If each player wins six tricks, there is no further scoring; but if

either player wins the _=odd trick=_ he adds to his score ten points

for _=cards=_, in addition to all other scores. If either player wins

all twelve tricks, which would be the case in the example hand just

given as an illustration, he adds to his score forty points for the

_=capot=_; but this forty points includes the scores for the last trick

and for the odd trick.

A card once laid on the table cannot be taken back, unless the player

has renounced in error. There is no _=revoke=_ in Piquet, and if a

player has one of the suit led he must play it. If he fails to do so,

when the error is discovered the cards must be taken back and replayed.

_=REPIC.=_ If either player is able to reach 30 by successive

declarations, beginning with the point, all of which are admitted by

his adversary to be good, he adds 60 to his score, making it 90 instead

of 30, and this is irrespective of what his adversary may have in minor

or inferior combinations. The important thing to remember in repic is

that declarations always count in regular order, carte blanche taking

precedence of everything; then the point, sequences, and quatorze or

trio. Suppose elder hand to hold the following cards:--

♡ K Q J 10 9; ♣ A K Q; ♢ A Q 9; ♠ Q.

If the quinte to the King is admitted good for the point, it must be

good for the sequence also. That is 20. The four Queens must be good,

as the adversary cannot have any quatorze. This makes the total 34, and

60 added for repic, 94 altogether, to which he will add one for leading

the first card, if it is above a Nine.

Suppose the elder hand had the following cards:--

♡ A K Q J 8; ♣ A K; ♢ A K; ♠ A K 10.

If his point is good, that and his four Aces and Kings will make him

33 altogether; but his sequence is not good, because the dealer holds

five diamonds to the Queen, which comes in order before the score for

quatorze, and so saves the repic. Suppose that with the foregoing cards

the elder hand was told that even his point was not good. He would

count 29 for the 14 Aces, 14 Kings, and the card led. If the dealer had

a sixième in diamonds, and a quinte in clubs, for instance, he would

claim a repic, 96 points, in spite of the 29 announced by the elder

hand; because point and sequence score before quatorze.

Equalities do not save the repic. Take the following hands:--

Elder:--♡ A J 10 9 8; ♣ 10; ♢ 10; ♠ A J 10 9 8.

Dealer:--♡ K Q; ♣ A K Q; ♢ A K Q J 7; ♠ K Q.

The point is equal. The quatrième to the Jack is not good and the four

Tens are not good; so elder hand leads a card, and counts, “One.” The

dealer then claims repic, 95 points, which is good, although the elder

hand had an equal point.

_=PIC.=_ If either player can reach 30 in hand and play combined,

before his adversary scores anything, 30 are added for the pic. Pic can

never be made by the dealer unless the elder hand leads a card smaller

than a Nine; he must make repic if anything. To make pic the elder hand

must reach 30 in the regular order of scoring. Suppose holds these

cards:--

♡ A 9; ♣ A K Q J; ♢ K Q J 10 9; ♠ K.

If the dealer acknowledges the point to be good, everything else in

the hand must be good also. This will give the elder hand 27 before

playing a card; 5 for the point, 15 and 4 for the sequences, and 3 for

the Kings. By leading out the A K and Q, 3 more points are secured, the

dealer having nothing to score, and so the elder hand reaches 30 and

makes the pic, counting 60, and still having the lead. Equalities do

not save pic.

According to the strict rules of the game, a player who is playing for

pic is not allowed to count 30 at all, but must jump from his last

count, 29, to 60, or he loses the pic; but this is seldom or never

insisted on.

_=SCORING.=_ The last card played, the total number of points made by

each player are put down on the score sheet, or marked on a cribbage

board, and if neither player has reached 100 points, the deal passes to

the one who was elder hand on the last deal.

The order of scoring should be carefully observed, in order to

determine which goes out first, and whether or not a player is lurched.

Carte blanche, The Point, Sequence, Quatorze or Trio, Repic, Points for

Leading or Winning, Pic, the Odd Trick, Capot.

If one player reaches 100 before his adversary has reached 50, it is a

_=lurch=_, and counts a double game.

_=Abandoned Hands.=_ If a player throws down his cards, he may still

take them up again, unless he or his adversary have mixed their cards

with the discards, or with the remainder of the talon.

