matter of not following suit. Any player holding the Five or Jack of
the trump suit; or the ace of hearts, but having no smaller trump with
them, may refuse to follow suit if any inferior trump is led; but if he
has also a smaller trump, he must play one or the other. If a superior
trump is led, the player must follow suit in any case. For instance: If
the Five of trumps is led, no one can refuse to follow suit, no matter
what trumps he holds; but if the Jack is led, and any player holds the
Five alone, he need not play it to the inferior trump lead. If the
heart ace is led, and one player holds the Jack alone, and another the
Five alone, neither of these cards need be played, because the trump
led is inferior to both of them. If a superior trump is played in
following suit, such as the Five played on an Eight led, the holder of
the lone Jack of trumps or ace of hearts, need not play it, because the
lead was inferior. This privilege of reneging is confined to the three
highest trumps.
_=OBJECTS OF THE GAME.=_ In Spoil Five there are three things to play
for. If any one person can win three tricks he takes the pool. If he
can win all five tricks he not only gets the pool, but receives an
extra counter from each of the other players. If he has no chance to
win three tricks, he must bend all his energies to scattering the
tricks among the other players, so that no one of them shall be able
to get the three tricks necessary to win the pool. When this is done,
the game is said to be _=spoiled=_, and as that is the object of the
majority in every deal it gives the game its name. In the older forms
of the game the winner of three tricks counted five points, and if
he could be prevented from getting three tricks his five points were
spoiled.
_=JINK GAME.=_ When a player has won three tricks, he should
immediately abandon his hand and claim the pool, for if he continues
playing he must _=jink it=_, and get all five tricks or lose what he
has already won, the game being spoiled just as if no one had won three
tricks. It is sometimes a matter for nice judgment whether or not to go
on, and, for the sake of an extra counter from each player, to risk a
pool already won. The best trump is often held up for three rounds to
coax a player to go on in this manner.
_=IRREGULARITIES IN THE HANDS.=_ If, during the play of a hand, it is
discovered that any one holds too many or too few cards, that hand is
foul, and must be abandoned, the holder forfeiting all right to the
pool for that deal. Those who have their right number of cards finish
the play without the foul hand, but any tricks already won by the
holder of the foul hand remain his property.
_=IRREGULARITIES IN PLAY.=_ If any player robs when he does not hold
the ace; leads or plays out of turn; reneges to the lead of a higher
trump; renounces in the trump suit; revokes in a plain suit; or exposes
a card after any player has won two tricks, he loses all his right and
interest in the current pool, which he cannot win, either on that or
any subsequent deal, but to which he must continue to contribute when
it comes to his turn to deal. After the pool has been won, and a fresh
one formed, the penalty is removed.
_=SUGGESTIONS FOR GOOD PLAY.=_ Observation, quickness, and good
judgment of character are the essentials for success at Spoil Five,
the last being probably the most important. The peculiar order of the
cards; the privilege of renouncing when holding a card of the suit led;
and the right of passing inferior trump leads, are very confusing to
the beginner; but with practice the routine and strategy of the game
soon become familiar.
The player should first make up his mind whether he is going to try to
win the pool or to spoil it. Particular attention should be paid to the
player who robs, because he must have at least the ace and the turn-up
in trumps, and is more likely to need spoiling than any other player.
When a player wins a trick, some judgment will be necessary to decide
whether he is trying for the pool himself, or simply spoiling it for
some one else. When he wins two tricks, every other player at the table
must combine against him.
With only one small or medium trump, it is better to use it at the
first opportunity. Unless the player has some hopes of winning the
pool himself, he should trump all doubtful cards; that is, cards that
may win the trick if not trumped. With two good trumps, it is better
to wait for developments; even if you cannot win the last three tricks
yourself, you may effectually spoil any other player. Do anything you
can to prevent the possibility of a third trick being won by a player
who has already won two.
FORTY-FIVE, OR FIVE AND TEN.
These names are given to Spoil Five when it is played by two persons
only, or by four or six divided into two equal partnerships. There is
no pool, as one side or the other must win three tricks every deal.
