Thursday, October 22, 2015

CARD GAMES part three

this is the third and final part on Card games.

NAPOLEON.
This game, though comparatively new, is exceedingly interesting, and one that hitherto has always proved to be very popular as a lively and stirring round game.
Like Speculation, it is played with a full pack of fifty-two cards, and as the shuffling of them is of great importance, it is advisable to be supplied with two packs, as at Whist.
The pool is started by contributions from each player, the dealer giving double value. Five cards are then distributed to each player and held in the hand; as at Whist, it being necessary for the owner of them to ascertain whether they are good or otherwise.
The player to the left of the dealer then declares how many tricks he will guarantee to take, or whether he would prefer to be passed once, owing to the weakness of his hand.
He may promise to take one, two, three, or four tricks; but unless he should declare Nap, which means that he is able to take all five tricks, the next player is questioned, and so on, until Nap has ultimately been proclaimed by some one. Should no player declare Nap, the one declaring to take the highest number of tricks leads off.
The stand player, as he is called, then plays against every one else; he leads the game, and his first card decides what suit shall be trumps. All the other players try to prevent him from making the tricks which he declared to take, because, if he should fail, the payments will have to be made from him to them. Should he succeed, however, they pay him; and in the event of his making Nap, he receives double stakes from every one of the company.
A player revoking is Napoleoned, which means that he must pay five tricks to the stand hand, and the cards are played over again.

CRIBBAGE.
This game is played with an ordinary Whist pack, and it is won by the player who first scores sixty-one points. These points are marked on what is called a cribbage-board. The board may be placed either across or lengthways between the players.
A player must begin to score from the end where his sixty-first point is, and begin at the outside edge. Two pegs are given to each player to score with, and he uses them as follows:—
Supposing his first score to be four, he places a peg in the fourth hole; then if his next score be three, he marks it off from the position of the first peg, and sticks the second peg in the third hole farther on.
If his next score bo eight, say, he counts from the second peg eight holes, and there sticks the
peg, and so on. By this method confusion is Cribbaoe Board.
avoided, and the players are able to check one another's scores. Generally, the pegs of the different players vary in colour, but this is not necessary, though one player must never touch his opponent's half of the board.
The court cards and tens rank equally, and the other cards according to their number of pips. Aces are counted lowest.
The Game.
The cards having been shuffled, the non-dealer cuts, but does not place the undermost half on the uppermost, as in Whist, but leaves the pack divided into two parts on the table. From the undermost part the dealer then deals five cards each, beginning with his adversary. The remaining cards are placed on the other heap, and the pack remains undisturbed until the crib cards are put out. In the first hand of a new game, the non-dealer counts three at starting, as a sort of set-off against the possession of crib by the dealer.
Both players then look at their hands and throw out two cards, the dealer throwing out first, and the cards being face downwards.
The non-dealer then again cuts the cards, but the number cut must be more than two, after which the dealer takes the top card of the heap left on the table, the non-dealer replaces the cards he cut, ana the dealer puts the top card, which is thrown face upwards on the whole.
The two cards thrown out by each player and the turn-up card form the crib, which belongs to the dealer. If a knave be the turn-up, the dealer counts "two for his heels." The turn-up card is reckoned in making up the score of either player, as well as of the crib. The non-dealer then begins by playing a card, the value of which he calls out.
Suppose the dealer to have in his hand a queen, knave, and five, and the non-dealer a seven, eight, and queen, and that the turn-up is four; then the nondealer plays his queon, and cries "ton;" the dealer plays his queen, and cries "twenty," scoring two for a pair, because a court card counts ten.
The first player then puts down his knave and cries "thirty." As his is the nearest attained to thirty-one, and the dealer has no ace, he cries " Go," and the first player scores one hole.
Each player's hand is then counted up, the elder one scoring four—two for each fifteen; and the dealer two for his fifteen, made up by a seven and eight.
If the knave in either hand be the same suit as the turn-up, the holder of the card scores "one for his nob." The crib is added up by the dealer, and the game goes on.
If in trying to get near thirty-one in the beginning a player can make fifteen, he counts two. If a player gets exactly thirty-one he counts two.
The hands are counted up as follows :—
For knave turned up (heels) 2 points.
For sequence of three or four cards 3 or 4 ,,
For a flush, that is, three cards of same suit 3 „
For a full flush, when cards in hand and turn-up are of same suit 4 points.
For every fifteen, as 6 and 9; 10, 3, and 2; 7 and 8, court card and 5, &c. 2
For a pair (two of a sort, as 2 threes, 2 fours, &c.) 2
For a pair royal (three of same sort) 6
For a double pair royal, or four of same sort 12
For knave of trumps in hand (nob) 1
If a player has in his hand, say, six, seven, and eight, and the turn-up is eight, he will count that two separate sequences, and score three for each.
The non-dealer always counts up first. This counting up is called the "show," and the first show is very important at the end of the game, as a player may just get sixty-one points and win. The dealer may also have sixty-one, but as his show has not been the first it does not count.
Should the dealer misdeal, and not discover the mistake before either of the hands is taken up, his opponent counts two, and a fresh deal must be made. If, during the deal the non-dealer expose any one of his cards to view, the dealer has the option of dealing again, without, however, looking at his own cards. If the dealer deal more than five cards, his adversary counts two, and a new deal takes place, the same penalty being enforced if he give less than five cards.

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