given for English Dummy. Mort is not liable to penalty under any
circumstances. If any other player revokes, his opponents may take
three points from the score of his side; or add three points to their
score; or take three of his tricks. The penalty cannot be divided; but
if two or more revokes are made by the same side, the penalty for each
may be enforced in a different manner. For instance: If the score is
3 to 2 in favor of the adversaries, Vivant may take three points from
their score for one revoke, and add three to his own score for the
other. It is not permissible to reduce the revoking player’s _=tricks=_
to nothing. At least one must be left in order to prevent slams being
made through revoke penalties.
_=Cards Played in Error.=_ Vivant is not liable to any penalty for
dropping his cards face up on the table; but if he or Mort plays two
cards at once to a trick, the adversaries may select which they will
allow to be played. The adversaries are subject to the same penalties
as in whist for all cards played in error.
_=Leading Out of Turn.=_ If Vivant or Mort lead out of turn, the
adversaries may let the lead stand, or demand it be taken back. If it
was the turn of neither, no penalty can be enforced, and if all have
played to the trick, the error cannot be corrected.
_=Taking Tricks.=_ The methods of taking tricks, and placing them
so that they can be easily counted, have been fully described in
connection with whist.
_=OBJECT OF THE GAME.=_ As in whist, the object is to take tricks; the
highest card played of the suit led wins, and trumps win against all
other suits. The first six tricks taken by one side, and forming a
_=book=_, do not count; but all above that number count toward game.
At the end of each hand, the side that has taken any tricks in excess
of the book scores them, their opponents counting nothing. As soon as
either side reaches five points, they win the game, but the concluding
hand must be played out, and the winners are entitled to score all the
points over five that they can make on that hand. For instance: The
score is 4 to 3 in favor of Vivant and Mort. They win the first seven
tricks, which makes them game; but they do not cease playing. If they
succeed in gaining eleven tricks out of the thirteen, they win a game
of 9 points, instead of 5.
As already observed, Vivant loses or gains double the value of the
points in each hand. In the three-handed game this must be so; but in
my opinion it would be a great improvement in the four-handed game to
allow the player sitting out to share the fortunes of the Vivant, as in
Bridge, and in many German games of cards, notably Skat.
_=SLAMS.=_ The two great differences between French and English Dummy
are that honours are not counted in Mort, and that a special value is
attached to slams. A slam is made when one side takes the thirteen
tricks. These must be actually won, and cannot be partly made up of
tricks taken in penalty for revokes. Players cannot score a slam in a
hand in which they have revoked.
A slam counts 20 points to the side making it; but these 20 points
have nothing to do with the game score. For instance: The score is 4
all. Vivant and Mort make a slam. This does not win the game; but the
20 points are debited and credited on the score-sheet; the deal passes
to the left, and the game proceeds with the score still 4 all, as if
nothing had happened.
_=SCORING.=_ The number of points won on each game are put down on
the score-sheet, each side being credited with the number of points
appearing on their markers when the game is finished. To the winners’
score is added: 3 points, for a triple game, if their opponents have
not scored; 2 points, for a double game, if their opponents are not
half way, or 1 point, for a simple game, if their opponents are 3
or 4. In addition to this, the winners add 4 points, for bonus or
consolation, in every instance. From the total thus found must be
deducted whatever points have been scored by the losers, whether game
points, slams, or both. For instance: Vivant and Mort win a game with
the score 8 to 2 in their favor, which is a double. This is put down on
the score sheets thus:--
8 + 2 for the double, + 4 consolation, = 14, minus 2 scored by the
opponents; making 12 the net value of the game. Vivant therefore wins
24 points, and each of the adversaries, R and L, lose 12. Again:--
R and L win a simple with a score of 5 to 4, V and M having made a
slam. 5 + 1 for the simple, + 4 for consolation, = 10, minus 4 points
scored, and 20 for the slam = 24; showing that R and L lose 14 points
each, although they won the game. Again:--
V and M win a triple, with a score of 8 to 0; R and L having revoked.
8, + 3, + 4, + 3 for the revoke = 18, from which there is nothing to
deduct.
The greatest number of points that can be made on a game, exclusive of
slams and revokes, is 17; and the least number is 6.
_=MARKING.=_ The methods of using the counters in scoring the game
points have already been described in connection with whist.
_=CUTTING OUT.=_ If there are more than four candidates for play at the
conclusion of a tournée, the selection of the new table must be made as
if no tournée had been played; all having equal rights to cut in.
