Cards may be taken away from one combination to form less valuable

combinations in another class. For instance: Four Jacks have been

melded; the diamond Jack may be taken away to form a binocle with the

spade Queen. If spades are trumps, and the sequence has been melded,

the Queen may be taken away to form a binocle, because the binocle is

in a different class of melds; but the Queen cannot be used to form a

marriage, because the sequence and the marriage are in the same class.

As there are three classes, one card may be used three separate times.

The spade Queen, for instance, may be used in a marriage, in binocle,

and in four Queens, and these melds may be made in any order.

Cards once used in combinations cannot again be used in melds of equal

value belonging to the same class; and combinations once broken up

cannot be re-formed by the addition of fresh cards. For instance: Four

Kings have been melded, and one of them has been used in the course of

play. The player cannot add a new King to the three remaining, and meld

four Kings again. A marriage in hearts has been melded, and the King

played away. A new King will not make another marriage with the old

Queen. A binocle has been melded, and the Jack has been played; another

Jack will not make a new binocle with the old Queen.

_=Double Declarations.=_ When a player makes a meld containing certain

cards which will form a counting combination with other cards already

on the table, it is called a double declaration, that is, a meld in two

different classes at the same time. For instance: A player has melded

and scored four Kings, and on winning another trick he melds binocle.

Two of the cards on the table form a marriage in spades, and as the

marriage is in a different class from either of the other melds, he may

claim it and score it; but if he does, he will lose the score for the

binocle, being prevented by the rule about a fresh card from the hand

for each individual meld. The only way to secure both scores would be

to meld the marriage first, and afterward to lay down the Jack and meld

the binocle.

_=Time.=_ On account of the number of combinations possible, and the

fact that there are only twelve tricks to be played before the scores

for announcements are barred, it frequently happens that a player has

not time to score everything he holds. He is allowed to count the cards

remaining in the talon, provided he does not disturb their order, and

it is often important to do so toward the end of a hand.

_=Scoring Dix.=_ If a player holds or draws the Nine of trumps, he has

the privilege of exchanging it for the turn-up card, and scoring ten

points for dix. The exchange must be made immediately after winning a

trick, and before drawing his card from the stock. Should the turn-up

be a Nine, the exchange may still be made and scored; and if one player

has already exchanged a Nine for the turn-up, the second Nine may still

be exchanged for the first, and scored. A player cannot score dix and

any other combination at the same time. For this reason a player whose

time is short will often forego the dix score altogether unless the

trump card is valuable.

_=Irregular Melds.=_ If a player announces a combination which he does

not show, such as fours when he has three only, which he may easily

do by mistaking a Jack for a King, his adversary can compel him not

only to take down the score erroneously marked, but to lead or play one

of the three Kings. A player may be called upon to lead or play cards

from other erroneous declarations in the same manner, but if he has the

right card or cards in his hand, he may amend his error, provided he

has not drawn a card from the stock in the meantime.

_=The Last Twelve Tricks.=_ When the stock is exhausted all

announcements are at an end, and the players take back into their hands

all the cards upon the table which may remain from the combinations

declared in the course of play. Should a player take up his cards

before playing to the last trick, he may be called upon to lay his

entire hand on the table.

The winner of the previous trick then leads any card he pleases; but

for the last twelve tricks the second player in each must not only

follow suit, but must win the trick if he can, either with a superior

card or with a trump. Any player failing to follow suit or to win a

trick, when able to do so, may be compelled to take back his cards to

the point where the error occurred, and to replay the hand from that

point on. The penalty for the _=revoke=_ varies in different places,

but the general rule is for the revoking player to lose his entire

count for “cards.”

The winner of _=the last trick=_ scores ten points for it; and the

players then turn over the tricks they have taken, and count their

score for “cards.”

_=Cards.=_ The five highest cards in each suit count toward game for

the player winning them. The Ace is worth 11 points, the Ten 10, the

King 4, the Queen 3, and the Jack, 2, no matter what the suit may

be, so that there are 240 points for cards to be divided between the

players in each deal. It is usual for only one to count, the other

checking him, and taking the difference between the total and 240.

Cards are not scored as the tricks are taken in, but after the hand is

over and the 10 points have been scored for the last trick.

