About this time whist was taken up by a set of gentlemen who

Transcriber’s Note: In this text version, the illustrations from the

original book (which may be found in the HTML version) have been

reproduced where possible, using the Unicode characters for playing

cards, dice, draughts etc. For best experience you should ensure that

you have a font installed which supports these characters.

FOSTER’S COMPLETE

HOYLE

AN ENCYCLOPEDIA OF GAMES

Revised and Enlarged to

October, 1914

INCLUDING ALL INDOOR GAMES PLAYED TO-DAY. WITH

SUGGESTIONS FOR GOOD PLAY, ILLUSTRATIVE HANDS

AND

ALL OFFICIAL LAWS TO DATE

BY

R.F. FOSTER

_Author of “Royal Auction Bridge with Nullos,”

“Cooncan,” and many other books

on card games_

ILLUSTRATED WITH NUMEROUS DIAGRAMS

AND ENGRAVINGS

NEW YORK

FREDERICK A. STOKES COMPANY

PUBLISHERS

Copyright, 1914, by

FREDERICK A. STOKES COMPANY

Copyright, 1909, by

FREDERICK A. STOKES COMPANY

Copyright, 1897, by

FREDERICK A. STOKES COMPANY

_All Rights Reserved_

FASC _October, 1914_

PUBLISHERS’ NOTE.

_=This book is entirely original.=_ It is the work of a single author,

who has made the subject of games a life-long study, who keeps in touch

with all new games, and with changes in old games. He has written the

description of each game expressly for this book.

The treatment is systematic and uniform. The description of each game

begins with the apparatus and the players, and then follows the natural

course of play, step by step, until the end. Each part of the game is

described in a separate paragraph, and every paragraph is preceded by

catch-words in heavy-faced type, so that the entire work is in the

nature of a dictionary, in which any part of any game can be found

immediately.

All technical terms are accompanied by a full definition of their

meaning, and are printed in full-face type.

All disputed points have been settled in an entirely original manner.

Instead of taking any one person as an authority, the history of each

game has been traced from its source to its present condition, and its

rules have been carefully compared with those of other members of the

same family. The times and the reasons for the various changes have

been ascertained, and the rules given are not only in strict accord

with the true spirit of the game, but are based upon common sense and

equity. When official laws for any game exist they are given in full.

The list of technical terms is the most complete ever published.

CONTENTS.