_=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner are

good discarding, and taking advantage of tenace positions in the play,

so as to secure the count for cards, which is often important.

_=Elder Hand.=_ In discarding, the pone should consider what there may

be against him. If it is unlikely that he will lose a pic or repic,

he should try for the _=point=_, which very often carries with it the

sequence. It must be remembered that there are only eight cards in

each suit, and by comparing those that you hold with those that your

adversary may hold it is comparatively easy, in the majority of hands,

to estimate the possible scores against you. Next to the point, the

most important thing is the score for _=cards=_. The point will save

pic and repic, but the cards will make the greatest difference in the

score in the long run. Sequences are always valuable, especially those

that are Ace high in the elder hand, because they enable him to win a

succession of tricks in play.

The elder hand should risk a good deal if he has a fair chance to make

a pic or repic, which will often settle the game. If there is any

choice as to what to keep of two nearly equal chances, always preserve

the combination that will be most likely to secure the count for cards.

In _=Leading=_, it is best to begin with the point, unless you know

that you are leading up to tenace, or to high cards that will bring in

a long adverse suit. The piquet player soon learns the importance of

tenace and fourchette, and can sometimes see how things must be managed

for five or six tricks ahead, so as to secure the odd trick. Tenace is

the best and third-best of any suit, such as A Q, while a fourchette

is any two cards within one of each other, such as K J, or Q 10, and

the lead from such combinations should always be avoided. If you have

the odd trick in hand, make it at once, before you risk anything else,

because the only difference between the odd trick and eleven tricks is

the count for each card led in the tricks.

_=The Dealer.=_ The first thing to guard against is a long run of

winning leads from the elder hand, which might make the odd trick, or

even capot. As there are no trumps it is very important for the dealer

to keep guarded Kings and twice-guarded Queens. The principal thing for

the dealer to remember is that if he cannot stop a long suit in the

elder hand, he will have to provide in advance for a certain number of

discards, and these must be so planned that guards will be preserved

in the other suits. He should also get his hand into such condition

that when he does get into the lead, he will not have to lead away

from tenaces or guarded Kings. Careful attention to his adversary’s

declarations, and a comparison of his own hand with his discards will

usually guide the dealer to a correct conclusion as to what to keep and

what to throw away in playing to tricks.

Mathematicians have exhausted their resources on Piquet, but their

conclusions are of little use to the average player. The subject of

discards has been very fully illustrated by examples from actual play,

especially in the _Westminster Papers_, but no one has yet given us any

simple rules like the jeux de règle at Écarté.

PIQUET NORMAND, FOR THREE PLAYERS.

In this form of the game the players cut for seats and deal. The cards

are dealt by twos and threes until each has ten, two cards remaining

for the talon. The dealer may lay out any two cards in exchange for

these, but no other player is allowed to touch them, nor to see the

discards.

The elder hand makes the first declarations. He makes repic and counts

90 if he can reach 20 without playing a card; and he makes pic, 60,

if he can reach 20 in hand and play, under the same conditions as in

the game for two players. The majority of tricks counts 10; if it is a

tie, each counts 5. Capot counts 40 if all the tricks are taken by one

player; but if two take them all between them, they count 20 each.

The game may be played for a pool, first man out to take all; or it may

be agreed that after one has retired the others shall decide it between

them by playing it out at the ordinary two-handed game.

PIQUET VOLEUR, FOR FOUR PLAYERS.

The players cut for partners, the two lowest pairing against the

two highest, and the lowest cut taking the first deal. Partners sit

opposite each other. All the cards are dealt out, two and three at a

time, each receiving eight cards.

The elder hand declares first, but instead of announcing one thing

at a time, and awaiting the reply of his adversaries, he declares

everything, and then plays a card. Suppose the cards are distributed as

follows, Z being the dealer:--

[Illustration:

♠ K Q J 10

♢ J 10 9 8

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

| Y |

♡ A; ♠ A; ♢ A Q | | ♡ K Q J; ♢ K 7

|A B|

♣ A Q J 10 | | ♣ K 9 8

| Z |

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

♡ 10 9 8 7

♠ 9 8 7; ♣ 7

]

A announces 41 for his point, sequence of three to the Queen, four

Aces, and says, “I play a club,” which is his lead for the first trick.

