[Illustration: SPREADING THE PACK.] When _=two=_ or _=three=_ play, the lowest cut has the choice of seats, and takes the first deal. When _=four=_ play, they cut for partners; the two highest pairing against the two lowest. The lowest has the choice of seats, and deals the first hand. When _=five=_ or _=seven=_ play, they have the choice of seats in their order, the lowest first, and the lowest cut deals. When _=six=_ play, the three lowest are partners against the three highest, the lowest cut having the choice of seats, and the first deal. _=TIES.=_ Players cutting cards of equal value cut again; but the new cut decides nothing but the tie. _=PLAYER’S POSITIONS.=_ The _=eldest hand=_, or age, sits on the left of the dealer, and the _=pone=_ sits on the dealer’s right.
A player cutting the Joker must cut again. _=COUNTERS=_ or whist markers may be used for keeping the score, but it is much more common to use the small cards from the deleted portion of the pack. The game is five points, and the best method of scoring is to use the 4 and 3 of any suit. When the 3 is face up, but covered by the 4 face down, it counts _=one=_. When the 4 is face up, covered by the 3 face down, it counts _=two=_. When the 4 is face down, covered by the 3 face up, it counts _=three=_. When the 3 is face down, covered by the 4 face up, it counts _=four=_. [Illustration: [🃓 covered by [🃔 covered by [🃓 covering a [🃔 covering a facedown card] facedown card] facedown card] facedown card] ONE. TWO. THREE.
, 1491, edit. 1814, p. 227: That na induellare within burgh . . . play at bar, playing at Bars. See Prisoner s Base. Barbarie, King of the I. O will you surrender, O will you surrender To the King of the Barbarie? We won t surrender, we won t surrender To the King of the Barbarie. I ll go and complaint, I ll go and complaint To the King of the Barbarie.
I dropped nine yards as fast as I could, then won it back. The spots came up for me every single roll but two, when I had my eye on something else. He snickered. We saw her, he said. How about it, Fowler? I asked my Lodge Brother. Was a worker tipping the dice tonight? I never felt it, he said. But the table had dropped nearly forty grand during the shift, which was about over when you started to play. He s too good for me, Wally. But you felt _my_ lifts, I protested. You called TK on the table.
Pinochle is a striking example of this. In many places the players will not allow the same cards to be counted twice in the trump sequence, so as to meld 190; but they will count them twice in four kings and queens. They insist on the rule of at least one fresh card from the hand for each additional meld in one case, but totally disregard it in another, as when they meld 240 for the round trip, instead of only 220. These local errors have crept into many of the Hoyles now upon the market, the works having probably been compiled from the individual knowledge of the author, limited by his experience in a certain locality. Many of these works devote much space to a certain game, which is evidently the compiler’s pet, and which is accurately described; while other and equally important games are full of errors and omissions, betraying a lamentable want of care in consulting the literature of the subject. While the author of this work does not believe it possible to compile a work that shall be universally accepted as the authority on all games, as a dictionary would be on spelling, he deems it at least possible to select what seems the most common usage, or the best rule, preserving the true spirit of the game, and to describe it accurately and bring the whole up to date. THE WHIST FAMILY. The most popular card games of the present day undoubtedly belong to the whist family, which embraces all those played with a full pack of fifty-two cards, ranking from the ace to the deuce, one suit being trumps, and the score being counted by tricks and honours, or by tricks alone. The oldest and most important of the group is whist itself. The game appears to be of English origin, its immediate parent being “ruff and honours.
IV. All the cards in a hand lowered or shown by a player so that his partner sees more than one card of it. V. Every card named by the player holding it. In _=Boston=_ and _=Solo Whist=_ there are no penalties for cards exposed by the single player, because he has no partner to take advantage of the information. 21. All cards liable to be called must be placed and left face upwards on the table. A player must lead or play them when called, provided he can do so without revoking. The call may be repeated at each trick until the card is played. A player cannot be prevented from leading or playing a card liable to be called; if he can get rid of it in the course of play, no penalty remains.
Any Queen and Jack of different suits, 10 The sequences and flushes in class B must all be of the same suit; penchant cards must be of different suits. If the winner of any trick has no declaration to make, he signifies it by drawing the top card from the stock. His adversary, before drawing his card from the stock, may then declare a penchant, if he has one; but no other combination can be declared by the player who does not win the trick. If the winner of the trick makes any declaration, the loser cannot declare. The Jack of the first penchant declared makes the _=trump suit=_ for that deal, no matter which player announces it. Trumps do not increase the value of any combination, and are only useful to win plain-suit tricks. All declarations are scored immediately, either on a marker or with counters. It will be observed that with the exception of sequences of five cards, fours, and penchants, the count is ten points for each card in the combination. Only one declaration can be made at a time. Any card laid upon the table for one declaration can be used again in future declarations, provided the player making the new announcement adds at least one fresh card from his hand.
The value of the game is 1, and each better game is numbered in regular order, the five varieties being as follows: The Game, 1. Schneider, 2. Schwarz announced or Schwarz, 3. Schwarz after announcing Schneider, 4. Schwarz announced, 5. These numbers are added to the number of Matadores, and the total thus found is multiplied by the unit value of the game. For instance: A player has obtained the privilege of playing on a bid of thirty. His game is a Solo in hearts, in which he holds the three highest Matadores and announces schneider in advance. His game multiplier is therefore 3 (for the announced schneider), to which he adds 3 more for the Matadores, 6 altogether. The unit value of a heart Solo being 10, he could have gone on bidding to 60 had it been necessary, and he will win 60 from each of his adversaries if he succeeds in reaching 91 points in the counting cards he takes in in his tricks, together with what he finds in the Skat.
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