_=SWEEPSTAKE HEARTS.=_ After the hand has been played, each player

announces the number of hearts he has taken in, and pays into the pool

one counter for each. All thirteen hearts having been paid for, any

player having taken no hearts wins the entire pool; two having taken

none, divide it. If all the players have taken hearts, or if one player

has taken all thirteen, the pool remains, and forms a _=Jack=_. This

can be won only by a single player in some subsequent deal taking no

hearts, all the others having taken at least one. These jack pools are

of course increased thirteen counters every deal until some player wins

the whole amount. Some clubs make it a Jack after two players have

divided a pool, using the odd counter as a starter. It will be found

that natural Jacks occur quite frequently enough without resorting to

this expedient.

_=HOWELL’S SETTLING.=_ The great objection to the method of settling

at Sweepstake Hearts is that it makes the game almost entirely one of

chance. No matter how good a player one may be, good luck alone will

bring success. In a four-handed game it is possible for one player

to take in only 58 hearts in 60 deals, and still to be 46 counters

behind; while another player may take in 500 hearts in 60 deals and

be 46 counters ahead. It may be claimed that the player who has 46

counters ahead at the end was the better player, because he won; but

most persons will agree that a player who takes in only 58 hearts in 60

deals is a much better player than one who has taken in 500 hearts in

the same time.

It was to remedy this defect, and to give skill its proper percentage

of value, that Mr. E. C. Howell of Boston proposed the manner of

contributing to and dividing the pools which is now known as Howell’s

Settling.

Each player begins with an equal number of counters, usually 100. At

the end of the hand, after the hearts have been counted and announced,

each player pays into the pool, for every heart he holds, as many

counters as there are players besides himself. For instance: A, B, C

and D play. A takes three hearts; B and C five each, and D none. There

being three players besides himself, A puts up three times three, or 9

counters. B and C put up 15 each, and D none; so that there are 39 in

the pool. Each player then takes out of the pool 1 counter for every

heart he did _=not=_ hold when the hearts were announced. D, having

taken no hearts, gets 13 counters. A, having taken three hearts only,

is entitled to 10 counters for the 10 hearts he did not hold, while B

and C get 8 each. This exhausts the pool. There are no Jacks in this

way of settling.

Matters may be facilitated by having counters of different colours,

the white being the unit, and the red representing the number which it

will be necessary to pay for one heart. Practice will make the players

so familiar with the amount of the various profits or losses that they

simply pay or take what is due to them.

The first time this is played it looks like a pretty severe game for a

player who takes in a large number of hearts on one deal; but it will

be found that he rapidly recovers. During a sitting of any length the

player who takes in the smallest number of hearts must be the winner.

In the case mentioned in connection with Sweepstake Hearts, in which

one player lost 46 counters while another won 46, in 60 deals, the

result at Howell’s Settling would have been that the player who took in

only 58 hearts would be 548 counters ahead instead of losing 46; while

the one who took in 500 hearts would lose 1220 counters, instead of

winning 46.

_=METHODS OF CHEATING.=_ Under the rule for dealing the cards one at a

time, the greek must be very skilful to secure any advantage at Hearts.

But when it is the practice to deal the cards three at a time, and

four on the last round, it is an easy matter to get four small hearts

together on the bottom of the pack. Any person who is observed to hold

three or four small hearts every time he deals, should be carefully

watched, and it will usually be found that he gathers the small hearts

from the hands of the other players while the pool is being divided.

Marked cards are of little use to the greek at hearts, because so much

depends on what a player holds, and so little on his play.

VARIETIES OF HEARTS.

Before proceeding to suggestions for good play, it will be better to

describe some of the variations of the game in common use, because what

would be good play in one variation would not be in another.

