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.