_=39. False Openers.=_ Should a player open a jack without the hand to

justify it, and discover his error before he draws, his hand is foul,

and he forfeits whatever amount he may have already placed in the pool.

Those who have come into the pool after the false opening, stay in and

play for the pot, regardless of the value of the hands dealt them.

_=40. Fattening.=_ If no player will open, the cards are reshuffled,

cut, and dealt, usually by the same dealer, and each player adds one

counter to the pool.

_=41. Coming In.=_ If any player opens the pot for a certain amount,

each player in turn, on his left, can come in by putting up a similar

amount, regardless of the value of his hand. Any player on the right of

the opener who passed on the first round may now come in. Any player

declining to put up the amount for which the pot is opened must abandon

his hand, and all his interest in the pool.

_=42. Raising the Opener.=_ Any player coming into the pool has the

privilege of raising the original opener any amount within the betting

limit, and he may in turn be raised again, just as in the ordinary

pools. Should the opener decline to meet such a raise, he must show his

entire hand before abandoning it. If he declines to do so, he must pay

the antes for all the other players for another jack. It is not enough

to show openers before the draw, the whole hand must be shown.

_=43. Drawing Cards.=_ Each player in turn who has come in, beginning

on the left of the dealer, may discard and draw, to improve his hand.

The opener is allowed to split his openers, provided it is the rule of

the game that the opener shall _always_ put his discard under the chips

in the pool, whether he is going to split or not. The opener’s discard

must never be gathered in with other discards when the pack runs short

for the draw.

_=44. False Hands.=_ If a false opener does not discover his mistake

until after he has drawn cards, his hand is foul, and must be

abandoned. As a penalty he must put up an ante for each of the other

players at the table for another Jack.

_=45. Betting the Hands.=_ The opener makes the first bet; or, if he

has withdrawn, the player next on his left. Should the opener decline

to bet after the draw, he must show his openers before abandoning his

hand. He need not show the cards he has drawn. If no bet is made, the

last player holding cards takes the pool without showing his hand. If

a bet is made, the game proceeds as in the ordinary pools. Should the

opener retire during the betting, he must show his openers; if he is in

the final call he must show his entire hand, whether it is the best or

not. If he or any other player declines to show his hand when a call is

made, he must ante for all the other players for another jack.

_=46. Shy Bets.=_ If any player is shy in a jack pot, whether from

failure to put up his ante, to fatten, or to substantiate his mouth

bets with counters, nothing can be collected from him after a call has

been made, or the pot has been won.

STRAIGHT POKER.

Straight Poker or _=Bluff=_ is played with a full pack of fifty-two

cards, and any number of players from one to eight. The arrangements

for counters, seats, and deal are exactly the same as in Draw Poker,

but the method of anteing and betting up the hands is slightly

different. There is no draw to improve the hand, and no such

combination as a straight flush is recognized, four of a kind being the

highest hand possible.

The ante and betting limit must be decided before play begins. The

first dealer is provided with a _=buck=_, which should be a penknife,

or some similar article. Before dealing, he puts up the amount of the

ante for all the players, and then _=passes the buck=_ to the player on

his left, who must ante for all the players in the next pool. There is

no variation of the amount of the ante under any circumstances, and the

buck is passed round the table in this manner irrespective of the deal,

which is taken by the player winning the pool. The laws for the deal

and its irregularities are the same as in Draw Poker, except that it

does not pass to the left.

The cards dealt, each in turn, beginning with the player to the left

of the dealer, may either bet or pass. Should all pass, the holder of

the buck antes, making a double pool, and passes the buck. The deal

then passes to the left. Should any player make a bet, each in turn,

beginning with the one on his left, must call it, raise it, or abandon

his hand. Players who have passed the first time, must now decide. The

rules for seeing, raising, calling, and showing hands are precisely the

same as at Draw Poker.

Owing to the absence of the draw, there is no clue to the strength of

an opponent’s hand, except his manner, and the amount of his bet. The

hands shown are much weaker than the average of those at Draw Poker,

being about equal to hands that a player in that game would come in

on. Triplets are very strong at Straight Poker, and two pairs will win

three out of four pools in a five-handed game. The great element of

success is bluff.

