Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date

Part 36

Chapter 364,549 wordsPublic domain

_=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.=_ Before play begins each player deposits one counter in the pool, and to this amount each successive dealer adds a counter until the pool is won, when all contribute equally to form a new one. In some places it is the practice for each successive dealer to put up for all the players, whether the pool is won or not. This simply makes larger pools.

_=DEALING.=_ Any player has the right to shuffle the pack, the dealer last. The cards are then presented to the pone to be cut, and as many cards as there are players must be left in each packet. Beginning on his left, the dealer gives five cards to each player; two on the first round and three on the next, or three and then two. After all are helped, the next card is turned up on the remainder of the pack, and the suit to which it belongs is the trump for that deal.

_=MISDEALING.=_ If there is any irregularity in the deal which is not the dealer’s fault, such as any card except the trump found faced in the pack, or the pack found imperfect, the same person deals again. But if the dealer neglects to have the pack cut, or deals too many or too few cards to any player, or exposes a card in dealing, or does not give the same number of cards to each player on the same round, or counts the cards on the table or those remaining in the pack, it is a misdeal, and the deal passes to the next player on the misdealer’s left. In some places the misdealer is allowed to deal again if he forfeits two counters to the pool.

_=ROBBING THE TRUMP CARD.=_ If the trump card is an ace, the dealer may discard any card he pleases in exchange for it. He may take up the ace when he plays to the first trick, or may leave it on the pack until got rid of in the course of play. When an ace is turned, the eldest hand, before leading, should call upon the dealer to discard if he has not already done so. If the dealer does not want the trump, he answers: “I play these.”

If the trump card is not an ace, any player at the table holding the ace of trumps is bound to announce the fact when it comes to his turn to play to the first trick. The usual plan is for him to pass a card to the dealer face downward, and in return the dealer will give him the turn-up trump. If the holder of the ace does not want the turn-up, he must tell the dealer to turn the trump down, which shows that he could rob, but does not wish to. If the holder of the ace of trumps plays without announcing it, he not only loses his right to rob, but his ace of trumps becomes of less value than any other trump for that deal, and even if it is the ace of hearts he loses the privileges attached to that card.

_=METHOD OF PLAYING.=_ The eldest hand begins by leading any card he pleases. It is not necessary to follow suit except in trumps; but if a player does not follow suit when he is able to do so, he must trump the trick, or it is a revoke. If he cannot follow suit, he may trump or discard at his pleasure. The highest card played of the suit led wins the trick, and trumps win all other suits. The winner of the first trick leads any card he pleases for the next, and so on, until all five tricks have been played. Each player gathers his own tricks, as there are no partnerships.

_=RENEGING.=_ The three highest trumps have special privileges in the matter of not following suit. Any player holding the Five or Jack of the trump suit; or the ace of hearts, but having no smaller trump with them, may refuse to follow suit if any inferior trump is led; but if he has also a smaller trump, he must play one or the other. If a superior trump is led, the player must follow suit in any case. For instance: If the Five of trumps is led, no one can refuse to follow suit, no matter what trumps he holds; but if the Jack is led, and any player holds the Five alone, he need not play it to the inferior trump lead. If the heart ace is led, and one player holds the Jack alone, and another the Five alone, neither of these cards need be played, because the trump led is inferior to both of them. If a superior trump is played in following suit, such as the Five played on an Eight led, the holder of the lone Jack of trumps or ace of hearts, need not play it, because the lead was inferior. This privilege of reneging is confined to the three highest trumps.

_=OBJECTS OF THE GAME.=_ In Spoil Five there are three things to play for. If any one person can win three tricks he takes the pool. If he can win all five tricks he not only gets the pool, but receives an extra counter from each of the other players. If he has no chance to win three tricks, he must bend all his energies to scattering the tricks among the other players, so that no one of them shall be able to get the three tricks necessary to win the pool. When this is done, the game is said to be _=spoiled=_, and as that is the object of the majority in every deal it gives the game its name. In the older forms of the game the winner of three tricks counted five points, and if he could be prevented from getting three tricks his five points were spoiled.

