Hoyle's Games Modernized - BestLightNovel.com
You’re reading novel Hoyle's Games Modernized Part 31 online at BestLightNovel.com. Please use the follow button to get notification about the latest chapter next time when you visit BestLightNovel.com. Use F11 button to read novel in full-screen(PC only). Drop by anytime you want to read free – fast – latest novel. It’s great if you could leave a comment, share your opinion about the new chapters, new novel with others on the internet. We’ll do our best to bring you the finest, latest novel everyday. Enjoy
62. As soon as a card is led, whether in or out of turn, the declarer's partner shall place his cards face upwards on the table, &c. (_as in Bridge_).
63 to 69. _As in Bridge._
70. If, after the cards have been dealt, and before the trump declaration has been finally determined, any player exposes a card from his hand, the adversary {252} on his left may demand a new deal. If the deal is allowed to stand, the exposed card may be picked up, and cannot be called.
71. If, after the final declaration has been accepted, and before a card is led, the partner of the player who has to lead to the first trick exposes a card from his hand, the declarer may, instead of calling the card, require the leader not to lead the suit of the exposed card.
72 to 89. _As in Bridge._
90. The penalty for each revoke shall be--
(_a_) When the declarer revokes, his adversaries add 150 points to their score above the line,[64] in addition to any liability which the revoking player may have incurred for failure to fulfil his contract.
(_b_) When either of the adversaries revoke[s], the declarer may add 150 points to his score above the line,[64] or may take three tricks from his opponents and add them to his own. Such tricks, taken as penalty, may a.s.sist the declarer to fulfil his contract, but they shall not ent.i.tle him to score any bonus above the line, in the case of the declaration having been doubled or re-doubled.
Under no circ.u.mstances can a side score anything, either above or below the line, except for Honours or Chicane, on a hand in which one of them has revoked.
91 to 108. _As in Bridge._
HINTS TO PLAYERS.
_The "One-Spade" Convention._
In certain club circles where the game has been somewhat extensively played, a fixed idea has arisen that to be the first to make an effectual declaration is a positive disadvantage. Hence the "convention" {253} has been established that (except in certain cases defined below) the dealer must begin with a nominal or fict.i.tious call of One Spade, in order to obtain information from the opponents' calls as to the contents of their hands, or to induce them to undertake a contract which they are unable to carry out.
As it would never do for the dealer, under such a convention, to be left to play the hand at One Spade--which may be the very last thing that he desires--it is a further understanding that the dealer's partner must _never_ fail to overcall. If he has nothing better to say, he must call "Two Spades," thus re-opening the bidding for the dealer to make a fresh start, in case the opponents also "lie low."
The effect of this convention, plainly, is as follows:--
The second player (by which is meant the player on the dealer's left) is quite certain that the bidding will come round to him again; therefore he never opens his mouth unless he is sure that it is to his advantage to do so. All that the dealer has done, therefore, is to s.h.i.+ft on to his partner's shoulders the _onus_ of opening, which is disadvantageous for the double reason that the new opener is debarred from One Spade, and that the second player has been given an unnecessary option.
The exceptional cases in which, under the convention, it is agreed that the dealer shall make a genuine call are (1) when he has a _moderate_ or "guarded" No-trumper, when he is to declare One No-trumps; (2) when he has a strong suit to the ace, king, of Spades or Clubs, when he is to declare two in the strong suit as an invitation to partner to make a No-trumper.
Now, as it is conceded that to call first under such {254} circ.u.mstances is an advantage, why give second player the option of enjoying the same advantage, which he might not otherwise have had?
By this convention, if it be adopted, the limitation of loss, under Law 51, is voluntarily annulled.
GENERAL REMARKS.
It will be noticed that, if the player of Dummy fulfils his contract, his reward increases as in ordinary Bridge with the value of the declaration.
If he fails, however, by the same number of tricks, he loses no more on a declaration of No-trumps than on a declaration of Spades, the penalty for failure being always 100 or 50 per trick, according as the opponents have, or have not, doubled. a.s.suming that your chance of winning tricks is the same, it is always better to play a high call than a low one. Conversely, it is very frequently wiser to leave the opponents to play out a black call, which you think you can defeat, than to incur risk of failure yourself by overbidding.
Do not forget that to double a call is to warn the opponents of their danger and to drive them to make another call which may not suit you so well. If dealer declares One No-trumps, and you, being second player, have eight clubs to tierce major, and you keep your mouth shut, and let No-trumps be played, you may be pretty sure of 100 above for two tricks "under." If you double, and they make it Two Hearts and win the odd trick, you are 50 points to the bad. A high declaration (Four, or even Three, in a red suit), which the opponents cannot get out of, may be doubled more freely, though the penalty under Law 58 must be borne in mind. Such doubles are often advisable on {255} high-card strength in the plain suits, even when weak in trumps. Still more politic is what is known as a "free"
double, that is, the double of a call which in any case will give the opponents game if they fulfil their contract. Conversely, a double which gives the opponents a game that they would not otherwise have secured is the worst double of all.
The most important point of all in the game is to remember that, in the majority of cases, it is more profitable to let your opponents fail than to score below the line yourself. The efforts of the skilled player are being always directed to driving the other side into a contract which they cannot bring off, and then _leaving them to play it_. It is in this kind of strategy that the Poker-player is pre-eminent: to know when to "bluff" the enemy into an indiscretion, and when to avoid a similar snare set for oneself, are gifts of nature not to be acquired from a book.