From this it might be imagined that no notice was taken of the counting

value of the cards taken in during the play. Early in the game this is

true; but toward the end each player must keep very careful _=mental

count=_ of the value of his tricks, although he is not allowed to make

any note of it, nor to score it. When either player knows, by adding

his mental count to his score for melds and dix, that he has made

points enough to win the game, he stops the play by knocking on the

table. He then turns over his tricks and counts his cards, to show his

adversary that he has won the game. Even if both have enough to go out,

the player wins who knocks first, provided his count is correct. If the

player who knocks is mistaken, and cannot count out, he loses the game,

no matter what his adversary’s score may be.

If neither knocks, and at the end of the hand both players are found

to have points enough to put them out, neither wins the game. If the

game is 1000 points, it must be continued to 1250. Should both reach

that point without knocking, it must be continued to 1500. If neither

knocks, and only one has enough points to put him out, he wins the game

on its merits.

_=SCORING.=_ The game is usually 1000 points. All scores for dix,

melds, and the last trick, are counted as soon as made; but the players

are not allowed to keep any record of the score for cards, nor to go

back over their tricks to refresh their memory. Any player going back

further than the last trick turned and quitted, forfeits his entire

score for cards. The player first correctly announcing that he has

reached 1000 points, wins the game, no matter what his adversary’s

score may be; but if the announcement is incorrect, he loses the game.

Should a player score more than he is entitled to; as, for instance,

scoring 80 for four Queens, his adversary may take down the superfluous

score, 20 points in this instance, and may add it to his own score for

a penalty.

_=CHEATING.=_ Apart from the usual weapons of false shuffles, strippers

cut to locate or pull out the binocle cards, and the opportunities

always offered to the greek when the cards are dealt three or four at

a time, the bézique family of games are particularly adapted to the

use of marked cards. These will show the philosopher the exact value

of both the cards in the next draw, and will enable him to vary his

play accordingly. It is for this reason that in France the top card of

the stock is always drawn by the same player, no matter which wins the

trick. In Rubicon Bézique, a person should be very familiar with the

movements peculiar to dealing seconds before he ventures to play in a

public café, or he may find his adversary with the most astonishing run

of repeated combinations, and will be rubiconed almost every game.

Never play with a man who cuts the pack with both hands, watches the

cards closely as he deals, or looks intently at the top of the stock

before he plays to the current trick. Players who have a nervous

affection which makes them pass over too many counters at once will

also bear watching. Colour blindness may lead them to take over a blue

instead of a white in a close game.

_=SUGGESTIONS FOR GOOD PLAY.=_ The general principles of play are much

the same in all the Bézique family of games.

It is usually best to give your adversary the deal, because the first

lead is often an advantage, especially if the turn-up is valuable, and

you have a dix, or if you want to make the trump in Rubicon Bézique.

It is seldom right to make the trump unless you have one or two of the

sequence cards with the marriage.

_=The Lead=_ is a disadvantage unless you have something to declare,

or there is a brisque in the trick, or you can get home the Ten of a

plain suit. The Tens are of no value in plain suits except as brisques,

for they enter into no combination with other cards except in Penchant,

Cinq-cents, and Rubicon. If the trick is of no value, or you have

nothing important to declare, get rid of your small cards, and lead

them when you do not want to retain the lead. The lead is sometimes

necessary to prevent your adversary from declaring, especially toward

the end of the hand. If you have led a brisque and won the trick, it is

better to lead another brisque in the same suit than to change.

Aces are better leads than Kings or Queens, for the court cards can be

married, and you may never get 100 Aces. Kings are better leads than

Queens, especially if the Queens are spades. Jacks are better than

either, but the Jack of diamonds should be kept as long as possible.

If you have to decide between two combinations, one of which you must

sacrifice, lead that which is of the smallest value, or the least

likely to be restored. For instance: If your adversary has shown one or

two Kings, but no Ace, and you have three of each, you are more likely

to get 100 Aces than 80 Kings.

If you hold duplicate cards, especially in trumps, play the one on the

table, not the one in your hand.

_=Brisques.=_ Beginners often overlook the importance of brisques.

Every time you allow your adversary to take in a brisque which you

might have won, you make a difference of twenty points in the score.

