partnerships in Boston, except that of three players combined against
the fourth, who is always spoken of as _=the caller=_. The players
having once taken their seats are not allowed to change them without
the consent of all the others at the table.
_=DEALING.=_ At the beginning of the game the two packs are thoroughly
shuffled; after which they must not again be shuffled during the
progress of the game. If a hand is dealt and not played, each player
must sort his cards into suits and sequences before they are gathered
and dealt again.
At the beginning of each deal, one pack is presented to the players to
be cut; each having the privilege of cutting once, the dealer last.
Beginning on his left, the dealer gives four cards to each player, then
four more, and finally five; no trump being turned.
The general rules with regard to irregularities in the deal are the
same as at Whist, except that a misdeal does not lose the deal. The
misdealer must deal again with the same pack, after the players have
sorted their cards into suits. It is a misdeal if the dealer fails to
present the pack to the other players to cut, or neglects to cut it
himself. Should the dealer expose any of his own cards in dealing, that
does not invalidate the deal. The deal passes in regular rotation to
the left, each pack being used alternately.
_=MAKING THE TRUMP.=_ The deal being complete, the player opposite
the dealer cuts the still pack, and the player on his right turns up
the top card for the trump. The suit to which this card belongs is
called _=First Preference=_, and the suit of the same colour is called
_=Second Preference=_, or _=Colour=_. The two remaining suits are known
as _=Plain Suits=_ for that deal.
The cards having been dealt, and the trump turned, each player
carefully sorts and counts his cards, to see that he has the correct
number, thirteen. A player having more or less than his right
proportion should at once claim a misdeal; for if he plays with a
defective hand he cannot win anything that deal, but must stand his
proportion of all losses incurred, besides paying a forfeit of four red
counters to the pool.
_=OBJECTS OF THE GAME.=_ In Boston, each player has an opportunity to
announce that he is willing to undertake to win a certain number of
tricks, if allowed the privilege of naming the trump suit; or to lose
a certain number, there being no trumps. In either case, he proposes
to play single-handed against the three other players. The player
proposing the undertaking which is most difficult of accomplishment is
said to _=over-call=_ the others, and must be allowed to try. If he is
successful, he wins the pool, and is paid a certain number of counters
by each of his adversaries. If he fails, he must double the amount in
the pool, and pay to each of the other players a certain number of
counters.
_=ANNOUNCEMENTS.=_ The bids rank in the following order, beginning with
the lowest. The full-faced type shows the words used by the players in
calling their bids:--
To win five tricks; _=Boston=_.
To win _=Six Tricks=_.
To win _=Seven Tricks=_.
To lose twelve tricks, after having discarded a card which is not to be
shown; _=Little Misère=_.
To win _=Eight Tricks=_.
To win _=Nine Tricks=_.
To lose every trick; _=Grand Misère=_.
To win _=Ten Tricks=_.
To win _=Eleven Tricks=_.
To lose twelve tricks, after having discarded a card which is not to be
shown; the single player’s remaining twelve cards being exposed face up
on the table, but not liable to be called; _=Little Spread=_.
To win _=Twelve Tricks=_.
To lose every trick; the single player’s cards exposed on the table,
but not liable to be called; _=Grand Spread=_.
To win Thirteen Tricks; _=Grand Slam=_.
The object of the proposing player, if successful in his bid, is to
win or lose the proposed number of tricks; while that of his three
adversaries is to combine to prevent him from so doing. There are no
honours, and the only factor in the count is the number of tricks
taken. The highest card played of the suit led wins the trick; and
trumps, if any, win against all other suits.
_=METHOD OF BIDDING.=_ The eldest hand has the first say, and after
examining his cards, and estimating the number of tricks he can
probably take, making the trump to suit his hand, he bids accordingly.
It is not necessary for him to state which suit he wishes to make the
trump; but only the number of tricks he proposes to win. If he has
no proposal to make, he says distinctly; “_=I pass=_,” and the other
players in turn have an opportunity to bid. If any player makes a
bid, such as six tricks, and any other player thinks he can make the
same number of tricks with a trump of the same colour as the turn-up,
that is, Second Preference, he over-calls the first bidder by saying
“_=I keep=_;” or he may repeat the number bid, saying “_=Six here=_.”
