Enquire within upon everything · Chapter 6Publisher's Preface (5)

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rôle

—he scores two points; if he hold the king, he names it before playing his first card—"I mark king." Should the non-dealer play without proposing, and fail to make three tricks, his adversary marks two points; should the dealer refuse to accept and fail to win three tricks, his opponent scores two. The game is five up; that is, the player who first marks five points, wins. The score is marked by two cards, a three and a two, or by counters. The deal is taken alternately; but when the play is for rubbers it is usual to cut for deal at the end of each rubber.

Knowledge is Modest, Cautious, and Pure.

119. Rules of Ecarté

Each player has right to shuffle the cards above the table.

The cut must not be fewer than two cards off the pack, and at least two cards must be left on the table.

When more than one card is exposed in cutting, there must be a new deal.

The highest ecarté card cut secures the deal, which holds good even though the pack be imperfect.

The dealer must give five cards to each by three and two, or by two and three, at a time, which plan must not be changed, during the game.

An incorrect deal, playing out of turn, or a faced card, necessitates a new deal.

The eleventh card must be turned up for trumps; and the remaining cards placed, face downwards, on the table.

The king turned up must be marked by the dealer before the trump of the next deal is turned up.

A king of trumps held in hand must be announced and marked before the player lays down his first card, or he loses his right to mark it. If played in the first trick, it must be announced before it is played to.

A proposal or acceptance cannot be retracted or altered.

Before taking cards, the player must place his discarded cards, face downwards, on the table, and neither look at or touch them till the round be over.

The player holding king marks one point; making three tricks, one point; five tricks, two points.

The non-dealer playing without proposing and failing to win the point, gives two tricks to his opponent.

The dealer who refuses the first proposal and fails to win the point (three tricks), gives his opponent two points.

An admitted overscore or underscore may be amended without penalty before the cards are dealt for the following round.

120. Euchre

which is founded on Ecarté, and is the national game of the United States, is played with a pack of cards from which the twos, threes, fours, fives, and sixes have been withdrawn. In the Euchre pack the cards rank as at Whist, with this exception—the knave of trumps, called the Right Bower, and the other knave of the same colour, known as the Left Bower take precedence over the rest of the trumps. Thus, when hearts are trumps, the cards rank thus:—Knave of hearts, knave of diamonds, ace, king, queen, ten, nine, eight, and seven of hearts. When diamonds are trumps, the knave is right bower, and the knave of hearts left bower; and in like manner the knaves of spades and clubs become right and left bower, when the black suits are trumps.—In Four-handed Euchre, two play against two, and the tricks taken by both partners count for points.

Ignorance Boastful, Conceited, and Sure.

121. Rules for Euchre

The players cut for deal; the higher card cut dealing.

The cards are dealt by twos and threes, each player having five.

The eleventh card is turned up for trumps.

Five points constitute game.

The player winning three or four tricks marks one point; winning five tricks, two points.

When the first player considers his hand strong enough to score, he can order it up—that is, he can oblige the dealer to discard one of his cards and take up the trump in its stead.

When the first player does not find his hand strong enough, he may pass—" I pass;" with the view of changing the suit.

In case of the first player "ordering it up," the game begins by his playing a card, to which the dealer must follow suit or trump, or throw away. The winner of the trick then leads: and so on till all the five cards in each hand are played.

If the player order up the trump and fail to make three tricks, he is euchred, and his opponent marks two points.

If the player, not being strong enough, passes, the dealer can say, "I play," and take the trump into his own hand; but, as before, if he fail to score, he is euchred.

If both players pass, the first has the privilege of altering the trump, and the dealer is compelled to play. Should the first player fail to score, he is euchred.

If he pass for the second time, the dealer can alter the trump, with the same penalty if he fail to score.

When trumps are led and you cannot follow suit, you must play the left bower if you have it, to win the trick.

The score is marked as in Ecarté, by each side with a two and three.

122. Bézique

This fashionable game is played with two packs of cards, from which the twos, threes, fours, fives, and sixes, have been discarded. The sixty-four cards of both packs, shuffled well together, are then dealt out, eight to each player, by threes, twos, and threes; the seventeenth turned up for trump, and the rest left, face downwards, on the table. If the trump card be a seven, the dealer scores ten points. An incorrect deal or an exposed card necessitates a new deal, which passes to the other player. A trump card takes any card of another suit. Except trumping, the higher card, whether of the same suit or not, takes the trick—the ace ranking highest, the ten next, and then the king, queen, knave, nine, &c When two cards of equal value are played, the first wins.

