BOUILLOTTE, OR BRELAN.

This is an old and famous French gambling game, often referred to in

stories of fast life in European society. It was the rage during and

long after the French Revolution, but has lately had to share public

attention with Baccara, and even with Le Poker Américain. It has many

points in common with three-stake Brag, and is evidently descended from

the same stock. By many persons Bouillotte is considered superior to

Poker, because it offers the player many opportunities to speculate on

winning by the aid of cards that are not in his own hand.

_=Cards.=_ Bouillotte is played with a piquet pack, reduced to twenty

cards, only the A K Q 9 8 of each suit being retained. The ace is the

highest card in play and in cutting. If five persons play, the Jack

of each suit is added; if only three play, the Queens are discarded,

reducing the pack to sixteen cards. Two packs are generally used

alternately.

_=Counters=_ or chips are used, as in Poker, instead of money. Any

player may be the banker.

_=Players.=_ Three, four, or five persons may play; but four is the

proper number, and all descriptions of the game suppose it to be

four-handed.

_=Cutting.=_ To decide the positions of the players, a sequence of

cards is sorted out, equal in number with the number of players. These

cards are then shuffled, face downward, and each player draws one. The

highest of the sequence has the choice of positions, and so on down

until all are seated. The player who draws the King deals the first

hand.

_=Stakes.=_ Each player purchases an equal number of counters from

the banker, usually 100. This original _=cave=_ cannot be added to or

deducted from. As long as a single counter of it remains the player

must call for a sight, just as in freeze-out or table stakes; and not

until he is _=decavé=_, [has lost everything,] can he purchase another

stake, the amount of which is usually at his own option.

_=Blind and Straddle.=_ Before the distribution of the cards, the

dealer puts up a blind, usually five counters, which the player on

his right has the privilege of straddling. If he straddles, he may be

straddled again, and so on. In Bouillotte the straddle practically buys

from the dealer the privileges of the age. If it goes round until the

dealer buys it back himself, the straddling must then be stopped.

_=Dealing.=_ As in all French games, the cards are cut by the player on

the dealer’s left, and are dealt from right to left. Three cards are

given to each player, one at a time, face down, and the thirteenth is

then turned face up on the pack. This card is called the _=retourne=_.

_=Misdeals.=_ If any card is exposed during the deal, either in the

pack or in giving it to a player, it is a misdeal; but the distribution

of the cards is continued until each player has received three cards,

the exposed card being given out in its regular order. If any player

can show triplets, he receives one white counter from each of the other

players, and the hands are then abandoned. If more than one triplet is

shown, the inferior does not pay the higher. If no triplet is shown,

the cards are redealt. A misdeal does not lose the deal.

The deal passes to the right; but should the player whose turn it is to

deal have lost everything on the previous deal, and have just purchased

another stake, the deal passes to the player beyond him. If a player

withdraws from the table when it is his turn to deal, the deal passes

any newcomer who may take his place.

_=Betting.=_ The cards dealt, each player in turn, beginning with the

one to the right of the dealer, or to the right of the last straddler,

if any, can do one of three things: Equal the amount of the ante;

increase it as much as he pleases within the limits of his cave; or

pass, retaining his cards but betting nothing. If any player _=opens=_

the game by making a bet, the player on his right may equal or raise

it; but he cannot pass after the game is opened, unless he withdraws

from the pool. Any player may call for a sight for the amount in front

of him, but that does not prevent the others from continuing the

betting. If no one will open, the deal is void, and each player puts

five counters in the pool for the next deal. If a player opens, and no

one will equal or raise him, he wins the antes and straddles, if any.

If any player makes a raise which no one will meet, he takes whatever

is in the pool, unless a player has called for a sight for a small part

of it.

_=Calling and Showing.=_ If only two players bet against each other,

either may call the other, and demand a show of hands at any time; but

if three or four are betting, the privilege of calling falls upon each

in turn from right to left. For instance: A, B, C, and D play. D blinds

five counters, and deals. A passes, and B opens for five reds. C passes

out, while D and A both meet the bet of five reds, but neither will

raise it. This does not call B, who has the privilege of raising the

bet if he pleases. Suppose he raises, and D and A both meet it. On this

second round, C having passed out, it is D’s turn to say whether or not

he will raise. On the next round it will be A’s turn, and after that

it will be B’s second turn, and so on. Should any player meet the bet

but refuse to raise, although it is his turn, he still cannot call. If

he does not avail himself of his privilege of raising, he must _=pass

the word=_ to the player on his right; that is, transfer the privilege

to him. If he declines, it is a call; if he raises, it goes on until

every player has refused to avail himself of the privilege. If a player

chooses to raise without waiting for his turn, of course he can do so.