page

A list of terms, 674

Ace in the Pot, _dice_, 617

All Fours Family, 324

All Fives, 329

Auction Pitch, 330

Blind All Fours, 325

California Jack, 330

Cinch, 334

Commercial Pitch, 330

Dom Pedro, 334

Double Pedro, 334

High Five, 334

Old Sledge, 325

Pedro, 333

Pedro Sancho, 333

Sell-out, 330

Seven-up, 325

Shasta Sam, 330

Smudge, 333

Snoozer, 334

Ambigu, 259

American Billiard Laws, 627

American Laws of Bridge, 48

American Pyramid Pool, 631

American Skat, 434

Auction Binocle, 407

Auction Bridge, xxv

Cards Played in Error, xxxi

Declarer’s Play, 22

Discarding, 21

Ducking, 25

Dummy, xxx

Eleven Rule, 13

Encouraging Discards, 22

Exposed Cards, xxxi

Finessing, 24

Fourth-hand Play, 21

Illustrative Auction Hands, 27

Irregularities in Declaring, xxix

Irregularities in the Deal, xxvii

Leading High Cards, 6

Leading Out of Turn, xxxi

Leading Second Round, 9

Leading Short Suits, 8

Leading Small Cards, 9

Leading Trumps, 11

Making the Trump, xxvii

No-trump Leads, 11

Nullo, 26

Scoring, 26

Suggestions for Bidding, 26

Suggestions for the Play, 26

Opening Leads, 5

Penalties, 1

Playing against Dummy, 14

Playing to the Score, 21

Pone’s Lead, 11

Rank of the Bids, xxviii

Returning Suits, 14

Revoke, xxx

Scoring, xxxii

Second-hand Play, 17

Selecting the Suit to Lead, 6

Suggestions for Good Play, 3

Third-hand Play, 12, 19

Auction Cinch, 340

Auction Euchre, 279

Auction Hearts, 354

Auction Pitch, 330

Authors, 500

Baccara, 521

Baccara Chemin de Fer, 526

Backgammon, 590

Opening Throws, 595

English Game, 598

American Game, 599

The Laws, 601

Russian Backgammon, 602

Banking Games, 516

Bank-shot Billiards, 626

Base-ball with dice, 617

Baulk-line Billiards, 625

Bergen Game, _dominoes_, 609

Bézique Family, 374

Bézique, 375

Chinese Bézique, 394

Chouette Bézique, 394

Penchant, 384

Rubicon Bézique, 386

Cinq-Cents, 383

Four-handed, 382

Polish Bézique, 382

Three-handed, 382

Bid Euchre, 287

Bid Whist, 687

Bierspiel, 319

Billiards and Pool, 620

American Game, 624

Amer. Pyramid Pool, 631

Baulk-line Billiards, 625

Black Pool, 642

Books on Billiards, 650

Bottle Pool, 649

Chicago Pool, 633

Colour-ball Pool, 639

Continuous Pool, 632

Cow-boy Pool, 634

Cushion Caroms, 626

English Billiards, 643

English Pool, 639

English Pyramid Pool, 632

English Billiard Laws, 644

Fifteen-ball Pool, 629

Forty-one Pool, 633

High-low-jack Game, 633

Laws of Billiards, American, 627

Little Corporal, 648

Pin Pool, 647

Shell Out Pool, 632

Snooker Pool, 636

Spanish Game of Billiards, 649

Binochle, 395

Melds, 398

Auction Binochle, 407

Gaigel, 406

Three-handed, 405

Four-handed, 407

Black Jack or Lady, 356

Black Pool, English, 642

Blind All Fours, 325

Blind Cinch, 340

Blind Euchre, 278

Blind Hookey, 527

Block Game, _dominoes_, 606

Bluff, _poker_, 245

Boodle, 507

Books on Billiards, 650

Boston, 165

Payments, 171

French Boston, 179

Russian Boston, 183

Boston de Fontainebleau, 174

Bottle Pool, 649

Bouillotte, 254

Bowling Alley Laws, 662

Brag, _poker_, 250

Brelan, 254

Bridge, xxv, 28

Bridge Laws, 41

Bridge Tactics, 28

Doubling, 32

Illustrative Hand, 34

Making the Trump, 28, 31

Opening Leads, 33

Text Books, 59

Bridge, Varieties of, 35

Auction Bridge, xxv

Bridge for Three, 36

Bridge for Two, 36

Double Dummy Bridge, 39

Draw Bridge, 40

Duplicate Auction, 35

Duplicate Bridge, 38

King’s Bridge, 40

Misery Bridge, 37

Pivot Bridge, 37

Progressive Bridge, 38

Reversi Bridge, 40

Short Bridge, 40

Six-hand Bridge, 39

Three-hand Auction, 35

Calabrasella, 489

California Jack, 330

Call-ace Euchre, 287

Canfield, 693

Cartomancie, 513

Cassino, 478

Spade Cassino, 485

21 Point Cassino, 484

Royal Cassino, 485

Draw Cassino, 485

Catch the Ten, 159

Cayenne, 138

Centennial, _dice_, 618

Chance, and its Laws, 651

Concurrent Events, 654

Conflicting Events, 654

Dice Probabilities, 655

Distribution of Suits, 656

Distribution of Trumps, 656

Doubling up Bets, 657

Luck, 651

Martingales, 657

Maturity of the Chances, 652

Playing Progression, 658

Poker Probabilities, 655

Successive Event, 652

Whist Probabilities, 656

Checkers, 577

The Openings, 580

The Four Positions, 582

Theory of the Move, 584

Illustrative Games, 586

Devil and Tailors, 587

Checker Laws, 588

Losing Game, 587

Polish Draughts, 587

Chemin de fer, 526

Chess, 546

The Openings, 557

The Endings, 567

Games at Odds, 565

Knights’ Tour, 570

American Laws, 571

Chicago Pool, 633

Chinese Bézique, 394

Chinese Fan Tan, 528

Chinese Whist, 184

Chouette Bézique, 394

Chuck Luck, 540

Cinch, 334

Auction Cinch, 340

Blind Cinch, 340

Progressive Cinch, 340

Sixty-three, 340

Widow Cinch, 341

Illustrative Hands, 342

Cinch Laws, 344

Razzle-Dazzle, 340

Cinq-Cents, 383

Colour-ball Pool, 639

Commerce, 252

Commercial Pitch, 330

Commit, 503

Compass Whist, 113

Continuous Pool, 632

Conquian, 486

Cow-boy Pool, 634

Cushion Carroms, 626

Craps, _dice_, 614

Cribbage, 442

Five-card Cribbage, 460

Six-card Cribbage, 444

Seven-card Cribbage, 462

Solitaire Cribbage, 700

Three-hand Cribbage, 461

Four-hand Cribbage, 461

Cut-throat Euchre, 277

Dice Games, 611

Ace in the Pot, 617

Base-Ball, 616

Centennial, 618

Chuck-Luck, 540

Crap Shooting, 614

Going to Boston, 617

Help Your Neighbour, 619

Law of Chances, 613

Multiplication, 618

Passe Dix, 619

Poker Dice, 615

Probabilities, 655

Raffles, 613

Round the Spot, 618

Sweat, 540

Ten Pins, 616

Throwing Dice, 612

Under and Over Seven, 543

Vingt-et-un, 618

Discard Hearts, 356

Distribution of Suits, Whist, 657

Distribution of Trumps, Whist, 657

Division Loo, 319

Doctrine of Chances, 651

Domino Hearts, 357

Dominoes, 605

All Fives, 609