If the second player admits all these to be good he says nothing, but

plays a card. In this case, Y would announce four to the King, and

four to the Jack, and would play a spade, having no club. B would

then announce three Kings, which are good on account of his partner’s

having four Aces; but both the sequences are shut out by Y’s better

declarations. The dealer, Z, then declares four to the Ten and three to

the Nine, both those sequences being made good by his partner’s holding

the best sequence at the table.

The first trick played, each person at the table shows what he has

claimed, in order that his adversaries may verify the count. A would

then gather up the first trick, announcing the total score for his

side, which would be 22; 4 for the point, 14 Aces, 3 Kings, and 1 for

the card led. He would then play another club, announcing 22. This his

partner would win but would not count, as he is on the same side that

has already counted for the lead. If the play is followed up it will

be found that A-B make a capot. The adversaries will then score 15 for

their three sequences of four, and one of three.

No point of less than 30 can be announced.

_=Pic and Repic.=_ If one player, or two partners together, reach 20

in counting, without playing, they count 90 for the repic. If they

reach 20 in declarations and play together, they count 60 for the pic.

Carte blanche in the hand of one or other partner may count toward pic

or repic; and if two partners each held carte blanche, they would be

entitled to 90 points for the repic, no matter what the adversaries

held, because carte blanche takes precedence of all other scores.

PIQUET A ÉCRIRE.

This game somewhat resembles Skat in the manner of playing and

settling. Any number from three to seven persons sit around the table;

but only two play, and the losses of each individual are charged to him

on a score sheet ruled off for the purpose. The players may take turns,

each playing two deals, the first with the person on his left, and the

second with the one on his right. Or it may be agreed that the loser in

each deal shall give way to a new player, the winner of the majority

of points in each deal to continue. The game is generally arranged for

a certain number of tours or deals, at the end of which the scores are

balanced and settled for.

RUBICON PIQUET, FOR TWO PLAYERS.

The chief difference between this game and the usual form, Piquet au

cent, is in the manner of declaring. The usual method in England and

America is as follows:--

_=The Point=_ is scored by the player holding the greatest number of

cards in the suit, and the pip value is resorted to only to decide

ties. This is done in order to conceal, if possible, the nature of the

cards held. When the numerical value is asked, only the last figure is

given, “seven,” for instance, if the point is 47.

If the point is good, the elder hand immediately names the suit. If it

is not good, the suit is not named, and the elder hand proceeds to call

his _=sequences=_. It they are good, the suits must be named; the same

with quatorze and trio.

_=Under-calling.=_ If a player holds an inferior sequence, quatorze

or trio, which he knows is better than any his adversary can possibly

hold, he may call it, and afterward score the better combination,

provided he is correct in estimating the inferior one that he called

as _=good against the cards=_. But if the adversary can demonstrate

that the inferior announcement was not actually good against the cards,

and that it was possible for him to hold a better, the score for the

higher combination is lost. For instance: A player holds four Kings and

three Aces, and on glancing over his hand and discards, sees that his

adversary cannot hold any quatorze, so he declares the three Kings,

instead of the four Aces. Suppose he mistook a Nine for a Ten, and

overlooked the fact that his adversary might have had four Tens, the

score for the four Kings would be lost, but the three Aces would be

good if his adversary had discarded a Ten, and did not actually hold

four. In the ordinary game, the higher combination is lost if it is not

called.

In play, every card led, whatever its value, counts one, and winning

the trick counts one also. The last trick counts two, and the capot

forty. Pic and repic are reckoned as in the ordinary game.

_=Scoring.=_ Instead of playing 100 points up, six deals is a game,

each player dealing three times. The lower score is then deducted from

the higher, and 100 points added to the difference to determine the

value of the game, which is usually played for so much a point.

If the result of the six deals is a tie, two more deals must be played.

If they also result in a tie, the game is void.