Some players require the winning card to be of the same suit as that led, unless trumped.

After each trick is taken, an additional card is drawn by each player from the top of the pack—the taker of the last trick drawing first, and so on till all the pack is exhausted, including the trump card. Players are not obliged to follow suit or trump until all the cards have been drawn from the pack. Tricks are of no value, except for the aces and tens they may contain. Tricks should not be looked at till the end of the deal, except by mutual consent. When a player plays without drawing, he must draw two cards next time, and his opponent scores ten. When a player draws out of turn, his opponent scores ten, if he has not drawn a card himself. When a player draws two cards instead of one, his opponent may decide which card is to be returned to the pack—it should not be placed at the top, but towards the middle of the pack. A player discovering his opponent holding more than eight cards, while he only holds eight, adds 100 to his score. Should both have more than their proper number there is no penalty, but each must play without drawing.

Be Not the First by Whom the New is Tried.

123. Mode of Playing

Immediately after taking a trick, and then only, a player can make a Declaration; but he must do so before drawing another card. Only one Declaration can be made after each trick.

If, in making a declaration, a player put down a wrong card or cards, either in addition to or in the place of any card or cards of that declaration, he is not allowed to score until he has taken another trick. Moreover, he must resume the cards, subject to their being called for as "faced" cards.

The seven of trumps may be exchanged for the trump card, and for this exchange ten is scored. This exchange is made immediately after he has taken a trick, but he may make a declaration at the same time, the card exchanged not being used in such declaration.

Whenever the seven of trumps is played, except in the last eight tricks, the player scores ten for it, no matter whether he wins the trick or not.

When all the cards are drawn from the pack, the players take up their eight cards. No more declarations can he made, and the play proceeds as at Whist, the ten ranking higher than the king, and the ace highest.

In the last eight tricks the player is obliged to follow suit, and he must win the trick if possible, either by playing a higher card, or, if he has not a card of the same suit, by playing a trump.

A player who revokes in the last eight tricks, or omits to take when he can, forfeits the eight tricks to his opponent.

The last trick is the thirty-second, for which the winner scores ten. The game may be varied by making the last trick the twenty-fourth—the next before the last eight tricks. It is an unimportant point, but one that should be agreed upon before the game is commenced.

After the last eight tricks are played, each player examines his cards, and for each ace and ten that he holds he scores ten.

The non-dealer scores aces and tens first; and in case of a tie, the player scoring the highest number of points, less the aces and tens in the last deal, wins the game. If still a tie, the taker of the last trick wins.

All cards played in error are liable to be called for as "faced" cards at any period of the game, except during the last eight tricks.

In counting forfeits a player may either add the points to his own score or deduct them from the score of his opponent.

124. Terms used in Bezique.

A Declaration is the exhibition on the table of any cards or combination of, cards, as follows:

Bezique is the queen of spades and knave of diamonds, for which the holder scores 40 points. A variation provides that when the trump is either spades or diamonds, Bezique may be queen of clubs and knave of hearts. Bézique having been declared, may be again used to form Double Bezique—two queens of spades and two knaves of diamonds. All four cards must be visible on the table together—500 points.

Sequence is ace, ten, king, queen, and knave of trumps—250 points.

Royal Marriage is the king and queen of trumps—40 points.

Common Marriage is the king and queen of any suit, except trumps—20 points.

Four aces are the aces of any suits —100 points.

Four kings are the kings of any suits—80 points.

Four Queens are the queens of any suits—60 points.

Four knaves are the knaves of any suits—40 points.

Nor Yet the Last to Cast the Old Aside.

125. Marriages, Sequences, &c

The cards forming the declarations are placed on the table to show that they are properly scored, and the cards may thence be played into tricks as if in your hand.

Kings and queens once married cannot be re-married, but can be used, while they remain on the table, to make up four kings, four queens, or a sequence.

The king and queen used in a sequence cannot afterwards be declared as a royal marriage.

If four knaves have been declared, the knave of diamonds may be used again for a bézique, or to complete a sequence.

If four aces have been declared, the ace of trumps may he again used to perfect a sequence.

If the queen of spades has been married, she may he again used to form a bézique, and vice versâ, and again for four queens.

