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34 Vintage Card Games Explained
34 Vintage Card Games Explained
34 Vintage Card Games Explained
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34 Vintage Card Games Explained

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A fascinating work containing detailed playing instructions and explanations of 34 vintage card games dating from Victorian times and before. A treasure trove of card games many of which have been long forgotten. Many vintage books such as this are becoming increasingly scarce and expensive. We are republishing this book now in an affordable, high-quality, modern edition complete with a specially commissioned new introduction on the history of card games.
LanguageEnglish
PublisherWhite Press
Release dateSep 21, 2017
ISBN9781473342255
34 Vintage Card Games Explained

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    34 Vintage Card Games Explained - White Press

    LONG WHIST.

    AMONG all card games Whist is unequalled, and although no more than four players can join in one game, a whole roomful of people may easily play at the same time by simply dividing themselves into so many quartettes, a pack of cards being provided for each set of players.

    For Long Whist four players are required, and a complete pack of fifty-two cards. The first step is for each player to draw a card from the pack, the two highest and the two lowest being partners, each player taking his seat opposite his partner. The cards are then shuffled by the elder hand, who is the player to the left of the dealer, the post of dealer being allotted to the drawer of the lowest card; after which they are cut by the younger hand, who is the player to the right of the dealer. Beginning with his left-hand neighbour, the whole pack is then dealt out to the players one by one, faces downward, until the last one is arrived at, which, though the property of the dealer, is turned up, displaying the trump suit. If dealt properly, every player will hold in his hand thirteen cards, which he is now at liberty to look at and arrange in order, the owner of each hand being in honour bound not to look at any cards but his own.

    The object of the game is for each player to either make himself, or assist his partner in making, as many tricks as possible, so that they together may gain ten points, that number being game in Long Whist.

    The player to the left of the dealer first leads a card which his left hand opponent follows with a card of the same suit; the next player does the same, until all four cards are upon the table, the trick belonging to the player of the highest card.

    Should any one not be able to follow suit, he may either play a card from another suit, or give one of the trump suit, and may possibly, by adopting the latter method, secure the trick for himself and his partner from the hands of their adversaries.

    The winner of the trick is entitled to the next lead, the others following him as they did the former leader, and thus the game goes on until the full thirteen tricks are made. The points gained by each side are then noted down, either on a cribbage board or entrusted to the memory of the players, after which another shuffling takes place, and the cards are again distributed, the game thus proceeding until one of the couples has obtained ten tricks, when the game is won.

    Another way of scoring points, and one which greatly facilitates business, is that of counting the honours. The four court cards of the trump suit are called honours, and should any one be fortunate enough to have these four cards dealt to him in one hand, or if he and his partner have the cards between them, they can score four to their game. Three honours count for two; but should the honours be equally distributed—that is, should one set of partners have only two court cards between them—the other two cards of the same kind must necessarily be in the hands of their opponents, in which case the honours are said to be divided, and neither side reaps any advantage from them. Each set of partners must win six tricks, constituting a book, before they may score any to the game.

    It is possible, therefore, for a couple of players to gain ten or eleven points during one round, though such luck very rarely occurs. It is a much more common occurrence for five or six deals to be made before the winning of a game.

    Although in playing Whist the beginner need know nothing more than the ordinary rules of the game to enable him to take a part, nothing but practice will make him a skilful player. It is only by experience he will learn how necessary it is for him to rigidly adhere to the rules of the game. Whist, like Chess, must bo played properly, or not at all. It is, therefore, important that all who wish to be good Whist players should at once make themselves thoroughly acquainted with the rules of the game, and also learn what mistakes to avoid.

    The following are technical terms used in Whist:—

    Ace.—Highest in play, lowest in cutting.

    Blue Peter.—A signal for trumps allowable in modern play. This term is used when a high card is unnecessarily played in place of one of lower denomination—as a ten for a seven, a five for a deuce, &c.

    Bumper.—Two games won in succession before adversaries have won one; that is a rubber of full points. Five at Short Whist, ten at Long.

    Cut.—Lifting the cards when the uppermost portion (not fewer than three), is placed below the rest. The pack is then ready for the dealer.

    Cutting in.—Deciding the deal by each player taking up not fewer than three cards, and the two highest and two lowest become partners. In case of ties, the cards must be cut again.

    Cutting out.—In case of other person or persons wishing to play, the cut is adopted as before, when the highest (or lowest, as may be agreed on), stands out of the game, and does not play.

    Call, The.—The privilege of the player at eight points asking his partner if he holds an honour. Have you one? The partners having eight points are said to have the call. When each side stands at eight, the first player has the privilege. No player can call until it is his turn to play.

    Deal.—The proper distribution of the cards from left to right, face downwards.

    Deal, Fresh.—A fresh or new deal, rendered necessary by any violation of the laws, or by any accident to the cards or players.

    Double.—Ten points scored at Long Whist before adversaries have obtained five; or in Short Whist, five before three.

    Elder Hand.—The player to the left of the dealer.

    Faced Card.—A card improperly shown in process of dealing. It is in the power of adversaries, in such cases, to demand a new deal.

    Finessing.—A term used when a player endeavours to conceal his strength, as when having the best and third best (ace and queen) he plays the latter, and risks his adversary holding the second best (the king). If he succeed in winning with his queen, he gains a clear trick, because if his adversary throws away on the queen, the ace is certain of making a trick. The term finessing may be literally explained by saying a player chances an inferior card to win a trick with while he holds the king card in his hand.

    Forcing.—This term is employed when the player obliges his adversary or partner to play his trump or pass the trick. As, for instance, when the player holds the last two cards in a suit and plays one of them.

    Hand.—The thirteen cards dealt to each player.

    Honours.—Ace, king, queen, and knave of trumps, reckoned in the order here given.

    Jack.—The knave of any suit.

    King Card.—The highest unplayed card in any suit; the leading or winning card.

    Lead, The.—The first player’s card, or the card next played by the winner of the last trick.

    Long Trumps.—The last trump card in hand, one or more, when the rest are all played. It is important to retain a trump in an otherwise weak hand.

    Loose Card.—A card of no value, which may be thrown away on any trick won by your partner or adversary.

    Longs.—Long Whist, as opposed to Short.

    Lurch.—The players who make the double points are said to have lurched their adversaries.

    Love.—No points to score. Nothing.

    Marking the game.—Marking the score apparent with coins, &c., or with a whist-marker.

    Mis-deal.—A. mis-deal is made by giving a card too many or too few to any player, in which case the deal passes to the next hand.

    Nine Holes.—The side when the score, at a fresh deal, stands at 9, must win, if at all, by points only; the honours do not count.

    No Game.—A game at which the players make no score.

    Opposition.—Side against side.

    Points.—The score obtained by tricks and honours. The wagering or winning periods of the game.

    Quarte.—Four cards in

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