that before it is played it shall be declared by the owner, who must
say, as he puts it on the table, "I have the king." Needless to say,
no one announces the possession of the king until the first card has
been played. The elder hand may announce _after_ he has played, so that
in its strictness the above rule applies only to the opponent; still,
should the elder hand's king be covered by the card of his adversary,
_before he has declared_, he cannot that time score the king. As in
other games, the trump always wins the trick. The winner of one trick
also leads on for the next, and thus the playing proceeds until all
five tricks are won.
* * * * *
LOO.
This is a splendid round game, in which almost any number of players
may take part, though, perhaps, to play the game well with real
comfort, the number should not exceed eight or nine.
No great skill is required by the players, indeed success depends so
much upon chance, that perhaps the fact of this being so accounts for
all the fun and excitement that are usually extracted from the game.
There are two kinds of Loo, viz., Limited and Unlimited. The former
being the most popular, it shall receive our first attention.
LIMITED LOO.
This is played with a full pack of fifty-two cards, of which the ace
is highest, then king, queen, knave, &c., as in Whist. The person to
whom the deal falls must place three counters into the pool. The other
players each put in a certain number of counters agreed upon, a number
that should properly be divisible by three.
The cards having been shuffled and cut, the dealer proceeds to give
three cards to each player, one at a time, beginning with the player on
his left. In addition to this, he also deals an extra hand, which is
called a dumby, or miss, and is placed in the middle of the table.
After this the card next turned up is the trump. Before looking at his
own cards, the dealer asks each player, beginning at the elder hand,
and going round to the left, what he intends to do in that round--play
his own hand, take the dumby, or throw up his hand.
Should the elder hand decline dumby, the next player has the choice,
and so on; but whoever takes it must play it; no one may retract after
having declared his intention.
When all have declared their intentions (dealer included), the elder
hand of the players left who have not thrown up their hands plays
his highest trump, or, if he have no trumps, his highest card, each
succeeding player heading the trick. The winner of the trick leads next
by playing his highest trump, and in this way the game goes on until
all the three tricks are taken.
The pool is then divided into three equal parts, and a part given
to the winner of each trick; therefore, any player that should have
taken three tricks would be entitled to the whole pool. Those who are
unfortunate enough to take no trick at all are _looed_, and their share
is deposited by the dealer towards the next pool.
When only two players stand, the last before the dealer is bound to
play either his own hand or _dumby_, and the game is re-commenced.
Sometimes no trump is turned up; the elder hand then plays his highest
card, the next follows suit, if he can, and so on. If all have not been
able to follow suit, the dealer turns up the top card of what is left
of the pack, and the highest card of that suit which has been played
wins the trick. If all players _have_ followed suit, the dealer waits
for an opportunity, when all have _not_ followed suit, to turn up the
trump card. When no trumps have been played, the highest card of the
suit led wins the trick.
UNLIMITED LOO.
The method adopted in playing Unlimited Loo is much the same as that
already described above, excepting that the pool is not divided among
the players. Still, a player must take all three tricks to win the
pool. Therefore, when the tricks are won, should they have been taken
by one person, the pool is his; but if the tricks are divided, the pool
is left untouched, and is added on to the next pool. The players also
who are looed have to pay double the price of the deal into the pool.
Thus the game goes on, until some one winning three tricks takes the
pool. The next hand then becomes _Bold Stand_, and is dealt and played
as first described.
The technical terms used in Loo which must be understood are as
follows:--
_Bold Stand._--To have a bold stand is a method of playing the game in
which it is a rule that whenever there is only the deal to be played
for every person is obliged to stand in order to make a loo for the
next hand. As often as this happens it is a bold stand.
_Dumby._--The spare hand, which must be dealt in the regular order of
the other hands, either first or last but one, and not according to the
dealer's whim.
_Force._--The same as Bold Stand.
_Heading the Trick._--Playing a better card of the suit led, or not
having any of the suit, trumping it.
_Loo._--The Loo is the sum put up by any one that is looed, and is
either limited or unlimited; when unlimited, a person is looed for the
whole amount of the pool; if limited, he is looed for no more than a
certain sum, previously agreed upon, generally the price of the deal;
but he is never looed for more than the pool.
_Looed._--A person playing is looed when he does not take a trick or
when he breaks any laws of the game.
_Miss._--The same as _Dumby_.
_Mis-deal_ is when the dealer gives any of the party more or less
than three cards, or deals too many or too few hands, or deals out of
regular order, or shows a card in dealing.
_Paying for the deal._--At each new deal the dealer puts into the pool
three counters, and this is called the price of the deal.
_Pool._--The pool consists of the counters which are paid for the deals
and of the sums forfeited by those who were looed the preceding hand.
_Revoke._--When a person who can follow suit does not do so.
* * * * *
CASSINO.
In order to understand the simple but highly amusing game of Cassino
it is absolutely necessary that a thorough knowledge of the technical
terms used should be first acquired.
We will, therefore, give a list of them before describing the method of
playing the game.
_Great Cassino._--The ten of diamonds reckons for two points.
_Little Cassino._--The two of spades for one point.
_The Cards._--When you have a greater number than your adversary, three
points.
_The Spades._--When you have the majority of the suit, one point.
_The Aces._--Each of which reckons for one point.
_The Sweep._--Matching all the cards on the board.
_Building up._--Suppose the dealer's four cards in hand to be a seven,
ten, and two aces; his adversary plays a six--the dealer puts an ace
upon it, and says, "Seven," with a view of taking them with his seven;
the non-dealer throws a two upon them, and says, "Nine," hoping to
take them with a nine then in his hand; the dealer again puts upon the
heap his other ace, and cries "Ten," when, if his adversary has ten,
he plays some other card, and the dealer takes them all with his ten.
It will be observed that a player in announcing the denomination of a
build always employs the singular number. Thus--"Nine" or "Ten," not
"Nines" or "Tens." This is called Building up.
_Build from the Table._--Employing cards on the table to continue a
build.
_Call._--Suppose a player to have in his hand two or more cards of
the same denomination, and one or more cards of the same denomination
remain upon the board, he may play one of them on the table, at the
same time calling the denomination, and his opponent is thereby
debarred from taking it with a card of any other denomination. In
calling the denomination, the plural is always used. Thus--"Fours," not
"Four." This is termed _calling_.
_Build._--A card already built up.
_False Build._--A build made without any card in hand to redeem it.
_Combine._--To play a card which will take two or more cards of a
different denomination whose aggregate number of pips or spots exactly
equals those of the card played. Thus: a ten will take a seven, two,
and ace, the combined spots on those cards being precisely ten.
_Last Cards._--Those cards remaining on the board after the last trick
is taken, all of which go to the winner of the last trick.
_Eldest Hand._--The player sitting at the left hand of the dealer, so
called because he is the first to play.
_Mis-deal._--An error in giving out the cards, the penalty for which is
the forfeiture of the game and all depending upon it.
LAWS OF CASSINO.
1. The pack must consist of fifty-two cards.
2. The dealer deals four cards, one after another, to each player,
beginning at the elder hand, after which he deals four cards into the
centre of the table, face upwards. He then gives each player four more
cards, putting no more, however, into the centre of the table.
3. In case of a mis-deal, the dealer forfeits his deal.
4. Any number up to twelve may play, though four is the preferable
number.
The game consists of eleven points, and the player who first attains
this number wins the game.
The score is counted in the following manner:--
The owner of Great Cassino scores 2 points.
" Little " " 1 "
For every ace 1 "
For majority of spades 1 "
" cards 3 "
A clear board reckons 1 "
The player who takes the last trick wins the game.
The following is the method of playing:--
Four cards are dealt to each player, and four more are turned face
upwards in the middle of the table. The elder hand then looks at his
cards to see if he can build, combine, or match any of his own cards
with those turned up on the table.
He may have a _seven and three_, _a five and five_, _a nine and one_,
or these combinations may be on the table. Royal cards can only be
matched by one of their own kind.
If the elder hand can do nothing, he throws down a card on the table,
face upwards, with the other four. The second player then tries what he
can do; though it must not be forgotten that such cards as are taken
must be kept by themselves and not played with again. Thus the game
goes on until all the cards are finished, when the dealer gives four
cards more to each player, but none in the centre.
In case of a clear board, should the player next to the person who has
made the clear board not have any cards to take, he must throw one
down. At the end of the game, the cards that each player has taken are
counted up, and the points made accordingly.
After the last trick has been taken there are sure to be some cards
left on the board, and these go to the winner of the last trick. It
should always be the object of the player to secure as many spades as
possible. For instance--if he has a nine of hearts and a king of spades
in his hand, and there is a nine and a _king_ on the board, he should
take the king in preference to the _nine_, as it will secure him a
spade. It is well, however, to get as many cards as possible. Supposing
a player to have in his hand a nine and a king, and there is a six and
three and king on the board, he would do wisely to take the six and
three, as, that will help to a majority in cards.
* * * * *
PUT.
In one respect the game we are about to describe differs from any other
card game, and that is in the order in which the cards rank.
Three is the best card, then two, and next the ace, king, and all the
rest in succession; four, of course, being the lowest.
Dr. Johnson, in a letter he wrote to his friend Boswell, says:--
"I play at Put, sir, as I indulge in other amusements commonly pursued
in society, rather that I may study the real tempers and dispositions
of mankind than from any overweening love of personal gain, or any
violent desire to take advantage of the ignorance or weakness of my
adversaries; for I hold it an indisputable truth that the characters of
men and women are more fully and completely discerned at the card-table
than in the Senate, the fashionable assembly, or the privacies of
domestic life."
Put is played with a full pack of fifty-two cards, and generally by two
persons, though frequently three and often four people join in it. The
object of the game is to score five points, the player who succeeds
first in doing this being winner. After cutting for deal, the player
who had the lowest card gives three cards, one at a time, to both or
all players, beginning at the non-dealer.
When this is done, if the non-dealer throws up his hand he loses a
point; if he plays, and the dealer does not lay down another card to
it, he gains one point; but if the dealer either win the same, pass
it, or put down one of equal value, making what is termed a tie, the
non-dealer is still at liberty to _put_ (or play), and his adversary
only scores one point.
Such being the state of things, should both players agree to go on, the
one who gains all the three tricks, or two out of the three, scores
five points, which make game. If both players get a trick, and the
third is a tie, neither player scores.
_Four-handed Put_ differs from two-handed in one point--that is, two of
the players give each his best card to his partner, who lays out one of
his. The game is played as in Two-handed Put.
* * * * *
MATRIMONY.
The simple, amusing game of Matrimony is one that always keeps up its
popularity as a pleasant round game. Any number of players may join in
it from five upwards, but the greatest success generally attends it
when there are many players rather than few.
The five chances of which the game consists have to be marked on a
board or a sheet of paper. The lowest card cut has the deal. The first
business is to determine what stakes shall be made. For this purpose
counters are mostly used, after which the dealer places on each or any
chance the sum he intends to venture. The other players then all do the
same, though their stakes must all be one counter at least less than
the dealer's. If the dealer, therefore, should stake nine, they may not
place more than eight counters on the chance.
Having arrived so far in the proceedings, the dealer, beginning with
the player on his left, gives two cards, face downwards, to each
player; then, beginning again on his left, he gives a third card to
each player, face upwards. If the ace of diamonds, which is the best
card, be turned up, the possessor of it gains a clear board; but if the
same card be merely held in the hand, its value is no greater than
that of any other ace. Should the ace of diamonds not be turned up at
all, then the king, queen, or next highest card in that suit wins the
best chance.
BEST.
The ace of diamonds turned up.
+-----------------------------------+
| |
CONFEDERACY. | | MATRIMONY
King and | | King and Queen.
Knave. | |
| |
+-----------------------------------+
PAIRS.
The highest.
All hands are now turned up, the holders of intrigue, matrimony, &c.,
taking the stakes placed on these points.
When two or more players happen to hold similar cards, as king and
queen, king and knave, &c., the stake is gained by the elder hand, but
if any chance be not won, it is left over until the next deal; and on
any unclaimed point the stakes may, if thought desirable, be increased.
The chances rank, it must be understood, as follows:--
Ace of diamonds (_best_).
King and queen (_matrimony_).
King and knave (_confederacy_).
And any pair (_the highest_).
* * * * *
ALL FOURS.
The name by which this game is known was, no doubt, given to it because
of the four chances, or points, of which it consists--namely, _High_,
which is the name given to the best trump; _Low_, the smallest trump in
the round; _Jack_, the name of the trump suit; and _Game_.
