Part 53
To each of these declarations, as they are made in regular order, the dealer must reply: “_=Good=_,” “_=Equal=_,” or, “_=Not good=_.” If the point is admitted to be good, the holder scores it; not by putting it down on the score sheet, but simply by beginning his count with the number of points it is worth. If the point is equal, neither player scores it, and secondary points have no value under any circumstances. If the point declared by the elder hand is not good, it is not necessary for the dealer to say how much better his point is; that will come later. To each of the other declarations replies are made in the same manner, except that fours and trios cannot be “equal.” As each combination is admitted to be good, the elder hand adds it to his count. For instance: His point is 51, good; his sequence is five to the Ace, good; and his triplet of Aces is good. These are worth 5, 15, and 3 respectively, and his total count is 23, if he has no minor sequences or trios. This is not put down, but simply announced.
The strict rules of the game require the player whose combination is acknowledged to be good, to show it; but among good players this is quite unnecessary, for each usually knows by his own cards what his adversary should and probably does hold.
The elder hand having finished his declarations, and announced their total value in points, leads any card he pleases. If this card is a Ten or better, he claims one point for leading it, even if he does not win the trick, and he adds this point to his score.
An illustration will probably make the foregoing processes clearer. The elder hand, after the draw, holds these cards:--
♡ A K Q J: ♣ A K Q: ♢ A K Q 7: ♠ A.
He announces: “Forty-one.” “Not good.” “Quatrième to the Ace.” “Not good.” “Quatorze Aces,” which he knows is good; and which admits of his counting his triplets of Kings and Queens. These are worth collectively 20 points, and on leading one of his Aces he announces “Twenty-one.”
The dealer, before playing a card, proceeds to claim the count for the combinations which are good in his own hand, which is as follows:--
♣ J 10 9 8: ♢ J 10 9: ♠ K Q J 10 9.
The point is worth 5; the quinte 15, the quatrième 4, and the tierce 3; 27 altogether. His trios of Jacks and Tens are shut out by the superior combinations in the elder hand.
Having claimed these 27 points, and their correctness having been admitted by the elder hand, the dealer proceeds to play a card. If either player has forgotten to declare anything before he plays, the count is lost.
_=Sinking.=_ A player is not obliged to declare any combination unless he wishes to do so, and he may sink a card if he thinks it would be to his advantage to conceal his hand. Sinking is calling only part of a combination, as, for instance, calling 51 for his point when he really has 61; calling a quinte when he has a sixième, or a trio when he has a quatorze. Sinking is usually resorted to only when the player knows from his own hand and discards that what he declares is still better than anything his adversary can hold; but it must be remembered that the part of the declaration which is sunk in this manner is lost.
_=Irregular Declarations.=_ If either player claims a combination which he does not hold, and does not remedy the error before he plays a card, he cannot count anything that deal, losing any other declarations he may have made which are correct. His adversary then counts everything in his hand, whether his combinations were inferior or not. He also counts for what he wins in the tricks.
If the elder hand’s declaration is admitted by the dealer to be good, it is good, even if the dealer afterward proves to have a better point, sequence, quatorze or trio. If any combination named by the elder hand is not actually his best, he cannot amend his declaration after the dealer has replied to it. This is in order to prevent a player from getting information to which he is not entitled. If he holds three Kings and three Tens, for instance, and announces the Tens in order to find out whether or not his adversary has three Queens or Jacks, and the dealer says: “Not good,” the three Kings are lost, and the dealer scores his own trios.
It sometimes happens that in order to keep a good point or sequence, a player will discard one card of a quatorze originally dealt him; or one of a trio, of which he afterward draws the fourth. He can score only the trio, of course; but his adversary, having none of that denomination either in his hand or discards, knows that four were possible, and after playing a card he has a right to ask the suit of the card which was discarded.