_=CHEATING.=_ Mort offers even less opportunity to the greek than
whist, as the deal is a disadvantage, and nothing is gained by turning
up an honour, beyond its possession.
CAYENNE, OR CAYENNE WHIST.
_=CARDS.=_ Cayenne is played with two full packs of fifty-two cards,
which rank as at Whist, both for cutting and playing.
_=MARKERS=_ are necessary, and must be suitable for counting to ten
points. A sheet of paper is used for scoring the results of the games.
_=PLAYERS.=_ Cayenne is played by four persons. When there are more
than four candidates for play the selection of the table must be made
as at Whist. Partners and deal are then cut for.
_=CUTTING.=_ One of the packs having been spread on the table, face
down, each of the four players draws a card; the two lowest pairing
against the two highest. The lowest of the four is the dealer, and has
the choice of seats and cards. Ties are decided in the same manner as
at Whist.
_=POSITION OF THE PLAYERS.=_ The partners sit opposite each other, and
the players are distinguished, as at Whist, by the letters A-B and Y-Z.
Z is the dealer, and A has the original lead.
_=DEALING.=_ One pack of cards is shuffled and cut as at Whist. The
dealer then gives four cards to each player, beginning on his left;
then four more, and finally five, no trump being turned. In many places
six cards are first dealt to each player, and then seven; but the 4-4-5
system is better, and is the rule in the very similar game of Boston.
The general rules with regard to irregularities in the deal are the
same as at Whist; except that a misdeal does not lose the deal. The
misdealer must deal again, and with the same pack.
_=CAYENNE.=_ After the cards are all dealt, the player to the left of
the dealer cuts the still pack, which is shuffled and presented to him
by the dealer’s partner, and the top card of the portion left on the
table is turned up for Cayenne. This card is not a trump, but is simply
to determine the rank of the suits.
_=STAKES.=_ In Cayenne the stake is a unit, so much a point. The
largest number of points possible to win on a rubber is 24, and the
smallest, 1. The result of the rubber may be a tie, which we consider
a defect in any game. In settling at the end of the rubber it is usual
for the losers to pay their right-hand adversaries.
_=MAKING THE TRUMP.=_ The trump suit must be named by the dealer or his
partner, after they have examined their cards. The dealer has the first
say, and he may either select cayenne or any of the other suits; or he
may announce _=grand=_, playing for the tricks without any trump suit;
or he may call _=nullo=_, playing to take as few tricks as possible,
without a trump suit. If the dealer makes the choice, his partner must
abide by it; but if he has not a hand to justify him in deciding, he
should leave the selection to his partner, who must decide one way or
the other.
The considerations which should guide players in their choice are the
scoring possibilities of their hands, in tricks and in honours. As in
Whist, the first six tricks taken by one side do not count; but each
trick above that number counts one, two, etc., _=by cards=_. There are
five honours in the trump suit in Cayenne; A K Q J 10; and the partners
holding the majority of them count 1 for each honour that they hold
in excess of their opponents, and 1 in addition, for _=honours=_. For
instance: If A-B have three honours dealt them, they must have one more
than their adversaries, and 1 for honours; entitling them to score 2.
If they have four, they have 3 in excess, and 1 for honours, a total of
4. If they have five, they count 6 by honours.
At the end of the hand the points made by cards and by honours are
multiplied by the value of the trump suit. This value varies according
to the suit which is cayenne, which is always first preference. If
cayenne is also the trump suit the points made by cards and honours are
multiplied by 4. If the trump suit is the same colour as cayenne, the
multiplier is 3. If it is a different colour the multiplier is 2 or 1,
according to the suit. The rank of the suits as multipliers will be
readily understood from the following table:--
If Cayenne is | ♡ | ♢ | ♣ | ♠ | If trumps, multiply by 4.
Second color is | ♢ | ♡ | ♠ | ♣ | If trumps, multiply by 3.
Third color is | ♣ | ♣ | ♡ | ♡ | If trumps, multiply by 2.
Fourth color is | ♠ | ♠ | ♢ | ♢ | If trumps, multiply by 1.
