_=SPLASHES.=_ The game is sometimes played with the condition that

if any player chooses to risk holding his hand until he can lay it

all down at once, or lay down all but the one which he is allowed to

discard, he wins double from each of the others. This prompts a player

with a good hand to hold it up for a round or two on the chance of

getting down a splash, but the player who sees there is no chance for

him should get rid of as many cards as he can before the splash comes,

and in many cases some player will get rid of all his cards in two or

three rounds, and win without a splash.

POKER RUM.

_=CARDS.=_ In this variety of the game, the A K Q J are worth ten

points each, the ace eleven, and the remaining cards their face value.

The ace may be used as the top of a sequence Q K A, or the bottom of A

2 3, but not as part of a round-the-corner, K A 2.

_=DEALING.=_ Ten cards are always given to each player, no matter how

many are in the game. If there are more than three at the table, the

double pack must be used, so as to leave cards enough for the stock.

_=OBJECT OF THE GAME.=_ The aim of the player is to draw cards from the

stock or discard pile until the pip value of the unmatched cards in his

hand amounts to 15 or less. Sequences may run to any length, and four,

five, or six of a kind is in order. The cards in hand that do not fit

any combination of three or more are deadwood, and the object is to

reduce this deadwood to less than fifteen.

_=METHOD OF PLAYING.=_ Each player in turn to the left of the dealer

draws a card from the stock or the discard pile and discards one in

its place, face up. No player is allowed to lay down anything until he

can show his whole hand, and then only when his deadwood is fifteen or

less, and he is not obliged to lay down even then if he prefers to wait

until he can reduce his deadwood still further.

_=THE SHOW-DOWN.=_ As soon as any player can show down his hand, the

game is at an end. He lays out his combinations and pushes them aside.

Then he announces the pip value of his deadwood, after discarding a

card in place of the one drawn. Suppose he draws the seven of hearts,

and lays down the 6 7 8 9 of that suit; J Q K of clubs; discards the

king of spades and leaves two deuces and a five for his deadwood. That

is nine points.

Each of the other players in turn to the left then lays down his hand

and pushes aside all combinations held. If the pip value of his

deadwood is more than that of the player calling for the show-down, he

pays the difference. If any player has less than the caller, then he is

the winner, and each one at the table pays him, the caller paying him

double as a penalty. In case of ties for low, they divide the losses of

the others.

POKER GIN.

This is a variety of poker rum in which the deadwood must not exceed

ten points and each player is allowed not only to put aside his own

combinations after the call for a show-down comes, but may add any of

his odd cards to the combinations laid out by the one who calls for a

show-down.

Suppose that in the example given for poker rum, the caller showing 6 7

8 9 of hearts, J Q K of clubs, and nine in his deadwood, another player

has in his ten cards the 7 8 9 of diamonds; 6 7 8 of spades, two fours

and the tens of clubs and hearts.

When the show-down is called for, he has twenty-eight points in his

deadwood; but by adding his club ten to the caller’s sequence of J Q K,

and the heart ten to the caller’s 6 7 8 9 in that suit, he reduces his

deadwood to eight points, the pair of fours, and beats the caller out

by a point.

_=PENALTIES.=_ If any player turns out to have less in his deadwood

than the caller, as in the example just given, the caller forfeits

ten points to him, in addition to having to pay for the difference.

Should a player call for a show-down when he has more than ten in his

deadwood, he loses five points to each of the others at the table and

takes up his cards again.

DOUBLE-PACK RUM.

_=CARDS.=_ This game is always played with two full packs of fifty-two

cards each and two jokers, all shuffled together and used as one. The

ace may be high or low in sequences.

_=DEALING.=_ Ten cards are given to each player, one at a time, and the

next card is turned up and laid beside the stock to start the discard

pile.

_=LAYING OUT.=_ Sequences in suit may run to any length, and any number

of cards or combinations may be laid out at one time. Five, six or

seven of a kind may be shown, and four of a kind may be of any suits.