_=TWO-HANDED HEARTS.=_ The two players having cut for the deal,

thirteen cards are given to each, one at a time, and the remainder

of the pack is left on the table, face down. The dealer’s adversary,

usually called the pone, begins by leading any card he pleases, and the

dealer must follow suit if he can, as in the ordinary game. The winner

of the trick takes it in, but before leading for the next trick he

draws one card from the top of the pack lying on the table, restoring

the number of his cards to thirteen. His adversary then draws the next

card, and the cards are played and drawn in this manner until the pack

is exhausted. The thirteen cards remaining in the hands of the two

adversaries are then played, and after the last trick has been won,

each turns over his cards and counts the number of hearts he has taken

in. The object of the game is to take fewer hearts than your opponent,

and the method of settling is either for the greater number to pay the

lesser the difference; or, for the first six hearts taken by the loser

to count nothing, but all above six to be paid for. The most popular

way is to peg up the difference on a cribbage board, and to settle at

the end of the sitting.

_=THREE-HANDED HEARTS.=_ The deuce of spades is discarded, and

seventeen cards are dealt to each player, one at a time, after which

the game proceeds in the usual way. There are several methods of

settling. Howell’s method is undoubtedly the best, but Sweepstakes is

very common. An excellent way is for the player who takes the largest

number of hearts to pay the two others as many counters as he has

hearts in excess of theirs. If two have an equal number, both pay the

low man. There are no Jacks.

_=AUCTION HEARTS.=_ This is usually played by four persons, although

five or six may form a table. After the cards have been dealt in the

usual way, the player to the left of the dealer examines his cards,

and determines which suit he would prefer to play to get clear of. It

may be that if the game were to get rid of clubs instead of hearts,

his hand would be a very good one, whereas if the suit were to remain

hearts it would be a very bad hand. As the pool will contain thirteen

counters to a certainty, he can afford to pay something for the better

chance he will have to win it if he is allowed to make clubs the suit

to be avoided, instead of hearts. He bids whatever amount he is willing

to pay for the privilege of changing the suit, without naming the suit

he prefers. The next player then has a bid, and so on in turn, the

dealer bidding last. There are no second bids.

The player making the highest bid pays into the pool the amount he

has bid. He then names the suit to be avoided, and leads for the

first trick, regardless of his position with respect to the deal. The

dealer’s position is a great advantage, on account of its having the

last bid.

After the hand is played, those who have taken in any cards of the suit

announced to be avoided, pay one counter to the pool for each of them.

If any one player gets clear, each of the others having at least one

of the tabooed suit, he takes the entire pool. If two get clear, they

divide the pool, leaving any odd counter to form the basis of a Jack,

as at Sweepstakes. If one player takes all thirteen, it is a Jack; but

instead of the next choice being sold to the highest bidder, the one

who named the suit on the hand that made the pool a Jack has the choice

of suits again for the next deal, and he must select some suit without

paying anything further for it, until some player wins what he paid for

the choice in the first place. That is, the pool must be won before the

choice can be sold again.

The general principle of the game is for the players to combine against

the successful bidder, and to spare no effort to prevent him from

winning the pool.

_=SPOT HEARTS.=_ In this variation, when the hearts are announced at

the end of the hand, the spots on them are the units of value, the

Jack being worth 11, the Queen 12, the King 13, and the Ace 14. This

adds nothing to the interest or skill of the game; but rather tends to

create confusion and delay, owing to the numerous disputes as to the

correctness of the count.

The total to be accounted for in each deal is 104. In settling, the

player with the smallest number collects from each of the others the

amount they have in excess of his. If two or more players have an equal

number, or none at all, they divide the amount collected from each of

the others. For instance: Four play, A has 8 points, B 24, C 18, and D

54. As 8 points is the lowest, B pays A 16, C pays him 10, and D pays

him 46. If A and B had 8 each, C 32, and D 56, C would pay 24, and D

48; and A-B would divide the amount between them.

The chief variation in play arises from the fact that one who must win

a heart trick cannot always afford to play his highest heart as in the

ordinary game.

_=JOKER HEARTS.=_ In this variation, the heart deuce is discarded, and

the Joker takes its place. The Joker occupies a position between the

Jack and the Ten in value, with the added peculiarity that it cannot

be discarded on a plain suit; for if it is, it wins the trick unless

there is a higher heart in the same trick. If a player has the Joker

dealt to him, his only chance to get rid of it is to play it on a trick

in which hearts are led, or to discard it on a plain suit on which some

other player has already discarded a higher heart than the Ten. Under

such circumstances, the holder of the Joker is allowed to discard it,

even if he has one of the suit led, and the Joker being in the trick

compels the player who discarded the higher heart to take it in.