Playing the seven of trumps—except in last eight tricks—10; exchanging the seven of trumps for the trump card—10; the last trick—10; each ace and ten in the tricks—at the end of each deal—10.

The game is 1,000, 2,000, or 4,000 up. Markers are sold with the cards.

126. Forfeits at Bezique

The following are Forfeits:

127. Cautions in Bezique.

In playing Bézique, it is best to keep your tens till you can make them count; to retain your sequence cards as long as possible; to watch your opponent's play; to declare a royal marriage previous to declaring a sequence or double bezique; to make sure of the last trick but one in order to prevent your opponent from declaring; to declare as soon as you have an opportunity.

128. Three-Handed Bezique

The above rules hold good in the case of three-handed games—treble bézique counting 1,500. An extra pack of cards is required for the third other player; so that, in the case of three, the trump card is the twenty-fifth.

The game is always played from left to right, the first player on the left of the dealer commencing. Three-handed bézique is sometimes played with two packs of cards, suppressing an eight, thus rendering them divisible by three.

129. Four-Handed Bezique.

Four-handed Bezique may be played by partners decided either by choice or cutting. Partners sit opposite each other, one collecting the tricks of both, and the other keeping the score, or each may keep his own score, which is preferable.

A player may make a declaration immediately after his partner has taken a trick, and may inquire of his partner if he has anything to declare, before drawing.

Declarations must be made by each player separately, as in two-handed bézique.

The above descriptions will serve to sufficiently acquaint the reader with the rules and modes of play adopted in this excellent game. Bézique is said to be of Swedish origin, and to have been introduced to English players through the medium of some Indian officers who had learned it of a Scandinavian comrade. Variations in the play occur in different companies. These, however, having been indicated above, need not be more particularly noted.

130. Napoleon

This popular game is played by four, five, or six persons with a full pack of cards, which take the same value as in Whist. The object of the game is to make tricks, which are paid to or received from the dealer at a fixed rate, a penny or more a trick, as previously arranged. The deal being decided in the usual way, the pack is cut and five cards are dealt one at a time to each player, beginning at the left. After every round the deal passes. Each player looks at his cards, the one to the left of the dealer being the first to declare. When he thinks he can make two or three tricks he says, "I go two," or "I go three." The next may perhaps think he can make four tricks; and if the fourth believes he can do better he declares Napoleon, and undertakes to win the whole five tricks. The players declare or pass in the order in which they sit; and a declaration once made cannot be recalled.

The game then, proceeds. The first card played is the trump suit; and to win the trick, a higher card than that led in each suit must be played. The winner of the first trick leads for the second, and so on till each of the five tricks are played out. Each player must follow suit, but he is not bound to head the trick or to trump. Each card as played remains face upwards on the table. Supposing the stake to be a penny a trick, the declarer, if he win all the tricks he declared, receives from each of his adversaries a penny for each of the declared tricks; but if he fail to win the required number, he pays to each of them a penny a trick. For Napoleon he receives double stakes from each player; but failing to win the five tricks, he pays them single stakes. The game, though simple, requires good judgment and memory to play it well. In some companies it is varied by the introduction of a Wellington, which is a superior call after the Napoleon, and takes triple stakes; or a Sedan, in which the player undertakes to lose all his tricks. This declaration takes precedence of all the others. Each player may Pass, or decline to make a declaration; and when all the players pass, the deal is void. Occasionally a pool or kitty is made by each dealer paying a half stake; or the players may purchase new cards from the pack. In either case, the pool is taken by the winner of the first Napoleon, or divided according to arrangement at the close of the play. The best play in Napoleon is not to win tricks, but to co-operate in defeating the declaring hand.

131. Picquet

A game for two players, once very fashionable in France and of some repute in England; but now quite obsolete. Like Quadrille, it is encumbered with a vast number of rules and maxims, technical terms and calculations; all too long and tiresome for modern card-players.

132. Poker, or Draw Poker

a gambling game common in the United States. An elaboration of the old English game of Brag, which, like Blind Hookey and Baccarat, is purely one of chance, generally played by two or three sharpers opposed to three or four greenhorns. And, for these reasons, is unworthy a place in this volume.

