44. In Tournée, but not in Solo, Grand, or Nullo, the player may, in

order to avoid the possibility of being made schneider, abandon his

game as lost before playing to the second trick. The adversaries are

then bound to score it as a “game” lost, even if they could have made

the player schneider.

45. No matter who is the single player, Vorhand shall always lead for

the first trick. The winner of one trick leads for the next, and so on,

and each player in turn must follow suit if he can.

46. If, during the play of the hand, any player is found to have a

wrong number of cards, the others having their right number, only those

who have their right number can win the game. If it is the player who

has a wrong number, his game is lost. If it is one of his adversaries,

the player’s game is won.

47. If the single player leads out of turn, the cards must be taken

back if the trick is not complete and the adversary who has not played

demands it. If both adversaries have played to the false lead, the

trick stands. If an adversary has played to his false lead, the player

cannot take it back unless the other adversary permit it.

48. If an adversary of the player leads out of turn, and the player

calls attention to it, the player may immediately claim his game as

won and abandon the hand; or he may insist that the play proceed with

a view to making the adversaries schneider or schwarz. Whether he

proceeds or not his game is won, and he may either let the false lead

stand, or insist on a lead from the proper hand.

49. If, during the progress of the hand, the player lays his cards on

the table, face up, and announces that he has won his game by reaching

61 or 91, whichever may be necessary to make good his bid, and it is

proved that he is mistaken, he loses his game, even if he could have

taken up his cards again and won it.

50. If an adversary lays his cards on the table, face up, and claims

to have already defeated the player’s game, all that adversary’s cards

shall be taken by the player and counted with the tricks already taken

in by the player. If the adversary be found to be in error, the player

shall score his game as won, even if he would have lost it had it been

continued.

51. If the single player gives up his game as lost, and lays his cards

on the table, the adversaries shall take all such cards and add them

to their own, and count their cards to see if they have also made the

player schneider.

THE REVOKE.

52. Should the single player revoke, and not discover the error before

the trick is turned and quitted, he loses his game. If he discovers the

error and corrects it in time, there is no penalty; but any adversary

who plays after him may amend his play.

53. If either adversary of the player revokes, the player may claim his

game as won; but he may insist on playing the hand out to see if he can

make schneider or schwarz. Even if the single player has overbid his

hand, he wins his game if either adversary revokes.

LOOKING BACK.

54. Any active player may see the last trick turned and quitted,

provided no card has been led for the next trick. Should a player look

back at any other trick, or count his cards, he loses the game; but

either of the others may insist on playing on to see if they can make

schneider.

55. If an adversary of the player tell his partner how many points

they have taken in, or ask him to fatten a trick which is his, or call

attention in any way to the fact that the partner’s play should be thus

or so, the single player may at once claim his game as won, and abandon

his hand.

SCORING.

56. The single player wins his game if he reaches 61 points. He wins

schneider if he makes 91. He wins schwarz if he gets every trick.

57. If the adversaries reach 30, they are out of schneider. If they

reach 60, they defeat the player. If they get to 90, they make him

schneider; and if they win every trick they make him schwarz.

58. The value of the game having been calculated according to Law No.

2, the amount won or lost shall be entered on the score pad under the

name of the individual player, and each following item shall be added

to or deducted from the previous total, so that the last entry shall at

all times show the exact state of the player’s score.

59. At the end of the sitting each player wins from or loses to each of

the others at the table the full amount of his score.

60. In every case in which a player loses his game, he loses what he

would have won if he had been successful, regardless of the amount he

may have bid; but,

61. If the player fails to win a game equal to the amount he has bid,

he loses the value of the next higher game which would have made his

bid good; because in no case can a player lose less than he bid, and in

every case must he lose some multiple of the game which he declared to

play.

FROG.

This is a very popular game in Mexico, and seems to be an elementary

form of Skat, which it resembles in many ways. Even the name may be a

corruption of the simple game in Skat, which is called “frage.” The

chief differences are that there are four cards added to the pack for

frog, and that the players win or lose according to the number of

points they get above or below 61, instead of computing the value of

the game by matadores.

