with the same penalty if he fail to score.
xiii. When trumps are led and you cannot follow suit, you must play
the left bower if you have it, to win the trick.
The score is marked as in Ecarté, by each side with a two and three.
122. Bézique.
This fashionable game is played with two packs of cards, from which
the twos, threes, fours, fives, and sixes, have been discarded. The
sixty-four cards of both packs, shuffled well together, are then dealt
out, eight to each player, by threes, twos, and threes; the
seventeenth turned up for trump, and the rest left, face downwards, on
the table. If the trump card be a seven, the dealer scores ten points.
An incorrect deal or an exposed card necessitates a new deal, which
passes to the other player. A trump card takes any card of another
suit. Except trumping, the higher card, whether of the same suit or
not, takes the trick--the ace ranking highest, the ten next, and then
the king, queen, knave, nine, &c. When two cards of equal value are
played, the first wins. _Some players require the winning card to be
of the same suit as that led, unless trumped._ After each trick is
taken, an additional card is drawn by each player from the top of the
pack--the taker of the last trick drawing first, and so on till all
the pack is exhausted, including the trump card. Players are not
obliged to follow suit or trump until all the cards have been drawn
from the pack. Tricks are of no value, except for the aces and tens
they may contain. Tricks should not be looked at till the end of the
deal, except by mutual consent. When a player plays without drawing,
he must draw two cards next time, and his opponent scores ten. When a
player draws out of turn, his opponent scores ten, if he has not drawn
a card himself. When a player draws two cards instead of one, his
opponent may decide which card is to be returned to the pack--it
should not be placed at the top, but towards the middle of the pack. A
player discovering his opponent holding more than eight cards, while
he only holds eight, adds 100 to his score. Should both have more than
their proper number there is no penalty, but each must play without
drawing.
[BE NOT THE FIRST BY WHOM THE NEW IS TRIED.]
123. Mode of Playing.
i. Immediately after taking a trick, and then only, a player can
make a Declaration; but he must do so before drawing another card.
Only one Declaration can be made after each trick.
ii. If, in making a declaration, a player put down a wrong card or
cards, either in addition to or in the place of any card or cards of
that declaration, he is not allowed to score until he has taken
another trick. Moreover, he must resume the cards, subject to their
being called for as "faced" cards.
iii. The seven of trumps may be exchanged for the trump card, and
for this exchange ten is scored. This exchange is made immediately
after he has taken a trick, but he may make a declaration at the
same time, the card exchanged not being used in such declaration.
iv. Whenever the seven of trumps is played, except in the last eight
tricks, the player scores ten for it, no matter whether he wins the
trick or not.
v. When all the cards are drawn from the pack, the players take up
their eight cards. No more declarations can he made, and the play
proceeds as at Whist, the ten ranking higher than the king, and the
ace highest.
vi. In the last eight tricks the player is obliged to follow suit,
and he must win the trick if possible, either by playing a higher
card, or, if he has not a card of the same suit, by playing a trump.
vii. A player who revokes in the last eight tricks, or omits to take
when he can, forfeits the eight tricks to his opponent.
viii. The last trick is the thirty-second, for which the winner
scores ten. The game may be varied by making the last trick the
twenty-fourth--the next before the last eight tricks. It is an
unimportant point, but one that should be agreed upon before the
game is commenced.
ix. After the last eight tricks are played, each player examines his
cards, and for each ace and ten that he holds he scores ten.
x. The non-dealer scores aces and tens first; and in case of a tie,
the player scoring the highest number of points, less the aces and
tens in the last deal, wins the game. If still a tie, the taker of
the last trick wins.
xi. All cards played in error are liable to be called for as "faced"
cards at any period of the game, except during the last eight
tricks.
xii. In counting forfeits a player may either add the points to his
own score or deduct them from the score of his opponent.
