_=The Trump.=_ If either player holds or draws the Nine of trumps, he

may exchange it for the turn-up at any time, provided he has already

won a trick. This need not be the trick immediately before exchanging,

and he need not wait to get the lead before making the exchange.

For instance: A player holding the Nine, and having to play to his

adversary’s lead, may win the trick with the turn-up card, leaving the

Nine in its place, provided he has won some previous trick. There is

no count for dix, as in Bézique and Binocle, and the player is not

obliged to exchange unless he wishes to do so. If the Nine is the last

card in the stock, it is, of course, too late to exchange it, and the

player drawing it must keep it.

_=Marriages.=_ If a player holds both King and Queen of any suit,

he may count 20 points towards 66 for the marriage, or 40 for royal

marriage, by leading either of the marriage cards. It is not necessary

for the King or Queen so led to win the trick; but the player declaring

a marriage must have the lead, and must have won a trick, or he cannot

count it. The pone may declare a marriage on his first lead; but

it will not count unless he wins some subsequent trick, and if his

adversary gets to 66 before the pone gets a trick, the marriage is

lost, and the pone is schwartz.

If the 20 or 40 claimed for the marriage is enough to carry the

player’s count to 66 or beyond, the marriage need only be shown

and claimed, without leading it, and the remaining cards are then

abandoned, provided the count is correct. Only one marriage can be

shown but not led in this manner.

In the ordinary course of play it is not necessary to show both cards

of the marriage unless the adversary asks to see them. The player

simply leads the King or Queen, and says: “Twenty,” or “Forty,” as the

case may be. If he leads a King or Queen without claiming any count, it

is evident that he has not a marriage. If he has simply forgotten to

claim it, he cannot amend the error after his adversary has played to

the trick, and the score is lost. To avoid disputes, careful players

leave one of the marriage cards face up among their cards, as a

reminder that a marriage was claimed in that suit, either by the player

with the card turned, or by his adversary.

_=Counting.=_ A player is not allowed to make any record of his

progress toward sixty-six, but must keep his count mentally. It is

highly important to keep both your own and your adversary’s count, in

order that you may always know how many each of you wants to reach

66. A player is not allowed to go back over his tricks to refresh

his memory, and if he looks at any trick but the last one turned and

quitted, he loses the privilege of “closing.”

All _=irregularities=_ in playing and drawing are governed by the same

rules as in Binocle.

_=The Last Six Tricks.=_ After the stock is exhausted, marriages may

still be led or shown, and scored; but the second player in each trick

must follow suit if he can, although he is not obliged to win the trick

unless he chooses to do so. If all the cards are played, the winner of

the last or twelfth trick, counts 10 for it toward his 66.

_=Announcing Sixty-six.=_ If neither of the players has claimed to have

reached 66 until after the last trick is played, both turn over their

cards and count their points. If only one has reached 66, he counts

one or two points, according to his adversary’s count. If neither has

reached 66, which is possible if no marriages have been declared; or if

both have 66 or more, and neither has claimed it, neither side scores,

but the winner on the next deal adds one to whatever he may make. For

instance: A and B are adversaries, and the last trick is played without

either announcing that he is sixty-six. On counting, it is found that

A has 48 points and a marriage, 68 altogether, while B has 72 points

and the last trick, 82 altogether. Neither counts anything. On the next

deal let us suppose that A makes 66 before B gets out of schneider,

which will give A two points. To these he adds one for the tie on the

last deal, and scores three altogether.

_=Closing.=_ Closing is turning the trump card face down on the

remainder of the pack, which signifies that there shall be no more

drawing from the stock, and that the second player in each trick must

follow suit if he can, although he is not obliged to win the trick.

A player can close only when he has the lead, but having the lead, he

may close at any time. The pone may close before leading for the first

trick; or after winning the first trick, and before drawing from the

stock. The leader may close after one or more tricks have been played,

and he may close without drawing from the stock; or he may draw, and

then close. If the leader closes without drawing, his adversary must

play without drawing.