The game may be played by either two or four players, but the same
rules apply to each.
It would, perhaps, be as well first of all to describe the technical
terms used in All Fours, as the game cannot be understood without a
knowledge of them.
_High._--The highest trump out; the holder scores one point.
_Low._--The lowest trump out; the original holder of it also scores one
point, even if it be taken by his adversary.
_Jack._--The knave of trumps; the holder scores one point, unless it be
won by his adversary, in which case the winner scores the point.
_Game._--The greatest number that, in the tricks gained, can be shown
by either party; reckoning for
Each ace _four_ towards game.
" king _three_ "
" queen _two_ "
" knave _one_ "
" ten _ten_ "
The other cards do not count towards game; thus it may happen that a
deal may be played without either party having any to score for game,
by reason of holding neither court cards nor tens.
When the players hold equal numbers (_ties_), the elder hand (the
non-dealer) scores the point for game.
_Begging_ is when the elder hand, disliking his cards, uses his
privilege, and says "I beg," in which case the dealer must either
suffer his adversary to score one point, saying "Take one," or give
each three more cards from the pack, and then turn up the next card for
trumps; if, however, the trump turned up be of the same suit as the
first, the dealer must go on giving each three cards more, and turning
up the next until a change of suit for trump takes place.
_Eldest Hand._--This term signifies the player immediately to the left
of the dealer.
The following is the method adopted for playing the game:--
The ace is the highest card, and deuce is the lowest.
After having cut and shuffled a pack of fifty-two cards in the ordinary
way, the dealer gives six to each player. If there be but two players,
he turns up the thirteenth card; but if four players, he turns up the
twenty-fifth card, the suit to which the turn-up belongs being trumps.
Should the turn-up be a knave, the dealer scores one point.
The elder hand then looks at his cards, and either holds it for play or
_begs_, that is to say, that he must be allowed by the dealer to either
score one point, or that all the players should have three more cards
given to them, and that a new trump should be turned up.
When the latter plan is adopted, should the turn-up be of the same suit
as the last, the dealer must go on giving three more cards until a
change of trumps takes place.
The elder hand having decided on his hand, plays a card from any suit
he likes, but must not beg more than once, unless a special agreement
has been made that he should do so.
The dealer to this plays another card, which, if higher, wins the
trick, the winner of it thus becoming the next leader, and so on
throughout the six tricks. According to the modern method of playing,
the trick need not be headed by one of the same suit; the highest card
played wins it.
When the six tricks are played, the points are taken for _High_, _Low_,
_Jack_, or _Game_. Jack counts one to the player who possesses it at
the count-up, and not to the player who owned it originally. High and
low each count one, the players to whom they were dealt deriving the
benefit of them. The deal is taken in turns.
Should no player have either a court card or a ten, the elder hand
scores the point for game. In the case of two players having equal
points towards game, the elder hand of the two scores. If only one
trump should be out, it counts both high and low to the player who
first has it. The science of the game consists, as may easily be seen,
in first winning the knave; second, making the tens; and third, in
taking the adversary's best cards.
BLIND ALL FOURS.
This game is not often played by more than two persons. Six cards are
given to each player, the trump card being the first that is played by
the non-dealer. The points are generally nine or seven, and there is no
begging.
Among some players a rule exists that the sixes and sevens should be
rejected, and that the pips on all the cards should be counted for
game.
ALL FIVES.
This is a game that requires no small amount of skill to play it well,
but when once understood proves to be well worthy of the attention and
admiration bestowed upon it.
Instead of nine or eleven points being played for, as in All Fours,
sixty-one points constitute the game, the marking of which is generally
done on a cribbage-board. The very first card played by the non-dealer
is the trump card.
Any one playing the ace of trumps marks four points to himself; for
king he marks three; for queen, two; for knave, one; for the five of
trumps, five; and for the ten of trumps, ten. When the knave, ten, or
five are taken by superior cards, the points belonging to them are
scored by the winner.
In counting for game, the five of trumps is reckoned as five; all the
other aces, kings, queens, knaves, and tens are counted the same as in
All Fours.
* * * * *
POKER.
The game of Poker is better known in the United States than in England.
Like many other games, it is so closely associated with betting that
its reputation has consequently suffered in no slight degree.
There are several varieties of the game, known as Stud Poker, Straight
Poker, Whiskey Poker, Twenty-deck Poker, and Draw Poker; but as the
last is the game best known, it will, perhaps, be advisable to describe
it first.
DRAW POKER.
A full pack of fifty-two cards are required, and any number of persons
may play, though some players think it better that the number should
not exceed six or seven.
Before dealing, each player is provided with a certain number of
counters, which in America are styled _chips_. The dealer then places
a stake in front of him. A single chip usually constitutes this stake,
and is called the _ante_. Having concluded this preliminary part of the
business, five cards are dealt to each player. As in Loo, all look at
their hands, and declare in turn what they will do. The choice of three
things is given them: They can throw up their hand, and go out of the
game for that deal; keep their cards as they are; or they may change
as many of their own cards as they like for the same number from the
remainder of the pack on the table. In case any one should choose the
latter alternative, no one must look at the rejected cards.
When the dealer's turn comes to make his choice, if he determine to
play, he is bound to add an equal amount to what he had previously
staked. This is called making good the _ante_; by so doing the dealer
places himself on an equal footing with the other players.
Should he rather than raise his stake prefer to go out, the next player
is requested to raise; but should he, like the dealer, also prefer to
go out rather than raise, the next player is asked, and so on, until
some player expresses himself willing to raise. This being the case,
the next player has three alternatives: he must either _go better_,
which means stake some larger amount; _see the raise_, which signifies
staking an equal amount; or he must _go out_. The choice of these three
alternatives is given to each player, until after full opportunity
has been afforded to all of deciding, no one has _gone better_, but
each of those remaining in has elected to see the raise, the stakes
consequently remaining equal.
The person who now is requested to show his hand is the player seated
next to him who last saw the raise, though if such player should not
have a good hand to show, he may, if he likes, go out without showing
his cards.
Perhaps to a greater extent in Poker than in any other card game,
the great aim of a good player is to conceal his system of playing;
therefore, although a player going out relinquishes all hold upon his
stakes, he would rather do that than show an inferior hand.
Many of the technical terms used in Poker being peculiar to the game, a
knowledge of them will be found necessary to the learner.
_Age._--Same as eldest hand.
_Ante._--The stake deposited in the pool by the dealer at the beginning
of the game. At Straight Poker each player puts up an _Ante_.
_Blind._--This name is given to the bet made by the eldest hand before
the cards are cut to be dealt.
The eldest hand alone has the privilege of starting the _Blind_, though
the player to the left of him may, if he likes, double it, and again,
the next player, still to the left, may _straddle_ it, which means
double it again.
Any player refusing to straddle thus prevents any one else doing so
afterwards.
_Bluffing Off._--When a player with a weak hand bets so high that he
makes his opponents believe he has a very strong hand, and they are
deterred from _seeing_ him or _going better_.
_Brag._--To bet for the pool.
_Call._--To call a show of hands is for the player whose say is last to
deposit in the pool the _same_ amount bet by any preceding player, and
demand that the hands be shown.
_Chips._--Another name for counters.
_Draw._--To discard one or more cards, and receive a corresponding
number from the dealer.
_Flush._--Five cards of the same suit, not necessarily in order.
_Fours._--Four cards of the same denomination, as four threes or four
fives.
_Full._--Three cards of the same denomination and a single pair.
_Going Better._--When any player makes a bet, the next player to the
left may raise him or run over his bet, which means that he may deposit
more in the pool than his adversary has done.
_Pair._--Two cards of the same denomination, as two queens.
_A Straight._--Five cards in numerical sequence, though not of the same
suit.
_Triplets._--Three cards of the same denomination, as three aces.
Although the ace is the highest card in this game for sequence
purposes, it may be counted as next to the two or next to the king, as
may best suit the player. The player, however, is not on this account
entitled to use the ace as a connecting link between the king and the
two, so as to form a sequence between them.
STRAIGHT POKER.
Straight Poker, or Bluff, as it is often called, is played according to
the same rules as Draw Poker, though there are one or two particulars
in which it differs from that game.
Not only the dealer, but also every player, "antes" before the cards
are cut for deal. The winner of the pool has the deal. Any player may
pass, and come in again if he chooses to do so, provided that in the
meantime no other player has raised. No one is allowed to discard or
draw any cards.
In case of mis-deal, or when all the players pass, the eldest hand
deals, and a fresh ante is added to the pool by each player making what
is called a double header.
To prevent confusion, and to save trouble also, it is sometimes
arranged that, instead of each player depositing a fresh ante every
time before the cards are cut, one of the players shall take it by
turns to chip for all.
When this is done, the best way is to pass round the table, by way of
memorandum, a _buck_. This name is given to any small article which
may serve as a reminder, and should in the first instance start with
the original dealer. As soon as the dealer has chipped, he hands the
buck to his left-hand neighbour, who keeps it until he in turn has
chipped for all, when he again passes it on. So to the end the game
goes on.
WHISKEY POKER.
Plenty of fun may be extracted from this highly amusing game. To make
the pool is the matter that requires the first consideration, and to
do this each player contributes one counter or chip. After this, the
game is regulated very much by the same rules as those laid down for
Draw Poker, the only exception being that the strongest hand gets the
straight flush.
Five cards, one at a time, are given to each player, besides which an
additional hand, called the _widow_, is dealt, and laid in the middle
of the table.
All the players now look at their hands, and if not satisfied with
them, they each in succession have an opportunity of making a little
change in them, according to the following explanation.
Should it so happen that the eldest hand, after examining his cards,
expresses himself satisfied with them, the next player may, if so
inclined, put down his own cards on the table, and take up the widow
instead. When he has done so, the other players in turn may select any
card they please from the discarded hand in exchange for one of their
own, until some one declares himself satisfied by knocking on the
table. Even after this, however, the rest of the players are allowed
one more chance of drawing before showing the hands.
The strongest hand wins the game.
In case all should declare themselves satisfied without taking the
widow, the dealer turns his hand upwards, and every one may draw a card
from it.
* * * * *
SNIP-SNAP-SNORUM.
The point aimed at in this game by each player is to be the first to
get rid of his cards, as the one who is first out is the winner, and
can claim from all the other players the same number of counters as
they have cards left in their hands.
We cannot recommend to young people fond of noise and excitement a game
more likely to suit them; it is easily learnt, although at the same
time the learner will soon perceive that a certain amount of thought
and judgment must be exercised in order to play to the best advantage.
Any number may play, from six or seven upwards.
First of all, a whole pack of fifty-two cards is dealt out to the
players, the first of whom, after the hands have been examined, begins
by putting down any card he likes, at the same time calling out _Snip_.
Any one holding the next higher card of the same suit now places it
upon the first card, and cries _Snap_; while the person possessing the
higher card still calls out, as he plays it, _Snorum_.
The person holding the next card cries _Hi-cockalorum_; and should a
higher card still be out, the possessor plays it, and cries _Jig_.
The last word signifies a stop; therefore no one afterwards can
continue the sequence.
The ace counts as one (the lowest card); therefore kings are stops.
The player who first succeeds in getting out receives in some instances
not only the separate contribution of each player, but also the
contents of the pool, which has been formed by united donations from
all the players.
When pools exist, by way of enlarging them it will be found advisable
to institute fines, the excitement of the game being, of course,
heightened by the winner of a sequence coming in for a good large
reward.
As it is desirable that the player should keep the lead as long as
possible in his own hand, he will find that in order to do so he must
not play his cards at random, but must use discretion and forethought.
Cards that cannot be led to, such as aces, or cards immediately
following those that have been played, should be brought out early;
while kings and all stops should be withheld as valuable until there is
the chance of disposing of two or three of them together.
The above is the most common method of playing this game, though
another very amusing way is the following:--
Every one places before him five counters, which are considered as
stock.
The aim of every one then is to play a card of equal value with that
of the next player, which is called _snipping_. A third player, having
a card of like value, _snaps_; and a fourth player, being equally
fortunate, _snorums_.
By way of illustration, we will imagine the elder hand to have played
a queen. The second player also plays a queen, in consequence of which
the first player is _snipped_, and has to place a counter in the
pool. The third player then also plays a queen, when his predecessor
(the second player) is _snapped_, and must put two counters into the
pool; then if the fourth player also has a queen, the third player is
_snorumed_, and pays three counters.