_=Rubicons.=_ If either or both players fail to reach 100 points in

the six deals, the one having the most is the winner, and adds to his

own score all the points made by the loser, with 100 in addition for

game. For instance: A has 113 scored, and B 80. A wins 113 + 80 + 100 =

293 altogether. Again; A has 88, B has 84. A wins 88 + 84 + 100 = 272

altogether. Again; A has 180, B has 142. A wins the difference in the

scores, 38 + 100 = 138 altogether.

TEXT BOOKS.

Jeux de Cartes, by Jean Boussac.

Académie des Jeux, by Van Tenac.

Académie des Jeux, by Richard.

Règles de tous les Jeux, by Dreyfous.

Bohn’s Handbook of Games.

Piquet, and Rubicon Piquet, by Berkeley.

Laws of Piquet, by “Cavendish.”

_Westminster Papers_, Vols. II. to IX. inclusive. There are excellent

articles on the Laws in Vols. III. and VI., and on discards in Vol. VII.

IMPERIAL, OR PIQUET WITH A TRUMP.

Impérial differs from Piquet in some minor details, although the

leading principle is the same. There are no discards; sequences of

court cards are the only ones that count; tierces are worthless; and a

trump suit is added.

The _=cards=_ rank K Q J A 10 9 8 7; the K Q J A and 7 of trumps are

called honours, and in all sequences the four highest cards in the suit

are the only ones that count.

_=Counters.=_ Each player is supplied with six white and four red

counters, which are passed from left to right as the points accrue.

Each red is worth six white, and when all six white counters have been

passed over, they must be returned, and a red one passed over in their

place. When all the counters, four red and six white, have been passed

over, the game is won.

_=Dealing.=_ Twelve cards are given to each player, two or three at

a time, and the twenty-fifth is turned up for the trump. If this is

an honour, the dealer marks one white counter for it. There are no

discards.

_=Impérials.=_ Certain combinations of cards are known as impérials,

and the player marks one red counter for each of them. The best

impérial is carte blanche, which is sometimes marked as a double

impérial, and worth two reds. A sequence of K Q J A in any suit is an

impérial. An impérial de retourne may be formed in the dealer’s hand if

the turn-up trump completes his sequence or makes four of a kind. An

impérial tombée, or de rencontre, is made when the player who holds the

King and Queen of trumps catches the Jack and Ace from his adversary.

Four Kings, Queens, Jacks, Aces, or Sevens in one hand is an impérial;

but the Eights, Nines and Tens have no value.

_=Declaring.=_ The elder hand announces his point, as in Piquet,

and arrives at its value in the same way, reckoning the Ace for 11,

etc. The dealer replies, “Good,” or “Not good,” as the case may be;

but there are no equalities. If the point is a tie, the elder hand

counts it. The point is worth a _=white=_ counter. The impérials are

then called, each being worth one _=red=_ counter. The sequences are

called first, that in trumps being “good” of course; then the fours

are called, the best being four Kings, and the lowest four Aces. In

plain-suit sequences there are no “equals,” the elder hand counting

ties as an offset to the advantages of the deal.

_=Playing.=_ The elder hand leads a card, and the dealer then declares

and marks any impérials he may have that are good; after which he plays

a card. No impérials can be claimed or scored after the holder has

played a card. The second player in each trick must win the trick if

he can, either with a higher card or with a trump. For each honour in

trumps in the tricks won the player marks a white counter at the end of

the hand. The winner of the odd trick scores as many white counters as

he has tricks in excess of his adversary. If either player makes capot,

(all twelve tricks,) he scores two red counters.

_=Scoring.=_ When one player reaches six white counters and changes

them for a red, his adversary must take down any white counters he may

have scored. For instance: The pone has 2 reds and 4 whites up; the

dealer has 1 red and 5 whites. The pone scores two whites, reaching

six, and advancing his score to 3 reds, which are sometimes called

impérials. The dealer must take down his white counters, losing that

count altogether, and leaving himself 1 red. The only exception to

this is that at the beginning of the hand if both have impérials

combinations in hand, neither side takes down its white counters.

In _=Counting out=_ the following order of precedence must be observed:

The turn-up trump, (if it is an honour). The Point. Impérial in hand,

sequences first. Impérial de retourne. Impérial tombée. Honours in

tricks. Odd tricks.

CASSINO.