One of the fine points in the game is knowing when to raise the bet

yourself, and when to pass the word.

_=Rank of the Hands.=_ If a call is made, the hands are shown, and

the best Bouillotte hand wins. There are only two classes of hands

recognized in Bouillotte, the brelan, and the point; but there are

three kinds of brelans, which rank in the following order:

_=A Brelan Carré=_ is four of a kind; three in the player’s hand, and

the fourth turned up on the pack. If any player holds a brelan, [three

of a kind,] of a higher denomination than the brelan carré, the player

may turn up the card under the retourne, and if this makes his hand a

brelan carré also, he wins the pool. In addition to winning the pool,

the holder of a brelan carré receives from each player four white

counters.

_=A Simple Brelan=_ is three of a kind in the player’s hand, three aces

being the highest, and three eights the lowest. In addition to winning

the pool, the holder of a simple brelan receives one counter from each

of the other players at the table. If two are shown, neither pays the

other. Should the brelan be formed by uniting the retourne with two

cards in the player’s hand, it is a _=brelan favori=_, and the holder

of it receives an extra counter from every player at the table, whether

he wins the pool or not. For instance: The retourne is an eight; a

brelan of Queens is shown, and wins the pool. Another player holds a

pair of eights, and claims brelan favori. He does not pay the winning

brelan, but receives one counter from its holder, and also from each of

the other players. If the brelan favori wins the pool, it is paid two

counters by each player. If two simple brelans are shown, the higher

wins the pool; but both must be paid by each of the other two players,

who did not hold brelans.

_=The Point.=_ If no brelan is shown, the hands of all the players are

shown, including those who passed out during the betting. This will

expose thirteen cards, including the retourne. The pips in each suit

are then counted, the ace reckoning for 11, court cards for 10 each,

and the 9 and 8 at their face value. Whichever suit has the greatest

number of pips is called _=the suit that wins=_, and the player who

holds the highest card of it takes the pool; provided, of course, that

he was one of those who backed his hand until the last call. If the

player who holds the best card of the winning suit has dropped out

during the betting, his cards count for the player who has the highest

card of the suit among those who backed their hands. For instance: D

deals and turns the heart 8. A and B have passed out, but C has made a

bet which D has called. Neither has a brelan, so all four players show

their cards, and it is found that they lie thus:--

[Illustration:

🂮 🂭 🂨

+-------+

| B |

🂱 🂾 🂹 |C A| 🂡 🂩 🃙

| D |

+-------+

🃑 🃞 🃝 🂸

]

Spades are the winning suit: but neither C nor D has a spade, and as

neither A nor B is in the call, the spade suit cannot win anything. As

between clubs and hearts, D’s point is 40, and C’s 38; so D wins the

pool. C of course had a great advantage in betting, as he knew four

hearts were out, his own and the retourne; and all he feared was a

brelan. A would have won the pool if he had backed his hand, because he

would have had the highest card of the winning suit.

_=Calling for a Sight.=_ Suppose four players have the following caves

in front of them: A, 35; B, 60; C, 120; and D, 185. D blinds five,

deals, and turns the heart 9. A puts up all his 35 counters. B passes

out. C raises 50, putting up 85; and D bets everything, 180 more than

his blind. A demands a sight for his 35, and C puts up the remainder of

his 120, and calls a sight for them. Then D withdraws his superfluous

65, and it is a call. No one has a brelan, so all the hands are shown,

and the cards lie thus:--

[Illustration:

🂮 🃉 🃈

+-------+

| B |

🂡 🂭 🂩 |C A| 🃑 🃞 🃙

| D |

+-------+

🂱 🂾 🃝 🂹

]

The point is exactly even for clubs and spades, 40 in each. In case of

ties, the dealer, or the player nearest him on the right wins. In this

case A wins on account of his position, so clubs is the winning suit,

and A has the best card of it. But he can win from C and D only the

amount for which he called a sight, _i.e._ 35 counters. He therefore

takes down 105 as his share of the pool, leaving 170 to be decided

between C and D. Now, although C has a better point than D, it is one

of the principles of the game that the suit that wins cannot lose at

the same time; and as D has a card of the winning suit, while C has

not, D wins the remainder of the pool. If neither C nor D had a card of

the winning suit, C would win from D on account of his better point.