_=Players.=_ Three, four, or five can play; but only three are active

in each deal. If four play, the dealer takes no cards. If five play, he

gives cards to the two on his left and one on his right.

_=Cards.=_ There are thirty-six cards in the pack, which rank: A 10 K Q

J 9 8 7 6. Each Ace is worth 11, Tens are worth 10, Kings 4, Queens 3,

and Jacks 2. This gives us 120 points in the pack, and the object is to

get 61 or more.

_=Dealing.=_ Any one can deal the first hand, after which the deal

passes to the left. Three cards are given to each player the first

round, then three for the widow, and then two rounds of four cards each

to the players, so that there are three hands of eleven cards each, and

three in the widow.

_=THE GAMES.=_ Each player in turn, beginning on the dealer’s left,

can offer to play one of three games, and the highest offer must be

accepted. A player cannot increase his own bid unless he is overbid.

The highest bidder becomes the single player, opposed to the two others.

_=Frog.=_ In this, hearts must be trumps. The single player turns the

widow face up to show what it contained, and then takes the three cards

into his hand. He must then discard to reduce his playing hand to

eleven cards again. Any points in the cards he lays away will count for

him at the end of the play.

The player on the dealer’s left always leads for the first trick, any

card he pleases. The others must follow suit if they can, but they are

not obliged to head the trick. If a player cannot follow suit, he must

trump, and if the third player cannot follow suit either, he must play

a trump, but he is not obliged to over-trump unless he likes.

The eleven tricks played, each side turns over the cards taken in and

counts the points. For every point the single player gets over 60

he must be paid a counter by each of the others who held cards. But

if he does not get 60, he must pay each of the others at the table,

including those who held no cards, if any, a counter for every point

his adversaries get over 60.

_=Chico=_ outbids Frog. The player offering this game can name any suit

for the trump except hearts, but he must not touch the widow, although

the points in it will count for him at the end. Each point under or

over 60 is worth two counters in Chico.

_=Grand=_ outbids Chico, and is the highest bid possible. Hearts must

be trumps, and the player offering this game must not touch the widow

until the play is finished. Every point under or over 60 in a Grand is

worth four counters.

The bidder must play the game he names. He cannot bid Frog and play

Chico, or bid Chico and play Grand. The settling up of the scores at

the end, if the payments are not made at once in counters, is the same

as in Skat.

CRIBBAGE.

Cribbage is not only one of the oldest of the games upon the cards, but

enjoys the distinction of being quite unlike any other game, both in

the manner of playing it, and in the system of reckoning the points. It

is also peculiar from the fact that it is one of the very few really

good games which require no effort of the memory; judgment and finesse

being the qualities chiefly requisite for success.

There are two principal varieties of the game; _=Five=_ and

_=Six-card=_ Cribbage; and these again are divided according to the

number of players. The old writers agree in speaking of the five-card

game as the more scientific; but the modern verdict is in favour of

the six-card game, which is certainly the more common and popular.

The skill in Five-card Cribbage is limited to laying out for the crib

and securing the “go”; but in Six-card Cribbage, while the scientific

principles applicable to the crib remain the same as in the five-card

game, there is abundant room for the display of skill all through,

the hand being as important as the crib, and the play sometimes more

important than either. The six-card game will be first described.

_=CARDS.=_ Cribbage is played with a full pack of fifty-two cards,

which have no rank except the order of their sequence; K Q J 10 9 8

7 6 5 4 3 2 A, the Ace being always the lowest, either in cutting or

in play. The cards have also a counting or pip value, the three court

cards, K Q J, and the 10 being worth ten points each. All other cards,

including the Ace, retain their face value. There are no trumps, and

the four suits are therefore equal in value at all times.

_=MARKERS.=_ The game is 61 points, and is scored or “pegged” on a

cribbage board, which has a double row of 30 holes on each side, and a

game-hole at each end. The players are each provided with two pegs, and

they score the points as they accrue by advancing their pegs from left

to right according to the number of points they make. For instance: One

player makes 6 for his first count. He places one of his pegs in the

sixth hole from the left-hand end of the board. Then he makes 4, and

places the second peg four holes in advance of the first, which will

show that his total score is ten points. The third time he makes 2,

which he scores by lifting out the back peg and putting it two holes

in advance of the first one. This system of pegging not only shows the

total number of points made by either player, but enables the adversary

to check the count, as a glance at the distance between the two pegs

will show the number of points pegged last time.

