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Ripique, is when one of the players counts thirty points before his adversary has counted one, or has claimed either point, sequence, or quatorze, when instead of reckoning thirty he reckons ninety, and proceeds above as many points as he could above thirty.

Sixieme, is six successive cards of the same suit, and reckons for sixteen points. There are three kinds of sixiemes, viz, ace, king, queen, knave, ten, nine, a sixieme-major, down to queen, knave, ten, nine, eight, seven, a sixieme-minor.

Septieme, is seven successive cards of a suit, and counts for seventeen points. There are two sorts, viz. from the ace to the eight inclusive, a septieme major, and from the queen to the seven inclusive, a septiememinor.

Tierce, is three successive cards of the same suit, and counts for three points. There are six kinds of tierces, viz: ace, king, queen, called tierce major, down to nine, eight, seven, a tierce minor.

Talon, or stock is the eight remaining cards, after twelve are dealt to each person.

Laws of the game of piquet, as played in the most

fashionable circles.

1. If the dealer turns up a card in dealing, belonging to the elder hand, it is in the option of the elder hand to have a new deal.

2. If the dealer deals a card too many, or too few, it is in the option of the elder hand to have a new deal ; but if he stands the deal, he must leave three cards for the younger hand.

3. Whoever deals twice successively, and recollects himself before he has seen his cards, may compel his opponent to deal, though the latter has seen his cards.

4. If there should be a faced card in dealing, there must be a fresh deal.

5. If there should be a faced card in the talon, or stock, the deal must stand good, unless it is the upper card, or the first of the three that belong to the dealer: but in case of two faced cards, a new deal necessarily ensues.

6. Should the pack be erroneous, that is to say, should there be two tens, or any other two cards of the same suit; or should there be a supernumerary card, or

one deficient, the deal is void; but the preceding deal remains valid.

7. The elder hand is obliged to lay out one card.

8. If the elder hand takes in one of the three cards which belong to the younger hand, he loses the game.

9. If the elder hand, in taking his five cards, should happen to turn up a card belonging to the younger hand, he is to reckon nothing that deal.

10. If the elder or younger hand plays with thirteen cards, he counts nothing.

11. If either of the players has thirteen cards dealt him, it is in the option of the elder band, either to play the cards, or have a new deal, whichever he should judge most advantageous : but should either of the players have fourteen cards, or more, a new deal must take place.

2. Should the elder hand have thirteen cards, and chooses to play them, he must discard five, and take in four only

13. If the elder or younger band reckons what they have not, they count nothing

14. If the elder hand touches the stock after he has discarded, he cannot aller his discard.

15. Carte blanche counts first, and consequently saves piques, and repiques.

16. In cutting you must cut two cards at the least.

17. If you play with eleven cards, or fewer, no penalty attends it.

18. If you call a point and do not show it, you reckon nothing for it; and the younger hand may show and reckon his point.

19. If the younger hand takes in five cards, it is the loss of the game, unless the elder hand bas left two cards.

20. The player who omits, at the beginning, to reckon carte blanche, his points or the aces, &c or any sequence he

may have good in his hand, cannot afterward reckon them.

21. Whoever forgets to show his point, sequence, &c. which he may have better than his opponent, before he plays his first card, cannot count them afterward.

22. At the conclusion of each game, the players must cut for deal, unless there is a previous engagement to deal alternately throughout the party.

case.

23. Neither player can discard twice; and if he has touched the stock, whatever cards he has discarded, cannot again be taken in.

24. No player may see the card he is to take in before he has discarded; wherefore, when the elder hand leaves any of the take.in cards, he 'must specify what number he takes in, or how many he leaves.

25. He who calls his game wrong, and does not correct himself before he begins to play, reckons nothing he has in his game: for if the adversary discovers it, at the beginning, middle, or end of the deal, he shall not only prevent his adversary from reckoniug, but he shall him. self reckon all'he has good in bis game, which the other cannot equal.

26. Any card which is separated, and has touched the board' is deemed to be played. Nevertheless, if a card is played to the antagonist's lead, of a suit different from what has been played, he is entitled to take it up, and play another of the proper suit; for there is no penalty for a renounce, there cannot be any in this

But if the player should have none of the suit led, and plays a card he did not intend, he is not permitted to take it up again after he has once quitted it.

