A full treatise on the game of Skat, G V Including Rules, Table, lfe5'7 Finesses Etc. /EI54 Eichhorn I American Skat THE GAME OF SKAT DEFINED. ^ descriptive and comprehensive Guide on the T{ules and Plays of this interesting game, including table, definition of phrases, finesses, and a full treatise on Skat as played to-day. BY J. CHARLES EICHHORN, Detroit, Mich. ^*^^'' CC. *'" 1898. 1898 roPYRIGHTED, JANUARY 21, 18fl8. ban%^ 799H INTRODUCTORY, KAT^ with its many interesting features and plays, is so rapidly growing in favor in America, and with Americans, that this revised and up-to-date volume in the English language, is intended to serve as a guide to all who desire information on this ab- sorbing game. In pointing out the features of the game, in giving the rules, defining the plays, tables, etc., I shall be as concise as possible, and use no wordy, complicated or lengthy remarks, but in a short and comprehensive manner, give all the points and information required. The writer does not assume to have made this compilation without the aid of German publications, and of other sources of information, using the standard rules adopted by the Skat Congress at St. Louis, Mo., in January, 1898. In the endeavor to give the features of the game fully, he has added several, not heretofore published, but which are in vogue at the present time among the foremost players in the country. The Author. J* i CONTENTS. PART ONE. INTRODUCTORY, HISTORY, SYNOPSIS OF THE GAME. PART TWO. THE GAME OF SKAT. PART THREE. GENERAL RULES, GENERAL TERMS USED. PART FOUR. FINESSES OF PLAYERS, FINESSES IN THE VARIOUS GAMES. PART FIVE, EXCEPTIONAL GAMES, SCORING, TABLE OF PAYMENTS, ETC., ETC. GENERAL INDEX. PART ONE. Introductory 3 Contents ^ Short History 1 1 North American Skat Verband 13 Synopsis of the Game 15 PART TWO. The Game of Skat. List of Plays 2 1 The Deck 21 Number of Players 21 The Participants 22 Principles of the Game 22 Value of Suits 22 Value of Cards 22 To Win or Lose 23 Dealing the Cards 23 The "Skat" 23 The Four Jacks 24 Trump Cards 24 The Matadors 25 Establishing Values 26 The Multiplicands 26 Value of Games 28 Scoring 28 The Call Play, (Frage) 29 The Tourne 31 The Solo 32 The Grands. Solo Grand 33 Tourne Grand 34 Guckser Grand 34 Grand Ouvert 35 The Nullos. Nullo or Null 36 NuUo Ouvert 36 Nullo Force, or Revolution 36 The Ramsch , 37 7 PART THREE. General Rules Notes 41 Value of Cards in Cutting 41 Choosing of Places 41 The Deal 41 Shuffling , 41 Cutting 41 Dealing 42 The "Skat" 42 Misdeals 42 Exposed Cards 42 Exposed "Skat" 43 Following Suit 43 Revoking 43 Leading out of Turn 44 Playing out of Turn 44 A Played Card 44 Showing Strength 44 Bidding 44 Bidding on Suit 45 Bidding on Value 45 All Passing 45 To Win or Lose 45 Schneider 45 Schneider Announced 46 Sch warz 46 Schwarz Announced 46 Contra and Re-contra ^ 46 Overbidding 47 Recalling Card 47 New Comers 47 Announcing to Quit T 47 Looking at Tricks played 48 Looking at "Skat" 48 Etiquette of Players 48 The pausing Player 48 Throwing up the Game 49 Claiming Game Won 49 Discarding 49 The Lead 49 Games Permitted 49 8 General Terms Used. Back Hand 50 Bidding 50 Call Play 50 Clubs 50 Cock-stool 50 Contingencies 50 Diamonds 50 Ducking 50 Elder Hand 51 Frage, see Call Play 50 Feints 51 Forces 51 German Deck 51 Grand 51 Grand Pot 51 Guckser 51 Hearts 51 Jacks 52 Jungfer 52 Kiebitz 52 Long and Short Suits 52 Matadors 52 Mauern 52 Middle Hand 52 Nullo 53 Old One, The 53 Opponents, The 53 Ouvert 53 Passing 53 Player 55 Points and Tricks 53 Post Mortems 53 Ramsch 53 Retaining 53 Revoking 54 Revolution 54 • Salmon 54 Schneider 54 Schwarz 54 Singleton 54 "Skat", The 54 Sleepers 54 Smearing 54 Solo 55 Spades 55 Stretching 55 Stroh-schneider 55 Throwing off 55 Tourne 55 Trumps 55 Visiting Villages 55 With 55 Without 56 With the "Skat" 56 Without the "Skat" 56 Zwickmuehle 56 PART FOUR^ The Finesses. Notes 59 Rules for the Player 59 Rules for the Opponents 6r In Call Play and Tourne 63 In playing Solo 68 In playing Grand 71 A Grand Tourne 75 A Grand Guckser 75 A Grand Ouvert 76 In playing Nullo 77 The Nullo Ouvert 78 A Revolution 79 The playing of Ramsch 79 PART FIVE, Games Announced 83 Limits 83 Scoring 84 Use of Counters 85 Holding of Hand 86 Counting Tricks played 86 Keeping track of Deals 87 Exceptional Games. Beer Skat : 87 Nullo with Tricks 88 Nullo Purchase 88 Nullo Tourne 88 Uno and Duo , . •. 