124. Terms used in Bezique.
i. _A Declaration_ is the exhibition on the table of any cards or
combination of, cards, as follows:
ii. _Bezique_ is the queen of spades and knave of diamonds, for
which the holder scores 40 points. A variation provides that when
the trump is either spades or diamonds, Bezique may be queen of
clubs and knave of hearts. Bézique having been declared, may be
again used to form Double Bezique--two queens of spades and two
knaves of diamonds. All four cards must be visible on the table
together--500 points.
iii. _Sequence_ is ace, ten, king, queen, and knave of trumps--250
points.
iv. _Royal Marriage_ is the king and queen of trumps--40 points.
v. _Common Marriage_ is the king and queen of any suit, except
trumps--20 points.
vi. _Four aces_ are the aces of any suits--100 points.
vii. _Four kings_ are the kings of any suits--80 points.
viii. _Four Queens_ are the queens of any suits--60 points.
ix. _Four knaves_ are the knaves of any suits--40 points.
[NOR YET THE LAST TO CAST THE OLD ASIDE.]
125. Marriages, Sequences, &c.
i. The cards forming the declarations are placed on the table to
show that they are properly scored, and the cards may thence be
played into tricks as if in your hand.
ii. Kings and queens once married cannot be re-married, but can be
used, while they remain on the table, to make up four kings, four
queens, or a sequence.
iii. The king and queen used in a sequence cannot afterwards be
declared as a royal marriage.
iv. If four knaves have been declared, the knave of diamonds may be
used again for a bézique, or to complete a sequence.
v. If four aces have been declared, the ace of trumps may he again
used to perfect a sequence.
vi. If the queen of spades has been married, she may he again used
to form a bézique, and _vice versâ_, and again for four queens.
vii. Playing the seven of trumps--except in last eight tricks--10;
exchanging the seven of trumps for the trump card--10; the last
trick--10; each ace and ten in the tricks--at the end of each
deal--10.
viii. The game is 1,000, 2,000, or 4,000 up. Markers are sold with
the cards.
126. Forfeits at Bezique.
The following are Forfeits:
i. For drawing out of turn, 10;
ii. For playing out of turn, 10;
iii. For playing without drawing, 10;
iv. For overdrawing, 100;
v. For a revoke in the last eight tricks, all the eight tricks.
127. Cautions in Bezique.
In playing Bézique, it is best to keep your tens till you can make
them count; to retain your sequence cards as long as possible; to
watch your opponent's play; to declare a royal marriage previous to
declaring a sequence or double bezique; to make sure of the last trick
but one in order to prevent your opponent from declaring; to declare
as soon as you have an opportunity.
128. Three-Handed Bezique.
i. The above rules hold good in the case of three-handed
games--treble bézique counting 1,500. An extra pack of cards is
required for the third other player; so that, in the case of three,
the trump card is the twenty-fifth.
ii. The game is always played from left to right, the first player
on the left of the dealer commencing. Three-handed bézique is
sometimes played with two packs of cards, suppressing an eight, thus
rendering them divisible by three.
129. Four-Handed Bezique.
i. Four-handed Bezique may be played by partners decided either by
choice or cutting. Partners sit opposite each other, one collecting
the tricks of both, and the other keeping the score, or each may
keep his own score, which is preferable.
ii. A player may make a declaration immediately after his partner
has taken a trick, and may inquire of his partner if he has anything
to declare, before drawing.
iii. Declarations must be made by each player separately, as in
two-handed bézique.
iv. The above descriptions will serve to sufficiently acquaint the
reader with the rules and modes of play adopted in this excellent
game. Bézique is said to be of Swedish origin, and to have been
introduced to English players through the medium of some Indian
officers who had learned it of a Scandinavian comrade. Variations in
the play occur in different companies. These, however, having been
indicated above, need not be more particularly noted.
130. Napoleon.
This popular game is played by four, five, or six persons with a full
pack of cards, which take the same value as in Whist. The object of
the game is to make tricks, which are paid to or received from the
dealer at a fixed rate, a penny or more a trick, as previously
arranged. The deal being decided in the usual way, the pack is cut and
five cards are dealt one at a time to each player, beginning at the
left. After every round the deal passes. Each player looks at his
cards, the one to the left of the dealer being the first to declare.