STUD POKER.

The arrangements for the cards, seats, antes, buck, etc., are precisely

as at Straight Poker; but in dealing, only the first card is dealt face

down, the remaining four being turned up by the dealer as he gives

them out. Each player in turn then looks at his _=down card=_, and the

betting proceeds as in Straight Poker, each player having the privilege

of passing once before a bet is made.

A much more popular method is to stop the deal at two cards, each

player having received one face down, and another face up. The best

card showing then makes the first bet, and each player in turn must

meet it, raise it, or pass out of that pool. If no one will call, the

player making the bet takes the pool, and the next deal. If a bet is

made and called, those in the call do not show their down cards, but

are each given another card, face up, and the same betting process is

gone through, the best hand showing face up making the first bet in

each round. As long as two or more players remain in the pool they are

given more cards until they have five. Then the final betting is done,

and if a call is made, the down cards are shown, and the best poker

hand wins the pool. Straight flushes do not count.

WHISKEY POKER.

The arrangements for the cards, seats, etc., are the same as in Draw

Poker. Each player is provided with an equal number of white counters,

which may have a value attached to them, or which may simply represent

markers. If the counters represent money, each player should have at

least twenty; if they are only markers, five is the usual number.

If the game is played for money, each player puts one counter in the

pool before the cards are dealt. There is no raising or betting of any

kind.

An extra hand, called _=the widow=_, is dealt face down at Whiskey

Poker. The dealer gives each player and the widow five cards, one at a

time, beginning on his left, and dealing to the widow just before he

deals to himself. Each player in turn, beginning with the age, then

examines his hand, and has the option of exchanging it for the widow;

keeping it for the purpose of drawing to it; or risking his chances of

winning the pool with it as it is.

If he wishes to exchange, he must place his five cards face upward on

the table, and take up the widow, but without showing it to any other

player. The hand he abandons then becomes the widow. If he prefers to

draw to his hand, he says: “_=I pass=_,” which transfers to the next

player the option of taking the widow. If he wishes to stand on the

merits of the hand dealt to him, without drawing to it, he _=knocks=_

on the table, which also passes the option of taking the widow to the

next player on his left.

If any player takes the widow, the next player on his left can do any

one of three things: He may discard from his own hand any card he

pleases, taking one from the widow in its stead; the card which he

discards being placed on the table face upward, and becoming part of

the widow; or he may exchange his entire hand for the widow; or he may

stand on the hand dealt him, and knock. Whether he draws one card,

exchanges his entire hand, or knocks, the next player on his left has

the option of drawing, exchanging, or knocking; and so on, until some

player does knock.

Should no player take the widow until it comes to the dealer’s turn,

he must either take it, or turn it face upward on the table. Even if

the dealer knocks, he must turn up the widow, and allow each player an

opportunity to draw from it, or to exchange his entire hand for it.

When a player knocks, he signifies that no matter what the players

following him may do, when it comes to his turn again the hands must be

shown. A player cannot draw and knock at the same time; but a player

can refuse to draw or exchange after another player has knocked, not

before. In some localities it is the rule to turn the widow face up at

once if any player knocks before it is taken; allowing all those after

the knock an opportunity to draw or exchange; but this is not the usual

custom.

Suppose five play. E deals, and A passes; B takes the widow; C and

D draw from B’s abandoned hand, and E knocks; without drawing, of

course. A, who passed the first time, now has an opportunity to draw

or exchange. So have each of the others in turn, up to D; but after D

draws or exchanges, the hands must be shown, because the next player,

E, has knocked.

When the hands are shown, there are two ways to settle: If the counters

have a money value, the best poker hand wins the pool, and the deal

passes to the left. If the counters have no money value, there is no

pool; but the player who has the worst hand shown puts one of his

counters in the middle of the table. This continues until some player

has lost all five of his counters, and he is then called upon to pay

for the whiskey, or whatever refreshments may be at stake upon the

game. Hence the name: Whiskey Poker.

