_=METHOD OF BIDDING.=_ The eldest hand has the first say, and after

examining his hand, and deciding on the bid most appropriate to it, if

any, he makes his announcement. If his proposal is to win a certain

number of tricks with a certain suit for trumps, he must name the

suit, saying, “Eight Spades,” or “Seven Diamonds,” as the case may be.

If he proposes to play without any trump suit, he announces, “Seven

Grand,” or whatever the number may be. Such a bid over-calls one of the

same number in diamonds. If the eldest hand has no proposal to make,

he says, “I pass,” and the others in turn have an opportunity to bid.

The bids outrank one another according to their order in the foregoing

table, and the rank of the suits in which they are made. The players

bid against one another, until all but one declare to pass, he then

becomes the single player against the three others.

A player having once passed cannot come into the bidding again, even to

call a misère. In this respect the game differs from Boston. A player

is not compelled to bid the full value of his hand, but it is to his

interest to do so, and he should make the full announcement the first

time he bids, because if he has had a good hand for ten tricks, and

begins with a bid of seven, he cannot increase his proposal unless some

player bids over him.

_=PARTNERS.=_ Before playing, the successful bidder may call for a

partner if he chooses to do so. The player accepting him undertakes

that the two together shall win three tricks more than the number bid.

For instance: A has successfully bid seven in diamonds, and asks for a

partner. If Y accepts him they make no change in their positions at the

table, but play into each other’s hands, just as at Solo Whist, B and Z

being partners against them. A and Y together must win ten tricks, with

diamonds for trumps.

If no one makes a proposal of any sort, _=Misère Partout=_ is played;

there being no trump suit. The player or players taking the least

number of tricks win or divide the pool. There are no other losses or

gains in Misère Partout.

_=HONOURS.=_ In any call in which there is a trump suit, the A K Q and

J of trumps are honours, and may be counted by the successful bidder

if he carries out his proposal. If the single player, or a caller and

his partner have all four honours dealt them, they score as for four

over-tricks; if three, as for two over-tricks. Honours do not count for

the adversaries under any circumstances.

In bidding on a hand, it must be remembered that although honours will

count as over-tricks in payments, they cannot be bid on. If a player

has nine tricks and two by honours in his hand, he cannot bid eleven.

If he bids nine and fails to make so many, he cannot count the honours

at all. It is growing less and less the custom to count honours in

America.

A player making a bid can be compelled to play it; but it is usual to

allow him to pay instead of playing, if he proposes to do so, either

because he has overbid his hand or for any other reason.

_=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 in Whist.

Tricks should be carefully stacked, there being the same penalties as

in Boston for calling attention to the score. The methods of playing

misères and spreads have already been described in connection with

Boston. When piccolissimo is played, the moment the single player takes

more than one trick the hands are thrown up, and the stakes paid.

_=REVOKES.=_ The rules governing these and cards played in error, are

the same as at Boston. In piccolissimo, the penalties are the same as

in misère.

_=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, as shown in Table No. 1. Over-tricks if any, and honours,

if played, are always paid at the uniform rate of five white counters

each. If the caller fails, he must pay each adversary the amount he

would have won if successful, with the addition of five white counters

for every trick that he falls short of his proposal. For instance: He

bids nine hearts, and wins six tricks only. He must pay each adversary

115 white counters.

TABLE No. 1.

----------------------+--------+-----------------+---------+

| | The trump being | |

| No +-----+-----+-----+ Extra |

| trump. | ♣♠ | ♡ | ♢ | tricks. |

----------------------+--------+-----+-----+-----+---------+

Boston, five tricks | | 10 | 20 | 30 | 5 |

Six tricks | | 30 | 40 | 50 | 5 |

Little misère | 75 | | | | |

Seven tricks | | 50 | 60 | 70 | 5 |

Piccolissimo | 100 | | | | |

Eight tricks | | 70 | 80 | 90 | 5 |

Grand misère | 150 | | | | |

Nine tricks | | 90 | 100 | 110 | 5 |

Little spread | 200 | | | | |

Ten tricks | | 110 | 120 | 130 | 5 |

Grand spread | 250 | | | | |

Eleven tricks | | 130 | 140 | 150 | 5 |

Twelve tricks | | 150 | 160 | 170 | 5 |

Slam, thirteen tricks | | 400 | 450 | 500 | |

Spread slam | | 600 | 700 | 800 | |

TABLE No. 2.

