THE VARIATIONS.

Here we may first note the call of "Wellington," which is a superior call

to Napoleon, inasmuch as it supersedes the latter. As in the Nap call, the

player undertakes to make the whole five tricks, but at double the Nap

stakes. Thus, if the caller of Nap receives 1s. or pays 6d., on a

Wellington he would receive 2s., or pay 1s. Wellington can only be called

over Napoleon, that is, it cannot be declared unless "Nap" is declared

before it.

Another innovation is an adaptation from Solo Whist, and is called

"Misery." It is on the principle of the Misere, when, there being no

trumps, the caller has to lose the whole five tricks, while his opponents,

of course, endeavour to force him to take a trick. At some tables trumps,

determined in the usual way by the initial lead, are recognised; but this

feature is quite foreign to the original Misere. If trumps are recognised

the caller should invariably lead a single suit--_i.e._ a suit consisting

of one card only. This declaration ranks between the calls of _three_ and

_four_, and is paid for in the same way as a call of three is paid for;

that is, at our stakes, to win would be to receive 3d. from each of the

other players, and to lose would be to pay 3d. to each.

"Sir Garnet" consists of an excess hand of five cards, dealt in the usual

way and left on the table. {97} Until this extra hand is appropriated, each

player, when it is his turn to call, has the privilege of taking it up and

combining it with his own hand. From the ten cards thus in his possession

he must reject five, which he throws away face downwards, and on the

remaining five he is bound to declare "Nap." The stakes are the same as on

an ordinary Nap call.

In "Peep Nap" one extra card only is dealt, face downwards on the table,

and each player, on his turn to call, may at his option have a private peep

at the card by paying one penny--or higher, according to the stakes--into

the pool. When all the players have called, the superior declaring hand has

the privilege, if he has "peeped," of exchanging the table card for one of

his own. Nobody but the superior caller can exchange; nor, even if a player

calls Nap, can he appropriate the peep card until the following hands have

had the option of seeing it as above. In the event of a Nap call, it is as

a rule to the advantage of the following players to peep also, as, if the

caller uses the peep card, they have thereby a guide as to what suit to

save.

"Purchase" or "Ecarte" Nap, however, is unquestionably the most interesting

form of Napoleon. After the dealer has dealt, and before anybody starts

calling, the dealer goes round again in turn, and serves out fresh cards

from the pack in exchange for as many cards as the players may wish to

throw away from their original hands. For every fresh card so exchanged the

player has to pay one penny (or more, according to the stakes) into the

pool. He must not exchange cards more than once in {98} each round, but he

can then purchase any quantity up to five. The cards thrown away are not

shown, nor used again till the next deal. The dealer must sell to each

player in turn, and to himself last, after which the calls start from his

left in the usual way. In view of the extra number of cards brought into

the game, Purchase Nap should be confined to a table of not more than four

players, and for the same reason the calls should be made on much stronger

hands than at ordinary Nap.

Hoyle's Games Modernized · 第 86 / 461 题