.

If the bid is for three tricks only, tenaces, or guarded minor honours in plain suits should be preserved. After the first trick it will sometimes be advantageous for the player to get rid of any losing card he may have in plain suits. It is seldom right to continue the trumps if the bidder held only two originally, unless he has winning cards in two plain suits, in which case it may be better to lead even a losing trump to prevent a possibility of adverse trumps making separately.

In playing against the bidder, leave no trick to your partners that you can win yourself, unless a small card is led, and you have the ace. In opening fresh suits do not lead guarded honours, but prefer aces or singletons. If the caller needs only one more trick, it is usually best to lead a trump. If you have three trumps, including the major tenace, pass the first trick if a small trump is led; or if you remain with the tenace after the first trick, be careful to avoid the lead.

Discards should indicate weakness, unless you can show command of such a suit as A K, or K Q, by discarding the best of it. This will direct your partners to let that suit go, and keep the others. It is usually better to keep a guarded King than a single ace. The player on the right of the bidder should get into the lead if possible, especially if he holds one or two winning cards. These will either give his partners discards, or allow them to over-trump the bidder.

In playing misères, it is better to begin with a singleton, or the lowest of a safe suit. An ace or King two or three times guarded is very safe for a misère, as it is very improbable that any player will be able to lead the suit more than twice; and if the bidder’s missing suit is led, the high card can be got rid of at once.

In playing against a misère, discards are important, and the first should be from the shortest suit, and always the highest card of it. A suit in which the bidder is long should be continued, in order to give partners discards. More money is lost at Napoleon by playing imperfect misères than in any other way.

Variations. The foregoing description applies to the regular four-handed game; but there are several variations in common use.

Better bids than “nap” are sometimes allowed, on the understanding that the bidder will pay double or treble stakes if he fails, but will receive only the usual amount if successful. For instance: One player bids Nap, and another holds what he considers a certainty for five tricks. In order not to lose such an opportunity the latter bids Wellington, which binds him to pay ten counters to each player if he fails. Another may outbid this again by bidding Blucher, which binds him to pay twenty to each if he loses, but to receive only ten if he wins. In England, the bidder, if successful, receives double or treble stakes for a Wellington or a Blucher, which is simply another way of allowing any person with a nap hand to increase the stakes at pleasure, for a player with a certain five tricks would of course bid a Blucher at once, trebling his gains and shutting off all competition at the same time. This variation is not to be recommended, and benefits no one but the gambler.

Pools. Napoleon is sometimes played with a pool, each player contributing a certain amount, usually two counters, on the first deal. Each dealer in turn adds two more; revokes pay five, and leads out of turn three. The player who first succeeds in winning five tricks on a nap bid takes the pool, and a fresh one is formed. If a player bids nap and fails, he is usually called upon to double the amount then in the pool, besides paying his adversaries.

Purchase Nap; sometimes called Écarté Nap, is a variation of the pool game. After the cards are dealt, and before any bids are made, each player in turn, beginning on the dealer’s left, may discard as many cards as he pleases, the dealer giving him others in their place. For each card so exchanged, the player pays one counter to the pool. Only one round of exchanges is allowed, and bids are then in order. A player having once refused to buy, or having named the number of cards he wishes to exchange, cannot amend his decision. Any player winning five tricks on a nap bid takes the entire pool. This is a very good game, and increases both the bids and the play against them.

Widows. Another variation is to deal five cards in the centre of the table, face downward, the dealer giving the cards to the widow just before helping himself in each round. Any player in his proper turn to bid may take the widow, and from the total of ten cards so obtained select five on which he must bid nap, discarding the others face downward.

Peep Nap. In this variety of the pool game one card only is dealt to the widow, usually on the first round. Each player in turn, before bidding or passing, has the privilege of taking a private peep at this down card, on paying one counter to the pool. The card is left on the table until the highest bidder is known, and he then takes it into his hand, whether he has paid to peep at it or not. He must then discard to reduce his hand to five cards. If a player bids nap it usually pays those following him to have a peep at the down card in case the bidder should retain it in his hand.

SPOIL FIVE.

Spoil Five is one of the oldest of card games, and is generally conceded to be the national game of Ireland. It is derived from the still older game of Maw, which was the favourite recreation of James the First. The connecting link seems to have been a game called Five Fingers, which is described in the “Compleat Gamester,” first published in 1674. The Five Fingers was the five of trumps, and also the best, the ace of hearts coming next. In Spoil Five, the Jack of trumps comes between these two.