89 With "Skat" exposed 89 Point Ramsch 89 Forced Ramsch : 89 Table of Payments 90 10 SHORT HISTORY i^^KAT, (the a being pronounced the same as in ah, or ^^ father, ) is without doubt the most absorbing and in- teresting game played with cards. All European countries admit it to be the game of thought and culture. It has had many features added to its various plays from time to time, as well as many discarded during its career. Its origin dates back to 1818, but not until 1848 did it manifest its popularity throughout Europe. In Germany it is recognized as the National Game, and at the present time a lover of the game on the old continent is recognized the same as a Masonic brother. The birthplace of the game is attributed to Altenburg, Germany, where the game first originated from a combination of a popular home game with a French and also an Italian game, names and phrases of which still exist and are used to designate some of the plays. The game took the name " Skat" from abreviating the Italian name "Skatola." As in several American games, a hand or several cards remain on the table, which go to the bidder or Player, and are usually called the "widow" or the "blind," so skatola referred to these cards as the "maid." The widow is still called the "Skat," and the game is also known by that name. The many diversified plays and rules existing in difierent parts of Europe relative to this game, led to so many different opinions and arguments, that finally in 1886, a call was issued for a convention of skat players at Altenburg. 12 AMERICAN SKAT. The announcement of a convention through the Press, created great interest among Skat players throughout Europe, and on August 7th, 1886, nearly 1200 players including some Americans assembled. At this time standard rules and regulations were adopted which are still recognized both in Europe and America. Skat is methodical in all its plays, and contains many finesses, which experience will teach the novice. The rudi- ments of the game, and its different plays, are soon compre- hended and easily remembered. A facetious German sentence: ''^Mancher leriiV s nie^'' (some never learn), is sometimes applied to an old player when he makes a bad play. No game ever played with cards has the same opportunities for fine points as Skat. In most all games good hands simply depend on luck, which is only counteracted by finesses as in duplicate Whist. But in Skat (with the exception of an extraordinary run of luck), a hand holding all the Jacks in a Club Solo with eight trumps and two bare suit Aces, valued at 60, may be beaten by the playing of opponents. Again, the same hand may be outbid by a party holding a Revolution, this gives each player an opportunity to establish a play, which is to be overturned by the opponents. The rules and values herein given, include those adopted by the convention at St. Louis, Mo., on January 22d and 23d, 1898, and the publication of the "American Skat" by the writer, received the endorsement of this convention. The Author. THE NORTH AMERICAN SKAT VERBAND. ^HE memtcfs of the Victor Skat Qub, of Su Louis^ Mo., conceived the idea of callings a convention of American Skat Players, to orgfanize a fraternal ex- chang;c amongf the lovers of this game, and also to adopt a greater uniformity in the rules and regulations of the game* Recognizing the rapid strides made in the popularity of this fascinating game, the idea was a brilliant one* On January 22d and 23d, t898, there assembled in Lieder- kranz Hall at St* Louis, 300 Skat players, representatives from the states of Missouri, Illinois, Iowa, Arkansas, Texas, Indianat Wisconsin, Michigan, Ohio, Kentucky, New York and Penn- sylvania* The first day was devoted to a grand tournament, in which 54 handsome prizes were contested for by the skill of the players* These prizes were mostly created from funds contributed by the citizens of St* Ix>uis« The committee had for months previous to this time, obtained all information from every part of the United States, on local rules and opinions, which were condensed and put into printed form* At the meeting in convention of the delegates present on the second day, the paragraphs were presented in their order, fully discussed and voted upon, and a uniformity of rules, games and regulations adopted, to guide the American players in generaL 14 AMERICAN SKAT. A committee of orgfanization was then elected^ and the North American Skat Verhand (Union) was broug;ht into existance with the followingf officers: LEOPOLD SCHMALTZ, President^ St. Louis, Mo. CARL FABRICIUS, Vice-President, St. Louis, Mo. ERNEST HELFENSTELLER, Vice-President, St. Louis, Mo. N. F. PETER SCHMIDT, Secretary, St. Louis, Mo. ERNEST HARTMAN, Treasurer, St. Louis, Mo. AUGUST M. KUHN, Indianapolis, Ind. DR. A. "WORTH, Washingtoii, Mo. DR. CARL VINKE, St. Charles, Mo. WASHINGTON GUHMAN, Cincinnati, Ohio. That the new organization will flourish, with the material of over one hundred thousand Skat players already in America^ 15 a fore gf one conclusion* A large delegation in a special car, headed by August M. Kuhn, the president of the Deutscher Club of Indianapolis, Ind*, arrived from that city with the intent