Suppose you have a strong hand, and call Two No-trumps, and win the first game from love with four by cards, and score 30 Aces, you have won 66 points, and have improved your chance of winning the 250 points for the rubber. If we reckon your chance of the rubber as 5 to 3 on (it certainly is not more), it is worth about 63 points more--say 130 in all.
This you may think a great success. But if you can get the opponents to overbid your Two No-trumps with Three Hearts, and you see that they can only get the odd trick, you will be better off if you double and let them play, even if they score 16 for honours. For 200 less 16 leaves you 184 points--and you are still 54 to the good.
As player of Dummy, aim first at fulfilling your {256} contract. When this is accomplished, you may try for game.
As player against Dummy, aim first at saving the game. When there is no risk of that being lost, devote yourself to defeating the dealer's contract.
{257}
FIVE HUNDRED.
This is a game largely played in the United States and in Canada, but not so well known in this country as it deserves to be, though one variety of it has been played in London clubs. It is primarily and specifically a game for three players; and this is one of its greatest merits, for good three-handed games are rare.
"Five Hundred" has been characterised as a "patchwork" or "mosaic" game; but such expressions do not do it justice, as tending to create the impression that it is a thing of shreds picked up here and there, and indifferently joined together. It does, indeed, borrow its elements from sundry older games: Euchre, Loo, Nap, and Auction Bridge: but by combining these elements into a new and harmonious whole, it achieves a sum total that produces the effect of novelty without taxing our brains to a.s.similate unfamiliar and bizarre ideas.
It appears to many people to contain all the merits of Auction Bridge without the patent defects of the latter--the interminable length of the rubber, the undefined limits of loss, and the supersession of skill by "bluff."
In the following description, the typical form of the game is a.s.sumed, in which three players take part, each being opposed to both the others. The pack used is the piquet pack of thirty-two cards (cards below the seven being omitted) _plus_ the Joker--thirty-three cards in all. {258}
Those who are not Euchre-players must begin by familiarising themselves with the functions of the Joker, and with the peculiar rank and attributes of the Right and Left Bower.
When there are trumps, the Joker is the master trump; then follows the knave of trumps (the "Right Bower"); then the other knave of the same colour (the "Left Bower"); after which come the ace, king, queen, ten, nine, eight, seven of trumps, in descending order. The trump suit thus consists of _ten_ cards; the plain suit of the same colour consists of _seven_ only; the other two plain suits consist of eight each. The knaves of the latter two suits take their ordinary Whist and Bridge rank, between the queen and the 10.
When there are no trumps, all the cards, except the Joker, rank as in Whist or Bridge. The Joker remains the master card of the pack; if it is led, the leader names the suit which he elects it to represent, and the other players must follow suit accordingly.
In cutting for deal, the Joker is the lowest card, and an ace the next higher. After which come the 7, &c., upwards to the king.
After shuffling and cutting, the dealer distributes three rounds of three cards each to the three players, followed by one round of one card each.
The remaining three cards are laid face downwards on the table, and const.i.tute the "widow."
The bidding then begins. The eldest hand has the first right to declare how many tricks (not fewer than six) he will contract to win. At the same time, he must either name a trump suit or declare No-trumps. The eldest hand is not bound to bid, but may pa.s.s. Each successive player, in the usual Bridge order, may {259} either overbid, or may also pa.s.s. A player who has once "pa.s.sed" cannot subsequently bid. With this exception, the bidding and overbidding continue, until every one is content. If no player bids, the cards are played No-trumps, and in this case the "widow" remains unappropriated, the eldest hand has the first lead, and each player scores 10 points for each trick that he may make.
When the bidding, if any, is completed, the player who bid the highest,--thenceforward known as "the bidder,"--has the first lead.
The bidder, before playing, takes the "widow" into his own hand, and then discards any three cards out of the thirteen. These rejected cards are to be laid face downwards on the table, and may not be inspected by any one.
There are penalties for discarding too many or too few cards, and for illegally looking at the discard.
The value of any bid depends, as in Auction Bridge, partly on the number of tricks contracted for, and partly on the declaration as to trumps. The best and most modern schedule (known as the "Avondale") is as follows:--
+--------------+--------+--------+--------+--------+--------+ 6 7 8 9 10 Bids Tricks Tricks Tricks Tricks Tricks +--------------+--------+--------+--------+--------+--------+ In Spades 40 140 240 340 440 +--------------+--------+--------+--------+--------+--------+ In Clubs 60 160 260 360 460 +--------------+--------+--------+--------+--------+--------+ In Diamonds 80 180 280 380 480 +--------------+--------+--------+--------+--------+--------+ In Hearts 100 200 300 400 500 +--------------+--------+--------+--------+--------+--------+ In No-trumps 120 220 320 420 520 +--------------+--------+--------+--------+--------+--------+
{260}
The scale is uniform, and easy to remember. The numbers increase downwards by 20 at a time, and horizontally by 100 at a time. It will be noticed that no two bids are numerically equal.
There are certain restrictions on the power of the Joker in the case of No-trumps. The leader of it cannot nominate it to be of a suit in which he has previously renounced; and if he plays it (not being the leader) to the lead of a suit in which he has previously renounced, it has no winning value.
When there are trumps, the Joker and both Bowers form part of the trump suit in the order of precedence already explained.