All Threes, 610

Bergen Game, 609

Block Game, 606

Draw Game, 608

Domino Pool, 609

Matadore, 608

Muggins, 609

Sebastopol, 609

Dom Pedro, 334

Double Dummy Bridge, 39

Double Dummy Whist, 130

Double Pedro, 334

Doubling-up Bets, 657

Draughts, 577

Draw Bridge, 47

Draw Cassino, 485

Draw Game, _dominoes_, 608

Draw Poker, 208

Drive Whist, 687

Dummy, 127

Duplicate Bridge, 45

Duplicate Whist, 100

Apparatus Necessary, 102

Club against Club, 103

Compass Whist, 113

Foster’s Pair System, 115

Gilman’s Team System, 109

Howell Pair System, 114

Individual against Individual, 114

Laws of Duplicate Whist, 119

Married Couples System, 118

Memory Duplicate, 110

Pair against Pair, 110

Safford’s Systems, 116

Team against Team, 105

Dutch Bank, 527

Earl of Coventry, 502

Ecarté, 293

Jeu de règle, 299

Pool Ecarté, 306

Enflé, 370

English Billiards, 643

English Billiard Laws, 644

English Following Pool, 639

English Pyramid Pool, 632

English Whist Laws, 196

Euchre Family of Games, 263

Euchre, 264

Auction Euchre, 279

Bid Euchre, or 500, 287

Blind Euchre, 278

Call-ace Euchre, 287

Cut-Throat, 277

Five-handed, 286

French Euchre, 279

Jambone, 283

Jamboree, 283

Laps, 283

Laws of Euchre, 288

Military Euchre, 281

Penalty Euchre, 279

Progressive Euchre, 280

Railroad Euchre, 282

Set-Back Euchre, 278

Seven-handed Euchre, 284

Slams, 283

Fan Tan, 528

Fan Tan with Cards, 509

Farmer, or Ferme, 520

Faro, 529

Favourite Whist, 99

Fifteen-ball Pool, 629

Five-card Cribbage, 460

Five-card Loo, 323

Five-handed Euchre, 286

Five Hundred, 287

Five and Ten, 316

Five or Nine, 509

Flat Poker, 229

Following Pool, 639

Fortune Telling, 513

Forty-five, 316

Forty-one Pool, 633

Four-ball Billiards, 626

Four-handed Cribbage, 461

” ” Bézique, 382

” ” Binocle, 407

” ” Sixty-six, 413

Four Jacks, 369

Freeze-out, _poker_, 228

French Boston, 179

French Carrom Game, 624

French Dummy, 133

French Euchre, 279

French Games:--

Ambigu, 259

Baccara, 521

Bouillotte, 254

Cinq-Cents, 383

Ferme, 520

Humbug Whist, 132

Impérial, 476

Macao, 520

Mort, 133

Nain Jaune, 505

Rouge et Noir, 534

Roulette, 536

Trente et Quarante, 534

Vingt-et-un, 517

Frog, 441

Gaigel, 406

General Laws, Card Games, 671

German Games:--

Binocle, 395

Kreutz Mariage, 413

Schwellen, 370

Sixty-six, 408

Skat, 415

Solo, 493

Go-bang, 604

Going to Boston, _dice_, 617

Halma, 604

Hazard, _dice_, 540, 614

Hearts:--, 349

Auction Hearts, 354

Black Jack, 356

Black Lady, 356

Discard Hearts, 356

Domino Hearts, 357

Heartsette, 357

Howell’s Hearts, 352

Illustrative Hands, 366

Joker Hearts, 355

Laws of Hearts, 371

Progressive Hearts, 356

Spot Hearts, 355

Sweepstake Hearts, 352

Three-handed Hearts, 354

Two-handed, 354

Heart Solo, 498

Heartsette, 357

Help Your Neighbour, _dice_, 619

High Five, 334

High-low-jack, 325

” ” ” Pool, 633

Howell Pairs, Whist, 114

Howell’s Hearts, 352

Humbug Whist, 132

I Doubt It, 695

Impérial, 476

Irish Loo, 323

Jack Pots, _poker_, 223

Jambone, _euchre_, 283

Jamboree, _euchre_, 283

Jass, 696

Two-hand Jass, 697

Jeu de Règle, _écarté_, 299

Jink Game, _spoil five_, 315

Joker Hearts, 355

Keno, or Lotto, 539

King’s Bridge, 40

Klondike, 512

Kreutz Mariage, 413

Lansquenet, 543

Laps, _euchre_, 283

Law of Chances, 651

Laws of all Games, 671

Laws, Official Codes for:--

Backgammon, 601

Billiards, American, 627

Billiards, English, 644

Bowling, or Ten Pins, 662

Bridge, 41

Chess, 571

Checkers, 588

Cinch, 344

Euchre, 288

Hearts, 371

Poker, 238

Skat, 435

Ten Pins, or Bowling, 662

Whist, American, 186

Whist, Duplicate, 119

Whist, English, 196

Laws of Probabilities, 651

Lift Smoke, 502

Little Corporal, 648

Loo, or Division Loo, 319

Five-card Loo, 323

Irish Loo, 323

Losing Game, _draughts_, 587

Lotto, 539

Luck, 651

Macao, 520

Man-of-war Billiards, 644

Martingales, 657

Matadore, _dominoes_, 608

Matrimony, 504

Maturity of the Chances, 652

Memory Duplicate, 110

Military Euchre, 281

Misery Bridge, 37

Mistigris, _poker_, 216

Monte Bank, 542

Monte Carlo Betting Limit, 658

Morelles, 604

Mort, 133

Muggins, _dominoes_, 609

Multiplication, _dice_, 618

My Bird Sings, 253

My Ship Sails, 253

Nain Jaune, 505

Napoleon, 307

National Games:--, 414

America, Cassino, 478

England, Cribbage, 442

Germany, Skat, 415

France, Piquet, 463

Italy, Calabrasella, 489

Mexico, Conquian, 486

Newmarket, 507

Nine Men’s Morris, 604

Norwegian Whist, 688

Odd Games, 497

Old Maid, 501

Old Sledge, 325

Patience Games, 510

Patience Poker, 698

Pedro, 333

Peep Nap, 312

Penalty Euchre, 279

Penchant, 384

Pinochle, 395

Pin Pool, 632

Piquet, 463

Piquet Normand, 473

Piquet Voleur, 473

Piquet a Ecrire, 474

Rubicon Piquet, 475

Pitch, 325

Pivot Bridge, 37

Playing Progression, 658

Pochen, 508

Poker Family of Games, 207

Poker, 207

Bluff, 245

Bluffing, 237

Cheating, 229

Draw Poker, 208

Eccentric Hands, 215

Flat Poker, 229

Freeze Out, 228

Going In, 232

Good Play, 231

How to Win, 236

Jack Pots, 223

Joker Poker, 216

Mistigris, 216

Odds against Hands, 216

Patience Poker, 698

Poker Gin, 692

Poker Rum, 691

Poker Laws, 238

Probabilities, 217, 233, 655

Progressive Poker, 248

Rank of Hands, 213

Schnautz, 248

Show-down Poker, 229

Straight Poker, 245

Stud Poker, 246

Table Stakes, 227

Text-books, 262

Thirty-one, 248

Whiskey Poker, 247

Poker Dice, 615

Polignac, 369

Polish Bézique, 382

Polish Draughts, 587

Pool Games:--

Amer. Pyramid Pool, 631

Black Pool, English, 642

Bottle Pool, 649

Chicago Pool, 633

Colour-ball Pool, 639

Continuous Pool, 632

Cow-boy Pool, 634

English Pyramid Pool, 632

Eng. Following Pool, 639

Fifteen-ball Pool, 629

Following Pool, 639