As each player becomes bankrupt by having had to pay all his counters,
he must go out of the game, the pool falling to the lot of the player
whose stock holds out the longest.
Every one must snip or snap if he possibly can do so, though no one
must play out of turn.
Sometimes the cards are dealt three or four times before the game is
decided.
* * * * *
COMMERCE.
This game is well named, for it is carried on throughout simply by a
series of exchanges and business transactions.
A full pack of cards is used, which are all dealt one by one to the
players.
The ace counts as eleven, tens and court cards for ten each, and the
rest of the cards according to the number of their pips.
Before dealing, a pool is formed, by each player contributing to it an
equal stake. The eldest hand then begins by exchanging a card with his
left-hand neighbour, who again changes with his left-hand neighbour,
and so on until some one, finding that he has a hand consisting
entirely of one suit, cries out "My ship sails," and thereupon takes to
himself the contents of the pool.
The object aimed at by all the players is one of three things: to make
what is called a _tricon_ (three cards alike), or a _sequence_ (three
cards following each other of the same suit), or a _point_ (which is
the smallest number of pips on three cards of the same suit).
The winner of the pool is the player who has the highest tricon; but
should no tricon be displayed, the highest sequence has it; or in case
of a failure also in sequence-making, then the player who has the best
point takes the pool.
In case of ties, the banker or dealer is regarded as the eldest hand,
but should he hold a lower tricon or sequence than either of the
others, he loses the game, and forfeits a counter to each player higher
than himself.
* * * * *
SIFT SMOKE.
A complete pack of cards is required for this game, the value of which
is the same as at Whist.
The tricks gained are really of no intrinsic value, though every one
must either follow suit or play a trump.
The pack is first divided into two equal parts, one portion of which
is placed on the table, while the others are dealt to the players, the
last card turned up being the trump.
As each trick is gained the winner of it takes a card from the half
pack lying on the table; he who can hold out the longest winning a
stake that shall have been agreed upon at the commencement of the game.
* * * * *
LOTTERY.
This well-known game is generally acknowledged to be one of the most
amusing that have ever been invented. Any number may play, and a
full pack of cards is required: indeed, it is not at all an unusual
occurrence for two or three packs to be mixed together when the company
is more than ordinarily large.
Counters are given in equal numbers to every player, each of whom
contributes something towards a pool.
The cards, containing one, two, or three packs, as the case may be,
are then divided into two equal parts. The person on the left of the
dealer takes one of these parcels, and out of it any one may draw three
cards, which are to be the prizes, and are placed face downwards on the
table. The cards in the other parcel are then sold by the dealer for
a certain fixed price, perhaps a counter for each card, all payments
being placed in different proportions on the prizes. Any cards that
are left after all have been supplied are sold to any one wishing to
purchase them. The players who have been fortunate enough to purchase
cards corresponding with the prizes win the prizes, and also all the
stakes that have been placed upon them.
Another way of playing after the counters have been distributed is
for one pack of cards to be used as tickets and the other as lots or
prizes. Two players then take in their hands the two packs of cards,
which must be shuffled, and each one cut by the left-hand neighbour.
One of them then deals a card, face downwards, to each player, and
these are called the _lots_. On each lot the players all place as many
counters as they like, after which a card to every one is given from
the other pack, and these second cards are called tickets.
Supplies thus being concluded, each player must examine his cards to
ascertain whether the ticket he possesses corresponds with any of the
lots. Any one who finds such to be the case may appropriate the lot or
prize that is marked on that card.
At the close of the round any lots that may be left undrawn are carried
on to swell the next lottery. The cards are collected, and, after
being re-shuffled and cut, are dealt again as before; and thus the game
continues until the fund is all drawn out.
* * * * *
QUINCE.
In some parts of the Continent this game of Quince is very highly
esteemed, much more so than in England.
The method adopted in playing it is very similar to that of Vingt-un,
though in Quince only two persons can play, while in Vingt-un any
number of players can join.
Ace is lowest. A full pack of cards is shuffled and cut, after which
the dealer gives one card to his adversary and takes one himself.
Should the elder hand not approve of the card with which he has been
favoured, he can demand from the dealer as many additional cards as he
imagines will enable him to make fifteen.
The aim of both players is to be first in making fifteen; therefore,
as in Vingt-un, they must be careful, in taking extra cards, not to
overdraw. Should both players overdraw, the game is considered a drawn
one, and the stakes already made are doubled for another attempt.
Although this simple and amusing little game is intended for two
players only, there is no reason why a large number should not join in
it if so inclined.
* * * * *
POPE JOAN.
This really delightful game may be enjoyed by almost any number of
players, though it must be remembered that, in addition to the usual
pack of cards required for all other card games, a round board must be
provided, such as are sold specially for that purpose.
These boards, as will be seen (_see_ figure), are divided into eight
compartments, each of which is meant to hold the counters belonging to
certain cards or combinations.
The names of these divisions are _king, "pope"_ (which is the nine
of diamonds), _knave, game, queen, matrimony_ (which is signified
by the king and queen of trumps), _ace_, and _intrigue_ (the latter
represented by the queen and the knave of trumps held in the same hand).
The first important business requiring attention is the dressing of
the board; and the fifteen counters necessary for this performance are
either supplied by the dealer alone or are contributed by the company,
according to arrangement. Six are given to pope, two to matrimony, two
to intrigue, and one each to ace, king, queen, knave, and game. The
eight of diamonds being taken from the pack of cards, the rest are
dealt out equally to all the players, face downwards, the last card
deciding for trumps.
[Illustration: Pope Joan Board.]
Should either ace, king, queen, or knave happen to be turned up, the
dealer has the privilege of appropriating the counters that have been
allotted to their compartments for himself, and if pope be turned up,
the advantage gained by him is still greater. He takes both it and
_game_, and also can claim a stake for every card dealt to each player.
In addition to the shares allotted to each player, an extra hand is
placed in the middle of the table, to form what is called the stops,
and no one but the dealer has the privilege of looking at them.
The four kings, which are the last of their suit, and the seven of
diamonds, which precedes the eight of diamonds that has been withdrawn,
are always fixed stops, the ace counting only as one in the game.
The players have two objects in view--one of which is, to be the first
to play out all their cards; and the other, to play those cards that
will entitle them to receive the counters with which the board is
supplied.
The dealer's left-hand player begins by playing any card he likes,
choosing one, if possible, that is one of a sequence, so that he may
have the opportunity of ridding himself of, perhaps, several cards at
once. Any other player having the next higher card in sequence plays
it, then another, until either a king, a seven of diamonds, or some
other stop card is played. The person playing a stop always leads next.
At any time during the game, should an ace, king, queen, knave
of trumps, pope, matrimony, or intrigue be played, the owner of
any of these cards is entitled to receive all the counters in the
corresponding compartments of the board. The player who first announces
himself to be without cards is the winner of the game, receiving,
therefore, all the stakes in that compartment of the board, and also
from the rest of the players a counter for each card they may still
have in hand. Among these unplayed cards, however, should one of them
be pope, the holder of it is excused from paying.
Although in the same hand king and queen make matrimony, and queen
and knave intrigue, neither they nor any other good cards entitle
the holders of them to the stakes deposited in their particular
compartments unless played out; and it must also be remembered that
all claims for payment are useless that are not made before the board
has been re-dressed for the next deal. Still, in cases where unclaimed
stakes are left on from one round to another it is quite a common thing
to terminate the game by dealing round the cards, face upwards, and
giving to the holders of the various cards or combinations the pools
corresponding to them, thus making a clear board.
* * * * *
SPINADO.
The game of Pope Joan, although one of the most interesting of games,
is not practicable at all times, simply on account of the necessity
always existing for the presence of a board. To such players as are
fond of the game, but do not possess a board, the game of Spinado will
serve admirably as a substitute.
From a full pack of fifty-two cards all the twos are first extracted,
and also the eight of diamonds. As in Pope Joan, the object aimed at by
the players is to be first out. The lucky person who thus distinguishes
himself is presented with a pool, and also with a counter from every
player for every unplayed card they still hold in their hand.
A peculiar arrangement exists with regard to the pool. It is divided
into three divisions, one of which is intended for the player who is
first out, one for the player of matrimony (which is king and queen of
diamonds), and one for intrigue (king and knave of diamonds).
In order to form this combination of pools each player gives three
counters to each pool (making nine counters in all), excepting the
dealer, who is called upon to contribute two dozen counters. Six of
these go to the first out pool, the same number to intrigue, and twelve
to matrimony.
The card honoured by being called _Spin_ is the ace of diamonds, and
may either be played alone or with any other card. A card played with
it thus becomes a stop, and the possessor of it is entitled to take the
next lead.
As in Pope Joan, an extra hand is placed by the dealer in the middle
of the table to make the stops, and no one must refer to them but the
dealer. After dealing and forming the pools, the game begins, all
vieing with each other who can first get rid of their cards.
The player of spin can demand, before any other card is played, the
payment of three counters from every player; the player of the king of
diamonds two counters from each player; and the players of matrimony
and intrigue receive each the pools that have been specially prepared
for them.
The simple holding of these combinations does not entitle any one to
receive the pool; the cards must be _played_, and payments should all
be made at once as soon as they become due. If at the end of the game
it is discovered that any one still holds in his hand the spin card, he
must pay to every one double for each of his unplayed cards.
* * * * *
OLD MAID.
From a full pack of fifty-two cards take out one queen. Shuffle well
the remainder, and deal them, face downwards, equally to all the
players until the pack is exhausted.
All must then arrange their cards in a fan-shape, to be held in the
hand, and the honour of every one is depended upon not to look at any
cards but his own, because the strictest secrecy must be maintained.
The dealer begins by offering his cards to his left-hand neighbour to
extract from it any card he likes. The drawer then, looking at the
card he has taken, tries to match it with one of those in his hand. If
able to do so, he throws the pair out into the middle of the table;
but if he cannot do so, he places it among his own, and, following the
example of the dealer, offers his own cards in the same way to his
left-hand neighbour, that he also may take any card he likes. Thus the
game goes on until all the cards are paired, excepting, of course, one
card, which is the companion to the banished queen. The unfortunate
individual in whose hand the solitary card is left is surely destined
to be either an old maid or a bachelor. The trial may, of course, be
repeated as many times as agreeable to the company.
Cards specially made for this game are sometimes used instead of Whist
cards, and by some players are much preferred. These real Old Maid's
cards are composed of white thin cardboard, an inch wide and from three
to four inches long, with the end intended for the top of the card made
to form a point.
Upon every card at the pointed end a number is written in very legible
characters. A couple of cards must be 1, another couple 2, another
couple 3, and so on, until as many couples as it is thought will be
required have been figured. On a last single card the words _The Old
Maid_ must be distinctly written, and before beginning to play the
whole must be well shuffled.
* * * * *
SPADE AND GARDENER.
Most young people who have had any experience at all of cards and card
playing are well acquainted with the amusing (though, perhaps, not
highly intellectual) game of _Happy Families_.
Special cards, called "Happy Families," can be bought, containing
family groups of four; but where such cards have not been provided, the
game may be played with quite as much success with a pack of ordinary
Whist cards. Indeed, it is more than probable that in the first
instance the principles of the game made their appearance originally
with cards of this description.
The court cards, aces, and tens of an ordinary Whist pack are selected,
and to each king a name is given. Spade the Gardener for one of their
Majesties will do as well as any other; still, if any better name
suggests itself to the mind of any one, there is no reason why such
should not be adopted in preference. Supposing, however, this name
to be the one chosen, we should have the king of spades for Spade
the Gardener, the queen for his wife, the knave for his son, the ace
for his servant, and the ten of spades for his dog, thus forming a
complete family group. Three other comic names may easily be imagined
for the other three suits, after which the business proceedings must be
commenced.
The dealer gives the cards out all round, one after another, face
downwards, until the whole pack is exhausted, and the aim of each
player must be to win from his friends the whole of the twenty cards.
Supposing the name of "Shah of Persia" to have been given to the
king of diamonds, "The Afghan King" to the king of clubs, and "Good
Jack Faithful" to the king of hearts; the elder hand then begins by
asking from any one of the players he may choose to select a card
which he imagines they may have. He himself may have in his own hand
three members of one family; if so, he must try to get the other two
members, and succeeding in doing so, he must throw the whole family
on the table, and devote his energies to the acquisition of the other
families. The task, however, devolving upon each player of collecting
the different members of the four families is by no means an easy one.
