In _=Pedro Sancho=_, the Five and Nine of trumps count their pip value

in scoring, so that 18 points can be bid and made on one deal; one each

for High, Low, Jack, and Game, and fourteen more for the Nine and Five

of trumps. These two trumps have no special rank. The Ten will win the

Nine, and the Six will take the Five. In some places all the cards in

the pack are dealt out, which makes a much better game in any form of

Pedro.

The eldest hand sells, as at Auction Pitch. If a player’s first bid is

raised he may raise again in his proper turn.

Fifty points is game, and the players are usually provided with two

varieties of counters for scoring; one worth five points, and the other

worth one. The rank of the points in scoring is; High, Low, Jack, Ten

(Game), Five, and Nine. The revoke penalty is to be set back the number

of points bid, or ten points if there is no bid, and the player in

fault cannot score anything that hand. In all other respects the rules

are the same as in Auction Pitch.

In _=Dom Pedro, or Snoozer=_, the Joker is added to the pack, and the

Three, Five, and Nine of trumps count their pip value in scoring. The

Joker, or Snoozer, counts fifteen, so that thirty-six points can be

bid and made on one deal. The Joker is the lowest trump, so that the

deuce of trumps will win it, but it will win any trick in plain suits.

Fifty or a hundred points is the game. In counting out, the order of

precedence is: High, Low, Jack, Ten (Game), Three, Five, Nine, Snoozer.

CINCH, DOUBLE PEDRO, OR HIGH FIVE.

This is now regarded as the most important variety of All Fours, and

bids fair to supplant the parent game altogether. Properly speaking,

Cinch is one of the pedro variations of Auction Pitch, the difference

being that no one sells, and that there is added the always popular

American feature of a draw to improve the hand.

The derivation and meaning of the name, Cinch, seems to be very much

misunderstood. Many persons assume it is simply a name for the Left

Pedro, but such is not the case. Cinch is a Mexican word for a strong

saddle-girth, and when used as a verb it refers to the manner of

adjusting the girth on a bucking broncho so that no amount of kicking

will get him free. The word is used in this sense to describe one of

the principal tactics of the card game, which is to “cinch” certain

tricks, so that the adversary cannot possibly get either of the Pedroes

free.

_=CARDS.=_ Cinch 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. When the suit is trumps the 5 retains

its natural position, and is known as the _=Right Pedro=_; but the 5

of the same colour as the trump suit, which is known as the _=Left

Pedro=_, ranks between the 5 and 4 of the trump suit. The ace is

highest in cutting and in play. Whist-players, who have taken up Cinch

as a side issue, are in the habit of making the ace lowest in cutting;

but such a practice is out of harmony with all other members of the

Seven-up family of games.

_=COUNTERS.=_ The score is usually kept on a sheet of paper; but it is

more convenient to provide each side with 8 red and 11 white counters,

representing 51 points; the whites being worth 1, and the reds 5 each.

A good pull-up cribbage board is still better.

[Illustration: PULL-UP GAME COUNTER.]

_=PLAYERS.=_ Any number from two to six can play; but the regular game

is for four persons, two of whom are partners against the other two.

The player on the dealer’s left is the _=eldest hand=_; on the dealer’s

right is the _=pone=_.

_=CUTTING.=_ The players draw from an outspread pack for partners,

seats, and deal. The two lowest play against the two highest; the

highest cut has the choice of seats and cards, and deals the first

hand. Partners sit opposite each other.

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

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

least four cards must be left in each packet. Beginning on his left,

the dealer gives nine cards to each player, three at a time in three

separate rounds. No trump is turned, and the remainder of the pack is

left on the table face downward.

_=MISDEALING.=_ If any card is found faced in the pack, the cards must

be reshuffled and dealt again. If the dealer exposes a card in dealing,

or turns up a trump by mistake, the adversaries may elect to have a new

deal by the same dealer, or to let the deal stand. If the dealer gives

too many or too few cards to any player, or fails to give the same

number of cards in each round, it is a misdeal, and the deal passes to

the next player on the left. Any player dealing out of turn, or with

the wrong cards, may be stopped before the last three cards are dealt;

but after that the deal stands good. If a misdeal is not discovered

until after a bid has been made, the deal stands good if three players

have their right number of cards. The deal passes in regular rotation

to the left.