Forty-one Pool, 633

High-low-jack Pool, 633

Little Corporal, 648

Pin Pool, 647

Shell Out, 632

Spanish Pool, 649

Pool with Dominoes, 609

Pool Ecarté, 306

Pope Joan, 505

Preference, 496

Probabilities, 651

Progressive Bridge, 38

Progressive Cinch, 340

Progressive Euchre, 280

Progressive Hearts, 356

Progressive Poker, 248

Progressive Whist, 119

Prussian Whist, 98

Purchase Nap, 311

Pyramid Pool, 631

Quatre Valets, 369

Quinze, 521

Raffles, _dice_, 613

Railroad Euchre, 282

Rams, 317

Ranter Go Round, 508

Razzle-Dazzle, 340

Reversi, 603

Reversi Bridge, 40

Rondeau, 541

Rouge et Noir, 534

Roulette, 536

Rounce, 319

Round the Spot, _dice_, 618

Royal Cassino, 485

Rubicon Bézique, 386

Rubicon Piquet, 475

Rum, 689

Double-pack Rum, 692

Single-pack Rum, 689

Poker Gin, 692

Poker Rum, 691

Russian Backgammon, 602

Russian Boston, 183

Sancho Pedro, 333

Saratoga, 507

Scat, see Skat, 415

Schnautz, 248

Schwellen, 370

Scotch Whist, 159

Sebastopol, _dominoes_, 609

Sell Out, 330

Set-back Euchre, 278

Seven-handed Euchre, 284

Seven-card Cribbage, 462

Seven-up, 325

Shasta Sam, 330

Shell-out Pool, 632

Shooting Craps, 614

Short Bridge, 47

Show-down Poker, 229

Shuffle Board, 619

Six-card Cribbage, 444

Six-hand Bridge, 39

Sixty-four Card Binocle, 375

Sixty-three, _cinch_, 340

Sixty-six, 408

Four-handed, 413

Kreutz Mariage, 413

Three-handed, 413

Skat, 415, 434

Game Values, 421

Scoring, 427

Illustrative Hands, 432

Skat Laws, 435

Slams, _euchre_, 283

Slobberhannes, 368

Smudge, 333

Snip-snap-snorem, 502

Snooker Pool, 649

Snoozer, 334

Solitaires, 510, 693, 698, 700

Solo, 498

Three-handed Solo, 499

Solo Whist, 144

Spade Cassino, 485

Spanish Monte, 542

Spanish Pool, 649

Speculation, 501

Spin, 507

Spoil Five, 312

Spot Hearts, 355

Stops, 507

Straight Poker, 245

Stud Poker, 246

Sweat, _dice_, 540

Sweepstake Hearts, 352

Table Games, 544

Table Stakes, _poker_, 227

Technical Terms, 674

Telling Fortunes, 513

Ten Pins, or Bowling, 660

American Ten Pins, 662

Battle Game, 665

Cocked Hat, 664

Cocked Hat & Feather, 665

“Don’ts” for Players, 669

Duck Pin Game, 669

Five Back, 668

Four Back, 667

Head Pin; four back, 666

Head Pin Out, 667

Kinsley Candle Pin, 669

Newport Game, 668

Nine Up and Nine Down, 666

Ten Pins with Dice, 616

Three-card Monte, 542

Thirty-one, _poker_, 248

Three-cushion Carroms, 626

Three-handed Auction, 35

” ” Bézique, 382

” ” Bridge, 36

” ” Cribbage, 461

” ” Hearts, 354

” ” Binocle, 405

” ” Sixty-six, 413

Throwing Dice, 612

Trente et Quarante, 534

Tric-trac, 590

Twenty-one Point Cassino, 484

Two-handed Bridge, 36

” ” Hearts, 354

Under and over Seven, 543

Varieties of Bridge, 42

Vingt-et-un, 517

Vingt-et-un with Dice, 518

Vint, 493

Whiskey Poker, 247

Whist Family of Games, xvii

Whist, 60

American Laws, 186

Auction Bridge, xxv

Bridge, xxv, 28

Bid Whist, 687

Cayenne Whist, 138

Chinese Whist, 184

Double Dummy, 130

Dummy, 127

Dummy Laws, 206

Drive Whist, 687

Duplicate Whist, 100

English Laws, 196

Favourite Whist, 99

French Whist, 164

German Whist, 183

Humbug Whist, 131

Memory Duplicate, 110

Mort, 133

Norwegian Whist, 688

Probabilities, 656

Progressive Whist, 119

Prussian Whist, 98

Scotch Whist, 159

Solo Whist, 144

Text Books, 99

Thirteen and the Odd, 132

Whist Family Laws, 186

Whist Tactics, 70

Albany Lead, 86

American Game, 94

American Laws, 186

American Leads, 88

Conventional Plays, 70

Deschapelles Coups, 91

Discarding, 80

Discard Signals, 90

Echo in Plain Suits, 90

Echo in Trumps, 86

Eleven Rule, 79

False Cards, 92

Finessing, 92

Forcing, 80

Four-signal, 86

Fourth-hand Play, 84

General Directions, 60

General Principles, 68

High-card Leads, 72

How to Study, 70

Illustrative Hands, 97

Inferences, 93

Inviting a Ruff, 88

Leader’s Partner, 78

Leading Plain Suits, 72

Leading Short Suits, 91

Leading Trumps, 71

Low Card Leads, 74

Low’s Signal, 90

Methods of Cheating, 67

Method of Playing, 61

Minneapolis Lead, 89

Partner’s Duties, 78

Placing the Lead, 92

Plain-suit Echo, 90

Playing to the Score, 92

Returning Partner’s Suits, 80

Scoring, 64

Second-hand Play, 81

Short-suit Game, 91-94

Short-suit Leads, 74-61

Signal Game, 85

Stacking Tricks, 63

Suggestions for Good Play, 67

Tenace Positions, 91

Third Hand Play, 78

Trump Signals, 85

Unblocking, 90

Underplay, 91

Using the Markers, 66

Works on Whist, 99

Widow Binocle, 408

Widow Cinch, 341

Yerlash, _see_ Vint, 493

INTRODUCTION.

The word “Hoyle” has gradually come to stand as an abbreviation for

an “Encyclopedia of Indoor Games.” The common expression, “played

according to Hoyle,” usually means “correctly played,” or “played

according to the standard authorities.” The original Edmund Hoyle wrote

on very few games, but his work was the first attempt to put together

the rules for the most popular indoor games in one volume. Although

Hoyle died more than a hundred years ago, his work has been constantly

added to as new games came into vogue, which has led many to believe

that he is the authority for games that he never heard of, such as

pinochle and poker.

Persons who have never given the subject much attention may be

surprised to learn how little authority there is for the rules

governing the majority of our popular games. If we except the table

games, such as chess, checkers, billiards, backgammon and ten pins, and

such card games as whist, bridge, auction, and skat, all of which are

regulated by well-defined codes of laws, agreed upon by associations

of prominent clubs, to govern championship contests, etc., we have

very few games left which are not played in different ways in various

localities.