When a player reaches the extreme right of the board, 30 points, he

crosses over to the inner row of holes, and goes down from right to

left. On reaching the end of the second row he has still one more to go

to get into the game-hole, which is in the middle of the board.

When one player reaches his game-hole before the other turns the

corner, it is called a _=lurch=_, and counts two games.

The pegs are so often lose or mislaid that it is much more convenient

to use a _=pull-up=_ cribbage board, in which every hole is provided

with its own peg, which may be raised to indicate the count. The back

pegs can be either left standing or pushed down again.

[Illustration]

The board is always placed midway between the players.

If three persons play, a triangular board is necessary. This is

provided with three sets of holes and three game holes.

When a cribbage board is not at hand, the game may be kept by ruling a

sheet of paper into ten divisions, and marking them with the figures 1

to 0 on each side:

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

| 0 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |

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

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |

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

Each player being provided with two coins, one silver and one copper,

(or different sizes,) the copper coin can be advanced from point to

point to count units, and the silver coin will mark the tens.

_=PLAYERS.=_ Cribbage is distinctly a game for two players, although

three may play, each for himself, or four, two being partners against

the other two. When two play, one is known as the _=dealer=_, and the

other as the non-dealer, or the _=pone=_.

_=CUTTING.=_ The players cut for the choice of seats, and for the first

deal. The lowest cut has the choice, and deals the first hand. The Ace

is low. If a player exposes more than one card he must cut again. Ties

are also decided by cutting again.

_=STAKES.=_ Cribbage is played for so much a game, lurches counting

double. Players may either settle at the end of each game, or score

on a sheet of paper. In the pull-up cribbage boards there are nine

extra pegs for counting games won. These are placed in a line with the

player’s game hole at each end.

_=DEALING.=_ The cards are shuffled and presented to the pone to be

cut, and he must leave at least six cards in each packet. Six cards are

dealt to each player, one at a time in rotation, beginning with the

player on the dealer’s left if there are more than two. No trump is

turned, and the remainder of the pack is placed face downward at the

end of the cribbage board on the dealer’s left.

_=Irregularities.=_ It is a misdeal if any card is found faced in the

pack, or if the pack is found to be imperfect, and there must be a

fresh deal by the same dealer. Any previous cuts or scores made with

the imperfect pack stand good. A player dealing out of turn may be

stopped before the non-dealer lifts his cards from the table. The

penalty for dealing out of turn is two points, if the error is detected

in time; otherwise the deal stands good.

If the dealer neglects to have the pack cut, exposes a card in

dealing, gives too many or too few cards to any player, deals a card

incorrectly, and fails to remedy the error before dealing another,

or exposes one of his adversary’s cards, the non-dealer scores two

points by way of penalty. He also has the option of demanding a fresh

deal by the same dealer, or of letting the deal stand. If the error is

simply an irregularity in the manner of dealing, or an exposed card,

the pone must decide without looking at his cards. If either player

has too many or too few cards, the pone may look at the hand dealt him

before deciding whether or not to have a fresh deal; but if it is the

pone himself that has too many or too few cards, he must discover and

announce the error before lifting his cards from the table, or he will

not be entitled to the option of letting the deal stand. If the pone

has too many cards he may return the surplus to the top of the pack,

without showing or naming them. If the dealer has too many, the pone

may draw from his hand face downward, returning the surplus to the top

of the pack; but the pone may not look at the cards so drawn unless the

dealer has seen them. If there are too few cards, and the pone elects

to have the deal stand, the deficiency must be supplied from the top of

the pack.

_=THE CRIB.=_ The cards dealt, each player takes up his six cards and

examines them with a view to laying out two cards, face downward, for

the crib; leaving himself four cards with which to play. The four cards

which form the crib, two from each hand, always belong to the dealer,

and it is usual for each player, in discarding for the crib, to slip

his two cards under the end of the cribbage board opposite to that

occupied by the remainder of the pack.

