G. stands for German; F. for French.
DRIVE WHIST.There are several methods of playing Drive Whist; the most popular being to fill as many tables as possible with the players that present themselves, regardless of any order further than that partners should sit opposite each other. The players may select their own partners, or they may be determined by lot, according to the decision of the hostess. Straight whist is played; the cards being shuffled and cut afresh for every hand. Each deal is a game in itself. Drawing for Partners. If there is an equal number of ladies and gentlemen, and the number is less than fifty-two, a sufficient number of red and black cards should be sorted out, and the ladies asked to draw from the red, the men from the black; those getting the same denominations being partners. For instance: 16 couples present themselves for play. The thirteen Hearts and the A 2 3 of Diamonds should be put into one hat for the ladies; the thirteen Clubs, and A 2 3 of Spades being put into another for the men. Those drawing the same denomination of Hearts and Clubs, or of Spades and Diamonds are partners. Before play begins, the number of hands which it is proposed to play should be announced, or a time set for adjournment. Driving. There is no rank attached to the tables, but they should be arranged in such a manner that players may know which table to go to next. The partners seat themselves wherever they please, and at the tap of the bell at the head of the table the deal is cut for, and play begins. The winners of the majority of the thirteen tricks at each table go to the next table. Here they may either continue to play as partners, or may divide, which ever has been the style of play decided upon by the hostess. When the partnerships have been drawn for, it is usual to preserve them for the evening. The losing gentleman at each table has the deal for the next hand. Scoring. Every hand must be played out for all it is worth, both winners and losers scoring all the tricks they take. If the same partners play together throughout the evening, one score-card will do for the couple. If they divide, each individual must have his or her own score-card. The winners are those who have taken the greatest number of tricks in the agreed number of hands, or during the time limit. When partners divide as they drive on, there should be two prizes, one for ladies, and one for gentlemen. BID WHIST.This is a popular game on trains, or wherever it may be necessary to stop at the end of a deal without finishing the game. Thirteen cards are dealt to each player, one at a time, but no BIDDING. The bidding goes round until no one will go any higher. The eldest hand starts by naming the number of points he will make if allowed to name the trump and lead to the first trick, but he does not name the suit he purposes picking out. It is not necessary to lead a trump. There are two ways to bid. In some places there are seventeen points to be played for in each deal; one for each trick of the thirteen and one for each of the four honours, ace king queen and jack, in the trump suit. Honours count to the side winning them, and not to the original holders, so that a player holding the four top honours in any suit could safely bid eight; four tricks and four honors being a certainty, but if that was all he made he would lose on the deal, as the other side would score nine points out of the seventeen. In other places, it is the rule that the bidder must make the odd trick or he cannot count honours or anything else. There are then only eleven points to be played for in each deal; seven odd tricks and four honours. Any player bidding four would have to win the odd and three honors, or two odd and two honours, or something to make up his bid. SCORING. No matter how many more than his bid he makes, he can score it all. If he fails, he is set back the amount of his bid. If his adversaries win the odd trick or more, they count one point for each trick over the book in addition to the amount by which they set the bidder back. When there are seventeen points in play each deal, it is usual to take the lower score from the higher and score the difference only, but when the bidder fails, he is not set back, but simply gets nothing at all, while his opponents score all they make, without any deductions. CARDS. This variety of whist is played with a full pack of fifty-two cards, which rank from the A K Q down to the deuce. In cutting, the ace is low. PLAYERS. Four persons cut for partners, the two highest playing against the two lowest, the lowest cut having the choice of seats and cards and dealing the first hand. DEALING. The cards shuffled and cut, thirteen are given to each player, one at a time in rotation to the left. No trump is turned, as every hand is played without a trump. MISDEALING. In case of any irregularity in the deal, the same dealer must deal again. The laws governing misdeals are the same as at whist or bridge. OBJECTS OF THE GAME. The play is for tricks alone, but whether the players