This is undoubtedly because such games are learnt at the card table and

not from books. A person who is shown a new game cannot remember all

its details, some of which may not have been explained to him even. If

he tries to teach it to others while his knowledge is in this imperfect

state, he will naturally invent rules of his own to cover the points he

has forgotten, or has never learnt, usually borrowing ideas from games

with which he is more familiar.

The pupils of such a teacher pass on to others the game thus

imperfectly learnt, and in a short time we have a number of corruptions

creeping in, and the astonishing part of it is the insistence with

which some persons will maintain that they alone have the right idea of

the rules, just because so-and-so showed them the game, or because they

and their immediate friends have “always played it that way.”

This does not alter the fact that the fundamental principles of every

game are known and can be readily found if one knows where to look for

them. The author is in possession of several hundred works in various

languages--English, French, German and Italian--on nothing but indoor

games, comprising probably everything ever printed on the subject that

is worth preserving.

By tracing the history of a game and its development through the

various books in which it is described, the game will always be found

to belong to some distinct family, which has certain well-defined

traits which must be preserved, no matter how much they may be altered

in minor details. All games follow certain general principles, and the

surest mark of error in the local rules of any game is inconsistency.

Pinochle is a striking example of this. In many places the players will

not allow the same cards to be counted twice in the trump sequence,

so as to meld 190; but they will count them twice in four kings and

queens. They insist on the rule of at least one fresh card from the

hand for each additional meld in one case, but totally disregard it in

another, as when they meld 240 for the round trip, instead of only 220.

These local errors have crept into many of the Hoyles now upon the

market, the works having probably been compiled from the individual

knowledge of the author, limited by his experience in a certain

locality. Many of these works devote much space to a certain game,

which is evidently the compiler’s pet, and which is accurately

described; while other and equally important games are full of errors

and omissions, betraying a lamentable want of care in consulting the

literature of the subject.

While the author of this work does not believe it possible to compile a

work that shall be universally accepted as the authority on all games,

as a dictionary would be on spelling, he deems it at least possible to

select what seems the most common usage, or the best rule, preserving

the true spirit of the game, and to describe it accurately and bring

the whole up to date.

THE WHIST FAMILY.

The most popular card games of the present day undoubtedly belong to

the whist family, which embraces all those played with a full pack of

fifty-two cards, ranking from the ace to the deuce, one suit being

trumps, and the score being counted by tricks and honours, or by tricks

alone.

The oldest and most important of the group is whist itself. The game

appears to be of English origin, its immediate parent being “ruff and

honours.” This was an old English game in which twelve cards only were

dealt to each player, the uppermost of the remaining four being turned

up for the trump suit. Whoever held the ace of trumps could “ruff”

or take in these four cards, discarding in their place any four he

chose. As the game developed into whisk, or whist, this ruffing feature

disappeared. There was no stock, the four deuces being discarded from

the pack instead. Twelve cards were dealt to each player, and the last

was turned up for the trump.

About 1680 a variation of the game known as “swabbers” came into vogue.

The swabbers were the heart ace, club jack, and the ace and deuce of

trumps. The players to whom these cards were dealt were entitled to a

certain share of the stakes or payments, independent of the play for

tricks and honours. This variety of the game did not long remain in

favor, but gave way to make room for one of the most important changes,

the restoration of the deuces to the pack, which introduced the feature

of the odd trick. This took place early in the last century, and seems

to have so much improved the game that attention was soon drawn to its

possibilities for scientific treatment.

About this time whist was taken up by a set of gentlemen who met at the

Crown Coffee House in Bedford Row, London; chief among whom was Sir

Jacob de Bouverie, Viscount Folkestone. After considerable experiment

and practice this little whist school laid down the principles of the

game as being: “to play from the strong suit; to study the partner’s

hand; never to force partner unnecessarily, and to attend to the

score.” It is generally believed that Edmond Hoyle was familiar with

the proceedings of this set, and on their experiences based his

celebrated “Short Treatise on the Game of Whist,” which was entered at

Stationers’ Hall in London Nov. 17, 1742.

The only works previous to Hoyle touching upon whist were the “Compleat

Gamester” of Cotton, which first appeared in 1674, and the “Court

Gamester,” of Richard Seymour, 1719. One of Hoyle’s great points was

his calculation of the probabilities at various stages of the rubber.

This seems to have been looked upon as most important in guiding

persons in their play, for we find that Abraham de Moivre, a famous

mathematician, used to frequent the coffee houses, and for a small fee

give decisions on questions of the odds at whist.

Bath seems to have been the great rallying-point for the whist-players

of the last century; but the passion for the game soon spread all over

Europe. In 1767 Benjamin Franklin went to Paris, and it is generally

believed that he introduced the American variety of the game known

as Boston, which became the rage in Paris some time after the war of

independence.

So popular did whist become in Italy that we find the boxes at the

opera in Florence provided with card tables in 1790. The music of the

opera was considered of value chiefly as, “increasing the joy of good

fortune, and soothing the affliction of bad.”

A code of laws was drawn up about 1760 by the frequenters of White’s

and Saunders’ in London. These seem to have remained the standard until

“Cælebs” published, in 1851, the code in use at the Portland Club. In

1863 John Loraine Baldwin got together a committee at the Arlington,

now the Turf Club, and they drew up the code which is still in use all

over the world for English whist. In the United States, laws better

suited to the American style of play were drawn up by the American

Whist League in 1891, and after several revisions were finally adopted,

in 1893, as the official code for League clubs.

The literature of whist saw its palmiest days at the beginning of this

century. 7,000 copies of Bob Short’s “Short Rules for Whist” were sold

in less than a year. Mathews’, or Matthews’, “Advice to the Young

Whist-Player,” went through eighteen editions between 1804 and 1828.

After these writers came Admiral Burney, who published his “Treatise”

in 1821; Major A. [Charles Barwell Coles,] gave us his “Short Whist”

in 1835. Deschapelles published his “Traité du Whiste” in 1839, but

it gave little but discussions on the laws. “Whist, its History and

Practice” by Amateur, appeared in 1843. General de Vautré’s “Génie du

Whiste,” in 1847. “Cælebs” [Edward Augustus Carlyon] wrote his “Laws

and Practice” in 1851. Then in rapid succession came “Cavendish” in

1863, James Clay in 1864, Pole and “Cam” in 1865. Campbell-Walker’s

“Correct Card” in 1876; Drayson’s “Art of Practical Whist,” with its

new theories of trumps; Fisher Ames, “Modern Whist,” in 1879; “Whist,

or Bumblepuppy?” by “Pembridge” [John Petch Hewby], in 1880; G.W.P.