Every time a card is asked for, the player who makes the demand,
in doing so, gives to the company a certain amount of information
respecting his own hand, because he may not lawfully ask for the Shah
of Persia's dog unless he should already possess either the Shah
himself or some other member of the family. If the card asked for be
given him, he may ask for another card from either the same person
who acceded to his request or from any one else; but as soon as he is
refused, his privilege passes on to the person who was unable to give
him what he asked for, and who may possibly request the return of the
very cards he has been called upon to relinquish. Thus the game goes on
until one of the players is left without cards, who retires as out. The
rest of the players proceed in the same way until another is out, then
another, and so on, until at last two players only are left to end the
struggle.
* * * * *
HAPPY FAMILIES.
Although, without doubt, the well-known game of Happy Families is
nothing but a variation of Spade the Gardener, the rules of the game
are not quite the same. In some respects, perhaps, the game of Happy
Families may be the better game of the two, for the reason that, in
consequence of there being many more cards belonging to it, a great
many more players can take part in it. In one of the ordinary Happy
Family packs there are eleven families, though, instead of each family
containing five members, as in Spade the Gardener, there are usually
only four in Happy Families, namely, father, mother, son, and daughter.
A pool is first formed by every player giving a certain number of
counters, and the cards are dealt round one by one, face downwards.
On looking at their cards, the player to the left of the dealer begins
by asking any one in the company to give him a certain card, which he
needs, perhaps, to complete a family or to help to do so, because the
object of each player in this game is to secure for himself as many
tricks as possible.
If the card he asks for be given him, he may go on asking from the same
person or from any one else; but should he be refused, it is the turn
of the person who refused to ask.
It is a rule that no one shall ask for a card unless he be already
supplied with one card, at any rate, of the same suit, and every one
also is bound to produce the card asked for if he can do so.
When the different members of the families are gathered together and
united, the player who has taken the greatest number of tricks wins the
pool.
* * * * *
BÉZIQUE.
Before describing the game of Bézique, which, under the name of
Penuchle, is greatly in favour among the Germans, it will perhaps be
advisable to give a list of the technical terms employed in it.
_Single Bézique_.--The queen of spades and knave of diamonds, which
count 40.
_Double Bézique_.--Two queens of spades and two knaves of diamonds,
which count 500.
_Brisques_.--The aces and tens in the tricks taken count 10 each.
_Common Marriage_.--The king and queen of any suit but trumps, which
count 20.
_Bézique Pack_.--The same as the Euchre, Piquet, or Écarté pack,
composed of thirty-two cards, all under the sevens, except the aces,
being discarded.
_Quint Major_.--Same as sequence.
_Royal Marriage_.--The king and queen of trumps, which count 40.
_Sequence_.--Ace, king, queen, knave, and ten of trumps, which count
250.
_Stock_.-The number of packs of cards corresponding with the number of
players, shuffled together, and ready to be dealt.
_Talon_.--The cards remaining after the dealer has distributed eight to
each player.
_Declaration_.--Showing and scoring any combinations, such as those
mentioned above.
Four aces count 100
Four kings " 80
Four queens " 60
Four knaves " 40
Seven of trumps, when turned or played, counts 10.
Exchanging or playing the seven of trumps counts 10.
The last trick counts 10.
This game is most commonly played by two persons with two packs of
cards; but there must be a pack for every person playing, so that if
four play four packs must be used, from which, as has been said, all
cards under seven have been taken out excepting aces. After shuffling
and cutting, the dealer gives three cards to his adversary and three
to himself, then he gives two, then three again, until both players
are supplied with eight cards each. The remainder of the pack, which
is called the talon, are left on the table, and the top card of it
is turned up for the trump. Should the turn-up happen to be a seven,
the dealer is thereby entitled to score ten to himself. After a trick
has been made, the holder of a seven of trumps can, if so inclined,
exchange it for the trump card, and for the exchange he scores ten.
The value of the cards in making the tricks is as follows: _ace_ (which
takes all other cards), ten, king, queen, knave, nine, eight, seven.
Trumps are of no special value until the last eight tricks are in the
hands of both players.
The player who wins the first trick takes the top card from the talon,
thus completing his original number of eight. The person also who has
lost the trick does the same; and so on, until all the cards in the
talon are exhausted. As in other card games, the winner of a trick is
entitled to the next lead.
When cards of the same value are played at the same round, the first
that was turned up wins the trick, unless, of course, it should be
trumped or beaten by a card higher in value. When a player wishes to
_declare_, he must do so immediately after taking a trick, and before
supplying himself with a new card from the talon; and such cards as
form a combination, after being declared, should be placed on the
table, face upwards; being of the same value as if in the hand, they
may be played away as they are needed. When the talon is exhausted,
the combinations that have been made are taken into the owner's hand,
and the last eight cards belonging to both players are disposed of the
same way as in Whist, the second player following suit, and heading
the trick, if he can possibly do so, either by trumping or playing
a higher card. After Bézique has been declared, the cards forming
that combination cannot be employed to form any other. It is wise,
therefore, to keep back the queen and knave to help to form other
combinations before declaring Bézique, especially when diamonds or
spades happen to be trumps. In that case the queen may assist in making
a royal marriage, a sequence, or one of four queens, while the knave
may help to form a sequence or one of four knaves, both being also used
afterwards in the declaration of Bézique. All kings and queens are
better kept in hand until they can be married; consequently, should
the player be uncertain whether to throw away an ace or a king, if
practicable, let it be the former. Although four aces count more than
four kings, the declaration of four aces is not an easy matter to
accomplish, while it is very probable that an opportunity may arise
for marrying a king, when the pair may be thrown into the adversary's
tricks. The aces and tens of trumps are better reserved for the last
eight tricks, and a player should try to get the lead by taking the
trick previous to exhausting the talon. The adversary will thus be
obliged to part with his aces and tens by playing them on the cards
that are led. The leader, if strong in trumps, may thus secure all the
tricks, and may also earn the privilege of making the last declaration.
BÉZIQUE WITHOUT A TRUMP.
This is very much like the ordinary game, the difference being that the
trump card is decided, not by the last turned up after the deal, but by
the first marriage that is declared. The seven of trumps also does not
count ten points.
The Béziques, four kings, four queens, &c., are counted the same as in
Bézique when the trump is turned, and can be declared before the trump
is determined. It is the same with the other cards which constitute
combinations; their value is the same as in the proper game of Bézique.
* * * * *
SNAP.
The game of Snap may either be played with the ordinary Whist cards or
with special cards prepared for the purpose, though perhaps when the
former are used it is for the simple reason that there are no real
Snap cards at hand. The latter are certainly less bewildering and more
interesting.
Since the first introduction of Snap, the original figures have been
varied and improved upon in many ways, though the rules for playing the
game continue the same. Among the later additions, the Floral Snap (if
not quite so laughable as some of its predecessors) is at any rate as
interesting and artistic.
Each pack consists of about fifty cards, on four, five, or six of which
are represented the same object. A similar number of cards depict
another object, a similar number again another object, and so on with
the whole pack. Thus on four cards may be a rose, on other four a
yellow lily, on other four a geranium, on four more a pansy, and on the
rest of the cards other flowers.
The whole pack is dealt round, face downwards, to any number of
players, who must each place his own cards before him without looking
at them. The first player begins by turning up the top card of the
pile, the next does the same, and so on, but as soon as any one turns
up a card resembling one that has already been exposed, he calls
_Snap_, at the same time winning all the cards that happen to have been
turned up by the owner of the card resembling his own. If, however, the
owner of the card is fortunate enough to call Snap first, the tables
are turned, the first _Snapper_ becoming possessor of the other's cards.
The utmost vigilance is required to play the game at all successfully;
every one must be on the strict look-out in order to let no opportunity
pass that would entitle him to call Snap, because, as will very soon
be discovered, those who do not call Snap frequently will very soon be
_out_, and will only be able to sit by as spectators of the merriment.
The quickest of players will, however, in course of time be obliged to
retire from the scene of action; one by one they will find themselves
destitute of cards, until at last the contest remains to be fought out
by two players only.
At this crisis the excitement has generally reached its highest pitch,
and the fortunate one of these two players left with the cards in his
hand is the winner of the game.
* * * * *
ZETEMA.
In some points Zetema resembles both Cribbage and Bézique; still, in
reality, as will be found after a little experience by the player,
it is like neither; and, although it may not in the estimation of
most card-players be exactly superior to those games, it is quite as
interesting and as exciting.
Proper sets of Zetema cards may be bought of any ordinary card dealer,
though in the absence of them Whist cards may be made to answer the
purpose instead.
The advantage of being supplied with the former, however, lies in the
fact that with them is appended a Table of Scores like the following, a
knowledge of which is indispensable to the player:--
TABLE OF SCORES.
_Assemblies._ _Points._
For an assembly of the five Kings 100
" " Queens 100
" " Knaves 90
" " Aces 80
" " Fives 80
" " Any others 60
MARRIAGES. _Points._
Declaration of marriage 10
Declaration of imperial marriage, that is, the second marriage of
The duplicated suit, after the other has been declared 20
Declaration of two marriages at one declaration 30
Declaration of two marriages at one declaration, of which one is
the imperial marriage 40
Declaration of the two marriages of the duplicated, but at one
declaration 50
Declaration of three marriages at one declaration 60
Declaration of three marriages at one declaration, of which one is
the imperial marriage 70
Declaration of three marriages, of which two are of the duplicated
suit, at one declaration 80
Declaration of four marriages at one declaration 100
Declaration of four marriages at one declaration, of which one is
the imperial marriage 110
Declaration of four marriages, of which two are of the duplicate
suit, at one declaration 120
Declaration of the five marriages at one declaration 150
Declaration of a flush, or of all the cards in hand being of one
suit, which must not be the duplicate suit 30
Declaration of a sequence, or when all the cards in hand follow
each other in order of value or number 30
TRICKS.
King or queen trick (when made) 50
Knave trick do. 20
Ace trick do. 15
Five trick do. 15
All other tricks do. 5
Penalties for playing out of turn or accidentally exposing a card
during play:--
1st.--The card must be left exposed on the table until the player's
turn comes round, when it must be played.
2nd.--The player cannot draw, under any circumstances, at that time
from the pack to complete his hand, but must continue one card short.
3rd.--If the exposed card be a winning card, the score is lost.
4th.--If not a winning card, it will follow the usual course.
On opening a pack of Zetema cards, it will be seen that they are
composed of a full pack of Whist cards, with the addition of a double
set of one of the suits. When ordinary cards are used, it is immaterial
which suit is chosen to be duplicated; all that is necessary is that
before beginning to play the double suit should be declared.
Each trick, therefore, consists of five cards instead of four, and as
some of these tricks are much more valuable than others, the aim of
every player should be to secure the highest tricks. The combination
known as an assembly, and which is mentioned in the score, is simply a
trick not yet played, but still held in hand.
Five cards of equal value do not often fall to the lot of any one,
therefore this combination does not often occur; and in most cases it
is, perhaps, wise for players to be satisfied with something less.
Still, when a player holds in his hand two or three kings or two or
three queens, he is quite justified in making an attempt to secure the
_five_, in order that he may lay claim to the highest score; because,
as will be seen from the list, an assembly, either of five kings or of
five queens, counts 100.
When all the six cards in hand are of the same suit, the owner of them
can lay claim to a score of thirty, though this combination is not a
very common one, because flushes of the duplicated suits do not count.
The most likely time to secure a _flush_ is when not many of the same
suit have been already played.
The _sequence_ combination is generally the best paying of all,
especially when the number of players is only small. The ace may
be counted either as one or as best card, whichever will be most
advantageous to the player.
Therefore, if one, two, three, four, five, six; four, five, six, seven,
eight, nine; or nine, ten, knave, queen, king, ace, be possessed by any
one, the owner of such cards may score thirty. Sequence cards must, of
course, follow in rotation, but they need not be of the same suit; and
after counting a sequence, and also after counting a flush, four of the
same cards may be employed in making another sequence or flush.
In Two-handed Zetema, four, or even five, sequences are often counted
in the playing of one game. A common marriage, which scores ten,
is secured to any one who plays a king and queen of the same suit.
The imperial marriage consists of the second king and queen of the
duplicate suit. The playing of the first king and queen of this suit
constitutes nothing more than a _common_ marriage.