This is simply bidding to win the number of tricks _=in colour=_. The
original caller may hold his bid, or a third player may overbid both,
by saying; “_=I keep over you=_,” or “_=Six here=_.” This means that
he will undertake to win the number of tricks already bid, with the
_=turn-up=_ suit for trumps. In order to over-call such a bid as this,
any other player would have to announce a greater number of tricks. For
instance; Z deals, and turns a heart. A calls six tricks, intending to
name hearts trumps; but not saying so. B passes; Y says “I Keep.” This
announces to the table that Y will play with a red trump, and A knows
he is bidding on diamonds. Z passes, and A says; “I keep over you.” B
then bids seven tricks, and if A will not risk seven tricks in hearts,
B will be the successful bidder. If A should bid seven tricks by
keeping over B, the latter must know that it is useless for him to bid
again unless he can make more tricks in diamonds than A can in hearts;
for A’s bid, being in first preference, will always outrank B’s for the
same number of tricks.
A player once having passed cannot come into the bidding again, except
to call one of the misères. In the example just given, either Y or
Z, after having twice passed, might have outbid the seven tricks by
calling a little misère. Such a bid can, of course, be entertained only
when it outranks any bid already made.
A player is not compelled to bid the full value of his hand; but it is
to his interest to go as near to it as he can with safety; because,
as we shall see presently, the more he bids the more he is paid. For
instance: If he can make ten tricks, but bids seven only, he will be
paid for the three over-tricks, if he makes them; but the payment for
seven bid and ten taken, is only 22 counters; while the payment for ten
bid and ten taken is 42. As he receives from each adversary, a player
who underbid his hand in this manner would lose 60 counters by his
timidity.
It sometimes happens that no one will make a proposal of any sort. It
is very unusual to pass the deal. The trump is generally turned down,
and a _=Grand=_ is played, without any trump suit. This is sometimes
called a _=Misère Partout=_, or “all-round poverty”; and the object of
each player is to take as few tricks as possible.
_=METHOD OF PLAYING.=_ No matter who is the successful bidder, the
eldest hand always leads for the first trick, and the others must
follow suit if they can, the play proceeding exactly as at Whist. The
tricks should be carefully stacked, so that they can be readily counted
by any player without calling attention to them. The laws provide a
severe penalty for drawing attention to the score in this manner.
Suppose a player has called eight tricks. An adversary hesitates in
his play, and another reaches over and counts the tricks in front of
the caller, finding he has seven. This is tantamount to saying to the
player who hesitates: “If you don’t win that trick, the call succeed.”
In such a case, the single player may at once demand the play of the
highest or lowest of the suit; or that the adversaries trump or refrain
from trumping the trick.
In all calls except misères and slams, the hands should be played out,
in order to allow the players to make what over-tricks they can; but
the moment a misère player takes a trick, or a slam player loses one,
the hands are thrown up, and the stakes paid. It is usual to show the
cards to the board, in order to satisfy each player that no revoke has
occurred.
When Little Misère is called, each player discards one card, which must
not be shown, and the hand is then played out with the remaining twelve
cards.
When Spreads are called, the caller’s cards must be placed face upwards
on the table before a card is played. If it is a Little Spread, the
discard of each player must remain unknown. The adversaries have no
control of the manner of playing the exposed cards, which cannot be
called, and may be played in any manner suited to the judgment of the
single player, provided he follows suit when able.
_=REVOKES.=_ If a player opposed to the caller revokes, but discovers
his mistake in time to save himself, he may be called upon by the
single player for his highest or lowest of the suit led; or the card
played in error may be claimed as an exposed card. If the highest or
lowest of the suit is called, the card played in error is taken up.
If the caller revokes, and discovers his mistake in time, he is not
liable to any penalty, unless an adversary has played to the next
trick. In that case the revoking card must be left on the table, and
is liable to be called. When the single player revokes, he loses the
call in any case, and at least one trick besides. He must also double
the pool, and add to it a revoke forfeit of four red counters. For
instance: A bids eight tricks, and his adversaries detect and claim a
revoke. As he is supposed to have lost his bid, and one trick more, he
may be said to have bid eight, and taken only seven; losing 23 white
counters to each of his adversaries, doubling the pool, and then paying
a forfeit of four red counters. In some places the forfeit is omitted,
and in others it takes the place of doubling the pool. It is not usual
to play the hand out after a revoke is claimed and proved.
