There are eight recognized hands on which the dealer should refuse. The

full details of the calculations can be found in the ninth volume of

the “_Westminster Papers_.” As in the case of the player, the weakest

trumps have been taken for the examples, and the weakest holdings in

plain suits. If the dealer has better plain suits, or stronger trumps,

he has of course so much more in his favour if he refuses. The first

column of figures gives the number of times in 65,780 that there will

be no proposal, so that the dealer has no choice but to play. The other

columns give the number of times the dealer or the player will win if

the player proposes and the dealer refuses.

The first suit given in each instance is the trump.

NO DEALER PLAYER

PROPOSAL. WINS. WINS.

22 [Illustration: 🃗 🃘 🃙 🃇 🂧] 6,034 36,974 22,772

23 [Illustration: 🂷 🂸 🂡 🂨 🂧] 9,826 38,469 17,485

24 [Illustration: 🂧 🂨 🂾 🂷 🃗] 8,736 41,699 15,345

25 [Illustration: 🃇 🃈 🃝 🃗 🂷] 9,256 40,524 16,000

26 [Illustration: 🃗 🃘 🃇 🃈 🂭] 10,336 37,484 17,960

27 [Illustration: 🂷 🂸 🃘 🃙 🃋] 9,776 37,439 18,565

28 [Illustration: 🂧 🂨 🂹 🂺 🃚] 9,776 36,909 19,095

29 [Illustration: 🃇 🃈 🃗 🃁 🃈] 9,776 36,733 19,271

In giving cards, some judgment of human nature is necessary. Some

players habitually propose on strong hands, and it is best to give to

such pretty freely.

_=DISCARDING.=_ The general principle of discarding is to keep trumps

and Kings, and let everything else go. If you hold the trump King you

may discard freely in order to strengthen your hand for a possible

vole. If you have proposed once, and hold the King, and feel pretty

sure of the point, you may propose again on the chance of getting

strength enough to make the vole.

When only two cards can be discarded, it is a safe rule to stand on the

hand; either to play without proposing, or to refuse cards; unless you

hold the King.

There are no authoritative laws for Écarté, and the various French

and English codes do not agree. The code adopted by the English clubs

is not in accord with the best usage, and fails to provide for many

contingencies. All that is essential in the laws will be found embodied

in the foregoing description of the game.

_=TEXT BOOKS.=_ The best works on the subject of Écarté are usually to

be found in conjunction with other games. The student will find the

following useful:--

The Westminster Papers, Vols. IV to XI, inclusive.

Bohn’s Handbook of Games; any edition.

Écarté and Euchre, by Berkeley, 1890.

Cavendish on Écarté, 1886.

Jeux de Cartes, (Fr.), by Jean Boussac.

Règles de Tous les Jeux, (Fr.), M. Dreyfous, Edit.

Académie des Jeux, (Fr.), by Van Tenac.

Académie des Jeux, (Fr.), by Richard.

Short Whist, by Major A. (Écarté Laws in appendix.)

POOL ÉCARTÉ.

Pool Écarté is played by three persons, each of whom contributes an

agreed sum, which is called a _=stake=_, to form a pool. They then

cut to decide which shall play the first game, the lowest écarté card

going out. The players then cut for the first deal, choice of seats and

cards, etc., exactly as in the ordinary game.

The winner of the first game retains his seat; the loser pays into the

pool another stake, equal to the first, and retires in favour of the

third player, who is called the _=rentrant=_. The rentrant takes the

loser’s seat and cards, and cuts with the successful player for the

first deal. The loser of the second game adds another stake to the

pool, and retires in favour of the waiting player.

The pool is won by any player winning two games in succession. If the

winner of the first game won the second also, he would take the pool,

which would then contain five stakes; the three originally deposited,

and the two added by the losers of the two games. A new pool would

then be formed by each of the three depositing another stake, and all

cutting to decide which should sit out for the first game.

In some places only the two players actually engaged contribute to

the pool, the loser retiring without paying anything further, and the

rentrant contributing his stake when he takes the loser’s place.

The outsider is not allowed to advise either player during the first

game, nor to call attention to the score; but on the second game he is

allowed to advise the player who has taken his seat and cards. This

is on the principle that he has no right to choose sides on the first

game; but that after that he has an interest in preventing his former

adversary from winning the second game, so as to preserve the pool

until he can play for it again himself.