There is no obligation to lay out anything, but the player who lays out

can do so only in his proper turn, after drawing a card. He may add

as many cards as he pleases to any combinations already on the table,

either of his own or other players.

_=THE JOKERS.=_ These two cards have peculiar privileges. A joker may

be called anything the holder pleases. If it is used as the interior of

a sequence, such as _6_ joker 8 of hearts, it must remain there, but

if it is placed at the end of a sequence, any player has the right to

remove it to the other end, placing it crossways, to show that it has

been moved, provided he can put a card in its place, or add one to the

sequence below the joker. A joker once moved cannot be moved again.

Suppose some player has laid out the 6 7 joker of clubs. The joker

stands for the 8 of clubs. Another player holding the actual 8 of clubs

could move the joker to the position of the 5 and add his 8. Or if he

had the 4 of clubs, he could move the joker to represent the 5 and add

his 4 to the sequence, or he might add both 8 and 4 if he held those

cards.

On account of the privilege of laying out as many cards at a time as

the player pleases, and adding as many as he can to other combinations,

this is a much livelier game than the ordinary single-pack rum. The

settling is the same, the winner getting the pip value of each player’s

hand. In case no one has all his cards down before the stock is

exhausted, which is very unusual, however, the discards are turned face

down and drawn from again.

CANFIELD.

This form of solitaire is often confused with Klondike, but there is a

marked difference both in the layout and the play.

The full pack of fifty-two cards is used. After it has been thoroughly

shuffled and properly cut, thirteen cards are counted off, face down,

and placed at the player’s left, face up. This is the stock. The

fourteenth card is then turned face up and is the foundation for that

deal. Let us suppose it is a seven. It is placed by itself, furthest

from the player, waiting for the three other sevens to appear to form

three other foundations, each in a different suit.

Four cards are then dealt off from left to right, face up, for the

layout. Holding the remaining thirty-four cards in the left hand, face

down, the player counts off three at a time and turns them face up on

the table, but so that the top card only is seen. If this card can be

used, the card under it is available. If not, the three are left on the

table and three more turned up in the same way.

Let us suppose this is the appearance of the table:

[Illustration:

The Foundation:-- 🂷

The Stock:-- 🃔

The Layout:-- 🃖 🃁 🂢 🂹

The top card of the three:-- 🃅

]

The player can make several changes at once. The five of diamonds will

go on the club six, the club four on the five, the ace of diamonds on

the deuce of spades, leaving a space which must be filled from the top

of the stock, using the card that was under the four of clubs. Another

card is exposed and available under the five of diamonds.

Cards built on the foundations must be in the same suit, and build

upward, nothing but eights being available on the sevens. On the

layout, sequences are built down, and must change colour each time.

Any time that there is a space in the four columns of the layout, the

top card of the stock may be used to fill the space, but the stock

itself must never be added to. If there are only two cards in any of

the four columns of the layout at any time, and the top one can be used

on another pile, it may be taken for that purpose. Suppose the nine of

hearts were built on down to a black six, the five of diamonds could be

removed to that pile to release the six of clubs.

After running through the entire pack, three cards at a time, the

cards that have not been used in the process, and which are lying on

the table face up, are taken up again and turned face down, without

shuffling them, and run through again, three at a time. As long as any

card can be used it must alter the run of the cards that will turn up

in threes after that, and the player may continue to go through the

pack in this way until he is stopped by being unable to use any card

that shows at the top of the three he turns up.

The betting is against the player getting eleven cards in his

foundation piles. If the pack is purchased for $52, he gets $5 for

every card in his foundations. It is almost impossible to get out the

whole fifty-two for $260, but it is done occasionally.

I DOUBT IT.

This is a good round game, any number taking part. The full pack of

fifty-two cards is dealt round, one card at a time as far as it will

go equally, the remainder being left in the centre of the table, face

down. Any one can deal.