Better to understand the importance of considering this variation
in value when making the trump, it should be noticed that although
the game is 10 points, several games may be won in a single hand, as
everything made is counted, and any points over 10 go to the credit of
the second game. If more than 20 points are made, the excess goes on
the third game, and so on. Another important point is the great value
attached to honours, and the maker of the trump should never forget
that he can better afford to risk his adversaries winning 2 by cards
with a trump in which he has three honours, than he can to risk a trump
in which they may have three honours, and he can probably win only the
odd trick.
A further element may enter into his calculations, the state of the
score. Tricks count before honours, and if he feels certain of making,
by cards, the few points necessary to win the rubber, he may entirely
disregard the honours.
With such a hand it would be better to play without a trump, and to
announce a _=grand=_, in which there are neither trumps nor honours,
and every trick over the book is multiplied by 8. Two by cards at grand
is worth more than two by cards and two by honours with any trump but
cayenne.
There is still another resource, to announce _=nullo=_, in which
there is no trump, and the object of the players is to take as few
tricks as possible. In nullo, every trick over the book counts for the
adversaries, and is multiplied by 8. A peculiarity of nullo is that the
Ace of each suit ranks below the deuce, unless the player holding it
wishes to declare it higher than the King. In the latter case he must
announce it when he plays it, and before his left-hand adversary plays
to the trick.
If the dealer transfers the right of making the trump to his partner,
he must use the phrase, “You make it, partner.” If a player makes the
trump out of turn, his adversaries may consult as to the propriety of
demanding a new deal.
_=METHOD OF PLAYING.=_ The trump suit, grand, or nullo having been
announced, the player on the dealer’s left begins by leading any card
he pleases, and the others must all follow suit if they can. The
penalty for a revoke is the loss of three tricks; or the value of three
tricks in points; or the addition of a like amount to the adversaries’
score. The side making a revoke cannot win the game that hand, no
matter what they score; but they may play the hand out, and count all
they make to within one point of game, or 9. Revoking players cannot
count points for slams.
The rules for cards played in error, leading out of turn, and all such
irregularities, are the same as in Whist. The last trick turned and
quitted may be seen.
The methods of gathering and stacking the tricks is the same as at
Whist.
_=OBJECTS OF THE GAME.=_ The chief object in Cayenne, either with a
trump or in a grand, is to take tricks; in a nullo it is not to take
them. In any case the highest card played of the suit led wins the
trick, and trumps, if any, win against all other suits. At the end of
each hand the side that wins any tricks in excess of the book scores
them, after multiplying their number by the unit of value settled upon
by the announcement. If a nullo is played the adversaries score them.
Honours are then claimed; but the game cannot be won by honours alone,
as at Whist; those holding honours must stop at the score of 9, unless
they also win the odd trick. As soon as either side reaches or passes
10 points, they win a game; but the hand must be played out, and all
tricks taken must be counted. If one side goes out by cards, the other
cannot score honours. Thirteen tricks taken by one side is called a
_=slam=_, and it counts 6 points. Twelve tricks is a _=little slam=_,
and it counts 4. Either of these must be made exclusive of revoke
penalties.
_=RUBBERS.=_ The rubber is won by the side that first wins four games
of ten points each; and the winning side adds 8 points to its score.
_=SCORING.=_ The game score should be kept on a whist marker, using the
four large keys on one side for single points, and the single large key
on the opposite side for five points. The three small keys are used to
show how many games of the rubber have been won by that side.
[Illustration: TWO GAMES WON, AND 2 POINTS SCORED ON THE THIRD.]
The method of using counters for scoring 10-point games has already
been described in connection with Whist.
In addition to either markers or counters, there must be a sheet of
paper to keep the final results of the games.
In scoring, the revoke penalty counts first, tricks next, and honours
last.
The side first reaching 10 points wins a _=quadruple=_, or game of 4,
if their adversaries have not scored; a _=triple=_, or game of 3, if
their adversaries have not reached 4; a _=double=_, or game of 2, if
the adversaries have not reached 7; and a _=single=_, or game of 1,
if their adversaries are 8 or 9 up. These game points are put down on
the score-sheet, and all the points on the _=adversaries’=_ marker are
then turned down. If the winners make any points in excess of 10, such
points are left to their credit on the marker, and count toward the
next game. For instance: The score is A-B, 6; and Y-Z, 8; shown on the
markers thus:--
[Illustration: A-B 6 POINTS. Y-Z 8 POINTS.]