_=OBJECTS OF THE GAME.=_ The game is fifty-one points, and the side

first pegging that number, or getting rid of its fifty-one counters is

the winner. Fourteen points are made on every deal, as follows:--

1 For _=High=_, the ace of trumps.

1 For _=Low=_, the deuce of trumps.

1 For the _=Jack=_ of trumps.

1 For the Ten of trumps, or _=Game=_.

5 For the Five of trumps, or _=Right Pedro=_.

5 For the Five of the same colour, or _=Left Pedro=_.

--

14 points altogether; all in the trump suit.

All these points, including Low, count to the player winning them, and

not to the players to whom they are dealt. This saves endless disputes.

_=BIDDING.=_ Beginning with the eldest hand, each player in turn, after

examining his nine cards, can make _=one bid=_ for the privilege of

naming the trump suit. The peculiarity of this bidding is that nobody

sells, the bids being made _=to the board=_, as it is called. The

bidder announces the number of points he thinks he can make (with his

partner’s assistance) but does not name the trump suit. If a player

will not bid, he says: “_=I pass=_.” After a bid has been made in its

proper turn, any following player must bid higher or pass. No one is

allowed to bid more than fourteen. There are no second bids, and a bid

once made cannot be amended or withdrawn. The player who has made the

highest bid is called upon to name the trump suit.

_=Irregular Bids.=_ If any player bids before the eldest hand has bid

or passed, both the player in error and his partner lose their right

to make any bid that deal; but the side not in error must bid against

each other for the privilege of naming the trump suit. If the eldest

hand has decided, and the pone bids without waiting for the dealer’s

partner, the pone loses his bid, and the dealer may bid before his

partner, without penalty. If the dealer bids before his partner has

decided, both he and his partner lose their right to bid that deal;

but the pone is still at liberty to overbid the eldest hand for the

privilege of naming the trump. If the dealer’s partner has bid, and the

dealer bids without waiting for the pone, the dealer loses his right to

bid for that deal.

If a player whose partner has not yet bid names the trump suit, his

partner loses the right to bid. If no bid is made, the dealer may name

any suit he pleases, without bidding. If any player exposes a card

before the trump suit is named, the adversaries may elect to have a new

deal by the same dealer.

_=DISCARDING AND DRAWING.=_ The trump suit named, each player discards

and leaves _=face upward=_ on the table as many cards as he pleases.

He must discard three, to reduce his hand to six cards. If he discards

more than three he must draw from the remainder of the pack to restore

the number of his cards to six; so that after the discard and draw each

player at the table will have exactly six cards, although nine were

originally dealt him.

The dealer, beginning on his left, gives to each player in turn as

many cards from the top of the pack as may be necessary to restore the

number in his hand to six. When it comes to the dealer’s turn, instead

of taking cards from the top of the pack, he may search the remainder

of the pack, and take from it any cards that he pleases. This is called

_=robbing the deck=_. Should he find in his own hand and the remainder

of the pack more than six trumps, he must discard those he does not

want, showing them face up on the table with the other discards.

Should any player discard a trump, his partner has the right to call

his attention to it, and if the player has not been helped to cards, or

has not lifted the cards drawn, the trump erroneously discarded may be

taken back; otherwise it must remain among the discards until the hand

has been played, when, if it is of any counting value, it must be added

to the score of the side making the trump.

Although there is no law to that effect, it is considered imperative

for each player except the dealer to discard everything but trumps.

This is partly because no other cards are of the slightest use, and

partly because one of the points of the game is that the number of

trumps held by each player before the draw should be indicated by his

discard.

_=METHOD OF PLAYING.=_ The player who has named the trump suit begins

by leading any card he pleases. If a trump is led, every one must

follow suit if able to do so, and it must be remembered that the Left

Pedro is one of the trump suit. When a plain suit is led, any player

may trump if he chooses, although holding one of the suit led; but if

he does not trump, he must follow suit if he can. If he has none of

the suit led he may trump or discard at pleasure. The highest card

played of the suit led wins the trick, and trumps win all other suits.