try to win them or to lose them depends on the declaration. In Grands it is to win; in Nullos, it is to lose. BIDDING. The player to the left of the dealer makes the first bid. He may offer to play grand or nullo or he may pass. The moment either grand or nullo is named, the bidding ends. If the first player passes, the next to the left must declare himself. If all pass without a bid, the hand is played as a nullo. Any player bidding out of turn loses 20 points, and is barred from bidding on that deal. METHOD OF PLAYING. If the game is grand, the player to the right of the bidder leads any card he pleases. If the game is nullo, the player to the left of the bidder leads. If no bid is made, the player to the left of the dealer leads. Either partner may take in the tricks won by his side, keeping them separate, so that they may be easily counted. SCORING. The game is 50 points. Each trick over the first six counts four in grands, but in some places only two in nullos. This must be agreed upon before play. Tricks over the book count for the bidder’s side in grands, but against him in nullos. If the bidder and his partner fail to get the odd trick in a grand, his opponents count double for each trick they win over the book, but in nullos there is no double value. PENALTIES. In case of a revoke, the side in fault gives three tricks to its opponents in grands, or receives three if it is a nullo. The penalty for a lead out of turn is to call a suit. RUM.There are several varieties of this game, and quite a number of ways of playing them, but the standard method, as adopted by the best clubs, is that here given. The principal divisions of the game are those played with the single pack, and those played with the double pack and two jokers. SINGLE-PACK RUM.CARDS. The full pack of fifty-two cards is used, ranking from the K Q J down to the ace, the suits having no rank. The ace may also be used in sequence with the king as the top of a sequence. PLAYERS. Any number from two to six may play, but four or five makes the best game. CUTTING. The cards are spread and drawn for choice of seats and first deal. The lowest cut has first choice, the next lowest sitting on his left and so on round the table. DEALING. When two play, ten cards are given to each. When three play, seven to each. When four play, six to each. The cards are dealt one at a time until all are helped and the next card is turned face up on the table as a starter for the discard pile. The stock is left beside this card, face down. OBJECT OF THE GAME. The aim of the players is to get rid of the cards dealt them and those they draw from the stock by laying face upward on the table any combinations of three of a kind, or three in sequence and suit. METHOD OF PLAYING. The player to the left of the dealer begins by taking into his hand the card that is face up, if it suits him, or the top card of the stock. If he takes the top of the stock, he puts it into his hand without showing it. He may then lay out any combination of three cards that he holds, but he is not obliged to do so. Whether he lays out anything or not, he must discard a card, face up, to take the place of the one drawn. This discard is always placed beside the stock, and of course covers up any card already there. LAYING OUT. After drawing from the stock and before discarding, a player may lay out any three cards, but no more than three at one time. Or he may add one card from his hand to any combination already laid out by another player, but he cannot add more than one card in this way. He may add a card to a combination laid out by himself if he wishes to. CALLING OUT. Each player in turn to the left draws, lays out and discards in this manner until some player gets rid of his last card, when he calls out, and the game comes to an end. The last card in a player’s hand may be got rid of by laying it out in combination, or by discarding it if it is the only card left. SCORING. As soon as any player calls out it is too late for any other player to lay down any combinations he may hold. Each player in turn to the left shows his hand and the winner gets credit for the pip value of his cards, jacks being worth 11, queens 12, kings 13. It sometimes happens that the stock is exhausted before any player calls out. In this case the discards are turned face down without shuffling them and the pile drawn from as if it were the stock. SPLASHES. The game is sometimes played with the condition that if any player chooses to risk holding his hand until he can lay it all down at once, or lay down all but the one which he is allowed to discard, he wins double from each of the others. This prompts a player with a good hand to hold POKER RUM.CARDS. In this variety of the game, the A K Q J are worth ten points each, the ace eleven, and the remaining cards their face value. The ace may be used as the top of a sequence Q K A, or the bottom of A 2 3, but not as part of a round-the-corner, K A 2. DEALING. Ten cards are always given to each player, no matter how many are in the game. If