CARDS. Spoil Five is played with a full pack of fifty-two cards. The rank of the cards varies according to the colour of the suit, and the trump suit undergoes still further changes, the heart ace being always the third best trump. In the plain suits, the K Q J retain their usual order, the King being the best. The rank of the spot cards, including the aces of diamonds, clubs, and spades, is generally expressed by the phrase: Highest in red; lowest in black. That is to say, if several cards of a suit, not including a King, Queen or Jack, are played to a trick, the highest card will win if the suit is red; and the lowest if the suit is black. This will give us the following order for the plain suits, beginning with the highest card in each:—

No change. Highest in red.
K Q J 10 9 8 7 6 5 4 3 2
K Q J 10 9 8 7 6 5 4 3 2 A
Lowest in black.
K Q J A 2 3 4 5 6 7 8 9 10
K Q J A 2 3 4 5 6 7 8 9 10

In the trump suit the same order of cards is retained, except that four cards are always the best trumps. These are the Five, Jack, and ace of the suit itself, and the ace of hearts, the latter being always the third best. This gives us the rank of the cards as follows, when the suit is trump:—

No change. Highest in red.
5 J A K Q 10 9 8 7 6 5 4 3 2
5 J A A K Q 10 9 8 7 6 5 4 3 2
Lowest in black.
5 J A A K Q 2 3 4 5 6 7 8 9 10
5 J A A K Q 2 3 4 5 6 7 8 9 10

COUNTERS. Spoil Five is played with a pool, for which counters are necessary. One player should act as banker, and the others should purchase from him, each beginning with 20 counters. Coins may take the place of counters, shillings being the usual points.

PLAYERS. Any number from 2 to 10 may play; but 5 or 6 is the usual game.

CUTTING. This is unknown at Spoil Five. The players take their seats at random, and one of them deals a card face up to each in succession. The first Jack takes the first deal. Some note should be made of the player who gets the first deal, as the rules require that when the game is brought to an end the last deal shall be made by the player on the right of the first dealer.

THE POOL. Before play begins each player deposits one counter in the pool, and to this amount each successive dealer adds a counter until the pool is won, when all contribute equally to form a new one. In some places it is the practice for each successive dealer to put up for all the players, whether the pool is won or not. This simply makes larger pools.

DEALING. Any player has the right to shuffle the pack, the dealer last. The cards are then presented to the pone to be cut, and as many cards as there are players must be left in each packet. Beginning on his left, the dealer gives five cards to each player; two on the first round and three on the next, or three and then two. After all are helped, the next card is turned up on the remainder of the pack, and the suit to which it belongs is the trump for that deal.

MISDEALING. If there is any irregularity in the deal which is not the dealer’s fault, such as any card except the trump found faced in the pack, or the pack found imperfect, the same person deals again. But if the dealer neglects to have the pack cut, or deals too many or too few cards to any player, or exposes a card in dealing, or does not give the same number of cards to each player on the same round, or counts the cards on the table or those remaining in the pack, it is a misdeal, and the deal passes to the next player on the misdealer’s left. In some places the misdealer is allowed to deal again if he forfeits two counters to the pool.

ROBBING THE TRUMP CARD. If the trump card is an ace, the dealer may discard any card he pleases in exchange for it. He may take up the ace when he plays to the first trick, or may leave it on the pack until got rid of in the course of play. When an ace is turned, the eldest hand, before leading, should call upon the dealer to discard if he has not already done so. If the dealer does not want the trump, he answers: “I play these.”

If the trump card is not an ace, any player at the table holding the ace of trumps is bound to announce the fact when it comes to his turn to play to the first trick. The usual plan is for him to pass a card to the dealer face downward, and in return the dealer will give him the turn-up trump. If the holder of the ace does not want the turn-up, he must tell the dealer to turn the trump down, which shows that he could rob, but does not wish to. If the holder of the ace of trumps plays without announcing it, he not only loses his right to rob, but his ace of trumps becomes of less value than any other trump for that deal, and even if it is the ace of hearts he loses the privileges attached to that card.

METHOD OF PLAYING. The eldest hand begins by leading any card he pleases. It is not necessary to follow suit except in trumps; but if a player does not follow suit when he is able to do so, he must trump the trick, or it is a revoke. If he cannot follow suit, he may trump or discard at his pleasure. The highest card played of the suit led wins the trick, and trumps win all other suits. The winner of the first trick leads any card he pleases for the next, and so on, until all five tricks have been played. Each player gathers his own tricks, as there are no partnerships.