While you are hugging three Aces, waiting for a fourth, your adversary

may get home all his Tens, and then turn up with your fourth Ace in his

hand.

_=Discarding.=_ It is usually best to settle upon one of two suits

or combinations, and to discard the others, for you cannot play for

everything. Having once settled on what to play for, it is generally

bad policy to change unless something better turns up.

Your adversary’s discards will often be a guide as to the combinations

he hopes to make, and will show you that you need not keep certain

cards. For instance: If a binocle player discards or plays two heart

Kings, it is unlikely that he has either of the Queens, and you may

reasonably hope for 60 Queens; but it will be impossible for you to

make anything out of your Kings but marriages. In Bézique, where Kings

may be of the same suit in fours, you will have a slightly better

chance for 80 Kings on account of your adversary’s discards, because he

certainly has no more, as he would not break up three Kings.

_=Declaring.=_ It is often a nice point to decide whether or not you

can afford to make minor declarations while holding higher ones in

your hand. In Rubicon many players will give up the trump marriage if

they have the sequence, especially with a good chance of re-forming it

several times with duplicate cards. The number of cards in hand will

often be the best guide. In Rubicon, if you held trump sequence and

double bézique, it would be better to declare the sequence first, and

to lead the card you drew. One of the trump sequence on the table would

then be free to regain the lead and declare the double bézique; but if

the bézique was declared first, the sequence might have to be broken

into to regain the lead. With a plain-suit sequence and four Aces,

declare the Aces first. They will then be free to win tricks for the

purpose of making other declarations.

It is seldom right to show the bézique cards in other combinations, and

four Jacks is a very bad meld, because it shows your adversary that

he cannot hope for double bézique. By holding up bézique cards, even

if you know they are of no use to you, you may lead your adversary to

break up his hand, hoping to draw the card or cards you hold.

_=Trumps.=_ Small trumps may be used to advantage in winning brisques,

but you should keep at least one small trump to get the lead at

critical periods of the hand, or to make an important declaration. It

is bad policy to trump in to make minor declarations, unless your time

is short. It is seldom right to lead the trump Ace, except at the end

of the hand, or when you have duplicates, but leading high trumps to

prevent an adversary from declaring further is a common stratagem,

if you know from the cards in your hand, and those played, that your

adversary may get the cards to meld something of importance.

_=The Last Tricks.=_ Before you play to the last trick, give yourself

time to note the cards your adversary has on the table, and compare

them with your own, so that you may play the last tricks to advantage.

If you wait until after playing to the last trick, he may gather up his

cards so quickly that you will be unable to remember them. At Rubicon

it is not always advisable to win the last trick. If your adversary

is rubiconed in any case, you may add 100 points to your own score by

giving him the 50 for the last trick, which may put him across the line

into another hundred.

TEXT BOOKS.

Foster’s Complete Pinocle. 1906.

Laws of Pinochle, by R.F. Foster. 1908.

Bézique and Cribbage, by “Berkeley.”

The Royal Game of Bézique, by Chas. Goodall.

Pocket Guide to Bézique, by “Cavendish.”

Bézique, by J.L. Baldwin.

Rubicon Bézique, by “Cavendish.”

Bézique, by Reynolds & Son.

Bézique, by English.

Règle du Bésique Japonais.

Articles in _Macmillan_, Dec., 1861; _Field_, Jan. 30, 1869; _Pall Mall

Gazette_, Jan. 23, 27, 1869; _Once a Week_, Feb. 13, Mar. 20, 1869;

_Daily News_, Feb. 10, 1869; _Westminster Papers_, Jan., 1869.

THREE-HANDED BINOCLE.

When three persons play, the entire pack is dealt out, giving sixteen

cards to each player, four at a time, and turning up the last for the

trump. There is no stock. Each plays for himself, and must keep his own

score. A triangular cribbage board is very useful for this purpose.

_=Dix.=_ Each player in turn, beginning on the dealer’s left, may show

the Nine of trumps if he holds it, and exchange it for the trump card.

Should two Nines be shown by different players, the one on the dealer’s

left takes the turn-up trump. Even if the dealer has a Nine himself, he

is not allowed to keep the turn-up trump. If the same player holds both

Nines he may score twenty on winning a trick. A player with 990 up is

not out if he turns up the Nine. He must win a trick.