of capturing the second convention, and in this they were quite successful* The next meeting will be held at Indianapolis some time in February, J 899* The great success of the St* Louis convention, which was still looked upon as a novelty, has awakened great interest with American players, and the indications are that when the second meeting will be held at Indianapolis the delegates will number twice, if not three times as many as at the first con- vention* SYNOPSIS OF THE GAME. ^ KAT is played by three persons. The highest bidder announces the play he desires to make ; the two others being the '* opponents," combine to overthrow or defeat the Player in his game. Thirty-two cards are used, the low^est being the seven- spot. Ten cards are dealt each player, the other two remain face down on the table and are called the "Skat." The four Jacks are the leading factors. The first and highest is the Jack of Clubs Jft, then Spades ^, Hearts y, and Diamonds ^, in the order named. These are called Ma- tadors or leading trump cards. In unbroken sequence the Matadors continue by Ace of trumps, then Ten, King, Queen, Nine, Eight and Seven, making eleven trumps in all. In tricks the Ace counts ii, Ten Spot lo, King 4, Queen 3 and Jack 2, a total of 1 20 points. To win his game, the player must capture sufficient points in his tricks to make 61, whereby he scores the value of the game played. Should he fail to make 61, he is set back or loses the like amount in value of his play. A certain figure is placed on each game played, beginning wath: Call Plays, (Frage) ♦ i, V 2, ^ 3, 4i 4, Next, Tourne, with ♦ 5, ^ 6, 4 7, Jft 8, Next, Solo, with ^ 9, ^ 10, 4^ 11, 4t 12. The value of each play is enhanced by the first Matadors, wz^/i or without. A party playing with Jack of 4^ and Jack of 4^ missing, plays with one; no matter what he holds thereafter. With Jack of 4^ and 4^, the Jack of ^ missing, he plays with two, and the hand is further enhanced by the unbroken sequence, beginning with the Jack of Clubs . Without, establishes the same values, that is: having Jack of 4^ without Jack of 4ii, is without one; with Jack of ^ in hand and two black Jacks missing is without two, etc., etc. i6 AMERICAN SKAT. Value is then established by counting i time for the game or play, and to this is added the amount of Matadors, with or without, to wit: With or without two first Jacks in a Club Jf^ **Call," 2, plus play 1=3 times 4, making 1 2 points. With or without three first Jacks in a Spade ^ Tourne, 3, plus play 1=4 times 7, making 28 points. With or without first Jack in a Heart ^ Solo would be i , plus play 1=2 times 10, making 20 points, etc. Every play is enhanced i times more if the player makes his opponents "Schneider," that is, if* he makes 91 points or more, he loses also i times additional if he himself is made Schneider, failing to make 31. This is once more enhanced by announcing Schneider in Solo and Grands, the player proclaim- ing that he will make his opponents Schneider before begin- ning to play. To make opponents ** Schwartz," they failing to make ^ single trick, counts i time additional, i. e. : a Diamond ^ Solo with three Matadors made "Schwarz," would count with 3, play I, Schneider i, Schwartz i, making 6 times 9 = 54 points. Schwartz announced again adds one times more the value of the play. All suit cards run Ace high. Ten next, then King, Queen, Nine, Eight and Seven. Call Plays or Frage are now seldom played, on account of their small value, the player is permitted to take up the two " Skat " cards, discard two cards to advantage and announce any trump he pleases, the points in the discard add to his tricks. In Tourne, the bidder having a fair hand, obtaining the bid, turns up one of the " Skat " cards, the suit of which be- comes trump, and he also discards two cards to advantage. In Solo, the successful bidder announces a trump and plays a game out of the hand held, without assistance of the "Skat" cards. The value of this play is enhanced and at the same time becomes more risky, the Player not being able to discard. The two "Skat " cards however go to the player at end of the SYNOPSIS OF THE GAME. 17 game and the points therein count with his tricks. The value of his play is also enhanced or diminished by the Matadors the "Skat" contains. The next play is Grand or Grand Solo, this piay is valued at 16, and is multiplied in like order, by the Matadors and con- tingencies. In a Grand the Jacks only are trumps in their regular order, and this makes only four trumps or four Matadors. All suits have the same value. The player depends on his good suit cards, Ace, Ten, etc., forcing the Jacks off the field and winning his game on his strong suit cards. In Grand Tourne, the successful bidder turning up a Jack, can, with this