RENEGING. The three highest trumps have special privileges in the matter of not following suit. Any player holding the Five or Jack of the trump suit; or the ace of hearts, but having no smaller trump with them, may refuse to follow suit if any inferior trump is led; but if he has also a smaller trump, he must play one or the other. If a superior trump is led, the player must follow suit in any case. For instance: If the Five of trumps is led, no one can refuse to follow suit, no matter what trumps he holds; but if the Jack is led, and any player holds the Five alone, he need not play it to the inferior trump lead. If the heart ace is led, and one player holds the Jack alone, and another the Five alone, neither of these cards need be played, because the trump led is inferior to both of them. If a superior trump is played in following suit, such as the Five played on an Eight led, the holder of the lone Jack of trumps or ace of hearts, need not play it, because the lead was inferior. This privilege of reneging is confined to the three highest trumps.

OBJECTS OF THE GAME. In Spoil Five there are three things to play for. If any one person can win three tricks he takes the pool. If he can win all five tricks he not only gets the pool, but receives an extra counter from each of the other players. If he has no chance to win three tricks, he must bend all his energies to scattering the tricks among the other players, so that no one of them shall be able to get the three tricks necessary to win the pool. When this is done, the game is said to be spoiled, and as that is the object of the majority in every deal it gives the game its name. In the older forms of the game the winner of three tricks counted five points, and if he could be prevented from getting three tricks his five points were spoiled.

JINK GAME. When a player has won three tricks, he should immediately abandon his hand and claim the pool, for if he continues playing he must jink it, and get all five tricks or lose what he has already won, the game being spoiled just as if no one had won three tricks. It is sometimes a matter for nice judgment whether or not to go on, and, for the sake of an extra counter from each player, to risk a pool already won. The best trump is often held up for three rounds to coax a player to go on in this manner.

IRREGULARITIES IN THE HANDS. If, during the play of a hand, it is discovered that any one holds too many or too few cards, that hand is foul, and must be abandoned, the holder forfeiting all right to the pool for that deal. Those who have their right number of cards finish the play without the foul hand, but any tricks already won by the holder of the foul hand remain his property.

IRREGULARITIES IN PLAY. If any player robs when he does not hold the ace; leads or plays out of turn; reneges to the lead of a higher trump; renounces in the trump suit; revokes in a plain suit; or exposes a card after any player has won two tricks, he loses all his right and interest in the current pool, which he cannot win, either on that or any subsequent deal, but to which he must continue to contribute when it comes to his turn to deal. After the pool has been won, and a fresh one formed, the penalty is removed.

SUGGESTIONS FOR GOOD PLAY. Observation, quickness, and good judgment of character are the essentials for success at Spoil Five, the last being probably the most important. The peculiar order of the cards; the privilege of renouncing when holding a card of the suit led; and the right of passing inferior trump leads, are very confusing to the beginner; but with practice the routine and strategy of the game soon become familiar.

The player should first make up his mind whether he is going to try to win the pool or to spoil it. Particular attention should be paid to the player who robs, because he must have at least the ace and the turn-up in trumps, and is more likely to need spoiling than any other player. When a player wins a trick, some judgment will be necessary to decide whether he is trying for the pool himself, or simply spoiling it for some one else. When he wins two tricks, every other player at the table must combine against him.

With only one small or medium trump, it is better to use it at the first opportunity. Unless the player has some hopes of winning the pool himself, he should trump all doubtful cards; that is, cards that may win the trick if not trumped. With two good trumps, it is better to wait for developments; even if you cannot win the last three tricks yourself, you may effectually spoil any other player. Do anything you can to prevent the possibility of a third trick being won by a player who has already won two.

FORTY-FIVE, OR FIVE AND TEN.

These names are given to Spoil Five when it is played by two persons only, or by four or six divided into two equal partnerships. There is no pool, as one side or the other must win three tricks every deal. The side winning the odd trick counts five points towards game, or ten points if it wins all five tricks. Forty-five points is game. In another variation, each trick counts five points, and the winners’ score is deducted from the losers’, so that if one side wins four tricks it counts fifteen towards game. When this manner of counting is adopted, the players count out; that is, if each side is 35 up, the first to win two tricks counts out.

Minor variations are sometimes introduced; such as robbing with the King, if the ace is not in play; counting five for the dealer’s side if the ace or King is turned up, etc.

There are no Text Books on Spoil Five; but descriptions and laws of the game are to be found in the “Westminster Papers,” Vol II., and in “Round Games,” by Berkeley.

RAMS, OR RAMMES

This game seems to be the connecting link between the more strongly marked members of the Euchre family and Division Loo.

CARDS. Rams is played with the euchre pack, thirty-two cards, which rank as at Écarté, K Q J A 10 9 8 7. It has lately become the fashion, however, to adopt the rank of the cards in the piquet pack, A K Q J 10 9 8 7.