_=JINK GAME.=_ When a player has won three tricks, he should immediately abandon his hand and claim the pool, for if he continues playing he must _=jink it=_, and get all five tricks or lose what he has already won, the game being spoiled just as if no one had won three tricks. It is sometimes a matter for nice judgment whether or not to go on, and, for the sake of an extra counter from each player, to risk a pool already won. The best trump is often held up for three rounds to coax a player to go on in this manner.

_=IRREGULARITIES IN THE HANDS.=_ If, during the play of a hand, it is discovered that any one holds too many or too few cards, that hand is foul, and must be abandoned, the holder forfeiting all right to the pool for that deal. Those who have their right number of cards finish the play without the foul hand, but any tricks already won by the holder of the foul hand remain his property.

_=IRREGULARITIES IN PLAY.=_ If any player robs when he does not hold the ace; leads or plays out of turn; reneges to the lead of a higher trump; renounces in the trump suit; revokes in a plain suit; or exposes a card after any player has won two tricks, he loses all his right and interest in the current pool, which he cannot win, either on that or any subsequent deal, but to which he must continue to contribute when it comes to his turn to deal. After the pool has been won, and a fresh one formed, the penalty is removed.

_=SUGGESTIONS FOR GOOD PLAY.=_ Observation, quickness, and good judgment of character are the essentials for success at Spoil Five, the last being probably the most important. The peculiar order of the cards; the privilege of renouncing when holding a card of the suit led; and the right of passing inferior trump leads, are very confusing to the beginner; but with practice the routine and strategy of the game soon become familiar.

The player should first make up his mind whether he is going to try to win the pool or to spoil it. Particular attention should be paid to the player who robs, because he must have at least the ace and the turn-up in trumps, and is more likely to need spoiling than any other player. When a player wins a trick, some judgment will be necessary to decide whether he is trying for the pool himself, or simply spoiling it for some one else. When he wins two tricks, every other player at the table must combine against him.

With only one small or medium trump, it is better to use it at the first opportunity. Unless the player has some hopes of winning the pool himself, he should trump all doubtful cards; that is, cards that may win the trick if not trumped. With two good trumps, it is better to wait for developments; even if you cannot win the last three tricks yourself, you may effectually spoil any other player. Do anything you can to prevent the possibility of a third trick being won by a player who has already won two.

FORTY-FIVE, OR FIVE AND TEN.

These names are given to Spoil Five when it is played by two persons only, or by four or six divided into two equal partnerships. There is no pool, as one side or the other must win three tricks every deal. The side winning the odd trick counts five points towards game, or ten points if it wins all five tricks. Forty-five points is game. In another variation, each trick counts five points, and the winners’ score is deducted from the losers’, so that if one side wins four tricks it counts fifteen towards game. When this manner of counting is adopted, the players count out; that is, if each side is 35 up, the first to win two tricks counts out.

Minor variations are sometimes introduced; such as robbing with the King, if the ace is not in play; counting five for the dealer’s side if the ace or King is turned up, etc.

There are no _=Text Books=_ on Spoil Five; but descriptions and laws of the game are to be found in the “Westminster Papers,” Vol II., and in “Round Games,” by Berkeley.

RAMS, OR RAMMES

This game seems to be the connecting link between the more strongly marked members of the Euchre family and Division Loo.

_=CARDS.=_ Rams is played with the euchre pack, thirty-two cards, which rank as at Écarté, K Q J A 10 9 8 7. It has lately become the fashion, however, to adopt the rank of the cards in the piquet pack, A K Q J 10 9 8 7.

_=PLAYERS.=_ Any number from three to six may play; but when six play the dealer takes no cards. The general arrangements for the players, first deal, counters, etc., are exactly the same as at Spoil Five.

_=THE POOL.=_ Each successive dealer puts up five counters, to form or to augment the pool.

_=DEALING.=_ The cards having been properly shuffled and cut, five are given to each player; two the first round and three the next, or three the first round and two the next. An extra hand, known as the _=widow=_, is dealt face downward in the centre of the table. The dealer gives cards to the widow just before dealing to himself in each round. When all are helped, the next card is turned up for the trump. Irregularities in the deal are governed by the same rules as in Spoil Five.