When he thinks he can make two or three tricks he says, "I go two," or
"I go three." The next may perhaps think he can make four tricks; and
if the fourth believes he can do better he declares Napoleon, and
undertakes to win the whole five tricks. The players declare or pass
in the order in which they sit; and a declaration once made cannot be
recalled. The game then, proceeds. The first card played is the trump
suit; and to win the trick, a higher card than that led in each suit
must be played. The winner of the first trick leads for the second,
and so on till each of the five tricks are played out. Each player
must follow suit, but he is not bound to head the trick or to trump.
Each card as played remains face upwards on the table. Supposing the
stake to be a penny a trick, the declarer, if he win all the tricks he
declared, receives from each of his adversaries a penny for each of
the declared tricks; but if he fail to win the required number, he
pays to each of them a penny a trick. For Napoleon he receives double
stakes from each player; but failing to win the five tricks, he pays
them single stakes. The game, though simple, requires good judgment
and memory to play it well. In some companies it is varied by the
introduction of a Wellington, which is a superior call after the
Napoleon, and takes triple stakes; or a Sedan, in which the player
undertakes to lose all his tricks. This declaration takes precedence
of all the others. Each player may Pass, or decline to make a
declaration; and when all the players pass, the deal is void.
Occasionally a pool or kitty is made by each dealer paying a half
stake; or the players may purchase new cards from the pack. In either
case, the pool is taken by the winner of the first Napoleon, or
divided according to arrangement at the close of the play. The best
play in Napoleon is not to win tricks, but to co-operate in defeating
the declaring hand.
131. Picquet.
A game for two players, once very fashionable in France and of some
repute in England; but now quite obsolete. Like Quadrille, it is
encumbered with a vast number of rules and maxims, technical terms and
calculations; all too long and tiresome for modern card-players.
132. Poker, or Draw Poker,
a gambling game common in the United States. An elaboration of the old
English game of Brag, which, like Blind Hookey and Baccarat, is purely
one of chance, generally played by two or three sharpers opposed to
three or four greenhorns. And, for these reasons, is unworthy a place
in this volume.
133. Lansquenet.
This is a game for a large company, much played in France, where it is
the custom to mix three, four, or more packs of cards together. In
England it is played with one pack, after the following plan:--The
dealer, who has rather an advantage, begins by shuffling the cards,
and having them cut by any of the party. He then deals two cards on
his left hand, turning them up; then one for himself, and a fourth,
which he places in the middle of the table for the company, called the
_rejouissance_. Upon this card any or all of the company, except the
dealer, may stake their counter or money, either a limited or
unlimited sum, as may be agreed on, which the dealer is obliged to
answer, by staking a sum equal to the whole put upon it by different
players. He continues dealing, and turning the cards upwards, one by
one, till two of a sort appear: for instance, two aces, two deuces,
&c., which, in order to separate, and that no person may mistake for
single cards, he places on each side of his own card; and as often as
two, three, or the fourth card of a sort comes up, he always places
them, as before, on each side of his own. Any single card the company
have a right to take and put their money upon, unless the dealer's own
card happens to be double, which often occurs by this card being the
same as one of the two cards which the dealer first of all dealt out
on his left-hand. Thus he continues dealing till he brings either
their cards, or his own. As long as his own card remains undrawn he
wins; and whichever card comes up first, loses. If he draw or deal out
the two cards on his left, which are called the hand-cards, before his
own, he is entitled to deal again; the advantage of which is no other
than being exempted from losing when he draws a similar card to his
own, immediately after he has turned up one for himself. This game is
often played more simply without the _rejouissance_ card, giving every
person round the table a card to put his money on. Sometimes it is
played by dealing only two cards, one for the dealer, and another for
the company.--Generally Lansquenet is played with counters instead of
money. With counters at (say) a penny a dozen, it is a lively and
amusing game.
[A LADY IN AMERICA MADE A QUILT IN 55,555 PIECES.]
