CONTENTS.

PAGE

NAP ... 3

LOO ... 16

POKER ... 31

VINGT-UN ... 59

COMMERCE ... 70

SPECULATION ... 77

POPE JOAN ... 80

SPIN ... 87

NEWMARKET ... 89

SNIP-SNAP-SNORUM ... 90

JIG ... 95

CASSINO ... 97

MY BIRD SINGS ... 101

SPOIL FIVE ... 103

LOTO ... 108

[3]

"NAP," OR "NAPOLEON."

The game of Napoleon, or as it is more generally and popularly called

"Nap," was introduced into this country from the United States, it is

believed, about 1865, although it is recorded that the game had previously

been played for high stakes at some of the more notorious gambling clubs.

It is named after the great Napoleon, as the principal player in the game

becomes, for the time being, an Ishmaelite, whose "hand" is against every

man's, and every man's against his, as was the case with the "Grand

Adventurer" in 1804-15 (_see_ Variations)--whence we have the terms

Wellington, Blücher, etc.

It is an admirable game for three, four, or five persons, and is also

available for two and six, though four is the ideal number, and it is

played with an ordinary pack of fifty-two cards. (For Nap with thirty-two

card pack, _see_ page 14). With six persons taking part in the game the

dealer stands out of the play, not dealing any cards to himself, though he

receives and pays for the tricks like the others, and the same system is

sometimes adopted when there are five players; as, if all the players took

active part in the game, it would become most difficult to make the tricks,

because more cards would be in use.

The popularity of the game is no doubt owing to the short time necessary

for playing the hands, and to the fact [4] that it can be terminated at

any moment, for no game or deal need exceed two or three minutes, except

when a pool or "kitty" is introduced (_see_ Variations). In this case

provision has to be made for the distribution of the amount of the kitty.

While care in playing is necessary, no great amount of skill is required to

render the game diverting as an amusement, while it also affords ample

scope for the exercise of speculation and the other elements of excitement.

_DESCRIPTION_.

The main idea of the play, as already stated, is for one of the competitors

to stand against the united efforts of the others, who, in turn, use their

powers to prevent his securing the object for which he is striving--in this

case to win the whole or a certain number of tricks. The number of the

tricks to be won is variable, and it depends on the value of the cards

in each player's hand to decide what number he will endeavour to secure.

The greatest possible achievement is to win the whole of the tricks (which

are five in number), and the player who succeeds in doing this scores a

"Nap," and receives double stakes from each of his companions; if however,

after declaring his intention to try for Nap he fails, he only pays a

single, _i.e._, for five tricks; and, as will be shown later on, this

condition attaching to a Nap becomes an important feature in deciding

on the number of tricks to be played for, when a good hand is secured.

The only safe and perfect Nap is ace, king, queen, knave, and ten of the

same suit, but as this combination of cards does not often occur in actual

practice, it remains for the player to speculate on his chances with the

cards he holds.

[5]

It is this speculation of possibilities which forms the principal feature

of the game, and it is the ability of a competitor to make an immediate

decision on this point that governs his success or failure in its practice.

Very much, however, depends on the temperament of the player. A bold,

enterprising person will risk much in the hope of winning much, and one

player will declare for Nap on the same cards which another would consider

only safe for three tricks, and, in like manner, one will declare for three

tricks where his neighbour would hesitate to risk two.

Another important matter for consideration is the number of players

engaged, and the consequent proportion of cards in use. Each player

receives five cards, so that it follows, with three players engaged,

that fifteen are in use, and thirty-seven remain in the pack unexposed;

whereas if five are playing there are twenty-five cards in use, and only

twenty-seven remaining unexposed. The calculation necessary is, therefore,

as to the probability of certain superior cards being in the hands of the

opponents, or remaining in the undealt surplus of the pack.

_TACTICS_.