NAPOLEON, OR NAP.

This is one of the simplest, and at the same time most popular of the

euchre family. Few games have become so widely known in such a short

time, or have had such a vogue among all classes of society. So far as

the mere winning and losing goes, the result depends largely upon luck,

and skill is of small importance. Except in a long series of games the

average player has little to fear from the most expert.

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

which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being highest in play;

but ranking below the deuce in cutting.

_=COUNTERS.=_ As each deal is a complete game in itself it must be

settled for in counters, to which some value is usually attached. One

player is selected for the banker, and before play begins each of the

others purchases from him a certain number of counters, usually fifty.

When any player’s supply is exhausted, he can purchase more, either

from the banker or from another player.

In many places counters are not used, and the value of the game is

designated by the coins that take their place. In “penny nap,” English

coppers are used in settling; sixpences in “sixpenny nap,” and so on.

In America, nickel and quarter nap are the usual forms.

_=PLAYERS.=_ Any number from two to six can play; but four is the best

game. If five or six play it is usual for the dealer to give himself no

cards.

_=CUTTING.=_ The players draw from an outspread pack to form the

table, and for choice of seats. A lower cut gives preference over all

higher; the lowest cut has the first choice of seats, and deals the

first hand. Ties cut again, but the new cut decides nothing but the tie.

In some places the players take their seats at random, and a card is

then dealt to each face upward; the lowest card or the first Jack

taking the deal.

_=DEALING.=_ Any player has a right to shuffle the cards, the dealer

last. They are then presented to the pone to be cut, and at least four

cards must be left in each packet. Beginning at his left, the dealer

gives each _player_ in rotation two cards on the first round, and three

on the next; or three on the first and two on the next. No trump is

turned. In some places the cards are distributed one at a time until

each player has five; but the plan is not popular, as the hands run

better and the bidding is livelier when the cards are dealt in twos and

threes. The deal passes to the left, each player dealing in turn.

_=MISDEALING.=_ A misdeal does not lose the deal in Napoleon, because

the deal is a disadvantage. For this reason, if any player begins to

deal out of turn, he must finish, and the deal stands good. If any card

is found faced in the pack, or is exposed by the dealer; or if too many

or too few cards are given to any player; or if the dealer does not

give the same number of cards to each player in the same round; or if

he fails to have the pack cut, it is a misdeal, and the misdealer must

deal again with the same pack.

_=BIDDING.=_ Beginning on the dealer’s left, each player in turn bids

for the privilege of naming the trump suit, stating the number of

tricks he proposes to win, playing single-handed against the three

other players, and leading a trump for the first trick. In bidding,

the trump suit is not named, only the number of tricks. If a player

proposes to win all five tricks he bids _=nap=_, which is the highest

bid possible, and precludes any further bidding, except in some of the

variations which will be described later on. If a player will not make

a bid, he says “_=I pass=_,” A bid having been made, any following

player must either increase it or pass. If all pass until it comes to

the dealer, he is bound to bid at least one trick, and either play or

pay. The hands are never abandoned except in case of a misdeal.

In some places a _=misère=_ bid is allowed, which outranks a bid of

three tricks, and is beaten by one of four. There is no trump suit in

misère, but the bidder, if successful, must lead for the first trick.

Any bid once made can neither be amended nor recalled, and there is no

second bid.

_=METHOD OF PLAYING.=_ The player bidding the highest number of tricks

has the first lead, and the first card he plays must be one of the

trump suit. The players must follow suit if able, but need not win the

trick unless they choose to do so. The highest card played of the suit

led wins the trick, and trumps win all other suits. The winner of the

trick leads again for the next trick, and so on, until all five tricks

have been played. After the first trick any suit may be led.

The bidder gathers all tricks he wins, stacking them so that they may

be readily counted by any player at the table. One of the other side

should gather all tricks won by the adversaries of the bidder. A trick

once turned and quitted cannot again be seen. In some places they have

a very bad habit of gathering tricks with the cards face up, turning

down one card only. This always results in numerous misdeals, on

account of cards being continually found faced in the pack.

The hands are usually abandoned when the bidder succeeds in his

undertaking, or shows cards which are good for his bid against any

play. If it is impossible for him to succeed, as when he bids four and

the adversaries have won two tricks, the hands are thrown up, because

nothing is paid for under or over-tricks. Players should show the

remainder of their hands to the board, as evidence that no revoke has

been made.