[Pettes], in 1881; Proctor’s “How to Play Whist,” in 1885; and the

“Handbook of Whist,” by “Major Tenace,” 1885. Then began the long list

of American authors (Pettes has already been mentioned): “Foster’s

Whist Manual,” by R.F. Foster, appeared in 1890; “Practical Guide

to Whist,” by Fisher Ames, in 1891; Hamilton’s “Modern Scientific

Whist,” in 1894, and in the same year, Coffin’s “Gist of Whist,”

and “Foster’s Whist Strategy.” In 1895, Milton C. Work’s “Whist of

To-day,” and “Foster’s Whist Tactics,” giving the play in the first

match by correspondence; and in 1896, Val Starnes’ “Short-suit Whist,”

and Howell’s “Whist Openings.” In 1897, Mitchell’s “Duplicate Whist.”

In 1898, Foster’s “Common Sense in Whist,” and in 1900, Fisher Ames’

“Standard Whist.” Since then whist literature has given place to bridge.

In periodical literature we find whist taken up in the pages of the

“Sporting Magazine” in 1793. The London “Field” has had a card column

since December 6, 1862. Proctor’s work first appeared in “Knowledge.”

The “Westminster Papers” devoted a great deal of space to whist games

and “jottings” every month for eleven years, beginning in April, 1868.

“Whist,” a monthly journal devoted exclusively to the game, began

publication in Milwaukee in 1891; but gave it up when bridge supplanted

whist in popular favor.

Whist rapidly became a “newspaper game.” The New York Sunday Sun

devoted two columns every Sunday to the discussion and illustration

of moot points in whist tactics, and the analysis of hands played in

important matches. In a series of articles begun February 23, 1896,

this paper gave to the world the first systematic statement of the

theory and practice of the short suit game. In 1898 there were at least

forty whist columns published in the United States. Two magazines

devoted to whist and bridge are now published, one in Boston and the

other in New York.

While the parent game has been pursuing this prosperous course, many

variations have been introduced. One of the most radical changes in

the game itself has been cutting down the points from ten to five,

which occurred about 1810. Mathews mentions it in 1813 as having

occurred since the publication of his first edition in 1804, and

Lord Peterborough, the unlucky gambler, for whose benefit the change

was introduced, died in 1814. Another great change took place in

America, where they played for the tricks alone, the honours not being

counted at all. Turning the trump from the still pack was first tried

by a Welsh baronet, and is mentioned by Southey in his “Letters of

Espriella.” This custom was revived for a time by the Milwaukee Whist

Club, and is still sometimes seen in Europe under the name of “Prussian

Whist.”

Altogether we can trace nineteen games which are clearly derived from

whist. Duplicate, Drive, and Progressive whist are simply changes

in the arrangement of the players and in the methods of scoring.

Prussian whist introduces the cutting of the trump from the still

pack. Dummy and Double-dummy are simply whist with a limited number

of players, necessitating the exposure of one or more hands upon

the table. The French game of Mort is dummy with a better system of

scoring introduced. Favourite Whist simply changes the value of the

tricks in scoring, according to the trump suit. Cayenne and Bridge

introduce the first changes of importance. In Cayenne, the dealer and

his partner have the privilege of changing the trump from the suit

turned up; in Bridge they name the trump suit without any turn-up, and

play the hands as at dummy. In Boston, and Boston de Fontainebleau, in

addition to making the trump suit instead of turning it up, further

departures are introduced by naming the number of tricks to be played

for, allowing the player to take all or none without any trump suit,

and by ‘spreading’ certain hands, without allowing the adversaries to

call the exposed cards. French and Russian Boston are simply varieties

of Boston. Solo Whist is an attempt to simplify Boston by reducing the

number of proposals and the complications of payments, and eliminating

the feature of ‘spreads.’ Scotch Whist introduces a special object in

addition to winning tricks--catching the ten of trumps; that card and

the honours having particular values attached to them. This variety of

whist may be played by any number of persons from two to eight; and its

peculiarity is that when a small number play, each has several distinct

hands, which must be played in regular order, as if held by different

players. Humbug Whist is a variety of double-dummy, in which the

players may exchange their hands for those dealt to the dummies, and

the dealer may sometimes make the trump to suit himself. German Whist

is played by two persons, and introduces the element of replenishing

the hand after each trick by drawing cards from the remainder of the

pack until the stock is exhausted. Chinese Whist is double-dummy for

two, three, or four persons, only half of each player’s cards being

exposed, the others being turned up as the exposed cards are got rid of

in the course of play.

All these varieties have been entirely supplanted and overshadowed by

bridge. When they play whist at all, the English think there is nothing

better than the original whist, counting honours, and playing to the

score. The Americans think Duplicate superior to all other forms,

especially when two tables are engaged, and four players are opposed

by four others for a specified number of deals. We are inclined to

agree with Clay that the French game of Mort is “charming and highly

scientific.” He says English dummy is a “very slow game.”

Whether it is because the game has been found ‘slow,’ or because its

more attractive forms are little known, it is certainly true that

writers on whist pay little or no attention to dummy. The English

authors mention it only in connection with laws and decisions. No

American text-book makes any allusion to the game, and there is no

reference to it in the American Whist League’s code of laws.

In the first edition of this work, written in 1895, the author ventured

to prophesy that the day was not far distant when dummy would supersede

all other varieties of whist among the most expert players; either

in the form of the charming Mort or the fascinating Bridge. Very

few persons who have played either of these games sufficiently to

appreciate their beauties care to return to the platitudes of straight

whist.

At that time, bridge was unknown in America except to the members of

The Whist Club of New York and their friends. In the short space of ten

years it has become the card game of the world; but in spite of its

present popularity it has its defects, and it would not be surprising

to see its place usurped by another game, not a member of the whist

family, which has been steadily gaining ground among those who have the

intellectual capacity for card games of the highest class, and that is

skat.