Cards once laid out for the crib, and the hand removed from them,

cannot be taken up again. A penalty of two points may be scored by the

adversary for each card so taken up again, whether it is returned to

the player’s hand or not. If either player confuses his cards in any

manner with those of the crib, his adversary scores two points, and may

also claim a fresh deal.

If it is not discovered until he comes to lay out for the crib, that

a player has too many cards, the same rules apply that are given for

misdealing; but if he has too few cards there is no remedy, as he has

lifted his hand. He must lay out two cards for the crib and play with

what remain, his adversary scoring two points penalty at the same time.

_=THE STARTER.=_ Both players having discarded for the crib, the

non-dealer cuts the remainder of the pack, and the dealer lifts the top

card from the portion left on the table, turning it face up. The two

portions being again united, the turned card is placed face up on the

pack, and is known as the starter, because it forms the starting-point

in the count for every hand and crib. At least four cards must be left

in each packet in cutting for the starter. If the starter is found face

up, there must be a new deal.

If the starter is a Jack, the dealer immediately pegs two points _=for

his heels=_. If he does not peg these two holes before he plays a card

the score is lost. If the Jack of the same suit as the starter is found

in the hand or crib of any player, it is called _=his nobs=_, and when

the hand is reckoned up after the play is over, one point may be scored

for it.

If the dealer exposes more than one card after the pack has been

properly cut, his adversary may choose which of the exposed cards shall

be the starter.

In order to understand the motives which govern the players in

discarding, and the influences which the starter has upon the value of

the hands and crib, it will be necessary to describe the objects of the

game, before giving the method of play.

_=OBJECTS OF THE GAME.=_ The chief object in Cribbage is to form and to

preserve various counting combinations. As these combinations occur in

the course of play, or are shown in the hand or crib after the play is

over, their value in points is pegged on the cribbage board, and the

player who first pegs a sufficient number of these combinations to

reach a total of 61 points, wins the game.

There are five principal varieties of these counting combinations:

Pairs, Triplets, Fours, Sequences, and Fifteens; besides some minor

counts which will be spoken of in their proper place.

The various counting combinations in Cribbage may arise in two ways.

They may be formed by combining the cards played by one person with

those played by his adversary; or they may be found in the individual

hand or crib after the play is over. In the latter case the starter is

considered as part of each hand and crib, increasing each of them to

five available counting cards.

_=Pairs.=_ A pair is any two cards of the same denomination, such as

two Fives or two Queens, and its counting value is always the same, 2

points. _=Triplets=_, usually called Pairs Royal, Proils, or Prials,

are any three cards of the same denomination, such as three Nines.

Their value is the number of separate pairs that can be formed with the

three cards, which is three, and the combination is therefore always

worth 6 points. The different pairs that can be formed with three

Nines, for instance, would be as follows:--

[Illustration:

🂹 🃙 🂹 🂩 🃙 🂩

]

_=Fours=_, sometimes called Double Pairs Royal, or Deproils, are any

four cards of the same denomination, such as four Fours, and their

counting value is the number of separate pairs that can be formed with

the four cards, which is six. The combination is therefore always worth

12 points. The different combinations of four cards, arranged in pairs,

is as follows:--

[Illustration:

🂴 🃔 🂴 🂤 🂴 🃄

🃔 🂤 🃔 🃄 🂤 🃄

]

Whether the foregoing combinations are formed during the play of the

hand, or found in the hand or crib after the play is over, their

counting value is exactly the same.

_=Sequences.=_ Any three or more cards, following one another in

numerical order, will form a sequence. A sequence may also run into

the court cards, such as 9 10 J, 10 J Q, or J Q K; but Q K A is not a

sequence in Cribbage. The counting value of a sequence is one point

for each card in it. Sequences formed in the course of play must always

be single, although the cards forming them need not fall in regular

order. Those found in the hand or crib may be double, and those formed

with the aid of the starter may be treble or quadruple.

The method of computing the value of double and treble sequences

should be thoroughly understood, in order that such combinations may

be counted at sight. A few examples will show that each combination

belongs to a certain class, to which the same counting value is always

attached. These classes are distinguished by the number of duplicates

of the sequence cards.

