These various results increase the value of the game, as will presently be seen. There are four varieties of games in which the successful bidder plays to win, the difference being in the manner of using the skat cards, and making the trump. These games are called _=Frage=_, _=Tourné=_, _=Solo=_, and _=Grand=_, and they outrank one another in the order given, Frage being the lowest. The first three: Frage, Tourné and Solo, are each again divided into four parts, according to the suit which is trumps; a Tourné in clubs being better than one in spades; a Solo in hearts being better than one in diamonds, and so on. This is in accordance with the rank of the suits already mentioned in the paragraph devoted to that subject. In a _=Frage=_, or Simple Game, the successful bidder takes both the skat cards into his hand, and then declares which suit shall be the trump; discarding two cards face downward for his schatz, or treasure, before play begins. The two cards thus laid aside count for the single player at the end of the hand, provided he takes a trick, and they cannot be won by the adversaries unless they make the single player schwarz. Frage is no longer played. In a _=Tourné=_, the successful bidder turns one of the skat cards face upward on the table before looking at the second card. He may turn over whichever card he pleases, but the one he turns fixes the trump suit for that hand.
They may or may not be variants of the same game. See Here comes a Lusty Wooer, Here comes a Virgin, Jolly Rover, Three Dukes. Jolly Miller [Music] --Epworth, Doncaster (C. C. Bell). [Music] --Earls Heaton (H. Hardy). [Music] --Derbyshire (Mrs. Harley). I.
In Rubicon Bézique, a person should be very familiar with the movements peculiar to dealing seconds before he ventures to play in a public café, or he may find his adversary with the most astonishing run of repeated combinations, and will be rubiconed almost every game. Never play with a man who cuts the pack with both hands, watches the cards closely as he deals, or looks intently at the top of the stock before he plays to the current trick. Players who have a nervous affection which makes them pass over too many counters at once will also bear watching. Colour blindness may lead them to take over a blue instead of a white in a close game. _=SUGGESTIONS FOR GOOD PLAY.=_ The general principles of play are much the same in all the Bézique family of games. It is usually best to give your adversary the deal, because the first lead is often an advantage, especially if the turn-up is valuable, and you have a dix, or if you want to make the trump in Rubicon Bézique. It is seldom right to make the trump unless you have one or two of the sequence cards with the marriage. _=The Lead=_ is a disadvantage unless you have something to declare, or there is a brisque in the trick, or you can get home the Ten of a plain suit. The Tens are of no value in plain suits except as brisques, for they enter into no combination with other cards except in Penchant, Cinq-cents, and Rubicon.
| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.|Fochabers (Scotland). | Hampshire. | Northants. | +---+----------------------+----------------------+----------------------+ | 1.|Draw a bucket o |Drawing a bucket of |Draw a pail of water. | | |water. |water. | | | 2.
Halliwell, p. 227, gives the game of Drop Glove, in which a glove is used. For the use of handkerchiefs as love-tokens see Brand, ii. 92. See Drop Handkerchief, French Jackie. Kit-Cat A game played by boys. Three small holes are made in the ground, triangularly about twenty feet apart, to mark the position of as many boys, each of whom holds a small stick, about two feet long. Three other boys of the adverse side pitch successively a piece of stick, a little bigger than one s thumb, called Cat, to be struck by those holding the sticks. On its being struck, the boys run from hole to hole, dipping the ends of their sticks in as they pass, and counting one, two, three, &c., as they do so, up to thirty-one, which is game.
anything. | | 18.|I ll show you a |You shall see a | -- | | |blackbird. |blackbird. | | | 19.| -- | -- |For a pretty girl. | | 20.| -- | -- |You shall have a | | | | |drake. | | 21.| -- | -- | -- | | 22.
The exchange goes round to the left. The moment any player finds himself with a flush, three cards of the same suit, regardless of their value, whether dealt to him, or made by exchange, he says: “My Ship Sails;” and all exchange is stopped, and the hands are shown. Should there be more than one flush, the pips win, counting ace for 11, and other court-cards for 10 each. If no player has secured a flush after two rounds of exchanges, the hands are shown, and the highest number of pips in the two-card flushes wins the pool. The elder hand wins ties. BOUILLOTTE, OR BRELAN. This is an old and famous French gambling game, often referred to in stories of fast life in European society. It was the rage during and long after the French Revolution, but has lately had to share public attention with Baccara, and even with Le Poker Américain. It has many points in common with three-stake Brag, and is evidently descended from the same stock. By many persons Bouillotte is considered superior to Poker, because it offers the player many opportunities to speculate on winning by the aid of cards that are not in his own hand.
W. Florence, 1892. Poker Rules in Rhyme, by Geo. W. Allen, 1895. Science of Draw Poker, by David A. Curtis, 1901. Poker, Brentano’s Pocket Library Series, by R.F. Foster, 1897.
