Part 17
50. When the player of the two hands (hereafter termed the declarer) wins the number of tricks which were declared, or a greater number, he scores below the line the full value of the tricks won (see Laws 2 and 4). When he fails, his adversaries score, above the line, 50 points for each under-trick, _i.e._ each trick short of the number declared; or, if the declaration was doubled or re-doubled, 100 or 200 points respectively for each such trick. Neither the declarer nor the adversaries score anything below the line for that hand.
51. The loss on the declaration of "One Spade" shall be limited to 100 points in respect of tricks, whether doubled or not.
52. If a player makes a trump declaration out of turn, the adversary on his left may demand a new deal, or may allow the declaration so made to stand, when the bidding shall continue as if the declaration had been in order.
53. If a player, in bidding, fails to call a sufficient number of tricks to overbid the previous declaration, he shall be considered to have declared the requisite number of tricks in the call which he has made, and his partner shall be debarred from making any further declaration, unless either of his adversaries overcall, or double.
54. After the final declaration has been accepted, a player is not entitled to give his partner any information as to a previous call, whether made by himself or by either adversary; but a player is entitled to inquire, at any time during the play of the hand, what was the value of the final declaration. {251}
55. Doubling and re-doubling affect the score only, and not the value in declaring--_e.g._ "Two Diamonds" will still overcall "One No Trump," although the "no trump" declaration has been doubled.
56. Any declaration can be doubled, and re-doubled once, but not more. A player cannot double his partner's call, or re-double his partner's double, but he may re-double a call of his partner's which has been doubled by an adversary.
57. The act of doubling re-opens the bidding. When a declaration has been doubled, any player, including the declarer or his partner, can in his proper turn make a further declaration of higher value.
58. When a player, whose declaration has been doubled, fulfils his contract by winning the declared number of tricks, he scores a bonus of 50 points above the line, and a further 50 points for every additional trick which he may make. If he, or his partner, have re-doubled, the bonus is doubled.
59. If a player doubles out of turn, the adversary on his left may demand a new deal.
60. When all the players have expressed themselves satisfied, the play shall begin, and the player on the left of the declarer shall lead.
61. A declaration once made cannot be altered, unless it has been overcalled or doubled.
62. As soon as a card is led, whether in or out of turn, the declarer's partner shall place his cards face upwards on the table, &c. (_as in Bridge_).
63 to 69. _As in Bridge._
70. If, after the cards have been dealt, and before the trump declaration has been finally determined, any player exposes a card from his hand, the adversary {252} on his left may demand a new deal. If the deal is allowed to stand, the exposed card may be picked up, and cannot be called.
71. If, after the final declaration has been accepted, and before a card is led, the partner of the player who has to lead to the first trick exposes a card from his hand, the declarer may, instead of calling the card, require the leader not to lead the suit of the exposed card.
72 to 89. _As in Bridge._
90. The penalty for each revoke shall be--
(_a_) When the declarer revokes, his adversaries add 150 points to their score above the line,[64] in addition to any liability which the revoking player may have incurred for failure to fulfil his contract.
(_b_) When either of the adversaries revoke[s], the declarer may add 150 points to his score above the line,[64] or may take three tricks from his opponents and add them to his own. Such tricks, taken as penalty, may assist the declarer to fulfil his contract, but they shall not entitle him to score any bonus above the line, in the case of the declaration having been doubled or re-doubled.
Under no circumstances can a side score anything, either above or below the line, except for Honours or Chicane, on a hand in which one of them has revoked.
91 to 108. _As in Bridge._
HINTS TO PLAYERS.
_The "One-Spade" Convention._
In certain club circles where the game has been somewhat extensively played, a fixed idea has arisen that to be the first to make an effectual declaration is a positive disadvantage. Hence the "convention" {253} has been established that (except in certain cases defined below) the dealer must begin with a nominal or fictitious call of One Spade, in order to obtain information from the opponents' calls as to the contents of their hands, or to induce them to undertake a contract which they are unable to carry out.
As it would never do for the dealer, under such a convention, to be left to play the hand at One Spade--which may be the very last thing that he desires--it is a further understanding that the dealer's partner must _never_ fail to overcall. If he has nothing better to say, he must call "Two Spades," thus re-opening the bidding for the dealer to make a fresh start, in case the opponents also "lie low."
The effect of this convention, plainly, is as follows:--
The second player (by which is meant the player on the dealer's left) is quite certain that the bidding will come round to him again; therefore he never opens his mouth unless he is sure that it is to his advantage to do so. All that the dealer has done, therefore, is to shift on to his partner's shoulders the _onus_ of opening, which is disadvantageous for the double reason that the new opener is debarred from One Spade, and that the second player has been given an unnecessary option.