In settling, the Joker is worth five counters. If the player to whom

it was dealt takes it in, he pays these five counters to the pool. If

another player gets the Joker, he must pay the five counters to the

player who got rid of it. The remainder of the pool is then divided in

the usual way. This is a most exasperating game.

_=DISCARD HEARTS.=_ This is sometimes called _=Black Jack=_, or _=Black

Lady=_. If it is the Jack, it is worth ten hearts; if it is the Queen,

it is worth thirteen hearts.

After the cards are dealt, each player in turn lays out three cards

which he does not want, and the player on his left is obliged to take

them, after having discarded himself. No player may look at what he is

going to get until he has discarded himself.

The Black Jack or Lady holds its rank as a spade when spades are led;

but the moment any other suit is led, of which the player is void,

he can discard the Black Jack or Lady, just as he would get rid of a

heart. If hearts are led and the player has no hearts, he can play the

Black Jack or Lady to the trick, as it ranks below the deuce of hearts.

_=PROGRESSIVE HEARTS.=_ The general arrangements for the players and

their positions are exactly the same as those already described in

connection with Progressive Euchre. The players at each table cut for

the deal, and play begins with the tap of the bell at the head table.

Only one deal is played at each table.

There are no counters. At the end of the hand the ladies compare their

cards, and the one having the fewer hearts goes to the next higher

table. The gentlemen then compare their cards in the same way, so that

one lady and one gentleman go up from each table at the end of every

hand. They take the seats vacated by those leaving the table they go

to. All ties are determined by cutting, those cutting the lower cards

going up. In cutting, the ace is low.

Each player is provided with a score card, to which the gold, red and

green stars are attached as in Euchre. The gold stars are given to

those at the head table who have the fewest hearts. Those moving from

other tables receive red stars; and those taking in the most hearts at

the booby table receive green stars. Prizes are given to the ladies

and gentlemen having the greatest number of each variety of star; but

the same player cannot win two prizes. If there is a tie in one class,

the number of other stars must decide; equal numbers of gold being

decided by the majority of red on the same card; red ties, by the

greater number of gold; and green ties by the fewest number of gold

stars.

_=HEARTSETTE.=_ Heartsette differs from hearts only in the addition of

a widow. When four play, the spade deuce is deleted; twelve cards are

given to each player, and the three remaining form the widow, which is

left face downward in the centre of the table. When any other number

play, the full pack is used. If there are three players, three cards

are left for the widow: two cards are left when five play, and four

when six play. The player winning the first trick takes in the widow,

with any hearts it may contain. He is entitled to look at these cards,

but must not show or name them to any other player. The game then

proceeds in the usual way. Payments are made to the pool for all hearts

taken in, and the pool is then won, divided, or remains to form a Jack,

just as at Sweepstake Hearts. The chief difference in the game is that

the other players do not know whether the winner of the first trick is

loaded or not, and he is the only player who knows how many or what

hearts are still to be played.

_=DOMINO HEARTS.=_ In this variation, six cards only are dealt to each

player, the remainder of the pack being left face down on the table.

When a player is unable to follow suit, he must draw cards from the

stock, one at a time, until he can. The last player with any cards left

in his hand must take what is left of the stock, if any. The hearts

taken in are then counted as usual. Thirty-one points is game, and the

winner is the player who has the least hearts scored when some other

player reaches thirty-one.

SUGGESTIONS FOR GOOD PLAY.

A good player, after sorting his hand, carefully estimates its

possibilities. The hand may be such that it is evidently impossible to

avoid taking some hearts. The player must then decide whether he will

play to give each of the others hearts, or will take them all himself.

If he succeeds in either object he has a chance to win back his money

in the ensuing Jack. In deciding on his chances to get clear without

taking a single heart, the player must first consider the advisability

of beginning with a heart, or with a plain suit. If hearts, he should

know the probability of the heart he leads not winning the trick; if a

plain suit, he should know the probability of the suit going round one

or more times without hearts being discarded on it, especially if he

intends to lead high cards. These chances must then be balanced one

against the other and the more favourable selected.