_=IRREGULARITIES IN HANDS.=_ If a player, before he makes a bid or

passes, discovers that he holds too many or too few cards, he must

immediately claim a misdeal. If he has either made a bid or passed, the

deal stands good, and the hand must be played out. If the bidder has

his right number of cards and succeeds, he must be paid. If he fails,

he neither wins nor loses; because he is playing against a foul hand.

If the bidder has more than his right number of cards he must pay if he

loses; but wins nothing if he succeeds. If he has less than his right

number of cards, he is simply supposed to have lost the trick for which

he has no card to play.

_=PLAYING OUT OF TURN.=_ If any adversary of the bidder leads or plays

out of turn, he forfeits three counters to the bidder, independently of

the result of the hand, and receives nothing if the bid is defeated.

If the bidder leads out of turn, the card must be taken back, unless

all have followed the erroneous lead, in which case the trick is good.

There is no penalty if he plays out of turn.

_=REVOKES.=_ When a revoke is detected and claimed, the hands are

immediately abandoned, and the individual player in fault must pay all

the counters depending on the result. If he is the bidder, he pays each

adversary; if he is opposed to the bidder, he pays for himself and for

each of his partners. In England it is the rule to take back the cards

and play the hand over again, as at Écarté, the revoking player paying

all the stakes according to the result. This is often very unfair to

the bidder, and leads to endless disputes as to who held certain cards

which have been gathered into tricks. Sometimes the difference between

a seven and an eight in a certain player’s hand will change the entire

result.

_=PAYMENTS.=_ If the bidder succeeds in winning the specified number of

tricks, each adversary pays him a counter for every trick bid. If he

bid three tricks, they pay him three counters each; four counters each

for four tricks bid; and the value of three tricks for a misère. If he

fails to win the specified number of tricks, he pays each adversary;

three counters if he bid three tricks, or a misère; four if he bid

four. Any player bidding nap, and succeeding in winning all five

tricks, receives ten counters from each adversary; but if he fails, he

pays only five to each.

When penny nap is played, the settlement being in coin, it is usual to

make naps win a shilling or lose sixpence, in order to avoid handling

so much copper.

_=SUGGESTIONS FOR GOOD PLAY.=_ In calculating his chances for success

in winning a certain number of tricks, the player will often have to

take into consideration the probability of certain cards being out

against him. This will vary according to the number of players engaged.

For instance: If four are playing, and the bidder holds K Q of a plain

suit, the odds against the ace of that suit being out against him are

about 2 to 1. As it would be impossible for any person to remember all

the jeux de règle for three tricks at Napoleon, each must learn from

experience the trick-taking value of certain hands. Trump strength is,

of course, the great factor, and the bidder should count on finding at

least two trumps in one hand against him. Nap should never be bid on a

hand which is not pretty sure of winning two rounds of trumps, with all

other cards but one winners. One trick may always be risked in a nap

hand, such as A Q of trumps, or a King, or even a Queen or Jack in a

plain suit; the odds against the adversaries having a better card being

slightly increased by the odds against their knowing enough to keep it

for the last trick.

If the bid is for three tricks only, tenaces, or guarded minor honours

in plain suits should be preserved. After the first trick it will

sometimes be advantageous for the player to get rid of any losing card

he may have in plain suits. It is seldom right to continue the trumps

if the bidder held only two originally, unless he has winning cards in

two plain suits, in which case it may be better to lead even a losing

trump to prevent a possibility of adverse trumps making separately.

In playing against the bidder, leave no trick to your partners that you

can win yourself, unless a small card is led, and you have the ace. In

opening fresh suits do not lead guarded honours, but prefer aces or

singletons. If the caller needs only one more trick, it is usually best

to lead a trump. If you have three trumps, including the major tenace,

pass the first trick if a small trump is led; or if you remain with

the tenace after the first trick, be careful to avoid the lead.

Discards should indicate weakness, unless you can show command of such

a suit as A K, or K Q, by discarding the best of it. This will direct

your partners to let that suit go, and keep the others. It is usually

better to keep a guarded King than a single ace. The player on the

right of the bidder should get into the lead if possible, especially if

he holds one or two winning cards. These will either give his partners

discards, or allow them to over-trump the bidder.

