_=DEALING.=_ It is usual for the dealer to invite his adversary to

shuffle the cards, but if two packs are used this is not necessary.

The dealer must shuffle the pack and present it to his adversary to be

cut. At least two cards must be left in each packet, and the upper part

of the pack must be placed nearer the dealer. Five cards are given to

each player, and the eleventh is turned up for the trump. The cards

are distributed two and three at a time, or three and then two, and in

whichever manner the dealer begins he must continue during the game. If

he intends to change his manner of dealing in the following game, he

must so advise his adversary when presenting the cards to be cut.

_=MISDEALING.=_ A player dealing out of turn, or with the wrong cards,

may be stopped before the trump is turned. But if the trump has been

turned, and neither player has discarded or played to the first trick,

the pack must be set aside, with the cards as dealt, and the trump

turned, to be used for the ensuing deal. The other pack is then taken

up and dealt by the player whose proper turn it was to deal. If a

discard has been made, or a trick played to, the deal stands good, and

the packs, if changed, must so remain.

There must be a new deal if any card but the eleventh is found faced in

the pack. If the dealer exposes any of his own cards, the deal stands

good. If he exposes any of his adversary’s cards, the non-dealer may

claim a fresh deal, provided he has not seen any of his cards.

It is a misdeal if the dealer gives too many or too few cards to his

adversary or to himself. If the hands have not been seen, and the pone

discovers that he has received more than five cards, he has the choice

to discard the superfluous cards at hazard, or to claim a misdeal,

which loses the deal. If the pone has received less than the proper

number, he may supply the deficiency from the remainder of the pack,

without changing the trump card, or he may claim a misdeal. If the

dealer has given himself too many or too few cards, the pone may claim

a misdeal, or he may draw the superfluous cards from the dealer’s hand,

face downward, or allow him to supply the deficiency from the remainder

of the pack, without changing the trump.

If the cards have been seen, the pone, having an incorrect number, may

supply or discard to correct the error, or he may claim a misdeal. If

he discards, he must show the cards to the dealer. If the dealer has

an incorrect number, the pone may draw from his hand, face downward,

looking at the cards he has drawn, (as the dealer has seen them,) or

allow him to supply the deficiency, or claim a misdeal.

When any irregularity is remedied in this manner, the trump card

remains unchanged.

If the dealer turns up more than one card for the trump, his adversary

has a right to select which card shall be the trump, or he may claim a

new deal by the same dealer, provided he has not seen his hand. If he

has seen his hand, he must either claim a misdeal, or the eleventh card

must be the trump, the other exposed card being set aside.

If the pack is found to be imperfect, all scores previously made with

it stand good.

_=TURNING THE KING.=_ If the King is turned up, the dealer marks one

point for it immediately. If a wrong number of cards has been dealt,

and a King is turned, it cannot be scored, because it was not the

eleventh card.

_=PROPOSING AND REFUSING.=_ The cards dealt, the pone examines his

hand, and if he thinks it strong enough to win three or more tricks,

he stands; that is, plays without proposing, and says to the dealer:

“_=I play=_.” If he thinks he can improve his chances by drawing

cards, allowing the dealer the same privilege of course, he says: “_=I

propose=_;” or simply: “_=Cards=_.” In reply the dealer may either

accept the proposal by asking: “_=How many?=_” or he may refuse,

by saying: “_=Play=_.” If he gives cards, he may also take cards

himself, after having helped his adversary. If he refuses, he must

win at least three tricks or lose two points; and if the pone plays

without proposing, he must make three tricks, or lose two points. The

hands on which a player should stand, and those on which the dealer

should refuse are known as _=jeux de règle=_, and will be found in the

suggestions for good play.

A proposal, acceptance, or refusal once made cannot be changed or taken

back, and the number of cards asked for cannot be corrected.

_=DISCARDING.=_ If the pone proposes, and the dealer asks: “How many?”

the elder hand discards any number of cards from one to five, placing

them on his right. These discards, once quitted, must not again be

looked at. A player looking at his own or his adversary’s discards

can be called upon to play with his cards exposed face upward on the

table, but not liable to be called. The number of cards discarded must

be distinctly announced, and the trump is then laid aside, and the

cards given from the top of the pack, without further shuffling. It

is considered imperative that the player who has proposed should take

at least one card, even if he proposed with five trumps in his hand.

