Any number of persons can play. The cards are shuffled and spread, and

the person drawing the lowest card deals the first hand. The ace is

low. Each player then deposits a counter in the pool, and the cards are

distributed one at a time until the pack is exhausted. If some players

have a card more than others it makes no difference.

The _=object=_ of the game is to secure tricks consisting of four cards

of the same denomination; such as four 6’s or four K’s, and the player

having the most tricks of this kind wins the pool. Ties divide it.

The player on the left of the dealer begins by _=asking=_ for a certain

card, which must be of the same denomination as one already in his

hand. For instance: He holds the spade Ten. He may ask any one at the

table for either of the three other Tens; but he must designate the

suit, and must ask a particular player for the card wanted. If the

player asked has the card, he must immediately surrender it, and the

player to whom it is given can then ask again--any player for any card,

always provided that the asker has one of the same denomination in his

own hand.

If the person asked has not the card demanded, the privilege of asking

is transferred to him, and he may ask any person at the table for any

card of the same denomination as one already in his own hand. If he has

just been asked for a Ten, for instance, and has a Ten, but not of the

suit asked for, he might turn upon his questioner and get a Ten from

him, if he could guess the right suit.

As soon as any player gets together four cards of the same

denomination, he lays them face down upon the table in front of him,

and they form a trick.

A good memory is necessary to play this game well, as it is very

important to recall who has asked for certain cards, and which players

were unable to supply them. It is a legitimate artifice in the game to

ask for a card you already have in your own hand, although you know it

will lose your guess, because it may be the only way to prevent another

player from drawing several valuable cards from you. For instance: You

hold the Fives of diamonds and spades, and have asked for and received

the Five of clubs. If you ask for the heart Five, and miss it, the

player with that card may draw all yours; but if you ask for the spade

Five, and he gets into the ask, he will at once betray the fact that

he holds the fourth Five by asking you for the club Five; but he will

never think of asking you for the spade Five, because you asked for it

yourself. If you can get into the ask again you can immediately make a

trick in Fives.

SPECULATION.

Any number of persons less than ten can play, each contributing an

agreed number of counters to the pool, the dealer paying double. The

full pack of fifty-two cards is used, and the cards rank from the A K Q

down to the 2.

In _=dealing=_, the cards are distributed from left to right, one at

a time, until each player has received three. The next card on the

top of the pack is turned up, and the suit to which it belongs is the

trump, and forms the basis of speculation for that deal. If the turn-up

card is an ace, the dealer takes the pool immediately, and the deal

passes to the left. If the turn-up is a K Q or J, the dealer offers it

for sale, before a card is looked at, and he may accept or refuse the

amount offered. Whether the card is sold or not, all the cards that

have been dealt out are turned face up, and the highest card of the

turn-up suit wins the pool. If the card is not an honour, the dealer

proceeds to sell it before any player is allowed to look at any of the

cards dealt. If any one buys the dealer’s turn-up card, the purchaser

places it on his own cards, leaving it face up. Whether it is sold or

not, the elder hand proceeds to turn up the top card of his three.

If this is not a trump, the next player on his left turns up his top

card, and so on until a trump is turned that is better than the one

already exposed. The player who possesses the original turn-up, does

not expose any more of his cards until a better trump is shown. As soon

as a better trump appears it is offered for sale, and after it is sold

or refused, the cards are turned up again until a better trump appears,

or all the cards have been exposed. The holder of the best trump at the

end takes the pool.

OLD MAID.

Strange to say, this oft-quoted and continually derided game is not

mentioned in any work on cards, a singular omission which we hasten to

supply.

Any number of young ladies may play, and a pack of fifty-one cards is

used, the Queen of hearts having been deleted. Any player can deal the

cards, which are distributed one at a time until the pack is exhausted;

if every player has not the same number it does not matter. Beginning

with the eldest hand, each player sorts her cards into pairs of the

same denomination; such as two Fives, two Jacks, etc., and all pairs so

formed are laid upon the table face down, without showing them to the

other players. All the cards laid out in this manner are left in front

of the player, in order to discover errors, if any. Three of a kind

cannot be discarded, but four of a kind may be considered as two pairs.