When the stock is closed, the player holding the Nine of trumps may

still exchange it for the trump card, whether he is the closer or not,

provided he has previously won a trick. It is usual for the closer, if

he does not hold the Nine himself, to take up the trump card and offer

it to his adversary. This is an intimation that he is about to turn it

down if his adversary does not want it. It is sometimes better not to

exchange when the game is closed, as it may give the adversary a good

counting card if he can catch all your trumps.

There is no score for the last trick when the game is closed, because

the number of tricks played will then be less than twelve.

As closing gives peculiar advantages to the closer, there are certain

forfeits if a person closes and fails to reach 66. There are three

varieties of closing, which are as follows:--

If, during the play of the hand, either player thinks he has reached

66, he closes, and turns over the tricks he has already won. If he

is correct, he scores one, two, or three points, according to the

condition of his adversary’s count. But if he is not correct, and has

not quite reached 66, his adversary scores two points in any case, and

if the non-closer had not won a trick up to the time the stock was

closed, he scores three; because that is the number the closer would

have won if he had been correct in his count.

If a player thinks he would have a better chance to reach 66 first if

his adversary was compelled to follow suit, he may close the stock. For

instance: A’s mental count is 35, and he holds in his hand a marriage,

and the Ace of another plain suit; but no trumps. If he closes at

once, and leads the Ace, his adversary will have to follow suit, and

the 11 points will put the closing player to 46. He can then show his

marriage, without leading it, and claim 66. But if the adversary should

turn out to have none of the suit led, and should trump the Ace, A

might never reach 66, and B would count two points.

A player may close, hoping to make schneider or schwartz. For instance:

A knows his score is 13, while B has 32. A has royal marriage and Ace

of trumps in his hand, and the Nine is turned up. If A closes, and so

compels B to follow suit, he must catch the Jack or Ten of trumps by

leading the Ace. If he catches the Jack, that will put him to 26, and

showing the royal marriage will put him 66, and make B schneider. If

B has no trump, one of the marriage cards can be led without any fear

of losing it, and that will put A to 66, even if B plays a Nine to

both leads. But if A leads the ace of trumps without closing, B is not

compelled to follow suit, and might play the Nine of a plain suit to

the Ace of trumps. If A then closed or played on without closing, B

might win one of the marriage cards with the Ten, and not only get out

of schneider, but reach 66 in plain suits before A could win another

trick.

On the same principle, a player may think he can reach 66 before his

adversary can win a trick, provided he can compel him to follow suit.

With two plain-suit Aces and the royal marriage, the pone would close

before playing to the first trick, trusting to catch at least 4 points

with his two aces, and then to show the marriage, making his adversary

schwartz.

Some judgment is necessary in deciding whether or not to draw before

closing. If a player is allowed to draw, he may get a trump, or a guard

to one that you suspect he has. Suppose he has exchanged the Nine for

the Ten, and you have Ace and royal marriage; it is very likely that

the Ten is unguarded, and if you close without drawing you may catch

it, which will make your three trumps alone good for 68. This also

shows that the player should not have taken up the Ten until he wanted

to use it.

Nothing is gained by closing, except compelling the adversary to follow

suit; because if you close to make him schwartz, and he gets a trick,

you count two only; if you close to make him schneider, and he gets

out, you count one only. If you fail in the first case, he counts

three, and any failure will give him two points.

THREE-HANDED SIXTY-SIX.

This is exactly the same as the ordinary game, except that the dealer

takes no cards, but scores whatever points are won on the hand he

deals. If neither of the others score, either through each making 65,

or one failing to claim 66, the dealer scores one point, and the others

get nothing. The dealer cannot go out on his own deal. He must stop at

six, and win out by his own play.

There are two ways to settle: Each may pay a certain amount to the

pool, and the first man out take it all; or, after one is out, the two

remaining finish the game, and the loser pays both or settles for the

refreshments, as the case may be. If the first man goes out when it

will be his turn to deal, he must deal the next hand.

FOUR-HANDED SIXTY-SIX

This game is sometimes called _=Kreutz-mariage=_, owing to the German

fashion of dealing the cards in the form of a cross; but as the cards

are not dealt that way, and marriages are not scored in America, the

name is not appropriate in this country.