The pone helped, the dealer then announces how many cards he takes,

placing his discards on his left. The dealer, if asked, must inform his

adversary how many cards he took, provided the question is put before

he plays a card.

After receiving his cards, the pone may either stand or propose again,

and the dealer may either give or refuse; but such subsequent stands

or refusals do not carry with them any penalty for failure to make

three tricks. Should these repeated discards exhaust the pack, so that

there are not enough cards left to supply the number asked for, the

players must take back a sufficient number from their discards. If the

dealer has accepted a proposal, and finds there are no cards left for

himself, that is his own fault; he should have counted the pack before

accepting. The trump card cannot be taken into the hand under any

circumstances.

_=MISDEALING AFTER DISCARDING.=_ If the dealer gives the pone more or

less cards than he asks for, he loses the point and the right to mark

the King, unless it was turned up.

If the dealer gives himself more cards than he wants, he loses the

point and the right to mark the King, unless he turned it up. If he

gives himself less cards than he wants, he may make the deficiency

good without penalty; but if he does not discover the error until he

has played a card, all tricks for which he has no card to play must be

considered as won by his adversary.

If the pone asks for more cards than he wants, the dealer can play the

hand or not, as he pleases. If he plays, he may draw the superfluous

card or cards given to the pone, and look at them if the pone has seen

them. If the dealer decides not to play, he marks the point. In either

case the pone cannot mark the King, even if he holds it.

If the pone asks for less cards than he wants, he must play the hand as

it is, and can mark the King if he holds it; but all tricks for which

he has no card to play must be considered as won by his adversary.

If a player plays without discarding, or discards for the purpose of

exchanging, without advising his adversary of the fact that he has too

many or too few cards, he loses two points, and the right of marking

the King, even if turned up.

If either player, after discarding and drawing, plays with more than

five cards, he loses the point and the privilege of marking the King.

Should the dealer forget himself in dealing for the discard, and turn

up another trump, he cannot refuse his adversary another discard, if he

demands it, and the exposed card must be put aside with the discards.

If any cards are found faced in the pack when dealing for the discard,

the deal stands good if they will fall to the dealer. But if the

exposed card will go to the pone, he has the option of taking it, or

claiming a fresh deal by the same dealer.

During all the discards the trump card remains the same.

_=MARKING THE KING.=_ The discards settled, the first and most

important thing before play begins is to mark the King. If the King

is turned up, the dealer marks one point for it immediately. If the

pone holds it, he must _=announce=_ and mark it before he plays a card.

If he leads the King for the first trick, he must still announce it

by saying distinctly: “I mark the King;” and unless this announcement

is made before the King touches the table, it cannot be marked. So

important is this rule that in some European Casinos it is found

printed on the card tables. Having properly announced the King, it may

be actually marked with the counters at any time before the trump is

turned for the following game.

If the dealer holds the King he must announce it before his adversary

leads for the first trick. It is in order that there may be no

surprises in this respect that the elder hand is required to say

distinctly: “I play,” before he leads a card. The dealer must then

reply: “I mark the King,” if he has it; if not, he should say: “Play.”

A player is not compelled to announce or mark the King if he does not

choose to do so.

If a player announces and marks the King when he does not hold it,

his adversary can take down the point erroneously marked, and mark

one himself, for penalty. This does not prevent him from marking an

additional point for the King if he holds it himself. For instance: The

pone announces King, and marks it, at the same time leading a card. Not

having notified the dealer that he was about to play, the dealer cannot

be deprived of his right to mark the King himself, if he holds it. The

dealer marks the King, marks another point for penalty, and takes down

the pone’s point, erroneously marked. If the player announcing the

King without holding it, discovers his error before a card is played,

he simply amends the score and apologizes, and there is no penalty. If

any cards have been played after an erroneous announcement of the King,

such cards can be taken back by the adversary of the player in error,

and the hand played over again.

_=METHOD OF PLAYING.=_ The elder hand begins by leading any card he

pleases, at the same time announcing the suit; “hearts;” “spades;” or

whatever it may be. This announcement must be continued at every trick.

If a player announces one suit and leads another, his adversary may

demand that he take back the card played, and lead the suit announced.

