Round Games With Cards A Practical Treatise On All The Most Pop
Chapter 7
There are two distinct methods of playing this game, so unlike as to lead to the conclusion that at some time or other two separate games must have been confused by being called under the same name, and have since been so associated with each other. There is hardly one point in common between the two methods in vogue; and while one is entirely different from anything yet described in the present volume, the other is, to a great extent, played on the lines of Pope Joan, Spin, and Newmarket, and may be regarded as an offshoot of those games--rather than as an independent one--which has got mixed with the one known under the title of Snip-Snap-Snorum, and has come to be recognised under that name. As preference in such a case should be given to the independent game, we shall first describe that, and afterwards devote attention to the other system. In doing so we must excuse ourselves for the manifest inconsistency of associating two distinct games under the one title, on the ground of custom and practice among different individuals, and in order to avoid confusion as far as possible, we have re-named the game we shall describe last, as Jig, that being one of the terms used in the game, and sufficiently distinctive for every purpose.
Snip-Snap-Snorum is a round game, available for any number, of players from two to ten, when the full pack of fifty-two cards is played with, or for any number up to six [91] when the smaller pack of thirty-two is used. Probably the best number of players is five or six in the former case, and three or four in the latter; the greatest objection to a large number of players being that those first out have to wait until the others have exhausted their stakes, which may not occur until several more rounds have been completed.
At the commencement of the game each player has to be provided with five coins or counters, of equal value, and the game is decided when all but one of the players has exhausted those five stakes. The player who holds out the longest becomes the winner, and secures the whole of the pool, which is contributed to during the progress of the game as described later on.
The deal is decided in the ordinary way, the player to whom the first knave is turned up having the first right to deal the cards. He shuffles the pack, has it cut, and then distributes five cards to each player, one at a time, and commencing with the one on his left-hand side. There is no turn-up card needed; when all have received their five cards the hands are looked at, and the game begins. The object of the players is to play cards of equal value to those of their right-hand adversaries, and if they do so the player has to pay a penalty into the pool; one stake for Snip, which is the first pairing of a card; two stakes for Snap, the second pairing of the same card; and three stakes for Snorum, the third pairing. For instance, suppose there are five players, _A_, _B_, _C_, _D_, and _E_. _A_ is the dealer, and, the cards having been dealt, _B_ has to lead; he plays a nine, and calls it when he places it on the table face upwards in front of him; _C_ likewise has a nine, which he must play by also placing it face upwards on the table in front of him, and says "Snip," upon which _B_ has to pay a stake into the pool, his card having been paired _D_ also has [92] a nine, which he plays in similar manner, and says "Snap," upon which _C_ has to pay two stakes into the pool, his card having been also paired; _E_ then has to follow on, and also having a nine in hand, he must play it, and says "Snorum," which imposes a penalty of three stakes upon _D_. This having disposed of the four nines in the pack, _A_, whose turn it now is to play, has to start upon a new card, and he has the option of playing whichever of the five in his hand he chooses.
The penalties of Snip-Snap-Snorum do not remain in force if any other card intervenes between the pairs, so that it is only the player next in order of play who has the opportunity of securing a stack& for the pool from any of the others. Taking the illustration given above, we will suppose that _D_ had no nine, and was accordingly compelled to play, say, a ten. _B_ would have had to pay the penalty for Snip, as before; but _C_ could have nothing to pay, his card not having been paired. Then suppose _E_, in his turn, played a nine, and A also played one, that would only "snip" _E's_ nine, although the other two nines had just been played; _E_ would have to pay one stake to the pool.
As soon as the five cards dealt to each player are exhausted, the next in order becomes the dealer, and distributes five cards to each player, as before, and the game is conducted round and round on exactly similar lines until one of the party has lost the last of his five stakes. He is then out of the game, and if he has any cards left he must add them, face downwards and unexposed, to the top of the undealt portion of the pack. The other players proceed with the game, and as each loses his last stake he is left out, and no fresh cards are dealt him. This goes on until all but one have lost their stakes, when, as already described, the game is finished, and the last in takes the pool.
[93]
If a new game is started on, the first out in the previous game becomes the new dealer.
The lead is a disadvantage in this game, as, after a few cards have been played, it is often possible to know that certain cards remaining in hand are absolutely safe, or nearly so. For instance, suppose two knaves have been played during the first round or two, and that a third knave is in a player's hand, that card may be played as an almost safe one, as there is only one other that can pair with it, and the odds of the fourth knave being in the next player's hand are very remote. For the same reason a player having two of a kind in his own hand should always play one of them when his turn comes round, provided, of course, he is not able to pair with the player immediately preceding him.