In America, the last two items are usually reduced, and are given as

follows:--

| | ♣♠ | ♡ | ♢ | |

Slam, thirteen tricks | | 250 | 300 | 350 | |

Spread slam | | 350 | 400 | 450 | |

----------------------+--------+-----+-----+-----+---------+

Why a player should be paid more for spreads than for eleven or twelve

tricks while the trick bid outranks the spreads, is difficult to

understand; but we have no authority to change the tables.

Misère Partout wins nothing but the pool.

If partners play, it is usual for the losers to pay the adversaries on

their right; or, if partners sit together, to pay the adversary sitting

next.

_=THE POOL.=_ Besides the white counters won and lost by the players

individually, the successful player takes the pool. Successful partners

divide it equally, regardless of the number of tricks bid or taken by

each. If the partners fail, they must contribute to the pool an amount

equal to that which they pay to one adversary. For instance: A calls

seven diamonds, and asks for a partner. Y accepts him, and the pair win

only nine tricks. Each pays 135 counters to the adversary sitting next

him, and then they make up 135 more between them for the pool.

Asking for a partner is not a popular variation of the game, and is

seldom resorted to unless the successful bid is very low, or has been

made on a black suit.

If the adversaries of the caller declare to pay, before playing to the

second trick, they can save nothing but possible over-tricks. The pool

goes with every successful play.

If the single player is unsuccessful, he does not double the pool,

as in Boston, but pays into it the same amount that he loses to each

adversary, over-tricks and all; so that he really loses four times the

amount shown in the table.

At the end of the game, or on the twelfth hand, if the caller does not

succeed, he pays the pool as usual, and his adversaries then divide it

amongst themselves.

The _=Suggestions for Good Play=_, etc., are given in connection with

Solo Whist and need no further amplification for Boston de Fontainbleau.

The _=Laws=_ vary so little from those used in the regular game of

Boston that it is not necessary to give an additional code, either for

Fontainbleau or for French Boston, which follows.

FRENCH BOSTON.

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

which rank as at Whist, both for cutting and playing; except that the

diamond Jack is always the best trump unless diamonds are turned up, in

which case the heart Jack becomes the best trump, and the diamond Jack

ranks next below the diamond Queen.

_=COUNTERS=_ are used as in Boston, their value being a matter of

agreement before play begins.

_=THE POOL=_ is made up by the dealer’s contributing ten counters for

the first eight rounds, and twenty for the last two. It is increased

from time to time by penalties, and is won or lost by the players, just

as in Boston. There is no limit to the pool. If any player objects to

dividing it at the end of the game, it must be played for until some

player wins it.

_=PLAYERS.=_ The number of players, their arrangement at the table,

etc., is precisely the same as at Boston.

_=CUTTING.=_ Instead of cutting for the first deal, any one of the

players takes a pack of cards, and gives thirteen to each player in

succession, face up. The player to whom he gives the diamond Jack deals

the first hand, and has the choice of seats and cards. The others sit

as they please.

_=DEALING.=_ The cards are shuffled before every deal. The player on

the left of the dealer cuts, and cards are given first to the player on

the dealer’s right, dealing from right to left. The cards may be dealt

one at a time, or three at a time, or four at a time, always dealing

the last round singly, and turning up the last card. A misdeal loses

the deal. Other irregularities are governed by the same laws as in

Boston.

The deal passes to the right, and the next dealer is indicated by the

position of the tray containing the pool, which the dealer always

passes to the player on his right, after putting in his ten or twenty

counters.

Forty deals is a game; the first thirty-two of which are called

“simples,” and the last eight “doubles.” In the doubles, all stakes

and contributions to the pool are doubled. If anything remains in the

pool at the end, it is divided equally, unless a player demands that it

shall be played for until won. Such extra deals are simples.

_=RANK OF THE SUITS.=_ The suit turned on the first deal is called

“belle” for that game. The suit turned on each succeeding deal is

called “petite.” If belle turns up again, there is no petite for that

deal. The suits are not first and second preference, as in Boston, but

are used only to determine the value of the payments, and to settle

which suits partners must name for trumps. The rank of the suits is

permanent, as in Boston de Fontainbleau, but the order is, hearts,

diamonds, clubs, and spades; hearts being highest. In France, the suits

rank in this order in Boston de Fontainbleau, but in America diamonds

outrank hearts.

