The object of the players is to get as near 16 as possible, and each

in turn, beginning on the dealer’s left must take at least one card.

After looking at it he may ask for another, and so on until he is

créve or stands. Should a player overdraw himself, he says nothing

about it until all are helped, when the hands are exposed. Any player

having exactly 16 takes the farm and all its contents. If there is more

than one 16, that which is made with the assistance of the ♡6 wins,

otherwise the one which is made with the fewest cards. If this is a tie

the eldest hand wins. If no one has exactly 16, the farm stays with its

original owner deal after deal, until exactly 16 is held by some player.

Whether any one wins the farm or not, when the hands are exposed all

those who have overdrawn must pay to the one who owned the farm at the

beginning of that deal, as many counters as they have points more than

16. These payments do not go into the farm, but are clear profits.

Those who have less than 16 pay nothing to the farmer; but the one

who is nearest 16 receives a counter from each of the others. Ties

are decided by the possession of the ♡ 6, or the fewest cards, or the

eldest hand, as already described. If the farm remains in the same

hands, the farmer deals again, and collects his profits until he loses

his farm. When the farm is won, it is emptied, and resold as in the

beginning.

QUINZE.

This is a form of Vingt-et-un for two players, but the number to be

reached is 15 instead of 21. Court cards are reckoned as 10, and the

ace as 1 only. Each player stakes an agreed amount every time, and the

dealer then gives one card to his adversary and one to himself. The

pone may stand on the first card, or draw; but he does not say anything

if he overdraws. The dealer then draws or stands, and both show their

cards. The one nearest to 15 wins; but if the result is a tie, or if

both have overdrawn, the stakes are doubled, and another hand is dealt,

the deal passing from player to player in rotation.

BACCARA.

This very popular variation of Vingt-et-un originated in the south

of France, and came into vogue during the latter part of the reign

of Louis Philippe. It is neither a recreation nor an intellectual

exercise, but simply a means for the rapid exchange of money, well

suited to persons of impatient temperament. The word “Baccara” is

supposed to mean “nothing,” or “zero,” and is applied to the hands in

which the total pip value of the cards ends with a cypher.

There are two forms of the game in common use; Baccara a deux tableaux,

and Baccara chemin de fer. The first will be first described.

_=Players.=_ Baccara may be played by any number of persons from three

to eleven. Those first in the room have the preference, and should

immediately inscribe their names. The first eleven form the table, and

the privilege of being the banker is sold to the highest bidder; that

is, to the one that will put up the most money to be played for. The

remaining ten persons draw for choice of seats at the table, the first

choice being for the seat immediately on the right of the banker, then

for the first seat on his left. Five players are arranged on each side

of the banker in this manner, right and left alternately, according

to the order of their choice. Sometimes an assistant or croupier is

seated opposite the banker, to watch the bets, gather and shuffle the

cards, etc. A waste basket is placed in the centre of the table for the

reception of cards that have been used in play.

If no one bids for the bank, it must be offered to the first on the

list of players; if he declines, the next, and so on. The amount bid

for the bank is placed on the table, and none of it can be withdrawn,

all winnings being added to it. If no bid is made, the banker may

place on the table any amount he thinks proper, and that amount, or

what remains of it after each coup, is the betting limit. When the

banker loses all he has, the bank is sold to the next highest bidder,

or offered to the next player on the list. If the banker wishes at any

time to retire, the person taking his place should begin with an amount

equal to that then in the bank.

_=Counters.=_ Each of the players should be provided with a certain

number of counters, all of which must be sold and redeemed by the

banker or his assistant.

_=Cards.=_ Three packs of fifty-two cards each are shuffled together

and used as one. The players shuffle as much as they please, the banker

last, and the banker then presents them to any player he pleases to

have them cut. The banker may burn one or two cards if he pleases; that

is, turn them face upward on the bottom of the pack.

_=Object of the Game.=_ The court cards and Tens count nothing, but all

others, including the Ace, are reckoned at their face value. The object

is to secure cards whose total pip value will most closely approach the

number 8 or 9. An 8 made with two cards is better than a 9 made with

three.

