Hoyle's Games Modernized

Part 2

Chapter 24,216 wordsPublic domain

The banker has now to decide whether he himself will draw a card, being guided in his decision partly by the cards he already holds, partly by the card (if any) drawn by the punter, and partly by what he may know or guess of the latter's mode of play. If he has hesitated over his decision, the banker may be pretty certain (unless such hesitation was an intentional blind) that his original point was five, and as the third card (if any) is exposed, his present point becomes equally a matter of certainty. The banker, having drawn or not drawn, as he may elect, exposes his cards, and receives or pays as the case may be. Ties neither win nor lose, but the stakes abide the result of the next hand.

The banker is not permitted to withdraw any part of his winnings, which go to increase the amount in the bank. Should he at any given moment desire to retire, he says, "I pass the deal." In such case each of the other players, in rotation, has the option of taking it, but he must start the bank with the same amount at which it stood when the last banker {8} retired. Should no one present care to risk so high a figure, the deal passes to the player next on the right hand of the retiring banker, who is in such case at liberty to start the bank with such amount as he thinks fit, the late banker now being regarded as last in order of rotation, though the respective priorities are not otherwise affected.

A player who has "gone bank," and lost, is entitled to do so again on the next hand, notwithstanding that the deal may have "passed" to another player.

When the first supply of cards is exhausted, the croupier takes a fresh handful from the heap before him, has them cut by the player on his left, and hands them to the banker. To constitute a valid deal, there must be not less than seven cards left in the dealer's hand. Should the cards in hand fall below this number, they are thrown into the waste-basket, and the banker takes a fresh supply as above mentioned.

BACCARAT BANQUE.

In Baccarat Chemin de Fer, it will have been noticed that a given bank only continues so long as the banker wins. So soon as he loses, it passes to another player. In Baccarat Banque the position of banker is much more permanent. _Three_ packs of cards,[5] shuffled together, are in this case used, and the banker (unless he retires either of his own free will, or by reason of the exhaustion of his finances) {9} holds office until the whole of such cards have been dealt.

The bank is at the outset put up to auction, _i.e._ belongs to the player who will undertake to risk the largest amount. In some circles, the person who has first set down his name on the list of players has the right to hold the first bank, risking such amount as he may think proper.

The right to begin having been ascertained, the banker takes his place midway down one of the sides of an oval table, the croupier facing him, with the waste-basket between. On either side the banker are the punters, ten such constituting a full table. Any other persons desiring to take part remain standing, and can only play in the event of the amount in the bank for the time being not being covered by the seated players.

The croupier, having shuffled the cards, hands them for the same purpose to the players to the right and left of him, the banker being entitled to shuffle them last, and to select the person by whom they shall be cut. Each punter having made his stake, the banker deals three cards, the first to the player on his right, the second to the player on his left, and the third to himself; then three more in like manner. The five punters on the right (and any bystanders staking with them) win or lose by the cards dealt to that side; the five others by the cards dealt to the left side. The rules as to turning up with eight or nine, offering and accepting cards, and so on, are the same as at Baccarat Chemin de Fer.

Each punter continues to hold the cards for his side so long as he wins. If he lose, the next {10} hand is dealt to the player next following him in rotation.

Any player may "go bank," the first claim to do so belonging to the punter immediately on the right of the banker; the next to the player on his left, and so on alternatively in regular order. If two players on opposite sides desire to "go bank," they go half shares.

A player going bank may either do so on a single hand, in the ordinary course, or _à cheval_, _i.e._ on two hands separately, one-half of the stake being played upon each hand. A player going bank and losing, may again go bank; and if he again loses, may go bank a third time, but not further.

A player undertaking to hold the bank must play out one hand, but may retire at any time afterwards. On retiring, he is bound to state the amount with which he retires. It is then open to any other player (in order of rotation) to continue the bank, starting with the same amount, and dealing from the remainder of the pack used by his predecessor. The outgoing banker takes the place previously occupied by his successor.

The breaking of the bank does not deprive the banker of the right to continue, provided that he has funds wherewith to replenish it, up to the agreed _minimum_.

Should the stakes of the punters exceed the amount for the time being in the bank, the banker is not responsible for the amount of such excess. In the event of his losing, the croupier pays the punters in order of rotation, so far as the funds in the bank will extend; beyond this, they have no claim. The banker, may, however, in such a case, instead of {11} resting on his right, declare the stakes accepted, forthwith putting up the needful funds to meet them. In such event the bank thenceforth becomes unlimited, and the banker must hold all stakes (to whatever amount) offered on any subsequent hand, or give up the bank.[6]

* * * * *

{12}

BÉZIQUE.

