There are several innovations and different methods of play which may
be introduced into the game of Napoleon, but any divergence from the
plain game should be carefully settled by the company _before the play
is commenced_. Failing a proper understanding on this point, the rules
applicable to the simple game must be adhered to.
_POOL OR KITTY_.
When a pool is agreed to, payment is made by each dealer according to
the value of the stake of the game, but it is more convenient for all
of the players to pay in when it is the original dealer's turn to play.
The Kitty thus formed becomes the property of the caller who makes Nap,
and he takes it in addition to the double stakes he [12] receives from
each player, as already mentioned. When it is found desirable to conclude
the game before a Nap has been secured, the amount of the kitty is to be
equally divided between the players, or it may be drawn for, in which case
a card is distributed to each player by the regular dealer, who has the
cards properly shuffled and cut for the purpose, when the holder of the
lowest card (ace here reckoning as highest) takes the pool.
_MISERY OR MISÉRE_.
This is the most common variation, and is the antithesis of Napoleon,
inasmuch as the caller must not make a single trick. The caller leads
off in the ordinary way--the suit led being trumps, as usual, unless it
is agreed, as is sometimes done, that there shall be no trumps in this
variation. The caller of misére must always follow suit, if he can, but
is not obliged to trump if he has none of the suit led. He must, however,
play the cards so as to avoid taking a trick. Should he be compelled to
win one of the tricks, or should his original lead remain unheaded by any
of the other players, then he fails in his declaration, and has to pay, but
if he avoids making a trick, the other players have to pay him. The usual
stake for "misery," either for winner or loser, is three; but any player
declaring he can make three tricks takes precedence, and plays accordingly.
_BUYING CARDS_.
After the cards have been distributed, _but before any declaration has
been made_, the dealer asks each player in turn, beginning with the player
on his left, whether he wishes to buy a card or cards. The player wishing
to purchase must first throw away the cards he desires to eject, [13] face
downwards, and must place in the pool the value of one trick for each card
he desires to receive from the dealer. The card or cards must be taken
from the top of the pack, and handed unexposed to the player.
_SPARE HAND_.
An extra hand is dealt, which each player in turn has the option of adding
to his own hand, selecting from the ten cards thus held five with which to
play, but he must then stand for Nap, and, if there is a pool or kitty, he
must put therein the value of two tricks if he fails to score, in addition
to paying each of the players the ordinary stake on losing five tricks.
_DOUBLE HEADER_.
If each player "passes," then the stakes for the next deal are doubled,
and remain so until the person declaring has won. In cases where this
variation is decided upon, it is usual to agree that the lowest call be
"three," so that the double header occurs at frequent intervals.
_WELLINGTON_.
If a player calls Napoleon, and another player on his left considers he can
also make five tricks, he may call "Wellington," in which case the stakes
are doubled, the caller winning 20 or losing 10. As this rule, however,
is regarded with disfavour by some, in consequence of its raising the limit
of a loss on any particular hand from 10 to 20, it is sometimes played
differently. The player who calls Wellington does not receive more than
he would have done for Napoleon, but pays double, _i.e._, 10.
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_BLÜCHER_.
This is called in the same manner, that is to say over the player calling
Wellington, and then the stakes are trebled, the caller winning 30 or
losing 15.
In the modification of this variety, as referred to in connection with
Wellington, the caller would still only receive 10 for winning, but would
pay 15 to each player if he lost. This may appear a severe penalty, but it
must be remembered that both Wellington and Blücher are declarations
outside the ordinary limit of the game, and it is not possible for the
first caller to claim them, even though he may have the first five cards of
a suit, and therefore be certain of winning everything. He calls Napoleon
as the limit allowed by the game, and it is therefore unfair that he should
lose the advantages of his good hand.
Another variety of this game is to allow the caller of Napoleon the
opportunity of altering his call to Wellington or Blücher if challenged
by any of the others to do so. If he thinks he can scare he stands for
the higher call; if not, then the player who challenges him does so.
The settlement of these extended calls should be particularly agreed
upon before commencing play, or disagreement is all but inevitable,
as the player who insists on the forced increase of the limit is
certainly in the wrong, unless arrangement has previously been made.
_THIRTY-TWO CARD PACKS_.
If Piquet or Bézique cards are used, _i.e._, packs with the 2, 3, 4, 5
and 6 of each suit omitted--leaving but 32 cards in the set--the ordinary
rules are observed. When playing with this smaller pack the hands will
_apparently_ be of far [15] greater value than usual. This arises from
the fact that all the lower cards of each suit are omitted, and after a
few deals it will be found very difficult to make even a small number of
tricks with hands which, if a full pack of cards was in use, would be
exceptionally good. There being but thirty-two cards to deal with,
the number of players must not exceed three, or perhaps four.
_SIX- OR SEVEN-CARD NAP_.
In this variation six or seven cards are dealt to each player, who,
before making his call, has to throw away (face downwards and unexposed)
one or two, as the case may be, of his cards, so as to leave the number
in his hand five, when the game is played on the regular lines.
_NINE-CARD NAP_.
This may be described as the last innovation in the game. It is conducted
on exactly similar lines to the five card method, except that nine cards
are held by each player, none being discarded as in the last mentioned
variation, but it has not yet become popular, and in view of the fact that
even with only three players more than half the pack is in use, its scope
is far more limited than any other variety. In this variation the person
calling Nap would have to make all nine tricks, a most difficult and
very unfrequent occurrence. It will be found to be a pleasing variety
for two players who are of about equal skill at the ordinary game,
its possibilities being so different from that method, but we doubt
its ever being made as popular as the five card game.
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