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o two cards alternately, until each party has twelve. he 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 hand discards the five cards which seem the least necessary for his advantage, and takes as many from the talon ; and the youngest hand lays out three, and takes in the last three of the talon. 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, sometimes, 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-major, gain the point, or the cards, which could not have been done by holding the forty-four, at least without an extraordinary taken-in. 7. In discarding vou must also endeavour to get a quatorze, that is, four aces, kings, queens, knaves or tems; 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 the stronger annuls the weaker; and you may also count three aces, three --- three queens, three knaves, or three tens. Three than three kings; and he who has them ** tens, although the adversary may

~bserved in regard to the *, quints, quarts, and have regard in his may make them for



9. The point being selected, the elder hand declares that 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 may 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 blanche, 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 trumps 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 from the card he plays, 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. Always 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; and always compare your game with your adversary's, and discard accordingly. 2. Always discard with the view of winning the cards; for this is so essential a part of the game, that it generally makes twenty-two or twenty-three points difference; you are, therefore, not to discard for low quatorze, such as three queens, three knaves, or three tens, because in any of these cases the odds are three to one, elder hand, that you do not succeed, and seventeen to three, younger hand: for supposing you should go for a quatorze of queens, knaves, or tens, and throw out an ace or a king, by so doing, you run the risk of losing above twenty points, in expectation of winning fourteen points. 3. At the beginning of a party, always play to make your game, which is twenty-seven points elder hand, and thirteen points younger hand: therefore, if you are elder hand, and have a tierce-major, and the seven of any suit, it is five to two but you take in one card out of any four certain cards: therefore, suppose you should have three queens, three knaves, or three tens, you are in this case to discard one of them, in preserence to the seven of such a suit; because it is three to one that you do not take in any one certain card, elder hand, to make you a quatorze, consequently you discard the seven of such a suit to a great advantage. 4. If your adversary should be very much before you in the game, the consideration of winning the cards must be put entirely out of the question: therefore, suppose you should have a quart to a queen, or a quart to a knave; in which case it is only about five to four, being elder hand, but that you take in a card to make you a quint, and about three to one but that you take in a queen, a knave, or ten ; and if you should have three of either dealt vou, it is good play to make a push for the game, particularly if it is so far advanced as to give you but little chance for it in another deal; and in this and other cases, you may have recourse to the calculations ascertaining the odds. 5. As gaining the point generally makes two points difference; when vou discard vou should endeavour to gain it, but not risk the losing of the cards by so doing. 6. It is so material to save the lurch, or to lurch your adversary, that you ought always to risk some points in order to accomplish either of them.

, 7. When ... have six tricks with any winning card in your hand, be sure to play that card; because you play, at least, eleven points to one against yourself, by not doing so. 8. When you are considerably advanced in the game (suppose, for example, you are eighty to fifty,) it is your interest to let your adversary gain two points to your one as often as you can, particularly if you are elder hand the next deal: but #. the contrary, you are to be younger hand, and are eighty-six to fifty or sixty, never regard the losing two or three points for the gaining of one, because that point brings you within your show. 9. The younger hand plays upon the defensive; therefore, in order to make his thirteen points, he is to carry tierces, quarts, and especially to strive for the point: but suppose him to have two tierces, from a king, queen, or knave, as it is twenty nine to twenty-eight that he succeeds, he having in that case four certain cards to take in to make him a quart to either of them, and, perhaps therebv save a pique, &c. he ought preferably to go for that which he has the most chance to succeed in : but if instead of this method of play, he has three queens, knaves, or tens, and should attempt to carry any of them preferable to the others, the odds that he does succeed being seventeen to three against him, he consequently discards to a great advantage. 10. Sometimes the elder or younger hand mav sink one of his points (a tierce of three kings, queens, knaves, or tens) with the view of winning the cards: but this must be done with great judgment. 11. Sometimes it is good play for a younger hand not to call three queens, knaves, &c and to sink one card of his point which his adversary may suppose to be a guard to a king or queen. 12. When the younger hand has a chance of saving or winning the cards by a deep discard; as, for example, suppose he should have the king, queen, and nine of a suit; or the king, knave, and nine of a suit; he may discard either of those suits, with a moral certainty of not being attacked in them: and the odds that he does take in the ace of either of those suits being against him, it is not worth his while to discard otherwise in expectation of succeeding. 13. When the younger hand has three aces dealt him, it is generally best for him to throw out the fourth suit. 14. The younger hand should generally carry guard to his queen suits, in order to make points, and save the cards. 15. If the younger hand observes that the elder hand by calling his point, has five cards, which will make five tricks in play, and may have the ace and queen of another suit, he should throw away the guard to that king, especially if he has put out one of that suit, which will give him an even chance of saving the cards. 16. If the elder hand has a quart to a king dealt him, with three kings, and three queens, including the king to his quart, and is obliged to discard either one of his quart to the king. or to discard a king or queen, which is best for him to discard? The chance for taking in the ace or nine to his quart to a king, being, one out of two certain cards, is exactly equal to the taking either a king or a queen, having three of each dealt him: he is therefore, to discard in such a manner as gives him the fairest opportunity of winning the cards. This case may be a general direction to discard in all similar cases, either for elder or younger hand. 17. If the elder hand has taken in his five cards, and has the ace, king, and knave of a suit, having discarded two of that suit: if he has also the ace, king, knave, and two small cards of another suit, but no winning cards in the other suits, which of these suits should he play from, in order to have the fairest chance of winning or saving the cards? He is always to play from the suit of which he has the fewest in number ; because if he finds his adversary guarded there, the probability is in his favour that he is unguarded in his other suits; and should he play from the suit of which he has the most in number, and finds his adversary's queen guarded, in that case, he has no chance to save or win the cards. 18. When the elder hand is sure to make the cards equal, by playing of them in any particular manner, and is advanced before his adversary in the game, he must not risk the losing of them; but provided the adversary is greatly before him, in that case it is his interest to risk the losing of the cards, in endeavouring to win them.

Calculations, illustrative of the best JMethod of discarding any hand well.

1. The chance of an elder hand's taking in one certain card, is 3 to 1 against him.

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