The discarding of pairs complete, the dealer begins by spreading her

remaining cards like a fan, and presenting them, face downward, to

her left-hand neighbour, who must draw one card at random. The card

so drawn is examined, and if it completes a pair, the two cards are

discarded. Whether it forms a pair or not, the player’s cards are

spread and presented to the next player on the left, to be drawn from

in the same manner.

This process of drawing, forming pairs, and discarding is continued

until it is found that one player remains with one card. This card is

of course the odd Queen, and the unfortunate holder of it is the Old

Maid; but only for that deal.

LIFT SMOKE.

The number of players must be limited to six, each of whom deposits a

counter in the pool. A full pack of fifty-two cards is used. The cards

rank from the ace down to the deuce, as at Whist. If there are four

players, six cards are dealt to each, one at a time; if five play, five

cards to each, and if six play, four cards to each. The last card that

falls to the dealer is turned up for the trump, and the remainder of

the pack is placed in the centre of the table as a stock to draw from.

The eldest hand leads for the first trick, and the others must follow

suit if they can. The highest card played, if of the suit led, wins the

trick, and trumps win all other suits. The winner of each trick draws

the top card from the talon, and leads again. When any player’s cards

are exhausted he withdraws from the game, and the others continue. The

player who remains to the end, having a card when his adversary has

none, wins the pool. If two players remain with a card each, the winner

of the trick draws from the stock, and the card so drawn wins the game,

his adversary having none.

EARL OF COVENTRY.

This game is sometimes called Snip Snap Snorem, by those who are not

of a poetical turn of mind. Any number of persons may play, and a full

pack of cards is dealt out, one at a time. If some players have a card

more than others, it does not matter. The eldest hand lays upon the

table any card he pleases, and each player in turn pairs or matches

it, if he can, with another of the same denomination, accompanying

the action with a rhyme. Suppose the first card played is a King; the

person playing it would say: “There’s as good as King can be.” The

first player to lay down another King would say: “There is one as good

as he.” The player holding the third King would say: “There’s the best

of all the three,” and the holder of the fourth would then triumphantly

exclaim: “And there’s the Earl of Coventry.”

The fortunate holder of the Earl of Coventry in each round has the

privilege of leading a card for the next trick, and the first player

to get rid of all his cards wins one counter from the others for every

card they hold. The words, “Snip, Snap, Snorem,” may be substituted for

the foregoing rhymes if time is short.

_=Jig=_ is a variation of Earl of Coventry in which the next higher

in sequence and suit must be played, if the player has it, until four

cards are shown. The one who lays down the last of the sequence of four

cards starts a fresh sequence, and the winner is the one who can first

get rid of all the cards originally dealt him. All the others then pay

him a counter for each card they have left.

COMMIT.

The etymology of this word has been quite overlooked by those who have

described the game. The word is from the French, cométe, a comet; but

instead of being an equivalent in English, it is simply a phonetic

equivalent; Commit, instead of Comet. Tenac informs us that the game

was invented during the appearance of Halley’s comet; and the idea of

the game is that of a string of cards forming a tail to the one first

played, a feature which is common to quite a number of the older games

of cards.

Commit is played by any number of persons, with a pack of fifty-one

cards, the Eight of diamonds having been deleted. The players draw for

positions at the table and for the first deal, and make up a pool.

The cards have no value except the order of their sequence in the

various suits. The ace is not in sequence with the King, but below the

2. The dealer distributes the cards, one at a time to each player in

rotation, as far as they will go, leaving any odd cards on the table

face downward, to form what are known as _=stops=_. As it is desirable

to have a number of these stops, it is usual to give only nine cards to

each when there are five players.

The eldest hand begins by leading any card he pleases which he lays

face upward in the centre of the table. If he holds any other cards

in sequence above it, he must play them, and when he can no longer

continue the series, he says aloud: “Without the Jack,” or whatever the

card may be that he fails on. The player on his left must then continue

the sequence in the same suit, if he can; or he must say: “Without

the Jack.” When the sequence reaches the King, it is stopped, and the

player who held the King receives a counter from each player at the

table. The same player then begins another sequence with any card he

pleases. If a sequence is opened with an ace, a counter may be demanded

from each player at the table.

