If the bidder leads out of turn, the card must be taken back, unless all have followed the erroneous lead, in which case the trick is good. There is no penalty if he plays out of turn.  _=REVOKES.=_ When a revoke is detected and claimed, the hands are immediately abandoned, and the individual player in fault must pay all the counters depending on the result. If he is the bidder, he pays each adversary; if he is opposed to the bidder, he pays for himself and for each of his partners. In England it is the rule to take back the cards and play the hand over again, as at Écarté, the revoking player paying all the stakes according to the result. This is often very unfair to the bidder, and leads to endless disputes as to who held certain cards which have been gathered into tricks. Sometimes the difference between a seven and an eight in a certain player’s hand will change the entire result.  _=PAYMENTS.=_ If the bidder succeeds in winning the specified number of tricks, each adversary pays him a counter for every trick bid. If he bid three tricks, they pay him three counters each; four counters each for four tricks bid; and the value of three tricks for a misère. If he fails to win the specified number of tricks, he pays each adversary; three counters if he bid three tricks, or a misère; four if he bid four. Any player bidding nap, and succeeding in winning all five tricks, receives ten counters from each adversary; but if he fails, he pays only five to each.  When penny nap is played, the settlement being in coin, it is usual to make naps win a shilling or lose sixpence, in order to avoid handling so much copper.  _=SUGGESTIONS FOR GOOD PLAY.=_ In calculating his chances for success in winning a certain number of tricks, the player will often have to take into consideration the probability of certain cards being out against him. This will vary according to the number of players engaged. For instance: If four are playing, and the bidder holds K Q of a plain suit, the odds against the ace of that suit being out against him are about 2 to 1. As it would be impossible for any person to remember all the jeux de règle for three tricks at Napoleon, each must learn from experience the trick-taking value of certain hands. Trump strength is, of course, the great factor, and the bidder should count on finding at least two trumps in one hand against him. Nap should never be bid on a hand which is not pretty sure of winning two rounds of trumps, with all other cards but one winners. One trick may always be risked in a nap hand, such as A Q of trumps, or a King, or even a Queen or Jack in a plain suit; the odds against the adversaries having a better card being slightly increased by the odds against their knowing enough to keep it for the last trick.  If the bid is for three tricks only, tenaces, or guarded minor honours in plain suits should be preserved. After the first trick it will sometimes be advantageous for the player to get rid of any losing card he may have in plain suits. It is seldom right to continue the trumps if the bidder held only two originally, unless he has winning cards in two plain suits, in which case it may be better to lead even a losing trump to prevent a possibility of adverse trumps making separately.  In playing against the bidder, leave no trick to your partners that you can win yourself, unless a small card is led, and you have the ace. In opening fresh suits do not lead guarded honours, but prefer aces or singletons. If the caller needs only one more trick, it is usually best to lead a trump. If you have three trumps, including the major tenace, pass the first trick if a small trump is led; or if you remain with the tenace after the first trick, be careful to avoid the lead.  Discards should indicate weakness, unless you can show command of such a suit as A K, or K Q, by discarding the best of it. This will direct your partners to let that suit go, and keep the others. It is usually better to keep a guarded King than a single ace. The player on the right of the bidder should get into the lead if possible, especially if he holds one or two winning cards. These will either give his partners discards, or allow them to over-trump the bidder.  In playing misères, it is better to begin with a singleton, or the lowest of a safe suit. An ace or King two or three times guarded is very safe for a misère, as it is very improbable that any player will be able to lead the suit more than twice; and if the bidder’s missing suit is led, the high card can be got rid of at once.  In playing against a misère, discards are important, and the first should be from the shortest suit, and always the highest card of it. A suit in which the bidder is long should be continued, in order to give partners discards. More money is lost at Napoleon by playing imperfect misères than in any other way.  _=Variations.=_ The foregoing description applies to the regular four-handed game; but there are several variations in common use.  Better bids than “nap” are sometimes allowed, on the understanding that the bidder will pay double or treble stakes if he fails, but will receive only the usual amount if successful. For instance: One player bids _=Nap=_, and another holds what he considers a certainty for five tricks. In order not to lose such an opportunity the latter bids _=Wellington=_, which binds him to pay ten counters to each player if he fails. Another may outbid this again by bidding _=Blucher=_, which binds him to pay twenty to each if he loses, but to receive only ten if he wins. In England, the bidder, if successful, receives double or treble stakes for a Wellington or a Blucher, which is simply another way of allowing any person with a nap hand to increase the stakes at pleasure, for a player with a certain five tricks would of course bid a Blucher at once, trebling his gains and shutting off all competition at the same time. This variation is not to be recommended, and benefits no one but the gambler.  _=Pools.=_ Napoleon is sometimes played with a pool, each player contributing a certain amount, usually two counters, on the first deal. Each dealer in turn adds two more; revokes pay five, and leads out of turn three. The player who first succeeds in winning five tricks on a nap bid takes the pool, and a fresh one is formed. If a player bids nap and fails, he is usually called upon to double the amount then in the pool, besides paying his adversaries.  _=Purchase Nap=_; sometimes called _=Écarté Nap=_, is a variation of the pool game. After the cards are dealt, and before any bids are made, each player in turn, beginning on the dealer’s left, may discard as many cards as he pleases, the dealer giving him others in their place. For each card so exchanged, the player pays one counter to the pool. Only one round of exchanges is allowed, and bids are then in order. A player having once refused to buy, or having named the number of cards he wishes to exchange, cannot amend his decision. Any player winning five tricks on a nap bid takes the entire pool. This is a very good game, and increases both the bids and the play against them.  _=Widows.=_ Another variation is to deal five cards in the centre of the table, face downward, the dealer giving the cards to the widow just before helping himself in each round. Any player in his proper turn to bid may take the widow, and from the total of ten cards so obtained select five on which he must bid nap, discarding the others face downward.  _=Peep Nap.=_ In this variety of the pool game one card only is dealt to the widow, usually on the first round. Each player in turn, before bidding or passing, has the privilege of taking a private peep at this down card, on paying one counter to the pool. The card is left on the table until the highest bidder is known, and he then takes it into his hand, whether he has paid to peep at it or not. He must then discard to reduce his hand to five cards. If a player bids nap it usually pays those following him to have a peep at the down card in case the bidder should retain it in his hand.   SPOIL FIVE.  Spoil Five is one of the oldest of card games, and is generally conceded to be the national game of Ireland. It is derived from the still older game of Maw, which was the favourite recreation of James the First. The connecting link seems to have been a game called Five Fingers, which is described in the “_Compleat Gamester_,” first published in 1674. The Five Fingers was the five of trumps, and also the best, the ace of hearts coming next. In Spoil Five, the Jack of trumps comes between these two.  _=CARDS.=_ Spoil Five is played with a full pack of fifty-two cards. The rank of the cards varies according to the colour of the suit, and the trump suit undergoes still further changes, the heart ace being always the third best trump. In the plain suits, the K Q J retain their usual order, the King being the best. The rank of the spot cards, including the aces of diamonds, clubs, and spades, is generally expressed by the phrase: _=Highest in red; lowest in black=_. That is to say, if several cards of a suit, not including a King, Queen or Jack, are played to a trick, the highest card will win if the suit is red; and the lowest if the suit is black. This will give us the following order for the plain suits, beginning with the highest card in each:--     No change. |          Highest in red.   ♡  K  Q  J  |  10  9   8   7   6   5   4   3   2   ♢  K  Q  J  |  10  9   8   7   6   5   4   3   2   A               |               |          Lowest in black.   ♣  K  Q  J  |  A   2   3   4   5   6   7   8   9   10   ♠  K  Q  J  |  A   2   3   4   5   6   7   8   9   10  In the trump suit the same order of cards is retained, except that four cards are always the best trumps. These are the Five, Jack, and ace of the suit itself, and the ace of hearts, the latter being always the third best. This gives us the rank of the cards as follows, when the suit is trump:--           No change.   |          Highest in red.   ♡ 5 J       ♡ A K Q |  10  9   8   7   6   5   4   3   2   ♢ 5 J  ♡ A  ♢ A K Q |  10  9   8   7   6   5   4   3   2                       |                       |          Lowest in black.   ♣ 5 J  ♡ A  ♣ A K Q |  2   3   4   5   6   7   8   9   10   ♠ 5 J  ♡ A  ♠ A K Q |  2   3   4   5   6   7   8   9   10  _=COUNTERS.=_ Spoil Five is played with a pool, for which counters are necessary. One player should act as banker, and the others should purchase from him, each beginning with 20 counters. Coins may take the place of counters, shillings being the usual points.  _=PLAYERS.=_ Any number from 2 to 10 may play; but 5 or 6 is the usual game.  _=CUTTING.=_ This is unknown at Spoil Five. The players take their seats at random, and one of them deals a card face up to each in succession. The first Jack takes the first deal. Some note should be made of the player who gets the first deal, as the rules require that when the game is brought to an end the last deal shall be made by the player on the right of the first dealer.  _=THE POOL.
        

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