PLAYERS. Any number from three to six may play; but when six play the dealer takes no cards. The general arrangements for the players, first deal, counters, etc., are exactly the same as at Spoil Five.

THE POOL. Each successive dealer puts up five counters, to form or to augment the pool.

DEALING. The cards having been properly shuffled and cut, five are given to each player; two the first round and three the next, or three the first round and two the next. An extra hand, known as the widow, is dealt face downward in the centre of the table. The dealer gives cards to the widow just before dealing to himself in each round. When all are helped, the next card is turned up for the trump. Irregularities in the deal are governed by the same rules as in Spoil Five.

DECLARING TO PLAY. Each player in turn, beginning with the eldest hand, may either play or pass. If he passes, he lays his cards face downward in front of him, and takes no further part in that deal unless a general rams is announced. If he plays, he engages himself to take at least one trick, or forfeit five counters to the pool. He may play with the hand originally dealt him, or he may risk getting a better by taking the widow in exchange. If he exchanges, his original hand is dead, and must not be seen by any player. If any player takes the widow, those following him must play the hand dealt them or pass out. In some clubs the eldest hand is obliged to play, either with his own hand or with the widow.

If all pass except the pone, he must play against the dealer, either with the cards dealt him, or with the widow. If he declines to play, he must pay the dealer five counters, and the pool remains. The dealer must play if he is opposed by only one player; but if two others have announced to play, the dealer may play or pass as he pleases. If he plays, he may discard and take up the trump card. No other player may rob the trump.

METHOD OF PLAYING. The eldest hand of those who have declared to play begins by leading any card he pleases. Each player in turn must head the trick; that is, play a higher card if he can. If he has two higher, he may play either. If he has none of the suit led, he must trump if he can, even if the trick is already trumped by another player. For instance: Hearts are trumps, and A leads a club. B follows suit, but neither C nor D has a club. Suppose C trumps with the King, and that the only trump D has is the Queen, he must play it on the trick, losing it to C’s King. When a player can neither follow suit nor trump, he may discard any card he pleases. The winner of the trick leads for the next trick, and so on until all five tricks have been played.

PENALTIES. There is only one penalty in Rams; to win nothing on the deal, and to forfeit five counters to the next pool. This is inflicted for playing with more or less than five cards; for exposing any card; for leading or playing out of turn; for renouncing; and for refusing to head or trump a trick when able to do so.

DIVIDING THE POOL. Pools may be simple or double. The usual custom is to compel every one to play when the pool is a simple, containing nothing but the five counters put up by the dealer. When there are more than five counters in the pool they must be some multiple of five, and the pool is called a double. In double pools the players may play or pass as they please. No matter how many counters are already in the pool, the dealer must add five.

Each player gathers in the tricks he wins, and at the end of the hand he is entitled to take one-fifth of the contents of the pool for every trick he has won. If he has played his hand, and failed to get a trick, he is ramsed, and forfeits five counters to form the next pool, in addition to those which will be put up by the next dealer. If two or more players fail to win a trick, they must each pay five counters, and if the player whose turn it will be to deal next is ramsed, he will have to put up ten; five for his deal, and five for the rams.

GENERAL RAMS. If any player thinks he can win all five tricks, with the advantage of the first lead, he may announce a general rams, when it comes to his turn to pass or play. This announcement may be made either before or after taking the widow. When a general rams is announced, all at the table must play, and those who have passed and laid down their hands, must take them up again. If the widow has not been taken, any player who has not already refused it may take it. The player who announced general rams has the first lead. If he succeeds in getting all five tricks, he not only gets the pool but receives five counters in addition from each player. If he fails, he must double the amount then in the pool, and pay five counters to each of his adversaries. Any player taking a trick that spoils a general rams gets nothing from the pool, and it is usual to abandon the hands the moment the announcing player loses a trick.

ROUNCE.

This is an American corruption of Rams. It is played with the full pack of fifty-two cards, which rank as at Whist, and any number of players from three to nine. Six cards are dealt to the widow, one of which must be discarded by the player taking it. All pools are alike, there being no difference between simples and doubles, and there is no such announcement as general rounce. There is no obligation to head the trick, nor to trump or under-trump; but the winner of the first trick must lead a trump if he has one.

BIERSPIEL.