Bézique is a game for two players. The piquet pack of thirty-two cards is used, but in duplicate, two such packs of like pattern being shuffled together.

The players cut for deal, the _highest_ card having the preference. The rank of the cards in cutting (as also in play) is as under: ace, _ten_, king, queen, knave, nine, eight, seven. Eight cards are dealt (by three, two, and three) to each player; the seventeenth card being turned up by way of trump, and placed between the two players. The remaining cards, known as the "stock," are placed face downwards beside it. Should the turn-up card be a seven, the dealer scores ten.

The non-dealer leads and the dealer plays to such lead any card he pleases. If he play a higher card (according to the scale above given) of the same suit, or a trump, he wins the trick; but he is not bound to do either, or even to follow suit. Further, he is at liberty to trump, even though holding a card of the suit led. If the two cards played are the same (_e.g._ two nines of diamonds), the trick belongs to the leader. {13}

The winner of one trick leads to the next, but before doing so he marks any points to which his hand may entitle him, leaving the cards so marked on the table, and draws one card from the top of the stock. His opponent draws a card in like manner, and so the game proceeds until the stock is exhausted.

The holder of the seven of trumps is entitled to exchange it for the turn-up card, at the same time scoring ten for it. The holder of the duplicate seven of trumps scores ten for it, but gains no further benefit thereby.

The game is usually 1000 up, but, as the score proceeds by tens or multiples of ten, this number is pretty quickly reached.

At the earlier stage of the game, the player scores for the cards he holds in his hand; certain cards or combinations of cards, duly "declared," entitling him to score so many points, as under:--

Points.

For the seven of trumps, turned up by the dealer, or declared by either player 10

For the second seven of trumps 10

For the last (_i.e._ thirty-second) trick 10

For a Common Marriage, _i.e._ king and queen of any plain suit, declared together 20

For a Royal Marriage, _i.e._ king and queen of the trump suit, declared together 40

For Single Bézique (queen of spades and knave of diamonds) 40

For Double Bézique--the same combination again declared by same player with fresh cards. (additional) 500

For Four Knaves (of any suits, _e.g._ two knaves of spades and two of hearts), duly declared 40

For Four Queens, duly declared 60

For Four Kings, duly declared 80 {14}

For Four Aces, duly declared 100

For Sequence of five best trumps--ace, ten, king, queen, knave 250

Brisques--aces or tens in the tricks won by either player, _each_[7] 10

In order to score, the cards composing the given combination must be all at the same time in the hand of the player. A card played to a trick is no longer available (unless a brisque) to score.

A player can only "declare" after winning a trick. Having won a trick, he is at liberty to score any combination he may hold, laying the cards forming it face upwards on the table. If the cards exposed show two combinations he may declare both, but must elect which of them he will score, reserving the other till he again wins a trick. Thus, having king and queen of spades and knave of diamonds on the table, he would say, "I score 40 for Bézique, and 20 to score." When he has again won a trick, having meanwhile retained the needful cards unplayed, he can then score the second combination (Marriage).

A card which has once scored cannot be again used to form part of a combination of _the same kind_: _e.g._ a queen once used to form a Marriage cannot again figure in a Marriage, though it may still score as part of a Sequence, or as one of "Four Queens." In like manner, a card which has once figured in "Bézique" cannot be used to form part of a second Bézique, though it may be used to score Double Bézique. Neither can a card which has been {15} declared in a given combination again be declared in a combination of an inferior order; _e.g._ if a king and queen have been declared as part of a Sequence, a Marriage cannot afterwards be declared with the same cards--though their having figured in a Marriage would be no bar to their subsequent use as part of a Sequence.

The declared cards, though left face upwards on the table, still form part of the hand, and are played to subsequent tricks at the pleasure of the holder.

When no more cards are left in the stock, the method of play alters. No further declarations can be made, and the only additional score now possible is for the brisques (aces or tens) in the remaining tricks (scored by the winner of the trick), with ten for the last trick, as before stated.

The mode of play as to these last eight tricks is according to Whist rules. Each player must now follow suit, if he can; if not, he is at liberty to trump.[8]

HINTS FOR PLAY.

In the earlier stage of the game, tricks are of no value save in so far as they contain brisques, or enable the winner to "declare," the scoring of the different combinations being the main object of the game. The player will probably at the outset find that he has in hand _some_ of the component parts of two or more combinations; but as he must furnish a card to each trick, he will be forced to abandon {16} the one or the other. In choosing between them, two points should be considered; viz. first, the value of the combination, and, secondly, the prospect of making it. As to the last point, he may derive important information from the cards declared by his opponent. Suppose, for instance, that he holds a queen of spades and two knaves of diamonds. These he would naturally retain at any cost, in the hope of making Double Bézique; but should his adversary declare a marriage in spades, showing that he holds the remaining queen of that suit, all hope of Double Bézique is clearly at an end. In the case supposed, it would be the policy of the opponent, knowing or suspecting that Double Bézique was aimed at, to keep the queen of spades in his hand as long as he possibly could, even at some considerable sacrifice.