_=LEADING HEARTS ORIGINALLY.=_ When your hearts are so small as to be

absolutely safe, such as the 7 5 3 2, it might be supposed that the

best play would be to lead them at once, in order to get a large number

of hearts out of your way. But with such cards it is usually much

better play, unless you have a very dangerous hand in plain suits, to

reserve these small hearts until you have a more definite idea, from

the fall of the cards, to whom you are giving them. Such cards are

particularly useful for getting rid of the lead at dangerous stages in

the end-game.

When the plain-suit cards are high or dangerous, but the hearts are

reasonably safe, it is usually better to lead the hearts, and to

continue leading them every time you get in. By following these tactics

it is quite possible for you to take almost every trick in the plain

suits, and yet to win the pool by rapidly exhausting the hearts.

If you lead the ♡ 4, the only chance for it to win is that one player

has no hearts, and that the 2 and 3 are divided. The odds against this

combination of circumstances will vary with the number of hearts you

hold with the 4, but may be generally stated on the average as about 50

to 1. It is usually considered a safer lead than a high card of a plain

suit, even if you have only three of the suit.

If your only heart is the 5, and you propose to lead it, the chances

that the 2, 3, and 4 are not each in separate hands are about 19 in 25,

or 19 to 6 against it, which is about 3 to 1. If you lead the 5, the

odds against your winning the trick decrease as the number of hearts

you hold with the 5 increases. If you have four hearts, the 5 being the

lowest, the odds against its winning the trick, if you lead it, are

about 29 to 11. If you have eight hearts, the 5 being the lowest, it is

about an even chance. If your only heart is the 6, it is about an even

chance that it will win the trick; but the odds against you increase

rapidly with the number of additional hearts that you hold. If you

propose to lead the 7, the chances that it will win the trick are 2 to

1 under the most favourable circumstances, which are when it is your

only heart. These odds against you increase rapidly with the number of

additional hearts that you hold.

_=LEADING PLAIN SUITS ORIGINALLY.=_ It will often happen that you will

have to decide between the lead of a comparatively dangerous heart and

a risky plain suit. Your knowledge of probabilities should enable you

to select the safer course. The odds against getting a heart on the

first round of a plain suit depend upon how many cards of the suit you

hold. If you lead an Ace, or any card which is sure to win the trick,

the odds against your getting a heart on it are as the following:--

If you have 4 cards of the suit, 22 to 1.

” 5 ” 15 to 1.

” 6 ” 7 to 1.

” 7 ” 4 to 1.

” 8 ” 2 to 1.

These odds may be slightly increased by taking into account the fact

that players who cannot follow suit do not always discard hearts,

having perhaps more dangerous cards to get rid of.

The odds against a suit going round a second time may be influenced

by the cards played to the first round; but it sometimes happens that

you have to calculate in advance for two rounds of a suit, regardless

of the cards that may be played by others. This is especially the case

when you fear that the suit will be led to you, and you have such

cards as must win two rounds. If you have 4 cards of the suit the odds

_against_ your getting a heart in two rounds are 2 to 1. The odds _in

favour_ of your getting a heart in two rounds are:--

If you have 5 cards of the suit, 4 to 3.

” 6 ” 2 to 1.

” 7 ” 6 to 1.

As an example of the value of a thorough knowledge of these odds to a

careful player, suppose he had to win two rounds of a plain suit, of

which he held six cards; or to lead the ♡7, having three higher. The

suit would be the better play, because it takes in only one heart,

while the lead of the heart might take in four.

The following table shows the exact number of times in 1,000 deals that

a heart would probably be discarded on a plain suit led, according to

the number of cards in the suit held by the leader, and the number of

times the suit was led:

Cards held by the leader. | 1,2,3,4 | 5 | 6 | 7 | 8

----------------------------------+---------+------+------+------+-----

Times hearts will be discarded:-- | | | | |

On first round | 44 | 63 | 122 | 200 | 315

On second round | 358 | 430 | 659 | 857 | 1000

On third round | 842 | 1000 | 1000 | 1000 | 1000

This shows that 158 times in 1,000, when the leader has 1, 2, 3, or 4

cards of the suit, it will go round three times, because 158 is the

balance necessary to bring our last figure, 842, up to 1,000. Reducing

this to a small fraction, the odds are about 5⅛ to 1 that a suit will

not go round three times without affording to some player the chance of

discarding hearts on it. This calculation shows the hopeless nature of

all hands that contain at least three cards of each suit, unless the

smallest card in every suit is below a 6; for if any one of the suits

is led three times, it is even betting that you will have to win the

third round, and 5⅛ to 1 that you get a heart on it if you do.