This is a popular form of Rams among German students. Three crosses are chalked on the table in front of each player, representing five points each. When a trick is won, a beer-soaked finger wipes out the centre of a cross, and reduces its value to four. Successive cancellings of the remaining arms of the cross as tricks are taken gradually reduce it to nothing, and the player who is last to wipe out his third cross pays for the beer. No player is allowed to look at his cards until the trump is turned, and the dealer gives the word of command: “Auf.” The seven of diamonds is always the second-best card of the trump suit, ranking next below the ace. If it is turned up, the dealer turns up the next card for a trump, and when it comes to his turn, he can take both cards into his hand, discarding others in their place. If the dealer passes, the eldest hand may take up the trump. If only two declare to play, a trump must be led for the first trick; if three play, trumps must be led twice; if four play, three times. If the leader has no trump, he must lead his smallest card, face downward, which calls for a trump from such of the other players as have one. All penalties are made by adding fresh crosses to the delinquent’s score.

LOO, OR DIVISION LOO.

This was at one time the most popular of all round games at cards; but its cousin Napoleon seems to have usurped its place in England, while Poker has eclipsed it in America. There are several varieties of the game, but the most common form is Three-card Limited Loo, which will be first described.

CARDS. Loo is played with a full pack of fifty-two cards, which rank, A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest.

COUNTERS. Loo being a pool game, counters are necessary. They should be of two colours, white and red, one red banker, to sell and redeem all counters. Each player should begin with 18 red and 6 white, which is equal to 20 reds.

PLAYERS. Any number of persons from three to seventeen may play, but eight is the usual limit, and five or six makes the best game. The players take their seats at random.

CUTTING. A card is dealt round to each player, face up, and the first Jack takes the first deal.

THE POOL. Each successive dealer places three red counters in the pool. The pool is added to from time to time by penalties for infractions of the rules, and by forfeitures from players who have failed in their undertakings. Such payments are always made in red counters, the number being always three or six. When the pool is divided, it sometimes happens that a player is not allowed to withdraw his share. In such cases the red counters representing it should be changed for their value in white ones, so that the forfeited share may be divided in three parts.

The difference between Limited Loo, and Unlimited Loo, is in the amounts paid into the pool. In Limited Loo the penalty is always three or six red counters. In Unlimited Loo, it is the same for irregularities, and for infraction of the rules; but any player failing in his undertaking must put up for the next pool an amount equal to that in the current pool. When two or more fail on successive deals the pool increases with surprising rapidity. A player at twenty-five cent Loo has been known to lose $320 in three consecutive deals.

DEALING. The pack having been properly shuffled and cut, the dealer gives three cards to each player, one at a time in rotation, beginning on his left. The first deal, and every deal in which the pool contains only the three red counters put up by the dealer, is known as a simple, and no trump card is turned up until one or two tricks have been played to. If there are more than three red counters in the pool, it is known as a double, and an extra hand must be dealt for the widow, and after all have been helped, the next card in the pack is turned up for a trump. The dealer gives cards to the widow just before helping himself in each round.

Irregularities in the Deal. If the pack is found to be imperfect, or any card except the trump is found faced in the pack, the same dealer must deal again without penalty. If the dealer neglects to have the pack cut; reshuffles it after it has been properly cut; deals a card incorrectly and fails to correct the error before dealing another; exposes a card in dealing; gives any player too many or too few cards; or deals a wrong number of hands, it is a misdeal, and he loses his deal, and forfeits three red counters to the current pool. The new dealer adds his three counters as usual, and the pool becomes a double.

METHOD OF PLAYING. A description of the method of playing will be better understood if it is divided into two parts, as it varies in simple and in double pools.

In Simple Pools, no trump is turned, and no widow dealt. Should the dealer inadvertently turn a trump, he forfeits three red counters to the current pool, but it remains a simple. If he deals a card for a widow, and fails to correct himself before dealing another card, it is a misdeal.

The eldest hand leads any card he pleases, and the others must not only follow suit, but must head the trick if they can. This does not necessarily mean that they shall play the best card they hold of the suit led, but that they shall play a better one than any already played. The cards are left in front of the players. If all follow suit the winner of the trick leads any card he pleases for the next trick. If all follow suit to that again, the winner leads for the next, and if all follow suit again, that ends it, and the winners of the several tricks divide the pool. All those who have not won a trick are looed, and must contribute three red counters each for the next pool, which, added to the three to be deposited by the next dealer, will make the ensuing pool a double. But if in any trick any player is unable to follow suit, as soon as the trick is complete the dealer turns up the top card on the remainder of the pack, and the suit to which it belongs is the trump. If any trump has been played, the highest trump wins the trick. In any case, the winner of the trick must lead a trump for the next trick if he has one. When all three tricks have been played, the winner of each is entitled to one-third of the contents of the pool. Those who have not won a trick are looed, and must contribute three red counters each for the next pool. This is called a Bold Stand.