When a brisque is led, the second player should win the trick if he can do so without too great a cost, for, though a brisque only scores ten to the winner, the capture of the trick means a loss of ten to the opposite party, and practically, therefore, makes a difference of twenty to the score.

Unless a brisque be led, or you have something to declare, pass the trick or win it with a brisque. The best cards to throw away are the sevens, eights, nines, and knaves of plain suits (other than the knave of diamonds, which should be retained on the chance of making Bézique).

It is generally better to risk losing an ace than a queen or king, the two latter having the greater chance of scoring.

If you chance to hold three aces at an early stage of the game, with no prospect of a more valuable combination, retain them, in the hope of drawing a {17} fourth. In any other case, make tricks with aces in plain suits whenever you can.

"Sequence" cards should be kept in reserve as long as possible. A duplicate of a sequence card, though valueless for scoring purposes, should still be held up, as the uncertainty respecting it may hamper your opponent.

Even more important than sequence cards are the bézique cards. After scoring Bézique, the declared cards should still be retained until it becomes clear that Double Bézique is unattainable.

At a late period of the game, when the opportunities for declaration are growing limited, it is often wise to declare (say) Double Bézique without previously declaring single Bézique, or Sequence without previously declaring a Royal Marriage. If you declare the smaller score, and do not again win a trick, you lose the larger score altogether.

When the stock is nearly exhausted, take a trick whenever you can, as you thereby deprive the adversary of the opportunity of scoring his remaining cards. Note at this stage the exposed cards of the adversary, as you will thereby play the last eight tricks to greater advantage.

In the play of the last eight tricks, your main object is to make your brisques, and capture those of the enemy. Reserve, if possible, a good trump wherewith to secure the last trick.

RUBICON BÉZIQUE.

"Rubicon" or "Japanese" Bézique is a modification of the ordinary game, which has for some years found much favour in Paris. In 1887, a code of {18} laws, which we append, was drawn up by a committee of the Portland Club, and Rubicon Bézique may now be regarded as the standard game.

Four packs, of like pattern and shuffled together, are used. The cards rank as at ordinary Bézique; but _nine_ instead of eight cards are dealt, singly or by threes, to each player. There is no "turn-up," the first "marriage" scored determining the trump suit. If a "sequence" be declared and scored before any marriage, such sequence determines the trump suit.

The scores at Rubicon Bézique are as under:--

Carte Blanche (a hand without a single court card)[9] 50 Marriage in plain suits 20 Marriage in trumps[10] 40 Sequence in plain suits 150 Sequence in trumps 250 Single Bézique 40 Double Bézique 500 Treble Bézique 1500 Quadruple Bézique 4500 Four Knaves (irrespective of suit) 40 Four Queens " 60 Four Kings " 80 Four Aces " 100 For the last trick 50

The procedure as to playing and drawing is the same as at ordinary Bézique, save that the tricks are {19} left face upwards in a heap between the players until a brisque is played, when the winner of the trick takes them up, and turns them face downwards, near himself. The value of each brisque is ten points, but they are not scored till the close of the game, and in certain events (see _post_) may not be scored at all.

Only one declaration can be scored at a time, and that only (save in the case of _carte blanche_) by the winner of a trick; but if, on the cards exposed, the player has more than one combination to score, he may score whichever he prefers, at the same time calling attention to his further claim by saying, "And ---- to score." A player is not bound to declare any combination, even when exposed upon the table, unless he thinks fit. If he is compelled to play a card of the combination before he has actually scored it, the right to score is at an end.

A card declared in a given combination may not again be declared in an _inferior_ combination of the same class--_e.g._ a king and queen declared in Sequence cannot be afterwards made available to score a Royal Marriage. The same card may, however, be used in conjunction with a new card or cards to form, not merely a combination of the same kind, but the same combination over again.[11] Thus, if Four Queens have been declared, the player may play one of them, and, when he next wins a trick, add a fifth queen to the three left on the table, and again score four queens.

If a combination, duly scored, is broken up, one {20} or more cards must be substituted, either from the cards upon the table or from the hand of the player, to entitle him to a fresh score. There is an apparent exception to this rule in the fact that, if a player has declared two independent marriages in the same suit, and all four cards are on the table simultaneously, he may make two more declarations of marriage with the same cards. In truth, however, this merely follows the rule. King 1 (already "married" to queen 1) may again be married to queen 2; and king 2 (already married to queen 2) to queen 1 in like manner.