If we transposed the club ace and spade ace, spades would be the

winning suit, because the elder hand, A, had the best card of it; but C

would take the remainder of the pool, because he held a spade, while D

did not.

As it is, C is decavé, and must purchase another stake, or retire from

the game. If C had lost this pool with a brelan in his hand, he would

not be decavé; because after losing the pool, and all he had staked

therein, B, who had passed out, would have to pay him for the brelan,

and with this one white counter he would have to call for a sight in

the next pool he entered.

_=Methods of Cheating.=_ As in all games in which winning depends

entirely on the cards held, and not on the manner of playing them,

Bouillotte offers many opportunities to the greek. The small number

of cards in the pack, and the consequent ease with which they may be

handled, enable even the clumsiest card sharpers to run up brelan

carrés, make false shuffles, and shift cuts. There is one trick, called

the poussette, which consists in surreptitiously placing more counters

on the table when the player finds he has a hand worth backing. Marked

cards, and packs trimmed to taper one way, biseautés, are among the

most common weapons of the French tricheurs. As in Poker, it is best to

avoid playing with strangers.

_=Suggestions for Good Play.=_ Beyond the usual qualifications

necessary to succeed with any member of the poker family, Bouillotte

requires some study of the probable value of the point, which value

will vary with the number of players engaged in the coup. For instance:

The first player to say, having only 21 in his hand, should ante; but

if two other players had already anted, 31, or even 40 would be a

doubtful hand. If a bet had been made and met by another player, such a

point should generally be laid down.

With good cards it is always better for the eldest hand to pass,

especially with a brelan, for he will then have an opportunity to judge

of the value of the hands against him, and he can raise the bet to

his advantage. Good players will not bet on an ace alone, unless the

suit is turned up; nor on a point of 21 with a weak card of the turn-up

suit. If three play in a pool the point should be very strong to follow

beyond the first raise; and if four players are engaged, it is almost a

certainty that brelans will be shown.

When a player with a brelan has frightened off his opponents with a big

bet, it is usual to _=stifle=_ the brelan, as it is considered more to

the player’s advantage to leave his adversaries under the impression

that he may have been bluffing than to show the hand for the sake of

the one white counter to which it entitles him. With three cards of

one suit to the King, it is usual to bet high, in order to drive out

anything but a brelan. Any player holding ace and another of the suit

will of course abandon his hand, as his point is worth only 21 at the

most, and the player with three to the King will get the benefit of his

cards when the point is counted.

AMBIGU.

_=Cards.=_ Ambigu is played with a pack of forty cards, the K Q J of

each suit being deleted. The cards rank in the order of their numerical

value, the 10 being the highest, and the ace the lowest. Two packs may

be used alternately.

_=Players.=_ Any number from two to six may form the table, and the

arrangements for seats, first deal, etc., should be decided as at

Bouillotte.

_=Stakes.=_ Each player begins with an equal number of counters, the

value of which must be determined beforehand. A betting limit should be

agreed upon, and one player should be the banker for the evening.

_=Blind.=_ Before the cards are dealt, each player deposits one counter

in the pool; there is no straddle.

_=Dealing.=_ The cards are cut to the left, and dealt to the right, and

two cards are given to each player, one at a time, face down.

_=Method of Playing.=_ Each player in turn, beginning on the dealer’s

right, examines his hand, and if satisfied with it he says: “Enough.”

If not satisfied, he may discard one or both of his cards, and receive

others from the top of the pack. In either case he places two white

counters in the pool for his ante. All having decided to stand or

to draw, the remainder of the pack, exclusive of the discards, is

reshuffled and cut; each player is then given two more cards, one at

a time, and face down. Each in turn examines his four cards, and if

satisfied he says: “I play;” if not, he says: “I pass.” If all pass,

the dealer has the choice of two things: He may gather the cards and

deal again, each player putting another counter into the pool, or he

may put up two white counters himself, and compel the players to retain

the cards dealt them, the dealer keeping his also.