_=OBJECTS OF THE GAME.=_ Each player in turn 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 trump suit. If he proposes to play

alone, he may select any suit for trumps; but if he takes a partner

the trump suit must be belle or petite. The announcements outrank

each other in certain order, and the player making the highest must

be allowed to play. If he succeeds in his undertaking, he wins the

pool, and is also paid a certain number of counters by each of his

adversaries. If he fails, he must double the pool, and pay each of his

adversaries. The table of payments will be given later.

_=ANNOUNCEMENTS.=_ The proposals rank in the order following, beginning

with the lowest. The French terms are given in _=italics=_:--

Five tricks; or eight with a partner, in petite. _=Simple in petite=_.

Five tricks; or eight with a partner, in belle. _=Simple in belle=_.

Six tricks solo, in any suit. _=Petite independence=_.

Little misère. _=Petite misère=_.

Eight tricks solo in any suit. _=Grand independence=_.

Grand misère. _=Grand misère=_, or _=misère sans ecart=_.

Misère with four aces. _=Misère des quatre as=_.

Nine tricks in any suit. _=Neuf=_.

Nine tricks in petite. _=Neuf en petite=_.

Nine tricks in belle. _=Neuf en belle=_.

Little spread. _=Petite misère sur table=_.

Grand spread. _=Grand misère sur table=_.

_=METHOD OF BIDDING.=_ The player to the right of the dealer has the

first say. If he proposes to take a partner as in Solo Whist, he says,

“Je demande,” at the same time placing one of his cards face downward

on the table. This card must not be shown or named, but must be of

the suit which he proposes to make the trump. He is not allowed to

announce the suit, so that any player accepting him as a partner does

so in ignorance as to whether he will play in belle or in petite. If

the demand is accepted, the proposer and his partner make no change in

their positions at the table, but must make eight tricks, just as in

Solo Whist.

If a player cannot propose, he says: “Je passe,” and each of the others

in turn from right to left have the opportunity to make a proposal.

When any player proposes, any player in turn after him may accept,

although such a one may have already passed. If the fourth player

proposes, the three others having passed, and no one will accept him he

is bound to play solo against three such weak adversaries, and must

make five tricks, either in belle or in petite. He is not allowed to

play in a plain suit if he has made a simple “demand.”

The only solo bids allowed are those for six, eight, or nine tricks,

which outrank one another. A player cannot bid seven to over-call six;

he must go to eight; and a player cannot _=bid=_ five tricks without a

partner, although, as we have just seen, he may be forced to _=play=_

in that manner.

When six, eight, or nine tricks are bid, the suits outrank one another

for equal numbers of tricks; but as the suit called need not be the

bidder’s true intention, nor the same as the card laid on the table,

the proposer must be careful that his play will be as good as his bid.

For instance: He intends nine tricks in spades, but proposes eight in

diamonds. He cannot bid nine in diamonds, for that would be a better

bid than he intends to play; but the ruse may succeed in inducing a

player not to bid against him, hoping diamonds is the true suit. It is

a common artifice to bid the true suit, because few will believe it to

be such.

If clubs are belle, and diamonds petite, and a player who “demands”

is over-called by a demand in belle, or a call of six tricks, the

first caller cannot advance his bid to six tricks except in the suit

which he has already laid on the table; but he may accept the player

over-calling him, instead of bidding against him. After a player has

once accepted or passed, he cannot bid misère.

If no one makes a proposition of any kind, the hands are thrown up; the

next dealer contributes to the pool, and a fresh hand is dealt.

_=METHOD OF PLAYING.=_ As in Boston, the eldest hand has the first

lead, and the others must follow suit if they can, except in the misère

des quatre as. When this is played, the bidder may renounce at pleasure

for the first ten tricks.

_=GATHERING TRICKS.=_ When a partnership is formed, each gathers the

tricks he takes. If the partnership loses, the one who has not his

complement of tricks must pay the adversaries and double the pool. If

the demander has not five, and the acceptor has three, the demander

pays. If the proposer has five, and the acceptor has not three, the

acceptor pays; but they both win if they have eight tricks between

them, no matter in what proportion. If neither has taken his proper

share, they must both pay. When they are successful, they divide the

pool.