In Double Pools, an extra hand is dealt for the widow, and a trump is turned. No player is allowed to look at his cards until it comes to his turn to declare. The dealer, beginning on his left, asks each in turn to announce his intentions. The player may stand with the cards dealt him; or may take the widow in exchange; or may pass. If he passes or takes the widow, he gives his original hand to the dealer, who places it on the bottom of the pack. If he takes the widow or stands, he must win at least one trick, or he is looed, and will forfeit three red counters to the next pool.

If all pass but the player who has taken the widow, he wins the pool without playing, and the next deal must be a simple. If only one player stands, and he has not taken the widow, the dealer, if he will not play for himself, must take the widow and play to defend the pool. If he fails to take a trick, he is not looed; but the payment for any tricks he wins must be left in the pool, and the red counters for them should be changed for white ones, so that the amount may be easily divided at the end of the next pool.

Flushes. If any player in a double pool holds three trumps, whether dealt him or found in the widow, he must announce it as soon as all have declared whether or not they will play. The usual custom is to wait until the dealer declares, and then to ask him: “How many play?” The dealer replies: “Two in;” “Three in;” or: “Widow and one;” as the case may be. The player with the flush then shows it, and claims the pool without playing, each of those who are “in” being looed three red counters. If two players hold a flush in trumps, the elder hand wins, whether his trumps are better or not; but the younger hand, holding another flush, is not looed.

Leading. In all double pools, the eldest hand of those playing must lead a trump if he has one. If he has the ace of trumps he must lead that; or if he has the King and the ace is turned up. The old rule was that a player must lead the higher of two trumps, but this is obsolete. The winner of a trick must lead a trump if he has one. Each player in turn must head the trick if he can; if he has none of the suit led he must trump or over-trump if he can; but he need not under-trump a trick already trumped.

Irregularities and Penalties. There is only one penalty in Loo, to win nothing from the current pool, and to pay either three or six reds to the next pool. If the offender has won any tricks, the payment for them must be left in the pool in white counters, to be divided among the winners of the next pool.

The offences are divided, some being paid for to the current pool, such as those for errors in the deal, while others are not paid until the current pool has been divided. If any player looks at his hand before his turn to declare, or the dealer does so before asking the others whether or not they will play, or if any player announces his intention out of his proper turn; the offender in each case forfeits three red counters to the current pool, and cannot win anything that deal, but he may play his hand in order to keep counters in the pool. If he plays and is looed, he must pay.

Revokes. If a player, when able to do so, fails to follow suit, or to head the trick, or to lead trumps, or to lead the ace of trumps, (or King when ace is turned,) or to trump a suit of which he is void, the hands are abandoned on discovery of the error, and the pool is divided as equally as possible among those who declared to play, with the exception of the offender. Any odd white counters must be left for the next pool. The player in fault is then held guilty of a revoke, and must pay a forfeit of six red counters to the next pool. The reason for the division of the pool is that there is no satisfactory way to determine how the play would have resulted had the revoke not occurred. It is impossible to take back the cards and replay them, because no one would have a right to judge how much a person’s play was altered by his knowledge of the cards in the other hands.

If a player, having already won a trick, renders himself liable to any penalty, as for exposing a card, leading or following suit out of turn, or abandoning his hand, he is looed for three red counters, payable to the next pool, and the payment for the tricks he has won must be left in the pool in white counters.

IRISH LOO.

In this variation, no widow is dealt, and there is no distinction between simple and double pools. A trump is always turned up, and the dealer asks each in turn, beginning on his left, whether or not he will play, taking up the cards of those who decline to stand. He then announces his own decision, and proceeds to ask those who have declared to play whether or not they wish to exchange any of the cards originally dealt them. The usual question is simply: “How many?” and the player names the number of cards he wishes to exchange, if any; at the same time discarding others in their places. The number first asked for cannot be amended or recalled. The trump is laid aside, and the cards called for are dealt from the remainder of the pack, without further shuffling. In all other respects, the game is Three-card Loo.

FIVE-CARD LOO.

This is Irish Loo with some additional variations. Each red counter should be worth five white ones, and the players will require about fifty red counters each at starting. The dealer puts up five red counters. Any player holding a flush of five cards in any suit may immediately claim the pool, and every person at the table, whether playing or not, is supposed to be looed, and pays five red counters to the next pool. If two players hold flushes, the elder hand wins, even if the younger hand holds a flush in trumps.

Another variation is to make the club Jack, which is known as Pam, always the best trump. Combined with four cards of any suit, this card will make a flush. If any player leads the trump ace, the holder of Pam must pass the trick if he can do so without revoking. The old usage was for the holder of the trump ace to notify any player holding Pam to pass, if he wished him to do so; but that is quite superfluous, as no player wants to lose his ace of trumps, and it goes without saying that he wants Pam to pass it.