Experience will teach the player that when he holds three or four kings
and queens in his hand, he will gain more by keeping them back until he
can declare them all at once than by declaring them singly, because the
declaration of two or three marriages at the same time score much more
in comparison than if declared singly.
With regard to tricks, the player should make every effort possible to
secure the knave trick, which scores twenty, and the ace trick and the
five trick, which score fifteen each. The person entitled to score the
tricks is the one who plays the last or fifth card of the same value;
by doing so he gains five. It is only possible to make a king or queen
trick when an assembly of one of them has been declared; the others
then being played in the same way as the cards lower in value, the
trick scores fifty. When four or more persons play at Zetema they must
arrange themselves in couples, as at Whist, and sit opposite to each
other, one of each couple undertaking to mark the scores, the other
turning and collecting the tricks; but when only two or three play
every one scores for himself.
When not more than four are playing, the dealer distributes six cards
to each player, placing all the cards that remain face downwards on
the table. Every one then carefully examines the cards given him, to
ascertain what course it would be wise for him to adopt. A study of
the rules will enable him to decide which declaration he will most
likely be able to make. As in Bézique, every player should always have
six cards in his hand. After playing one, therefore, he must take up
a card from the _over cards_ on the table to make up his number. This
must be done, however, at once, immediately after he has played a
card, otherwise he cannot claim it, and must suffer the consequence,
which, doubtless, will be that he cannot in that hand score either a
sequence or a flush. In attempting to form sequences it is advisable,
as in Bézique, to retain, if possible, such cards as would help to make
another sequence. The card drawn sometimes happens to be of the same
value as one of those held in the hand; in that case one of them may be
made to contribute towards an additional sequence.
The player of the fifth card who completes a trick when four cards
have already been played cries "Zetema" as he turns the trick, and
scores for it. Thus the game goes on until all the _over cards_ have
been gradually withdrawn, the taking of the last of these being the
signal for the best part of the game to begin. The playing of the last
six cards and the making of the rest of the marriages and tricks form
usually the most exciting part of the whole affair.
The player most of all to be envied is the drawer of the last card on
the table; for this reason, that as every one else must play their
card first, he has the opportunity of retaining command of an imperial
marriage or of any other good trick until the end of the game.
Although the declaration of two or three marriages is highly
advantageous, still there is no danger in playing one of the cards of a
marriage in one round, and declaring the marriage in the next round,
rather than play them both at once. When there are more than four
players, five cards instead of six must be given to each by the dealer,
the flushes and sequences being, of course, smaller in comparison.
Before attempting to play, a thorough knowledge of the rules must be
acquired, and also great care and prudence must be exercised throughout
the whole game, in order to ensure success.
* * * * *
FRENCH VINGT-UN, OR ALBERT SMITH.
This lively and amusing game is a variation of the ordinary game of
Vingt-un, and is well worthy of the popularity it has gained among
most lovers of card games. For a round game it is especially suitable,
not only because any number of players may join in it, but for the
reason that even while playing it is not necessary for the attention
of the players to be so entirely absorbed in the game as to be unable
to manifest any interest in anything else that may be going on in the
room. It is perhaps longer than most ordinary card games, and should
not therefore be entered upon by players who have not plenty of time at
their disposal.
In making the necessary preparations for it, a good supply of counters
must be provided, and a very excellent plan sometimes adopted is to
limit the number staked to three, the dealer having the privilege at
any time to double the stakes, should he be so inclined.
The eight rounds of which the game consists are all played differently;
the first one resembles the _Ordinary Vingt-un_. The second round is
called _Imaginary Tens_, and also resembles Vingt-un, excepting that
each player, whatever cards have been dealt to him, counts them as
ten more than they really are. As in Vingt-un, one card is given to
each player, and before receiving it he must make his stake. To this
card the imaginary ten is added, and then the players either take more
cards or stand, in order as near as possible to make twenty-one. Third
round, or _Blind Vingt-un_, comes next, in which each player, after
making his stake, has two cards dealt to him. On these two cards he may
either stand or draw more, but whatever decision he makes, it must be
arrived at without looking at his cards. In the fourth round, which is
known as _Sympathy_ or _Antipathy_, every one makes his stake, and then
announces upon which of the two he will stake, Sympathy or Antipathy,
the former being expressed by two cards of the same colour, the latter
by two cards different in colour. He then receives from the dealer two
cards, which, if corresponding with his choice, makes him winner of
_the stake_; if the contrary, he must pay the dealer. Fifth round, or
_Rouge et Noir_, closely resembles the preceding round, excepting that,
instead of two cards, one card only is given to each player, whose
stake has reference to nothing more than the colour of the card. In
some circles three cards instead of one are dealt. When this plan is
adopted the colour is decided by two out of three. In the sixth round,
called _Self and Company_, two cards are put down by the dealer, one
of which he names _self_, and the other _company_. A stake consisting
of a certain number of counters is then placed upon the table by each
player, and if the two cards that have been dealt prove to be pairs
the dealer wins, but if otherwise he must go on dealing until a card
is turned up that pairs with either _self_ or _company_, the card
thus paired being the winner; the dealer receiving or paying, as the
case may be. In the seventh round, or _Pips_, as it is called, there
is no staking whatever. The dealer simply gives two cards all round,
including himself. He then compares his own with those of each of the
company, and every one whose cards are less in value than the dealer's
gives him as many counters as will make the difference, while, on the
other hand, the dealer has to pay in the same way those whose cards are
higher than his. Ties cancel each other, and the ace reckons as _one_,
not as _eleven_. The last and eighth round is called the _Clock_. A
certain stake being agreed upon, each player lays his counters in front
of him. The dealer then begins to deal face upwards, at the same time
counting up to thirteen, or rather up to ten, when he says "knave,
queen, king." During the counting, should he happen to turn up a card
corresponding with the number he is at the time calling out, he wins
all the stakes, but if he counts as far as king, that is thirteen, and
every card has been different to the numbers he has called, he pays all
round the amount that has been staked by each player.
As may be imagined, these eight rounds cannot be played in a very short
space of time. When they are completed the deal is transferred to the
left of the last dealer, who begins again with the first round.
* * * * *
BEGGAR MY NEIGHBOUR.
This game, although requiring no amount of intellectual power, has
been, and no doubt still will be, a source of great amusement. The
cards are dealt, face downwards, equally to as many as wish to join in
the game. The first player begins by putting down the first card. If
it be a one, two, three, or anything but a court card, he continues
putting down one after another, until at last he turns up a court card.
If this turn-up be a king, his neighbour must pay to him three cards,
if a queen two cards, and if a knave one card. When the payment is
made, the first player takes up the whole of the cards that have been
laid down, and puts them underneath those in his hand.
If, however, among the cards that were paid to the first player the
second player should have played a court card, he receives payment in
the same way from the third player; and if when the third player is
playing he puts down a court card, he receives payment from the fourth
player, and so on, the cards being taken up each time by the person who
receives his due in ordinary cards.
* * * * *
CATCH THE TEN.
In this game, which in many circles is known as Scottish Whist, the
aim of every player is to catch the ten of trumps, or to prevent
its falling into the hands of an opponent. Two, three, four, five,
or six persons may play, the arrangement of the party depending, of
course, upon the number of the players engaged. A party, consisting
of four, divide into couples as at Whist. When there are two, three,
or five players, each plays upon his own account. When six play, A,
C, and E are against B, D, and F, or A, and D, B, and E, C, and F
in three partnerships; the partners sitting opposite to each other
with an adversary between each two. Out of a full pack of cards, the
twos, threes, fours, and fives are thrown out, and, if necessary, for
an equal division of the cards, one or more of the sixes. With the
exception of the trump suit the cards value the same as at Whist, and
the method of playing is also the same. Trumps count as follows: The
knave, which is the best, reckons _eleven_; the ten for _ten_; ace,
_four_; king, _three_; and queen, _two_. The trump suit is reckoned,
not as in Whist, by the original possessors of the cards, but to those
who may be fortunate enough to take them during the game. The players
must of course follow suit, and the penalty for a revoke is the loss of
the game. Forty-one is game, the points of which are made by counting
the cards in the tricks taken and the honours of trumps. The surest
way of saving the ten is to play it in a round of trumps, when one of
your partners has played the best trump; or, if you happen to be last
player, and have none of the suit led, trump with your ten, if it will
take the trick, or if your partner has already taken it. Should the
leader happen to have knave and king, or ace and king, he would do
wisely to play two rounds of trumps, so that he may have the chance of
catching the ten in the second round.
* * * * *
CHEAT.
This lively round game may be joined in by any number of players, who
must, first of all, have dealt to them equally a pack of fifty-two
cards. As soon as all have examined their hands, the player on the left
of the dealer begins by playing the lowest card he has, face downwards
(_ace_ counting lowest), at the same time calling out what it is.
The next player puts down a card, face downwards, and calls the next
number; thus, should the first player play a one, the second player,
whatever his card may be, must call out _two_. As it is not necessary
for the card laid down to correspond with the number called, the fun
of the game consists in putting down the wrong card. Any one of the
company is at liberty, however, to challenge a player to show the card
last played, immediately after it has been put down, by calling out
_Cheat_. In this case the player must show his card, and if it should
not be what he said it was, he must take all the cards laid down. As
the player who first finishes his cards wins the game it is greatly to
his disadvantage to have a new number added to his original stock. The
player who is cheated recommences the next call.
* * * * *
TRUTH.
For this capital round game two packs of cards must be provided, one
of which is handed, complete, to a member of the party who consents to
lead the game, and which he must place by his side, face downwards, the
other being dealt to the company, card by card, until it is exhausted.
The leader then begins by putting any question he likes to the players,
the answer to which is obtained by the following method:--When he asks
his question, he at the same time turns up the top card of the undealt
pack. Whatever this card may be the leader calls for the counterpart to
it from one of the players, the one who exhibits it being the one to
reply to the question. Ridiculous personal questions are sure to create
more fun than anything else. For instance, should the leader ask, "Who
is the vainest person in the room?" and, at the same time turn up the
queen of hearts, the player unfortunate enough to possess the similar
card in the other pack is the ill-fated individual who then proclaims
his vanity. As a slight compensation, however, for his ill-luck, he
is entitled to put the next question, which may, of course, be as
unmerciful as the one asked concerning himself. As each question
and answer card are produced they are laid aside; and thus the game
proceeds until both packs are finished.
PARLOUR MAGIC.
CONJURING.
Nowadays Conjuring has its professors and teachers, and may be ranked
as a science, if not as an art. Tricks that have astonished audiences
for a length of time are explained upon the payment of fees, and
instructions are given to amateurs as to how to perform them; but
in these pages we aim at nothing beyond describing certain tricks
and telling how they are done, and we would seriously urge our young
friends to remember that between this and teaching them how to perform
the tricks there is a vast difference. Many of the tricks described
may be performed on the descriptions here given, but any one anxious
to become an adept even in what we describe will be well repaid in the
greater amusement he will be able to provide for his friends if he
takes a few lessons from some professor of magic. Valuable hints may be
obtained from various books, and we heartily recommend, for pleasant
reading as well as for study, the works of Piesse, Hoffmann, Cremer,
and the "Memoirs of Robert Houdin." Perhaps next after personal lessons
in the art, Hoffmann's will be found the most instructive book as to
details; Cremer's gives the best variety of simple tricks adapted to
the drawing-room or parlour; while for general interest and fascinating
reading the "Memoirs of Robert Houdin" will carry off the palm against
many novels and romances.
The following general hints and directions must always be borne in
mind. The simplest trick cannot be performed without much patience
and perseverance; every trick must be practised over and over again
before attempting it in the presence of an audience. It is advisable
to practise the tricks before a looking-glass, and for two reasons:
firstly, to see that you are doing the trick neatly; and secondly, it
is a training in accustoming the eyes not to look at the hands during
the performance of a sleight. A conjurer should always have his eyes
fixed intently on his audience, and keep up during the exhibition
of his tricks an ever flowing talk or "patter." He must never lose
confidence in himself; if so, all is lost. Nor must he call attention
to what is about to be done; but when the trick is really done, he
should then direct the attention of the audience to it, as if it were
about to be done. A trick should not be repeated; if an encore is
called for, a similar trick should be substituted. The object of the
conjurer is always not to be found out.
