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Hoyle's Games Modernized Part 17

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In the case of all the players pa.s.sing, the cards are thrown up, and there is a fresh deal by the next player in rotation. It is sometimes arranged, however, rather than throw up a hand that has been {147} dealt, to play what is called a general misere. This is very simple in its form, but by no means so easy to play as it appears to be. There are no trumps. The tricks are led and followed to in the usual way, and the player who takes the last or thirteenth trick pays an agreed stake, equal as a rule to the stake of a solo, to each of his adversaries. Generally speaking, the big cards are thrown away, but it is often necessary to keep one or more leading cards to force through a suit in which you may be dangerous.

THE STAKES.

These are proportioned to the value of the calls; that is to say, they progress from low to high, just as the various calls progress from low to high. It is customary, and distinctly advisable, to play Solo Whist for small regular stakes. One form of the game is known as "six, twelve, and eighteen." This means that propositions and solos are paid for at 6d. each, miseres at 1s., and abondances at 1s. 6d. The proposition and acceptance being played and succeeding, the partners receive 6d. each if they make eight tricks, and 1d. each for every trick over eight. If they, however, make a "slam," that is to say, get the whole thirteen tricks, they would receive 1s. 4d., that is, double for the over-tricks--five over-tricks at 2d. each = 10d., and 6d. for the original declaration. Should they fail to make eight tricks, they pay their opponents 6d. each, and 1d. for each under-trick, that is, every trick under eight. It will be seen that they can each win the 6d. exactly, but if they lose they must lose 7d. each, or more. It is {148} quite understood that, in the case of a proposition and acceptance, each partner only receives or pays once--that is, suppose A and B are playing against C and D, A pays to or receives from C, and B pays to or receives from D. This proposition is the only joint call, all other phases of the game being individual calls, in which one player, the declaring hand, pits himself against the other three. In these cases, therefore, the stakes are paid to or by every one of the three adversaries.

The lowest of the individual calls, the solo, would therefore earn him who made it 1s. 6d., or more--that is, the three sixpences, with over-tricks or not, as the case might be; and in the event of his failing to make five tricks, it would cost him 1s. 9d., or more, that is, three sixpences, with 3d. (or more) for the under-tricks.

The misere costs 1s., neither more nor less, therefore the caller risks losing 3s. in calling misere. If he makes the declaration, he receives 1s.



from each of the others; if he fails, he pays 1s. each. There are in this case no over or under-tricks, the misere having to be played right out to win, and being defeated directly the caller has to take a trick.

Next in importance comes the abondance, in which the stake is 1s. 6d., and it is not uncommon here to double the value of the over-tricks, but not of the under-tricks. This must be a matter of arrangement. A player making ten tricks would, with double over-tricks, receive 1s. 8d. from each, and, if he only made eight tricks, would pay 1s. 7d. each. An abondance in trumps is of the same money value as another abondance, though the trump call supersedes the call in plain suits. With {149} it we reach the limit of ordinary calls; but it should be said that the misere ouverte is double the price of the ordinary misere, and the abondance declaree double the price of the ordinary abondance. There are no under-tricks at the call of an abondance declaree, as the caller is beaten directly he loses a trick.

You can make the stakes whatever you like, only it is well to preserve the proportions just laid down. Thus you can have propositions and solos 1d., miseres 2d., and abondances 3d.; or you can make them 1s., 2s., and 3s.

respectively, with 3d. each for over-tricks. We need scarcely say that you can subst.i.tute sovereigns for s.h.i.+llings, but not to the advantage of the game in general company.

A DIGEST OF THE LAWS.

Solo Whist is not yet fortunate enough to possess an established code of laws having universal authority. Probably the best and fullest rules for the game are those given in _How to Play Solo Whist_, by Abraham S. Wilks and Charles F. Pardon (Chatto and Windus). We append, however, an epitome of their more important provisions.

The cards must be shuffled by the player on the dealer's left; the dealer may then shuffle if he likes, and the pack is cut by the player to the right of the dealer.

A fresh deal is necessary if a card is exposed or faced in the pack, or if there is a misdeal. This new deal is by the same player, and there is no penalty. {150}

The trump card must be left exposed on the table until after the first trick is turned and quitted, but the dealer may play it to the first trick if he can legally do so.

When the trump card has been taken up, it must not be named, although--except when a misere is being played--any one may ask, and must be told, what is the trump suit.

There is no penalty if the caller of a solo, misere, or abondance exposes any or all of his cards, the exposure being in this case to his own disadvantage. There are, however, penalties if any one playing _against_ a single caller, or for or against a proposition, exposes any of his cards.

If a card is exposed by one of the adversaries of a misere or misere ouverte, the misere-caller can immediately claim the stakes, and is regarded as having won the declaration, the stakes being paid by the offender for himself and his partners. The misere-caller can enforce the same penalty if a card is led out of turn against him, or if a revoke is made against him, or, indeed, if any one follows suit out of turn.

It should be said that an exposed card is a card that is placed face upwards on the table, or the face of which can be seen by any of the players except him to whom the card belongs. The aggrieved party can demand that the card be played or not be played, _i.e._ he can say, "Follow suit or play the ----" (naming the exposed card), and this demand can be repeated as long as the exposed card remains unplayed. If the exposed card is a trump, and trumps are not led, the adversary may say, "Follow suit or pa.s.s the trick," when the holder of the {151} exposed card must not trump, but must renounce a card of another suit if he cannot follow.