The player to the left of the dealer starts the game by taking from

his hand any three cards he pleases and laying them on the table in

front of him face down. He then announces, “These are three jacks,” or

anything he likes to call them, there being no obligation to tell the

truth about it, so the cards might actually be a six four and a deuce.

Each player in turn to the left can doubt the statement that the cards

are three jacks, or he can pass. If any player in his proper turn

says, “I doubt it,” the three cards are at once turned face up. If the

statement is not correct, the three cards are at once taken back into

the player’s hand, together with all the cards lying face down in the

centre of the table at the time. Should the statement turn out to be

true, the player who doubted it must take the three jacks and all the

cards on the table.

That settled, the next player to the left lays out three cards and

announces that they are three of a kind of something or other, each

player to the left passing or doubting it. If no one questions the

correctness of a statement, no explanation is given by the player who

laid out the cards. He simply pushes them to the centre of the table

with the others, face down. If he shows them, or any one of them, as

some may do in a spirit of bravado, he must take all three back into

his hand and all on the table with them. The object of doubting is

simply to prevent a player from getting rid of three cards, but toward

the end of the game one must be careful, as triplets are gradually

gathered for that stage.

If any player has less than three cards in his hand when it comes to

his turn to lay down, he must draw from the table, face down, enough to

make three. He may look at what he draws before announcing. If there

are no cards on the table, he must pass his turn.

The first to get rid of all his cards gets a chip from each of the

others for each card they hold.

JASS.

This is popularly supposed to be the progenitor of the American game of

pinochle, and is still very popular in Switzerland.

_=CARDS.=_ Jass is played with the thirty-six card pack, the 5 4 3 2 of

each suit being thrown out. The cards rank from the A K Q down to the

6, both in cutting and in play. The cards have a pip value in scoring,

aces 11, tens 10, kings 4, queens 3 and jacks 2. In the trump suit, the

jack is the highest card, and is worth 20 points instead of 2. The nine

of trumps comes next, being worth 14 points, and is called “Nell.” The

remaining trumps rank as in plain suits.

The jack of trumps has the special privilege of being allowed to

renege, even when the holder of the jack can follow suit.

_=MARKERS.=_ The score is usually kept on a slate.

_=PLAYERS.=_ Any number from two to four can take part, but each is

always for himself. The rules for two-hand differ slightly from those

for three or four. (See Two-hand Jass.)

_=CUTTING.=_ The first deal is cut for, high wins. The cards rank as in

plain suit, and ties cut again, to decide the tie.

_=DEALING.=_ When the pack is cut, at least four cards must be left

in each packet. (In Switzerland they cut to the left and deal to the

right; but in America this is not necessary.) The cards are dealt three

at a time for three rounds, so that each player receives nine cards.

When four play, the last card must be turned up for the trump. When

three play, the twenty-eighth card is the trump.

_=OBJECT OF THE GAME.=_ The play is to win tricks with cards of pip

value in them, especially aces and tens, called game points, and also

to meld certain combinations of cards that are found in the player’s

hand.

When three play, the dealer may exchange his nine cards for the nine

that are left on the table, but he must surrender the turned up trump

among those nine cards to any player that holds the six. If the dealer

does not wish to exchange, each player in turn to the left may do so.

In making the exchange, no card of the nine originally dealt to the

player may be kept, not even the six of trumps.

The pip value of the cards won in tricks count for the player at the

end of the hand. The following values are for the melds:

Four jacks are worth 200

Four aces, kings, queens, or tens 100

Five cards of any suit in sequence 100

Four cards of any suit in sequence 50

Three cards of any suit in sequence 20

King and queen of trumps 20

The melds are made after the player has played his card to the first

trick, whether he wins that trick or not, but the melds are not

credited to him on the slate unless he wins at least one trick during

the play of the hand.