assistance and favorable discard, announce a Grand belore looking at other " Skat " card. The basis value of this game is 1 2. In a Guckser Grand, the bidder takes the chance by an- nouncing *' Guckser" in picking up the two " Skat" cards and discarding two cards to advantage. He must then play Grand. The basis value is 1 2, but if his play is lost, he loses double the full value of the play. He hazards picking up favorably to strengthen a fair hand or discarding large bare point cards, against a poor pick-up, whereby he pays the penalty. In Grand Guvert, valued at 24, the player lays his hand open on the table and defies his opponents to make a single trick. This play includes the number of Matadors (the four Jacks) the player plays with^ also all the contingencies. If with four Matadors, would be 9 times 24 = 216, the play of highest value in Skat. A Nullo or Null play, has only a single value of 20. The Player announcing *' Null " thereby pr claims that he will not take a trick. If he does not make a trick he scores 20, whereas if a single trick is forced on him he loses a like amount. The cards when Null is announced at once become common, that is, there are no trumps, and the suits run Seven, Eight, Nine, Ten, Jack, Queen, King, Ace. Null Guvert, has a single value of 40. The player lays his hand open on the table and defies his opponents to force a i8 AMERICAN SKAT. single trick on him. A bare Eight Spot of a suit may lose him the play, as the finesses of the opponents in playing off their short suits, may force the losing trick. Null Ouvert Force, or Revolution, has a single value of 60. The player lays his hand open, as in Null Ouvert, and defies the combined hands of the opponents with the playing cf a single card to force a trick on him. The player must be able therefore to duck under any card played. In Ramsch, the cards are the same as in Grand; Jacks are the only trumps and all suits are alike, but the order of play is the reverse to Grand. When all players pass, Ramsch is announced, and the party receiving the most points loses the game, 10 Points; or if one of the players has not received a trick, 15 Points. tIp ^ V ^ V Y ¥ ¥ V ¥ V PART TWO. THE GAME OF SKAT ♦ ♦ ♦ ♦ ♦ ^F ^r Y ^r ^r ^r THE GAME OF SKAT. NOTES. — When the word **Skat" is enclosed in quotation marks, it refers to the two cards used in the ** blind/^ when the game itself is referred to, it is simply written Skat. The participant who has the bid and announces the play, is referred to as the Player. When the word ** player'' or ** players'' is not ex- pressed with a capital letter, it does not refer to the individual, but to any or all of the partakers. When the word "Points" is written with a capital letter, it refers to the value of the amount won by a Player, or the amount lost or fined a player. When the word is simply written ** points," it refers to the value of cards in the tricks taken. LIST OF PLAYS. The Game of Skat consists of the following plays : The Call Play, {Germa?t Frage) The Tourne, to turn up a trump, The Solos, announcing trump from hand, The Grand or Grando, Grand Tourne, Guckser Grand, Grand Ouvert, The Null or Nullo, Null Ouvert, Null Ouvert Force, or Revolution, The Ramsch. THE DECK. A Skat deck consists of 32 cards, the lowest being the Seven-spot, then Eight, Nine, Ten, Jack, Queen, King and Ace, making four suits of eight cards each. NUMBER OF PLAYERS. The number of players are three, only three can engage during the play of a hand, however, four can engage in a game at the same table, the dealer in his turn does not play, but deals the cards to the other three, he however participates in the loss or gain of this play, which is reckoned in his account. 22 AMERICAN SKAT. THE PARTICIPANTS. The first player, in front or to left of the dealer, is called the "lead" or "Elder hand," in the bidding he retains the age until outbid. He also always has the first lead. The second or "middle" hand, has the first bid in establishing a play, when he passes, the last or "back" hand has the bid, until he outbids or passes to the Elder and Middle hands PRINCIPLES OF THE GAME. The successful bidder, by making or announcing a play is termed the Player; the two others immediately become his adversaries or " opponents " as in cut-throat Euchre, and at- tempt to overthrow or defeat his game. Should the Player win; the value of his play is paid him or added to his score. If he loses, the amount is deducted from his score. VALUE OF SUITS. The suit values rank in following order: ist ^ Clubs, German, Kreutz, (croyts.) 2d i|^ Spades, German, Schueppen, {shippen.) 3d ^f Hearts, German, Herz, {heris.) 