134. Quinze or Fifteen
is played by two persons. The cards are shuffled by both players, and
when they have cut for deal (which falls to the lot of him who cuts
the lowest), the dealer has the liberty to shuffle them again. When
this is done, the adversary cuts them; after which, the dealer gives
one card to his opponent, and one to himself. Should the dealer's
adversary not approve of his card, he is entitled to have as many
cards given to him, one after the other, as will make fifteen, or come
nearest to that number; which are usually given from the top of the,
pack: for example--if he should have a deuce, and draw a five, which
amounts to seven, he must continue going on, in expectation of coming
nearer to fifteen. If he draw an eight, which will make just fifteen,
he, as being eldest hand, is sure of winning the game. But if he
overdraw himself, and make more than fifteen, he loses, unless the
dealer should happen to do the same; which circumstance constitutes a
drawn game; and the stakes are consequently doubled. In this manner
they persevere, until one of them has won the game, by standing and
being nearest to fifteen. At the end of each game the cards are packed
and shuffled, and the players again cut for deal. The advantage is
invariably or the side of the elder hand.
135. Solitaire
This is a game for one person, played on a board pierced with
thirty-seven holes, in each one of which is placed a marble or peg.
The art or motive of the game is to remove one marble and then to
shift the rest about, so as to bring the last marble to the hole
whence the first was removed. One marble or man takes any other over
which it can leap into a vacant hole beyond; or any number of men in
succession, so long as there is a hole into which it can go. An
example of a game played will better explain the method, than any
amount of verbal instruction.
Remove the marble from the centre hole; then bring the marble from 1
in the upper limb of the diagram, to the centre, jumping over and
taking the piece between. By following the direction of the figures,
it will be found that the last place arrived at will be the centre
from which you started. With practice and patience the Solitaire
player will be able to start from and return to any hole on the board.
5 O-----O-----O 35
| | |
| 1 | |
14 O-----O-----O 4
| | |
17 16 18 17 |15 16|18 3|5 18 2
15 O-----O-----O-----O-----O-----O-----O 9
| | | |2 | | |
| | 14|21 19|20 4 |6 22 | |
O-----O-----O-----O-----O-----O-----O
| | |12 1 |22 |21 19| |
| 10|18 11|13 18|8 7 |9 8 |18 7 |
17 O-----O-----O-----O-----O-----O-----O 9
| 10|18 |
| 20| 6 |
12 O-----O-----O
| | |
|13 |13 |
11 O-----O-----O
THE CENTRE-HOLE GAME.
Many variations of the game will suggest themselves as you proceed;
but the above will suffice to show the plan and system of Solitaire.
136. Backgammon.
A game of mingled chance and skill, played on a board marked with
points, and generally to be found inside the box draughtboard. The
board has twenty-four points, coloured alternately red and blue; the
implements of play are fifteen draught-men on each side, and the
movements of the men are determined by the throw of two dice; each
player being provided with a dice box and dies. It is an elaborate
game to explain on paper, and would occupy too much space to be given
in detail in this work. Those, however, who desire to be fully
informed as to its various intricacies, may consult "Bohn's Handbook
of Games," or the cheaper and more concise treatise by Captain Crawley.
137. Dominoes.
This game is played by two or four persons, with twenty-eight pieces
of oblong ivory, plain at the back, but on the face divided by a black
line in the middle, and indented with spots, from one to a double-six,
which pieces are a double-blank, ace-black, double-ace, deuce-blank,
deuce-ace, double-deuce, trois-blank, trois-ace, trois-deuce,
double-trois, four-blank, four-ace, four-deuce, four-trois,
double-four, five-blank, five-ace, five-deuce, five-trois, five-four,
double-five, six-blank, six-ace, six-deuce, six-trois, six-four,
six-five, and double-six. Sometimes a double set is played with, of
which double-nine is the highest.
138. Method of Play.
At the commencement of the game the dominoes are well mixed together,
with their faces upon the table. Each player draws one, and if four
play, those who choose the two highest are partners against these who
take the two lowest. Drawing the latter also serves to determine who
is to lay down the first piece--a great advantage. Afterwards each
player takes seven pieces at random. The eldest hand having laid down
one, the next must pair him at either end of the piece he may choose,
according to the number of pips, or the blank in the compartment of
the piece; but whenever any one cannot match the part, either of the
domino last put down, or of that unpaired at the other end of the row,
then he says, "_Go_;" and the next is at liberty to play. Thus they
play alternately, either until one party has played all his pieces,
and thereby won the game, or till the game be _blocked_; that is, when
neither party can play, by matching the pieces where unpaired at
either end; then that player wins who has the smallest number of pips
on the pieces remaining in his hand. It is to the advantage of every
player to dispossess himself as early as possible of the heavy pieces,
such as a double-six, five, four, &c. Sometimes, when two persons
play, they take each only three or five pieces, and agree to _play_ or
_draw_, i.e., when one cannot come in, or pair the pieces upon the
board at the end unmatched, he draws from the pieces in stock till he
finds one to suit. There are various other ways of playing dominoes,
but they are all dependent on the matching of the pips.