_=METHOD OF PLAYING.=_ When four play it is sometimes permissible for

one to pass out, each in turn to the left having the right. The first

thing is for the holder of the six of trumps to exchange it for the

turned-up trump. The player to the left of the dealer then leads any

card he pleases, and each player in turn must follow suit and must head

the trick if he can; by trumping if he has none of the suit led. As

soon as a card is played, the player makes his meld, announcing its pip

value. The winner of the last trick scores five points for it.

_=SCORING.=_ Sometimes 1,000 points is a game, as in pinochle, and

the first player to call out wins if he is correct; if not he loses.

Sometimes in three or four-hand, it is agreed to play some number of

deals divisible by four, usually 12 or 16. These are indicated by cross

marks on the slate, each arm representing a deal. The two players with

the higher scores at the end of the hand each rub off a mark and the

one who is first to rub off all his marks is the winner, or the last to

wipe off is stuck, according to agreement. Any one failing to get as

many as 21 points in meld and play is set back a mark.

TWO-HAND JASS.

When only two play, the game closely resembles American pinochle,

the winner of each trick drawing a card from the top of the stock,

the loser drawing the next one. All melds are made immediately after

winning a trick and before drawing from the stock, only one meld at

a time being allowed. It is not necessary to follow suit to anything

until the stock is exhausted, after which all melds cease and the

second player to each trick must win it if he can, but the jack of

trumps still has the privilege of renouncing if a plain suit is led.

PATIENCE POKER

As its name implies, this is a form of solitaire, but it may be managed

so as to provide a pleasing competition for any number of players. Both

forms of the game will be described, the solitaire first.

_=CARDS.=_ The full pack of fifty-two cards is shuffled and cut.

Keeping it face down in the left hand, the top card is turned up and

laid upon the table. The next card is turned up and laid in such a

position that it touches the first one, either on one of its four

edges, or one of its four corners. The third card must touch one or

other of the two already on the table in the same manner, and so on

until twenty-five cards have been drawn and placed, but the twenty-five

must be so arranged as to form a square of five cards each way.

As no card can be moved from its original position, as soon as there

are cards enough in either direction, up and down, or from left to

right, to make a row of five, no more cards can be laid beyond that

point, as it would transgress the limits of the square.

_=OBJECT OF THE GAME.=_ The aim of the player is to place each card as

it comes from the top of the pack in the most advantageous position for

combining with other cards, either already there or hoped for, so that

each row of five cards, up and down, or right to left, shall be a poker

hand of some value.

_=VALUE OF THE HANDS.=_ The various hands possible in poker are given

a counting value, supposed to be in proportion to the difficulty of

getting them. There are three systems of counting in common use, the

English differing slightly from the American, both in value and in

rank. The various scoring values are here given:

One pair 2 1 1

Two pairs 5 2 3

Triplets 10 7 6

Straights 15 9 12

Flushes 20 5 5

Full hands 25 12 10

Four of a kind 50 20 16

Straight flush 75 30 30

Royal flush 100 50 30

The first column given is the American system of counting by fives,

after one pair, retaining the regular poker rank of the hands. The

second column is the American system that puts the straight next to the

full hand, and the flush between two pairs and a triplet. The third

column is the English system, which ranks the straight above the full

hand.

As no person has as yet come forward with any figures to show which

combination is easier to get in patience poker, nor the proportion of

one hand to the other, these figures are all guess work; and players

may adopt any values they please.

As soon as the tableau is complete, with five rows of five cards each,

the value of each of the ten hands the tableau contains is found and

the total put down. The object of the solitaire player usually is to

see how many tableaus he needs to reach a grand total of 500 points.

_=SUGGESTIONS FOR GOOD PLAY.=_ Experience has shown that it pays to

keep certain classes of hand in one section, either left to right or up

and down. Many players put all the flushes in the vertical columns, and

build the pairs, triplets and fours from right to left. Straights are

uncertain quantities unless they are flush also and are seldom played

for.