The first text-book on bridge was a little leaflet printed in England

in 1886, which gave the rules for “Biritch, or Russian Whist.” “Boax”

came out with a little “Pocket Guide” in 1894, followed by “The Laws

of Bridge” in 1895. The Whist Club of N.Y. published the American laws

of bridge in 1897, and “Badsworth” came out with the English laws in

1898. In the following year, 1899, Archibald Dunn, Jr., gave us “Bridge

and How to Play It,” and John Doe published “Bridge Conventions,” A.G.

Hulme-Beaman’s “Bridge for Beginners” appearing in the same year.

In 1900, “Foster’s Bridge Manual” appeared in America, reprinted in

England under the title of “Foster on Bridge.”

In the years following, text-books on bridge came from the press by

the dozen, the most notable authors being Dalton and “Hellespont” in

1901; Elwell and Robertson in 1902; Street and Lister in 1903. Many of

the writers already mentioned published later and more complete works,

embodying the results of time and experience. Foster’s Self-playing

Bridge Cards were brought out in 1903. Elwell’s “Advanced Bridge”

appeared in 1904 and Foster’s “Complete Bridge” in 1905.

While bridge has never been such a popular “newspaper game” as whist

was in America, it has been much more so in England. Articles on

bridge, for beginners chiefly, were published in 1905 and 1906 by the

San Francisco Call, Pittsburgh Post Despatch, Cincinnati Commercial

Tribune, Chicago Journal, St. Paul Despatch, Milwaukee Journal,

Baltimore American, Houston Post, Indianapolis Star, and the N.Y.

Globe. These were all edited by R.F. Foster.

Bridge Tournaments, offering prizes for the best play of certain hands

were run by the N.Y. Evening Telegram, the N.Y. Globe, the N.Y. Evening

Mail, and the Chicago Journal. A number of the weekly magazines offer

similar competitions in England, but as a rule the problems in that

country are of very poor quality.

About 1910 it became the fashion not to play spades, it being

considered a waste of time to play a hand for such a small amount as

2 points a trick, so the dealer was allowed to score 2 for the odd

and 4 for honours, regardless of how the cards were distributed, the

hand being abandoned. The objection to this practice was that many

hands were worth much more than 2 points, and in some cases the spade

make would have gone game at the score. This led to the practice of

playing “royal spades,” which were played at 10 and then at 9 a trick,

sometimes with a penalty of 20 if the declarer failed to make the odd.

Shortly after this, later in 1910, there developed a decided rebellion

against the dealer’s monopoly of the make, and in order to allow any

player at the table who held good cards to get the benefit of them,

whether he was the dealer or not, bidding for the privilege of making

the trump came into vogue. This was the starting point of auction, its

chief difference from the older game being that only the side that

made the highest bid for the declaration could score toward game. The

full number of tricks bid had to be made, and if they were not made,

the adversaries scored in the honour column for penalties, the penalty

being always the same, regardless of the trump suit.

The great disparity in the values of the suits as then played

practically confined the bidding to the hearts and royal spades. This

soon brought about another change, which was to raise the values of all

the suits except spades and to cut down the no-trumper. This was done

in 1912, and made it possible for any suit to go game on the hand. All

the well known writers on whist and bridge came out with text-books on

auction, and the newspapers took up the subject in weekly articles.

Although to many the game now seemed perfect, there were those that

felt the helplessness of weak hands to offer any defence in the bidding

against a run of no-trumpers or hearts and royals. To remedy this,

F.C. Thwaites of the Milwaukee Whist Club suggested the introduction

of the nullo. This was a bid to lose tricks, at no trump only, and its

value was to be minus 10, that is, it was to be outranked only by a

no-trumper to win. At first, this bid was largely used simply as an

additional game-going declaration, and was strongly objected to by many

leading players. But as its true place as a defensive bid became better

understood it soon came into favour. In the nullo there are no honours,

and the declarer scores the tricks over the book made by his opponents,

which he forces them to take. Many interesting card problems have been

built upon the nullo.

Toward the end of 1913 still another change seems to have suggested

itself to some of the English players who were familiar with the

Russian game of vint, and that is to play auction just as it is played

up to the point of the lead to the first trick, but that no dummy is

exposed, the four players holding up their cards and following suit

just as they would at whist. Whether or not this game will ever become

as popular as the combination of dealer and dummy, it is difficult to

say, but appearances are against it.

There seems to be a growing tendency in America to adopt the English

rule of cutting out the spade suit at 2 a trick, and making it always

a royal spade, worth 9. The dealer is allowed to pass without making a

bid, the lowest call being one club. If all pass, the deal goes to the

left.

BRIDGE.

There are two principal varieties of this game; straight bridge, in

which the dealer or his partner must make the trump, their opponents

having nothing to say about it except to double the value of the

tricks. The dealer’s partner is always the dummy, and either side may

score toward game by making the odd trick or more. Auction bridge, in

which the privilege of making the trump is bid for, the highest bidder

playing the hand with his partner as dummy, regardless of the position

of the deal, and his side being the only one that can score toward

game, the adversaries scoring nothing but penalties in the honour

column if they defeat the contract.

As this is the more popular form of bridge at the present time, it will

be given first. Since the adoption of the higher value for the spade

suit under the name of royal spades, and the change in the value of the

suits, the game gradually came to be known as royal auction, but as

that change is now universal, the name has slipped back to its original

title.

AUCTION BRIDGE, OR AUCTION.

_=CARDS.=_ Auction is played with a full pack of fifty-two cards,

ranking A K Q J 10 9 8 7 6 5 4 3 2, the Ace being the highest in play,

but ranking below the deuce in cutting. Two packs should be used, the

one being shuffled while the other is dealt.

_=MARKERS=_ suitable for scoring the various points made at Bridge have

not yet been invented. Some persons use the bézique marker; but it is

not a success. The score is usually kept on a sheet of paper, and it

should be put down by each side, for purposes of verification.

_=PLAYERS.=_ Auction is played by four persons, and the table is

complete with that number. When there are more than four candidates for

play, the selection of the four is made by cutting. These cut again for

partners, and the choice of seats and cards.