A player who has two or more declarations to score may elect which he will score first, the other remaining in abeyance; _e.g._ a player having declared Four Kings, including the king of spades, and subsequently declaring Bézique (the king of spades still remaining on the table) would _ipso facto_ become entitled to score a Marriage, royal or ordinary, as the case might be. We will suppose the former. In such a case, he would say, "I score forty, and forty for marriage to score." This declaration should be repeated, by way of reminder, after each trick, till actually scored. If, in the meantime, the player becomes entitled to score some other combination, he may, on winning a trick, score the latter in preference to the one previously declared, still keeping this in reserve. The mere fact of having declared a given combination "to score" does not preserve the right to score it, if in the meantime the declarant either plays one of the cards composing it or makes use of them to score some higher declaration of the same class.

The last nine tricks are played like the last eight {21} in the ordinary game; but the winner of the last trick, instead of 10, scores 50.

HOW THE SCORE IS DEALT WITH.

The game is complete in one deal, and is won by the player who scores most points, according to the foregoing table, exclusive of brisques. These latter are only taken into account where the scores are otherwise equal. If, after the addition of the brisques, the scores are still equal, the game is drawn.

There is one other case in which the brisques are reckoned. The score of 1000 points is known as the "Rubicon," and a player not reaching this score is "rubiconed." In this case, also, each player adds in his brisques; and if the score of the loser is thereby brought up to 1000, he "saves the rubicon."

Assuming that the rubicon is saved, the score of the loser is deducted from that of the winner, fractions of a hundred being disregarded in both cases. To the difference are added 500 points for game, and the total is the value of the game, the stakes being usually so much per hundred points. If it happen that the difference between the two scores is less than 100, it is reckoned at that figure, making, with the 500 for game, 600. Thus, if the respective scores are, A, 1510; B, 1240; A wins 1500 - 1200 + 500 = 800. If A's score were 1550, and B's 1520, A would win 100 + 500 = 600.

If B is rubiconed, the value of the game is computed after a different method. The points made by him (still disregarding fractions of a hundred) instead of being subtracted from, are _added_ to the {22} score of the winner, who is further entitled to 1000 for the game and 300 for brisques.[12] Thus, if A has won 1320, and B 620, the value of A's game will be 1300 + 600 + 1000 + 300 = 3200.

If the rubiconed player has scored less than 100, that amount (100) is added to the score of the other player, as well as the 1000 for game and 300 for brisques, as before mentioned.

THE LAWS OF RUBICON BÉZIQUE.

SHUFFLING.

1.--Rubicon Bézique is played with four packs of thirty-two cards, shuffled together.

2.--Each player has a right to shuffle the pack. The dealer has the right of shuffling last.

3.--The pack must not be shuffled below the table, nor in such manner as to expose the faces of the cards.

CUTTING.

4.--A cut must consist of at least five cards, and at least five must be left in the lower packet.

5.--The cards rank as follows, both in cutting and in playing: ace (highest), ten, king, queen, knave, nine, eight, seven (lowest).

6.--The player who cuts the higher card has choice of deal, seats and markers. The choice determines both seats and markers during the play.

7.--If, in cutting for deal, a player expose more than one card, he must cut again.

{23}

8.--The cut for deal holds good even if the pack be incorrect.

9.--If, in cutting to the dealer, or in reuniting the separated packets, a card be exposed, or if there be any confusion of the cards, there must be a fresh cut.

DEALING.

10.--The dealer must deal the cards by one at a time, giving the top card to his adversary, the next card to himself, and so on; or by three at a time, giving the top three cards to his adversary, the next three to himself, and so on; until each player has nine cards. The undealt cards (called the "stock") are to be placed face downward, in one packet, in the middle of the table, to the left of the dealer.

11.--If the dealer deal the cards wrongly, he may rectify the error, with the permission of his adversary, prior to either player having taken up any of his cards.

12.--If, after the deal, and before the dealer has played to the first trick, it be discovered that either player has more than nine cards there must be a fresh deal. If it be similarly discovered that either player has less than nine cards, the deal may be completed from the top of the stock by mutual agreement, otherwise there must be a fresh deal.

13.--If the dealer expose a card belonging to his adversary or to the stock, the non-dealer has the option of a fresh deal. If the dealer expose any of his own cards, the deal stands good.

14.--If a faced card be found in the pack before the play of the hand has begun, there must be a fresh deal. {24}

CARTE BLANCHE.

15.--If a player have a hand dealt him without king, queen or knave, he may declare _carte blanche_ before playing a card. Carte blanche must be shown by counting the cards, one by one, face upward, on the table.