_=DECLARING TO PLAY.=_ Each player in turn, beginning with the eldest hand, may either play or pass. If he passes, he lays his cards face downward in front of him, and takes no further part in that deal unless a general rams is announced. If he plays, he engages himself to take at least one trick, or forfeit five counters to the pool. He may play with the hand originally dealt him, or he may risk getting a better by taking the widow in exchange. If he exchanges, his original hand is dead, and must not be seen by any player. If any player takes the widow, those following him must play the hand dealt them or pass out. In some clubs the eldest hand is obliged to play, either with his own hand or with the widow.

If all pass except the pone, he must play against the dealer, either with the cards dealt him, or with the widow. If he declines to play, he must pay the dealer five counters, and the pool remains. The dealer must play if he is opposed by only one player; but if two others have announced to play, the dealer may play or pass as he pleases. If he plays, he may discard and take up the trump card. No other player may rob the trump.

_=METHOD OF PLAYING.=_ The eldest hand of those who have declared to play begins by leading any card he pleases. Each player in turn must head the trick; that is, play a higher card if he can. If he has two higher, he may play either. If he has none of the suit led, he must trump if he can, even if the trick is already trumped by another player. For instance: Hearts are trumps, and A leads a club. B follows suit, but neither C nor D has a club. Suppose C trumps with the King, and that the only trump D has is the Queen, he must play it on the trick, losing it to C’s King. When a player can neither follow suit nor trump, he may discard any card he pleases. The winner of the trick leads for the next trick, and so on until all five tricks have been played.

_=PENALTIES.=_ There is only one penalty in Rams; to win nothing on the deal, and to forfeit five counters to the next pool. This is inflicted for playing with more or less than five cards; for exposing any card; for leading or playing out of turn; for renouncing; and for refusing to head or trump a trick when able to do so.

_=DIVIDING THE POOL.=_ Pools may be simple or double. The usual custom is to compel every one to play when the pool is a simple, containing nothing but the five counters put up by the dealer. When there are more than five counters in the pool they must be some multiple of five, and the pool is called a double. In double pools the players may play or pass as they please. No matter how many counters are already in the pool, the dealer must add five.

Each player gathers in the tricks he wins, and at the end of the hand he is entitled to take one-fifth of the contents of the pool for every trick he has won. If he has played his hand, and failed to get a trick, he is ramsed, and forfeits five counters to form the next pool, in addition to those which will be put up by the next dealer. If two or more players fail to win a trick, they must each pay five counters, and if the player whose turn it will be to deal next is ramsed, he will have to put up ten; five for his deal, and five for the rams.

_=GENERAL RAMS.=_ If any player thinks he can win all five tricks, with the advantage of the first lead, he may announce a general rams, when it comes to his turn to pass or play. This announcement may be made either before or after taking the widow. When a general rams is announced, all at the table must play, and those who have passed and laid down their hands, must take them up again. If the widow has not been taken, any player who has not already refused it may take it. The player who announced general rams has the first lead. If he succeeds in getting all five tricks, he not only gets the pool but receives five counters in addition from each player. If he fails, he must double the amount then in the pool, and pay five counters to each of his adversaries. Any player taking a trick that spoils a general rams gets nothing from the pool, and it is usual to abandon the hands the moment the announcing player loses a trick.

ROUNCE.

This is an American corruption of Rams. It is played with the full pack of fifty-two cards, which rank as at Whist, and any number of players from three to nine. Six cards are dealt to the widow, one of which must be discarded by the player taking it. All pools are alike, there being no difference between simples and doubles, and there is no such announcement as general rounce. There is no obligation to head the trick, nor to trump or under-trump; but the winner of the first trick must lead a trump if he has one.

BIERSPIEL.

This is a popular form of Rams among German students. Three crosses are chalked on the table in front of each player, representing five points each. When a trick is won, a beer-soaked finger wipes out the centre of a cross, and reduces its value to four. Successive cancellings of the remaining arms of the cross as tricks are taken gradually reduce it to nothing, and the player who is last to wipe out his third cross pays for the beer. No player is allowed to look at his cards until the trump is turned, and the dealer gives the word of command: “Auf.” The seven of diamonds is always the second-best card of the trump suit, ranking next below the ace. If it is turned up, the dealer turns up the next card for a trump, and when it comes to his turn, he can take both cards into his hand, discarding others in their place. If the dealer passes, the eldest hand may take up the trump. If only two declare to play, a trump must be led for the first trick; if three play, trumps must be led twice; if four play, three times. If the leader has no trump, he must lead his smallest card, face downward, which calls for a trump from such of the other players as have one. All penalties are made by adding fresh crosses to the delinquent’s score.

