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40.--If a card be led out of turn, it may be taken up again, prior to its being played to; after it has been played to, the error cannot be rectified.
41.--If the leader name one suit and play another, the adversary may play to the card led, or may require the leader to play the suit named. If the leader have none of the suit named, the card led cannot be withdrawn.
42.--If a player abandon his hand when he has not made a trick, his adversary is ent.i.tled to mark the vole. If a player abandon his hand after he has made one or two tricks, his adversary is ent.i.tled to mark the point.
But if a player throw down his cards, claiming to score, the hand is not abandoned, and there is no penalty.
43.--If a player renounce when he holds a card of the suit led, or if a player fail to win the trick when able, his adversary has the option of requiring the hands to be played again, notwithstanding that he may have abandoned his hand. If the offender win the point he marks nothing; if he win the vole, {60} he marks only one; if he win the point when his adversary has played without proposing, or has refused the first proposal, he marks only one. Should the card played in error be taken up again prior to another card being led (as provided by Law 39), there is no penalty.
44.--A player may call for new cards at his own expense, at any time before the pack is cut for the next deal. He must call for two new packs, of which the dealer has choice.
45.--If a pack be discovered to be incorrect, redundant, or imperfect, the deal in which the discovery is made is void; all preceding deals stand good.
46.--The game is five up. By agreement, the game may count a treble if the adversary has not scored; a double if he has scored one or two; a single if he has scored three or four.
47.--A player turning up a king, or holding the king of trumps in his hand, is ent.i.tled to mark one.
48.--A player winning the point is ent.i.tled to mark one; a player winning the vole is ent.i.tled to mark two.
49.--If the non-dealer play without proposing, and fail to win the point, his adversary is ent.i.tled to mark two. If the dealer refuse the first proposal, and fail to win the point, the non-dealer is ent.i.tled to mark two. These scores apply only to the first proposal or refusal in a hand, and only to the point, the score for the vole being unaffected.
50.--If a player omit to mark his score, he may rectify the omission at any time before the trump card of the next deal is turned up. {61}
51.--An admitted overscore can be taken down at any time during the game.[23]
The following French terms are commonly used at ecarte:
aTOUT. Trump.--COUPER. To cut.--DONNER. To deal.--eCART. The cards thrown aside.--FORCER. To play a superior on an inferior card.--LA VOLE. All five tricks made by either player.--LE POINT. Three out of the five made by either player. PROPOSER. Asking for fresh cards.--ReNONCER. Not to answer the suit led.
We will now suppose, by way of ill.u.s.tration, that A and Y play a game of ecarte.
Two packs of different colour or pattern, say a red and a white pack, are used. From these packs the cards from two to six are extracted. A and Y cut for deal; A cuts the knave, Y the ace. A therefore deals, as knave is in this game higher than ace.
The cards having been shuffled, A gives the pack to Y to be cut. A then deals three cards to his adversary, three to himself, then two to his adversary and two to himself, and turns up the king of spades. "I mark the king," says A (see Law 22).
A does not look at his cards, but waits to see what his adversary will do.
Y looks at his hand, and says, "I propose." A looks at his hand, and finds in it queen, knave, ace of spades, the ace of diamonds, and the eight of hearts. A has the trick now to a {62} certainty, and cannot lose it by accepting, the low heart being the weak point in his hand. The hand of Y was ten of spades, king of hearts, ten and seven of diamonds, and nine of clubs. Y takes three cards; A takes two. Y takes in the king of diamonds, the seven of spades, and the seven of hearts; A takes in the nine and eight of spades, and must win the vole.
Y now deals, and turns the nine of clubs as trumps. A looks at his hand, and finds in it the king and ace of diamonds, the eight and seven of hearts, and the ten of spades. A proposes. Y looks at his hand, and finds king, queen, knave of spades, eight and seven of clubs. "Play," says Y, and he wins the vole. Score: Y = 2; A = 3.
With such a hand as Y held, to accept the proposal would have been wrong, the chances being in his favour.
A now deals, and turns knave of diamonds. Y looks at his cards, and finds they consist of queen, ten of diamonds, ten and eight of clubs, and eight of hearts. He elects to play without proposing. A's hand consists of knave of clubs, ace, knave, ten of hearts, and eight of diamonds. Y may now win or lose the point, according to the cards he leads.
