FREE BOOKS

Author's List




PREV.   NEXT  
|<   8   9   10   11   12   13   14   15   16   17   18   19   20   21   22   23   24   25   26   27   28   29   30   31   32  
33   34   35   36   37   38   39   40   41   42   43   44   45   46   47   48   49   50   51   52   53   54   55   56   57   >>   >|  
ERY OR MISERE_. This is the most common variation, and is the antithesis of Napoleon, inasmuch as the caller must not make a single trick. The caller leads off in the ordinary way--the suit led being trumps, as usual, unless it is agreed, as is sometimes done, that there shall be no trumps in this variation. The caller of misere must always follow suit, if he can, but is not obliged to trump if he has none of the suit led. He must, however, play the cards so as to avoid taking a trick. Should he be compelled to win one of the tricks, or should his original lead remain unheaded by any of the other players, then he fails in his declaration, and has to pay, but if he avoids making a trick, the other players have to pay him. The usual stake for "misery," either for winner or loser, is three; but any player declaring he can make three tricks takes precedence, and plays accordingly. _BUYING CARDS_. After the cards have been distributed, _but before any declaration has been made_, the dealer asks each player in turn, beginning with the player on his left, whether he wishes to buy a card or cards. The player wishing to purchase must first throw away the cards he desires to eject, [13] face downwards, and must place in the pool the value of one trick for each card he desires to receive from the dealer. The card or cards must be taken from the top of the pack, and handed unexposed to the player. _SPARE HAND_. An extra hand is dealt, which each player in turn has the option of adding to his own hand, selecting from the ten cards thus held five with which to play, but he must then stand for Nap, and, if there is a pool or kitty, he must put therein the value of two tricks if he fails to score, in addition to paying each of the players the ordinary stake on losing five tricks. _DOUBLE HEADER_. If each player "passes," then the stakes for the next deal are doubled, and remain so until the person declaring has won. In cases where this variation is decided upon, it is usual to agree that the lowest call be "three," so that the double header occurs at frequent intervals. _WELLINGTON_. If a player calls Napoleon, and another player on his left considers he can also make five tricks, he may call "Wellington," in which case the stakes are doubled, the caller winning 20 or losing 10. As this rule, however, is regarded with disfavour by some, in consequence of its raising the limit of a loss on any
PREV.   NEXT  
|<   8   9   10   11   12   13   14   15   16   17   18   19   20   21   22   23   24   25   26   27   28   29   30   31   32  
33   34   35   36   37   38   39   40   41   42   43   44   45   46   47   48   49   50   51   52   53   54   55   56   57   >>   >|  



Top keywords:

player

 
tricks
 

caller

 
variation
 

players

 

losing

 
dealer
 

ordinary

 

trumps

 

remain


declaration

 
doubled
 

declaring

 

stakes

 

Napoleon

 

desires

 

paying

 
addition
 

option

 

adding


selecting

 

raising

 

disfavour

 

frequent

 

occurs

 
double
 
header
 

regarded

 
Wellington
 

considers


intervals
 

WELLINGTON

 

lowest

 

person

 
HEADER
 

passes

 

winning

 

consequence

 
unexposed
 

decided


DOUBLE

 
distributed
 

obliged

 

follow

 

misere

 
taking
 

original

 
unheaded
 

Should

 

compelled