Each card has a double value, and it may help to make up two hands of

high scoring power, if well placed. The highest possible point value

for a tableau would probably be five hands of four of a kind and five

straight flushes, four of which would be royal, like this:

[Illustration:

🂱 🃑 🃁 🂡 🃉

🂾 🃞 🃎 🂮 🃈

🂽 🃝 🃍 🂭 🃇

🂻 🃛 🃋 🂫 🃆

🂺 🃚 🃊 🂪 🃅

]

The odds against the cards coming from the stock in such order as to

make a tableau like this possible would be enormous, but there are

many sets of twenty-five cards that can be rearranged so as to make a

much higher count than that actually arrived at in the solitaire. The

player’s skill consists in anticipating the possibilities that certain

cards will be drawn and in so arranging his table that if the hoped for

card comes out, the most advantageous place will be found open for it.

_=TWO OR MORE PLAYERS.=_ Any number can play this game, the only

limitation being the number of packs available and space enough on the

table for each one to lay out his own tableau. One player is selected

as the “caller” and he shuffles his pack and presents it to be cut.

In the meantime each of the others sorts his individual pack into

sequence and suit, so as to be able to pick out any named card without

unnecessary delay.

_=METHOD OF PLAYING.=_ The caller starts by taking off his top card and

placing it face up on the table, at the same time announcing aloud its

suit and rank, as “Seven of clubs.” This makes it unnecessary for the

others to watch the cards the caller draws.

Each player picks out his seven of clubs and places it on the table in

front of him, face up, as a starter for his tableau. Suppose the next

card called is the ten of diamonds. As each player can place that card

in any one of eight different positions with regard to the seven of

clubs, and the next card after that in any one of a dozen positions, it

must be evident that although the twenty-five cards called will be the

same for every tableau, the resulting poker combinations may be vastly

different.

_=SCORING.=_ Each player is credited with the value of his tableau, and

then the duty of being caller passes to the left. The game is at an end

when an agreed number of deals have been played, or at the expiration

of a specified time, the highest total score being the winner.

SOLITAIRE CRIBBAGE.

This game may be played by one person or by several, two to four making

an interesting game, either as partners or each for himself.

The individual player takes a full pack of fifty-two cards, shuffles

and cuts, and deals off three for himself, two for his crib, and then

three more for himself. Taking up the six, he sorts them and discards

for the crib, just as if the two cards already there had been laid off

by an opponent. The pack is then cut for the starter.

There is no play, and the hand is turned up and counted, scoring it

on a regular cribbage board. The crib is then counted and scored.

Leaving the starter still face up on the top of the pack, the eight

cards in hand and crib are thrown aside. For the next deal, the player

gives himself three cards from the top of the pack, one of which was

the starter on the last deal, then two for the crib and three more

for himself, discarding for the crib, cutting a starter, counting and

scoring hand and crib as before.

This is continued until only four cards are left, one of them being the

starter for the last deal. Turn up these four cards and count them as a

hand.

The game is usually 91 points, and the object of the solitaire player

is to see if he can reach the game hole without going through the pack

more than once. If he does not reach with six hands and cribs, each

with a starter, and one hand of four cards without a starter, he has

failed to get the solitaire.

_=WHEN TWO OR MORE PLAY.=_ The object is now to see which player or

partnership can get the greatest number of points in going through the

pack once, each playing his own solitaire with his individual pack, but

keeping level with his opponents in the matter of hands and deals.

It is usual for each to cut the starter for the other and then to

verify the count of the other’s hands and cribs. If one reaches 91

before the other gets round past 60, it is reckoned as a double game.

If neither side reaches 91 before the pack runs out, the player that

comes nearer to it wins. When two play against two as partners, each

takes an adversary and plays against him individually, the scores being

balanced at the end by adding those of the partners together.

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 70 / 70 段