Hoyle's Games Modernized Part 13

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A: Then I score 6 for the point, 15 for the quint sequence, and 3 for the tierce, making 24.

He then plays ace of diamonds, and says: 25.

B: I score 14 for four queens, and 3 for three kings--total 17.

B (plays queen of diamonds, and repeats): 17.

A (plays seven of diamonds): 26.



B (taking it with king): 18.

B (leads ace of clubs): 19.

A (follows with knave): 26.

B (plays king of clubs): 20.

A (ten of clubs): 26.

B (queen of clubs): 21.

A (nine of clubs): 26.

B (eight of clubs): 22.

A (throws away king of hearts): 26.

B (leads king of spades): 23.

A (takes it with ace): 27.

A (now leads knave of diamonds): 28.

B (anything): 23.

A (ten of diamonds): 29.

B (anything): 23.

A (nine of diamonds): 30.

B (anything): 23.

A (eight of diamonds): 31.

B (anything): 23.

A (ace of hearts): 32.

B (his last card): 23. {111}

A: Then I score 1 for the last trick--33, and 10 for the cards;[32] that makes me in all 43.

B: And I score 23.

A note is made of these numbers, and the next deal is proceeded with. We shall hereafter explain how the final score is made up from the results obtained in the successive hands; but before doing this it will be well to complete the description of the scoring elements.

Piquet is remarkable for containing certain _extraordinary chances_, some of them of great scoring value. These are four in number, namely, the _Carte Blanche_, the _Repique_, the _Pique_, and the _Capot_.

CARTE BLANCHE.

If the hand originally dealt to either player contains neither a king, a queen, nor a knave (no picture card, in fact, whence the name), it ent.i.tles the holder to score ten.

As soon as the player is aware that he has this, he is bound to inform his adversary; and after the adversary has discarded, he is bound to show his carte blanche by counting the cards, one by one, on the table.

The score for a carte blanche takes precedence of all other scores.

REPIQUE.

When either player can score thirty or more by the contents of his hand alone, before his adversary can score anything, he gets what is called a repique, which enables him to add _sixty_ to his score.

{112}

Thus, if the elder hand finds himself with, say--

A good point of five 5 A good quint sequence 15 A good quatorze 14 -- 34

such a combination will enable him (if the dealer does not hold carte blanche) to score ninety-four.

PIQUE.

When the elder hand counts something less than thirty in hand, but can make it up to thirty by _play_ before his adversary counts one, he adds _thirty_ on this account to his score. This is a _pique_. It is obvious that a pique can never be gained by the dealer, as his adversary always counts one for the first card he plays.

CAPOT.

If either of the players gain _all_ the tricks, he scores _forty_ for them, instead of ten for the majority. This is called a _capot_.

Pique, repique, and capot are not unfrequent; but the occurrence of carte blanche is exceedingly rare, occurring only about once in nine hundred deals.

As an example of how these extraordinary chances tell, suppose that the elder hand, after discarding, should find himself with four major tierces in his hand, the dealer having only three cards of each suit, including at least one knave, so as to prevent a carte blanche; the elder hand would then score as follows: {113}

_In the hand_-- Point 3 Four tierce sequences 12 Three quatorzes 42 -- 57

Add for the repique 60

_In play_--

Hoyle's Games Modernized Part 13

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Hoyle's Games Modernized Part 13 summary

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