THE STAKES.

These are proportioned to the value of the calls; that is to say, they

progress from low to high, just as the various calls progress from low to

high. It is customary, and distinctly advisable, to play Solo Whist for

small regular stakes. One form of the game is known as "six, twelve, and

eighteen." This means that propositions and solos are paid for at 6d. each,

miseres at 1s., and abondances at 1s. 6d. The proposition and acceptance

being played and succeeding, the partners receive 6d. each if they make

eight tricks, and 1d. each for every trick over eight. If they, however,

make a "slam," that is to say, get the whole thirteen tricks, they would

receive 1s. 4d., that is, double for the over-tricks--five over-tricks at

2d. each = 10d., and 6d. for the original declaration. Should they fail to

make eight tricks, they pay their opponents 6d. each, and 1d. for each

under-trick, that is, every trick under eight. It will be seen that they

can each win the 6d. exactly, but if they lose they must lose 7d. each, or

more. It is {148} quite understood that, in the case of a proposition and

acceptance, each partner only receives or pays once--that is, suppose A and

B are playing against C and D, A pays to or receives from C, and B pays to

or receives from D. This proposition is the only joint call, all other

phases of the game being individual calls, in which one player, the

declaring hand, pits himself against the other three. In these cases,

therefore, the stakes are paid to or by every one of the three adversaries.

The lowest of the individual calls, the solo, would therefore earn him who

made it 1s. 6d., or more--that is, the three sixpences, with over-tricks or

not, as the case might be; and in the event of his failing to make five

tricks, it would cost him 1s. 9d., or more, that is, three sixpences, with

3d. (or more) for the under-tricks.

The misere costs 1s., neither more nor less, therefore the caller risks

losing 3s. in calling misere. If he makes the declaration, he receives 1s.

from each of the others; if he fails, he pays 1s. each. There are in this

case no over or under-tricks, the misere having to be played right out to

win, and being defeated directly the caller has to take a trick.

Next in importance comes the abondance, in which the stake is 1s. 6d., and

it is not uncommon here to double the value of the over-tricks, but not of

the under-tricks. This must be a matter of arrangement. A player making ten

tricks would, with double over-tricks, receive 1s. 8d. from each, and, if

he only made eight tricks, would pay 1s. 7d. each. An abondance in trumps

is of the same money value as another abondance, though the trump call

supersedes the call in plain suits. With {149} it we reach the limit of

ordinary calls; but it should be said that the misere ouverte is double the

price of the ordinary misere, and the abondance declaree double the price

of the ordinary abondance. There are no under-tricks at the call of an

abondance declaree, as the caller is beaten directly he loses a trick.

You can make the stakes whatever you like, only it is well to preserve the

proportions just laid down. Thus you can have propositions and solos 1d.,

miseres 2d., and abondances 3d.; or you can make them 1s., 2s., and 3s.

respectively, with 3d. each for over-tricks. We need scarcely say that you

can substitute sovereigns for shillings, but not to the advantage of the

game in general company.

Hoyle's Games Modernized · 第 126 / 461 题