_=CUTTING.=_ The usual method of cutting for partners, etc., at

auction, is to shuffle the cards thoroughly, and “spread” them face

downwards on the table; each candidate drawing a card, and turning it

face upwards in front of him. The four cutting the lowest cards playing

the first game, or rubber.

[Illustration: SPREADING THE PACK.]

The four having been selected, the cards are again shuffled and spread,

and 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

cards and seats.

_=TIES.=_ As between cards of equal value in cutting, the heart is the

lowest, diamonds next, then clubs and then spades.

_=POSITION OF THE PLAYERS.=_ The four players at the bridge table are

indicated by letters; A and B are partners against Y and Z; Z always

represents the dealer, who always makes the first bid, A being the

second bidder, Y the third and B the fourth.

[Illustration:

+-----+

| Y |

|A B|

| Z |

+-----+

]

_=DEALING.=_ The cards having been properly shuffled the dealer, Z,

presents them to the pone, B, to be cut. At least four cards must be

left in each packet. Beginning at his left, the dealer distributes the

cards one at a time in rotation until the pack is exhausted. When two

packs are used, the dealer’s partner shuffles one while the other is

dealt, and the deal passes in regular rotation to the left until the

rubber is finished.

_=IRREGULARITIES IN THE DEAL.=_ If any card is found faced in the pack,

or if the pack is incorrect or imperfect, the dealer must deal again.

If any card is found faced in the pack, or is exposed in any manner;

or if more than thirteen cards are dealt to any player, or if the last

card does not come in its regular order to the dealer, or if the pack

has not been cut, there must be a new deal. Attention must be called to

a deal out of turn, or with the wrong cards, before the last card is

dealt, or the deal stands.

There are no misdeals in auction. That is to say, whatever happens the

same dealer deals again. Minor irregularities will be found provided

for in the laws.

The cards being dealt, each player sorts his hand to see that he has

the correct number, thirteen; and the player or players keeping the

score should announce it at the beginning of each hand.

_=STAKES.=_ In auction, the stake is a unit, so much a point. The

number of points won or lost on the rubber may be only two or three,

or they may run into the hundreds. The average value of a rubber at

auction is about 400 points. Any much larger figure shows bad bidding.

In straight bridge the average is about 180. In settling at the end of

the rubber, it is usual for each losing player to pay his right-hand

adversary.

_=MAKING THE TRUMP.=_ In auction, the dealer begins by naming any

one of the four suits, or no trumps, for any number of tricks he

pleases. Each player in turn to the left then has the privilege of

passing, bidding higher, or doubling. When three players pass a bid,

it is the highest made and is known as the _=Winning Declaration=_ or

_=Contract=_.

In order to understand the principles that govern the players in

their declarations, one should be thoroughly familiar with the values

attached to the tricks when certain suits are trumps. The first six

tricks taken by the side that has made the winning declaration do not

count. This is the “book,” but all over the book count toward making

good on the contract, according to the following table:

When Spades are trumps, each trick counts 2 points.

” Clubs ” ” ” ” ” 6 ”

” Diamonds ” ” ” ” ” 7 ”

” Hearts ” ” ” ” ” 8 ”

” Royal Spades ” ” ” ” ” 9 ”

” there are no trumps, ” ” ” 10 ”

The game is 30 points, which must be made by tricks alone, so that

three over the book, called three “by cards,” will go game from love

at no trump, or four by cards at hearts or royals. These are called

the _=Major=_ or _=Winning Suits=_. As it takes five by cards to go

game in clubs or diamonds, and on account of the difficulty of such an

undertaking, these are called the _=Minor=_ or _=Losing Suits=_. An

original bid of one spade can be made only by the dealer, and it simply

means, “I pass.” That is, the dealer has nothing to declare on the

first round of the bidding. [See note at foot of page 58.]

_=RANK OF THE BIDS.=_ In order to over-call a previous bid, whether

of the partner or the opponent, the bidder must undertake to win the

same number of tricks in a suit of higher value, or a greater number of

tricks having the same aggregate value as the preceding bid. Players

should restrict themselves to the same form of expression throughout,

and all bids, even passing, must be made orally and not by gesture.

Let us suppose this to be the bidding: The dealer, Z, begins with

“One spade,” second player, A, says, “I pass,” or simply, “No.”

Third bidder, Y, says, “One club,” fourth player, B, “No trump.” The

dealer, starting on the second round, says, “Two clubs,” supporting

his partner’s declaration. Next player, A, who passed the first time,

says, “Two royals.” Both Y and B pass, but the dealer, Z, says, “Three

clubs.” Observe that while three clubs is worth no more than two

royals, 18, the club bid offers to win more tricks than the royals and

therefore ranks as a higher bid. A doubles three clubs. Y passes and B

says, “Two no trumps.” As will be explained presently, doubling does

not affect the value of the declaration in bidding, so two no trumps,

worth 20, over-calls three clubs. Z, A and Y all pass, so two no trumps

becomes the winning declaration and B is the declarer, A being the

dummy, with Z to lead for the first trick.

In this example, had the bid been left at three clubs, doubled or not,

that would have been the winning declaration, and the partner who first

named that suit, Y, would be the declarer, Z being the dummy, although

Z actually made the highest bid. It is only when the two players that

have both named the winning suit are not partners that the higher

bidder becomes the declarer.

_=DOUBLING.=_ No player may double his partner, but he may redouble

an opponent who has doubled. All doubling must be strictly in turn,

like any other bid. Doubling does not affect the value of the bids,

but simply doubles the value of the tricks or penalties when they are

scored at the end of the hand. Suppose A bids two royals and Y doubles.

B can take A out with three clubs, because, so far as the bidding goes,

two royals are still worth only 18.

Any over-call annuls the double, or redouble. Suppose A says two

hearts, Y doubles, B redoubles, and Z says two royals. The doubling is

all knocked out, and if A were to go three hearts and get the contract,

hearts would be worth only 8 a trick in the scoring unless Y doubled

all over again. A double reopens the bidding, just the same as any

other declaration, allowing the player’s partner, or the player himself

in his turn, to take himself out of the double by bidding something

else.

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 · 第 1 / 70 段