_=Melds.=_ All the combinations have the same value as in the ordinary

game, but all melds are laid upon the table before a card is played.

When he lays down his cards, a player may make as many combinations

with them as he can, just as he would in the ordinary game if he had

plenty of time. If he has the trump sequence, he may lay down the

marriage first, then the A 10 J. If he has double binocle, he may lay

down the single first, and then the other, claiming the count for both.

Four Kings and four Queens count 220. The trump sequence counts 190.

No player is allowed to meld after he has played to the first trick.

If he discovers he had more to meld, but has played a card, the

unannounced score is lost. An interesting variation is sometimes

introduced by allowing the other players to claim any score overlooked

by the one who melds.

The total number of points claimed by each player is simply announced,

but not scored. The player must win a trick before he can score

anything; but the first trick he wins entitles him to score everything

he has announced, including dix. It is usual to put the melds on a

slate, and to rub them out if the player does not win a trick.

_=Playing.=_ The melds are all taken in hand again before play begins.

The eldest hand leads for the first trick any card he pleases, and the

others must follow suit if able, and must win the trick if they can,

either with a higher card or with a trump. If the third hand cannot win

the trick, he is still obliged to follow suit if he can; but if he has

none of the suit led, and the second hand has already put on a better

trump than any held by third hand, the latter must under-trump if he

can. The winner of one trick leads for the next, as in the ordinary

game. The winner of the sixteenth or last trick counts ten points for

it at once.

_=Scoring.=_ The points for dix, melds, and the last trick are all

scored with the counters in the ordinary way, but the score for cards

must be kept mentally. The moment any player correctly announces that

he has reached 1000 points, he wins the game, no matter what the

others may have scored. If his claim is not correct, he retires, and

the two remaining players finish alone. If neither wins the game that

deal, they play the next deal as in ordinary two-handed Binocle, with

a stock, the ultimate winner taking the stakes. If it has been agreed

that the lowest score pays when the first player goes out, the game is

ended as soon as one retires. If two players reach 1000 points without

either having claimed the game, they must both go on to 1250; but if

the third player reaches and announces 1000 before either of the others

reaches 1250, he wins the game.

_=The Revoke.=_ The individual player in error loses his entire score

for “cards.” The bidder cannot be set back if either adversary revokes.

He may demand that the hand be played out if he thinks he can get a

good score.

GAIGEL.

This is sometimes called _=Short Binocle=_. It is played by two persons

with the forty-eight card pack, and the melds are reduced to the

following values:--

King and Queen of a plain suit 20

Double marriage in the same suit 40

King and Queen of trumps 40

Double marriage in trumps 80

Any five Nines 101

Two single marriages in the same suit cannot be melded at different

times. Game is 101 points.

FOUR-HANDED BINOCLE.

Four persons may play, each for himself, or two against two as

partners, sitting opposite each other. All the cards are dealt, twelve

to each player, four at a time, and the last is turned up for the trump.

_=Melds=_ are not made until the player holding them has played to the

first trick. The eldest hand leads and then melds; the second player

plays and then melds, and so on. The card played to the first trick may

still be reckoned in the melds.

_=Playing.=_ The general rules of play are the same as in the

three-handed game; players being obliged to follow suit and to win the

trick if able to do so. The fourth player must win his partner’s trick

if he can, and any player who cannot follow suit to a trick that is

already trumped must under-trump if he is unable to over-trump.

_=Scoring.=_ There are three ways to score: In the first, each player

must individually win a trick in order to score his melds. In the

second, when either partner wins a trick, the melds in both hands may

be scored. In both these the melds are kept separate. In the third,

when a player wins a trick he may combine his melds with those of his

partner to form fresh combinations, and the scores are made as if the

melds of the two partners were in one hand; but cards previously played

to the tricks cannot be used in these fresh combinations. The cards

must still be on the table, unplayed. For this reason, in this style of

game the melds are not taken up until one of the partners wins a trick.

AUCTION BINOCLE.