The pack is increased to thirty-two cards by the addition of the Sevens

and Eights. After the cards are cut by the pone, the dealer gives three

to each player on the first round, then two, and then three again,

turning up the last card for the trump. In Germany the dealer first

gives two cards to his partner, then two to his left hand adversary,

then two to his right hand adversary, and finally two to himself. This

is continued for four rounds, so that each player receives eight cards,

and the last is turned up for the trump. The turned-up trump belongs to

the dealer, and cannot be exchanged.

In this form of the game the players must not only follow suit, but

must win the trick if they can, and must trump and over-trump if

possible. A player is even obliged to win his partner’s trick. Owing to

this rule, a player with good plain suit cards will usually attempt to

exhaust the trumps as rapidly as possible.

The _=counting cards=_ are the same as in Sixty-six, and the winner of

the last trick counts 10. As there is no stock, there is no closing;

and as marriages are not counted in America, the 66 points must be made

on cards alone.

The scores for _=schneider=_ and _=schwartz=_ are the same as in

Sixty-six, and seven points is game. There are 130 points made in

every deal, so if one side gets more than 66 and less than 100, their

adversaries must be out of schneider, and the winners count one.

More than 100, but less than 130 is schneider, and counts two. If

the winners take every trick, making 130 points, they score three.

Sometimes an extra point is scored for winning the Ten of trumps: but

such a count is quite foreign to the game.

NATIONAL GAMES.

There are certain games of cards which do not seem to belong to any

particular family, but stand apart from other games, and have been

played since their first invention with only trifling variations,

giving rise to no offshoots bearing other names. These are usually the

most popular games with the middle and lower classes in the countries

in which they are found, and may be considered as distinctly national

in character. Games that become popular with the masses always last

longer than others, and the rules governing them are much better

understood, and more firmly established. In the course of a century

the English aristocracy have run the gamut of Quadrille, Ombre, Whist,

Écarté, Bézique, Piquet, Rubicon, and Bridge; while the middle classes

have stuck steadily to Cribbage for nearly two hundred years.

Six of these popular games are strikingly typical of the national

character, both in their construction, and in the manner of playing

them. These are: Skat in Germany; Cribbage in England; Piquet in

France; Conquian in Mexico; Calabrasella in Italy; and Cassino in

America. All these are excellent games, and have deservedly survived

much more pretentious rivals.

With the exception of Skat, little is known of the exact origin of

any of these games, although most of them may be traced by their

resemblance to more ancient forms. Skat is the most modern, and to-day

the most popular, many persons thinking it superior to Whist. The game

seems to have originated among the farmers of Thuringia, a province of

Saxony, and was probably a variation of the Wendish game of Schapskopf.

The first mention of Skat that we can find is in an article in the

“Osterländer Blättern,” in 1818. Thirty years later Professor Hempel

of Altenburg published the rules and principles of the game under the

title: “Das Skatspiel, von J.F.L.H.” It is said that he learned the

game from a friend, who had been taught it by a Wendish coachman in

his employ. The game spread rapidly, and soon became popular all over

Germany, but with many minor variations in the details of play. To

settle these, a Skat congress was finally held in Altenburg in 1886.

This was succeeded by others in Leipzic and Dresden, and the result of

these meetings has been to weed out all the minor differences in play,

and to settle upon a universal code of laws for the game, which is

called Reichs-Skat.

In America, Reichs-Skat is no longer played; the value of some of the

games is changed, and all the bidding is by Zahlen-reizen. In all the

text-books on Skat which we have examined, this fact has been entirely

overlooked.

SKAT.

The etymology of the word Skat, sometimes spelt Scat, is a matter of

doubt, but the most plausible explanation is that it is a corruption of

one of the terms in the parent game of Taroc; “scart,” from “scarto,”

what is left; or “scartare,” to discard or reject. “Matadore” is

another word from the game of Taroc, still retained in Skat. Others

attribute the word to “Skatt,” the Old-German or Anglo-Saxon for money;

the modern German, “Schatz,” a treasure, referring to the forms of the

game in which good counting cards are laid aside in the skat for the

count at the end of the hand. This derivation would account for both

spellings of the word, with a “k” and with a “c.”

The student is advised to make himself familiar with the German terms

in the following description, as they are in common use wherever skat

is played. Many American players who use the English language in

bidding by figures, still adhere to the German names for the suits and

positions at the table.