_=METHOD OF PLAYING.=_ The elder hand can lead any card he pleases, announcing the suit at the same time. The dealer is bound to follow suit, if able, but he is not obliged to win the trick. As there are no trumps, the higher card, if of the suit led, wins the trick. If the second player does not follow suit, the leader wins. The winner of one trick leads for the next, and so on until all twelve tricks are played.
Every time a card is played which is better than a Nine, the leader counts one for it, adding the number to the total value of his score as already announced. If the second player wins the trick with any card better than a Nine he also counts one; but if the trick is won by the player who led, there is no extra count for winning it. The winner of the _=last trick=_ counts one for it, in addition to his count for winning it with a card better than a Nine. If the leader wins it, he gets the one extra.
If each player wins six tricks, there is no further scoring; but if either player wins the _=odd trick=_ he adds to his score ten points for _=cards=_, in addition to all other scores. If either player wins all twelve tricks, which would be the case in the example hand just given as an illustration, he adds to his score forty points for the _=capot=_; but this forty points includes the scores for the last trick and for the odd trick.
A card once laid on the table cannot be taken back, unless the player has renounced in error. There is no _=revoke=_ in Piquet, and if a player has one of the suit led he must play it. If he fails to do so, when the error is discovered the cards must be taken back and replayed.
_=REPIC.=_ If either player is able to reach 30 by successive declarations, beginning with the point, all of which are admitted by his adversary to be good, he adds 60 to his score, making it 90 instead of 30, and this is irrespective of what his adversary may have in minor or inferior combinations. The important thing to remember in repic is that declarations always count in regular order, carte blanche taking precedence of everything; then the point, sequences, and quatorze or trio. Suppose elder hand to hold the following cards:--
♡ K Q J 10 9; ♣ A K Q; ♢ A Q 9; ♠ Q.
If the quinte to the King is admitted good for the point, it must be good for the sequence also. That is 20. The four Queens must be good, as the adversary cannot have any quatorze. This makes the total 34, and 60 added for repic, 94 altogether, to which he will add one for leading the first card, if it is above a Nine.
Suppose the elder hand had the following cards:--
♡ A K Q J 8; ♣ A K; ♢ A K; ♠ A K 10.
If his point is good, that and his four Aces and Kings will make him 33 altogether; but his sequence is not good, because the dealer holds five diamonds to the Queen, which comes in order before the score for quatorze, and so saves the repic. Suppose that with the foregoing cards the elder hand was told that even his point was not good. He would count 29 for the 14 Aces, 14 Kings, and the card led. If the dealer had a sixième in diamonds, and a quinte in clubs, for instance, he would claim a repic, 96 points, in spite of the 29 announced by the elder hand; because point and sequence score before quatorze.
Equalities do not save the repic. Take the following hands:--
Elder:--♡ A J 10 9 8; ♣ 10; ♢ 10; ♠ A J 10 9 8. Dealer:--♡ K Q; ♣ A K Q; ♢ A K Q J 7; ♠ K Q.
The point is equal. The quatrième to the Jack is not good and the four Tens are not good; so elder hand leads a card, and counts, “One.” The dealer then claims repic, 95 points, which is good, although the elder hand had an equal point.
_=PIC.=_ If either player can reach 30 in hand and play combined, before his adversary scores anything, 30 are added for the pic. Pic can never be made by the dealer unless the elder hand leads a card smaller than a Nine; he must make repic if anything. To make pic the elder hand must reach 30 in the regular order of scoring. Suppose holds these cards:--
♡ A 9; ♣ A K Q J; ♢ K Q J 10 9; ♠ K.
If the dealer acknowledges the point to be good, everything else in the hand must be good also. This will give the elder hand 27 before playing a card; 5 for the point, 15 and 4 for the sequences, and 3 for the Kings. By leading out the A K and Q, 3 more points are secured, the dealer having nothing to score, and so the elder hand reaches 30 and makes the pic, counting 60, and still having the lead. Equalities do not save pic.