If he led queen, then ten of diamonds, he would lose the point. If he led ten of clubs, he would win the point. The reader should place the cards and play out these hands.
We will suppose that Y played correctly and won the point; the game stands at 3 all.
It is now Y's turn to deal. We will suppose that he does so, and wins the point; the game is then, Y = 4; A = 3. {63}
A now deals, and turns the nine of diamonds. Y's hand consists of queen, knave of diamonds, king, queen, ace of spades. Y elects to play. A looks at his hands, and finds in it the king, ace of diamonds, the ace of hearts, the king of clubs, and the eight of spades.
Y must win the game if he play correctly; but, being anxious to win more tricks than are necessary, he loses it by reckless play. Y leads king of spades, on which A plays eight of spades, _without marking the king_. A does this because Y, having played without proposing, will lose two if he lose the point. To mark the king will be useless, if Y win the point; hence A conceals from Y the fact of his holding the king. Y plays incautiously, and leads as his second lead queen of diamonds; A wins with king of diamonds, and leads king of clubs, which Y trumps, and leads queen of spades, which A trumps, and leads ace of hearts, which wins the game.
If Y had followed his first lead with queen of spades, he must have won the game; but, imagining that A could not hold the king because he did not mark it, he played feebly, and lost the game.
This example will give some idea of the play of a hand, and of the different results which follow the correct and incorrect play of even five cards.
JEUX DE ReGLE.
Great stress is laid by scientific ecarte-players on what are termed _Jeux de regle_, that is, hands which ought to be played without "proposing" or "accepting." When the cards held by a player are so {64} good that he cannot fail to win three tricks unless his adversary hold two trumps, it is the rule to play without proposing. It is easy, by an examination of the five cards, to at once perceive how the trick must be won, unless the adversary hold two trumps. Here are a few examples:
King, queen, knave of spades, eight of hearts (trumps), eight of diamonds.
Lead king of spades; if not trumped, follow with queen, etc.
With three trumps, play without proposing. Likewise with two trumps, if the other cards belong to one suit, or with two cards of one suit, one of which is the king or queen.
Play if holding only one trump, provided the other cards are four of one suit, one being a king, or three cards of one suit, one being a king or queen, and the fifth card being a king or queen.
Play with no trump if three queens are held, or four court cards.
When playing these hands (and they apply mainly to the leader) it is important to remember the disadvantage that follows leading from a suit of two when one is a high, the other a much lower card, and the advantage of leading from a suit of two when these are in sequence.
Take the following hands as examples:
A holds queen of clubs, queen of diamonds, queen and eight of hearts, and eight of spades, the ten of spades being turned up as trump.
Y holds king and nine of hearts, nine and seven of diamonds, and nine of spades.
If A lead the queen of hearts, he must lose the point, no matter how Y plays. If, however, he lead either of his single queens, he _may_ win the point, if {65} Y, after winning the queen of clubs, lead the king of hearts.
Again, A holds queen, ten, of spades; knave, ten, of hearts; ten of diamonds; diamonds being trumps.
Y holds knave, seven, of spades; seven of hearts; and knave, eight, of diamonds.
If A lead the queen of spades, he loses the trick. If he lead knave and then ten of hearts, he wins the trick.
From these examples it will be evident that cards in sequence, or single cards, are better as leads than one high card, and then a small one of a two-card suit. Also it is desirable that the adversary should be the leader when the third lead occurs.
What is called being "put to a card," is, if possible, to be avoided. The following will serve as an example:
A holds king, knave, ten, of hearts; queen of diamonds, and knave of spades (nine of clubs turned up). A proposes, and is refused. He may now conclude that Y has two trumps at least.
A leads king of hearts, which wins; then knave, which wins. If Y holds ace of hearts, A must lose the point. If, however, Y hold either a diamond lower than the queen, or a spade lower than the knave, A may win, if he keep the right card; if, however, A play a third heart, and this is trumped, and Y play, say, queen of trumps, A must discard either his queen of diamonds or his knave of spades, and he has no guide as to which to discard. Instead, therefore, of playing the third heart he should lead either the diamond or the spade, and thus avoid being "put to a card."
The dealer has the option of refusing or accepting; {66} before doing either, he should not only consider well the cards in his hand, but the state of the score.
It is not unusual for a player who may hold the trick for certainty to propose in the hopes of being refused, in order that he may, by winning the trick, score two. If this occurred at the score of three, the results would be fatal.