4th ^ Diamonds, German, Eckstein, {eksti7te.) The lowest suit in all games is Diamonds, this is outranked by Hearts, then Spades, and then Clubs in establishing the value of the dijBferent games. VALUE OF CARDS. In tricks the value of cards count as follows: The four Aces, each 1 1 points ^ 44 The four Tens, each 10 points := 40 The four Kings, each 4 points = 16 The four Queens, each 3 points = i 2 The four Jacks, each 2 points = 8 A total of 1 20 points The sevens, eights and nines have no scoring value. THE GAME OF SKAT. 23 TO WIN OR LOSE. The points, and not the tricks count in the game. The Player must capture sufficient points to make 6i, one point more than half of the total of 120; failing to do this (making only 60 or less), he loses his game. Should the Player make 91 or more, he has made his op- ponents "Schneider," which adds one times more the value of his play to his score. Should he fail to make 31, he is himself " Schneidered " and loses one time more the value of his play. Should the Player make all the tricks, he has made his opponents " Schwarz," which again counts one times more the value of his play. DEALING THE CARDS. Each player is dealt 10 cards, respectively 3, 4 and 3, and two cards are laid on the table face down, which are called the " Skat;" with or without the assistance of these two "Skat " cards the Player establishes a game, which he makes or an- nounces after obtaining the highest bid, THE " SKAT." The two cards remaining on the table belong to the Player and count to his advantage, or oftimes to his disadvantage. ' In Call Play, Tourne and Guckser, the Player appropriates the " Skat " and with 12 cards in his hand, he discards two to his advantage, the points contained therein count with his tricks. In Solo and Grand the " Skat " remains untouched until the play is finished, the cards then belong to the Player and add to his score. The " Skat " may also enhance the value of the Players game, by increasing his Matadors, and again may prove to his disadvantage by over-bidding his hand in playing against the number of Matadors he presumed, in which case he loses his game, unless the value of his bid is made by the contingencies. 24 AMERICAN SKAT. THE FOUR JACKS. 2 # ♦ ^ li In all games, with exception of the NuUos, the four Jacks, as in above order, are the leading factors or trump cards, while their scoring value is only two, yet they excel the Ace and Ten of trumps in taking tricks. The Player with the Jacks is enabled to draw out the trumps, and when he plays against the Jacks, he must force them out of the reach of capturing his high trump cards. TRUMP CARDS. In Call Play, Tourne and Solos, the four Jacks are always the highest trumps, beginning with the Jack of Clubs, then follow Jacks of Spades, Hearts and Diamonds, the Ace of trumps, Ten, King, Queen, Nine, Eight and Seven. If Clubs are trumps, the trump cards would be as follows: ♦ ,•!• 4. 4. 4» 4. 4. 4.^4. 10 4. ' 4. 4. 4. 11 The balance of suits (not trumps) are devoid of Jacks, but otherwise rank in the same order. 1^ * ♦ ^ 0^0 in o o o o 0% 9 q? o THE GAME OF SKAT. 25 This establishes eleven trump cards, and seven each of common suit. When a Grand is announced or played, the four Jacks in their regular order are the only trump cards. The suit cards are all alike, beginning with Ace, then Ten, King, Queen, Nine, Eight and Seven. In Ramsch, the Jacks and suit cards are the same a's in Grand, only the order of play is reversed. In the Nullos only, the cards become common, that is: when a Nullo is announced, the cards lose their former value, and then run: o O 0% 0^0 o o o o points have no value, the only object being to force a trick on the Player. THE MATADORS. The unbroken sequence of trumps, beginning with the Jack of Clubs, are termed " Matadors," these establish the value of each game played; should the Player in his hand and the "Skat" (which belongs to him) holdall the trumps, he would play with eleven Matadors: « ♦ ^.^ 4^*^^ ♦ ♦ ^ ^ ♦ ^ f ^ ♦ ♦ As soon as the sequence is broken, for example, the Jack of Spades missing, the Player plays *'with one" Matador, no matter what trumps he may tiold thereafter. In holding the Jack of Clubs, the Player plays * * wz^k ' ' Matadors, and the trumps thereafter up to the point at which the sequence is broken, are called with (a valuation of the play) so many Matadors. The same calculation in value is made ^^ without * ' Matadors, the Player playing against so many Matadors, up to the highest trump card he holds. 26 AMERICAN SKAT. The Jack of Clubs missing, with Jack of Spades in hand is *^ without one.'' The two black Jacks missing and holding Jack of Hearts, is " without two.'' The Jacks oi Jjjt ^ ^ missing is ^ ^without three, ^"^ and continues without four, five, etc., etc. ESTABLISHING VALUES. In Call Play, Tourne, Solo and Grand, the suits and plays each have a specific figure or basis value, these are multiplied by a rule, Matadors, and further contingencies. The value of a play is computed : I St, By counting one time for the value of play established. 