there are more than three at the table, the double pack must be used, so as to leave cards enough for the stock. OBJECT OF THE GAME. The aim of the player is to draw cards from the stock or discard pile until the pip value of the unmatched cards in his hand amounts to 15 or less. Sequences may run to any length, and four, five, or six of a kind is in order. The cards in hand that do not fit any combination of three or more are deadwood, and the object is to reduce this deadwood to less than fifteen. METHOD OF PLAYING. Each player in turn to the left of the dealer draws a card from the stock or the discard pile and discards one in its place, face up. No player is allowed to lay down anything until he can show his whole hand, and then only when his deadwood is fifteen or less, and he is not obliged to lay down even then if he prefers to wait until he can reduce his deadwood still further. THE SHOW-DOWN. As soon as any player can show down his hand, the game is at an end. He lays out his combinations and pushes them aside. Then he announces the pip value of his deadwood, after discarding a card in place of the one drawn. Suppose he draws the seven of hearts, and lays down the 6 7 8 9 of that suit; J Q K of clubs; discards the king of spades and leaves two deuces and a five for his deadwood. That is nine points. Each of the other players in turn to the left then lays down his hand and pushes aside all combinations held. If the pip POKER GIN.This is a variety of poker rum in which the deadwood must not exceed ten points and each player is allowed not only to put aside his own combinations after the call for a show-down comes, but may add any of his odd cards to the combinations laid out by the one who calls for a show-down. Suppose that in the example given for poker rum, the caller showing 6 7 8 9 of hearts, J Q K of clubs, and nine in his deadwood, another player has in his ten cards the 7 8 9 of diamonds; 6 7 8 of spades, two fours and the tens of clubs and hearts. When the show-down is called for, he has twenty-eight points in his deadwood; but by adding his club ten to the caller’s sequence of J Q K, and the heart ten to the caller’s 6 7 8 9 in that suit, he reduces his deadwood to eight points, the pair of fours, and beats the caller out by a point. PENALTIES. If any player turns out to have less in his deadwood than the caller, as in the example just given, the caller forfeits ten points to him, in addition to having to pay for the difference. Should a player call for a show-down when he has more than ten in his deadwood, he loses five points to each of the others at the table and takes up his cards again. DOUBLE-PACK RUM.CARDS. This game is always played with two full packs of fifty-two cards each and two jokers, all shuffled together and used as one. The ace may be high or low in sequences. DEALING. Ten cards are given to each player, one at a time, and the next card is turned up and laid beside the stock to start the discard pile. LAYING OUT. Sequences in suit may run to any length, and any number of cards or combinations may be laid out at THE JOKERS. These two cards have peculiar privileges. A joker may be called anything the holder pleases. If it is used as the interior of a sequence, such as 6 joker 8 of hearts, it must remain there, but if it is placed at the end of a sequence, any player has the right to remove it to the other end, placing it crossways, to show that it has been moved, provided he can put a card in its place, or add one to the sequence below the joker. A joker once moved cannot be moved again. Suppose some player has laid out the 6 7 joker of clubs. The joker stands for the 8 of clubs. Another player holding the actual 8 of clubs could move the joker to the position of the 5 and add his 8. Or if he had the 4 of clubs, he could move the joker to represent the 5 and add his 4 to the sequence, or he might add both 8 and 4 if he held those cards. On account of the privilege of laying out as many cards at a time as the player pleases, and adding as many as he can to other combinations, this is a much livelier game than the ordinary single-pack rum. The settling is the same, the winner getting the pip value of each player’s hand. In case no one has all his cards down before the stock is exhausted, which is very unusual, however, the discards are turned face down and drawn from again. CANFIELD.This form of solitaire is often confused with Klondike, but there is a marked difference both in the layout and the play. The full pack of fifty-two cards is used. After it has been thoroughly shuffled and properly cut, thirteen cards are counted off, face down, and placed at the player’s left, face up. This is the stock. The fourteenth card is then turned face up and is the foundation for that deal. Let us suppose it is a seven. It is placed by itself, furthest from the player, waiting for the three other sevens to appear to form three other foundations, each in a different suit. Four cards are then dealt off from left to right, face up, for the layout. Holding