_=CARDS.=_ Skat is played with a pack of thirty-two cards, all below

the Seven being deleted. The rank of the cards differs according to

whether the players are attempting to win or to lose tricks. If the

object is to win tricks, it is known as a “game;” if the object is to

lose, it is called a “nullo.” In nullo the cards rank in their natural

order; A K Q J 10 9 8 7, the Ace being the highest. In the various

“games,” the four Jacks are always the best trumps, and are known as

_=Wenzels=_. The other cards follow the usual German rank; A 10 K Q 9 8

7, the Ace being the highest in plain suits.

The German names for the cards are as follows;--_=Jack=_: Wenzel,

Bauern, Bube, Jungen, or Unter. _=Ace=_: As, or Daus. _=Ten=_, Zehn.

_=King=_, König. _=Queen=_: Dame, Ober, or Königen. _=Nine=_, Neun.

_=Eight=_, Acht. _=Seven=_, Sieben. The most common terms are; Bube,

As, Zehn, König, Dame, etc. The words Unter and Ober for the Jack and

Queen, refer to the manner of marking the suits on the German cards.

In the Queens, the mark of the suit is always above the figure, which

has a single head; in the Jacks the suit mark is always under the

figure. This distinction is necessary, because in the German cards the

Queen is a male figure. The King has two suit marks, one on each side

of the head. When the French or American double-head cards are used,

with suit-marks in both corners, the words “ober” and “unter” have no

meaning; Dame and Bube being used instead.

_=Rank of the Suits.=_ In addition to the rank of the cards themselves,

the suits outrank one another, except in Nullo, clubs being always the

best, then spades, hearts and diamonds. The Germans have various names

for the suits, that first given in each instance being in common use

among modern Germans. _=Clubs=_: Kreuz, Trefle, Eicheln, Eckern, or

Braün. _=Spades=_: Pique, Schüppen, Laub, or Grün. _=Hearts=_: Hertzen,

Cœur, or Roth. _=Diamonds=_: Carreau, Schellen, Eckstein, Ruthen, or

Gelb. In the German notation of card games and problems, the suits are

indicated by the French terms: clubs, _=tr=_ for trefle; spades, _=p=_

for pique; hearts, _=co=_ for cœur; diamonds, _=car=_ for carreau. The

cards are indicated by the initials; A K D B Z 9 8 7, which stand for

As, König, Dame, Bube, Zehn, etc. The winning card in each trick is

always printed in full-faced type.

The cards of each suit are divided into two parts, known as

counting cards, _=Zahlkarten=_, and those having no counting value;

_=Fehlkarteten=_ or Ladons. The counting cards and their values are as

follows:--Ace 11, Ten 10, King 4, Queen 3, and Jack 2. These are used

in reckoning up the value of the tricks won by each side in counting

toward 61 in all the “games,” but not in Nullo. The Seven, Eight and

Nine have no counting value.

The rank of the suits has no influence on their trick-taking powers,

nor on the value of the Zahlkarten; but it increases or diminishes the

value of the “game” played for. When any suit is made the trump, it

takes the precedence of the three others only in so far as trumps will

win other suits, and the suits which are not trumps are equal in value

so far as trick-taking is concerned. As the four Wenzels are always the

highest trumps, there will always be eleven cards in the trump suit,

and seven in each of the plain suits; so that if clubs were trumps, the

rank of the cards would be:--

[Illustration:

🃛 🂫 🂻 🃋 🃑 🃚 🃞 🃝

🃙 🃘 🃗

]

In any of the other suits the rank would be:--

[Illustration:

🂡 🂪 🂮 🂭 🂩 🂨 🂧

]

_=Matadores.=_ The club Jack is always the best trump, and every trump

card in unbroken sequence with the club Jack is called a Matadore,

provided the sequence is in the hand of the same player. This rule

holds whether the sequence was in the hand originally dealt to him or

part of it is found in the Skat, should he become possessed of the Skat

cards. For instance: Clubs are trumps, and a player holds these cards:--

[Illustration:

🃛 🂻 🃋 🃑 🃚 🃘 🃗

]

He has only one Matadore; but as the Skat cards will belong to him if

he has made the trump, he may find in them the spade Jack, which would

complete his sequence, giving him six Matadores, instead of one. As

one side or the other must have the club Jack in every deal, there

must always be a certain number of Matadores, from one to eleven. If

the player who makes the trump has them, he is said to play _=with=_

so many; if his adversaries hold them, he is said to play _=without=_

just as many as they hold. The difficult thing for the beginner at Skat

to understand is that whether a player holds the Matadores or not, the

number of them has exactly the same influence on the value of his game.