The exceptional cases in which, under the convention, it is agreed that the dealer shall make a genuine call are (1) when he has a _moderate_ or "guarded" No-trumper, when he is to declare One No-trumps; (2) when he has a strong suit to the ace, king, of Spades or Clubs, when he is to declare two in the strong suit as an invitation to partner to make a No-trumper.
Now, as it is conceded that to call first under such {254} circumstances is an advantage, why give second player the option of enjoying the same advantage, which he might not otherwise have had?
By this convention, if it be adopted, the limitation of loss, under Law 51, is voluntarily annulled.
GENERAL REMARKS.
It will be noticed that, if the player of Dummy fulfils his contract, his reward increases as in ordinary Bridge with the value of the declaration. If he fails, however, by the same number of tricks, he loses no more on a declaration of No-trumps than on a declaration of Spades, the penalty for failure being always 100 or 50 per trick, according as the opponents have, or have not, doubled. Assuming that your chance of winning tricks is the same, it is always better to play a high call than a low one. Conversely, it is very frequently wiser to leave the opponents to play out a black call, which you think you can defeat, than to incur risk of failure yourself by overbidding.
Do not forget that to double a call is to warn the opponents of their danger and to drive them to make another call which may not suit you so well. If dealer declares One No-trumps, and you, being second player, have eight clubs to tierce major, and you keep your mouth shut, and let No-trumps be played, you may be pretty sure of 100 above for two tricks "under." If you double, and they make it Two Hearts and win the odd trick, you are 50 points to the bad. A high declaration (Four, or even Three, in a red suit), which the opponents cannot get out of, may be doubled more freely, though the penalty under Law 58 must be borne in mind. Such doubles are often advisable on {255} high-card strength in the plain suits, even when weak in trumps. Still more politic is what is known as a "free" double, that is, the double of a call which in any case will give the opponents game if they fulfil their contract. Conversely, a double which gives the opponents a game that they would not otherwise have secured is the worst double of all.
The most important point of all in the game is to remember that, in the majority of cases, it is more profitable to let your opponents fail than to score below the line yourself. The efforts of the skilled player are being always directed to driving the other side into a contract which they cannot bring off, and then _leaving them to play it_. It is in this kind of strategy that the Poker-player is pre-eminent: to know when to "bluff" the enemy into an indiscretion, and when to avoid a similar snare set for oneself, are gifts of nature not to be acquired from a book.
Suppose you have a strong hand, and call Two No-trumps, and win the first game from love with four by cards, and score 30 Aces, you have won 66 points, and have improved your chance of winning the 250 points for the rubber. If we reckon your chance of the rubber as 5 to 3 on (it certainly is not more), it is worth about 63 points more--say 130 in all.
This you may think a great success. But if you can get the opponents to overbid your Two No-trumps with Three Hearts, and you see that they can only get the odd trick, you will be better off if you double and let them play, even if they score 16 for honours. For 200 less 16 leaves you 184 points--and you are still 54 to the good.
As player of Dummy, aim first at fulfilling your {256} contract. When this is accomplished, you may try for game.
As player against Dummy, aim first at saving the game. When there is no risk of that being lost, devote yourself to defeating the dealer's contract.
* * * * *
{257}
FIVE HUNDRED.
This is a game largely played in the United States and in Canada, but not so well known in this country as it deserves to be, though one variety of it has been played in London clubs. It is primarily and specifically a game for three players; and this is one of its greatest merits, for good three-handed games are rare.
"Five Hundred" has been characterised as a "patchwork" or "mosaic" game; but such expressions do not do it justice, as tending to create the impression that it is a thing of shreds picked up here and there, and indifferently joined together. It does, indeed, borrow its elements from sundry older games: Euchre, Loo, Nap, and Auction Bridge: but by combining these elements into a new and harmonious whole, it achieves a sum total that produces the effect of novelty without taxing our brains to assimilate unfamiliar and bizarre ideas.
It appears to many people to contain all the merits of Auction Bridge without the patent defects of the latter--the interminable length of the rubber, the undefined limits of loss, and the supersession of skill by "bluff."
In the following description, the typical form of the game is assumed, in which three players take part, each being opposed to both the others. The pack used is the piquet pack of thirty-two cards (cards below the seven being omitted) _plus_ the Joker--thirty-three cards in all. {258}
Those who are not Euchre-players must begin by familiarising themselves with the functions of the Joker, and with the peculiar rank and attributes of the Right and Left Bower.
When there are trumps, the Joker is the master trump; then follows the knave of trumps (the "Right Bower"); then the other knave of the same colour (the "Left Bower"); after which come the ace, king, queen, ten, nine, eight, seven of trumps, in descending order. The trump suit thus consists of _ten_ cards; the plain suit of the same colour consists of _seven_ only; the other two plain suits consist of eight each. The knaves of the latter two suits take their ordinary Whist and Bridge rank, between the queen and the 10.