In playing misères, it is better to begin with a singleton, or the

lowest of a safe suit. An ace or King two or three times guarded is

very safe for a misère, as it is very improbable that any player will

be able to lead the suit more than twice; and if the bidder’s missing

suit is led, the high card can be got rid of at once.

In playing against a misère, discards are important, and the first

should be from the shortest suit, and always the highest card of it. A

suit in which the bidder is long should be continued, in order to give

partners discards. More money is lost at Napoleon by playing imperfect

misères than in any other way.

_=Variations.=_ The foregoing description applies to the regular

four-handed game; but there are several variations in common use.

Better bids than “nap” are sometimes allowed, on the understanding

that the bidder will pay double or treble stakes if he fails, but will

receive only the usual amount if successful. For instance: One player

bids _=Nap=_, and another holds what he considers a certainty for

five tricks. In order not to lose such an opportunity the latter bids

_=Wellington=_, which binds him to pay ten counters to each player if

he fails. Another may outbid this again by bidding _=Blucher=_, which

binds him to pay twenty to each if he loses, but to receive only ten

if he wins. In England, the bidder, if successful, receives double or

treble stakes for a Wellington or a Blucher, which is simply another

way of allowing any person with a nap hand to increase the stakes at

pleasure, for a player with a certain five tricks would of course bid a

Blucher at once, trebling his gains and shutting off all competition at

the same time. This variation is not to be recommended, and benefits no

one but the gambler.

_=Pools.=_ Napoleon is sometimes played with a pool, each player

contributing a certain amount, usually two counters, on the first deal.

Each dealer in turn adds two more; revokes pay five, and leads out of

turn three. The player who first succeeds in winning five tricks on a

nap bid takes the pool, and a fresh one is formed. If a player bids nap

and fails, he is usually called upon to double the amount then in the

pool, besides paying his adversaries.

_=Purchase Nap=_; sometimes called _=Écarté Nap=_, is a variation of

the pool game. After the cards are dealt, and before any bids are

made, each player in turn, beginning on the dealer’s left, may discard

as many cards as he pleases, the dealer giving him others in their

place. For each card so exchanged, the player pays one counter to the

pool. Only one round of exchanges is allowed, and bids are then in

order. A player having once refused to buy, or having named the number

of cards he wishes to exchange, cannot amend his decision. Any player

winning five tricks on a nap bid takes the entire pool. This is a very

good game, and increases both the bids and the play against them.

_=Widows.=_ Another variation is to deal five cards in the centre of

the table, face downward, the dealer giving the cards to the widow just

before helping himself in each round. Any player in his proper turn to

bid may take the widow, and from the total of ten cards so obtained

select five on which he must bid nap, discarding the others face

downward.

_=Peep Nap.=_ In this variety of the pool game one card only is dealt

to the widow, usually on the first round. Each player in turn, before

bidding or passing, has the privilege of taking a private peep at this

down card, on paying one counter to the pool. The card is left on the

table until the highest bidder is known, and he then takes it into his

hand, whether he has paid to peep at it or not. He must then discard

to reduce his hand to five cards. If a player bids nap it usually pays

those following him to have a peep at the down card in case the bidder

should retain it in his hand.

SPOIL FIVE.

Spoil Five is one of the oldest of card games, and is generally

conceded to be the national game of Ireland. It is derived from the

still older game of Maw, which was the favourite recreation of James

the First. The connecting link seems to have been a game called Five

Fingers, which is described in the “_Compleat Gamester_,” first

published in 1674. The Five Fingers was the five of trumps, and also

the best, the ace of hearts coming next. In Spoil Five, the Jack of

trumps comes between these two.

_=CARDS.=_ Spoil Five is played with a full pack of fifty-two cards.

The rank of the cards varies according to the colour of the suit, and

the trump suit undergoes still further changes, the heart ace being

always the third best trump. In the plain suits, the K Q J retain

their usual order, the King being the best. The rank of the spot

cards, including the aces of diamonds, clubs, and spades, is generally

expressed by the phrase: _=Highest in red; lowest in black=_. That is

to say, if several cards of a suit, not including a King, Queen or

Jack, are played to a trick, the highest card will win if the suit

is red; and the lowest if the suit is black. This will give us the

following order for the plain suits, beginning with the highest card in

each:--

No change. | Highest in red.