Let us suppose that Z announces cayenne, and makes 2 by cards; A-B
claiming two by honours. Y-Z multiply by 4, making them 8, and bringing
their total score on the marker to 16; that is, a game, and 6 points
to their credit on the second game. This must now be put down on the
score-sheet. A-B’s honours not counting, as Y-Z went out by cards,
the game is a double; A-B not having reached 7 points. The score and
markers now stand:--
A-B | 0 | | | | | | |
Score: | | | | | | | |
Y-Z | 2 | | | | | | |
[Illustration: A-B’S, NOTHING. Y-Z’S, 1 GAME, 6 POINTS.]
Let us suppose A-B to announce grand on their deal, and to make four
by cards, which, multiplied by 8, gives them 32 points; that is,
three games, and 2 points to their credit on the marker. The first of
these games is a double, Y-Z having 6 points up. The two others are
quadruples, put down on the score-sheet thus:--
A-B | 0 | 2 | 4 | 4 | | | |
Score: | | | | | | | |
Y-Z | 2 | 0 | 0 | 0 | | | |
[Illustration: A-B’S, 3 GAMES, 2 POINTS. Y-Z’S, 1 GAME, 0 POINTS.]
In the next hand let us suppose clubs to be cayenne. Y deals, and plays
in colour, spades. Y-Z win 6 by cards, and 4 by honours; 10 points
multiplied by 3, = 30. For this they score three games, the first
being a triple, and the others quadruples. These three games win the
rubber, for which they add 8 points, and 4 points for the little slam.
This is all put down on the score-sheet:--
A-B | 0 | 2 | 4 | 4 | 0 | 0 | 0 | = 10
Score: | | | | | | | |
Y-Z | 2 | 0 | 0 | 0 | 3 | 4 | 4 | 8 4 = 25
Both scores being added up, the value of the rubber won by Y-Z is found
to be 15, after deducting the 10 points made by A-B.
_=CUTTING IN.=_ If there are more than four persons belonging to the
table, those waiting cut in, as at Whist.
_=METHODS OF CHEATING.=_ In all games in which the cards are dealt in
bulk, four or six at a time, there is more or less temptation for the
greek to gather desirable cards in the pack, leaving them undisturbed
in the shuffle. If he can pick up two tricks of the previous deal with
eight good cards of the same suit in them, by placing any two tricks
of other cards between them, and dealing six at a time, he can tell
exactly how many of the eight located cards are in his partner’s hand.
For this reason a player who does not thoroughly shuffle the cards
should be carefully watched; and an immediate protest should be made
against any disarrangement of the tricks as they are taken in during
the play, such as placing the last trick taken under the first. If
the player doing this is to be the next dealer, any one observing the
movement should insist upon his right to shuffle the cards thoroughly;
if not to leave the game.
We are strongly opposed to dealing the cards in bulk at Cayenne, and
see no reason why the methods that prevail in the very similar game of
Bridge should not be adopted.
_=SUGGESTIONS FOR GOOD PLAY.=_ There is little to add to the rules
already given for Whist. The principles that should guide in the making
of the trump have been given in connection with the more important
game of Bridge; and the suggestions for playing nullo will be fully
discussed in the games in which it is a prominent characteristic: Solo
Whist, and Boston. Grand is practically Whist after the trumps are
exhausted.
For the Laws of Cayenne see Whist Family Laws.
SOLO WHIST, OR WHIST DE GAND.
_=CARDS.=_ Solo Whist is played with a full pack of fifty-two cards,
which rank as at Whist, both for cutting and playing. Two packs are
generally used, the one being shuffled while the other is dealt.
_=MARKERS=_ are not used in Solo Whist, every hand being a complete
game in itself, which is immediately settled for in counters
representing money. At the beginning of the game each player should be
provided with an equal number of these counters. They are usually white
and red, the red being worth five times as much as the white. Twenty
white and sixteen red is the usual allotment to each player when the
game begins. Some one player should be the banker, to sell and redeem
all counters.
_=PLAYERS.=_ Solo Whist is played by four persons. If there are five
candidates for play, they all sit at the same table, each taking his
turn to sit out for one hand while the four others play. The dealer is
usually selected to sit out. If there are only three players, one suit
must be deleted from the pack, or the 2, 3, and 4 of each suit must be
thrown out.
_=CUTTING.=_ The table being formed, the players draw from an outspread
for the deal, and choice of seats and cards. The player drawing the
lowest card deals the first hand, and it is usual for him to dictate
to the other players what seats they shall occupy with relation to
himself. Ties are decided in the same manner as at Whist.