This is a very old and always popular game, which has lately been much

improved by the introduction of the variations known as Royal and Spade

Cassino, the latter especially being a very lively game. Like Euchre,

Cassino is eminently respectable, and is one of the few games of cards

that are unhesitatingly admitted to the domestic circle.

_=Cards.=_ Cassino is played with a full pack of fifty-two cards, which

have no rank in play, their pip or face value being the only element of

importance. In cutting for positions at the table, or for partners in

the four-handed game, the Ace is the lowest card, the others ranking

upward to the King in the order of their sequence.

_=Markers.=_ When a certain number of points is agreed on as a game,

the score may be kept with counters, on a sheet of paper, or on a

cribbage board. If each hand is a game in itself, it is settled for

immediately, either in counters or in money.

_=Players.=_ Any number from two to four may play, each for himself, or

four may play two against two, partners sitting opposite each other.

The players on the dealer’s right and left are known as the pone, and

the eldest hand respectively.

_=Cutting.=_ The players draw from an outspread pack for positions at

the table, the lowest card having the choice and dealing the first

hand. If the first cut does not decide, those tying must cut again. If

a player exposes more than one card he must cut again. The ace is low.

_=Stakes.=_ Cassino may be played for so much a game, or so much a

point; and it may be agreed that the game shall be a certain number of

points, or shall be complete in one deal, or that the player making

the majority of points on each deal shall score one, and the one first

making a certain number in this manner, such as five, shall be the

winner. If points are played for, the lower score is usually deducted

from the higher, and the difference is the value of the game. It is

sometimes agreed that if the winner has twice as many points as his

adversary, he shall be paid for a double game.

_=Dealing.=_ After the cards have been properly shuffled they must be

presented to the pone to be cut, and he must leave at least four in

each packet. Beginning on his left, the dealer distributes four cards

to each player in two rounds of two at a time, giving two to the table

just before helping himself in each round. No trump is turned, and the

remainder of the pack is left face downward on the dealer’s left. The

four cards dealt to the table are then turned face up, and the play

begins. After the four cards given to each person have all been played,

the dealer takes up the remainder of the pack, and without any further

shuffling or cutting, deals four more cards to each player, two at

a time, but gives none to the table. These four having been played,

four more are dealt in the same manner, and so on, until the pack is

exhausted, after which the deal passes to the left in regular rotation.

_=Irregularities in the Deal.=_ If the pack is proved to be imperfect,

or if a card is found faced in the pack there must be a fresh deal by

the same dealer. If a player deals out of turn, he must be stopped

before the cards on the table are turned face upward.

A misdeal loses the deal. It is a misdeal if the pack has not been cut,

or if the cards are shuffled after the pack has been properly cut; or

if the dealer deals a card incorrectly, and fails to remedy it before

dealing to the next player; or if he deals too many or too few cards to

any player or to the table.

If a card is exposed during the deal, an adversary may claim a fresh

deal. If, after the cards on the table have been faced, a card is

exposed by the dealer, or is found faced in the pack, the player to

whom it would be dealt may reject it, and it must then be placed in

the middle of the stock, and he must be given the top card. If a card

is exposed in the last round, the dealer must take it, and must allow

the player to whom it would have been dealt to draw a card from the

dealer’s hand, face downward. If he draws the exposed card, he must

keep it.

If the dealer gives any player an incorrect number of cards in any

round after the first, and does not detect and correct the error before

he deals to the next player, the dealer cannot count anything that

hand. The number of cards in each hand must be restored to four, either

by drawing from them, face down, or adding from the stock. If any

player lifts his cards before the dealer has helped all the players,

including himself, a misdeal cannot be claimed.

_=Objects of the Game.=_ The object in Cassino is to secure certain

cards and combinations of cards which count toward game. These are as

follows:--

_Points._

The majority of _=Cards=_ taken in. 3

The majority of _=Spades=_ taken in. 1

The Ten of diamonds, _=Big Cassino=_. 2

The deuce of spades, _=Little Cassino=_. 1

The _=Ace=_ of any suit. 1

A _=Sweep=_ of all the cards on the table. 1

The manner in which these points are secured will become apparent from

the description of the method of playing the hands.

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 49 / 70 段