133. Lansquenet

This is a game for a large company, much played in France, where it is the custom to mix three, four, or more packs of cards together. In England it is played with one pack, after the following plan:—The dealer, who has rather an advantage, begins by shuffling the cards, and having them cut by any of the party. He then deals two cards on his left hand, turning them up; then one for himself, and a fourth, which he places in the middle of the table for the company, called the

rejouissance

. Upon this card any or all of the company, except the dealer, may stake their counter or money, either a limited or unlimited sum, as may be agreed on, which the dealer is obliged to answer, by staking a sum equal to the whole put upon it by different players. He continues dealing, and turning the cards upwards, one by one, till two of a sort appear: for instance, two aces, two deuces, &c, which, in order to separate, and that no person may mistake for single cards, he places on each side of his own card; and as often as two, three, or the fourth card of a sort comes up, he always places them, as before, on each side of his own. Any single card the company have a right to take and put their money upon, unless the dealer's own card happens to be double, which often occurs by this card being the same as one of the two cards which the dealer first of all dealt out on his left-hand. Thus he continues dealing till he brings either their cards, or his own. As long as his own card remains undrawn he wins; and whichever card comes up first, loses. If he draw or deal out the two cards on his left, which are called the hand-cards, before his own, he is entitled to deal again; the advantage of which is no other than being exempted from losing when he draws a similar card to his own, immediately after he has turned up one for himself. This game is often played more simply without the

rejouissance

card, giving every person round the table a card to put his money on. Sometimes it is played by dealing only two cards, one for the dealer, and another for the company. —Generally Lansquenet is played with counters instead of money. With counters at (say) a penny a dozen, it is a lively and amusing game.

A Lady in America Made a Quilt in 55,555 Pieces.

134. Quinze or Fifteen

is played by two persons. The cards are shuffled by both players, and when they have cut for deal (which falls to the lot of him who cuts the lowest), the dealer has the liberty to shuffle them again. When this is done, the adversary cuts them; after which, the dealer gives one card to his opponent, and one to himself. Should the dealer's adversary not approve of his card, he is entitled to have as many cards given to him, one after the other, as will make fifteen, or come nearest to that number; which are usually given from the top of the, pack: for example—if he should have a deuce, and draw a five, which amounts to seven, he must continue going on, in expectation of coming nearer to fifteen. If he draw an eight, which will make just fifteen, he, as being eldest hand, is sure of winning the game. But if he overdraw himself, and make more than fifteen, he loses, unless the dealer should happen to do the same; which circumstance constitutes a drawn game; and the stakes are consequently doubled. In this manner they persevere, until one of them has won the game, by standing and being nearest to fifteen. At the end of each game the cards are packed and shuffled, and the players again cut for deal. The advantage is invariably or the side of the elder hand.

135. Solitaire

This is a game for one person, played on a board pierced with thirty-seven holes, in each one of which is placed a marble or peg. The art or motive of the game is to remove one marble and then to shift the rest about, so as to bring the last marble to the hole whence the first was removed. One marble or man takes any other over which it can leap into a vacant hole beyond; or any number of men in succession, so long as there is a hole into which it can go. An example of a game played will better explain the method, than any amount of verbal instruction.

Remove the marble from the centre hole; then bring the marble from 1 in the upper limb of the diagram, to the centre, jumping over and taking the piece between. By following the direction of the figures, it will be found that the last place arrived at will be the centre from which you started. With practice and patience the Solitaire player will be able to start from and return to any hole on the board.

Many variations of the game will suggest themselves as you proceed; but the above will suffice to show the plan and system of Solitaire.

136. Backgammon

A game of mingled chance and skill, played on a board marked with points, and generally to be found inside the box draughtboard. The board has twenty-four points, coloured alternately red and blue; the implements of play are fifteen draught-men on each side, and the movements of the men are determined by the throw of two dice; each player being provided with a dice box and dies. It is an elaborate game to explain on paper, and would occupy too much space to be given in detail in this work. Those, however, who desire to be fully informed as to its various intricacies, may consult "Bohn's Handbook of Games," or the cheaper and more concise treatise by Captain Crawley.

137. Dominoes

This game is played by two or four persons, with twenty-eight pieces of oblong ivory, plain at the back, but on the face divided by a black line in the middle, and indented with spots, from one to a double-six, which pieces are a double-blank, ace-black, double-ace, deuce-blank, deuce-ace, double-deuce, trois-blank, trois-ace, trois-deuce, double-trois, four-blank, four-ace, four-deuce, four-trois, double-four, five-blank, five-ace, five-deuce, five-trois, five-four, double-five, six-blank, six-ace, six-deuce, six-trois, six-four, six-five, and double-six. Sometimes a double set is played with, of which double-nine is the highest.