Any person announcing to play may put up as many counters as he pleases

within the betting limit. If no person will stay with him, he takes

back his raise, leaving the antes, and is paid two counters by the last

player who refuses. If two or more declare to play they can either meet

the amount offered by the first player, or raise him. If any player

declines to meet a raise, he must abandon his hand. If no one will call

the last raise, the player making it takes the pool, and then shows his

hand, and demands payment from each of the other players for whatever

combination he holds. If two or more players call, by making their bets

equal, they again draw cards, having the privilege of discarding any

number from one to four, or of standing pat. After the draw each in

turn can pass or play. If all pass, the hands are abandoned, and the

pool remains; each player adding one counter for the next deal. This is

to force players to bet on their hands. If a bet is made, the calling

and raising proceeds as in Draw Poker.

When there are not enough cards to supply the players, the discards

must be gathered, shuffled, and cut. Any player with too many or too

few cards must abandon his hand as foul. Any player showing his cards

must abandon his hand, and forfeit four counters to the pool.

The general laws of Poker governing all irregularities may be applied

to Ambigu; but it must be remembered that the French are very much

averse to penalties of all kinds, and if an error can be rectified

without doing an injustice to any player, it is usual to set things

right in the simplest manner possible.

_=Value of the Hands.=_ There are seven combinations of value in

Ambigu, which rank in the following order, beginning with the lowest:--

_=The Point.=_ The total number of pips on two or more cards of the

same suit. A single card does not count for the point. Three cards of

one suit are a better point than two cards, even if there are more pips

on the two cards. If no higher combination than a point is shown, the

player with the winning point receives _=one counter=_ from each of the

other players at the table, besides winning the pool, and everything in

it. In case of ties, the player having two cards in sequence wins. For

instance: an 8 and a 7 will beat a 10 and a 5. If this does not decide

it, the elder hand wins.

_=The Prime.=_ Four cards of different suits, sometimes called a

Dutch flush, is a better hand than the point. If a prime is the best

combination shown, the holder wins the pool, and receives _=two

counters=_ from each of the other players. If the pips in the prime

aggregate more than thirty, it is called _=Grand Prime=_, and the

holder receives _=three counters=_ from each of the other players,

instead of two. If two or more primes are shown, the one with the

highest number of pips wins. If this is still a tie, the elder hand

wins.

_=A Sequence=_ is a bobtail straight flush; that is, three of the four

cards are in sequence, such as the 2, 3 and 4 of spades, with an odd

card, such as a 9. This is a better combination than a prime, and the

holder receives _=three counters=_ from each player. In case of ties,

the highest sequence wins. If the sequence flush is one of four cards,

it is a doublet.

_=A Tricon=_, or three of a kind, is better than a straight, and

entitles the holder to _=four counters=_ from each of the other

players. Pairs have no value.

_=A Flush=_ is four cards of the same suit, not necessarily in

sequence, and is better than a tricon. The holder is paid _=five

counters=_ by each of the other players, in addition to winning the

pool.

_=Doublets.=_ Any hand containing a double combination will beat any

single combination. For instance: A player holds three of a kind, and

the fourth card in his hand is of a different suit from any of his

triplet. His hand is a double combination, prime and tricon, and will

beat a flush. A sequence of four cards of the same suit is a double

combination, and will beat anything but a fredon. When doublets are

shown, the holder is paid for both combinations, _=six=_ for tricon and

prime, or _=eight=_ for sequence and flush, as the case may be.

_=A Fredon=_, or four of a kind, is the best possible hand, and the

holder is paid _=ten or eleven counters=_ by each of the other players,

according to the pip value of his cards. He is paid eight counters for

fredon, and two for the prime, if it is smaller than 8’s; but he claims

grand prime if he has four 9’s, or four 10’S, and gets eleven counters.

In case of _=ties=_ which cannot be decided by the pip values, the

elder hand wins.

Even if a player has lost his entire stake in the pool, he must pay

the various combinations shown, and it is usual to reserve about ten

counters for this purpose.