THIRTY-ONE.

This game is sometimes called _=Schnautz=_. A pool is made up by any

number of players. The dealer takes a pack of fifty-two cards and gives

three to each, face down, and three extra cards to the table, dealt

face up. Each player in turn to the left can exchange one of his own

cards for one of those on the table, the object being to get a flush of

three cards of some suit having a pip value of thirty-one; or else to

get three of a kind.

The aces are worth 11, the other court cards and the ten, 10 each. If

no one can get a flush worth thirty-one, three of a kind wins the pool.

If no one has three of a kind, the highest pip value shown in one suit

wins. Drawing is kept up until some player knocks, after which only

one more draw is allowed, the knocker not being allowed to draw again.

A player can knock without drawing at all if he wishes to prevent the

others from beating his original hand.

PROGRESSIVE POKER.

There are several ways to play Progressive Poker, but the description

of one will suffice. The simplest method of arranging the players is

to take two packs of cards, one red and one blue, and to select two

aces from each for the four positions at the head table; three deuces,

treys, etc., for the six positions at each of the other tables until

the last or booby table is reached, at which there must be only four

players at starting. If there are not enough players to make exactly

six at each of the intermediate tables, the numbers may be varied from

four to seven, cards being selected to agree with the number required;

but the head and booby tables must start with four only. The cards thus

selected are then thoroughly shuffled, and presented face downward

to the ladies to draw from. Each lady takes a red-backed card, the

gentlemen drawing the blue cards only. The number of pips on the card

drawn will indicate to each person the table at which they are to sit.

Should the number of men and women not be equal, some of the men must

represent women or _vice versa_.

Each player is provided at starting with a certain number of counters,

usually fifty. The head table is supplied with a box of counters

differing in colour from any of those used by the players, and also

with a bell. The choice of seats, deal, etc., is decided at each table

exactly as at Draw Poker.

One deal is made at each table, ordinary Draw Poker is played, and when

the pool is decided at the head table the bell is struck. This is the

signal for the winner of the pool at each of the other tables to move

up to the table next above. At the head table, the chips are counted,

and the player with the smallest number in his possession goes down to

the booby table, unless he was one of the players in the call. Should

the player with the smallest number of chips be the winner of the pool,

or one of those who called the winner, he retains his seat, and the

player with the smallest number of counters who was not in the call

goes to the booby table. This arrangement effectually prevents players

at the head table from waiting for big hands. In case of ties, the

players cut to decide which shall go down, the lowest cut remaining.

The winner of each pool at the head table is given one of the special

chips provided for that purpose, and which are usually yellow, the

others being red, white, and blue.

Any player losing all his counters at any table must get a fresh stake

of fifty more from the banker, and must then exchange seats with the

player at the booby table who has the most counters.

Three or four prizes are usually provided for: One for the player who

has won the greatest number of yellow chips at the head table, and one

each for the lady and gentleman winning the greatest number of counters

during the evening’s play. Those who have been provided with an extra

stake must be charged with it when settling up. In case of ties for the

number of yellow chips, the player with the largest number of ordinary

counters wins. The booby prize, if any, is usually given to the player

with the smallest number of ordinary chips, or the fewest number of

yellow ones.

BRAG.

There are two varieties of this old English game; single, and

three-stake Brag. Both are played with a full pack of fifty-two cards;

the positions of the players, arrangements for counters, decision of

the betting limit, etc., being the same as in Draw Poker. Three to

twelve players may form a table.

There is a special value attached to three cards which are known as

_=braggers=_. These again have a rank of their own; the best being the

_=ace of diamonds=_; then the _=Jack of clubs=_, and then the _=nine of

diamonds=_. All other cards rank as in Poker. A player to whom any one

of these braggers is dealt may call it anything he pleases. If he has

a pair of nines and a bragger, or a nine and two braggers, he may call

them three nines, and bet on them as such. In this respect braggers

resemble mistigris, already described in connection with Draw Poker;

but in Brag a natural pair or triplet outranks one made with the aid of

a bragger. Three eights will beat an eight and two braggers.