If he has none of the announced suit, the adversary may call a suit. If

the adversary is satisfied with the card led, but improperly announced,

he may demand that it remain as played.

_=RENOUNCING.=_ When a card is led the adversary must not only follow

suit, but must win the trick if he can. If he can neither follow suit

nor trump, he may discard any card he pleases. Should a player not

follow suit, or should he decline to win the trick, when able to do so,

it is a renounce, and if he makes the odd trick he counts nothing; if

he makes all five tricks, he counts one point only, instead of two.

Should he trump the trick when he can follow suit, he is subject to the

same penalty. There is no such thing as a _=revoke=_ in Ecarté. When

it is discovered that a player has not followed suit when able, or has

lost a trick that he could have won, the cards are taken back, and the

hand played over again, with the foregoing penalty for the renounce.

The highest card played, if of the suit led, wins the trick, and trumps

win all other suits.

_=Leading Out of Turn.=_ Should a player lead out of turn, he may take

back the card without penalty. If the adversary has played to the

erroneous lead, the trick stands good.

_=Gathering Tricks.=_ The tricks must be turned down as taken in, and

any player looking at a trick once turned and quitted may be called

upon to play with the remainder of his hand exposed, but not liable to

be called.

_=Abandoned Hands.=_ If, after taking one or more tricks, a player

throws his cards upon the table, he loses the point; if he has not

taken a trick, he loses two points. But if the cards are thrown down

claiming the point or the game, and the claim is good, there is no

penalty. If the cards are abandoned with the admission that the

adversary wins the point or the game, and the adversary cannot win more

than is admitted, there is no penalty.

_=SCORING.=_ A game consists of five points, which are made by tricks,

by penalties, and by marking the King. A player winning three tricks

out of the five possible, counts one point toward game; winning all

five tricks, which is called _=the vole=_, counts two points. The

player holding or turning up the King of trumps may mark one point for

it, but he is not compelled to do so.

If the pone plays without proposing, and makes three or four tricks, he

counts one point; if he makes the vole he counts two points; but if he

fails to make three tricks the dealer counts two.

If the dealer refuses the first proposal, he must make three tricks to

count one point; if he makes the vole he counts two points; but if he

fails to win three tricks the player who was refused counts two points.

If the dealer accepts the first proposal, and gives cards, subsequent

proposals and refusals do not affect the score; the winner of the odd

trick scoring one point, and the winner of the vole two points.

In no case can a player make more than two points in one hand by

tricks. If the dealer refuses the first proposal, and the pone makes

the vole, it counts two points only. If the pone should play without

proposing, and the dealer should mark the King and win the vole, it

would count him only three points altogether.

The player first reaching five points wins the game. If a player has

four scored, and turns the King, that wins the game, provided the King

was the eleventh card. Rubbers are seldom played.

_=CHEATING.=_ The methods of cheating at Écarté would fill a volume.

There are many tricks which, while not exactly fraudulent, are

certainly questionable. For instance: A player asks the gallery whether

or not he should stand, and finally concludes to propose, fully

intending all the time to draw five cards. Another will handle his

counters as if about to mark the King; will then affect to hesitate,

and finally re-adjust them, and ask for cards, probably taking four

or five, having absolutely nothing in his hand. The pone will ask the

dealer how many points he has marked, knowing perfectly well that the

number is three. On being so informed, he concludes to ask for cards,

as if he were not quite strong enough to risk the game by standing;

when as a matter of fact he wants five cards, and is afraid of the vole

being made against him.

There are many simple little tricks practiced by the would-be sharper,

such as watching how many cards a player habitually cuts, and then

getting the four Kings close together in such a position in the pack

that one of them is almost certain to be turned. Telegraphic signals

between persons on opposite sides of the gallery who are nevertheless

in partnership, are often translated into advice to the player, to

his great benefit. Besides these, all the machinery of marked cards,

reflectors, shifted cuts, wedges, strippers, and false shuffles are at

the command of the philosopher, who can always handle a small pack of

cards with greater freedom, and to whom the fashion of dealing in twos

and threes is always welcome. The honest card-player has not one chance

in a thousand against the professional at Écarté.