If an adversary of the single player revokes, he and his partners must
each pay the caller just as if he had been successful, and must also
pay him for three over-tricks as forfeit, provided his bid was not more
than nine tricks; for the bid and the over-tricks together must not
exceed thirteen tricks. In addition to this, the individual player in
fault must pay four red counters as forfeit to the pool. In some places
he is made to double the pool; but this is manifestly unfair, as he
could not win the amount in the pool in any case, and therefore should
not lose it.
In a Misère Partout, the revoking player pays five red counters to each
adversary, and deposits a forfeit of four red counters in the pool. The
hands are immediately thrown up if the revoke is claimed and proved.
_=CARDS PLAYED IN ERROR.=_ The single player is not liable to any
penalty for cards played in error, or led out of turn, except those
taken back to save a revoke; but his adversaries are liable to the
usual whist penalties for all such irregularities. The single player
can forbid the use of an exposed trump for ruffing, and can demand or
prevent the play of an exposed card in plain suits, provided he does
not ask the adversary to revoke. If a suit is led of which an adversary
has an exposed card on the table, the single player may call upon him
to play his highest or lowest of that suit.
If a player has announced Little Misère, and one of the adversaries
leads before the others have discarded, the caller may immediately
claim the pool and stakes. If any adversary of a misère player leads
out of turn, or exposes a card, or plays before his proper turn in any
trick, the bidder may at once claim the pool and stakes. In all such
cases it is usual for the individual in fault to pay a forfeit of four
red counters toward the next pool.
In Misère Partout, there is no penalty for cards played in error, or
led out of turn.
_=PAYMENTS.=_ If the caller succeeds in winning the proposed number of
tricks, he is paid by each of his adversaries according to the value
of his bid, and the number of over-tricks he wins, if any. The various
payments are shown in this table:--
------------------------+-------------------------------------------
Number of tricks bid by | Number actually taken by him.
player. +----+----+----+----+----+----+----+----+---
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13
------------------------+----+----+----+----+----+----+----+----+---
Five | 12 | 12 | 13 | 13 | 14 | 14 | 14 | 15 | 15
Six | | 15 | 16 | 16 | 17 | 18 | 19 | 20 | 20
Seven | | | 18 | 20 | 21 | 22 | 23 | 24 | 26
Eight | | | | 23 | 24 | 26 | 28 | 29 | 31
Nine | | | | | 32 | 34 | 36 | 39 | 41
Ten | | | | | | 42 | 45 | 48 | 52
Eleven | | | | | | | 63 | 68 | 72
Twelve | | | | | | | |106 |114
Thirteen | | | | | | | | |166
------------------------+----+----+----+----+----+----+----+----+---
The American system is not to pay the successful bidder for any
over-tricks. This is to make him bid up his hand, and to save time; as
hands need not be played out when the bidder has made or can show the
number of tricks bid.
Tricks bid | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
------------+----+----+----+----+----+----+----+-----+-----+
Amount. | 10 | 15 | 20 | 25 | 35 | 45 | 65 | 105 | 170 |
If the caller fails in his undertaking, he must pay each adversary
according to the number of tricks by which he failed to reach his bid.
For instance: A player bidding eight, and taking only seven, is said to
be “_=put in for=_” one trick, and he would have to pay each adversary
23 white counters. These payments are shown in this table:--
-----------+---------------------------------------------------
Tricks bid | Number of tricks by which the player falls short
by the | of his declaration.
player. +---+---+---+---+---+---+---+---+---+---+---+---+---
| 1| 2| 3| 4| 5| 6| 7| 8| 9| 10| 11| 12| 13
-----------+---+---+---+---+---+---+---+---+---+---+---+---+---
Five | 11| 21| 31| 41| 50| | | | | | | |
Six | 15| 24| 35| 45| 55| 66| | | | | | |
Seven | 19| 29| 40| 50| 60| 72| 82| | | | | |
Eight | 23| 34| 46| 56| 67| 78| 89|110| | | | |
Nine | 33| 44| 57| 68| 82| 92|103|115|127| | | |
Ten | 44| 56| 70| 82| 94|107|119|132|145|157| | |
Eleven | 67| 80| 95|109|123|138|151|165|180|194|208| |
Twelve |113|130|148|165|182|200|217|234|252|270|286|304|
Thirteen |177|198|222|241|262|284|305|326|348|369|390|412|433
-----------+---+---+---+---+---+---+---+---+---+---+---+---+---
We give the same table reduced to the American decimal system, in which
form it is commonly found in the clubs. It may be remarked in passing
that the table is very illogical and inconsistent, the payments bearing
no relation to the probabilities of the events. Some of them provide
for impossibilities, unless the player has miscalled the trump suit,
and is held to it, but we have no authority to change them.