If a player has a card similar to that played immediately before him, he must play it. In the event of his failing to do so, he has to pay a double penalty to the pool, while the player who would have been penalized has to contribute just as though the right card had been played. These penalties must be enforced before the cards are cut for the next deal.
VARIATIONS.
This method of playing the game is sometimes varied as follows: Instead of dealing five cards to each player, the whole of the pack is distributed, equally; or as nearly equal as possible, among the players, each of whom starts with five coins or counters, as in the other game. The player on the dealer's left-hand side, whom we will call _B_, as above, has to lead, and he keeps on playing one card after another until the opponent on his left (_C_) can pair one of them. When _C_ succeeds in doing this, he says "Snip," and _B_ has to pay a stake into the pool, while he remains in [94] active until the game has proceeded right round the table. Play now rests between _C_ and _D_. If _D_ can pair _C's_ card with which he snipped _B_ he does so, and calls "Snap," when _C_ has to pay two stakes to the pool; if then _E_ can also pair the card, he cries "Snorum," and _D_ has to pay three stakes to the pool. If, however, the players cannot pair, then _C_ has to keep on playing out his cards until _D_ can pair one, in which case _C_ is snipped, and the game proceeds as just described. The game goes round until all have played their cards, when the pack is again shuffled, and a new deal started upon, the game being won and the stakes secured by the player who holds out the longest with his five stakes, as in the other game.
This variation may be altered again by agreeing that an unlimited number of coins or counters may be used, and that the player who first succeeds in getting rid of his cards shall be the winner of the pool. By this system each deal becomes complete in itself, but it will not be found a very desirable innovation if many players are engaged, as in that case the cards are so divided that it becomes an easy matter to clear a hand.
_TURN-UP SNIP_.
It is sometimes agreed that the dealer shall turn up the top card of the undealt portion of the pack, and if then the first player can match it, the dealer has to pay the penalty for Snip. A much better way of playing this variation, however, is for the pool to pay the penalty for this first Snip. In that case the player takes one counter out of the pool and adds it to his own stock.
[95]
JIG.
We have already mentioned that our reason for adopting the above title is to distinguish this method of playing the game of Snip-Snap-Snorum from the one just described, and it will be evident to those who study the two systems that we are quite justified in introducing a distinctive name for the one we are now about to deal with, which, as we have said, has little or nothing--beyond former title and use of similar terms--in common with the other.
The first dealer having been settled, and the pack shuffled, the cards are dealt out one at a time until the pack is exhausted. The object of the players is to get rid of their cards as speedily as possible, the one first out winning a coin or counter from each of the other players for every card remaining in their hands. The player on the dealer's left-hand side has to play first, and he leads whichever card he chooses, placing it face upwards on the table in front of him, and saying "Snip"; the holder of the next highest card of the same suit (ace counting as lowest and king as highest) has to follow on, and says "Snap"; then the three next highest cards are played, the holders of them saying "Snorum," "Hicockalorum" and "Jig" respectively, when playing them. The one who plays Jig has the next lead, and may follow on with whichever card he chooses. If either of the cards played is a stop,--that is to say, the succeeding card has been played out, or it is a king,--then the player says "Jig" after announcing what card he plays, as, for [96] instance, "Snip-Jig," "Snap-Jig," and so on. The player of the stop has to lead the next card.
It will thus be seen that the object of the players should be to lead such cards as will bring the Jig into their own hand again whenever possible, as then another card has to be led, and a greater chance exists of clearing the hand. To do this successfully, it is necessary to remember what cards are played during the progress of the game, so as to know which are stops, and then, if the stops are in hand, such cards should be played as would lead up to them. It will be well to bear in mind the following, which gives a list of the "Jigs" to the several cards of the pack:--
The five is "Jig" to the ace. | The ten is "Jig" to six. " six " two. | " knave " seven. " seven " three. | " queen " eight. " eight " four. | " king " nine, ten, " nine " five. | knave or queen.
Similarly, if the two, three, or four is a stop, the ace, two or three may be played so as to lead up to them and thus secure the Jig.
When one of the party has exhausted his cards, he says "Out," and then receives a coin or counter from each player for every card they have left, and he also wins the amount in the pool if one has been formed. This is possible in many ways: either by each player contributing to it equally, by calling upon the dealer to pay in, or by the infliction of fines or penalties for incorrect calls, etc.
It is hardly necessary to give further details of the method of playing the hands, the game being so similar to Pope Joan, Spin, and Newmarket, which are fully described elsewhere. Players will do well to refer to those games for further information in regard to this variation of Snip-Snap-Snorum.
