St. Paul daily globe. [volume] (Saint Paul, Minn.) 1884-1896, 1890-01-14
PROGRESSIVE ClNCH.
A Four-Hand Game With Part
ners Now Having q Great Run.

l. Nuihpci VI CdIuS-OSe luli PACK
fl fty-two cards, without the joker.
There are fourteen points to be counted
in each deal, viz: Ace, jack, ten-spot
and deuce of trump count one each;
the fiye-spot of trump and the other
five-spot of same color (Which becomes
trump count five each. The deuce
counts to the side playing it; all the
others count the side taking them.
3. Value of Cards in Taking
Tricks-rhe value of the cards in TAX
ing tricks is in the following order, be-
ginning with the highest-viz.: Ace,
king, queen, jack, ten-spot. nine-spot.
eight-spot, seyen-spot, siX-spot, five
spot, four-spot, three-spOt, two-spot.
L he lowest trump card outrankS the
highest lay cards, and the fiye-SpOt of
trump suit outrankS the other five-spot
of the same color.
4. Cards of No Value-The lay cards
are of no value; therefore it is better to
have small lay cards than large ones;
they are only played in order to change
the lead or to give the partner chance
to trump With five-spot, or when the
player has no trump. (See section 13t.
5. Dealing-Ladies cut for deal in
first game Qow deals; ace lowest in cut
ting). after which deal in rotation to
left. After first game the first deal in
each game is accorded to the lady who
last comes to the table. Deal nine cards
to each player, three at time.
6. Naming Trump-The trump is
named by the highest bidder, the player
at the left of dealer bidding first (See
Note y and the. others bidding in their
turn If they wish to raise the bid. The
suit bid upon must not be named by
&c OF
stood who bids highest; then the high.
est bidder names the trump. Each
player has but one bid, which oppor-
tunity he forfeitS If he passes.
Z. Number Of Trumps-There are
fourteen trumps in the pack, counting
the second five-Spot of the same color.
s. DISCERNING and Drawing-After
the nine cards apiece have been dealt
and the trump is named, each player
discards from his hand, faces upward,
all except trump cards, and calls upon
the dealer for a sufficient number from
the deck to make up a hand of six
cards, which are dealt in order. If the
deck runs out before all are supplied,
make up the deficiency from those dis
carded. Ii any player has more than
SIX trumpS he must discard the extra
number, retaining but six. If player
q
player discovering it may pick it up
and ada it 10 his hand, discarding an
other in its place. But if trumps have
been discarded because of an overflow
ing hand they cannot be thus captured.
but must remain discarded. If count
ing trump is discarded by mistake and
not discovered until the cards are all
played it counts to the side naming the
trump.
9. Robbing the Deck After the dis
carding and drawing, explained in the
preceding section, if any cards remain
in the deck the dealer has the privilege
of examining them. and exchanging any
cards in his hands for any trumpS which
he may find.
10. Leading-All being now ready to
play. and each player having six cards,
the highest bidder and manner of the
trump leads. Thereafter the taker of
trick makes next lead. (See Note ~
IL. Setting Back-The side naming
the trump must make as many points as
they bid or be set back that number;
even if they have no points on their
score they are still set back the full
number and put lin the hole"
IL. Counting-The side naming the
trump count as many points as they
make, provided they make as many or
more than their bid. The other side al
ways count ali they make.
Is. Following Suit-When trump Is
led you must follow suit if you have it.
If you have no trump you may as we'll
throw up your hand, unless your adver-
SarieS failed to notice that you are out
of trumpS, in which case it is better to
hold cut until they do notice it. When
lay card is led follow suit if you have
If uDlpcS Cnu nrpfor m trnOan
IA. Trumping-You always have the
privilege of trumping. (See note 81
Is. Game-Twenty-One points .consti-
tute game at the head table. (See
note A.
16. Playing Out Hand-At the head
table they should always finish a hand
which is commenced before either side
is twenty one. Then the side having
most points. if tWenty-one or more, wins
the game and taps the bell,
II. All Games Stop-At the tap of
the DELL the games stop at all the tables
and the side having most points, count
ing all points made up to that moment,
wins that game and moves up to the
next table. In case of a tie score ladies
cut and low wins. Each game begins
Is. Changing Partners-Change each
game and at every table, including the
first. The winning couple at each table
move up to the next higher table, except
in the case of the head table, where the
winning couple remain, and the losing
couple move down to the foot table.
10. PriZes-Four prizes may be given,
as follows: To lady having ostgames.
to lady having most points. to gentle
man having most games and to gentle
man having most points. In case tive
persons have tie score the contestants
can each choose partner and play an
other game to decide it. In case four
persons are tied they draw cuts for part
ners and play another game to decide.
Note AFTER arranging your cards
you calculate how many points you can
probably make with your best suit, with
the aid of your partner, and the chance
you both have of drawing more cards OF
that suit, and you bid accordingly, bear
ing in mind Sec. IL. Holding an ace
with one or two cards to back it would
justify bid of six, and il the backing
cards are high you might bid seven OF
eight or more. Holding the five-spots
in your hand are not particularly de.
sirable to name trump on. If you hold
high cards and name the trump 1t is
better that your partner hold the five
spots. Never bid unnecessarily high
| get tue making OF trump as cheap as
possible. If you have poor hand and
suspect that your adversary is anxious
to name trump. it is sometimes we'll tt
| bid more than your hand justites so as
to lead your adversary to raise the bid
| and thus take greater risks.
Note 2-The first lead is usually the
ace of trumps (but this, of course. de
| ponds upon the hand), and Ill the part
ner's turn to play he should play five.
| spot if he has one. and thus save it tc
| their side.
Note S-If lay card is led the proper
| play for third hand is TO trump higher
than five-spot. to prevent the fourth
| hand from trumping with a five-spot
But if the iiye-spots have been played
or the third hand holds them or knows
| the fourth hand does not hold one, his
trump need not thus be wasted.
Note 4-If you are only playing so
cial evening game and not progressively,
| the game is 81.