138. Method of Play

At the commencement of the game the dominoes are well mixed together, with their faces upon the table. Each player draws one, and if four play, those who choose the two highest are partners against these who take the two lowest. Drawing the latter also serves to determine who is to lay down the first piece—a great advantage. Afterwards each player takes seven pieces at random. The eldest hand having laid down one, the next must pair him at either end of the piece he may choose, according to the number of pips, or the blank in the compartment of the piece; but whenever any one cannot match the part, either of the domino last put down, or of that unpaired at the other end of the row, then he says, "

Go

;" and the next is at liberty to play. Thus they play alternately, either until one party has played all his pieces, and thereby won the game, or till the game be

blocked

; that is, when neither party can play, by matching the pieces where unpaired at either end; then that player wins who has the smallest number of pips on the pieces remaining in his hand. It is to the advantage of every player to dispossess himself as early as possible of the heavy pieces, such as a double-six, five, four, &c Sometimes, when two persons play, they take each only three or five pieces, and agree to

play

or

draw

, i.e., when one cannot come in, or pair the pieces upon the board at the end unmatched, he draws from the pieces in stock till he finds one to suit. There are various other ways of playing dominoes, but they are all dependent on the matching of the pips.

139. Quadrilles

The First Set:

In different companies the Quadrille varies slightly. For instance, in the last figure, sometimes called Flirtation, the four couples set in a circle, the gentlemen turn their partners, the ladies advance to the centre and retire, the gentlemen advance and retire; the gentlemen turn the ladies to the left and promenade: the whole figure being repeated four times.

Footnote 1:

This or the Trenise must be omitted.

140. Lancers

La Rose.—First gentleman and opposite lady advance and set—turn with both hands, retiring to places—return, leading outside—set and turn at corners.

La Lodoiska.—First couple advance twice, leaving the lady in the centre—set in the centre—turn to places—all advance in two lines—all turn partners.

La Dorset.—First lady advance and stop, then the opposite gentleman—both retire, turning round—ladies' hands across half round, and turn the opposite gentlemen with left hands—repeat back to places, and turn partners with left hands.

L'Étoile.—First couple set to couple at right—set to couple at left—change places with partners, and set, and pirouette to places—right and left with opposite couple,

Les Lanciers.—The grand chain. The first couple advance and turn facing the top; then the couple at right advance behind the top couple; then the couple at left and the opposite couple do the same, forming two lines. All change places with partners and back again. The ladies turn in a line on the right, the gentlemen in a line on the left. Each couple meet up the centre. Set in two lines, the ladies in one line, the gentlemen in the other. Turn partners to places. Finish with the grand chain.

141. The Caledonians

These three are the most admired of the quadrilles: the First Set invariably takes precedence of every other dance.

Coffee was First Brought to England in 1641.

142. Spanish Dance

Danced in a circle or a line by sixteen or twenty couples. The couples stand as for a Country Dance, except that the first gentleman must stand on the ladies' side, and the first lady on the gentlemen's side. First gentleman and second lady balancez to each other, while first lady and second gentleman do the same, and change places. First gentleman and partner balancez, while second gentleman and partner do the same, and change places. First gentleman and second lady balancez, while first lady and second gentleman do the same, and change places. First gentleman and second lady balancez to partners, and change places with them. All four join hands in the centre, and then change places, in the same order as the foregoing figure, four times. All four poussette, leaving the second lady and gentleman at the top, the same as in a Country Dance. The first lady and gentleman then go through the same figure with the third lady and gentleman, and so proceed to the end of the dance. This figure is sometimes danced in eight bars time, which not only hurries and inconveniences the dancers, but also ill accords with the music.

143. Waltz Cotillon.

Places the same as quadrille. First couple waltz round inside; first and second ladies advance twice and cross over, turning twice; first and second gentlemen do the same; third and fourth couples the same; first and second couples waltz to places, third and fourth do the same; all waltz to partners, and turn half round with both hands, meeting the next lady; perform this figure until in four places; form two side lines, all advance twice and cross over, turning twice; the same, returning; all waltz round; the whole repeated four times.