♡ K Q J | 10 9 8 7 6 5 4 3 2

♢ K Q J | 10 9 8 7 6 5 4 3 2 A

|

| Lowest in black.

♣ K Q J | A 2 3 4 5 6 7 8 9 10

♠ K Q J | A 2 3 4 5 6 7 8 9 10

In the trump suit the same order of cards is retained, except that four

cards are always the best trumps. These are the Five, Jack, and ace of

the suit itself, and the ace of hearts, the latter being always the

third best. This gives us the rank of the cards as follows, when the

suit is trump:--

No change. | Highest in red.

♡ 5 J ♡ A K Q | 10 9 8 7 6 5 4 3 2

♢ 5 J ♡ A ♢ A K Q | 10 9 8 7 6 5 4 3 2

|

| Lowest in black.

♣ 5 J ♡ A ♣ A K Q | 2 3 4 5 6 7 8 9 10

♠ 5 J ♡ A ♠ A K Q | 2 3 4 5 6 7 8 9 10

_=COUNTERS.=_ Spoil Five is played with a pool, for which counters

are necessary. One player should act as banker, and the others should

purchase from him, each beginning with 20 counters. Coins may take the

place of counters, shillings being the usual points.

_=PLAYERS.=_ Any number from 2 to 10 may play; but 5 or 6 is the usual

game.

_=CUTTING.=_ This is unknown at Spoil Five. The players take their

seats at random, and one of them deals a card face up to each in

succession. The first Jack takes the first deal. Some note should be

made of the player who gets the first deal, as the rules require that

when the game is brought to an end the last deal shall be made by the

player on the right of the first dealer.

_=THE POOL.=_ Before play begins each player deposits one counter in

the pool, and to this amount each successive dealer adds a counter

until the pool is won, when all contribute equally to form a new one.

In some places it is the practice for each successive dealer to put up

for all the players, whether the pool is won or not. This simply makes

larger pools.

_=DEALING.=_ Any player has the right to shuffle the pack, the dealer

last. The cards are then presented to the pone to be cut, and as many

cards as there are players must be left in each packet. Beginning on

his left, the dealer gives five cards to each player; two on the first

round and three on the next, or three and then two. After all are

helped, the next card is turned up on the remainder of the pack, and

the suit to which it belongs is the trump for that deal.

_=MISDEALING.=_ If there is any irregularity in the deal which is not

the dealer’s fault, such as any card except the trump found faced in

the pack, or the pack found imperfect, the same person deals again. But

if the dealer neglects to have the pack cut, or deals too many or too

few cards to any player, or exposes a card in dealing, or does not give

the same number of cards to each player on the same round, or counts

the cards on the table or those remaining in the pack, it is a misdeal,

and the deal passes to the next player on the misdealer’s left. In

some places the misdealer is allowed to deal again if he forfeits two

counters to the pool.

_=ROBBING THE TRUMP CARD.=_ If the trump card is an ace, the dealer may

discard any card he pleases in exchange for it. He may take up the ace

when he plays to the first trick, or may leave it on the pack until got

rid of in the course of play. When an ace is turned, the eldest hand,

before leading, should call upon the dealer to discard if he has not

already done so. If the dealer does not want the trump, he answers: “I

play these.”

If the trump card is not an ace, any player at the table holding the

ace of trumps is bound to announce the fact when it comes to his turn

to play to the first trick. The usual plan is for him to pass a card to

the dealer face downward, and in return the dealer will give him the

turn-up trump. If the holder of the ace does not want the turn-up, he

must tell the dealer to turn the trump down, which shows that he could

rob, but does not wish to. If the holder of the ace of trumps plays

without announcing it, he not only loses his right to rob, but his ace

of trumps becomes of less value than any other trump for that deal, and

even if it is the ace of hearts he loses the privileges attached to

that card.

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

pleases. It is not necessary to follow suit except in trumps; but if

a player does not follow suit when he is able to do so, he must trump

the trick, or it is a revoke. If he cannot follow suit, he may trump

or discard at his pleasure. The highest card played of the suit led

wins the trick, and trumps win all other suits. The winner of the first

trick leads any card he pleases for the next, and so on, until all five

tricks have been played. Each player gathers his own tricks, as there

are no partnerships.

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 32 / 70 段