When there are no trumps, all the cards, except the Joker, rank as in Whist or Bridge. The Joker remains the master card of the pack; if it is led, the leader names the suit which he elects it to represent, and the other players must follow suit accordingly.
In cutting for deal, the Joker is the lowest card, and an ace the next higher. After which come the 7, &c., upwards to the king.
After shuffling and cutting, the dealer distributes three rounds of three cards each to the three players, followed by one round of one card each. The remaining three cards are laid face downwards on the table, and constitute the "widow."
The bidding then begins. The eldest hand has the first right to declare how many tricks (not fewer than six) he will contract to win. At the same time, he must either name a trump suit or declare No-trumps. The eldest hand is not bound to bid, but may pass. Each successive player, in the usual Bridge order, may {259} either overbid, or may also pass. A player who has once "passed" cannot subsequently bid. With this exception, the bidding and overbidding continue, until every one is content. If no player bids, the cards are played No-trumps, and in this case the "widow" remains unappropriated, the eldest hand has the first lead, and each player scores 10 points for each trick that he may make.
When the bidding, if any, is completed, the player who bid the highest,--thenceforward known as "the bidder,"--has the first lead.
The bidder, before playing, takes the "widow" into his own hand, and then discards any three cards out of the thirteen. These rejected cards are to be laid face downwards on the table, and may not be inspected by any one. There are penalties for discarding too many or too few cards, and for illegally looking at the discard.
The value of any bid depends, as in Auction Bridge, partly on the number of tricks contracted for, and partly on the declaration as to trumps. The best and most modern schedule (known as the "Avondale") is as follows:--
+--------------+--------+--------+--------+--------+--------+ | | 6 | 7 | 8 | 9 | 10 | | Bids | Tricks | Tricks | Tricks | Tricks | Tricks | +--------------+--------+--------+--------+--------+--------+ | In Spades | 40 | 140 | 240 | 340 | 440 | +--------------+--------+--------+--------+--------+--------+ | In Clubs | 60 | 160 | 260 | 360 | 460 | +--------------+--------+--------+--------+--------+--------+ | In Diamonds | 80 | 180 | 280 | 380 | 480 | +--------------+--------+--------+--------+--------+--------+ | In Hearts | 100 | 200 | 300 | 400 | 500 | +--------------+--------+--------+--------+--------+--------+ | In No-trumps | 120 | 220 | 320 | 420 | 520 | +--------------+--------+--------+--------+--------+--------+
{260}
The scale is uniform, and easy to remember. The numbers increase downwards by 20 at a time, and horizontally by 100 at a time. It will be noticed that no two bids are numerically equal.
There are certain restrictions on the power of the Joker in the case of No-trumps. The leader of it cannot nominate it to be of a suit in which he has previously renounced; and if he plays it (not being the leader) to the lead of a suit in which he has previously renounced, it has no winning value.
When there are trumps, the Joker and both Bowers form part of the trump suit in the order of precedence already explained.
If the bidder fulfils his contract, or makes any greater number of tricks fewer than ten, he scores the number of points set out in the above table, _but no more_. If he wins all the ten tricks, he scores a _minimum_ of 250; but if his bid be worth more than 250, he scores nothing extra. Should he fail in his contract, the value of his bid is set down in his _minus_ column, and has to be deducted from his past or future _plus_ score. In every case, each opponent of the bidder scores 10 points for every trick that he wins.
The winner of the game is he who first scores 500 points (hence the title of the game). If two players score more than 500 each in the same deal, one of them being the bidder, the latter is the winner. If neither is the bidder, he who first makes the trick that brings his score over 500 is the winner.
Each player keeps his score in three columns, one for _plus_ points (headed "WON"), one for _minus_ points (headed "LOST"), and the third for the net total. {261}
REVOKES.
The American rule is as follows:--
"Upon the revoke being claimed and proved, the hands shall be immediately abandoned. If it is an adversary of the bidder who has revoked, the bidder scores the full amount of his bid, while the side in error scores nothing."
Professor Hoffmann's rule is as follows:--
"If the bidder be the offender, he shall be set back the amount of his bid [_i.e._ the amount shall be scored in his _minus_ column], each of the opponents scoring as usual for any trick or tricks he may have made, including any which, but for the revoke, would have fallen to him.
"If one of the opponents be the offender, the cards of the trick in which the revoke occurred, and of any subsequent trick, shall be taken back by their respective holders, and the hand played anew from that point. The bidder and the opponent not in fault shall each score according to the result of the play, but the offender can score nothing for that hand, and shall further be set back 100 points."
If a player finds that he holds the Joker, two knaves of the same colour, and any two other cards of the same suit as one of the knaves, he has four tricks certain, by declaring the three-suit trumps, unless all the other five trumps be in the same hand. Should he hold two more tricks in the side suits, he will be quite justified in bidding six.