_=SLAMS.=_ If a player has demanded, and not been accepted, and has

been forced to play alone for five tricks, but wins eight, it is called

a slam. But as he did not wish to play alone, his only payment, besides

the pool, is 24 counters from each player if he played in petite; 48 if

in belle; double those amounts if the deal was one of the last eight in

the game.

If two partners make a slam, thirteen tricks, they take the pool, and

receive from each adversary 24 counters if they played in petite; 48

if in belle; double if in one of the last eight hands in the game.

_=EXPOSED CARDS.=_ The laws governing these are almost identical with

those in Boston, with the additional rule that a player allowing a card

to fall upon the table face up before play begins, can be forced to

play independence in that suit.

_=REVOKES.=_ The individual player who is detected in a revoke must

double the pool, and pay both adversaries.

_=PAYMENTS.=_ Payments are made according to the table. The player

holding diamond Jack receives two counters from each of the other

players in a simple; four in a double; except in misères, in which the

card has no value.

Misères are paid for according to the trump turned in the deal in which

they are played. If a heart is turned, and little misère is played, the

payment is 64 counters to or from each player. If a spade was turned,

the payment would be 16 only.

Three honours between partners count as three: four as four. Being all

in one hand does not increase their value.

------------------------------------+-----+-----+-----+-----+

The Bid. | ♠ | ♣ | ♢ | ♡ |

------------------------------------+-----+-----+-----+-----+

Five tricks alone, or partners’ 8 | 4 | 8 | 12 | 16 |

Three honours | 3 | 6 | 9 | 12 |

Four honours | 4 | 8 | 12 | 16 |

Each extra trick | 1 | 2 | 3 | 4 |

------------------------------------+-----+-----+-----+-----+

Six tricks, or petite independence | 6 | 12 | 18 | 24 |

Three honours | 4 | 8 | 12 | 16 |

Four honours | 6 | 12 | 18 | 24 |

Each extra trick | 2 | 4 | 6 | 8 |

------------------------------------+-----+-----+-----+-----+

Eight tricks, or grand independence | 8 | 16 | 24 | 32 |

Three honours | 6 | 12 | 18 | 24 |

Four honours | 8 | 16 | 24 | 32 |

Each extra trick | 4 | 8 | 12 | 16 |

------------------------------------+-----+-----+-----+-----+

Petite misère | 16 | 32 | 48 | 64 |

Grand misère | 32 | 64 | 96 | 128 |

Misère de quatre as | 32 | 64 | 96 | 128 |

Misère sur table | 64 | 128 | 192 | 256 |

Slam à deux (partners) | 50 | 100 | 150 | 200 |

Slam seul (alone) | 100 | 200 | 300 | 400 |

Slam sur table | 200 | 400 | 600 | 800 |

------------------------------------+-----+-----+-----+-----+

RUSSIAN BOSTON.

This is a variation of Boston de Fontainbleau. A player holding carte

blanche declares it before playing, and receives ten counters from each

of the other players. Carte blanche is the same thing as chicane in

Bridge, no trump in the hand. But in Bridge the player is penalized for

announcing it until after the hand is played.

The order of the suits is the same as in American Boston de

Fontainbleau: diamonds, hearts, clubs, and spades.

When a player bids six, seven, or eight tricks, he is supposed to be

still willing to take a partner, unless he specifies solo. When a

partner accepts him, the combination must make four tricks more than

the original proposal.

Four honours are paid for as four over-tricks; three honours as two

over-tricks.

Piccolissimo is played, and comes between the bids of seven and eight

tricks.

GERMAN WHIST.

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

which rank as at Whist, both for cutting and playing.

_=PLAYERS.=_ Two persons play. They cut for the first deal, and the

choice of seats.

_=DEALING.=_ The dealer presents the pack to his adversary to be cut,

and then gives thirteen cards to each player, one at a time, turning up

the twenty-seventh card for the trump, and laying it on the talon, or

remainder of the pack.

_=PLAYING.=_ The non-dealer begins by leading any card he pleases, and

his adversary must follow suit if he can. The winner of the first trick

takes the trump card into his hand, and his adversary takes the card

immediately under it, but without showing or naming it. Each player

thus restores the number of cards in his hand to thirteen. The card

which is now on the top of the talon is turned up, and the winner of

the next trick must take it, his adversary taking the one under it, as

before, and turning up the next. In this manner it will be seen that

the winner of each trick must always get a card which is known to his

adversary, while the loser of the trick gets one which remains unknown.