The side winning the odd trick counts five points towards game, or
ten points if it wins all five tricks. Forty-five points is game. In
another variation, each trick counts five points, and the winners’
score is deducted from the losers’, so that if one side wins four
tricks it counts fifteen towards game. When this manner of counting is
adopted, the players count out; that is, if each side is 35 up, the
first to win two tricks counts out.
Minor variations are sometimes introduced; such as robbing with the
King, if the ace is not in play; counting five for the dealer’s side if
the ace or King is turned up, etc.
There are no _=Text Books=_ on Spoil Five; but descriptions and laws of
the game are to be found in the “Westminster Papers,” Vol II., and in
“Round Games,” by Berkeley.
RAMS, OR RAMMES
This game seems to be the connecting link between the more strongly
marked members of the Euchre family and Division Loo.
_=CARDS.=_ Rams is played with the euchre pack, thirty-two cards, which
rank as at Écarté, K Q J A 10 9 8 7. It has lately become the fashion,
however, to adopt the rank of the cards in the piquet pack, A K Q J 10
9 8 7.
_=PLAYERS.=_ Any number from three to six may play; but when six play
the dealer takes no cards. The general arrangements for the players,
first deal, counters, etc., are exactly the same as at Spoil Five.
_=THE POOL.=_ Each successive dealer puts up five counters, to form or
to augment the pool.
_=DEALING.=_ The cards having been properly shuffled and cut, five
are given to each player; two the first round and three the next, or
three the first round and two the next. An extra hand, known as the
_=widow=_, is dealt face downward in the centre of the table. The
dealer gives cards to the widow just before dealing to himself in each
round. When all are helped, the next card is turned up for the trump.
Irregularities in the deal are governed by the same rules as in Spoil
Five.
_=DECLARING TO PLAY.=_ Each player in turn, beginning with the eldest
hand, may either play or pass. If he passes, he lays his cards face
downward in front of him, and takes no further part in that deal unless
a general rams is announced. If he plays, he engages himself to take
at least one trick, or forfeit five counters to the pool. He may play
with the hand originally dealt him, or he may risk getting a better
by taking the widow in exchange. If he exchanges, his original hand
is dead, and must not be seen by any player. If any player takes the
widow, those following him must play the hand dealt them or pass out.
In some clubs the eldest hand is obliged to play, either with his own
hand or with the widow.
If all pass except the pone, he must play against the dealer, either
with the cards dealt him, or with the widow. If he declines to play,
he must pay the dealer five counters, and the pool remains. The dealer
must play if he is opposed by only one player; but if two others have
announced to play, the dealer may play or pass as he pleases. If he
plays, he may discard and take up the trump card. No other player may
rob the trump.
_=METHOD OF PLAYING.=_ The eldest hand of those who have declared to
play begins by leading any card he pleases. Each player in turn must
head the trick; that is, play a higher card if he can. If he has two
higher, he may play either. If he has none of the suit led, he must
trump if he can, even if the trick is already trumped by another
player. For instance: Hearts are trumps, and A leads a club. B follows
suit, but neither C nor D has a club. Suppose C trumps with the King,
and that the only trump D has is the Queen, he must play it on the
trick, losing it to C’s King. When a player can neither follow suit
nor trump, he may discard any card he pleases. The winner of the trick
leads for the next trick, and so on until all five tricks have been
played.
_=PENALTIES.=_ There is only one penalty in Rams; to win nothing on the
deal, and to forfeit five counters to the next pool. This is inflicted
for playing with more or less than five cards; for exposing any card;
for leading or playing out of turn; for renouncing; and for refusing to
head or trump a trick when able to do so.
_=DIVIDING THE POOL.=_ Pools may be simple or double. The usual custom
is to compel every one to play when the pool is a simple, containing
nothing but the five counters put up by the dealer. When there are more
than five counters in the pool they must be some multiple of five, and
the pool is called a double. In double pools the players may play or
pass as they please. No matter how many counters are already in the
pool, the dealer must add five.