27. Whoever says, “I play in such a suit,” and afterward does not play that suit which he should play, in order to see the cards the dealer has left, is liable to be compelled by his opponent to play in what suit the latter chooses.

28. The player, who, by accident, or otherwise, turns or sees a card appertaining to the stock, is to play in what suit bis antagonist may fix on.

Manner of playing the game of Piquet. 1. The game consists of one hundred and one points. The usual mode of marking them is by cards, such as the six and the three of any suit to denote the units, and the six and the three of an opposite suit for the tens.

2. On commencing the game, ihe cards are shuffled, and the parties cut for deal. The person who cuts the lowest is the dealer. The non-dealer has a considerable advantage from being eider hand.

3. The dealer then shuffles the cards and presents them to his adversary, who may shuffle them if he thinks proper ; but the dealer must have the last shuffle. They are then cut by the adversary, and the dealer gives two cards alternately, until each party has twelve. The remaining eight cards are placed upon the table, and are called the talon, or stock.

4. The first thing to be considered, after sorting the cards, is whether you have a carte blanche. When that is the case you must let your adversary discard, and when he is going to take his share from talon, you must, before he has touched it. lay your twelve cards on the table, counting them one after another; and your adversary must not touch the cards he has discarded.

5. After the players have examined their hands, the elder haud discards the five cards which seem the least necessary for his advantage, and takes as many from the talon; and the youngest naod lays out three, and takes in the last ihree of the talou.

6. The first intention, with skilful players, in discarding, is to gain the cards, and to have the point, which most commonly induces them to keep in that suit of which they have the most cards, or that which is the strongest suit ; for it is convenient, sometimes, to prefer forty one in one suit to forty-four in another, in which a quint is not made, so netimes, even having a quint, it is more advantageous to hold the forty one, where, if one card only is taken, it may make it a quint-ınajor, gain the point, or the cards, which could not have been done by holding the forty-four, at least without an ex. traordinary taken-in.

7. in discarding vou must also endeavour to get a quaiorze, that is, four aces, kings, queens, knaves or tens; each of which counts fourteen, and is therefore called a quatorze ; the four aces prevent your adversary counting four kings, &c. and enables you to count a lesser quatorze, as of tens, although your adversary may have four kings, &c. because ihe stronger annuls the weaker: and you may also count three aces, three kings, three queens, three knaves, or three tens.

Three aces are better than three kings; and he who has them may count his three tens, although the adversary may have three kings.

8. The same is to be observed in regard to the huitiemes, septiemes, sixiemes, quints, quarts, and tierces, to which the player must have regard in his diccarding, so that what he takes in may make them for him.

9. The point being selected, the elder hand declares what it is, and asks if it is good: if his adversary has not so many, he answers, " it is good:" if he has just as many, he answers, “it is equal :" but if he has more, he answers, “it is not good." The player who has the best, counts as many for it as he has cards which compose it; and whoever has the point counts it first, whether he is eldest or youngest.

10. 'The points, tierces, quarts, quints, &c. which are good are to be shown on the table, in order that their value inay be seen and reckoned: but you are not obliged to show quatorzes, or three aces, kings, &c.

11. When each has examined his game, and the eldest, by the questions he asks, sees every thing that is good in his hand, he begins to reckon: first the carte bianche, then the point, then the sequences, and lastly the quatorzes, or threes of aces, kings, &c.; after which he begins to play his cards, counting one point for every figured card or ten.

12. When the elder hand has led his first card, the younger shows his point, if it is good: also the sequences, quatorzes, or threes of aces, kings, &c. or carte blanche, if he has it; and having reckoned them all together, he takes the first trick if he can with the same suit, and counts one for it; if he cannot, the other turns the trick and continues; and when the younger hand can take the trick, he may lead what suit he pleases.

13. In order to play the cards well, you must know the strength of your game, that is, by your hand you should know what your opponent has discarded, and what he retains. To do this, be particularly attentive to what he shows and reckons.

14. There are no truinps in the game of piquet; the highest card, therefore, of the suit led wins the trick.

15. When the elder hand has neither point nor any thing to reckon, he begins to count froin the card he plavs, which he continues till his adversary wins a trick, who then leads in his turn. He who wins the last trick counts two.

General Rules. 1. Àlways play according to the stages of your game, that is, when you are backward in the game, play a pushing game, otherwise you are to make twenty seven points elder hand, and thirteen points younger hand;

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