The cultivation of the art of talking, or the use of "patter," is
a leading essential to success; it is as necessary to rehearse the
conversation to be used as the tricks to be exhibited. The talking,
too, must always be uttered as if that were really the most important
part of the entertainment, the tricks being only accessory thereto.
This judicious "patter" will not only keep the audience amused, but
will prevent them from concentrating their attention more closely than
is desirable upon the manipulations of the performer. If some "clever
fellow" should be present, more intent upon perplexing the performer
than upon being amused, it will be necessary in self-defence to play
off some tricks at his expense early in the entertainment.
The conjurer should dispense with all grotesque attire, ordinary
evening or morning dress being ample. He should also do without
confederates in the audience and assistants on the stage or platform,
but an assistant behind the scenes will sometimes be very necessary.
Showing off merely mechanical or automatic tricks is to be avoided.
Many of them are very wonderful, but the whole credit of them is due
to their inventors. As a general rule, the _Magician's Wand_ and the
_Magician's Table_ are all the materials needed for the practice of
conjuring sufficient to amuse a friendly audience in a drawing-room for
an hour or more. The _wand_ in itself is of no real use, but it serves
as a means of directing the attention of the audience away from the
hands of the performer, when it is judiciously placed upon or removed
from the table, or when pointed at some particular object. It should be
a tapering stick or ruler, from a foot to a foot and a half in length.
The _table_ may or may not be specially prepared, but it should be a
few inches higher than an ordinary table, in order that the operator
may stand at it, and if necessary place his hand behind and below,
without stooping or appearing to arrange anything under it; a drawer
or cloth judiciously placed will sometimes be necessary. With these
general remarks we will proceed with our programme, giving first a few
SIMPLE DECEPTIONS AND MINOR TRICKS.
EATABLE CANDLE-ENDS.
Punch with a metal tube a few pieces out of some apples; place in one
end of each piece a strip of burnt almond, and make the whole look
as much like candle-ends as possible. During the entertainment have
them brought in, and, lighting them one by one, proceed to explain in
the "patter" the relish there is in tallow, and then eat them off as
quickly as possible. The almond strips imitating the wick of the candle
should be slightly oiled, to make them burn readily. A quick lad will
be able easily to extinguish the flame before it reaches his mouth
without letting it appear that the flame is extinguished. The imitation
candle-ends should _not_ be handed round for inspection; but when the
performer is able to make a clever substitution it may be advisable to
allow some _real_ candle-ends to be carefully examined.
The instructions as to _How to Swallow a Flame_ come in appropriately
here. On putting the candle or other lighted object to the mouth,
breathe strongly inwards; the flame will then enter the mouth without
touching or scorching the lips, and as the lips close will become
extinguished.
TO PULL A STRING THROUGH A BUTTON-HOLE.
Tie together the ends of a piece of string about two feet long; pass it
thus tied through a button-hole of the performer's coat; hitch each end
on to one or other of the thumbs, catch up with the little fingers the
upper strings on the thumbs of the opposite hand; then stretching out
the hands will have the effect of giving the string a very complicated
appearance. If the hold of the right thumb and left little finger, or
_vice versâ_, be then loosed, and the hands smartly separated, the
string will come away from, and seem as though it had passed through,
the substance of the coat.
THE CUT STRING RESTORED.
Take a piece of string about four feet long; hold the ends, points
upwards, between the first and second finger and thumb of the left
hand and the first finger and thumb of the right hand, letting the
remainder of the string hang down in a loop; then bring the right hand
close to the left, crossing at right angles that end of the cord held
in the left hand, and continue to pull until half the length of the
string has passed the left hand, at the same time slipping the third
finger of the left hand between the two parts of the string. The first
finger and thumb of the right hand should then seize the string at a
point just below the little finger of the left hand, the third finger
of that hand at the same time drawing back the string towards the palm
of the hand. The part of the string now held horizontally between the
two hands is only the continuation of the end held in the left hand,
although it will appear to be the middle of the string. This piece
of the string some one of the audience should be invited to cut, and
thus apparently cut the string in half, although in fact he will only
be cutting off two or three inches. Place all the ends of the string
between the teeth, withdraw the short piece with the tongue, and show
the remainder--apparently the string as it was at the commencement. Of
course, the string must not be measured, or the trick will be detected.
Some little practice will be needed before the necessary arrangement of
the string can be neatly made.
THE MUSICAL SNAIL.
A common garden snail may be made to perform musical sounds by making
it crawl along a pane of glass placed on rests like a sounding-board;
the sounds emitted will be something like those of a harmonium.
TO EXTRACT A CORK FROM A BOTTLE WITHOUT TOUCHING THE CORK.
Fill a bottle full of water or other liquid, and cork it so tightly
that the bottom of the cork is flush with the liquid. Wrap the bottle
round at the bottom with a thick cloth, and knock it against some
immovable object. The motion of the water acting as a solid body should
force out the cork.
THE BOTTLE FOUNTAIN.
Force a glass tube, one end of which is a trifle larger than the other
end, through the stopper of a bottle, with the small end of the tube
upwards. The bottle should be about two-thirds full of water, and the
tube should reach nearly, but not quite, to the bottom. Blow with
considerable force down the tube, and on quickly removing the mouth the
water will spurt out, forming a fountain of spray so long as any water
remains in the bottle.
TO PLACE WINE UNDER A HAT, AND TO DRINK IT WITHOUT TOUCHING THE HAT.
Cover a glass of wine over with a hat placed on an ordinary table,
and say that you will drink the wine without touching the hat. As
a preliminary, impress upon the company the necessity of every one
abstaining from touching the hat; then get under the table, and pretend
from there to drink the wine by sucking it through the table. After
getting up, request some person (who will not be likely to refuse) to
remove the hat, in order to ascertain whether the wine has disappeared.
Immediately upon this being done, take up the glass and swallow its
contents, claiming to have drunk the wine without lifting the hat. Of
course this deception should not be practised more than once before the
same audience.
* * * * *
CARD TRICKS AND COMBINATIONS.
For Parlour Magic a pack of cards will be found the source of endless
amusement and variety. For the sleight-of-hand card tricks considerable
practice is needed before they can be performed neatly and cleverly,
so as to prevent the detection of the trick. To _palm a card_, to
_make the pass_, to _force a card_, to _make a false shuffle_, to
_sight a card_, are necessary accomplishments for the conjurer to learn
and practise. As a general rule, it will be found more convenient to
exhibit card tricks with a piquet pack of cards, or with an ordinary
pack from which have been thrown out the twos, threes, fours, fives,
and sixes; the pack so reduced can more readily be palmed; indeed, for
a lad whose hand has not attained its full size, the reduction of the
pack from fifty-two cards is absolutely necessary.
TO PALM A CARD.
This consists in bringing a card from the general pack into the hollow
of the hand and keeping it there unperceived. The card it is desired
to palm should first be brought to the top of the pack; hold the pack,
with the faces of the cards downwards, in the left hand, covering the
pack with the right hand. Push the card to be palmed until it projects
beyond the edge of the pack; with the third finger of the left hand
press the card upwards into the right hand, which should be half
closed over it. Slightly bend the card, and it will lie snugly curved
up against the inside of the hand. The better to prevent detection,
then take the pack of cards between the finger and thumb of the right
hand and offer it to be shuffled. If the palmed card is not known by
the performer this will give him an opportunity of seeing it. The
mere motion of taking the pack into the hand will give sufficient
opportunity to return the palmed card into the pack. The possessor of
a large hand with long fingers may in this way, if necessary, palm a
whole pack of cards, and so enable him to increase very considerably
his repertoire of card tricks.
TO MAKE THE PASS.
No one should attempt conjuring tricks with cards until he has
thoroughly mastered this sleight; it requires a good deal of practice
to perform it neatly and without risk of detection. Its object is
to reverse the respective positions of the top and bottom halves of
the pack. There are various methods of producing this result, some
requiring the use of both hands and some of one hand only. Upon the
instructions here given the plan may be varied after experience
has been gained, but M. Robert Houdin states that at least an hour
a day for a fortnight should be devoted to practising the "pass"
before the conjurer appears before an audience. At any rate, it is
useless to attempt card-conjuring until the "pass" has been mastered.
The following description of how to make the pass is derived from
Hoffmann's translation of Houdin's account of the trick:--The cards are
to be held in the left hand, with the faces downwards, and between the
two cards at which the pass is to be made the tip of the little finger
is to be inserted; then cover the whole pack with the right hand, and
at the same time take between the middle finger and thumb of that hand
the opposite ends of the cards forming the lower portion of the pack;
with the little and middle fingers of the left hand draw away and make
the upper packet pass under the lower packet of cards. The whole trick
will, after practice, be done easily, lightly, noiselessly, and in less
than a second. The different motions here separately described will
have to be done simultaneously, and with such rapidity that no motion
of the cards should be apparent.
TO FORCE A CARD.
This means that when offering a pack to one of the audience for him to
draw from it any card he chooses he is made to draw that card which
the performer wants. The trick, although of some difficulty to perform
successfully, is really more dependent upon mental address than upon
manipulation. The card to be forced should be placed either at the top
or the bottom of the pack, and by a cut brought into the middle of the
pack, and should be held by the little finger, as explained in making
the pass, immediately above that finger. Proceed with the pack closed
to some one of the audience, requesting that a card may be taken, at
the same time spreading the whole pack out fan-wise, and very slightly
pushing forward the card to be taken. In all probability the card
offered will be taken, owing to its being slightly more prominent than
the rest; but if it seems that any other card is about to be selected
close the pack up, appear to cut it again, and make the offer a second
time. Be very careful not to spread out the cards until the invitation
to take one has been given--so long as the pack is closed a card
cannot readily be removed--but immediately upon giving the invitation
spread the whole pack out, slightly advancing the desired card as
instructed. If by inadvertence the wrong card is allowed to be taken,
the mistake may be remedied by forcing the desired one upon some other
person. The card to be forced should not be held, while all the other
cards should be tightly secured in one or other of the performer's
hands. The readiness with which the forced card may be removed will
imperceptibly act as an inducement to its removal. If, on the other
hand, the wrong card should be taken--and from the nature of the trick
it is unadvisable to force the right card upon a second person--let the
card taken be again placed in the pack; palm it in accordance with the
instructions given as to palming a card, and manage then, unperceived,
to get a sight of it, when it may answer all the purposes that the card
it was desired to force would have answered.
TO SIGHT A CARD.
As stated above, it is sometimes necessary to sight a given card, and
this has to be done in the presence of, but yet altogether unknown
to, the spectators. The following plan will generally be found to
succeed:--Slip the little finger, as in making the pass, under the card
that it is desired to look at, bend the top half of the pack upwards
and the bottom half downwards, so that in a modified degree they make
two packs, bent in a concave form, thus:--[Illustration]. The cards may
then readily and openly be cut at the desired point, and a careless
wave of the hand holding the pack will enable the performer to get
the necessary sight of the desired card. Houdin's instruction on this
point is apparently simpler, but we think more difficult to attain by
an inexperienced performer. After instructing as to the position of the
little finger, he says that the pack should be opened at that point
with extreme rapidity, and the card ascertained by a swift glance. This
method undoubtedly is better, if it can be safely performed without
detection; but the rapidity of motion and the swiftness of the glance
will be difficulties not easily overcome by an amateur magician.
THE FALSE SHUFFLE.
This is a movement intended to neutralise suspicions that may be
held by spectators to the effect that the cards are retained in a
pre-arranged order. There are several kinds of false shuffles, but the
performer must use his discretion as to which he adopts. Generally
speaking, however, it is only one, or at most a few cards that it
is desired not to lose sight of, and then the neatest so-called
_false shuffle_ will be that which permits the pack, as a whole, to
be genuinely shuffled, while the card or cards to be kept in view
are retained in one position in the pack, secured either at the top
or bottom of the pack, or the place where they may be found may be
designated by means of the little finger, as in making the pass.
Clumsy performers who find a difficulty in mastering the above
preliminaries of card-conjuring sometimes make use of what is called
the _Long Card_.
THE LONG CARD.
This is a card either a trifle longer or wider, or both longer and
wider, than the remainder of the pack; the difference being such
that, although readily distinguishable by the touch of the performer,
it is not perceptible to the eye of the spectator. To make the long
card, have the whole pack, excepting one card, slightly shaved down
at a book-binder's; this can be done in a second by placing the
cards in a book-binder's cutting machine. The use of the long card
should, however, be as much as possible avoided: it encourages the
use of mechanical appliances, when a little diligence will overcome
all difficulties by sleight-of-hand. Remember, as the penny showman
announces at country fairs, that "The true Hart of Conjuring is to make
the And of the performer deceive the Heye of the spectator."