_=SUGGESTIONS FOR GOOD PLAY.=_ The French claim that any person

may become an expert at a game like Piquet, simply by dint of long

practice; but that the master of Écarté must be a born card-player, as

no game requires in such degree the exercise of individual intelligence

and finesse. While this may be true, there are many points about the

game which may be learned by the novice, and which will greatly improve

his play.

There are two things which the beginner should master before sitting

down to the table for actual play: the hands on which it is right to

stand, or play without proposing, and those with which it is right to

refuse, or play without giving cards. These are called stand hands, or

_=jeux de règle=_, and the player should be able to recognize them on

sight.

In the following paragraphs the words _=dealer=_ and _=player=_ will be

used to distinguish the adversaries at Écarté.

The principle underlying the jeux de règle is the probable distribution

of the cards in the trump suit, and the fact that the odds are always

against the dealer’s holding two or more. There are thirty-two cards in

the Écarté pack, of which eight are trumps, and one of these is always

turned up. The turn-up and the player’s hand give us six cards which

are known, and leave twenty-six unknown. Of these unknown cards the

dealer holds five, and he may get these five in 65,780 different ways.

The theory of the jeux de règle is that there are only a certain number

of those ways which will give him two or more trumps. If the player

holds one trump, the odds against the dealer’s holding two or more are

44,574 to 21,206; or a little more than 2 to 1. If the player holds two

trumps, the odds against the dealer’s holding two or more are 50,274

to 15,506; or more than 3 to 1. It is therefore evident that any hand

which is certain to win three tricks if the dealer has not two trumps,

has odds of two to one in its favour, and all such hands are called

jeux de règle. The natural inference from this is that such hands

should always be played without proposing, unless they contain the King

of trumps.

The exception in case of holding the King is made because there is

no danger of the dealer’s getting the King, no matter how many cards

he draws, and if the player’s cards are not strong enough to make it

probable that he can win the vole, it is better for him to ask for

cards, in hope of improving his chances. If he is refused, he stands an

excellent chance to make two points by winning the odd trick.

While it is the rule for the player to stand when the odds are two

to one in his favour for making the odd trick, and to ask for cards

when the odds are less, there are exceptions. The chances of improving

by taking in cards must not be forgotten, and it must be remembered

that the player who proposes runs no risk of penalty. He has also the

advantage of scoring two for the vole if he can get cards enough to

win every trick, whereas the dealer gets no more for the vole than for

the odd trick if the player does not propose. Some beginners have a

bad habit of asking for cards if they are pretty certain of the point.

Unless they hold the King this is not wise, for the player cannot

discard more than one or two cards, but the dealer may take five, and

then stands a fair chance of getting the King, which would not only

count a point for him, but would effectually stop the vole for which

the player was drawing cards.

The most obvious example of a jeux de règle is one trump, a winning

sequence of three cards in one suit, and a small card in another. For

instance: Hearts trumps--

1 [Illustration: 🂷 🃛 🃝 🃞 🂧] 44,724 to 21,056.

If the dealer does not hold two trumps, it is impossible to prevent the

player from winning the point with these cards; because he need only

lead his winning sequence until it is trumped, and then trump himself

in again. With this hand the player will win 44,724 times out of 65,780.

There are about twenty hands which are generally known as jeux de

règle, and every écarté player should be familiar with them. In the

following examples the weakest hands are given, and the trumps are

always the smallest possible. If the player has more strength in plain

suits than is shown in these examples, or higher trumps, there is so

much more reason for him to stand. But if he has not the strength

indicated in plain suits, he should propose, even if his trumps are

higher, because it must be remembered that strong trumps do not

compensate for weakness in plain suits. The reason for this is that

from stand hands trumps should never be led unless there are three of

them; they are to be kept for ruffing, and when you have to ruff it

does not matter whether you use a seven or a Queen. The King of trumps

is of course led; but a player does not stand on a hand containing the

King.

The first suit given is always the trump, and the next suit is always

the one that should be led, beginning with the best card of it if there

is more than one. The figures on the right show the number of hands

in which the player or the dealer will win out of the 65,780 possible

distributions of the twenty-six unknown cards. These calculations are

taken, by permission of Mr. Charles Mossop, from the eighth volume

of the “_Westminster Papers_,” in which all the variations and their

results are given in full.

PLAYER WINS. DEALER WINS.