_=POSITION OF THE PLAYERS.=_ The four players at Solo Whist are usually
distinguished by the letters A B Y Z.
[Illustration:
Y
+-----+
| |
A | | B
| |
+-----+
Z
]
Z is the dealer, and A is known as the _=eldest hand=_. The position
of the players does not imply any partnership; for, as we shall see
presently, any player may have any one of the others for a partner,
without any change taking place in their positions at the table.
The players having once taken their seats are not allowed to change
them without the consent of all the others at the table.
_=DEALING.=_ The cards having been properly shuffled, are presented to
the pone to be cut. Beginning on his left, the dealer distributes the
cards three at a time, until only four remain. These he deals one at a
time, turning up the last for the trump. When two packs are used, the
player sitting opposite the dealer shuffles the still pack while the
other is dealt. The deal passes in regular rotation to the left.
When three play with a pack of forty cards, the last card is turned up
for trumps, but it does not belong to the dealer, and is not used in
play.
The general rules with regard to irregularities in the deal are the
same as at Whist; except that a misdeal does not pass the deal. The
misdealer must deal again, and with the same pack.
The cards dealt, each player sorts and counts his hand to see that
he has the correct number of cards, thirteen. If not, he should
immediately claim a misdeal; for a player having more or less than his
right proportion of cards cannot win anything on that hand, but will
have to stand his proportion of all losses incurred by him or his side.
_=OBJECTS OF THE GAME.=_ There are seven distinct objects in the
Solo Whist, and before play begins each player has an opportunity of
declaring to which of these objects he proposes to attain. They are:--
1st. To win 8 of the 13 tricks, with the assistance of a partner. This
is called a _=Proposal=_; the partner’s share is an _=Acceptance=_.
2nd. To win 5 of the 13 tricks, against the three other players
combined. This is called a _=Solo=_.
3rd. To take no tricks, there being no trump suit, and the three other
players being opposed. This is called _=Misère=_, or Nullo.
4th. To win 9 of the 13 tricks against the three other players
combined; the single player to name the trump suit. This is called
_=Abundance=_.
5th. To win 9 of the 13 tricks against the three other players
combined, with the trump suit that is turned up. This is called
_=Abundance in Trumps=_.
6th. To take no tricks, there being no trump suit, and the three other
players being opposed; the single player’s cards being exposed face up
on the table after the first trick is complete. This is called Misère
sur table, or _=A Spread=_.
7th. To win all 13 tricks against the three other players combined; the
single player to name the trump suit, and to have the original lead
whether eldest hand or not. This is called Abundance Déclarée, or _=A
Slam=_.
While the object of the proposing player is to win or lose the declared
number of tricks, that of his adversaries is to prevent him from doing
so, if possible. There are no honours, and the only factor in the
count is the number of tricks actually taken. The highest card played
of the suit led wins the trick, and trumps, if any, win against all
other suits.
_=METHOD OF DECLARING.=_ The eldest hand has the first say, and after
examining his cards he may make any of the several propositions just
enumerated. The smallest proposal he can make is to take 8 tricks with
the assistance of a partner. To do this he should have four reasonably
sure tricks in his own hand. Some players say he should be strong in
trumps; while others claim that the eldest hand should propose only
on general strength. The former is the better plan. No other player
should propose on trumps alone. This announcement is made by saying
“_=I propose=_.” If a player thinks he can take five tricks against the
combined efforts of the three other players, he announces: “_=Solo=_.”
If he feels equal to a misère, he calls: “_=Misère=_;” and so on,
according to the strength of his hand. If he does not feel justified in
making a call, he says “_=I pass=_;” and the next player on his left
has the opportunity; and so on, until some player has proposed to do
something, or all have passed.
If any player has proposed for a partner, any of the others, in their
proper turn, may accept him by simply saying “_=I accept=_.” By so
doing, a player intimates that he has four probable tricks also, but
in the plain suits, and that he is willing to try for eight tricks
with the proposer for a partner. All the other calls are made by a
single player with the intention of playing against the three others.
Any player except the eldest hand having once said, “I pass,” cannot
afterwards make or accept any proposal. The eldest hand, after passing
once, can accept a proposal, but he cannot make one.
It is the custom in some places, when no one will make a proposal of
any sort, to turn down the trump, and play the hands without any trump
suit, each man for himself, the winner of the last trick losing to each
of the others the value of a solo. This is called a _=Grand=_.