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قراءة كتاب Round Games with Cards A Practical Treatise on All the Most Popular Games, with Their Different Variations, and Hints for Their Practice

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Round Games with Cards
A Practical Treatise on All the Most Popular Games, with Their Different Variations, and Hints for Their Practice

Round Games with Cards A Practical Treatise on All the Most Popular Games, with Their Different Variations, and Hints for Their Practice

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دار النشر: Project Gutenberg
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declarations outside the ordinary limit of the game, and it is not possible for the first caller to claim them, even though he may have the first five cards of a suit, and therefore be certain of winning everything.  He calls Napoleon as the limit allowed by the game, and it is therefore unfair that he should lose the advantages of his good hand.

Another variety of this game is to allow the caller of Napoleon the opportunity of altering his call to Wellington or Blücher if challenged by any of the others to do so.  If he thinks he can scare he stands for the higher call; if not, then the player who challenges him does so.

The settlement of these extended calls should be particularly agreed upon before commencing play, or disagreement is all but inevitable, as the player who insists on the forced increase of the limit is certainly in the wrong, unless arrangement has previously been made.


THIRTY-TWO CARD PACKS.


If Piquet or Bézique cards are used, i.e., packs with the 2, 3, 4, 5 and 6 of each suit omitted—­leaving but 32 cards in the set—­the ordinary rules are observed.  When playing with this smaller pack the hands will apparently be of far [15] greater value than usual.  This arises from the fact that all the lower cards of each suit are omitted, and after a few deals it will be found very difficult to make even a small number of tricks with hands which, if a full pack of cards was in use, would be exceptionally good.  There being but thirty-two cards to deal with, the number of players must not exceed three, or perhaps four.


SIX- OR SEVEN-CARD NAP.


In this variation six or seven cards are dealt to each player, who, before making his call, has to throw away (face downwards and unexposed) one or two, as the case may be, of his cards, so as to leave the number in his hand five, when the game is played on the regular lines.


NINE-CARD NAP.


This may be described as the last innovation in the game.  It is conducted on exactly similar lines to the five card method, except that nine cards are held by each player, none being discarded as in the last mentioned variation, but it has not yet become popular, and in view of the fact that even with only three players more than half the pack is in use, its scope is far more limited than any other variety.  In this variation the person calling Nap would have to make all nine tricks, a most difficult and very unfrequent occurrence.  It will be found to be a pleasing variety for two players who are of about equal skill at the ordinary game, its possibilities being so different from that method, but we doubt its ever being made as popular as the five card game.  [16]



LOO.

¯¯¯¯¯¯

Loo (or, as formerly it was sometimes called, Lue) is a very lively and popular round game, justly described as one of the best and yet one of the simplest known.  Indeed, until the introduction of “Nap,” it was the most fashionable of its class in this country.  The date of its origin is not on record, but that some amount of antiquity can be claimed for it may be inferred from the fact that a description of the game appears in works published at the beginning of the present century, when the method of playing it was virtually the same as is recognised at the present day, except that then the five-card variation was the most popular, whereas now the three-card game is in vogue.

Loo is usually played with an ordinary pack of fifty-two cards, but in some variations the thirty-two card pack is used.  The number of players who can take part in it is practically unlimited within the range of the pack played with.  A writer of thirty years since justly remarks that the game is good for any number up to a dozen, although the best game is played with five, or not more than seven persons.  Five players are sometimes regarded as the limit, and if more than that number desire to take part, relief is sought by the dealer standing out of the play, neither paying nor receiving on the tricks of that hand.  This arrangement, however, is one that can be decided at the option of the company playing.  [17]

As is the case with Nap, a very short time is necessary for completing the hands in the game, and a finish may be made at any moment, either by an equal division of the amount in the pool among the players, or by releasing those who failed to win a trick in the previous deal from the penalty which usually attaches to such a result, and which is known as a “loo.”  In this case all “stand” on the last round, and there is no “miss.”  It is usual, however, to play on until what is known as a “single” occurs, i.e., when each of the players who declared to stand has secured a trick, and, as a consequence, no one has been looed.  If, however, a finish is desired before a single occurs, it is best to arrange it so as to fall immediately before the original dealer’s turn to deal comes round again, as, in that case, all the players will have paid for an equal number of deals.

A player may withdraw from the game at any time when it is his turn to deal.  In that case he pays for his deal (as explained later on), and also for his loo, if he was looed the previous hand, but he does not deal any cards to himself, or take any part in the play of that round.


DESCRIPTION.


Three-card Loo being the most popular at the present day, we shall devote ourselves more particularly to that game, leaving the five-card variety to be considered later on, under the heading of Variations.  The object of each player is to win one, two, or all of the three tricks into which each deal is divided, and in doing so he is opposed by all the other players who have elected to stand, and who, in turn, try to secure the tricks for themselves.

The stakes are first decided on—usually three counters [18] or coins for the deal, and six for a loo.  It is desirable that the amount in the pool should be divisible by three, so as to allow of its equal apportionment among the winners of the three tricks.  The first dealer is then chosen, and he, having paid to the pool the agreed amount for his deal, proceeds to distribute the cards for what is termed a single, a term denoting that merely the dealer’s stake is to be played for.

The pack having been duly shuffled and cut, the dealer turns the top card face upwards in the middle of the table, and then distributes one card, similarly exposed, to each player.  If either of the players receives a higher card of the same suit as the one turned up, he wins the amount in the pool.  If two or more receive superior cards, the higher takes the stake.  The others are looed, each having to contribute the agreed amount of a loo to the pool, for the next deal.  It is usually agreed that the penalty for a loo on the single shall be half the amount of the ordinary loo, or the same amount as for a deal.  If neither player receives a higher card of the same suit as that turned up all are looed, and the amount in the pool remains, being included in the stakes for the next deal.  The amount of the loos having been placed in the pool, as also the sum agreed upon to be contributed by the next dealer, the cards are re-gathered, shuffled, and cut, and the second deal is proceeded with.  Three cards are distributed to each player, and a spare hand, or miss, as it is generally called,¹ is left in the middle of the table.
¹ The spare hand is not always called the “miss.”  Some players designate it the “cat”; the term possibly originating from its un-certainty; hence the expression, often used in connection with the spare hand—­“Let us hope she will not scratch us.”
The top [19] card of the undealt portion of the pack is next

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