[97]
CASSINO.
This game, which is of considerable antiquity, is available for two, three, four, or more persons, but is usually played by four, when two of the players act as partners against the other two. It is, however, equally available for four players acting independently, in which case each scores his individual points, whereas in the partnership game, as with only two players, the lesser number of points is taken from the greater, and the difference only is scored by the winner. With three players it is also necessary to score independently, although in all these independent scorings it is sometimes decided that the lowest scorer shall not reckon anything, while the number of his points is deducted from those of each of the others; as, for instance: suppose _A_ made 1 point, _B_ 2, _C_ 3 and _D_ 5; _A_ would not score anything, while _B_ would score 1, _C_ 2, and _D_ 4. Similarly, if _A_ made 2 points, _B_ 2, _C_ 2 and _D_ 5; _D_ would be the only one to score, and he would count 3.
It is usual to play with the full pack of fifty-two cards; there is however no reason why the smaller pack of thirty-two should not be used, but in that case the hands would be of shorter duration.
Assuming that four persons intend to take part in the game, and that they decide to play in pairs, the first question to settle will be as to who shall be partners, and who the first dealer. This is arranged by each of the four [98] players taking a card from the top or other part of the pack, when those who draw the two lowest cards have to play against the drawers of the two highest. The lowest of the four (ace counting as lowest) becomes the first dealer. In the event of a tie, which prevents the decision being thus made, only those whose cards are alike draw a second time. The partners sit opposite to each other, and the cards of each player are kept distinct until the hands are completed by the entire pack having been played through.
The cards having been shuffled and cut, the dealer distributes four cards to each of the players, dealing them one at a time. He also places four other cards face upwards in the middle of the table. It is usual to deal these latter one at a time when going round with the regular hands, but they may be taken all at one time from the top of the pack, after the players have received their cards. The player on the left-hand side of the dealer then plays a card from his own hand, and takes with it every card of the same denomination among those exposed on the table, as well as all that will combine and make the same number. For instance, a ten not only takes every other ten, but also nine and ace, eight and two, seven and three, six and four, or two fives, two threes and a four, and other combinations.
If the player is able to pair or combine any of the cards, he places them with his own card face downwards on the table in front of him; but if he is not able to pair or combine, he must add a card, face upwards, to those already exposed on the table. The next player does the same, and so on round the table until the four cards in hand have either been paired, combined, or added to the exposed stock on the table. The original dealer then distributes four fresh cards to each of the players, but does not expose any on the table as in the first round. The same proceeding [99] is repeated until the whole pack has been exhausted, the player who is last able to pair or combine any of the exposed cards taking all the remaining cards off the table, and scoring one point for thus "sweeping the board," as it is termed. If a player is able to sweep the board at any other time during the progress of the game, he also scores a point, and the following player has to commence a new board by laying out a card.
The whole of the cards having thus been played, the partners combine their winnings, and the counting of the cards commences, the various points of the game being as follow:
The winner of Great Cassino (the ten of diamonds) reckons ... ... ... ... 2 points.
The winner of Little Cassino (the two of spades) reckons ... ... ... ... ... 1 point.
The winner of each ace reckons ... ... ... 1 "
The winner of the majority of the cards of the spade suit reckons ... ... ... 1 "
The winner of the majority of the entire pack of cards reckons ... ... ... ... ... 3 points.
The partners whose winnings show the greater number of points then deduct the points of their opponents from their own, and score the remainder to their game; thus, if one sides secures 6, and the other side 5, the former score 1 point and the latter score nothing; while if the respective scores were 7 and 4, the winners of the seven points would add to their score.
The object of those engaged in the game being to secure Great Cassino, Little Cassino, the four aces, the majority of spades, and the greater number of cards, a few rules will at once suggest themselves to guide the play of the hands. [100] Secure the Cassino cards on the first opportunity, also aces and spades, after which aim to make as many combinations as possible, leaving the pairs until last, unless they be the ten or the two, which are always best got off the board as early as possible, so as to prevent the opponents making the Cassinos if they have them in hand.
When three players are engaged, it is sometimes agreed that the two lowest shall add their points together, and subtract them from the highest. In such a case, if the two lower numbers together either amount to or exceed the higher, then neither party scores. This method will not be found desirable in actual play, as it leads to so many hands resulting in a negative score.
If a card is exposed by the dealer in the first round, other than those dealt for the exposed hand, then the deal is forfeited, but the exposure of a card at a subsequent period does not disqualify the dealer, the player being compelled to take the exposed card, although it is best to impose some penalty for the fault.