If one player held these cards

[Illustration:

🃛 🂫 🂱 🂺 🂷

]

and wished to make hearts trumps, he would be playing “with two.” If

another player wished to make the same suit trumps with these cards:--

[Illustration:

🂻 🃋 🂾 🂽 🂹 🂸

]

he would be playing “without two,” and the value of each game would

be exactly the same, no matter which player actually made the trump.

Matadores must be held; they do not count if won from the adversaries

in the course of play.

_=MARKERS.=_ Counters of any kind are not used in Skat, as the score is

kept on a writing pad, which should be ruled into vertical columns for

the number of players engaged.

_=PLAYERS.=_ Skat is played by three persons. If there are four at

the table the dealer takes no cards, but shares the fortunes of those

who are opposed to the single player, winning and losing on each hand

whatever they win and lose. If there are five or six at the table, the

dealer gives cards to the two on his left, and the one next him on the

right. Those holding no cards share the fortunes of the two who are

opposed to the single player.

After the table is formed, no one can join the game without the consent

of all those already in, and then only after a _=round=_; that is,

after each player at the table has had an equal number of deals. Should

any player cut into a table during the progress of a game, he must take

his seat at the right of the player who dealt the first hand. When six

persons offer for play, it is much better to form two tables, but some

persons object to playing continuously, and like the rest given to the

dealer when more than three play.

There are always three active players in Skat. The one who makes the

trump is called _=the player=_, or Spieler; the two opposed to him are

called the _=adversaries=_, or Gegners; while those who hold no cards

are called _=im Skat=_, or Theilnehmer. Of the three active players,

the one who leads for the first trick is called _=Vorhand=_; the second

player is called _=Mittelhand=_, and the third _=Hinterhand=_. The

person sitting on the dealer’s right, to whom the cards are presented

to be cut, is called the _=pone=_.

No person is allowed to withdraw from the game without giving notice in

advance, and he can retire only at the end of a round of deals. It is

usual to give notice at the beginning of a round, by saying: “This is

my last.”

_=CUTTING.=_ Positions at the table are drawn for, the cards ranking as

in play, Jacks being the best, and the suits outranking one another in

order, so that there can be no ties in cutting. The lowest cut has the

first choice of seats, and also deals the first hand. It is usual for

the player sitting on the right of the first dealer to keep the score,

so that one may always know when a round ends.

_=STAKES.=_ Skat is played for so much a point, and the single player

wins from or loses to each of the others at the table. A cent a point

is considered a pretty stiff game, half a cent being more common in

good clubs. Many play for a fifth, or even a tenth of a cent a point.

At half a cent a point, ten dollars will usually cover a run of pretty

bad luck in an evening’s play.

_=DEALING.=_ At the beginning of the game the cards should be counted

and thoroughly shuffled, and shuffled at least three times before each

deal thereafter. The dealer presents the pack to the pone to be cut,

and at least five cards must be left in each packet. The cards are

dealt from left to right in rotation, and the deal passes to the left

in regular order.

Only three persons at the table receive cards, no matter how many are

in the game. If there are four players, the dealer gives himself no

cards. If there are five or six players, the first two on the dealer’s

left and the pone receive cards. The other persons at the table are

said to be “im Skat,” because they are laid aside for that deal.

The cards may be distributed in several ways, but whichever manner the

first dealer selects must be continued during the game, both by the

original dealer, and by the others at the table. Ten cards are given to

each player, and two are dealt face downward in the centre of the table

for the Skat. No trump is turned. The cards must be dealt, three cards

to each player, then two to the Skat; then four to each player again,

and finally three.

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 43 / 70 段