The chances of getting another trump, by taking in the "widow," are an important element in arriving at sound decisions. The odds evidently vary with the number of trumps already held by the player. {262} The following figures should be carefully borne in mind:
If a player holds four trumps, it is 8 to 5 on his finding one more at least in the "widow."
If he holds five trumps, the odds are only 7 to 6 in favour.
If he has six, he must not reckon on getting another, the odds being 6 to 5 _against_.
BOOK ON FIVE HUNDRED.
HOFFMANN, PROFESSOR.--Five Hundred: the popular American Card Game. Goodall & Son, Ld.
* * * * *
{263}
QUINTO.
This game is the invention of Professor Hoffmann. It has achieved immediate popularity in circles where it has been experimentally introduced, and it has been thought that it may even be destined to supplant Bridge. Waiving discussion, however, of the question whether Bridge is on the point of immediate deposition from its throne, no impartial person would deny that games could be devised that might run it very close, and bid fair to imperil its popularity. To invent such a game Professor Hoffmann, with his long and close experience of social pastimes of every kind, is exceptionally well qualified; and, whether or no we shall all leave off being Bridge-players and become Quinto-players, there is no denying that in the latter game there are several new and interesting elements, that it carefully avoids the fatal error of excessive complexity--the ruin of "Vint" and "Skat," for instance--and that it is compounded of skill and chance in very happy proportions.
It is a game of two partners against two, as at Bridge and Whist. The pack, however, consists of fifty-three cards instead of fifty-two. The place of the extra card (five "crowns"--known as "Quint Royal") which is included by Messrs. Goodall & Son in their "Quinto" packs can be supplied equally well by the "Joker," which all ordinary packs now contain. Similarly, the score-sheets (which resemble {264} those of Bridge, except that no horizontal division is necessary) may be dispensed with, and their place supplied by ordinary paper and pencil, or by an ordinary cribbage-board.
After settling partners and deal in the usual way, the cards are shuffled and cut, and the dealer then lays aside the five top cards, face downwards, to form what is known as the "cachette." The remaining forty-eight cards are dealt out as at Whist, so that each hand contains twelve cards; but no trump card is turned up.
The players in rotation, commencing with the eldest hand, have then the option of once doubling the value of each trick, and of once re-doubling an opponent's double. The option passes round the table once only, and does not affect the value of the "quints," as defined below.
The normal value of each trick, reckoned irrespective of its contents, and counting to the side which wins it, is five points. Each side scores the number of tricks that it actually wins. If A B win 11 tricks, and Y Z 2, A B score 55, and Y Z 10. These values may, however, be doubled or quadrupled before the play begins, as previously explained. The winners of the twelfth trick take the "cachette," which itself counts as an extra trick. Thus the winning of the twelfth trick bears a double value.
So far as regards "trick" scoring. The "honours" are known as "Quints," and are (1) The five of any suit, a fifth "honour" being the "Joker" or "Quint Royal"; (2) An ace and four, or a deuce and trey, of the same suit, falling to the same trick. "Quints" count not to the side to which they are originally dealt, but to the side that wins the trick containing {265} them. They are marked as they occur in course of play, according to the following scale: Quint Royal, 25; Quint in Hearts, 20; in Diamonds, 15; in Clubs, 10; in Spades, 5. The contents of the "cachette" (if of any value) are similarly scored by the side that takes it.
The play of Quint Royal is peculiar. It has no trick-taking value at all, and can be scored by the holder only if he can throw it on a trick won by his partner. This he is always allowed to do, whether he holds one of the suit led or not.
With the preceding exception, every player, having one of the suit led, must follow. If he has not, he may trump or over-trump. No selection is made of any particular suit for trumps, but for trumping purposes the suits ascend in power, in Bridge order, from spades to hearts. Thus any spade may be trumped by the deuce of clubs, which may be over-trumped by any other club or by the deuce of diamonds--and so on up to the one card, the ace of hearts, which is a winner against all the rest.
Game is 250 up. A distinction between quints and tricks is that the former are marked up as they occur in course of play, and that, as soon as the scoring of them brings either side up to or beyond 250, that game is at an end, and the rest of the hand is abandoned. The value of the "cachette" may make the winners of it game; if so, the tricks are not counted. If neither side is 250 up after counting all quints, the value of the tricks won is added in. Should such addition bring both parties beyond 250, the higher of the two totals wins. Those who first win two games win the rubber, and score 100 points extra therefor.
There is another method of scoring--by "single," {266} "double," and "treble" games--but the former way has been preferred wherever the writer has seen the game played.
Before Quint Royal has been played, a player who does not hold it should be always on the alert to give his partner the chance of making it. The original leader, therefore (not holding Quint Royal himself), is always expected to start with the ace of spades, if he has it. If not, with the ace of clubs. The ace of hearts is certainly, and the ace of diamonds probably, too valuable to be led out in this way.