The Five of trumps, or any higher, will win the Left Pedro; but the

Left Pedro will win the Four of trumps, or any lower. The winner of

the trick gathers it in, turning it face down, and leads for the next

trick, and so on, until all six tricks have been played. The tricks

themselves have no value, and need not be kept separate. The last trick

turned and quitted may be seen, but no other.

_=Irregularities in Playing.=_ If, during the play of a hand, any

person is found to have too many cards, his hand is foul, and neither

he nor his partner can score any points for that deal, but they may

play the hand out to prevent the adversaries from scoring everything.

If he has too few cards there is no penalty.

If a player leads out of turn, and the three others follow him, the

trick stands good. If all have not followed the false lead, their cards

must be taken back, but only the leader’s card is liable to be called.

If it was the turn of the partner of the player in error to lead,

the adversary on his right may call upon him to lead or not to lead

a trump; but he cannot specify the plain suit. If it was the turn of

either adversary of the player in error to lead, the card led in error

is simply exposed.

If the third hand plays before the second, the fourth may play before

the second also. If the fourth hand plays before his partner, third

hand not having played, the trick may be claimed by the adversaries,

regardless of who wins it; but the player who actually wins it leads

for the next trick.

If a player has a card of the suit led, and neither follows suit nor

plays a trump, it is a _=revoke=_; and, if detected and claimed by the

adversaries, neither the player in error nor his partner can score

any points that hand; but the hand may be played out to prevent the

adversaries from scoring everything. If an adversary of the bidder

revokes, the bidder’s side scores all points it makes, regardless

of the number bid. For instance: A has bid nine; and Y revokes. A-B

make eight only, which they score, Y-Z scoring nothing. When a player

renounces, his partner should ask him if he is void of the suit.

If any player abandons his hand, the cards in it may be exposed and

called by the adversaries. The practice of throwing down the hand as

soon as one renounces to trumps, cannot be too strongly condemned.

All _=exposed cards=_, such as cards dropped on the table; two or more

played at once; cards led out of turn; or cards named by the player

holding them, must be left face up on the table, and are liable to be

called by the adversaries, unless they can be previously got rid of in

the course of play. If the exposed card is a trump, the adversaries

may prevent its being played, but the holder of it is not liable for a

revoke in such cases.

_=SCORING.=_ When the last card has been played, each side turns over

all the tricks won, and counts the points they contain; High, Low,

Jack, Game, Right and Left Pedro. Everything, including Low, counts to

the side winning it. The number of points won or lost is determined by

deducting the lower score from the higher, the difference being the

number of points won on that deal. If it is a tie, neither side scores.

If either side has incurred a penalty which prevents them from scoring

any points they may have won, the adversaries have nothing to deduct,

and score all they make.

If the side that named the trump fails to make as many points as it

bid, it scores nothing, and the number of points bid are scored by the

adversaries, in addition to any points that the adversaries may have

made in play. For instance: A-B are partners against Y-Z. B has bid to

make 8, and named hearts for trumps. A-B make 10, which is 2 more than

they bid, Y-Z getting the other 4; which leaves A-B 6. These are scored

by placing one red and one white counter in the pool. But suppose A-B

got only 5 points, Y-Z getting 9. A-B would score nothing, as they did

not make good their bid; while Y-Z would score the 9 points actually

won, and the 8 points bid in addition, or 17 altogether.

The old way of scoring was to _=set back=_ the side that failed to make

the number bid; but that system of counting entirely destroyed the

interest in the game when one side got much behind; because it could

not recover in time to prevent the other side from _=sweating out=_, as

it is called. Suppose A-B have been set back 18 points on two failures,

Y-Z having made 16 points on those two deals, and 23 on their own bids.

The score will stand: A-B 64 to go; Y-Z, 12 to go. Even if we suppose

that A-B make 11 on each of the next four deals, they will still have

20 to go, while Y-Z will be out. Again: A-B want 15, Y-Z want 2. Even

if A-B can bid 12 and make it, Y-Z will sweat out.

With the system of scoring here recommended, this sweating out is

impossible, and it is not uncommon for a side that wants one to go, to

be beaten by an adversary that wants forty-nine.