2d, By adding the number of Matadors the Player plays *' with" or *^ without" and multiplying the basis value of this play. KxAMPi^E: — The Player plays a Heart Solo (value lo), he has Jack of Clubs 4i», Jack Spade i^ missing (with one Mata- dor), the value is established; by i time for the play, and I Matador, equaling 2 times 10 = 20 Points. Or, a Tourne in Clubs dji (8), with or without the two highest Jacks, would count i time for the game or play, and 2 for Matadors, being 3 times 8 =: 24 Points. THE MULTIPLICANDS. According to the previous paragraph, each play has a specific value, his is multiplied first by a. Counting i time for the game or play. b. Adding to this as manv times more as Matadors held. The player to win his game, must capture at least 61 Points in his tricks. If he should play a Heart ^ Solo (10) with one Matador, he would count For Play i With I Matador i or 2 times 10 = 20 Points. In case the Player makes 91 Points or more in his tricks, he has made his opponents " Schneider," for this he adds one times more, thus in the foregoing hand he would count: For Play i With I Matador i Schneider i or 3 times 10 = 30 Points. THE GAME OF SKAT. 27 In case the Player makes all the tricks, he has made his opponents "Schwarz," and the same hand would then count: For Play i With I Matador i Schneider i Schwarz r or 4 times 10 = 40 Points. When the Player plays a Solo game (without the "Skat,") and feels confident he can make his opponents "Schneider," he may so "Announce" or proclaim before the begining of the play, he is then obliged to make 91 or he loses, thus in the same hand this would count: For Play i With I Matador i Schneider i Schneider Announced i or 4 times 10 = 40 Points. Should he, after announcing Schneider, make his opponents " Schwarz," on the last calculation, he adds i times more to the value of his pla3^ i. e. — 5 times 10 ^ 50 Points. A Player playing a Solo or Grand, ( if has the lead, as it is dangerous otherwise) feeUng assured he can make all tricks, by his high trumps and strong suit, can announce "Schwarz" this includes all contingencies: For Play i With I Matador i (generally n^ore) Schneider i Schneider Announced i Schwarz i Schwarz Announced i or 6 times 10 = 60 Points. It is also to be noted, that in the first example, Heart ^ Solo with one Matador, if the Player falls short of 61 Points, he loses the same value of his play 20. Should he fail to make 31 Points, he himself is "Schnei- dered " by his opponents, and therefore loses 30. Should he have announced " Schneider " and fails to make 91, he loses his game, Play i. Matador i, Schneider i, Schnei- der Announced i = 40 28 AMERICAN SKAT. VALUE OF GAMES. The basis values of the diflferent Games are as follows: Player adds the two " Skat " cards to his hand and announces trump. Call Play in Diamonds *' Hearts " Spades " Clubs ^ the va 4k lue is 1 * 2 3 4 Tourne ** Diamonds ♦ 5 Player turns up a trump from " Skat " " Hearts *' Spades " Clubs- ¥ * 6 7 8 ' Solo " Diamonds ♦ 9 The Player announces a trumpfrom his hand ti I '' Hearts " Spades " Clubs ¥ ' lO ' II ' 12 Grand Solo ' i6 Grand Tourne * 12 Jacks, trumps only. Grand Guckser won * ' 12 Grand Guckser lost - 24 Grand Guvert ' 24 ' Nullo . 20 These plays have only a Single Value. Nullo, Nullo, Ouvert - - ' Force, or Revolution ' 40 60 Ramsch ( ' 10 Ramsch Jungfer ( 15 SCORING. The Player winning the game he has made or announced, receives from each participant the value of the game he has won. If he loses, he must pay to each the value of game lost. This may be done with chips, or by keeping an account with each player, the amount won is added to his score, and the amount lost is deducted from his account, and at the end of sitting the accounts are balanced. THB GAME OF SKAT. 29 THE CALL PLAY. (FRAGE.) The primary Game in Skat is now rarely played, as a value from this play is small, and players endeavor as a general rule to establish a play from the lowest Tourne (10) and upwards. Still many old players employ this game, it being really the first play in the founding of Skat, but as a rule it must be generally understood by the players: ist. That Call Plays are sanctioned, and 2d, To declare their intention each time they desire to make a Call Play. As the Guckser is now often played, in which the Player adds the "Skat" to his hand, he may take the advantage on picking up fortunately, to announce a Grand Guckser. Or if he picks up poorly, to announce and simply play a Call game, in which the risk is small. In Call Plays, ^ value is i, ^ 2, ^ 3, 4ii 4. A Call hand isjllustrated as follows: With Matadors 4. ' 4. 4. 4. 