In this variation, each of three or four players is for himself. The

forty-eight cards are dealt out, four at a time, but no trump is

turned. Beginning on the dealer’s left, each player in turn bids a

certain number of points for the privilege of naming the trump suit and

of having the lead for the first trick. There are no second bids. If

all pass, the dealer must bid twenty.

As soon as the trump is named, every player at the table makes his own

melds, which will be good if he wins a trick. The rules for play are

the same as in the ordinary three and four hand.

If four play as partners, two against two, the eldest hand always leads

for the first trick, no matter who the successful bidder may be.

The bidder always has the first count at the end of the hand, and it is

usual to play this game so many deals, instead of so many points. At

the end of six deals, for instance, the highest score is the winner.

Sometimes this game is played with a widow, three cards when three

play, four when four play. Each player is allowed three bids, and the

successful bidder turns the widow face up, so that all may see what it

contained. He then takes the widow into his hand and discards what he

pleases, face down, to reduce his hand to the same number of cards as

the other players. The trump is not named until after this discard. The

bidder has the first lead and also the first count. Six deals is a game.

SIXTY-SIX.

Sixty-six is one of the simplest forms of Bézique, and is an extremely

good game for two persons with one pack of cards.

_=Cards.=_ Sixty-six is played with a pack of twenty-four cards, all

below the Nine being deleted. The cards rank, A 10 K Q J 9; the Ace

being the highest, both in cutting and in play.

_=Markers.=_ The game may be kept with the small cards in the unused

portion of the pack, or with a whist marker or counters. Anything that

will score up to seven points will do.

_=Players.=_ The regular game is played by two persons, one of whom is

known as the dealer, and the other as the pone. They cut for seats and

deal, the highest cut having the choice.

_=Stakes.=_ Sixty-six is played for so much a game, or for so much a

point, the loser’s score being deducted from the winner’s. If the loser

has not scored at all, it is usually counted a double game.

_=Dealing.=_ The cards having been shuffled and presented to the pone

to be cut, the dealer gives six cards to each player, three at a time,

dealing first to his adversary. There are several ways of making the

trump, one of which should be agreed upon before play begins. One

way is for the pone to draw a card from the top, the middle, or the

bottom of the talon, after the dealer has given each player his six

cards. Another way is for the dealer to turn up the seventh card,

after dealing the first round of three to each player. Another, and

the one generally adopted in America, is for the dealer to turn up the

thirteenth card for the trump, after giving six cards to each player.

The trump card is left face upward on the table, and is usually placed

under the remainder of the pack, which is slightly spread, face down,

for the players to draw from.

The general rules for irregularities in the deal are the same as in

Binocle. A misdeal does not lose the deal.

_=Objects of the Game.=_ The object of the game, as its name implies,

is to count sixty-six. If a player can get sixty-six before his

adversary, he counts one point toward game. If he gets sixty-six before

his opponent gets thirty-three, which is called _=schneider=_, he

counts two. If he gets sixty-six before his adversary wins a trick,

which is called _=schwartz=_, he counts three. The player first making

seven points in this manner wins the game.

A player may reach sixty-six by winning tricks containing certain

counting cards; by holding and announcing marriages, which are the King

and Queen of any suit; and by winning the last trick.

The various counts for these are as follows:--

For King and Queen of trumps, _=Royal Marriage=_, 40

For King and Queen of any plain suit, _=Marriage=_, 20

For the Ace of any suit, 11

For the Ten of any suit, 10

For the King of any suit, 4

For the Queen of any suit, 3

For the Jack of any suit, 2

For the last or twelfth trick, 10

The marriages count for the player holding and announcing them; all

other points for the player actually winning them. The last trick does

not count unless it is the twelfth; that is, not unless every card is

played.

_=Method of Playing.=_ The pone begins by leading any card he pleases.

The second player in any trick is not obliged to follow suit, even in

trumps; but may renounce or trump at pleasure until the players cease

to draw from the stock. If the second player follows suit, the higher

card wins the trick. Trumps win all other suits.

_=Drawing.=_ The winner of the trick takes in the cards, turning them

face down; but before he leads for the next trick he draws a card

from the top of the stock, and places it in his hand without showing

or naming it. His adversary then draws the next card, so that each

restores the number of cards in his hand to six.

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 42 / 70 段