=_ When the player asks for cards, the dealer knows that his adversary probably does not hold a jeux de règle. The dealer must not be too sure of this, however, for proposals are sometimes made on very strong hands in order to try for the vole, or to make two points on the refusal. The dealer should assume that he is opposed by the best play until he finds the contrary to be the case, and it is safest to play on the assumption that a player who proposes has not a jeux de règle. For all practical purposes it may be said that the dealer can refuse to give cards with hands a trifle less strong than those on which the player would stand. The general rule is for the dealer to give cards unless he is guarded in three suits; or has a trump, and is safe in two suits; or has two trumps, and is safe in one suit. If the dealer has only one suit guarded, and one trump, he must take into account the risk of being forced, and having to lead away from his guarded suit. There are eight recognized hands on which the dealer should refuse. The full details of the calculations can be found in the ninth volume of the “_Westminster Papers_.” As in the case of the player, the weakest trumps have been taken for the examples, and the weakest holdings in plain suits. If the dealer has better plain suits, or stronger trumps, he has of course so much more in his favour if he refuses.
ILLUSTRATIVE SOLO WHIST HANDS. The dealer, Z, turns up the heart 3 in both hands, and A leads. The underlined card wins the trick, and the card under it is the next one led. | T| _=A Solo.=_ | R| _=A Misère.=_ | I| --------------------------------+ C+------------------------------- A Y B Z | K| A Y B Z +-------+-------+-------+-------+--+-------+-------+-------+------+ | 10♢ | 8♢ | Q♢ | _K♢_ | 1| _K♠_ | 7♠ | J♠ | 10♠ | | 3♢ | 9♢ | _A♢_ | 2♢ | 2| _Q♠_ | 5♠ | 9♠ | 8♠ | | ♡6 | ♡2 | _♡A_ | ♡3 | 3| Q♢ | 5♢ | _A♢_ | J♢ | | ♣8 | ♡4 | ♡Q | _♡K_ | 4| 9♢ | 4♢ | _K♢_ | 10♢ | | ♣9 | _♣A_ | ♣4 | ♣7 | 5| ♡6 | 3♠ | _6♠_ | 8♢ | | _A♠_ | 9♠ | K♠ | 4♠ | 6| ♡7 | 2♠ | _4♠_ | ♣A | | _♣K_ | ♣2 | ♣6 | ♣5 | 7| ♣10 | ♣8 | ♣7 | _♣K_ | | 7♠ | 2♠ | _Q♠_ | 6♠ | 8| ♣9 | ♣6 | 7♢ | _♣Q_ | | 5♢ | ♣3 | ♣Q | _♡8_ | 9| ♣5 | ♣4 | 6♢ | _♣J_ | | 6♢ | 3♠ | _♡5_ | J♢ |10| ♡8 | ♣2 | ♡K | _♣3_ | | 7♢ | ♡10 | ♡9 | _♡J_ |11| _♡A_ | ♡2 | ♡Q | ♡3 | | 8♠ | 5♠ | _♡7_ | 4♢ |12| 2♢ | _3♢_ | ♡9 | ♡4 | | J♠ | ♣J | ♣10 | 10♠ |13| ♡J | _A♠_ | ♡10 | ♡5 | +-------+-------+-------+-------+ +-------+-------+-------+------+ _Solo player wins._ _Misère player loses._ In the first example, A and Y pass, and B calls Solo. A follows the modern practice of leading the top of his long weak suit, as a card of warning and support for his partners. Z knows Y must have 9 or Ace of diamonds, or no more, and he avoids the error of opening another suit, especially a weak one.
An opponent of the declarer should not lead until the preceding trick has been turned and quitted; nor, after having led a winning card, should he draw another from his hand before his partner has played to the current trick. 5. A card should not be played with such emphasis as to draw attention to it, nor should a player detach one card from his hand and subsequently play another. 6. A player should not purposely incur a penalty because he is willing to pay it, nor should he make a second revoke to conceal a first. 7. Conversation during the play should be avoided, as it may annoy players at the table or at other tables in the room. 8. The dummy should not leave his seat to watch his partner play. He should not call attention to the score nor to any card or cards that he or the other players hold.
_=Irregularities.=_ The penalty for a revoke is the loss of 9 points, which are taken from the score of the side in error at the end of the hand, and added to the side not in fault. If the final score is 24 to 11, for instance, in favour of the single player, and one of the partners has revoked, the score is 33 to 2, and the player wins 31 points. If any player turns over the stock before he has announced to stand and has discarded at least one card, he loses 35 points to each adversary, and the deal is void. If an adversary of the single player turns over the stock before the player has discarded, there is no penalty, and the player may discard as he pleases. If an adversary of the single player leads or plays out of turn, the player may abandon the hand at that point, and claim the stock and last trick, the adversaries being entitled to count only the points they have won up to the time the error occurred. _=Suggestions for Good Play.=_ The general tactics of the game are extremely like those employed in Whist and Skat. The player establishes his long suit as rapidly as possible, and preserves his tenaces and cards of re-entry. The adversaries of the player should lead short suits up to him, and long suits through him, and every opportunity should be taken advantage of to discard counting cards on partner’s tricks, Aces especially, which are not the best of the suit, but count the most.