[101]
MY BIRD SINGS.
This game may be played by any number of persons up to thirteen, if a full pack of cards be used; or by any number up to eight with the smaller pack of thirty-two cards. A pool is formed by each player contributing a counter or coin, the dealer paying one extra. Four cards are then dealt to each player, and all have the right to look at their hands.
The object of the players is to secure a flush, four cards of one suit; or four cards of different suits; and when either of these combinations is secured, the player says: "My Bird sings," and he becomes the winner, and thereby entitled to the amount in the pool.
There are two methods of conducting the game: either by each player in turn throwing out a card from his hand, or by allowing the opponent on his left-hand side to take one.
The competitor on the dealer's left is the first to play, and, supposing his "Bird" does not already "sing," and the first-named method is adopted, he throws out one of his cards, face downwards, on the table. The player on his left adds this card to his own four, and if his "Bird" does not "sing," he in like manner throws one of his cards out for the next player; the same plan being adopted round and round, until one of the players secures the four cards necessary.
If the second method is adopted the player does not [102] himself reject a card, but turns his hand, without exposing it, to the next player, who selects whichever card he chooses, and proceeds with the game as in the other variation.
After going completely round among the players three times, the original leader may exchange one of his cards for the top card of the undealt portion of the pack, and if it should happen to be of the same suit as the one he threw out, he rejects it, and takes the next or following one, until he gets a different suit; but before introducing a new card into the game he must throw out one of those in hand. This introduction of new cards may be made each round, after the first three of a hand, until one of the players secures a winning set of cards, otherwise it may be a tedious matter to get a winning combination.
VARIATIONS.
The game is sometimes played for flushes only; that is, the four cards must be of one suit before a player's "Bird sings," and sometimes only three cards are dealt to each player, in which latter case flushes alone are recognised.
The game may also be continued until the whole pack of cards is exhausted; in which case, whenever a player's bird sings, he turns the four cards over and regards them as one trick. Four other cards are then given him from the top of the undealt portion of the pack, and the game proceeds as before. The ultimate winner is he who secures the greatest number of tricks. In the case of a tie the stakes are divided between the two or more players who have an equal number.
[103]
SPOIL-FIVE
Spoil-Five may be played by any number of persons not exceeding ten; the best game, however, is when four or live take part, as then about half the cards are in play. In this game the cards run in different order to the ordinary course, vary in the two colours, and further, change in the trump suit, as follows:
1. _In Hearts and Diamonds, when not trumps_.--King, queen, knave, 10, 9, down to ace (the ace of hearts is always a trump card, and never counts as a heart).
2. _In Clubs and Spades, when not trumps_.--King, queen, knave, ace, 2, down to 10.
3. _In Hearts and Diamonds, when trumps_.--5, knave, ace of hearts, ace of trumps, king, queen, 10, 9, 8, 7, 6, 4, 3, 2. (If hearts are trumps, there is only one ace.)
4. _In Clubs and Spades, when trumps_.--5, knave, ace of hearts, ace of trumps, king, queen, 2, 3, 4, 6, 7, 8, 9, 10.
A simple method of remembering the order of the cards is to notice that the highest of the minor ones are the best in the red suits, and the lowest in the black ones.
A pool is made up by each player contributing two or three coins or counters for the purpose, the dealer paying an additional stake. The pool thus formed goes to the player who succeeds in winning three tricks in one hand; but if neither player succeeds in doing so, the game is said to be "spoilt," and the amount remains in the pool, the players contributing for the next round only one coin or [104] counter, and paying that number into the pool each deal until one of the party succeeds in winning three tricks, when he takes the total amount in the pool, and a new one is started by each player contributing the full stake as at the commencement. The dealer pays the sum agreed for the deal each time, no matter whether the pool was won, or the game spoilt, the previous round.
If there are only two players engaged, or with four, if it is agreed that two of the players combine against the other two, there can be no spoils, as one must win three of the tricks, and thus secure the pool, each round.
To determine the first dealer, the cards are dealt round as in "Nap" (see p. 9), when the player to whom the first knave falls becomes dealer. He shuffles the pack, has it cut by the player on his right-hand side, and proceeds to distribute five cards to each player, dealing them in regular order from left to right, and either first two and then three to each player, or first three and then two. The top card of the undealt portion of the pack is turned up for trump, and if it proves to be the ace, the dealer has the option of "robbing," as explained hereafter; and if it is not the ace, any one holding that card must rob before he plays, before his turn comes round.