_=Stakes.=_ Each player in turn, beginning with the first one on the

right of the banker, and after him the first one on the left, and so

on, right and left alternately, can bet any amount he pleases until

the total amount bet equals the capital then in the bank. When this

amount is reached it is useless to place further bets, as they may not

be paid. For this reason Baccara is a very slow game when there is not

much money in the bank. After all the players have made what bets they

wish, outsiders may place bets on the result if they choose to do so.

Either the players or the gallery may bet on either side of the table,

which is divided down the middle by a line dividing it into two parts,

right and left; hence the name, Baccara a deux tableaux. A person

wishing to bet on both sides at once places his money _=à cheval=_;

that is, across the line. If one side wins and the other loses, a bet

placed in this manner is a stand-off; if both sides lose, the bet is

lost, and if both win the bet is won. A common form of dishonesty at

Baccara, and one for which a distinguished Englishman was recently

tried, is to place a stake very close to the line, and if it is seen

that the side on which it is placed has probably lost, to push the

stake onto the line, so that it may be saved if the other side wins.

The Englishman in question worked this little game on the Prince of

Wales for some time before he was detected.

When the banker loses, he pays the players in their order, right

and left alternately, beginning with those who hold cards, until

his capital is exhausted. Any further bets are disregarded. If any

player bets on the opposite side of the table to that on which he is

seated, his bet is not paid until all five of the players on that side

have been settled with, because such a bet is regarded as that of

an outsider, not belonging to that side of the table. If the player

actually holding cards is not the one nearest the banker, he is still

the first one to be paid, and then those beyond him in order. For

instance: The third player holds cards; after him the fourth and fifth

are paid, and then the first and second, each alternately with a player

on the other side of the table.

_=Banco.=_ Each player in turn, beginning with the one to whom cards

will be dealt first, has the right to go banco; that is, to challenge

the banker to play for his entire capital at a single coup. Such a

proposition takes precedence of all others. If the bank loses such a

coup, it must be put up to the highest bidder again, or offered to the

next player on the list. If it wins, the same player, or any other

player, may make a similar offer for the next coup, which will now be

for double the first amount, of course; but no player is allowed to

offer banco more than twice in succession.

_=Dealing.=_ The cards cut, the banker takes a convenient number of

them in his hand, or better, spreads them face downward on the table,

and slips off the top card, giving it to the player next him on the

right, face down. The next card he gives to the player on his left, and

the next to himself. He gives another card to the right, to the left,

and to himself, and then the players take them up and examine them. Ten

cards must remain in the stock for the last deal.

_=Irregularities.=_ After the first card is dealt no bets can be

made or changed. The cards must be so held that they shall be at all

times in full view of the players. Any card found faced in the pack

is thrown in the waste basket. Any card once separated from the pack

must be taken. If neither of the players want it, the dealer must

take it himself. If the cards are dealt irregularly the error may be

rectified if they have not been looked at; but any player may amend

or withdraw his bet before the cards are seen. If the error is not

detected in time, the player who holds cards may play the coup or not

as he pleases, and all bets on his side of the table are bound by his

decision. If a player holds one card too many, he may refuse the coup,

or retain whichever two of the three cards he pleases, throwing the

third into the waste basket, not showing it. If the banker has too many

cards, the players may amend their bets, and the banker’s cards are

then exposed, and the one taken from him which will leave him with the

smallest point, the drawn card being thrown in the waste basket. If the

banker gives himself two cards while either player has been given one

only, the player must be given another card, and the banker must also

take another. If the players have not amended their stake before the

error was corrected, the first two cards dealt to the banker are thrown

in the waste basket, and the third is his point for that deal. If the

banker gives the second card to either player before dealing the first

to himself, he must give the second to the other player also, and then

take his own. This single card must then be thrown in the waste basket,

but the banker may play out the hand as if he had two cards which

counted 10 or 20; that is, baccara.