the remaining thirty-four cards in the left hand, face down, the player counts off three at a time and turns them face up on the table, but so that the top card only Let us suppose this is the appearance of the table: The Foundation:— ?? The Stock:— ?? The Layout:— ?? ?? ?? ?? The top card of the three:— ?? The player can make several changes at once. The five of diamonds will go on the club six, the club four on the five, the ace of diamonds on the deuce of spades, leaving a space which must be filled from the top of the stock, using the card that was under the four of clubs. Another card is exposed and available under the five of diamonds. Cards built on the foundations must be in the same suit, and build upward, nothing but eights being available on the sevens. On the layout, sequences are built down, and must change colour each time. Any time that there is a space in the four columns of the layout, the top card of the stock may be used to fill the space, but the stock itself must never be added to. If there are only two cards in any of the four columns of the layout at any time, and the top one can be used on another pile, it may be taken for that purpose. Suppose the nine of hearts were built on down to a black six, the five of diamonds could be removed to that pile to release the six of clubs. After running through the entire pack, three cards at a time, the cards that have not been used in the process, and which are lying on the table face up, are taken up again and turned face down, without shuffling them, and run through again, three at a time. As long as any card can be used it must alter the run of the cards that will turn up in threes after that, and the player may continue to go through the pack in this way until The betting is against the player getting eleven cards in his foundation piles. If the pack is purchased for $52, he gets $5 for every card in his foundations. It is almost impossible to get out the whole fifty-two for $260, but it is done occasionally. I DOUBT IT.This is a good round game, any number taking part. The full pack of fifty-two cards is dealt round, one card at a time as far as it will go equally, the remainder being left in the centre of the table, face down. Any one can deal. The player to the left of the dealer starts the game by taking from his hand any three cards he pleases and laying them on the table in front of him face down. He then announces, “These are three jacks,” or anything he likes to call them, there being no obligation to tell the truth about it, so the cards might actually be a six four and a deuce. Each player in turn to the left can doubt the statement that the cards are three jacks, or he can pass. If any player in his proper turn says, “I doubt it,” the three cards are at once turned face up. If the statement is not correct, the three cards are at once taken back into the player’s hand, together with all the cards lying face down in the centre of the table at the time. Should the statement turn out to be true, the player who doubted it must take the three jacks and all the cards on the table. That settled, the next player to the left lays out three cards and announces that they are three of a kind of something or other, each player to the left passing or doubting it. If no one questions the correctness of a statement, no explanation is given by the player who laid out the cards. He simply pushes them to the centre of the table with the others, face down. If he shows them, or any one of them, as some may do in a spirit of bravado, he must take all three back into his hand and all on the table with them. The object of doubting is simply to prevent a player from getting rid of three cards, but toward the end of the game one must be careful, as triplets are gradually gathered for that stage. If any player has less than three cards in his hand when it comes to his turn to lay down, he must draw from the table, face down, enough to make three. He may look at what he The first to get rid of all his cards gets a chip from each of the others for each card they hold. JASS.This is popularly supposed to be the progenitor of the American game of pinochle, and is still very popular in Switzerland. CARDS. Jass is played with the thirty-six card pack, the 5 4 3 2 of each suit being thrown out. The cards rank from the A K Q down to the 6, both in cutting and in play. The cards have a pip value in scoring, aces 11, tens 10, kings 4, queens 3 and jacks 2. In the trump suit, the jack is the highest card, and is worth 20 points instead of 2. The nine of trumps comes next, being worth 14 points, and is called “Nell.” The remaining trumps rank as in plain suits. The jack of trumps has the special privilege of being allowed to renege, even when the holder of the jack can follow suit. MARKERS. The score is usually kept on a slate. PLAYERS. Any number from two to four can take part, but each is always for himself. The rules for two-hand differ slightly from those for three or four. (See Two-hand Jass.) CUTTING. The first deal is cut for, high