The side first pegging out on a cribbage-board, or getting rid of

its fifty-one counters, wins the game. When the game is counted on a

pull-up cribbage marker, it is usual to start with ten up, and peg out

to the game-hole, or 61.

_=VARIATIONS.=_ There are quite a number of minor differences in the

manner of playing Cinch. Sometimes, instead of discarding and drawing,

after the successful bidder has been ascertained, but before he names

the trump, four more cards are given to each player, including the

dealer. Having seen thirteen cards, the bidder names the trump suit,

and the hands are then reduced to six cards each. This method gives no

clue to the number of trumps originally held, and deprives the dealer

of one of the greatest advantages of his position, robbing the deck.

Another method is to discard and draw after the trump is named, but to

make the dealer take his cards from the top of the pack to complete

his hand, without seeing what he is to get. This often leaves counting

cards in the remainder of the pack, which must remain face down, and be

kept separate from the discards. Such points count for neither side;

but any points found among the discards may be counted by the side

making the trump, as in the ordinary game. Owing to the uncertainty as

to the number of points actually in play, the result is controlled more

largely by luck than skill.

In some places the _=first lead=_ from the successful bidder must be a

_=trump=_. This makes the game too much like Auction Pitch, and spoils

some of the finer points in leading.

_=Low=_ is sometimes counted for the person to whom it is dealt. Such a

rule causes endless confusion and disputes.

The old method of _=scoring=_ has already been mentioned. Another

variation is that if the bidder’s side do not make at least 8 points

they cannot score anything, no matter what they bid. If both sides

score 7, neither having bid more than 7, neither scores. If one side

bids 6, and makes 8, it scores 8; but the adversaries score the 6 they

make. If the side bidding 6 had made 6 only, it would score nothing,

while their adversaries would mark the 8 they made. The only good

result of the 6 bid in this case is to prevent the adversaries from

scoring for a failure; for if 7 had been bid, and only 6 made, the

adversaries would have scored the 7 bid in addition to the 8 they made,

or 15 in all. This system, while better than the old way, because it

never sets players back, still allows one side to sweat out; because if

the bidder does not make 14, the adversaries must count something every

deal.

_=Five or six players=_, each for himself, may play what is called

_=Auction Cinch=_, or _=Razzle-dazzle=_. Only six cards are dealt to

each player, three on the first round and three on the second. Then

the privilege of naming the trump suit is bid for as usual. After the

trump is named, superfluous cards are thrown out, and others drawn in

their place, restoring the hands to six cards each. The successful

bidder then calls upon the holder of any given card to be his partner.

The person holding the card named cannot refuse, and says: “I play with

you.” The partnership thus formed plays against the combined forces of

the other players, but without changing seats. The maker of the trump

leads first, any card he pleases. For instance: A B C D E are playing.

C bids 8 and names clubs. After the draw he finds he holds A J 10 5 2

of trumps. He calls for the club King as his partner, and leads his

Pedro at once for the King to take it in. He is then certain to catch

the other Pedro, or to save three of the four points for High, Low,

Jack, and the Game. Those who have played Seven-handed Euchre will at

once recognize the similarity of the two games. Both are excellent

round games for the family circle.

_=Progressive Cinch=_ is played by dealing one round at each table;

that is, four deals, each player having the deal once only. The

ordinary game of Cinch is played, and the pair having the fewest points

to go at the end of the four deals progress to the next higher table.

Ties cut to decide, high going up. On arriving at the next table, the

partners divide, and another game of four deals is played, the winning

pair again progressing. The general arrangements for the original

positions of the players, and the prizes to be given, are the same as

in Progressive Euchre, and have been fully described in connection with

that game.

_=Blind Cinch.=_ Instead of giving each player thirteen cards at once,

the hands are dealt in two parts. First of all, nine cards are dealt

to each player, three at a time. Then four cards are dealt in front of

each player, but not to be touched until the bidding is finished. The

highest bidder takes up his four extra cards and then names the trump,

after which he discards down to six cards for play. The others then

take up their four cards and discard down to six, and the game proceeds

like regular cinch.