The dealer must put up an ante before the cards are cut. This ante

may be any amount he pleases within the betting limit. No player can

straddle or raise this ante until the cards are dealt. Beginning on his

left the dealer distributes the cards face down, and one at a time,

until each player has received three. Beginning with the age, [eldest

hand,] each player in turn must put up an amount equal to the dealer’s

ante, or abandon his hand. He may, if he chooses, raise the ante any

further amount within the betting limit. All those following him must

meet the total sum put up by any individual player, increase it, or

pass out. In this respect Brag is precisely similar to the betting

after the draw at Poker.

If no one will see the dealer’s ante, he must be paid one white counter

by each of the other players, and the deal passes to the left. Should

any player bet an amount which no other player will meet, he takes the

pool without showing his hand. Should a call be made, all the hands

must be shown, and the best brag hand wins.

Pairs and triplets are the only combinations of any value, and of

course three aces is the best hand; two aces and the club Jack being

the next best. If none of the hands shown contains either a natural

pair or a bragger, the highest card wins, the ace ranking above the

King. In case of equal natural pairs, the highest card outside the pair

wins. Should the pairs tied both be made with a bragger, the highest

bragger wins. Two odd cards, seven high, with the club Jack, would beat

two cards seven high with the diamond nine.

_=Three Stake Brag.=_ In this variation each player puts up three equal

amounts to form three equal pools. These amounts must be invariable,

and should be agreed upon before play begins. The dealer then gives two

cards to each player, one at a time, face down; and then a third card

to each, face up. The highest card turned up in this manner wins one

of the pools, the ace being the highest and the deuce the lowest. The

diamond ace, being a bragger, outranks any other ace; the club Jack any

other Jack; and the diamond nine any other nine. Ties are decided in

favour of the eldest hand, or the player nearest him on the left.

The players then take up the other two cards, without showing them,

and proceed to brag on their hands as in single stake Brag. The winner

takes the second pool; but those who pass out do not abandon their

hands until the third pool is decided. If no bet is made for the second

pool, it is won by the dealer.

All hands are shown to decide the last pool. Each player counts up

the pip value of his three cards, reckoning the aces for eleven, and

court-cards as ten each. The player coming nearest to thirty-one takes

the third pool. Ties are decided in favour of the eldest hand, as

before.

In some places a further variation is introduced by allowing the

players to draw cards for the third pool, in order to increase the pip

value of their hands. Beginning with the eldest hand, each player in

turn pays into the pool a counter for each card he draws. These cards

are given by the dealer face up, and one player must be given all he

needs before passing to the next. Should a player pass thirty-one,

he is out of the pool. Some judgment is necessary in drawing in this

manner, for all the hands are exposed, and each player knows exactly

what he has to beat.

In _=American Brag=_, there are eight braggers; the Jacks and nines of

each suit, and they are all of equal rank when used as braggers. Pairs

or triplets formed with the aid of braggers outrank naturals, so that

three Jacks is an invincible hand, beating three aces. Two braggers

and an ace outrank two aces and a bragger; but the absurd part of the

arrangement is that three Jacks and three nines are a tie.

The method of playing differs from English Brag. If the players simply

equal the dealer’s ante, nothing unusual occurs, and all the hands are

shown at once. But if any player raises, and another sees this raise,

these two immediately exchange hands, without showing them to the other

players, and the one who held the worse hand retires from that pool,

returning the better hand to its original holder, who then awaits a

call or raise from the next player in order, the entire amount staked

still remaining in the pool. This lose-and-drop-out system is continued

until only one player remains to dispute the pool with the dealer. If

they come to a call, both hands are shown to the table. If the bragger

is not called, he takes the pool without showing his hand.

COMMERCE.

This old English game is evidently the forerunner of Whiskey Poker. It

is played with a full pack of fifty-two cards, and the arrangements

for the seats, counters, etc., are the same as at Draw Poker. Three

to twelve players may form a table. There are two methods of playing

Commerce; with and without a widow. We shall take the older form first.

