Z is the dealer, and A is known as the _=eldest hand=_. There are no

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.

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 18 / 70 段