According to the strict rules of the game, a player who is playing for pic is not allowed to count 30 at all, but must jump from his last count, 29, to 60, or he loses the pic; but this is seldom or never insisted on.
_=SCORING.=_ The last card played, the total number of points made by each player are put down on the score sheet, or marked on a cribbage board, and if neither player has reached 100 points, the deal passes to the one who was elder hand on the last deal.
The order of scoring should be carefully observed, in order to determine which goes out first, and whether or not a player is lurched. Carte blanche, The Point, Sequence, Quatorze or Trio, Repic, Points for Leading or Winning, Pic, the Odd Trick, Capot.
If one player reaches 100 before his adversary has reached 50, it is a _=lurch=_, and counts a double game.
_=Abandoned Hands.=_ If a player throws down his cards, he may still take them up again, unless he or his adversary have mixed their cards with the discards, or with the remainder of the talon.
_=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner are good discarding, and taking advantage of tenace positions in the play, so as to secure the count for cards, which is often important.
_=Elder Hand.=_ In discarding, the pone should consider what there may be against him. If it is unlikely that he will lose a pic or repic, he should try for the _=point=_, which very often carries with it the sequence. It must be remembered that there are only eight cards in each suit, and by comparing those that you hold with those that your adversary may hold it is comparatively easy, in the majority of hands, to estimate the possible scores against you. Next to the point, the most important thing is the score for _=cards=_. The point will save pic and repic, but the cards will make the greatest difference in the score in the long run. Sequences are always valuable, especially those that are Ace high in the elder hand, because they enable him to win a succession of tricks in play.
The elder hand should risk a good deal if he has a fair chance to make a pic or repic, which will often settle the game. If there is any choice as to what to keep of two nearly equal chances, always preserve the combination that will be most likely to secure the count for cards.
In _=Leading=_, it is best to begin with the point, unless you know that you are leading up to tenace, or to high cards that will bring in a long adverse suit. The piquet player soon learns the importance of tenace and fourchette, and can sometimes see how things must be managed for five or six tricks ahead, so as to secure the odd trick. Tenace is the best and third-best of any suit, such as A Q, while a fourchette is any two cards within one of each other, such as K J, or Q 10, and the lead from such combinations should always be avoided. If you have the odd trick in hand, make it at once, before you risk anything else, because the only difference between the odd trick and eleven tricks is the count for each card led in the tricks.
_=The Dealer.=_ The first thing to guard against is a long run of winning leads from the elder hand, which might make the odd trick, or even capot. As there are no trumps it is very important for the dealer to keep guarded Kings and twice-guarded Queens. The principal thing for the dealer to remember is that if he cannot stop a long suit in the elder hand, he will have to provide in advance for a certain number of discards, and these must be so planned that guards will be preserved in the other suits. He should also get his hand into such condition that when he does get into the lead, he will not have to lead away from tenaces or guarded Kings. Careful attention to his adversary’s declarations, and a comparison of his own hand with his discards will usually guide the dealer to a correct conclusion as to what to keep and what to throw away in playing to tricks.
Mathematicians have exhausted their resources on Piquet, but their conclusions are of little use to the average player. The subject of discards has been very fully illustrated by examples from actual play, especially in the _Westminster Papers_, but no one has yet given us any simple rules like the jeux de règle at Écarté.
PIQUET NORMAND, FOR THREE PLAYERS.
In this form of the game the players cut for seats and deal. The cards are dealt by twos and threes until each has ten, two cards remaining for the talon. The dealer may lay out any two cards in exchange for these, but no other player is allowed to touch them, nor to see the discards.
The elder hand makes the first declarations. He makes repic and counts 90 if he can reach 20 without playing a card; and he makes pic, 60, if he can reach 20 in hand and play, under the same conditions as in the game for two players. The majority of tricks counts 10; if it is a tie, each counts 5. Capot counts 40 if all the tricks are taken by one player; but if two take them all between them, they count 20 each.