As a perfect Nap is of such rarity we must content ourselves with

substitutes, and in this respect we may regard the following combinations

as good ordinary hands on which to declare for the full number of tricks:

a flush of fairly high cards, _i.e._, the five all of one suit; four

of one suit (headed with ace or king), and one high card of another suit;

or three high cards of one suit, with two high cards of a second suit.

It is dangerous to risk a Nap on a hand of three suits, unless it consists

of three high cards of one suit with two other aces; then it is often

possible to [6] win the five tricks, by first exhausting the trumps, and

then playing the aces, which must win; but if one of the opponents starts

with four trumps, no matter how small, success is, of course, impossible.

If a player does not consider his cards good enough to permit of his

declaring for Nap--and it is fair to suppose that not once in a hundred

they will be absolutely safe--he has to decide what they are worth, and

declare accordingly. It is not often that four tricks are called, because

a hand good enough for four is usually regarded as sufficiently good

for Nap, on account of the additional stakes received by the player who

succeeds in making the whole of the tricks, which amount to a difference

of six points from each competitor, as for four tricks he receives four,

while for Nap he receives ten, paying only five, however, if he loses.

On the same principle as already shown in regard to a "perfect" Nap,

it will be understood that ace, king, queen, is the only certain

combination with which to secure three tricks, but these cards, again,

are seldom met with in a hand, and speculation is once more the principal

matter for consideration. Ace, knave, and ten of a suit is generally

good for three tricks, as the only possibility against such a combination

is that one of the other players holds king or queen of the same suit,

with a smaller trump to throw away when the ace is led. Three tricks are,

however, often called on much lower cards than ace, knave, ten, especially

when the other cards in the hand are of one suit, or are sufficiently high

to admit of the possibility of one of them securing a trick. The same line

of reasoning holds good in regard to a declaration of two tricks, the only

certainty in that case being ace and king.

It must not be considered, after these comments on the game, that there is

any great difficulty to surmount in acquiring [7] a knowledge of Napoleon.

As we said at the commencement of our remarks no great skill is essential,

but considerable care is necessary to secure anything like success at the

game, the chief factor in which is so-called luck. It is impossible to

make tricks, or even declare an intention to try for them, unless one

receives a certain number of high cards. One may even go further, and

say that luck goes far beyond the actual cards dealt to each player, for

the best of hands often fail, and poor cards frequently achieve success;

whilst it happens, in numerous cases, that the playing of the cards

demonstrates that really weak hands would have secured success if the

holder had had the pluck, or impudence, we may term it, to declare more

than the value of the cards seemed to justify. On the other hand it

is often astonishing to find the number of high cards of a given suit

included among the fifteen, twenty, or twenty-five in the hands of the

players engaged in the game.

Taking all matters into consideration, it must be regarded as virtually

impossible to give any precise rules for deciding the number of tricks

to declare, and it is equally difficult to lay down any definite plan for

playing the cards to the tricks. We can only generalize for the information

of our readers, who must decide for themselves whether they will play an

adventurous game, with its greater risks, and greater possibilities of

success; or whether they will adopt a quieter and less speculative course,

standing to win or lose less on their own declarations.

It must always be borne in mind, however, that whichever course is pursued

it is only his own actions that can be governed by each player. One

may adopt a quiet, safe game, and risk little, while some or all of the

opponents may adopt the opposite extreme, and force all the competitors,

[8] in a manner of speaking, to share in their risky speculations.

If the bold player wins, and we think the chances are in his favour,

the quieter ones, no matter how safe their own declarations may be,

must necessarily lose, and _vice versâ_ so that we have, not only the

numberless possible combinations of the cards to consider, but also the

temperament and position of those engaged in each game.

Care should be taken to remember, as far as possible, the cards thrown away

by the other players, when they cannot follow suit to any particular lead,

and it will be found in practice that much information can be derived

as to the character of the remaining cards from a careful study of the

hands during the progress of the play, and this knowledge is particularly

valuable when a player is left with two cards of equal, or nearly equal

value, and his chance of success depends upon his winning a trick with

one of them.