2 [Illustration: 🃗 🃘 🂷 🂸 🂹] 47,768 18,012

3 [Illustration: 🂷 🂸 🂮 🂧 🃇] 46,039 19,741

4 [Illustration: 🂧 🂨 🃇 🃗 🃞] 43,764 22,016

5 [Illustration: 🃇 🃈 🃘 🃗 🂾] 45,374 20,406

6 [Illustration: 🃗 🃘 🃈 🃉 🂭] 44,169 21,611

7 [Illustration: 🂷 🂸 🃙 🃚 🃋] 43,478 22,302

8 [Illustration: 🂧 🂨 🂺 🂱 🃑] 44,243 21,537

9 [Illustration: 🃇 🃈 🂡 🂫 🂸] 44,766 21,014

10 [Illustration: 🃗 🃘 🂾 🂫 🃇] 44,459 21,321

11 [Illustration: 🂷 🂸 🂮 🃁 🃙] 44,034 21,746

12 [Illustration: 🂧 🂨 🃎 🃚 🂺] 43,434 22,346

13 [Illustration: 🃇 🃈 🂨 🂽 🃞] 44,766 21,014

14 [Illustration: 🃗 🃘 🃁 🂭 🂻] 46,779 19,001

15 [Illustration: 🂷 🂸 🃛 🃋 🂫] 45,929 19,851

The player should always stand on a hand containing three trumps, not

including the King, and should lead the trump:--

16 [Illustration: 🂷 🂸 🂹 🂧 🃇] 42,014 to 23,766

An example of a hand containing only one trump has already been given,

and some hands are jeux de règle which contain no trumps. The strongest

of these is the King of each plain suit, and any queen. Lead the K Q

suit:--

17 [Illustration: 🃞 🃗 🂾 🂭 🂮] 48,042 to 17,738

The odds in favour of this hand are greater than in any other jeux de

règle. Another which is recommended by Bohn is this, the odds in favour

of which have not been calculated; the player to begin with the guarded

King:--

18 [Illustration: 🃞 🃗 🃍 🃇 🂮]

Another is any four court cards, not all Jacks; unless one is the trump

Jack guarded. From the example the Queen should be led:--

19 [Illustration: 🂫 🂧 🂻 🃛 🃝]

There are two hands which are usually played with only one trump, from

both of which the best card of the long suit is led:--

20 [Illustration: 🂷 🂧 🂨 🂨 🂮]

21 [Illustration: 🃗 🃇 🃈 🃍 🂮]

_=THE LEADER.=_ There are a great many more opportunities to make the

vole than most players are aware of; especially with jeux de règle.

Where the vole is improbable or impossible, tenace is very important,

and all tenace positions should be made the most of. In No. 5, for

instance, if the clubs were the Queen and ace, it would be better to

begin with the heart King, instead of leading away from the minor

tenace in clubs. Observe the lead in No. 4. Many tenace positions

cannot be taken advantage of because the player must win the trick if

he can. For instance: Several discards have been made, and each player

suspects the other holds three trumps, with three tricks to play. The

Queen is led, and the adversary holds K A 7. If he could pass this

trick, he must lie tenace; but as he has to win it with the King, he

gives tenace to his adversary, who evidently has J and another.

When the dealer is four, the player may stand on much weaker hands.

It is usually best to lead from guarded suits, in preference to single

cards. Lead the best of a suit if you have it. If the third trick is

the first you win, and you have a trump and another card, lead the

trump; but if you have won two tricks, lead the plain suit.

_=THE DEALER.=_ When the player asks for cards, the dealer knows that

his adversary probably does not hold a jeux de règle. The dealer must

not be too sure of this, however, for proposals are sometimes made on

very strong hands in order to try for the vole, or to make two points

on the refusal. The dealer should assume that he is opposed by the best

play until he finds the contrary to be the case, and it is safest to

play on the assumption that a player who proposes has not a jeux de

règle.

For all practical purposes it may be said that the dealer can refuse

to give cards with hands a trifle less strong than those on which the

player would stand. The general rule is for the dealer to give cards

unless he is guarded in three suits; or has a trump, and is safe in two

suits; or has two trumps, and is safe in one suit. If the dealer has

only one suit guarded, and one trump, he must take into account the

risk of being forced, and having to lead away from his guarded suit.

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 31 / 70 段