If a sequence is stopped, which it will be if the card necessary to

continue it is in the stock, or if the diamonds are run up to the

Seven, the person who plays the last card before the stop is entitled

to begin another sequence. Should any player who is unable to continue

a sequence in his proper turn, hold the Nine of diamonds, he may play

that card, and the player following him is then at liberty to continue

the original sequence or to play the Ten of diamonds, following up that

sequence. When the Nine of diamonds is played, the holder receives two

counters from each player at the table; but if it is not got rid of

in play, the holder of it must pay two counters to each of the other

players.

The first player to get rid of all his cards wins the pool, and the

cards remaining in the other hands are then exposed. Any player holding

a King must pay a counter for it to each of the other players.

MATRIMONY.

Any number of persons may play, and a full pack of fifty-two cards is

used. Each player should be provided with an equal number of counters,

to which a trifling value may be attached. A strip of paper is placed

in the centre of the table, marked as follows:--

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

| Matrimony. | Intrigue. | Confederacy. | Pair. | Best. |

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

Any King and Queen is _=Matrimony=_; any Queen and Jack is

_=Intrigue=_; any King and Jack is _=Confederacy=_; any two cards of

the same denomination form a _=Pair=_, and the diamond ace is always

_=Best=_.

The players draw, and the lowest card deals: ace is low. The dealer

then takes any number of counters he chooses, and distributes them as

he pleases on the various divisions of the layout. Each player then

takes a number of counters one less than the dealer’s, and distributes

them according to his fancy.

The cards are then cut, and the dealer gives one to each player, face

down; and then another, face up. If any of the latter should be the

diamond ace, the player to whom it is dealt takes everything on the

layout, and the cards are gathered and shuffled again, the deal passing

to the left, the new dealer beginning a fresh pool. If the diamond

ace is not turned up, each player in turn, beginning with the eldest

hand, exposes his down card. The first player to discover Matrimony in

his two cards, takes all that has been staked on that division of the

layout. The first to discover Intrigue or Confederacy, takes all on

that, and the first player to expose a Pair takes that pool. The ace of

diamonds is of no value except as one of a pair, if it is one of the

cards that were dealt to the players face down. The pool for it remains

until the card is dealt to some player face up. Any of the pools which

are not won must remain until the following deal, and may be added to.

POPE JOAN.

This game is a combination of the layout in Matrimony, and the manner

of playing in Commit. There are a great many ways of dividing the

layout, but the following is the simplest. Five cards are taken from an

old pack, and are laid out in the centre of the table, or their names

are written on a sheet of paper.

[Illustration:

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🃇

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The cards are thrown round for the deal, and the first Jack deals. The

cards are distributed one at a time, the full pack of fifty-two cards

being used. The following table will show the number of cards to be

given to each player, and that left in the stock to form stops.

3 Players, 15 cards each 7 in the stock.

4 ” 12 ” 4 ”

5 ” 9 ” 7 ”

6 ” 8 ” 4 ”

7 ” 7 ” 3 ”

8 ” 6 ” 4 ”

Before the deal, the dealer must dress the layout, by putting one

counter upon the Ten, two upon the Jack, three upon the Queen, four

upon the King, and five on the Pope, which is the Seven (or the Nine)

of diamonds.

The eldest hand begins by leading any card he pleases, and if he has

those in sequence and suit with it and above it, he continues to play

until he fails. He then says “No six,” or whatever the card may be that

he stops on. The next player on his left then continues the sequence

if he can, or if he cannot, he says, “No six,” also, and it passes to

the next player. If no one can continue, the card must be in the stock,

which remains on the table face down and unseen. When one sequence _is_

stopped in this manner, the last player has the right to begin another

with any card he pleases.