_=Showing.=_ If any of the three persons holding cards finds he has a

point of 8 or 9, it must be shown at once, and the two other hands are

then exposed. If the banker has 8 or 9, and neither of the others has

so many, the bank wins everything on the table. If either player has

more than the banker, all the bets on that side of the table must be

paid. If either player has as many as the banker, all the bets on that

side of the table are a stand-off. If either player has less than the

banker, all the bets on that side of the table are lost. If a player

wrongly announces 8 or 9, he cannot draw cards unless his point was 10

or 20.

_=Drawing.=_ If none of the three can show 8 or 9, the banker must

offer a card to the player on his right. The card must be slipped off

the pack and offered face down. If the player on the right refuses,

it is offered to the player on the left, and if he also refuses, the

banker must take it himself. If the player on the right takes it, the

player on the left may ask for a card also; but whether he does so

or not, the banker is not obliged to draw unless he chooses, after

the first card offered has been taken by either player. When the card

is taken it is turned face up, and left on the table in front of the

person to whom it belongs. Only one card may be drawn by any player,

and all the hands are then exposed. Ties are a stand-off. The banker

pays all bets on the side that is nearer 9 than himself, and wins all

on the side which is not so near 9 as himself. The players on the

opposite sides of the table have nothing to do with each other; each

wins or loses with the banker alone.

It should be observed that if a player had 4 originally, and draws a 9,

his point is not 13, but 3, because all 10’s count for nothing. There

is no such thing as being créve, as at Vingt-et-un.

_=Irregularities.=_ If the banker gives two cards, face up, to the

player on his right, the player may retain which he pleases, throwing

the other into the waste basket. If two cards are given to the player

on the left, he may select which he pleases, and the banker must take

the other.

_=Order of Playing.=_ The coup finished, and all bets paid, the cards

which have been used are all thrown into the waste basket, and the

stakes are placed for the next coup. The banker deals again, from the

top of the stock, without any further shuffling or cutting of the

cards. If the player on the right won the first coup, the banker deals

to him again; but if he lost, the banker deals to the next player

beyond him; that is, the second from the banker, on his right. The

same with the player on the left. If the player on the right or left

wins the second coup, the cards are dealt to him again for the third

coup; if he loses they are dealt to the next player beyond him, and so

on, until all five players have held cards and have lost a coup, after

which the banker deals to the one nearest him again.

It will thus be seen that there are in each coup only two active

players, and that all stakes made upon the game are made upon the

result of their hands.

_=Suggestions for Playing.=_ In justice to those backing him, the

player is supposed to draw or not to draw, according to the laws of

probabilities, which are exactly the same as in Vingt-et-un. If he has

four points, which would be 5 below 9, he should draw; just as he would

if he had 16 at Vingt-et-un, which would be 5 below 21. If he has 5

or more, he should stand; but if he has 5 exactly it is a matter of

judgment, drawing a card being sometimes good play, especially if it is

likely to lead the banker to overdraw himself. In some clubs there is a

law that a player must draw if his point is less than 5, and must stand

if it is more than 5, or he must pay a fine.

As no one is backing the banker, he is at liberty to play as badly as

he pleases, and he is really the only one that has an opportunity to

exercise any judgment in the matter of drawing. If a player refuses a

card, the banker may be able to judge whether or not he has 6 or 7 by

his habit of drawing or not drawing at 5. If he is known to be a player

who draws at 5, it is useless for the banker to stand at 5, unless he

thinks he can beat the player on the other side of the table, and there

is more money on that side. If the player demanding a card has been

given a 10, the banker should stand, even at 3 or 4. If he has been

given an ace, the banker should stand at 4; if a 2 or 3, the banker

should stand at 5; if the player is given a 4, the banker should draw,

even if he has 5. If a player has drawn a 5, 6 or 7, the banker should

draw, even if he has 5 or 6. If the player draws an 8 or 9, the banker

should stand at 4 or 5, sometimes even with 3.

It must be remembered that the banker should have a sharp eye to the

relative amounts staked on each side of the table, which will often

decide which player he should try to beat. For example: The banker has

5, and the player on his right has drawn a 10, the one on his left a 7.