TO GUESS A CARD THOUGHT OF.
This trick can only be successfully performed by introducing it
apparently in a casual manner between tricks of an altogether different
nature. Spread out the cards in such a manner that when they are held
with their faces towards the audience one card only is entirely exposed
to view. Shuffle them about freely, with the faces of the cards turned
continually towards the audience, and request a person in the company
to take a mental note of one of the cards. The probability is that
the majority of those present would fix upon just that card that has
been throughout completely exposed to view. Suppose, for example, it
is the jack of hearts. When one of the audience has expressed himself
as having mentally selected a card, shuffle the pack, carefully
keeping in view the jack of hearts by using the false shuffle already
described. Flourish the cards well about, and finally pick out the
jack of hearts, apparently as a card taken at random. Refrain from
looking at its face in the presence at any rate of the audience, and
place it back uppermost on the table. Again select a card to be noted
by the audience, and proceed as before, until three or four cards have
been placed upon the table. Then request the company present who have
selected cards to name them, and as they do so pick up the respective
cards named from the table. In nine cases out of ten, with an audience
with whom this trick is not familiar, all will proceed smoothly; and
a performer may generally rest satisfied that if the trick should be
known to two or three in an ordinary drawing-room audience, they will
keep silence, to ensure a due share of credit to the performer and
amusement to the rest of the spectators. In the event, however, of a
card other than the one desired having been selected, at once, but
politely, insinuate that the memory of the spectator may perhaps be
deficient, take up the wrong card, and, while continuing with some
appropriate talk or "patter," shuffle the cards as if at random,
keeping the wrong card conspicuously in view of the audience until
sight is obtained of the correct card; palm it at once, or keep it in
view until it can be brought out apparently at random, and changed for
the wrong card in such a way that the change shall not be seen. Then,
still insisting upon the defective memory of the spectator, say that
for his satisfaction the necessary change has been made. If this part
of the trick be cleverly done, it is generally as effective as when
all goes smoothly, it being evidently easier to select by chance a
proper card than to change the spots or designation of one card into
the spots or designation of another; besides which, it often is the
cause of raising a laugh in the performer's favour, which will be of
material assistance in the event of any subsequent trick not going off
altogether satisfactorily.
This trick is usually done with a portion of a pack picked up at
random, necessitating the spectator fixing on a card seen rather than
on any card in an ordinary pack.
TO SHOW THE FIVE CARDS FIVE DIFFERENT PERSONS HAVE SELECTED.
This is a clever variety of the above trick, or rather, the above is a
variety of this. On the top of the pack the performer should put any
card the designation of which he knows--suppose, again, the jack of
hearts; make the _pass_, bring that card to the middle of the pack, and
_force_ it upon some person to whom the pack is offered from which to
draw a card. Take the card back, without, of course, looking at it,
and again repeat the process until the same card has been _forced_ upon
five or more different persons. The persons asked to draw the cards in
this trick should be placed at some distance from each other, and each
should be requested not to make known to any one the card drawn. This
is necessary to prevent the audience from suspecting that a particular
card is being _forced_, but the reason given may be attributed to sharp
hearing on the part of the performer, or some other equally plausible
tale may be invented. Shuffle the whole pack, without, however, losing
sight of the _forced_ card, and deliberately select four cards in
addition to the _forced_ card, or sufficient cards to agree with the
number of persons upon whom the card has been _forced_. Place the
cards selected face downwards on a table, and when all are placed pick
them up, hold them fan-wise towards the audience, and ask each person
alternately whether the card he selected is not held out. Of course
all will answer "Yes." To prevent conversation on the subject of this
trick, proceed at once to some other, prefacing it with some such
observation as, "By a careful attention to the movements of my hands,
the audience will probably detect the secret of the clever little trick
I am about to exhibit." Then show off some very familiar trick in as
roundabout a way as possible, until the jack of hearts is probably
forgotten.
TO TELL THE CARD THOUGHT OF OUT OF THIRTY-FIVE EXPOSED CARDS.
Deal out thirty-five cards, faces uppermost, in seven packs of five
cards in each pack; and when all are placed, desire some person to
select and mentally note any one of the cards dealt out, and to state
in which pack it is situated. We will suppose the card selected is
stated to be in the third pack of seven cards. Pick the cards up in
order, row by row, and proceed to deal them out again in the same order
as that in which they were picked up, but placing them this time in
five packs of seven cards in each pack, placing one card alternately
on each pack, and then again ask in which pack the selected card is
to be found. The card selected should be the third card in the pack
designated--that is to say, in the second dealing the card should be
in the pack at the number corresponding with the number of the pack in
which it was placed after the first deal. To confuse the spectators,
the packs, after the first dealing, may be picked up out of the proper
order, so long as the performer bears in mind in what order the pack
containing the selected card is picked up. This trick can hardly claim
to rank as a conjuring trick; it is nothing but a combination of cards,
but it may fairly be shown in an amateur entertainment of parlour
magic. As one merit of such combinations is their variety, we proceed
with others of a similar nature, again enforcing the hint that no trick
or combination should be shown twice in succession. If the above should
be called for a second time, show instead one of the following.
TO TELL THE CARD THOUGHT OF WHEN THE NUMBER OF CARDS IS NOT FIXED, BUT
WHEN IT IS SOME NUMBER DIVISIBLE BY THREE.
When a card has been mentally noted by one of the audience, proceed to
deal out the cards in three heaps, with the faces of the cards turned
uppermost, and so that the first card shall be first in the first heap,
the second card first in the second heap, the third card first in the
third heap, and so on. When the heaps are completed, ask to be informed
in which heap the selected card will be found, and place that heap in
the middle, and again deal out the cards as before. Again ascertain in
which heap the card noted will be found, and once more let that heap
be placed second among the heaps. Once again form the three heaps, and
once again ask for the same information, making the same arrangement of
the heaps. The card selected should then be the last card of the first
half of the pack, if the whole number of the pack be even--that is to
say, the twelfth in a pack of twenty-four, or the eighteenth in a pack
of thirty-six. The arrangement is somewhat simpler when the number of
cards is odd, as: fifteen, twenty-one, &c., for then the card selected
should be the middle one of the heap in which it is found after the
third time of dealing the cards.
TO TELL THE CARD THOUGHT OF BY ARRANGING THE CARDS IN A CIRCLE.
Arrange the first ten cards of any suit in the manner shown in the
annexed diagram. Request some one present to think of one of the
exposed cards and to touch some other card; desire also that the number
of the card touched may be added to the number of cards exposed,
namely, ten; and then ask him to count that sum backwards, beginning
at the card touched, and reckoning that card as the number thought of.
For example, suppose the three was the card thought of and the six was
the card touched: six added to ten makes sixteen; and if commencing
with three at the sixth card, and counting up to sixteen on the cards
backwards--that is, three on the six, four on the five, five on the
four, six on the three, seven on the two, and so on up to sixteen--it
will be found that the counting will end on the three, the card thought
of.
[Illustration: Cards in Circle Trick.]
TO NAME A CARD NOTED.
Take a number of cards out of a full pack, say from ten to twenty,
carefully counting and remembering the number, and holding them up
with their faces to the audience, and so that the backs only can be
seen by the performer. Open the cards out, commencing from that card
which was uppermost when they were turned faces downwards, and request
some person present to note the designation of any one of the cards
shown, together with its order from the top of the pack, whether it is
first, second, third, fourth, or what order, and to name the order.
Immediately then place the cards face downwards on the table, and place
upon them the remainder of the pack of cards, knocking the sides and
ends well together, or indeed, if it is desired, letting the cards
be knocked together by any of the audience. To find the card noted,
subtract from fifty-two (the number of cards in a full pack) the
number of cards held out at the commencement of the trick, and to the
result add the order number of the card noted; the result will give
the position in the whole pack at which the card will be found. For
example, hold out twenty cards, and suppose that the seventh card from
the top was the card noted; the position of that card in the whole pack
will be found by subtracting twenty from fifty-two, and adding seven
to the result, which will indicate that the card noted will be the
thirty-ninth card in the whole pack. To pick out the card and show it
is, of course, then an easy matter.
TO GUESS THE RESPECTIVE CARDS THOUGHT OF BY DIFFERENT PERSONS.
Show to each person cards equal in number to the number of persons
the performer intends to request to think of a card, and from the
cards shown to each person request that one may be mentally noted. For
example: if three persons are to make selections, to each show three
cards. When the first has made his selection, place on one side the
cards from which his choice was made, and proceed in the same manner
with the second and third. Then deal out the first three cards, placing
them with their faces uppermost, on them deal the second three cards,
and on these again the third three cards. Request each person to name
the heap in which the card he selected is to be found, and the result
will be that the card chosen by the first will be at the bottom, by the
second in the middle, and by the third at the top of the respective
heaps in which the cards are to be found. The more persons selecting
cards the better and more complicated does the trick appear.
TO DISCOVER A CARD BY THE TOUCH OR SMELL.
This is not a first-rate trick, as it is done either with prepared
cards or with the aid of a confederate; as, however, it is a universal
favourite, we give it a place here.
_First Method, with Prepared Cards._--Offer the long card (previously
described) or any other card of which the designation is known, and as
the person who has drawn it holds it in his hand, pretend to feel the
pips with the forefinger, or, if blindfolded, smell it, and declare its
designation.
_Second Method, with the Aid of a Confederate._--Offer, when
blindfolded, to select from a pack of cards all the court or some other
combination of cards. Before commencing, however, arrange some signal
with a confederate that shall be intelligible to the performer, but
that shall remain unnoticed by the audience. Accompany the performance
of the trick with plenty of "patter," the better to keep attention away
from the confederate; expatiate upon the delicacy of the sense of touch
or upon the strength of the sense of smell, directing full attention to
the thoroughness of the blindfolding, and one by one hold up the cards
to the audience, declaring in accordance with the signal given whether
the cards held up are of the designation to be named, or the reverse.
The signal agreed upon may be by touch or sound, according to the
circumstances of the case.
TO TELL ALL THE CARDS WITHOUT SEEING THEM.
This is generally one of the most successful of this series of tricks,
inasmuch as the whole pack of cards is brought into use, and in the
hands of an operator of ordinary intelligence and care it need never
fail. The secret of the whole trick is a pre-arranged order, and if
this be not carefully done the trick, of course, fails. The following
is the order in which the cards may be arranged: 6, 4, 1, 7, 5,
king, 8, 10, 3, knave, 9, 2, queen; but it is, of course, open to
the performer to vary the order, and provided he maintains a uniform
order throughout, and remembers the order, one arrangement is as good
as another. In order to keep the above order in mind, the following
sentence has been prepared to serve as an artificial aid to memory:--
The _sixty-fourth regiment_ beats the _seventy-fifth_;
6 4 1 7 5
up starts the _king_ with _eight thousand_ and
king 8 10
_three men_ and _ninety-two women_.
3 knave 9 2 queen.
In the above sentence it will be seen that certain words which suggest
numbers or particular cards are made to be reminders of those cards.
As this trick only undertakes to designate the value and not the suit
of the cards, it is not necessary in picking up the cards that the
whole of one suit should be lifted before commencing another, and the
numbers only need be according to the series adopted. The cards, being
duly arranged, should be handed round to be cut, with the understanding
that they may be cut whist-fashion only, and not shuffled: that is, a
portion of the cards may be removed from the top to the bottom of the
pack again and again by as many of the audience as may desire to make
the cut. By means of a judicious sleight, all that is necessary for
the performer to do is to sight the bottom card, or if he is clever at
_palming_, the top card will give the necessary key to the whole. The
cards may then be dealt out in the ordinary way from the top card, each
card as it is dealt being named and then turned over. For example: if
the cutting has resulted in leaving a knave at the bottom of the pack,
that will give a three at the top, and taking the key from either of
these two cards, the order will be as follows: 3, 10, 8, king, 5, 7, 1,
4, 6, queen, 2, 9, knave, and so on throughout. When the sequence is
thoroughly mastered a corresponding sequence of suits may be arranged,
so that the full designation of the card may be given.
THE NERVE TRICK.
