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Hoyle's Games Modernized

CONTENTS

Reading edition

All Fours PAGE

The Scoring Items 1

Method of Playing 2

Four-handed All Fours 3

Baccarat

Baccarat Chemin de Fer 5

Baccarat Banque 8

Bézique

The Old-fashioned Game 12

Hints for Play 15

Rubicon Bézique 17

The Laws of Rubicon Bézique 22

Blind Hookey 32

Cribbage 34

The Five-card Game 35

The Six-card Game 49

The Seven-card Game 50

Three-handed Cribbage 51

Four-handed Cribbage 51

Écarté 53

The Laws of Écarté 53

French Terms used in Écarté 61

Illustrative Game 61

Jeux de Règle 63

Euchre 68

Two-handed Euchre 69

Four-handed Euchre 70

Three-handed Euchre 72

Marking the Score 72

Hints for Play 73

Loo

Three-card Loo 86

Five-card Loo 89

The Laws of Loo 91

Napoleon

The Orthodox Game 94

The Variations 96

The Game Explained for Novices 99

The Numbers of Players 102

Piquet

The Deal 104

Discarding and Taking in 105

Calling 105

The Play 107

Carte Blanche 111

Repique 111

Pique 112

Capot 112

The Final Score 113

Application of Skill 115

Poker

The Varieties of the Game 120

Draw Poker 120

The Probabilities of the Various Combinations 130

The Straddle 131

Jack-pots 132

Table Stakes 133

Straight Poker 134

Stud Poker 134

Whiskey Poker 135

Mistigris 136

The Tiger 136

Pope Joan 137

Solo Whist

Description of the Game 142

The Stakes 147

A Digest of the Laws 149

A Few Maxims 154

Vingt-Un 157

French Vingt-Un 163

Whist

The Laws of Whist 166

The Etiquette of Whist 183

Dummy 184

Double Dummy 185

How to become a Good Player 185

Leads 191

Return Leads 195

Second in Hand 196

What to Play Third Hand 198

The Play of the Fourth Hand 201

The Call for Trumps 201

The Echo to the Call 203

Discarding 204

The Use and Abuse of Trumps 205

Underplay 208

False Cards 209

How to Play Whist 210

Unblocking 212

Placing the Lead 214

The Play of the Twelfth and Thirteenth Cards 218

Maxims 219

Books on Whist 222

Bridge

Relation to Whist 223

The Score in Actual Practice 224

Hints for Play 227

The Laws of Bridge (1904) 228

Books on Bridge 246

Auction Bridge 247

The Laws of Auction Bridge 248

Hints to Players 252

General Remarks 254

Five Hundred 257

Revokes 261

Book on Five Hundred 262

Quinto 263

Dummy (or Three-Handed) Quinto 266

Book on Quinto 266

Poker Patience 267

Serpent Poker Patience 268

Backgammon

The Board and Men 271

Playing 273

Bearing off the Men 275

Hints for Play 277

Bagatelle

The Appliances of the Game 281

How to Play 284

Billiards

The Implements of the Game, and Terms used in connection with it 287

The Half-ball Stroke 293, 298

Losing Hazards into the Top Pockets from Baulk 302

Middle-Pocket Hazards 305

Position 307

Losing Hazards 308

Winning Hazards 309

Cannons 311

The Billiards Control Club Rules 320

Pyramids 321

Shell Out 322

Works of Reference 323

Pool

General Counsels 324

The National Rules of Pool 325

Snooker Pool

Description of the Game 331

The National Rules of Snooker Pool 332

Chess

The Board and Men 336

The Movements of the Men and their Power to Take 337

Chess Notation 343

Example 345

Technical Terms used in the Game 347

Value of the Pieces 352

The Openings 353

The Giuoco Piano 354

The Evans Gambit 363

The Evans Gambit Declined 371

The Two Knights' Defence 373

The Ruy Lopez 377

Philidor's Defence 381

Three Knights' Game 383

Four Knights' Game 384

The Vienna Opening 385

The Steinitz Gambit 386

The Scotch Game 387

The Scotch Gambit 389

The Danish and Centre Gambits 391

Petroff's Defence 392

The King's Gambits

The King's Knight's Gambit 393

The Muzio Gambit 394

The Salvio Gambit 396

The Kieseritzky Gambit 397

The Allgaier Gambit 398

The Cunningham Gambit 400

The Bishop's Gambit 400

The Gambit declined 403

Close Games 405

The French Defence 406

The Sicilian Defence 408

The Queen's Gambit 409

The Fianchetto 409

The End Game

King and Pawn against King 410

King and Queen against King 415

King and Two Rooks against King 417

King and Rook against King 418

King and Two Bishops against King 419

King, Bishop and Knight against King 420

End Game with Two Knights 423

General Observations 424

Bibliography of Chess 425

Draughts