LOO, OR DIVISION LOO.

This was at one time the most popular of all round games at cards; but its cousin Napoleon seems to have usurped its place in England, while Poker has eclipsed it in America. There are several varieties of the game, but the most common form is Three-card Limited Loo, which will be first described.

_=CARDS.=_ Loo is played with a full pack of fifty-two cards, which rank, A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest.

_=COUNTERS.=_ Loo being a pool game, counters are necessary. They should be of two colours, white and red, one red banker, to sell and redeem all counters. Each player should begin with 18 red and 6 white, which is equal to 20 reds.

_=PLAYERS.=_ Any number of persons from three to seventeen may play, but eight is the usual limit, and five or six makes the best game. The players take their seats at random.

_=CUTTING.=_ A card is dealt round to each player, face up, and the first Jack takes the first deal.

_=THE POOL.=_ Each successive dealer places three red counters in the pool. The pool is added to from time to time by penalties for infractions of the rules, and by forfeitures from players who have failed in their undertakings. Such payments are always made in red counters, the number being always three or six. When the pool is divided, it sometimes happens that a player is not allowed to withdraw his share. In such cases the red counters representing it should be changed for their value in white ones, so that the forfeited share may be divided in three parts.

The difference between _=Limited Loo=_, and _=Unlimited Loo=_, is in the amounts paid into the pool. In Limited Loo the penalty is always three or six red counters. In Unlimited Loo, it is the same for irregularities, and for infraction of the rules; but any player failing in his undertaking must put up for the next pool an amount equal to that in the current pool. When two or more fail on successive deals the pool increases with surprising rapidity. A player at twenty-five cent Loo has been known to lose $320 in three consecutive deals.

_=DEALING.=_ The pack having been properly shuffled and cut, the dealer gives three cards to each player, one at a time in rotation, beginning on his left. The first deal, and every deal in which the pool contains only the three red counters put up by the dealer, is known as a _=simple=_, and no trump card is turned up until one or two tricks have been played to. If there are more than three red counters in the pool, it is known as a _=double=_, and an extra hand must be dealt for the _=widow=_, and after all have been helped, the next card in the pack is turned up for a trump. The dealer gives cards to the widow just before helping himself in each round.

_=Irregularities in the Deal.=_ If the pack is found to be imperfect, or any card except the trump is found faced in the pack, the same dealer must deal again without penalty. If the dealer neglects to have the pack cut; reshuffles it after it has been properly cut; deals a card incorrectly and fails to correct the error before dealing another; exposes a card in dealing; gives any player too many or too few cards; or deals a wrong number of hands, it is a misdeal, and he loses his deal, and forfeits three red counters to the current pool. The new dealer adds his three counters as usual, and the pool becomes a double.

_=METHOD OF PLAYING.=_ A description of the method of playing will be better understood if it is divided into two parts, as it varies in simple and in double pools.

_=In Simple Pools=_, no trump is turned, and no widow dealt. Should the dealer inadvertently turn a trump, he forfeits three red counters to the current pool, but it remains a simple. If he deals a card for a widow, and fails to correct himself before dealing another card, it is a misdeal.

The eldest hand leads any card he pleases, and the others must not only follow suit, but must head the trick if they can. This does not necessarily mean that they shall play the best card they hold of the suit led, but that they shall play a better one than any already played. The cards are left in front of the players. If all follow suit the winner of the trick leads any card he pleases for the next trick. If all follow suit to that again, the winner leads for the next, and if all follow suit again, that ends it, and the winners of the several tricks divide the pool. All those who have not won a trick are _=looed=_, and must contribute three red counters each for the next pool, which, added to the three to be deposited by the next dealer, will make the ensuing pool a double. But if in any trick any player is unable to follow suit, as soon as the trick is complete the dealer turns up the top card on the remainder of the pack, and the suit to which it belongs is the trump. If any trump has been played, the highest trump wins the trick. In any case, the winner of the trick must lead a trump for the next trick if he has one. When all three tricks have been played, the winner of each is entitled to one-third of the contents of the pool. Those who have not won a trick are looed, and must contribute three red counters each for the next pool. This is called a _=Bold Stand=_.