_=Sixty-three.=_ In this variation, nine cards are dealt to each

player, three at a time. After the bidding, the players discard

and fill up again to six cards. Players are allowed several bids,

each raising in turn if he is raised. The highest bid possible is

sixty-three, and these may be made as follows: High, low, Jack, and ten

of trumps count 1 each; pedros, 5 each; King of trumps, 25; trey of

trumps, 15; nine of trumps, 9. Game is 150 points.

_=Widow Cinch.=_ Six players cut for partners, two on a side. Each

player has two adversaries between himself and his partner. The dealer

gives each player eight cards, four at a time, and four are dealt to

the table after the first round to the players. These four cards are

the widow. The successful bidder can take the widow before he names the

trump, and then all the players discard down to six cards.

_=SUGGESTIONS FOR GOOD PLAY.=_ There is a great diversity of opinion on

bidding. Some persons always bid six on an ace, if they hold neither

of the Pedroes. This is based on the sound principle that the odds are

five to four in favour of your partner having one of the Pedroes, which

he will immediately give up if you lead the ace. The odds are five to

two that your partner will hold one or more of any three named counting

cards which you do not hold. If you have no Pedro, count on him for

one, and if you have King and Queen, you can risk his having a guard to

it, and bid as if you were sure of getting his Pedro home. If you have

none of the points for High, Low, Jack, or Game, or only one of them,

count on him for one at least, and bid accordingly.

It is very difficult to give exact rules for bidding, the state of

the score having much to do with it; but as a general rule it is much

better to bid on _=catching cards=_ than on the points themselves. For

instance: A K Q of trumps should certainly be good for eight points;

some players habitually bid twelve on them, reckoning to catch both

Pedroes and one of the minor points. This is risky unless there are one

or two small trumps with the A K Q. On the other hand, two Pedroes,

with Jack and Low, are not worth bidding more than five on; because it

is very unlikely that you will save more than one of the Pedroes, if

that. The very fact that you bid five diminishes your chances, for you

betray the fact that your only hope is to save a well-guarded Pedro.

Long experience with players who bid their hands correctly will give

a player a very good idea of what the bidder has in his hand. To the

partner this is a great point, for it enables him to judge when to give

up points himself, and when to play for his partner to throw them to

him.

The number of cards asked for by each player should be very carefully

noted; for it will frequently happen that the entire trump suit can be

located by this means. It is useless to keep anything but trumps, for

tricks, as such, have no value, and every card you draw increases your

chances of getting another trump.

The most important point in the game is to _=cinch=_ every trick in

which an adversary plays after you; that is, to play some trump higher

than a Pedro, if the Pedroes have not been played, and you do not hold

them yourself. Examples of cinching will be found in the Illustrative

Hands. If your partner leads a certain winning trump, such as the ace,

or the King if the ace is gone, give him the best counting card you

have; but if you have two, one of them being Low, give up the lower

card first; you may catch something with the Jack or Ten. If your

partner leads any trump higher than the Five, play your smallest trump

unless second hand covers, in which case you must cinch the trick, to

prevent the fourth hand from giving up a Pedro on his partner’s trick.

If you are forced to win your partner’s first lead of trumps, return

the best trump you have, unless it is the Jack or Ten, in which case

you must be guided by the number of points you are playing for, and

your chances of making them if you lose the card you lead.

If your partner begins by leading a plain suit, you must cinch the

trick if you can; if second hand follows suit, any trump better than

the Five will do. If second hand puts on a trump, you must cinch higher.

If the player on your right renounces to trumps, get into the lead if

possible, and play your best cards in plain suits. This may give your

partner a tenace position over the player on your left.

If partner begins with a high card in trumps, not the ace, credit

him with the sequence below it, and put in your Pedro at the first

opportunity. For instance: Partner leads King, won by the ace second

hand. Whatever this player leads, put in your Pedro, if you have one,

your partner must have Queen of trumps.

Playing to the score is very important. Do not attempt to get more

than the number bid until that is assured. On the other hand, if it is

certain that the adversary cannot make good his bid, do not let him get

as close to it as possible, but play boldly to win all you can, for

every point he makes is simply lost.

Here are a few example hands, which will give a very good idea of some

of the fine points in the game.

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 35 / 70 段