139. Quadrilles.
The First Set.
_First Figure, Le Pantalon_.--Right and left. Balancez to partners;
turn partners. Ladies' chain. Half promenade; half right and left.
(Four times.)
_Second Figure, L'Été_.--Leading lady and opposite gentleman advance
and retire; chassez to right and left; cross over to each other's
places; chassez to right and left. Balancez and turn partners. (Four
times.)
_Or Double L'Été_.--Both couples advance and retire at the same
time; cross over; advance and retire again; cross to places.
Balancez and turn partners. (Four times.)
_Third Figure, La Poule_.--Leading lady and opposite gentleman cross
over, giving right hands; recross, giving left hands, and fall in a
line. Set four in a line; half promenade. Advance two, and retire
(twice). Advance four, and retire; half right and left. (Four
times.)
_Fourth Figure, Trenise_.--The first couple advance and retire
twice, the lady remaining on the opposite side; the two ladies go
round the first gentleman, who advances up the centre; balancez and
turn hands. (Four times.)
_Fifth Figure, La Pastorale_.--The leading couple advance twice,
leaving the lady opposite the second time. The three advance and
retire twice. The leading gentleman advance and set. Hands four half
round; half right and left. [1] (Four times)
_Sixth Figure, Galop Finale_.--Top and bottom couples galopade quite
round each other. Advance and retire; four advance again, and change
the gentlemen. Ladies' chain. Advance and retire four, and regain
your partners in your places. The fourth time all galopade for an
unlimited period. (Four times.)
_Or_, All galopade or promenade, eight bars. Advance four _en
galopade oblique_, and retire, then half promenade, eight bars.
Advance four, retire, and return to places with the half promenade,
eight bars. Ladies' chain, eight bars. Repeated by the side couples,
then by the top and bottom, and lastly by the side couples,
finishing with grand promenade.
In different companies the Quadrille varies slightly. For instance,
in the last figure, sometimes called Flirtation, the four couples
set in a circle, the gentlemen turn their partners, the ladies
advance to the centre and retire, the gentlemen advance and retire;
the gentlemen turn the ladies to the left and promenade: the whole
figure being repeated four times.
[Footnote 1: This or the Trenise must be omitted.]
140.--Lancers.
i. _LaRose_.--First gentleman and opposite lady advance and
set--turn with both hands, retiring to places--return, leading
outside--set and turn at corners.
ii. _La Lodoiska_.--First couple advance twice, leaving the lady in
the centre--set in the centre--turn to places--all advance in two
lines--all turn partners.
iii. _La Dorset_.--First lady advance and stop, then the opposite
gentleman--both retire, turning round--ladies' hands across half
round, and turn the opposite gentlemen with left hands--repeat back
to places, and turn partners with left hands.
iv. _L'Étoile_.--First couple set to couple at right--set to couple
at left--change places with partners, and set, and pirouette to
places--right and left with opposite couple,
v. _Les Lanciers_.--The grand chain. The first couple advance and
turn facing the top; then the couple at right advance behind the top
couple; then the couple at left and the opposite couple do the same,
forming two lines. All change places with partners and back again.
The ladies turn in a line on the right, the gentlemen in a line on
the left. Each couple meet up the centre. Set in two lines, the
ladies in one line, the gentlemen in the other. Turn partners to
places. Finish with the grand chain.
141. The Caledonians.
_First Figure_.--The first and opposite couples hands across round
the centre and back to places--set and turn partners. Ladies' chain.
Half promenade--half right and left. Repeated by the side couples.
_Second Figure_.--The first gentleman advance and retire twice. All
set at corners, each lady passing into the next lady's place on the
right. Promenade by all. Repeated by the other couples.