_=PLAIN-SUIT LEADS.=_ The favourite lead with most heart players is a

singleton; or, failing that, a two-card suit. This is a mistake, unless

the singleton is a high card; for if the adversaries are sharp players

they will at once suspect the nature of the lead, and carefully avoid

the suit. But if you wait until some other player opens the suit,

it will very probably be led twice in succession. The best original

plain-suit lead is one in which you are moderately long, but have small

cards enough to be safe, and from which you can lead intermediate cards

which probably will not win the first trick.

A very little experience at Hearts will convince any one that it is

best, in plain suits, to play out the high cards first. This agrees

with the theory of probabilities; for while the odds are 22 to 1

against your getting a heart on the first round of a plain suit of

which you have 4 cards, the odds are only 2 to 1 against it on the

second round, and on the third they are 5⅛ to 1 in favour of it.

Accordingly, on the first round most players put up their highest card

of the suit led, no matter what their position with regard to the

leader; but in so doing, they often run needless risks. The object in

Sweepstake Hearts is to take none, and the most successful players will

be found to be those who play consistently with the greatest odds in

their favour for taking none.

Suppose that you hold such a suit as A 10 9 7 4 2. This is a safe suit;

because it is very improbable that you can be compelled to take a trick

in it. The best lead from such a suit is the 10 or 9. If the suit is

led by any other player, the same card should be played, unless you are

fourth hand, and have no objection to the lead. This avoids the risk,

however slight, of getting a heart on the first round, which would

be entailed by playing the ace. In Sweepstake Hearts it is a great

mistake to play the high cards of a suit in which you are safe; for

no matter how small the risk, it is an unnecessary one. In the case

we are considering, when you have six cards of the suit, the odds are

7 to 1 against your getting a heart if you play the ace first round.

That is to say, you will probably lose one pool out of every eight if

you play it. Take the greatest odds in your favour, when you have only

four cards of a suit; they are 22 to 1 against your getting a heart

the first round, so that you would lose by it only once in 23 times.

But this is a heavy percentage against you if you are playing with

those who do not run such risks, for you give up every chance you might

otherwise have in 5 pools out of every 110.

When you have a dangerous hand in hearts, but one absolutely safe long

suit, it is often good play to begin with your safe suit, retaining

any high cards you may have in other suits in order to get the lead as

often as possible for the purpose of continuing your safe suit, which

will usually result in one or more of the other players getting loaded.

When you have at least three of each plain suit it is obvious that you

cannot hope for any discards, and that you must take into account the

probability of having to win the third round of one or more suits, with

the accompanying possibility of getting hearts at the same time. If

you have the lead, this probability must be taken into account before

any of the other players show their hands, and as it may be set down

as about 5⅛ to 1 that you will get a heart, any better chance that the

hand affords should be taken advantage of.

It will often occur that a player’s attention must be so concentrated

on getting clear himself that he has no opportunity to scheme for

“loading” the others. But if it unfortunately happens that he is

compelled to take in one or more hearts, he should at once turn his

attention to taking them all, or to loading the other players, with a

view to making a Jack of the pool. Should he succeed in either object,

he has another chance for his money.

It is usually bad policy to return the suit opened by the original

leader. He has picked that out as his safest suit, and although he may

be the only one safe in it, by continuing it you are reducing your

chances to two players, when you might share them with all three.

_=FOLLOWING SUIT.=_ When a player is not the original leader, his

policy becomes defensive; for, as the first player is plotting to

give hearts to every one but himself, each of the others must be a

prospective victim, and should do his best to avoid the traps prepared

by the one who plans the opening of the hand.

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 37 / 70 段