4k ^\ 9 Without Matadors O 10 o\ The first hand contains a value with two Matadors, but otherwise weak in establishing a higher play. The second hand shows a fair suit without two Matadors, for a Tourne without two the Player takes chances to turn a trump favorable to this hand, while in Call Play he can make any suit trump after taking up the " Skat." In either case — 2, and game i, making 3 times value of play, to-wit : A Club 4* with or without i Matador, 2x4 = 8 A Spade 4^ '' " 2 " 3 x 3 -- 9 A Heart V " '* 3 " 4x2 = 8 A Diamond ^ 5x1 = 5 30 AMERICAN SKAT. It will be seen that the Diamond establishes such a small value, therefore it is rarely announced. The Bid — The bidder (as with or without two Matadors) desiring to play this hand, announces "play" or "call," if his opponents pass, he can take up the "Skat" and announce his trump. If the age hand retains the " Call " the bidder can announce 9, on this hand he can make a black trump onl}' , as red will be overreached. The bidder can go no farther, unless he is confined to make Clubs trump. By his suit tricks, and good discarding he may make the Club (valued 12) suit win, if the "Skat" renders him some assistance. The bidder daring to go no further than 9, the age hand still retains the privelege to take up the " Skat," and making either of the black suit trumps. Discard — The "Skat " cards are taken up by the success- ful bidder without exposing them, his suit is thereby strength- ened, two cards are discarded and his trump is announced. He discards two cards to his advantage, either weak suit cards so he can trump, or high cards (in jeopardy) of long suits, the points in the discard count with his tricks. In case he should find the third Matador, making his hand with 3, obtaining the bid on 9 with a strong hand, and the possibility of making his opponents " Schneider," he could make Hearts ^ trumps, with 3, Game i, "Schneider" i, — 5 X 2 = 10. The Player without two, obtaining the bid on 9, and if he should find one of the black Jacks, making his hand with or . without one, has overbid his hand and loses amount bid, unless by the possibility of making his opponents "Schneider," he makes the amount of his bid or more. NOTE— The Player after picking up the " Skat,'' can establish any trump he likes, as long as the value conies up to the amount bid or more. I THE GAMK OF SKAT. 31 THE TOURNE, The word Tourne is derived from the French, signifying to turn over, or turning up a trump, whereby the successful bidder has the privilege of turning up one of the " Skat " cards. This game is used mostly by players as the lowest in value of making a play, a Diamond ^ with one Matador, 10. Should all pass, a Ramsch is played, forcing 10 Points from the losers account. In Tourne, ^ is valued at 5, ^ at 6, 4j^ at 7, Jft at 8. The successful bidder turns up one of the *' Skat" cards, (whichever he choses) and this becomes the trump. He adds the other card to his hand, without showing it, and discards two cards to his advantage, which add to the points in his tricks. Should he turn up a Jack, he has the privilege ot announc- ing a Grand (see Grand Tourne) before he looks at the other card, which may strengthen a Grand hand. If he should turn up a weak suit with good scoring cards, he may discard the Ace or Ten of trumps, or both, if in danger of being captured by opponents, and depend on his other suits to make sufficient tricks to win the game. Should he turn an unfavorable trump, he may throw up the game, and lose the value thereof. The Player may also do this after the first trick is played and before the first card of the second trick is led, seeing the game will turn unfavorably, and thereby save the further loss of being " Schneidered " or even made "Schwartz." Tourne hands may be illustrated as follows: A Tourne in four suits, o o \A»iy\ fJ%fh ♦ 0i# '!^)^:^ \JSd @ The Player obtaining the bid on 10, any card he may turn up will make him 5 trumps, and possibly 6, if the other " Skat " card is of the same suit. Should he bid 12, he takes the chances of not turning up Diamonds. On a bid of 14, he must turn up a black card. AMERICAN SKAT. A Tourne in two suits: 4.^4. 