Each player gathers in the tricks he wins, and at the end of the hand
he is entitled to take one-fifth of the contents of the pool for every
trick he has won. If he has played his hand, and failed to get a trick,
he is ramsed, and forfeits five counters to form the next pool, in
addition to those which will be put up by the next dealer. If two or
more players fail to win a trick, they must each pay five counters, and
if the player whose turn it will be to deal next is ramsed, he will
have to put up ten; five for his deal, and five for the rams.
_=GENERAL RAMS.=_ If any player thinks he can win all five tricks,
with the advantage of the first lead, he may announce a general rams,
when it comes to his turn to pass or play. This announcement may be
made either before or after taking the widow. When a general rams is
announced, all at the table must play, and those who have passed and
laid down their hands, must take them up again. If the widow has not
been taken, any player who has not already refused it may take it. The
player who announced general rams has the first lead. If he succeeds in
getting all five tricks, he not only gets the pool but receives five
counters in addition from each player. If he fails, he must double
the amount then in the pool, and pay five counters to each of his
adversaries. Any player taking a trick that spoils a general rams gets
nothing from the pool, and it is usual to abandon the hands the moment
the announcing player loses a trick.
ROUNCE.
This is an American corruption of Rams. It is played with the full pack
of fifty-two cards, which rank as at Whist, and any number of players
from three to nine. Six cards are dealt to the widow, one of which
must be discarded by the player taking it. All pools are alike, there
being no difference between simples and doubles, and there is no such
announcement as general rounce. There is no obligation to head the
trick, nor to trump or under-trump; but the winner of the first trick
must lead a trump if he has one.
BIERSPIEL.
This is a popular form of Rams among German students. Three crosses are
chalked on the table in front of each player, representing five points
each. When a trick is won, a beer-soaked finger wipes out the centre of
a cross, and reduces its value to four. Successive cancellings of the
remaining arms of the cross as tricks are taken gradually reduce it to
nothing, and the player who is last to wipe out his third cross pays
for the beer. No player is allowed to look at his cards until the trump
is turned, and the dealer gives the word of command: “Auf.” The seven
of diamonds is always the second-best card of the trump suit, ranking
next below the ace. If it is turned up, the dealer turns up the next
card for a trump, and when it comes to his turn, he can take both cards
into his hand, discarding others in their place. If the dealer passes,
the eldest hand may take up the trump. If only two declare to play, a
trump must be led for the first trick; if three play, trumps must be
led twice; if four play, three times. If the leader has no trump, he
must lead his smallest card, face downward, which calls for a trump
from such of the other players as have one. All penalties are made by
adding fresh crosses to the delinquent’s score.
LOO, OR DIVISION LOO.
This was at one time the most popular of all round games at cards; but
its cousin Napoleon seems to have usurped its place in England, while
Poker has eclipsed it in America. There are several varieties of the
game, but the most common form is Three-card Limited Loo, which will be
first described.
_=CARDS.=_ Loo 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 the highest.
_=COUNTERS.=_ Loo being a pool game, counters are necessary. They
should be of two colours, white and red, one red banker, to sell and
redeem all counters. Each player should begin with 18 red and 6 white,
which is equal to 20 reds.
_=PLAYERS.=_ Any number of persons from three to seventeen may play,
but eight is the usual limit, and five or six makes the best game. The
players take their seats at random.
_=CUTTING.=_ A card is dealt round to each player, face up, and the
first Jack takes the first deal.
_=THE POOL.=_ Each successive dealer places three red counters in
the pool. The pool is added to from time to time by penalties for
infractions of the rules, and by forfeitures from players who have
failed in their undertakings. Such payments are always made in red
counters, the number being always three or six. When the pool is
divided, it sometimes happens that a player is not allowed to withdraw
his share. In such cases the red counters representing it should be
changed for their value in white ones, so that the forfeited share may
be divided in three parts.
The difference between _=Limited Loo=_, and _=Unlimited Loo=_, is in
the amounts paid into the pool. In Limited Loo the penalty is always
three or six red counters. In Unlimited Loo, it is the same for
irregularities, and for infraction of the rules; but any player failing
in his undertaking must put up for the next pool an amount equal to
that in the current pool. When two or more fail on successive deals the
pool increases with surprising rapidity. A player at twenty-five cent
Loo has been known to lose $320 in three consecutive deals.