The offender cannot be prevented from throwing away an exposed card if he has not a card of the led suit, or from leading it when it is his turn to lead, except against a solo or abondance, when he may be repeatedly prohibited from leading it. When the suit exposed is led by some one other than the offender, the adversary may say to him who exposed the card, "Play"--or "Don't--play that card;" or he can make him play either the highest or lowest of his suit to the lead.

A suit cannot be called for exposing a card; the penalty known as calling a suit is exacted when a man leads out of his turn.

If a player does lead out of his turn, the card may be treated as an exposed card by the adversaries if they choose, or they may call a suit from either the man who exposed the card or his partner when next either of them has to lead; and any such demand must be complied with, under penalty of a revoke.

In exacting any of these penalties, the partners against whom the offence has been committed may decide which of them shall exact the penalty, but must not consult, save in the case of a revoke, as to what that penalty shall be.

Where a man follows suit out of turn, _i.e._ plays before one of his partner who ought to have played before him, that partner can be compelled to play his highest or lowest of the suit, or to trump or not to trump at the adversaries' option.

If all the four men have played to the trick before any irregularity is discovered, there is no {152} penalty. This, however, does not apply to a revoke.

Now, as to revokes. No revoking player or partners.h.i.+p can win a declaration.

The penalty for every revoke is the loss of three tricks from the score of the revoking side.

A revoke is established when the trick containing it is turned and quitted, _i.e._ is covered up and turned over, and the hand has left it. The offender or his partner leading, or following the lead, to the succeeding trick, also establishes a revoke.

If, after the three tricks for a revoke are taken from the score of the offending side, he or they still have enough tricks to win the declaration, then he simply loses the declaration--_i.e._ supposing a solo-caller revokes, and he has made eight or nine tricks, he would, after the penalty was paid, have made enough to win the solo. He then only pays 6d., at the stakes which we have been explaining, to each of his opponents.

If, however, the forfeiture of the tricks brings the offender's number down below the score required by the declaration, then for each trick short the agreed-upon price of an under-trick must also be paid.

The actual offender pays the stakes in all cases of a revoke, except in the instance of a proposer and acceptor, who, being voluntary partners, pay the fine between them.

If a revoke is suspected, those who wish it may, at the close of the hand, examine all the tricks for proof of their a.s.sertion; and if the other side do not allow this examination to be properly made, the revoke is established. {153}

It is essential, after a misere is defeated, that the opposing hands be instantly exposed to prove that no revoke has been made.

In case of a revoke on both sides, the deal is void.

In order to prevent revokes as far as possible, the rule should be stringently observed of calling a player's attention to the fact that he renounces upon or trumps a led suit. The general question is, "You have no spade, partner?" or whatever the suit may be to which he has not followed.

These remarks do not apply to a misere, because in the case of that declaration an exposed card is as fatal as a revoke itself.

If one man proposes, and another man, not hearing or not noticing, also says, "I propose," the second declaration cannot be amended to an acceptance, but any other player may accept, or the original proposer may amend his call to anything better.

In the same way, a player may call one thing when he intends something else. If he correct himself instantly, it is courteous to let the change be made; but he cannot claim this indulgence.

What we have said about improper calls applies with increased strength to improper remarks or suggestions.

As a general rule, it may be said that any remark made conveying an unfair intimation to partners ent.i.tles the other side to throw up the cards and demand a fresh deal.

As at Whist, however, a player may ask for the cards on the table to be "placed" when it is his turn to play, just as he may ask to see the last trick, or to know what suit are trumps. This demand to {154} see the last trick holds good at all declarations except a misere.

A trick once turned in a misere must not be looked at or referred to; but in the other phases of the game, any player at the table, whether it is his turn to play or not, may ask to see the last trick, and must be shown it, but he can never see more than eight cards, and if there are no cards on the table he can only see the last trick. He can never see two tricks that have been turned.

Should the cards be improperly divided, the declaring hand or hands win the stakes if their own cards are correct, and any person or partners.h.i.+p with the incorrect number of cards must, whatever has happened, lose the stake, unless the error is discovered before the first call is announced.

A FEW MAXIMS.

If you have to commence the game against a misere, it is wise to lead from your shortest and weakest suit, and to lead a medium card if you have one--such as six or seven--and certainly not to commence by leading a deuce, unless, indeed, it is a single card, and even then it is not always advisable.

Against other declarations it is well to commence with your longest suit.

When you and your partner sit side by side, you should never finesse in a lead coming from him if he be sitting on your right, and if your partner and then an adversary have to play _after_ you, you should win the trick with the highest of a sequence; _i.e._ holding king, queen, put on the {155} king, otherwise your partner will think the king is against you.

It is much better that your lead should be up to your partner than through him; although, should you be proposing and accepting, the latter contingency should not prevent your leading trumps.

It is a general principle in propositions and acceptances that trumps should be used to draw trumps in order to establish plain suits.

Never force your partner to trump if you are weak in trumps yourself. If, however, a cross ruff looks probable, go on with it, and do not change to the more orthodox game.

Except under extreme circ.u.mstances do not lead trumps against a solo call.

But if the caller refuses to lead trumps, an adversary should, if possible, put the lead with the player on the caller's right, to give him an opportunity of leading trumps through him.

As a general rule, your discards should be from your weakest and shortest suits. You should not, however, leave a king unguarded, and it is dangerous to leave a queen only singly guarded. With a long plain suit headed by ace, king, queen, it is sometimes advisable to inform your partner of the fact by first discarding the ace. In other cases, your _first_ discard should be from your weakest suit. Subsequent renounces convey no information, as they may be from strength.

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Hoyle's Games Modernized Part 17 summary

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