--------+----------------------------------------------------
| Number of tricks bidder is “put in for.”
Tricks +---+---+---+---+---+---+---+---+---+---+---+---+----
bid. | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10| 11| 12| 13
--------+---+---+---+---+---+---+---+---+---+---+---+---+----
Five | 10| 20| 30| 40| 50| | | | | | | |
Six | 15| 25| 35| 45| 55| 65| | | | | | |
Seven | 20| 30| 40| 50| 60| 70| 80| | | | | |
Eight | 25| 35| 45| 55| 70| 85|100|115| | | | |
Nine | 35| 45| 55| 65| 80| 95|110|125|140| | | |
Ten | 45| 55| 70| 80| 95|110|125|140|155|170| | |
Eleven | 70| 80| 95|110|125|140|155|170|185|200|220| |
Twelve |120|130|145|160|180|200|220|240|260|280|300|320|
Thirteen|180|200|220|240|260|280|300|320|340|360|390|420|450
--------+---+---+---+---+---+---+---+---+---+---+---+---+----
If a misère is bid, the caller wins from, or loses to each adversary
according to the following table, there being no over-tricks:--
Little Misère, 20 white counters.
Grand Misère, 40 white counters.
Little Spread, 80 white counters.
Grand Spread, 160 white counters.
It may be observed that each of these is twice the amount of the next
lower.
When misère partout is played, the person winning the largest number of
tricks is the only loser, and he must pay each of the other players the
difference between the number of his tricks and theirs in red counters.
The number of red counters lost will always be found to be three times
the number of tricks taken, minus the number of tricks not taken. For
instance: A wins 4 tricks, three times which is 12; from which he
deducts 9, the number he did not take, and finds his loss to be 3 red
counters. Again; A wins 7 tricks; three times which is 21; minus 6
tricks not taken, a net loss of 15. No matter in what proportion the
other tricks may be divided between the three other players, this total
payment will always be found correct. For instance: A wins 6 tricks; Y
2; B 5; and Z none. A loses 6 x 3 = 18-7 = 11, of which he gives 4 to
Y; 1 to B; and 6 to Z.
If two players tie for the greatest number of tricks taken, they
calculate their losses in the same manner; but each pays only half the
total. For instance: A and Y each take 5 tricks; B taking 1, and Z 2.
The 7 red counters lost by A and Y being divided, shows a loss of 35
white counters for each of them. If three players take four tricks
apiece, they each pay the fourth man a red counter.
_=WINNING THE POOL.=_ Besides the white counters won and lost by the
players individually, the successful caller takes the pool, provided
he has made a bid of seven tricks or better, which is called _=a pool
bid=_. Any lower bid does not entitle him to the pool, unless the other
players compel him to play the hand out. In order to save the pool,
it is usual for the adversaries, before playing to the second trick,
to say: “_=I pay.=_” If all agree to pay, the bidder must accept the
amount of his bid without any over-tricks, and the pool is not touched.
If a player has made a pool bid, and the adversaries, before playing
to the second trick, agree to pay, they cannot prevent the caller from
taking the pool; but they save possible over-tricks. The agreement of
the adversaries to pay must be unanimous.
Misère Partout does not touch the pool.
If the hand is played out, and the caller fails, he must double the
pool, whether he has made a pool bid or not. If there is more than one
pool, he must double the first one, which will of course contain the
limit. This will simply have the effect of forming an additional pool
to be played for.
When there are several pools on the table, a successful caller takes
any of those that contain the limit. When there is only one pool on the
table, he must be satisfied with its contents, however small.
At the end of the game, after the twelfth hand has been settled for,
it is usual to divide the pool or pools equally among the players. But
sometimes a grand is played without trumps, making a thirteenth hand,
and the pool is given to the player winning the last trick.