The object of the game is twofold; to get rid of all the cards before

any other player does so, and to get rid of the cards which appear on

the layout. If the duplicate of any of those cards can be played, the

holder of the card at once takes all the money staked upon it; but if

he fails to get rid of it before some player wins the game by getting

rid of all his cards, the player who is found with one of the layout

cards in his hand at the end must double the amount staked on that

card, to which the next dealer will add the usual contribution.

The player who first gets rid of all his cards collects from the other

players a counter for every card they hold. These cards must be exposed

face up on the table, so that all may see who has to double the various

pools. If any of the layout cards are in the stock, the pool simply

remains, without doubling.

There are a great many variations of Pope Joan. Sometimes a layout very

similar to that in Matrimony is used, Pope taking the place of Pair,

and Game that of Best. A trump is turned by the dealer, and Matrimony

is King and Queen of trumps, Intrigue Queen and Jack of trumps,

Confederacy, King and Jack of trumps. The player holding these cards

will of course be able to play both of them if he can play one in a

sequence, and will take the pool for the combination. If he holds one

card and another player holds the other, they divide the pool. If one

of the cards is in the stock, the pool remains. In some places it is

the custom to remove the Eight of diamonds, as at Commit, to form an

extra and known stop. The player first getting rid of his cards takes

the pool on Game, and the holder of Pope takes that pool if he can get

rid of the card in the course of play, if not, he must double the pool,

just as with the honours in trumps.

NEWMARKET, OR STOPS.

This game, which is sometimes called Boodle, is Pope Joan without

the pope. The four cards forming the layout are the ♡A, ♣K, ♢Q, ♠J;

but there is no ♢7. The dealer names any number of counters that he

is willing to stake, which must be at least four, and each player at

the table must stake a similar amount. The counters are placed on the

layout to suit the players, either all upon one card, or distributed

among the four. The cards are dealt as at Pope Joan, and the same

number must be left in the talon.

Instead of the player being at liberty to begin a sequence with any

card he pleases, he must begin with the lowest card in his hand of the

suit which he selects. He is not restricted as to suit, but must play

all he has in sequence, and then name the card that he fails on. If a

new sequence is opened by any player, he must play the lowest card of

the suit in his hand.

If, in the course of play, any of the four cards on the layout can be

got rid of, the player holding them takes the pool on that card. If

he is left with the card in his hand at the end he is not obliged to

double the pool, as at Pope Joan, but simply loses his chance to win

it, and it remains until the next deal. The first player to get rid of

all his cards receives one counter from the other players for each card

they hold.

_=SPIN=_ is Newmarket, with one variation. The player holding the

diamond ace is allowed to play it in order to get the privilege of

stopping one suit and opening another. For instance: The sequence in

spades has run to the Nine, and one player holds both spade Ten and

diamond ace. If this player saw that another was very likely to win the

game at any moment, and he had a pool card to play, he might stop the

spade sequence by playing both the Ten and the diamond ace together,

announcing _=Spin=_. He can then play a pool card, or begin a new

sequence with the lowest of the suit in his hand. He cannot play the

diamond ace unless he can play to the sequence first.

_=SARATOGA.=_ This varies from Newmarket only in the method of making

up the pool. Instead of leaving the players to distribute their stakes

at pleasure, each is compelled to place an agreed amount on each of the

pool cards, as at Pope Joan.

POCHEN.

This is a round game for any number of players from three to six, with

a thirty-two-card pack. The layout has a centre division for pools and

seven other divisions round it, marked, respectively, A, K, Q, J, 10,

Marriage, Sequence. Each player dresses the layout by placing a counter

in each of the eight divisions. The dealer then gives cards three and

then two at a time, as far as they will go equally, turning up the next

for the trump.

The holders of the five highest trumps show them and take the

corresponding pools, Ace of trumps the A pool, etc. If any player holds

both K and Q of trumps, he takes the pool for marriage. The player

holding the highest and longest sequence in any suit takes the pool for

sequence; but the sequence must be at least three cards. Pools not won

remain until the next deal.

After the pools round the edge are all decided, the players bet for the

centre pool, or pochen. Any player with a pair, or three of a kind,

wishing to bet on them, puts as many counters as he pleases into the

centre pool, and any player willing to bet against him must put in a

like amount. There is no raising these bets, and the players in order

to the left of the dealer have the first say as to betting, or passing.

