JEUX DE REGLE.

Great stress is laid by scientific Ecarte-players on what are termed _Jeux

de regle_, that is, hands which ought to be played without "proposing" or

"accepting." When the cards held by a player are so {64} good that he

cannot fail to win three tricks unless his adversary hold two trumps, it is

the rule to play without proposing. It is easy, by an examination of the

five cards, to at once perceive how the trick must be won, unless the

adversary hold two trumps. Here are a few examples:

King, queen, knave of spades, eight of hearts (trumps), eight of diamonds.

Lead king of spades; if not trumped, follow with queen, etc.

With three trumps, play without proposing. Likewise with two trumps, if the

other cards belong to one suit, or with two cards of one suit, one of which

is the king or queen.

Play if holding only one trump, provided the other cards are four of one

suit, one being a king, or three cards of one suit, one being a king or

queen, and the fifth card being a king or queen.

Play with no trump if three queens are held, or four court cards.

When playing these hands (and they apply mainly to the leader) it is

important to remember the disadvantage that follows leading from a suit of

two when one is a high, the other a much lower card, and the advantage of

leading from a suit of two when these are in sequence.

Take the following hands as examples:

A holds queen of clubs, queen of diamonds, queen and eight of hearts, and

eight of spades, the ten of spades being turned up as trump.

Y holds king and nine of hearts, nine and seven of diamonds, and nine of

spades.

If A lead the queen of hearts, he must lose the point, no matter how Y

plays. If, however, he lead either of his single queens, he _may_ win the

point, if {65} Y, after winning the queen of clubs, lead the king of

hearts.

Again, A holds queen, ten, of spades; knave, ten, of hearts; ten of

diamonds; diamonds being trumps.

Y holds knave, seven, of spades; seven of hearts; and knave, eight, of

diamonds.

If A lead the queen of spades, he loses the trick. If he lead knave and

then ten of hearts, he wins the trick.

From these examples it will be evident that cards in sequence, or single

cards, are better as leads than one high card, and then a small one of a

two-card suit. Also it is desirable that the adversary should be the leader

when the third lead occurs.

What is called being "put to a card," is, if possible, to be avoided. The

following will serve as an example:

A holds king, knave, ten, of hearts; queen of diamonds, and knave of spades

(nine of clubs turned up). A proposes, and is refused. He may now conclude

that Y has two trumps at least.

A leads king of hearts, which wins; then knave, which wins. If Y holds ace

of hearts, A must lose the point. If, however, Y hold either a diamond

lower than the queen, or a spade lower than the knave, A may win, if he

keep the right card; if, however, A play a third heart, and this is

trumped, and Y play, say, queen of trumps, A must discard either his queen

of diamonds or his knave of spades, and he has no guide as to which to

discard. Instead, therefore, of playing the third heart he should lead

either the diamond or the spade, and thus avoid being "put to a card."

The dealer has the option of refusing or accepting; {66} before doing

either, he should not only consider well the cards in his hand, but the

state of the score.

It is not unusual for a player who may hold the trick for certainty to

propose in the hopes of being refused, in order that he may, by winning the

trick, score two. If this occurred at the score of three, the results would

be fatal.

As a general rule, refuse if only two cards can be discarded. A king or a

trump should not be discarded in the first instance.

With three trumps, refuse, unless the king of trumps is one of the three,

when there is a great chance that the cards taken in may enable the vole to

be won.

With only one trump and one king, no matter what the other suits may be, if

not having a card higher than a ten, accept. But with one trump, two queens

guarded, or a king and queen guarded, refuse. Although in many cases, where

it is the rule to play, it is two to one in favour of the player winning

the point, it must not be imagined that he will always win. He may win

twice out of three times, but it is possible for the adversary to hold

exceptionally good cards, and to win the point against the _jeu de regle_.

For example, A holds queen, ace, and seven of hearts (trumps), king of

spades, king of diamonds, and, of course, plays without proposing. Y holds

king, knave, nine, and eight of hearts, and nine of clubs, and must win the

point; but for A to propose would have been wrong, his hand being strong

enough to win four times out of five.

When a player proposes, and is refused, he may form an estimate of the suit

or suits out of trumps in which his adversary it likely to be strong.

Suppose {67} A, the non-dealer, hold queen, knave of spades, ace of hearts,

seven of clubs, and knave of diamonds (trumps). The probabilities are that

Y is strong in hearts and clubs, or holds two trumps. The queen of spades

in this case should, of course, be led; and, if it win, should be followed

by the knave.

The condition of the score ought to be considered before proposing or

playing without proposing. If the adversary be at the score of three, it is

dangerous to play without proposing, unless the hand be very strong. If the

adversary be at four, it is better not to propose if the non-dealer's hand

be fairly strong, unless the king be held, as there is a chance of the

dealer drawing the king, and at once scoring game.

The high cards which have been discarded should be remembered, because

lower cards are then of greater value; thus, if the knave and ace of hearts

have been discarded, and the king and ten are drawn, there can be only one

card, viz., the queen of hearts, which is better than the ten, and in this

suit the ten is equivalent to the knave held originally.

Inexperienced players, as a rule, are too apt to propose, and to continue

proposing till the pack is exhausted. As there are eight trumps in the

pack, a player gains no advantage if he hold four of these, when his

adversary also holds four. His hand _looks_ better than if he held only

two, but whilst he has furnished himself with trumps, his adversary has

done likewise.

In order to play Ecarte well, take a pack of cards, and deal out the hands

against an imaginary or dummy adversary; remember those hands under the

heading _Jeux de regle_, and then note how the hand can be best played to

secure the point.

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Hoyle's Games Modernized · 第 59 / 461 题