_=Betting the Hands.=_ After the last cards have been drawn, the

players proceed to bet upon their hands precisely as at Poker. If a

player makes a bet or raise which no one will call, he takes the pool,

and then shows his hand and demands payment for the combination he

holds. It is very unusual for a player to stifle a hand at Ambigu, as

he would at Bouillotte. If a call is made, the players in the call show

and compare their cards, and the best hand wins the pool. Only the

player who wins the pool can demand payment for combinations held.

TEXT-BOOKS ON POKER.

Draw Poker, by John W. Keller, 1887.

Round Games, by Baxter-Wray, 1891.

Complete Poker Player, by John Blackbridge, 1875.

Proctor on Draw Poker, 1883.

Schenck’s Rules for Draw Poker, 1872.

The Poker Book, by Richard Guerndale, 1888.

The Gentlemen’s Handbook of Poker, by J.W. Florence, 1892.

Poker Rules in Rhyme, by Geo. W. Allen, 1895.

Science of Draw Poker, by David A. Curtis, 1901.

Poker, Brentano’s Pocket Library Series, by R.F. Foster, 1897.

Practical Poker, with complete laws, by R.F. Foster, 1905.

Treatise on Poker, by E.P. Philpots, 1904.

Poker probabilities, by Alleyne Reynolds, 1901.

The Game of Draw Poker, Mathematically Illustrated, by H.T.

Winterblossom, 1875.

THE EUCHRE FAMILY.

This family embraces four of the best known and most popular games

in the world, each of which has been considered the national game in

its own country: Écarté in France; Napoleon in England; Spoil Five in

Ireland; and Euchre in America.

It has always been the custom to trace the origin of Euchre to a

variety of Triomphe, or French Ruff, probably introduced to America by

the French of Louisiana; and to claim Écarté as its cousin, and the

French survivor of the parent game. In the opinion of the author, both

the game and its name go to show that Euchre is of mixed stock, and

probably originated in an attempt to play the ancient Irish game of

Spoil Five with a piquet pack. “Euchre” is not a French word, but the

meaning of it is identical with “Spoil Five”; both names signifying

that the object of the game is to prevent the maker of the trump from

getting three tricks. In the one game he is “spoiled;” in the other he

is “euchred.” In the old game of Triomphe, in Écarté, and in the black

suits in Spoil Five, the order of the court cards in plain suits is

the same, the ace ranking below the Jack. But in Euchre the Jack ranks

above the ace when the suit is trumps, exactly as it does in Spoil

Five. In the latter game the five is the best trump; but as there is no

five in a piquet pack, that trump was probably disregarded, leaving the

Jack the best. Taking up, or “robbing” the turn-up trump, is another

trait common to both Spoil Five and Euchre.

Spoil Five and Triomphe are mentioned in the earliest works on card

games. Triomphe can be traced to 1520, when it was popular in Spain;

and the origin of Maw, the parent of Spoil Five, is lost in the mists

of Irish antiquity. It was the fashionable game during the reign of

James I.

The old Spanish game of Triomphe, now obsolete, seems to have undergone

several changes after its introduction to France. At first it was

played either by two persons, or by two pairs of partners. If one

side had bad cards, they could offer to abandon the hand, and allow

the adversaries to count a point without playing. If the adversaries

refused, they were obliged to win all five tricks or lose two points.

It was compulsory to win the trick if possible, and to trump,

over-trump, or under-trump if the player had none of the suit led. This

peculiarity survives in the games of Rams and Loo, which also belong to

the euchre family.

After a time we find a variation introduced in which any number from

two to six could play, each for himself, and the player first winning

two tricks out of the five marked the point. Later still we find the

ace ranking above the King, thus becoming the best trump. If the ace

was turned up, the dealer had the privilege of robbing it, or the

holder of the ace of trumps could rob the turn-up, discarding any card

he pleased, just as in Spoil Five. But in Triomphe the dealer turned up

another card, and if that was of the trump suit the holder of the ace

could rob that also, and so on until he turned a card of a different

suit. This did not alter the trump, but merely stopped the robbing

process. Whether or not Triomphe borrowed this feature from Spoil Five

or Maw, it is now impossible to say.

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 27 / 70 段