This is another of the same class of tricks that enables the performer
to name a card selected by some other person. Any one may select a
card. After it has been examined and returned to the pack, make the
pass, and bring the card to the bottom. Then cut the cards in two packs
of about equal size, and to the person who selected the card give
that half of the pack which contains the card selected at the bottom,
requesting him to hold it tightly at the corner between his forefinger
and thumb. Impress upon him the necessity of holding the cards
tightly, as the success of the trick depends entirely upon him, and
all the performer offers to do is to knock all the cards on the floor
except the one that was chosen. When the cards are properly held, the
performer has to strike them sharply, upon which all except the bottom
card should fall to the ground, and that, of course, is the selected
card. The trick of striking the cards in the right place can only be
learnt by practice.
TO MAKE SOME OTHER PERSON DRAW THE CARDS THE PERFORMER CALLS FOR.
We have given several tricks in which the performer finds out the
card or cards selected by the audience, but in this trick we explain
how the performer makes one of the audience select the cards he calls
for. After shuffling the cards, let the performer spread them out
with their faces downwards, without entirely separating them; before,
however, letting them leave his hand, sight and note the designation
of the bottom or some other card--say, for example, the ace of spades.
Then call up any one of the audience, or request that some one of
those present will kindly step forward and assist in the development
of the trick; say that neither he nor you have seen the faces of the
cards on the table, but, nevertheless, you will get him to select
from the pack just those cards called for, and ask him to be good
enough to hand you up some cards one by one, without looking at their
faces, as you call for them. The card the position and designation
of which you know should be first asked for, when probably--indeed,
almost certainly--some other card will be handed in. Suppose the card
handed in is the two of diamonds, then call for the two of diamonds,
and receive, say, the queen of clubs; for the third card call for the
queen of clubs, and perhaps the jack of diamonds will be picked out.
Say now that you will select a fourth card, which shall be the jack of
diamonds, and leisurely examine the cards on the table, finally taking
up the ace of spades, the position of which you have borne in mind.
The four cards in the performer's hand will then be the four cards
that have been named. If, however, the known card should be picked up,
expose at once what you have, and bring the trick to a conclusion.
TO CALL FOR ANY CARD.
Having seen a card, make the pass, and bring the seen card to the
bottom of the pack; place the cards behind the back, and call for
the card that is known, at the same time turning the top card face
outwards. Bring the cards forward, showing the bottom card only to
the audience, and again place the cards behind; call for the top card,
bringing it now to the bottom, and turning over the card which will be
left at the top; and so on proceed until the audience is satisfied that
you are able to discern the cards by the touch.
_Another Method_ of performing this trick is done by the performer
standing in the middle of a room in which there is a mirror, and
while holding the cards high above his head reading them off from the
reflection in the mirror; this form of the trick, however, can only be
expected to deceive very simple or young persons.
TO DISCOVER WHAT CARDS HAVE BEEN TURNED.
Place the court cards and a certain number of diamonds (but not the ace
or seven) in a row on the table, and undertake to go out of the room,
and name upon return which, if any, of the cards have been reversed in
position by being turned during your absence. Except the court cards,
the spades, clubs, and hearts are useless for this trick, inasmuch as
the form of the designation printed on the card is irregular. A very
careful examination of any pack of cards will show that they are not
evenly printed--that is, that the pips of the common cards or the lines
of the court cards are nearer to the outside edge of the card on the
one side than on the other. The cards on which the difference is not
distinguishable reject, placing the others with the broad margin to
the right and the narrow margin to the left hand. Explain that the
position of any one card or cards may be reversed by turning the top
to the bottom, and _vice versâ_, and that upon your return to the room
you will denote the card or cards. This, of course, with the above
explanation as to how the cards are printed, will be an easy matter.
TO SEND A CARD THROUGH A SOLID TABLE.
Request some one of the company to draw a card, examine it, and return
it to the pack. Make the _pass_, and bring the chosen card to the top
of the pack; make a few false shuffles, always leaving the chosen card
at the top of the pack. Place the whole of the pack, face downwards,
on the table, and near to the edge at which the performer is sitting,
the performer being careful to be alone on one side of the table, with
the audience facing him. Slightly moisten the back of the right hand
and sharply strike the cards therewith; the top card will then adhere
to the hand. Bring both hands at once smartly under the table, in such
a way as to prevent the card being seen. Take the chosen card with the
left hand, and bring it up from underneath the table. Show the card,
which will be recognised as the one chosen at the commencement of the
trick.
TO TELL THE PAIRS.
Deal out twenty cards, and request ten persons each to take two cards
during your absence, to return them to the table in pairs, and to
remember their designation. Upon your return collect the pairs, and
distribute the cards according to the numbers in the following table:--
M U T U S
1 2 3 2 4
D E D I T
5 6 5 7 3
N O M E N
8 9 1 6 8
C O C I S
10 9 10 7 4
Upon now being told in which row or rows the cards selected by any
individual are placed, you will be able to point out the pair selected
by that individual. The key to the trick is in the four following Latin
words, "Mutus dedit nomen cocis." In these words it will be seen that
there are ten different letters, each of which is repeated. The figures
under the letters denote the pairs as they are placed. If it is stated
that a pair selected is in the first and third rows, it will be evident
that the cards are those placed under the letters "M" which appear in
those lines. If both the cards are stated to be in the fourth row, it
is evident that they must be the tenth pair, or those placed under the
letter "C." The performer will, of course, understand that the key must
be remembered, and the necessary arrangement of the pairs of cards be
made from memory.
THE FOUR KINGS.
Take the four kings and two knaves out of a pack of cards, and spread
the kings only before the audience, in order that it may be seen that
they are the kings, at the same time hiding the two knaves between the
third and fourth king; then place the six cards at the bottom of the
whole pack, face downwards, on the table. Lift up the pack and remove
the bottom card, which will be the fourth king; let it be seen that
it is a king, and place it on the top of the pack. Take the next two
cards, which will be the knaves, carefully keeping them from being
seen, and one by one place them in different positions in the pack.
This arrangement will leave one king at the top of the pack and three
kings at the bottom, but as the kings only have been shown, it will
appear as though there was one king at the top, one at the bottom, and
the other two in different positions in the pack. Let any one present
cut the cards, and the performer, while placing the bottom cut on the
top, may say that he is now, without apparently altering the relative
position of any of the cards, going to bring the four kings together
into the middle of the pack. Make a few conjuring passes and utter
some conjuring mumblings over the pack, hand it to any person in the
audience, and announce the trick as completed. The four kings will be
found together as promised.
THE TURNOVER.
The turnover is a pretty sleight, and forms an appropriate termination
to some of the before described tricks, in which the card selected by
one of the audience is found and exposed by the performer. When the
card selected has been ascertained let it be brought to the top of the
pack, and held there with its edge somewhat pushed over the remaining
cards, which are to be held with their edges perfectly even. If when
so placed the whole pack is suddenly dropped out of the hand, the
cards, all excepting the top card, will fall on their faces, while the
projection of the top card, finding resistance in the air as it falls
should, during its descent, turn over and fall face upwards.
TO TELL THE TOTAL NUMBER OF PIPS SHOWN AT THE BOTTOM OF PACKS MADE UP
IN A CERTAIN MANNER.
Take the whole pack of fifty-two cards, and let them be well shuffled
by as many persons as care to do so. Explain that if during your
absence any one present will deal out the cards, faces downwards, into
packs made up according to instructions, you will upon your return tell
the aggregate number of pips shown on the bottom cards of the packs,
the court cards being considered as equal to ten pips and the ace as
equal to one pip. The dealing has to be done in this way: Take the
top card, and count it as the number shown upon its face; place upon
it then sufficient cards to make that number up to twelve; then take
the next card, and proceed in the same way, and so on until all are
dealt out, or until the remaining cards are insufficient in number to
make up twelve. The remaining cards must be handed to the performer.
To ascertain the number of pips on the bottom cards, the performer
counts the number of packs on the table, from that number deducts
four, multiplies the remaining number of packs by thirteen, and adds
to the result the number of cards remaining which were insufficient to
make up twelve; the number so obtained will be found to be equal to the
aggregate of the pips on the bottom cards of the packs. This counting
will, of course, be done with many apparently intricate calculations,
founded upon the pips of the cards in the performer's hand combined
with the packs on the table. Below is an illustration of the trick,
which will perhaps make the above more intelligible. Suppose (1) a
seven card is first turned out: it will be placed on the table, with
five cards on the top of it to make up twelve; (2) a court card next,
counting ten, has two cards placed upon it; (3) a two has ten cards
placed over it; (4) a nine requires three more cards, or, in all, four
to form the pack; (5) a five requires seven more cards; (6) a three
requires nine additional cards; (7) an eight card requires four; (8) a
court card and two cards, leaving two cards remaining.
The table annexed will show the pips on the bottom cards of the
respective packs, with the number of cards in each pack:--
Bottom Card Number of Cards
Counts in Pack.
1st pack 7 6
2nd " (Court Card) 10 3
3rd " 2 11
4th " 9 4
5th " 5 8
6th " 3 10
7th " 8 5
8th " 10 3
---- ----
54 50
This arrangement shows eight packs, with two cards over; following the
rule given, deduct four packs from the number of packs, multiply the
remainder by thirteen, add two (the cards remaining), and the result
will be 54, the aggregate number of pips on the bottom cards; thus:
8-4=4×13=52+2=54.
TO ASCERTAIN THE NUMBER OF PIPS ON UNSEEN CARDS.
In these tricks aces count as eleven instead of as one, court cards
count as ten. The piquet pack of thirty-two cards only must be used for
the first method, the ordinary pack of fifty-two for the second method.
_First Method, with three cards out of the piquet pack of thirty-two
cards._ Let any person select three cards, and place them separately,
faces downwards, on the table. On each of these must be placed as many
cards as will, with the number of pips on the card, make fifteen. The
remaining cards are to be handed to the performer, who goes through any
farce he chooses to make the audience believe that his calculations
depend upon the pips of the cards handed to him. The actual result is
obtained by adding sixteen to the number of the remaining cards. For
instance, suppose the cards selected are a king, a ten, and an eight;
on the king (which counts ten) will be placed five cards, on the ten
will be placed five cards, and on the eight will be placed seven cards,
making in all twenty cards used and twelve remaining. The total number
of the pips will be twenty-eight, made up of the king, which equals
ten, the ten, and the eight, _i.e._, 10 + 10 + 8 = 28. The twelve cards
which remain, added to sixteen, also make twenty-eight.
_Second Method, with two cards out of the ordinary fifty-two card
pack._ The two cards must be placed as the three described in the
first method, and each have placed upon it sufficient cards, with the
number of pips on the card, to make up twenty-five. The number of cards
remaining will be the number of pips on the two bottom cards. For
instance: take it that the nine card and the seven card are selected;
on the nine card sixteen other cards will have to be placed, and on
the seven card eighteen other cards, making thirty-six cards in all,
leaving sixteen cards over; thus 52-36 = 16, or 9 + 7 = 16.
LIKE WITH LIKE.
Select from a full pack all the picture cards and aces and one ordinary
card; place the ordinary card in the centre of a table, and proceed
with the following descriptive and illustrated anecdote:--"One dark
night four farmers came to a tavern, represented by the card on the
table, and asked for a night's lodging. The landlord, having four
unoccupied rooms, showed one farmer into each of the rooms." (At this
point place round the card representing the tavern the four knaves).
Proceed: "Not long after, four policemen knocked at the door, and also
requested lodging for the night; but as the rooms were all occupied,
each policeman had to share a room with one of the farmers." (Here
place an ace over each of the four knaves.) "Presently four gentlemen
came with a similar request, and for the same reason a gentleman was
put into each of the already occupied apartments." (Here place a king
upon each ace.) "To add to the crowding and inconvenience consequent
upon these arrangements, four ladies next called and required
accommodation, and the landlord, at his wits' end, placed a lady in
each of the already over-tenanted rooms." (Place a queen above each
king.) "The ladies were naturally indignant, and suggested that it
might at least be arranged that they should be placed together in one
room, similar requests being at the same time made by the kings, the
policemen, and the farmers. The landlord consented, and all were soon
lodged like with like." While finishing the story, place the four
descriptions of cards in heaps, and one heap upon the top of the other,
and let them be cut as often as is desired. If the cards are now told
off in order from the bottom of the pack, and placed around the tavern,
the knaves will be found in one circle, the aces in another, the kings
in a third, and the queens in a fourth.
TO MAKE A CARD COME OF ITS OWN ACCORD OUT OF A PACK.