_=Without a Widow.=_ The counters have a money value, and each player

deposits one in the pool. The dealer then distributes the cards one at

a time, face down, until each has three. The players then examine their

cards, and each in turn, beginning with the eldest hand, may exchange

one card. If he trades _=for ready money=_, he gives his card and one

white counter to the dealer, and receives another card, face down, from

the top of the pack. The discard is left on the table, and the counter

is the dealer’s perquisite. If he trades _=for barter=_, he passes his

discard to the player on his left, who must give one of his own in

exchange before looking at the one he is to receive. If the player will

not exchange, he must _=knock=_ on the table, to signify that he will

stand by the cards he has. If he exchanges, he takes up the offered

card, and then has the privilege of trading for ready money or for

barter himself. The trading goes on in this way round and round, until

some player knocks, when all trading is immediately stopped, and the

hands are shown. The best hand wins the pool, the rank of the various

combinations being as follows, beginning with the highest:--

_=Triplets.=_ Three aces being the highest, and three deuces the

lowest. Pairs have no value.

_=Sequence Flushes=_; the ace being allowed to rank as the top or the

bottom; Q K A, or A 2 3.

_=The Point=_; the greatest number of pips on two or three cards of

the same suit in one hand, counting the ace for eleven, and the other

court-cards for ten each. A single card of a suit does not count for

the point. In case of ties, a point made with three cards will beat one

made with two cards. If the number of cards is also a tie, the dealer,

or the player nearest him on his left wins.

If no triplet is shown, the best straight flush wins. If there is no

straight flush, the best point wins. The deal passes to the left, and a

misdeal loses the deal, as the deal is an advantage, owing to the trade

for ready money.

If the dealer does not win the pool, he must pay one white counter to

the player who does. If the dealer holds a combination of the same rank

as the one that wins the pool, he must pay one white counter to every

other player at the table. For instance: No triplet is shown, and a

straight flush, Jack high, wins the pool. The dealer has a straight

flush, 9 high, and must pay one counter to every player at the table.

If the dealer had no sequence flush, he would pay the winner of the

pool only.

_=With a Widow.=_ This is almost three-card Whiskey Poker. Each player

is provided with three counters only, which are of no value, and three

cards are dealt to each player and to the widow, face down, and one at

a time. The widow is turned face up immediately, and the dealer has the

first say. Before he looks at the cards he has dealt to himself, he

may exchange his whole hand for the widow, otherwise the eldest hand

has the first draw. No other player may exchange his whole hand, but

each in turn may draw one card until some player knocks. The moment

any player knocks, all drawing must cease, and the hands are shown at

once. Triplets, straight flushes, and points determine the value of

the hands, as already described, and the best hand takes the pool. The

dealer makes no extra payments, as he has no perquisites. The first

player to lose his three counters pays for the whiskey; and if two

or more are frozen out at the same time, the one with the worst hand

pays. The game is sometimes varied by playing freeze-out, a value being

attached to the three counters, and players who are decavé retiring

from the game until all the counters have been won by a single player.

Two other combinations are sometimes introduced in either form of

Commerce: A flush, three cards of one suit, ranking next below the

straight flush; and a single pair outranking the point.

Another variety of Commerce is variously known as _=My Ship Sails; or

My Bird Sings=_. The counters have a money value, and three are given

to each player. Three cards are dealt, face down, and one at a time.

There is no widow. The eldest hand may then exchange one card with the

player on his left, who must give his card before seeing the one he is

to receive. The exchange goes round to the left. The moment any player

finds himself with a flush, three cards of the same suit, regardless

of their value, whether dealt to him, or made by exchange, he says:

“My Ship Sails;” and all exchange is stopped, and the hands are shown.

Should there be more than one flush, the pips win, counting ace for 11,

and other court-cards for 10 each. If no player has secured a flush

after two rounds of exchanges, the hands are shown, and the highest

number of pips in the two-card flushes wins the pool. The elder hand

wins ties.

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 26 / 70 段