wins. The cards rank as in plain suit, and ties cut again, to decide the tie. DEALING. When the pack is cut, at least four cards must be left in each packet. (In Switzerland they cut to the left and deal to the right; but in America this is not necessary.) The cards are dealt three at a time for three rounds, so that each player receives nine cards. When four play, the last card must be turned up for the trump. When three play, the twenty-eighth card is the trump. OBJECT OF THE GAME. The play is to win tricks with cards of pip value in them, especially aces and tens, called game points, and also to meld certain combinations of cards that are found in the player’s hand. When three play, the dealer may exchange his nine cards for the nine that are left on the table, but he must surrender the turned up trump among those nine cards to any player that holds the six. If the dealer does not wish to exchange, each player in turn to the left may do so. In making the exchange, no card of the nine originally dealt to the player may be kept, not even the six of trumps. The pip value of the cards won in tricks count for the player at the end of the hand. The following values are for the melds:
The melds are made after the player has played his card to the first trick, whether he wins that trick or not, but the melds are not credited to him on the slate unless he wins at least one trick during the play of the hand. METHOD OF PLAYING. When four play it is sometimes permissible for one to pass out, each in turn to the left having the right. The first thing is for the holder of the six of trumps to exchange it for the turned-up trump. The player to the left of the dealer then leads any card he pleases, and each player in turn must follow suit and must head the trick if he can; by trumping if he has none of the suit led. As soon as a card is played, the player makes his meld, announcing its pip value. The winner of the last trick scores five points for it. SCORING. Sometimes 1,000 points is a game, as in pinochle, and the first player to call out wins if he is correct; if not he loses. Sometimes in three or four-hand, it is agreed to play some number of deals divisible by four, usually 12 or 16. These are indicated by cross marks on the slate, each arm representing a deal. The two players with the higher scores at the end of the hand each rub off a mark and the one who is first to rub off all his marks is the winner, or the last to wipe off is stuck, according to agreement. Any one failing to get as many as 21 points in meld and play is set back a mark. TWO-HAND JASS.When only two play, the game closely resembles American pinochle, the winner of each trick drawing a card from the top of the stock, the loser drawing the next one. All melds are made immediately after winning a trick and before drawing from the stock, only one meld at a time being allowed. It is not necessary to follow suit to anything until the stock is exhausted, after which all melds cease and the second player to each trick must win it if he can, but the jack of trumps still has the privilege of renouncing if a plain suit is led. PATIENCE POKERAs its name implies, this is a form of solitaire, but it may be managed so as to provide a pleasing competition for any number of players. Both forms of the game will be described, the solitaire first. CARDS. The full pack of fifty-two cards is shuffled and cut. Keeping it face down in the left hand, the top card is turned up and laid upon the table. The next card is turned up and laid in such a position that it touches the first one, either on one of its four edges, or one of its four corners. The third card must touch one or other of the two already on the table in the same manner, and so on until twenty-five cards have been drawn and placed, but the twenty-five must be so arranged as to form a square of five cards each way. As no card can be moved from its original position, as soon as there are cards enough in either direction, up and down, or from left to right, to make a row of five, no more cards can be laid beyond that point, as it would transgress the limits of the square. OBJECT OF THE GAME. The aim of the player is to place each card as it comes from the top of the pack in the most advantageous position for combining with other cards, either already there or hoped for, so that each row of five cards, up and down, or right to left, shall be a poker hand of some value. VALUE OF THE HANDS. The various hands possible in poker are given a counting value, supposed to be in proportion to the difficulty of getting them. There are three systems of counting in common use, the English differing slightly from the American, both in value and in rank. The various scoring values are here given:
The first column given is the American system of counting by fives, after one pair, retaining the regular poker rank of the hands. The second column is the American system that puts the straight next to the full hand, and the flush between two pairs and a triplet. The third column is the English system, which ranks the straight above the full hand. As no person has as yet come forward with any figures to show which combination is easier to get in patience poker, nor the proportion of one hand to the other, these figures are all guess work; and players may adopt any values they please. As soon as the tableau is complete, with five rows of five cards each, the value of each of the ten hands the tableau contains is found and the total put down. The object of the solitaire player usually is to see how many tableaus he needs to reach a grand total of 500 points. SUGGESTIONS FOR GOOD PLAY. Experience has shown that it pays to keep certain classes of hand in one section, either left to right or up and down. Many players put all the flushes in the vertical columns, and build the pairs, triplets and fours from right to left. Straights are uncertain quantities unless they are flush also and are seldom played for. Each card has a double value, and it may help to make up two hands of high scoring power, if well placed. The highest possible point value for a tableau would probably be five hands of four of a kind and five straight flushes, four of which would be royal, like this: ?? ?? ?? ?? ?? " ?? ?? ?? ?? ?? " ?? ?? ?? ?? ?? " ?? ?? ?? ?? ?? " ?? ?? ?? ?? ?? The odds against the cards coming from the stock in such order as to make a tableau like this possible would be enormous, TWO OR MORE PLAYERS. Any number can play this game, the only limitation being the number of packs available and space enough on the table for each one to lay out his own tableau. One player is selected as the “caller” and he shuffles his pack and presents it to be cut. In the meantime each of the others sorts his individual pack into sequence and suit, so as to be able to pick out any named card without unnecessary delay. METHOD OF PLAYING. The caller starts by taking off his top card and placing it face up on the table, at the same time announcing aloud its suit and rank, as “Seven of clubs.” This makes it unnecessary for the others to watch the cards the caller draws. Each player picks out his seven of clubs and places it on the table in front of him, face up, as a starter for his tableau. Suppose the next card called is the ten of diamonds. As each player can place that card in any one of eight different positions with regard to the seven of clubs, and the next card after that in any one of a dozen positions, it must be evident that although the twenty-five cards called will be the same for every tableau, the resulting poker combinations may be vastly different. SCORING. Each player is credited with the value of his tableau, and then the duty of being caller passes to the left. The game is at an end when an agreed number of deals have been played, or at the expiration of a specified time, the highest total score being the winner. SOLITAIRE CRIBBAGE.This game may be played by one person or by several, two to four making an interesting game, either as partners or each for himself. The individual player takes a full pack of fifty-two cards, shuffles and cuts, and deals off three for himself, two for his crib, and then three more for himself. Taking up the six, he sorts them and discards for the crib, just as if the two cards already there had been laid off by an opponent. The pack is then cut for the starter. There is no play, and the hand is turned up and counted, scoring it on a regular cribbage board. The crib is then counted and scored. Leaving the starter still face up on the top of the pack, the eight cards in hand and crib are thrown aside. For the next deal, the player gives himself three cards from the top of the pack, one of which was the starter on the last deal, then two for the crib and three more for himself, discarding for the crib, cutting a starter, counting and scoring hand and crib as before. This is continued until only four cards are left, one of them being the starter for the last deal. Turn up these four cards and count them as a hand. The game is usually 91 points, and the object of the solitaire player is to see if he can reach the game hole without going through the pack more than once. If he does not reach with six hands and cribs, each with a starter, and one hand of four cards without a starter, he has failed to get the solitaire. WHEN TWO OR MORE PLAY. The object is now to see which player or partnership can get the greatest number of points in going through the pack once, each playing his own solitaire with his individual pack, but keeping level with his opponents in the matter of hands and deals. It is usual for each to cut the starter for the other and then to verify the count of the other’s hands and cribs. If one reaches 91 before the other gets round past 60, it is reckoned as a double game. If neither side reaches 91 before the pack runs out, the player that comes nearer to it wins. When two play against two as partners, each takes an adversary and plays against him individually, the scores being balanced at the end by adding those of the partners together. |