_=DEALING.=_ The pack having been properly shuffled and cut, the dealer
gives three cards to each player, one at a time in rotation, beginning
on his left. The first deal, and every deal in which the pool contains
only the three red counters put up by the dealer, is known as a
_=simple=_, and no trump card is turned up until one or two tricks have
been played to. If there are more than three red counters in the pool,
it is known as a _=double=_, and an extra hand must be dealt for the
_=widow=_, and after all have been helped, the next card in the pack is
turned up for a trump. The dealer gives cards to the widow just before
helping himself in each round.
_=Irregularities in the Deal.=_ If the pack is found to be imperfect,
or any card except the trump is found faced in the pack, the same
dealer must deal again without penalty. If the dealer neglects to have
the pack cut; reshuffles it after it has been properly cut; deals a
card incorrectly and fails to correct the error before dealing another;
exposes a card in dealing; gives any player too many or too few cards;
or deals a wrong number of hands, it is a misdeal, and he loses his
deal, and forfeits three red counters to the current pool. The new
dealer adds his three counters as usual, and the pool becomes a double.
_=METHOD OF PLAYING.=_ A description of the method of playing will be
better understood if it is divided into two parts, as it varies in
simple and in double pools.
_=In Simple Pools=_, no trump is turned, and no widow dealt. Should
the dealer inadvertently turn a trump, he forfeits three red counters
to the current pool, but it remains a simple. If he deals a card for a
widow, and fails to correct himself before dealing another card, it is
a misdeal.
The eldest hand leads any card he pleases, and the others must not
only follow suit, but must head the trick if they can. This does not
necessarily mean that they shall play the best card they hold of the
suit led, but that they shall play a better one than any already
played. The cards are left in front of the players. If all follow
suit the winner of the trick leads any card he pleases for the next
trick. If all follow suit to that again, the winner leads for the
next, and if all follow suit again, that ends it, and the winners
of the several tricks divide the pool. All those who have not won a
trick are _=looed=_, and must contribute three red counters each for
the next pool, which, added to the three to be deposited by the next
dealer, will make the ensuing pool a double. But if in any trick any
player is unable to follow suit, as soon as the trick is complete the
dealer turns up the top card on the remainder of the pack, and the
suit to which it belongs is the trump. If any trump has been played,
the highest trump wins the trick. In any case, the winner of the trick
must lead a trump for the next trick if he has one. When all three
tricks have been played, the winner of each is entitled to one-third
of the contents of the pool. Those who have not won a trick are looed,
and must contribute three red counters each for the next pool. This is
called a _=Bold Stand=_.
_=In Double Pools=_, an extra hand is dealt for the widow, and a trump
is turned. No player is allowed to look at his cards until it comes
to his turn to declare. The dealer, beginning on his left, asks each
in turn to announce his intentions. The player may _=stand=_ with
the cards dealt him; or may _=take the widow=_ in exchange; or may
_=pass=_. If he passes or takes the widow, he gives his original hand
to the dealer, who places it on the bottom of the pack. If he takes the
widow or stands, he must win at least one trick, or he is looed, and
will forfeit three red counters to the next pool.
If all pass but the player who has taken the widow, he wins the pool
without playing, and the next deal must be a simple. If only one player
stands, and he has not taken the widow, the dealer, if he will not play
for himself, must take the widow and play to defend the pool. If he
fails to take a trick, he is not looed; but the payment for any tricks
he wins must be left in the pool, and the red counters for them should
be changed for white ones, so that the amount may be easily divided at
the end of the next pool.
_=Flushes.=_ If any player in a double pool holds three trumps, whether
dealt him or found in the widow, he must announce it as soon as all
have declared whether or not they will play. The usual custom is to
wait until the dealer declares, and then to ask him: “How many play?”
The dealer replies: “Two in;” “Three in;” or: “Widow and one;” as the
case may be. The player with the flush then shows it, and claims the
pool without playing, each of those who are “in” being looed three red
counters. If two players hold a flush in trumps, the elder hand wins,
whether his trumps are better or not; but the younger hand, holding
another flush, is not looed.