Interesting articles on Loo will be found in “Bell’s Life,” the “Field,” the “Sportsman,” and the “Westminster Papers;” Vol. II. of the latter especially.


ALL FOURS FAMILY.

All Fours is to be found amongst the oldest games of cards, and is the parent of a large family of variations, all of which are of American birth. The youngest member of the family, Cinch, seems to have a bright future before it, and bids fair to become one of our most popular games. The chief defect in Cinch has been the method of scoring, which left too much to luck. In the following pages the author has attempted to remedy this.

The name, “All Fours,” seems to have been varied at times to “All Four,” and was derived from four of the five points which counted towards game; the fifth point, for “gift” having been apparently quite overlooked. The game was originally ten points up, and the cards were dealt one at a time. According to the descriptions in some of the older Hoyles, the honours and Tens of the plain suits did not count towards game; but this is evidently an error, for we find in the same editions the advice to trump or win the adversary’s best cards in plain suits. This would obviously be a mere waste of trumps if these plain-suit cards did not count for anything.

All Fours seems to have been popular with all classes of society at one time or another. Cotton’s “Compleat Gamester” gives it among the principal games in his day, 1674. Daines Barrington, writing a hundred years later, speaks of All Fours in connection with Whist. “Whist,” he says, “seems never to have been played on principles until about fifty years ago; before that time [1735] it was confined chiefly to the servants’ hall, with All Fours and Put.” Another writer tells us that Ombre was the favourite game of the ladies, and Piquet of the gentlemen par excellence; clergymen and country squires preferring Whist, “while the lower orders shuffled away at All Fours, Put, Cribbage, and Lanterloo.” In 1754 a pamphlet was published containing: “Serious Reflections on the dangerous tendency of the common practice of Card-playing; especially the game of All Four.” For many years All Fours was looked upon as the American gambler’s game par excellence, and it is still the great standby of our coloured brother; who would sooner swallow a Jack than have it caught.

ALL FOURS, SEVEN-UP, OR OLD SLEDGE.

CARDS. Seven-up is played with the full pack of fifty-two cards, which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest, both in cutting and in play.

COUNTERS. Each player or side should be provided with seven counters. As the points accrue, these counters are got rid of by placing them in a pool in the centre of the table. By this method a glance will show how many each side or player has “to go,” that is, how many will put him out.

PLAYERS. Two, three or four persons may play. When three play, the game resembles Cut-throat Euchre, each for himself. When four play, two are partners against the other two, and the partners sit opposite each other. The player on the dealer’s left, or his adversary if only two play, is always spoken of as the eldest or elder hand. The one on the dealer’s right is the pone.

CUTTING. If there are four players, they cut for partners, deal, and choice of seats. The two lowest are partners against the two highest; the highest cut has the choice of seats, and deals the first hand. When two or three play, they cut for seats and deal. In cutting, the ace is high. Ties cut again; but the new cut decides nothing but the tie.

STAKES. If there is any stake, it is for so much a game. Rubbers are never played.

DEALING. Each player has the right to shuffle the pack, the dealer last, and the cards are then presented to the pone to be cut. At least four cards must be left in each packet. Beginning on his left, the dealer gives six cards to each player, three on the first round, and three more on the second round, turning up the next card for the trump, and leaving it on the remainder of the pack. If this card is a Jack, the dealer counts one point for it immediately; but if any player is found to have an incorrect number of cards, and announces it before he plays to the first trick, the Jack cannot be counted, as it could not have been the proper trump.

In Pitch, or Blind All Fours, no trump is turned. The first card led or “pitched” by the eldest hand is the trump suit for that deal.

MISDEALING. If any card is found faced in the pack, or the pack is proved to be imperfect, the same dealer deals again. If he deals without having the cards cut, or gives too many or too few cards to any player, it is a misdeal, and the deal passes to the next player on the misdealer’s left. If the dealer exposes a card, the adversaries may elect to have the deal stand, or to have a new deal by the same dealer. In Pitch, a misdeal does not lose the deal, because the deal is no advantage.

BEGGING. The deal completed, and the trump turned, the eldest hand looks at his cards, the other players leaving theirs untouched. If the eldest hand is not satisfied, he says: I beg; and the dealer, after examining his own hand, has the option of giving him a point or running the cards. If he decides to give the point, he says: Take it, and the eldest hand immediately scores one for the gift. If the dealer will not give, he lays the trump card aside, and deals three more cards to each player, including himself; turning up another trump. Should this be a Jack of another suit, the dealer scores a point for it at once. Should it be of the same suit as that first turned up, the Jack cannot be scored, as the dealer has declined to have that suit for the trump. When the same suit is turned up a second time, the card is laid aside; three more cards are given to each player, another trump is turned, and so on until a different suit comes up for the trump. If the pack is exhausted before another suit turns up, the cards must be bunched, and the same dealer deals again.