The higher pair wins. Threes beat pairs, and four of a kind is the best

hand possible.

This pool settled, the play of the cards follows. Eldest hand leads any

card he pleases and each in turn to the left must follow in sequence

and suit, playing the 10 on the 9, the J on the 10, etc., until the K

is reached. The player who has the King, or the highest card, if the

King is in the stock, starts again with any card he pleases. Any player

who cannot continue the sequence in his turn must pass that round.

As soon as one player gets rid of his last card the game is at an end

and every player at the table must pay him a counter for each card

held. The deal then passes to the left and the layout is dressed for

the next hand.

RANTER GO ROUND.

This is a round game for any number of players who make up a pool or

stake to be played for. A full pack of fifty-two cards is used and each

player has three markers. The dealer gives one card to each, face down.

This card is examined and if it is not satisfactory it is passed to the

player on the left, the object being to avoid holding the lowest card

at the table.

If the player on the left holds any card but a king, he is obliged

to exchange. If the one who is forced to exchange gives an ace or a

deuce, he announces it; but the player who demands the exchange is not

allowed to say what he gives, as the card may be passed on. Each player

in turn to the left may exchange, or he may pass, which means that he

is satisfied with his card.

When it comes round to the dealer, he cannot exchange; but he may cut

the pack and take the top card. All the cards are then turned face up,

and the lowest shown loses a counter. The deal passes to the left. When

all the players but one have lost all their markers, the survivor takes

the pool.

FIVE OR NINE.

This game, which is sometimes called Domino Whist, is simply Pope Joan

or Matrimony without the layout. Any number of persons may play, and

the full pack of fifty-two cards is used, the cards being dealt in

proportion to the number of players, as at Pope Joan.

The eldest hand must begin by laying out the Five or Nine of some suit

to start the first sequence. If he has neither of those cards he must

pass, and the first player on his left who has a Five or a Nine must

begin. The next player on the left must then continue the sequence in

the same suit if he can, but he may play either up or down, laying the

card on the right or left of the starter. If a Five is led, he may

play a Four or a Six. Only one card is played at a time by each person

in turn. Any person not being able to continue the sequence may start

another if he has another Five, but he cannot start one with a Nine

unless the first starter in the game was a Nine. He is also at liberty

to start a new sequence with a Five or Nine instead of continuing the

old, but he must play if he can, one or the other. If he is unable to

play, he must pay one counter into the pool, which is won by the first

player who gets rid of all his cards. The winner is also paid a counter

for every card held by the other players.

FAN TAN.

This is the simplest form of Stops, and requires no layout. Any number

of players can take part, and a full pack of fifty-two cards is used.

The players cut for deal and seats, low having the choice. Ace is low.

The players are provided with an equal number of counters, and before

the cards are dealt, each places an agreed number in the pool. All the

cards are dealt out. If some have more than others it does not matter.

The eldest hand begins by playing any card he pleases, and the next

player on his left must either play the card next above it, or put one

counter in the pool. Only one card is played at a time, and after the

sequence has arrived at the King it must be continued with the ace, and

go on until the suit is exhausted. The person who plays the thirteenth

card of any suit must start another sequence, in any suit and with any

card he pleases. The player who first gets rid of all his cards takes

the pool.

The great trick in this game is to provide for the last suit to be

played, and in order to have the selection of the second suit it is

usual for the eldest hand to begin with the higher of two cards next in

value to each other, which will make him the last player in that suit.

Each suit is turned face down as it is exhausted.

SOLITAIRE.

All games of Solitaire are played with the full pack of fifty-two

cards. The games may be roughly divided into two classes; those in

which the result is entirely dependent on chance, and cannot be changed

by the player after the cards have been shuffled and cut; and those

which present opportunities for judgment and skill, the choice of

several ways to the same end being offered to the player at various

stages of the game. The first class is of course the simplest, but the

least satisfactory, as it is nothing more than a game of chance.

Of the many hundreds of patience games, it is possible to give only a

few of the best known.

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 52 / 70 段