_=Leading.=_ In all double pools, the eldest hand of those playing must
lead a trump if he has one. If he has the ace of trumps he must lead
that; or if he has the King and the ace is turned up. The old rule was
that a player must lead the higher of two trumps, but this is obsolete.
The winner of a trick must lead a trump if he has one. Each player in
turn must head the trick if he can; if he has none of the suit led he
must trump or over-trump if he can; but he need not under-trump a trick
already trumped.
_=Irregularities and Penalties.=_ There is only one penalty in Loo, to
win nothing from the current pool, and to pay either three or six reds
to the next pool. If the offender has won any tricks, the payment for
them must be left in the pool in white counters, to be divided among
the winners of the next pool.
The offences are divided, some being paid for to the current pool, such
as those for errors in the deal, while others are not paid until the
current pool has been divided. If any player looks at his hand before
his turn to declare, or the dealer does so before asking the others
whether or not they will play, or if any player announces his intention
out of his proper turn; the offender in each case forfeits three red
counters to the current pool, and cannot win anything that deal, but he
may play his hand in order to keep counters in the pool. If he plays
and is looed, he must pay.
_=Revokes.=_ If a player, when able to do so, fails to follow suit, or
to head the trick, or to lead trumps, or to lead the ace of trumps,
(or King when ace is turned,) or to trump a suit of which he is void,
the hands are abandoned on discovery of the error, and the pool is
divided as equally as possible among those who declared to play, with
the exception of the offender. Any odd white counters must be left for
the next pool. The player in fault is then held guilty of a revoke, and
must pay a forfeit of six red counters to the next pool. The reason
for the division of the pool is that there is no satisfactory way to
determine how the play would have resulted had the revoke not occurred.
It is impossible to take back the cards and replay them, because no one
would have a right to judge how much a person’s play was altered by his
knowledge of the cards in the other hands.
If a player, having already won a trick, renders himself liable to any
penalty, as for exposing a card, leading or following suit out of turn,
or abandoning his hand, he is looed for three red counters, payable to
the next pool, and the payment for the tricks he has won must be left
in the pool in white counters.
IRISH LOO.
In this variation, no widow is dealt, and there is no distinction
between simple and double pools. A trump is always turned up, and
the dealer asks each in turn, beginning on his left, whether or not
he will play, taking up the cards of those who decline to stand. He
then announces his own decision, and proceeds to ask those who have
declared to play whether or not they wish to exchange any of the cards
originally dealt them. The usual question is simply: “How many?” and
the player names the number of cards he wishes to exchange, if any;
at the same time discarding others in their places. The number first
asked for cannot be amended or recalled. The trump is laid aside, and
the cards called for are dealt from the remainder of the pack, without
further shuffling. In all other respects, the game is Three-card Loo.
FIVE-CARD LOO.
This is Irish Loo with some additional variations. Each red counter
should be worth five white ones, and the players will require about
fifty red counters each at starting. The dealer puts up five red
counters. Any player holding a flush of five cards in any suit may
immediately claim the pool, and every person at the table, whether
playing or not, is supposed to be looed, and pays five red counters to
the next pool. If two players hold flushes, the elder hand wins, even
if the younger hand holds a flush in trumps.
Another variation is to make the club Jack, which is known as _=Pam=_,
always the best trump. Combined with four cards of any suit, this card
will make a flush. If any player leads the trump ace, the holder of Pam
must pass the trick if he can do so without revoking. The old usage was
for the holder of the trump ace to notify any player holding Pam to
pass, if he wished him to do so; but that is quite superfluous, as no
player wants to lose his ace of trumps, and it goes without saying that
he wants Pam to pass it.
* * * * *
Interesting articles on Loo will be found in “Bell’s Life,” the
“Field,” the “Sportsman,” and the “Westminster Papers;” Vol. II. of the
latter especially.
ALL FOURS FAMILY.
All Fours is to be found amongst the oldest games of cards, and is the
parent of a large family of variations, all of which are of American
birth. The youngest member of the family, Cinch, seems to have a bright
future before it, and bids fair to become one of our most popular
games. The chief defect in Cinch has been the method of scoring, which
left too much to luck. In the following pages the author has attempted
to remedy this.