QUINTO.

This game is the invention of Professor Hoffmann. It has achieved immediate

popularity in circles where it has been experimentally introduced, and it

has been thought that it may even be destined to supplant Bridge. Waiving

discussion, however, of the question whether Bridge is on the point of

immediate deposition from its throne, no impartial person would deny that

games could be devised that might run it very close, and bid fair to

imperil its popularity. To invent such a game Professor Hoffmann, with his

long and close experience of social pastimes of every kind, is

exceptionally well qualified; and, whether or no we shall all leave off

being Bridge-players and become Quinto-players, there is no denying that in

the latter game there are several new and interesting elements, that it

carefully avoids the fatal error of excessive complexity--the ruin of

"Vint" and "Skat," for instance--and that it is compounded of skill and

chance in very happy proportions.

It is a game of two partners against two, as at Bridge and Whist. The pack,

however, consists of fifty-three cards instead of fifty-two. The place of

the extra card (five "crowns"--known as "Quint Royal") which is included by

Messrs. Goodall & Son in their "Quinto" packs can be supplied equally well

by the "Joker," which all ordinary packs now contain. Similarly, the

score-sheets (which resemble {264} those of Bridge, except that no

horizontal division is necessary) may be dispensed with, and their place

supplied by ordinary paper and pencil, or by an ordinary cribbage-board.

After settling partners and deal in the usual way, the cards are shuffled

and cut, and the dealer then lays aside the five top cards, face downwards,

to form what is known as the "cachette." The remaining forty-eight cards

are dealt out as at Whist, so that each hand contains twelve cards; but no

trump card is turned up.

The players in rotation, commencing with the eldest hand, have then the

option of once doubling the value of each trick, and of once re-doubling an

opponent's double. The option passes round the table once only, and does

not affect the value of the "quints," as defined below.

The normal value of each trick, reckoned irrespective of its contents, and

counting to the side which wins it, is five points. Each side scores the

number of tricks that it actually wins. If A B win 11 tricks, and Y Z 2, A

B score 55, and Y Z 10. These values may, however, be doubled or quadrupled

before the play begins, as previously explained. The winners of the twelfth

trick take the "cachette," which itself counts as an extra trick. Thus the

winning of the twelfth trick bears a double value.

So far as regards "trick" scoring. The "honours" are known as "Quints," and

are (1) The five of any suit, a fifth "honour" being the "Joker" or "Quint

Royal"; (2) An ace and four, or a deuce and trey, of the same suit, falling

to the same trick. "Quints" count not to the side to which they are

originally dealt, but to the side that wins the trick containing {265}

them. They are marked as they occur in course of play, according to the

following scale: Quint Royal, 25; Quint in Hearts, 20; in Diamonds, 15; in

Clubs, 10; in Spades, 5. The contents of the "cachette" (if of any value)

are similarly scored by the side that takes it.

The play of Quint Royal is peculiar. It has no trick-taking value at all,

and can be scored by the holder only if he can throw it on a trick won by

his partner. This he is always allowed to do, whether he holds one of the

suit led or not.

With the preceding exception, every player, having one of the suit led,

must follow. If he has not, he may trump or over-trump. No selection is

made of any particular suit for trumps, but for trumping purposes the suits

ascend in power, in Bridge order, from spades to hearts. Thus any spade may

be trumped by the deuce of clubs, which may be over-trumped by any other

club or by the deuce of diamonds--and so on up to the one card, the ace of

hearts, which is a winner against all the rest.

Game is 250 up. A distinction between quints and tricks is that the former

are marked up as they occur in course of play, and that, as soon as the

scoring of them brings either side up to or beyond 250, that game is at an

end, and the rest of the hand is abandoned. The value of the "cachette" may

make the winners of it game; if so, the tricks are not counted. If neither

side is 250 up after counting all quints, the value of the tricks won is

added in. Should such addition bring both parties beyond 250, the higher of

the two totals wins. Those who first win two games win the rubber, and

score 100 points extra therefor.

There is another method of scoring--by "single," {266} "double," and

"treble" games--but the former way has been preferred wherever the writer

has seen the game played.

Before Quint Royal has been played, a player who does not hold it should be

always on the alert to give his partner the chance of making it. The

original leader, therefore (not holding Quint Royal himself), is always

expected to start with the ace of spades, if he has it. If not, with the

ace of clubs. The ace of hearts is certainly, and the ace of diamonds

probably, too valuable to be led out in this way.

The establishment of a black suit is obviously a hopeless task, for both

red suits cannot be got out of the way. Hearts, however, may sometimes be

extracted for the benefit of a good long suit of diamonds.

Hoyle's Games Modernized · 第 270 / 461 题