When the talon is exhausted, the thirteen cards in each hand should be

known to both players if they have been observant, and the end game

becomes a problem in double dummy.

_=STAKES.=_ The game is usually played for so much a point, the player

having won the majority of the tricks receiving the difference between

the number of his tricks and those of his adversary. Each game is

complete in one hand.

In many respects the game resembles single-handed Hearts, except that

in Hearts none of the cards drawn are shown.

CHINESE WHIST.

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

which rank as at Whist, both for cutting and playing.

_=MARKERS.=_ Ordinary whist markers are used for scoring the points.

_=PLAYERS.=_ Two, three or four persons can play Chinese Whist. When

three play, the spade deuce is thrown out of the pack. Partners and

deal are cut for from an outspread pack, as at Whist.

_=POSITION OF THE PLAYERS.=_ When four play, the partners sit opposite

each other. When three play, the one cutting the lowest card chooses

his seat, and dictates the positions of the two other players.

_=DEALING.=_ When four play, the pack is shuffled and cut as at

Whist. The dealer then gives six cards to each player, one at a time,

beginning on his left. These six cards are then spread face down on the

table in front of the players to whom they have been dealt, but without

being looked at. Six more are then dealt to each, one at a time, and

these are turned face up, and sorted into suits. They are then laid

face up on the top of the six cards which are lying on the table face

down, so as to cover them. The last four cards are then dealt, one to

each player. These last are retained in the hand, and must not be shown

or named; they are usually called the “_=down cards=_.”

_=MAKING THE TRUMP.=_ After examining the cards exposed on the table,

and the down card in his own hand, the dealer has the privilege of

naming any suit he pleases for trumps. No consultation with partner is

allowed.

_=METHOD OF PLAYING.=_ The player to the left of the dealer begins by

leading any one of his exposed cards, and the others must follow suit

if they can; either with one of their exposed cards, or with their

down cards. A player having none of the suit led may either discard

or trump. The highest card played of the suit led wins the trick, and

trumps win all other suits. The side winning the trick takes it in and

arranges it just as at Whist. Before leading for the next trick all

cards which have been uncovered are turned face up. If any person has

played his down card he will have no card to turn up, none having been

uncovered. The cards cannot under any circumstances be shifted from

their original positions. If a player has five cards face up, covering

five cards face down, he cannot shift one of the exposed cards to the

empty sixth place, and uncover another card. All covering cards must be

got rid of in the course of play.

_=PENALTIES=_ for revokes, cards led out of turn, etc., are the same as

at Whist.

_=OBJECTS OF THE GAME.=_ As in Whist, the object is to win tricks, all

above six counting one point toward game. Five, seven, or ten points

may be made the game, at the option of the players, but ten is the

usual number. Honours are not counted except by agreement.

_=STAKES.=_ It is usual to play for so much a point or a game. If

points are played, the loser’s score must be deducted from the

winner’s, and the difference is the value of the game won.

_=WHEN THREE PLAY=_, eight cards are dealt to each person, and arranged

face down; then eight more, arranged face up, and then one to each for

down cards. There are no partnerships; each plays for himself against

the others.

_=WHEN TWO PLAY=_, twelve cards are dealt to each player, and arranged

face down; then twelve more, arranged face up, and then two down cards

to each. It is usual to deal all the cards two at a time.

_=SUGGESTIONS FOR GOOD PLAY.=_ Chinese Whist very closely resembles

Dummy, and the chief element of success is the skilful use of tenace.

Memory also plays an important part, it being especially necessary to

remember what cards are still unplayed in each suit. While the down

cards are held a player cannot be sure of taking a trick by leading a

card higher than any his adversary has exposed, because one of the down

cards may be better. If a player is short of trumps, but has as many

and better than those of his adversary, it is often good play to lead

and draw the weaker trumps before the adversary turns up higher ones to

protect them. For instance: one player may have 10 8, and his adversary

the 9 alone. If the 10 is led the 9 will probably be caught, unless one

of the adverse down cards is better. If the 10 is not led the adversary

may turn up an honour, and will then have major tenace over the 10 and

8.

The end game always offers some interesting problems for solution by

the expert in tenace position, and in placing the lead.

WHIST FAMILY LAWS.

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 19 / 70 段