The game may be played for a pool, first man out to take all; or it may be agreed that after one has retired the others shall decide it between them by playing it out at the ordinary two-handed game.
PIQUET VOLEUR, FOR FOUR PLAYERS.
The players cut for partners, the two lowest pairing against the two highest, and the lowest cut taking the first deal. Partners sit opposite each other. All the cards are dealt out, two and three at a time, each receiving eight cards.
The elder hand declares first, but instead of announcing one thing at a time, and awaiting the reply of his adversaries, he declares everything, and then plays a card. Suppose the cards are distributed as follows, Z being the dealer:--
A announces 41 for his point, sequence of three to the Queen, four Aces, and says, “I play a club,” which is his lead for the first trick. If the second player admits all these to be good he says nothing, but plays a card. In this case, Y would announce four to the King, and four to the Jack, and would play a spade, having no club. B would then announce three Kings, which are good on account of his partner’s having four Aces; but both the sequences are shut out by Y’s better declarations. The dealer, Z, then declares four to the Ten and three to the Nine, both those sequences being made good by his partner’s holding the best sequence at the table.
The first trick played, each person at the table shows what he has claimed, in order that his adversaries may verify the count. A would then gather up the first trick, announcing the total score for his side, which would be 22; 4 for the point, 14 Aces, 3 Kings, and 1 for the card led. He would then play another club, announcing 22. This his partner would win but would not count, as he is on the same side that has already counted for the lead. If the play is followed up it will be found that A-B make a capot. The adversaries will then score 15 for their three sequences of four, and one of three.
No point of less than 30 can be announced.
_=Pic and Repic.=_ If one player, or two partners together, reach 20 in counting, without playing, they count 90 for the repic. If they reach 20 in declarations and play together, they count 60 for the pic. Carte blanche in the hand of one or other partner may count toward pic or repic; and if two partners each held carte blanche, they would be entitled to 90 points for the repic, no matter what the adversaries held, because carte blanche takes precedence of all other scores.
PIQUET A ÉCRIRE.
This game somewhat resembles Skat in the manner of playing and settling. Any number from three to seven persons sit around the table; but only two play, and the losses of each individual are charged to him on a score sheet ruled off for the purpose. The players may take turns, each playing two deals, the first with the person on his left, and the second with the one on his right. Or it may be agreed that the loser in each deal shall give way to a new player, the winner of the majority of points in each deal to continue. The game is generally arranged for a certain number of tours or deals, at the end of which the scores are balanced and settled for.
RUBICON PIQUET, FOR TWO PLAYERS.
The chief difference between this game and the usual form, Piquet au cent, is in the manner of declaring. The usual method in England and America is as follows:--
_=The Point=_ is scored by the player holding the greatest number of cards in the suit, and the pip value is resorted to only to decide ties. This is done in order to conceal, if possible, the nature of the cards held. When the numerical value is asked, only the last figure is given, “seven,” for instance, if the point is 47.
If the point is good, the elder hand immediately names the suit. If it is not good, the suit is not named, and the elder hand proceeds to call his _=sequences=_. It they are good, the suits must be named; the same with quatorze and trio.
_=Under-calling.=_ If a player holds an inferior sequence, quatorze or trio, which he knows is better than any his adversary can possibly hold, he may call it, and afterward score the better combination, provided he is correct in estimating the inferior one that he called as _=good against the cards=_. But if the adversary can demonstrate that the inferior announcement was not actually good against the cards, and that it was possible for him to hold a better, the score for the higher combination is lost. For instance: A player holds four Kings and three Aces, and on glancing over his hand and discards, sees that his adversary cannot hold any quatorze, so he declares the three Kings, instead of the four Aces. Suppose he mistook a Nine for a Ten, and overlooked the fact that his adversary might have had four Tens, the score for the four Kings would be lost, but the three Aces would be good if his adversary had discarded a Ten, and did not actually hold four. In the ordinary game, the higher combination is lost if it is not called.