The dealer’s partner and the pone are not permitted to look at their cards until the eldest hand and the dealer have decided whether to stand or run the cards. Among strict players, if a person looks at his hand before the proper time, the adversaries score a point. The object of this rule is to prevent the possibility of any expression of satisfaction or disapproval of the turn-up trump.

No second beg is allowed, but when only two play, if either player is dissatisfied with the new trump he may propose to bunch the cards. If the proposition is agreed to, the cards are reshuffled and dealt again by the same dealer. If three play, the dealer must give a point to both adversaries if he refuses to run the cards, although only one begs. The dealer cannot give a player enough to put him out.

DISCARDING. When the cards have been run, the usual practice is to discard all superfluous cards, each player reducing his hand to six, with which he plays. In some clubs it is the rule to keep all the cards if only nine are in each hand, but to discard down to six if two or more rounds were dealt after turning the first trump.

OBJECTS OF THE GAME. The object in Seven-up is to secure certain points which count towards game. As its name implies, the game is won when a player has put up seven of his counters, each of which represents a point. There are six different ways of making these points, and it is possible for one player to make five of them in one deal; but he cannot by any possibility make seven. The following count one point each:

1st. Turning up the Jack of trumps.

2nd. Being given a point by the dealer.

3rd. Holding the Highest trump.

4th. Holding the Lowest trump.

5th. Winning a trick with the Jack of trumps in it.

6th. Making the majority of the pips that count for what is called Game.

Turning the Jack is entirely a matter of chance, and should not occur more than once in thirteen deals. If a Jack is turned every few deals, you may be sure that unfair methods are being used. Nothing is more common among advantage players than turning up Jacks every few deals.

Begging is resorted to by a player who holds no trumps, or such indifferent ones that it is very unlikely they will be either High or Low. If he has anything better, such as very high or low cards in other suits, such a hand is called, “a good hand to run to,” and the player begs, hoping the new trump will better fit his hand. If he has nothing better in other suits than in the turn-up, it will still be slightly in his favour to beg, unless he has trumps enough to give him some hopes of making the point for Game. It is a fatal error to beg on good cards, and gamblers have a saying that he who begs a point to-day, will beg a stake to-morrow.

High and Low count to the player to whom those cards are dealt, and there is no chance to alter the fortunes of the deal except by begging and running the cards. These two points may both be made by the same card, if it is the only trump in play; because High is counted for the best trump out during the deal, and Low for the lowest, no matter what the cards are.

Catching the Jack, or saving it, is one of the principal objects of the game, and as a rule a player holding the Jack should lose no opportunity to save such a valuable counting card. On the other hand, a player holding higher trumps will often have to use good judgment as to whether to lead them to catch the Jack, if it happens to be out; or to keep quiet until the last few tricks, when if the Jack is not out, such trumps may be useful to win cards that count for Game.

The Game is generally known as the gambler’s point, because it is the only point that must be played for in every hand, and its management requires more skill than all the others put together. The cards that count for Game are the four honours and the Ten of each suit. Every ace counts 4; every King 3; every Queen 2; every Jack 1; and every Ten 10. After the last card has been played, each player turns over the tricks he has won, and counts up the pip value of the court cards and Tens that he has won. Whoever has the highest number counts the point for Game. For instance: Two are playing. The elder hand has taken in an ace, two Kings and a Jack, which are collectively worth 11. The dealer has taken in a Queen and a Ten, which are worth 12; so the dealer marks the point for Game. If both players have the same number, or if there is no Game out, which rarely happens, the non-dealer scores Game. If three play, and Game is a tie between the two non-dealers, neither scores. The non-dealer is given the benefit of counting a tie for Game as an offset to the dealer’s advantage in turning Jacks. When no trump is turned, as in Pitch, no one can count Game if it is a tie.

METHOD OF PLAYING. The eldest hand begins by leading any card he pleases. If a trump is led, each player must follow suit if able. When a plain suit is led he need not follow suit if he prefers to trump; but if he does not trump, he must follow suit if he can. If he has none of the suit led he may either trump or discard. This rule is commonly expressed by saying that a player may follow suit or trump. The highest card played of the suit led wins the trick, and trumps win all other suits. The winner of the trick takes it in, and leads for the next one, and so on until all the cards have been played. The tricks themselves have no value except for the court cards and Tens they contain.