The banker has an excellent chance to win all the bets on the right,

and should have a certainty of standing off with them, and unless those

on the left very much exceeded them, the banker would be very foolish

to risk losing everything by drawing to 5, simply to beat the player on

his left.

_=BACCARA CHEMIN DE FER.=_ In this variation, each player in turn on

the left becomes the banker, taking the deal as soon as the first

banker loses a coup. The banker gives cards only to the player on his

right, and to himself. If this player will not go banco, each of the

others in order beyond him may do so. If no one goes banco, each player

in turn to the right makes what bets he pleases, within the limit of

the bank’s capital. If the banker wins the coup, he deals again, and

so on until he loses, when the deal passes to the player on his left.

The banker, after winning a coup, may pass the deal to the player on

his right, if he chooses to do so, provided that player will put up an

amount equal to that then in the bank. When this player loses a coup,

the bank must go to the player to whom it would have gone in regular

order; that is, the one on the left of the player who transferred his

privilege.

Six packs of cards are generally used in Chemin de Fer, and the cards

are placed in a wooden box, from which each dealer takes as many as he

wants.

_=CHEATING.=_ Baccara is honeycombed with trickery. Dishonest players,

in collusion with the banker, have certain means of informing him of

their point, so that he may win all the money staked upon that side

of the table by the other players. This may be done in many ways. The

player may ask the one sitting next him whether or not he should draw,

which shows that he has 5. Or he may make a movement as if to expose

his first two cards, and then correct himself. This shows the banker

that the player has baccara, and is pretending that he thought he

had 9. In addition to this system of communication, which Parisians

call tiquer, marked cards, second dealing, and prepared stocks which

can be palmed on the true cards, or substituted therefor, are all in

common use. If Baccara is honestly played it is one of the fairest of

all banking games, but the opportunities for cheating are so many and

so easily availed of, and the money to be won and lost is so great,

especially at Chemin de Fer, that few who know anything of cheating at

cards can resist the temptation to practice it at Baccara.

_=The Laws=_ of Baccara are very long and complicated. As no official

code exists, and as each gambling club makes its own house rules, it

is not necessary to give them here, the directions contained in the

foregoing description being sufficient for any honest game.

_=Text Books.=_ The following will be found useful:--

Théorie Mathematique du Baccara, by Dormoy.

Baccara Experimental, by Billard.

Traité Théorique et Pratique Baccara, by Laun.

_Westminster Papers_, Vols. X. and XI.

BLIND HOOKEY.

This game is sometimes called Dutch Bank. Any number of persons may

play, and a full pack of fifty-two cards is used. The cards rank from

the A K Q down to the deuce. Any player may shuffle, the dealer last.

The pack is then cut, and the reunited parts are placed in the centre

of the table. The players then cut it into several packets, none less

than four cards, all of which remain on the table face down. Some

player then pushes one of the packets toward the dealer, and bets are

then made on the others. Any player, except the dealer, can bet what he

pleases on any packet.

After all the bets are made all the packets, including the dealer’s,

are turned face up, exposing the bottom card of each. Any packet

disclosing a card lower than the dealer’s loses all bets placed upon

it. Any packet showing a card better than the dealer’s wins from him.

The dealer takes all ties. The deal then passes to the next player on

the left. Sometimes only three packets are cut, one of which is pushed

to the dealer.

This game is a great favourite with card-sharpers, especially on ocean

steamers. They use packs in which the cards are trimmed long and short,

so that a confederate may cut them by the ends or by the sides for high

or low cards, afterward pushing one of the high cuts toward the dealer.

CHINESE FAN TAN.

This is apparently the fairest of all banking games, there being

absolutely no percentage in favour of the banker except that the

players have to do the guessing.

The one who is willing to put up the largest amount of money to be

played for is usually selected as the banker. He is provided with

a large bowlful of beans, counters, buttons, small coins, or some

objects of which a large number of similar size and shape can be easily

obtained. An oblong card is placed in the centre of the table, and the

players stake their money upon its corners or upon its edges. These

corners are supposed to be numbered in rotation from 1 to 4, the figure

1 being on the right of the banker.