[Illustration:

🂲 🃓 🂴 🂤

]

If you hold three cards which form a sequence, and have also a

duplicate of any one of them, no matter which, it is evident that by

substituting the card of equal value you can form another sequence.

Such combinations are therefore always worth 8 points, 6 for the

_=double run=_, as it is called, and 2 for the pair, no matter what the

cards are that form the combination.

[Illustration:

🂢 🂲 🃒 🃃 🃔

]

If the five cards in the hand and starter together contain a run of

three with two duplicates, it is evident that three separate sequences

can be formed by using each of the duplicates alternately. Such

combinations are always worth 15 points; 9 for the triple run of three,

and 6 for the pair royal.

[Illustration:

🃑 🃁 🃒 🂳 🃓

]

If the duplicates are of two different cards, no matter which, it will

be found that four different sequences of three cards each can be

formed by changing the Aces and Threes alternately. Such combinations

are therefore always worth 16 points: four runs of three, worth 12, and

4 points for the two separate pairs.

[Illustration:

🂡 🂢 🂳 🃔 🃄

]

If the five cards contain one sequence of four, and one duplicate, the

combination will always be worth 10 points; 8 for the double run of

four, and 2 for the pair.

The foregoing should be thoroughly familiar to every player, so that

he may know the exact value of the combination the moment he sees the

length of the sequence and the number of duplicates.

_=Two-card Fifteens.=_ Any combination of two or more cards, the total

face value of which is exactly 15, is called _=fifteen-two=_, because

each fifteen so formed is worth two points in the pegging. There are

only three combinations of two cards which will form fifteen; a Five

with any court card or Ten; a Nine and a Six; an Eight and a Seven.

The manner of counting duplicates is the same as that employed for the

pairs and sequences, and the player should be equally familiar with

each variety of combination. The fifteens formed by _=two cards=_ only

are the simplest, and should be studied first.

[Illustration:

🂮 🂻 🂥

]

It is obvious that if there is in the hand or the starter a duplicate

of either of the cards forming the fifteen, no matter which, another

fifteen can be formed, and the combination will therefore always be

worth 6 points; 4 for the two fifteens, and 2 for the pair. It must not

be forgotten that in the case of _=tenth cards=_, as they are called,

the duplicates may not form pairs, as for instance with K J 5. The

fifteen is duplicated, but there is no pair.

[Illustration:

🂩 🃉 🃙 🂦

]

If there are two duplicates of either card, the combination will always

be worth 12 points; 6 for the three fifteens, and 6 more for the pair

royal.

[Illustration:

🂹 🃙 🃆 🂶

]

If the duplicates are of two different cards, the combination is still

worth 12, because four different fifteens can be formed by combining

each Nine with each Six separately, and there are two single pairs.

[Illustration:

🃙 🃆 🂶 🃖 🂦

🂹 🂩 🃉 🃖 🂦

]

The same is true of any combinations of two-card fifteens in which

all five cards are of value; they are both of the same pegging value,

20 points. If there are three duplicates of one card in the original

fifteen, the four separate fifteens will be worth 8, and the double

pair royal 12. If there are two duplicates of one card, and one of the

other, six separate fifteens can be formed by combining each Nine with

each Six, pegging 12; and the pair royal of one card with the single

pair of the other will add 8 more.

_=Three-card Fifteens=_ may be formed in fifteen different ways,

ranging from 10 4 A, to 5 5 5. If you hold any of these combinations,

and have a fourth card which is a duplicate of any of the three forming

the fifteen, the value of the combination will depend on how many

cards you can replace with the duplicate card.

[Illustration:

🂾 🃞 🃔 🂡

]

If you have an extra tenth card, you can replace the other tenth card

once only, and the total value of the combination is therefore 6

points, which is expressed by the formula; “Fifteen-two, fifteen-four,

and a pair.”

[Illustration:

🃙 🂳 🃓 🂣

]

If your combination was 9 3 3, and you had another 9, the same thing

would be true; but if your duplicate is a Three, there are two cards

which can be replaced, and the combination is therefore worth 12; 6 for

the three fifteens, and 6 more for the pair royal.

[Illustration:

🂵 🃕 🃅 🂥

]

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 46 / 70 段