We shall now proceed to consider the various parts of the game, and the

variations that have been introduced into the method of playing it.

_STAKES_.

The stakes may consist of any amount previously arranged, and whatever is

decided upon, whether it be counters or money, is recognised as the limit

per trick, only changed when a player having declared for Nap, succeeds

in making it, in which case each player pays double, or as though he had

lost ten tricks. In other cases the players win or lose one stake for each

trick that the senior hand has declared for. Say, for example, he declared

to win three tricks, and succeeded, then each of the other players would

pay him three times the amount of the stake; if the senior hand did not

succeed, he would have to pay a similar amount to each of the others.

[9]

_DEALING_.

The deal is decided by the cards being turned face upwards before each

player, until the first knave is exposed. The player to whom the knave

falls then becomes the first dealer. It is better to play with two

separate packs of cards, as considerable time is saved in collecting and

shuffling, which operations are to be performed by the player on the next

dealer's left hand side. When shuffled the cards are to be placed on the

right hand side of the dealer, where they are to be left until the player

on his right cuts them. The dealer distributes five cards to each player,

going from left to might, and dealing the cards one at a time.

As the deal is a disadvantage, inasmuch as the dealer has the last call,

there is no penalty attaching to a misdeal, unless the game is being played

with the addition of a pool or kitty (_see_ page 11), in which case the

player making a misdeal pays a penalty to the pool equal to the stake of

one trick. In the event of a misdeal, or accidental exposure of a card,

the whole pack must be collected, shuffled and re-cut, as before, after

which the cards are to be re-dealt by the same player who made the mistake.

The players must not interfere with the cards during the deal, under a

similar penalty, nor touch the remainder of the pack when once it has

left the dealer's hands.

_CALLING_.

The deal having been completed the players are entitled to look at their

cards, and then declare, in turn, whether they will "stand" or "pass," the

player on the dealer's left having the first call. If he decide to stand

he declares the number of tricks he will stand for, while if he elects to

pass [10] he simply states his intention of so doing, but it is understood

that the first caller must stand for one trick, should all the others

decide to pass, except in the case where the Double Header is agreed to

(_see_ page 13). The next player then announces his intention. If he

cannot stand for more tricks than have already been called he must pass,

and the same holds good all round, until the dealer is reached. No player

may make a second declaration, or alter one once made.

_PLAYING THE HANDS_.

The player who has called the highest number of tricks now becomes

senior hand, and his object is to make the tricks he has declared,

in opposition to the united efforts of the other players, who combine

--without consultation or arrangement of any kind--to defeat his purpose.

The senior hand may make trumps of any suit he chooses, and this he

signifies by leading one of the suit he selects. It will thus be seen

that the first card played in each deal decides the trumps for that deal.

The player on the left of the leader then follows. If he has a card of the

suit led he must play it, but if not he may throw off any card he chooses.

If he has more than one card of the suit he can play either, as he is not

forced to head the trick even if he has a card higher than that led but in

practice it is seldom desirable to pass a trick in the first round, when

headed by the senior hand, except under exceptional circumstances, such for

instance as holding ace and a small one, with knave or a lower card led.

Provided no player has headed the trick, _i.e._, played a higher card

of the same suit as the one led, the trick is scored by the senior hand,

and he leads for the second [11] round. If, however, one of the players

has taken the trick, then the lead passes to the winner of that trick,

and the same occurs after the second, third and fourth tricks.

In the second and subsequent rounds the leader may play whatever card he

chooses, just as in the first, the trumps remaining unaltered. A player

having one of the suit led in either round must play it, but if he has none

of the suit he may either discard one of the others, or head the trick by

playing a trump. This continues throughout the five rounds, unless the

senior hand shall have previously won the number of tricks he declared,

or shall have lost such a number as to render his success impossible,

in either of which cases the cards are collected for the next deal.

Round Games with Cards A Practical Treatise on All the Most Popular Games, with Their Different Variations, and Hints for Their Practice · 第 6 / 43 题