_=METHODS OF CHEATING.=_ There being no shuffling at Boston, and each
player having the right to cut the pack, the greek must be very skilful
who can secure himself any advantage by having the last cut, unless he
has the courage to use wedges. But Boston is usually played for such
high stakes that it naturally attracts those possessing a high degree
of skill, and the system adopted is usually that of counting down. The
greek will watch for a hand in which there is little changing of suits,
and will note the manner of taking up the cards. The next hand does
not interest him, as he is busy studying the location of the cards in
the still pack. When this comes into play on the next deal, he will
follow every cut, and finally cut for himself so that the desired
distribution of the suits shall come about. Even if he fails to secure
an invincible hand for bidding on himself, he knows so nearly the
contents of the other hands that he can bid them up, and afterwards
play against them to great advantage.
It is unnecessary to say that if a greek can mark the cards, the game
becomes a walkover, even if he can recollect only the hand on his left.
_=SUGGESTIONS FOR GOOD PLAY.=_ Boston so closely resembles Solo Whist
in such matters as bidding, and playing single-handed against three
others, that the reader may be referred to that game for the outlines
of the principles that should guide him in estimating the probable
value of his hand, playing for tricks or for misères, and combining
forces with his partners for the purpose of defeating the single player.
For laws, see Whist Family Laws.
BOSTON DE FONTAINEBLEAU.
This game is sometimes, but incorrectly, called French Boston. The
latter will be described in its proper place.
_=CARDS.=_ Boston de Fontainebleau is played with a full pack of
fifty-two cards. Two packs are generally used. The cards rank as at
Whist, both for cutting and playing.
_=MARKERS=_ are not used, counters taking their place. These are
usually of the colours and values, and are distributed among the
players as already described in Boston.
_=STAKES.=_ As a guide in settling upon the unit value, it may be noted
that the largest amount possible to win or lose on a single hand is
2,400 white counters; the smallest amount being 30. The average is
about 300.
_=THE POOL.=_ In addition to the counters won or lost on each hand,
a pool is formed by each dealer in his turn placing five counters in
a small tray provided for the purpose. This pool may be increased
by penalties, etc., and the whole amount may be won under certain
conditions, as at Boston. There is no limit to the amount of a single
pool.
_=PLAYERS.=_ The number of players, methods of _=Cutting=_, _Dealing_,
etc., are the same as those already described in connection with
Boston, except that no trump is turned for first preference, the suits
always having a determined rank; diamonds being first, hearts next,
then clubs, and last spades. No-trump, or “grand,” outranks diamonds.
Twelve deals is a game; after which the players cut out if there
are more than four belonging to the table, or if other candidates are
waiting to play.
_=PENALTIES=_, for playing with more or less than the proper number of
cards, etc., are the same as at Boston.
_=OBJECTS OF THE GAME.=_ These are identical with Boston, but instead
of doubling the pool, the player who is unsuccessful in his undertaking
pays into the pool the same amount that he loses to each of the other
players.
_=ANNOUNCEMENTS.=_ The bids rank in the order following; beginning with
the lowest. The full-faced type show the words used by the players
in calling their bids. It will be noticed that the order is not the
same as in Boston, and that an additional bid is introduced, called
Piccolissimo.
To win 5 tricks, _=Boston=_.
To win _=Six Tricks=_.
To lose 12 tricks, after having discarded a card which is not to be
shown; _=Little Misère=_.
To win _=Seven Tricks=_.
To win one trick, neither more nor less, after having discarded a card
which is not to be shown, there being no trump suit; _=Piccolissimo=_.
To win _=Eight Tricks=_.
To lose every trick, no trump suit, _=Grand Misère=_.
To win _=Nine Tricks=_.
To lose 12 tricks, after having discarded a card which is not to be
shown; the single player’s remaining twelve cards being exposed face up
on the table, but not liable to be called; _=Little Spread=_.
To win _=Ten Tricks=_.
To lose every trick, no trump suit, the single player’s cards being
exposed on the table, but not liable to be called; _=Grand Spread=_.
To win _=Eleven Tricks=_.
To win _=Twelve Tricks=_.
To win 13 tricks; _=Slam=_.
To win 13 tricks, the single player’s cards exposed face up on the
table, but not liable to be called; _=Spread Slam=_.
The object of the bidder, if successful in securing the privilege of
playing, is to win or lose the proposed number of tricks, against the
combined efforts of his adversaries. Having once made a bid, he must
play it unless he is over-called.