A bet placed on any of the corners takes in the number it is placed

upon and the next higher also; so that a bet upon the corner 1 would be

upon the numbers 1 and 2; upon 2 it would be upon 2 and 3; and upon 4

it would be upon 4 and 1.

[Illustration:

+---------------+X

|3 2|

| |

|4 1|

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

]

In the illustration the bet would be upon 2 and 3.

If the bet is placed upon the edge of the card, it takes in the next

higher number only.

[Illustration:

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

|3 2|

| |X

|4 1|

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

]

In the illustration the bet is upon the number 2, and no other.

After all the bets have been placed, the banker takes a large handful

of the beans or counters from the bowl, and places them on the table,

counting them off rapidly into fours. The number of odd counters

remaining decides which number wins; if none remain, 4 wins. If there

were 2 or 3 counters over, the banker would pay all bets on the corners

1 and 2, even money. If there were 2 over, he would pay all bets on the

edge of the card between 1 and 2 at the rate of three for one, and so

on. The counters are then returned to the bowl, and bets are placed for

another coup.

Sometimes the banker will draw a handful of beans from the bowl and

place them upon the table, covering them with a saucer or with his cap.

He then bets any player that there will be 1, 2, 3, or 4 left, the

player taking his choice, and being paid three for one if he guesses

correctly.

In spite of the fact that this game is apparently perfectly fair for

all concerned, the author has never seen an American who could win

anything at it while a Chinaman was the banker.

FARO.

This is one of the oldest banking games, and is supposed to be

of Italian origin. It belongs to the same family as Lansquenet,

Florentini, and Monte Bank. Under the name of Pharaon, it was in great

favour during the reign of Louis XIV., and came to America by way of

New Orleans. As originally played, the dealer held the cards in his

left hand, and any bets once put down could not again be taken up until

they were decided. In addition to splits, the dealer took hockelty.

As now played, Faro requires extensive and costly apparatus, the

engraved counters used being often worth more than their playing value.

A full pack of fifty-two cards is shuffled and cut by the dealer, and

then placed face upward in a dealing box, the top of which is open. The

cards are drawn from this box in couples, by pushing them one at a time

through a slit in the side. As the cards are withdrawn in this manner a

spring pushes the remainder of the pack upward. The first card in sight

at the beginning of each deal is called _=soda=_, and the last card

left in the box is _=in hoc=_.

The first card withdrawn is placed about six inches from the box, and

the second is laid close to the box itself.

[Illustration]

Every two cards withdrawn in this manner are called a _=turn=_, and

there are twenty-five turns in each deal, Soda and Hoc being dead

cards. In making the first turn, the Soda begins the pile farther from

the box, and the next card taken out is called a _=loser=_, which is

placed close to the box. The card left face upward in the box is the

_=winner=_ for that turn, so that there must be a winner and a loser

for every turn; the loser outside the box, and the winner left in it.

On the next and all following turns, the winning card on the previous

turn will be placed on the same pile as the Soda, so that it shall be

possible at any time to decide which cards have won, and which have

lost.

The _=Object of the Game=_ is for the players to guess whether the

various cards on which they place their money will win or lose. They

are at liberty to select any card they please, from the ace to the

King, and to bet any amount within the established limit of the bank.

_=The Layout.=_ All bets are made with counters of various colors

and values, which are sold to the players by the dealer, and may be

redeemed at any time. These counters are placed on the layout, which is

a complete suit of spades, enamelled on green cloth, sufficient space

being left between the cards for the players to place their bets. The

ace is on the dealer’s left.

[Illustration:

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

| 🂦 🂥 🂤 🂣 🂢 🂡 |

|🂧 |

| 🂨 🂩 🂪 🂫 🂭 🂮 |

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

]

There are a great many ways of placing bets at Faro. For instance: A

player may make bets covering twenty-one different combinations of

cards, all of which would play the Ten to win, as follows:--

[Illustration:

🂥 🂤 🂣

20 12 13 21

18 3 19

14 15 16 17

🂨10 🂩 2 8🂪9 4 🂫 11🂭

6 5 7

]

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 54 / 70 段