The Rules of the Game 427

General Advice 432

Names of the Various Openings and how Formed 433

End Games

Two Kings to One 436

Three Kings to Two 437

The Elementary Positions

First Position 439

Second Position 441

Third Position 443

Fourth Position 445

Works of Reference 446

Roulette

Description of the Game 447

The Different Modes of Staking 449

Systems

The "Montant et Demontant" System 455

The Fitzroy System 455

The "Labouchere" System 456

Trente et Quarante

Description of the Game 464

Staking 465

Method of Play 469

HOYLE’S GAMES MODERNIZED

ALL-FOURS.

All-Fours, known in America as Old Sledge, or Seven Up, is usually played by two players, with the full pack of fifty-two cards, which rank in play as at Whist, the ace being the highest, and the two the lowest. The game is seven points.

There are four different items which count towards the score, whence the name All-Fours. Such items are as follows:

High.—The highest trump out, scoring one to the original holder.

Low.—The lowest trump out, scoring one to the original holder.

Jack.—The knave of trumps, scoring one to the dealer, if turned up; if otherwise, to the winner of the trick to which it falls.

Game.—Scoring one to the ultimate holder of the more valuable cards in the tricks won by him, according to the following scale:—

For each ten (trump or otherwise) 10

For each ace " 4

For each king " 3

For each queen " 2

For each knave " 1

N.B.—In the case of the players being equal in this particular, or of neither party holding any card which counts towards Game, the elder hand scores the point.

Method of Playing.

The players cut for deal, the highest card having the preference.[1] The dealer gives six cards to each, turning up the thirteenth as trump. If the elder hand is dissatisfied with his cards, he may say, "I beg," in which case the dealer is bound either to allow him (by the phrase, "Take one") to score one point, or to give each player three more cards from the pack, turning up that next following by way of fresh trump card. If this should be of the same suit as the original trump, the dealer is bound to give three more cards to each, again turning up the seventh, until a new suit does actually turn up. If the turn-up card be a knave, the dealer scores one, this taking precedence of any other score. If, by reason of the elder hand "begging," there is a further deal, and the dealer a second time turns up a knave, he again scores one. The elder hand leads any card he pleases. His antagonist must follow suit or trump, his right to do the latter not being affected by his holding cards of the suit led. If, however, having a card of the suit led, he neither follows suit nor trumps, he becomes liable to the penalty of a revoke.

The player of the highest card of the suit led, or a trump, wins the trick, which is turned down as at Whist, and so on throughout the six tricks. In scoring, the order of precedence is (1) High, (2) Low, (3) Jack, (4) Game; subject, as we have seen, to the contingency of "Jack" having been the turn-up card, the point for this being scored before the hand is played.

The play is mainly directed to capturing the Jack, and such cards as may score towards Game.

Some players score a point whenever the adversary does not follow suit or trump. Some, again, make it the rule that each player must count his score without looking at his tricks, under penalty of losing one or more points, as may be agreed, in the event of a miscalculation.

Four-handed All-Fours.

The players cut to decide who shall be partners; the two highest playing against the two lowest, and facing each other, as at Whist. The right to the first deal is decided by the cut, the highest dealing.[2] Afterwards each player deals in rotation.

The dealer and the elder hand alone look at their cards in the first instance, the option of begging resting with the latter. The other two players must not take up their cards till the dealer has decided whether he will "give one" or "run the cards" for a new trump.

The players play in succession as at Whist, four cards constituting a trick. In other respects, the play is the same as in the two-handed game.[3]

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