In play, every card led, whatever its value, counts one, and winning the trick counts one also. The last trick counts two, and the capot forty. Pic and repic are reckoned as in the ordinary game.
_=Scoring.=_ Instead of playing 100 points up, six deals is a game, each player dealing three times. The lower score is then deducted from the higher, and 100 points added to the difference to determine the value of the game, which is usually played for so much a point.
If the result of the six deals is a tie, two more deals must be played. If they also result in a tie, the game is void.
_=Rubicons.=_ If either or both players fail to reach 100 points in the six deals, the one having the most is the winner, and adds to his own score all the points made by the loser, with 100 in addition for game. For instance: A has 113 scored, and B 80. A wins 113 + 80 + 100 = 293 altogether. Again; A has 88, B has 84. A wins 88 + 84 + 100 = 272 altogether. Again; A has 180, B has 142. A wins the difference in the scores, 38 + 100 = 138 altogether.
TEXT BOOKS.
Jeux de Cartes, by Jean Boussac. Académie des Jeux, by Van Tenac. Académie des Jeux, by Richard. Règles de tous les Jeux, by Dreyfous. Bohn’s Handbook of Games. Piquet, and Rubicon Piquet, by Berkeley. Laws of Piquet, by “Cavendish.”
_Westminster Papers_, Vols. II. to IX. inclusive. There are excellent articles on the Laws in Vols. III. and VI., and on discards in Vol. VII.
IMPERIAL, OR PIQUET WITH A TRUMP.
Impérial differs from Piquet in some minor details, although the leading principle is the same. There are no discards; sequences of court cards are the only ones that count; tierces are worthless; and a trump suit is added.
The _=cards=_ rank K Q J A 10 9 8 7; the K Q J A and 7 of trumps are called honours, and in all sequences the four highest cards in the suit are the only ones that count.
_=Counters.=_ Each player is supplied with six white and four red counters, which are passed from left to right as the points accrue. Each red is worth six white, and when all six white counters have been passed over, they must be returned, and a red one passed over in their place. When all the counters, four red and six white, have been passed over, the game is won.
_=Dealing.=_ Twelve cards are given to each player, two or three at a time, and the twenty-fifth is turned up for the trump. If this is an honour, the dealer marks one white counter for it. There are no discards.
_=Impérials.=_ Certain combinations of cards are known as impérials, and the player marks one red counter for each of them. The best impérial is carte blanche, which is sometimes marked as a double impérial, and worth two reds. A sequence of K Q J A in any suit is an impérial. An impérial de retourne may be formed in the dealer’s hand if the turn-up trump completes his sequence or makes four of a kind. An impérial tombée, or de rencontre, is made when the player who holds the King and Queen of trumps catches the Jack and Ace from his adversary. Four Kings, Queens, Jacks, Aces, or Sevens in one hand is an impérial; but the Eights, Nines and Tens have no value.
_=Declaring.=_ The elder hand announces his point, as in Piquet, and arrives at its value in the same way, reckoning the Ace for 11, etc. The dealer replies, “Good,” or “Not good,” as the case may be; but there are no equalities. If the point is a tie, the elder hand counts it. The point is worth a _=white=_ counter. The impérials are then called, each being worth one _=red=_ counter. The sequences are called first, that in trumps being “good” of course; then the fours are called, the best being four Kings, and the lowest four Aces. In plain-suit sequences there are no “equals,” the elder hand counting ties as an offset to the advantages of the deal.
_=Playing.=_ The elder hand leads a card, and the dealer then declares and marks any impérials he may have that are good; after which he plays a card. No impérials can be claimed or scored after the holder has played a card. The second player in each trick must win the trick if he can, either with a higher card or with a trump. For each honour in trumps in the tricks won the player marks a white counter at the end of the hand. The winner of the odd trick scores as many white counters as he has tricks in excess of his adversary. If either player makes capot, (all twelve tricks,) he scores two red counters.