9? The bidder taking his chances to turn a black trump on a bid of 14, a red card is overbid. This illustration may be termed a " Weak Solo," as the Player has good opportunities to win on a Spade Solo, being able to force the trumps from the field, and although losing a trick in Clubs and Diamonds, may still have sufficient trumps to win. It must be borne in mind, that a Weak Solo, is often better than taking chances on a Tourne, as your long suits are less liable to turn up. It must be remembered, that if the bidder holds two black Jacks (wilk two Matadors), or two red Jacks {without two), the lowest ^ Tourne is valued at 15, should he take the chances of bidding on ^ , 4j^ or jfi, he can bid 18, etc. The same rule with or without three Matadors, establishes four times the value of the suit he turns, etc. THE SOLO. The next game following Tourne are the "Solo" games, which are established out of the hand held and without assist- ance ot the '' Skat ' ' cards. The value of Solo games are, ^9, ^lo, 4j^ii,4iii2. The lowest Solo game, ^ with one Matador is 18, this is enhanced by the number of Matadors and other contingencies. A Heart ^ Solo outranks the Diamond ^, which in turn are outranked by Spades i^, and these again by Clubs J^. It will be remembered, that a bid on a Club 4i Solo, with one Matador, valued at 24, may be outbid by a Diamond ^ Solo without two Matadors, which is valued at 27. The player of a Solo must calculate to make sufficient points (61) in his tricks to win his game without the assist- ance of the "Skat" cards, or a discard. The two "Skat" THE GAME OF SKAT. 33 cards, however, go to him at end of the play, and the pointvS therein may also assist him to reach the amount sufficient to win his game. A Club Solo may be illustrated as follows: o This game if won, scores the Player 24. Should the Jack of Spades ^ be in the '' Skat," the Player would then have played with 3 Matadors, which, with the game i, woulc' count him 4 times 12 = 48. The two " Skat " cards which belong to the Player, may also aflfect him unfavorably. The Player establishing, say, a Heart Solo without two Matadors, and is obliged to bid the full amount 30, or in excess of 20, although winning the game, if one of the higher Jacks lays in the "Skat," he has overbid himself and loses the value of the game on which he bid, unless he has " Schneidered his opponents, in which event he still has won his amount of 3 times 10. THE GRAND. The Grand or Grand Solo supersedes the suit Solo, and has a basis value of 16. When a Grand is announced or played, the four Jacks, in their regular order are the only trump cards and there are only 4 Matadors, with other contingencies added, which en- hance the basis value as before. All suits become alike, being Ace, Ten, King, Queen, Nine, Eight and Seven. The suit tricks must enable the Player to make the desired points. In this he must take into consider- ation the power of leading his strong suits and the liability of being trumped. To force the Jacks from the field and regain the lead is the essence of this play. 34 AMERICAN SKAT. A Grand hand may be illustrated as follows: ^23 ^Ml \^MM I ' ?^ ' I F^ 1^^^ Si o The value of this hand is 32, if opponents are made "Schneider" 48. THE GRAND TOURNE. The Grand Tourne has a basis value of 12. The successful bidder may have obtained the bid on a Tourne hand, and turns up a Jack, he may then before he looks at the other card, declare a Grand, which he also oft- times chances when the suit turned, rt presented by the Jack is overbid or unfavorable. He may have received the play on the following hand: oOo ^' he turns up Jack ^, declares Grand, enabling him to discard two cards, and he is then assured of six tricks, more or less under various circumstances, but sufficient to win his game. THE GUCKSER GRAND. This play, one of the most hazardous games, has received many diversified opinions. Some old pla^-ers consider this play too risky, but nine-tenths of Skat players favor it. At the first American Congress held at St. Louis, there was a serious discussion in regard to annexing this game as official. The writer's motion to recognize this game officially as an American adoption, was almost unanimously carried. To win this game the basis value is 12, but should the same be overturned or lost, the Player loses at the rate of 24, or double its basis value. Guckser, signifies to " spy " or ^^ peep into " the ** Skat," appropriating the two " Skat " cards and establishing an un- certain Grand by favorable discarding, etc THE G\ME OF SKAT. 35 The Player desiring to play " Guckser" must so announce before picking up the " Skat," unless Call Play has been ruled out. He has the hope to either strengthen his suit or Jacks, and to discard favorably, as some unguarded Tens, etc. An average of one out of four of these plays is overturned, as the Player hazards his chances by picking up unfavorable cards. Although he may hold three or even all the Jacks, bad suits may lose him the game which isH:ostly. GRAND GUVERT. This is the highest game played. Although it affords many combinations with ten cards to establish this play, it is practically the " Royal Flush " in Skat. The basis value is 24. A Grand Guvert may be illustrated as follows: o <> o ♦ The Player announcing Grand Guvert, lays his hand ex- posed on the table and defies his opponents to take a trick, they may openly counsel as to the possibility of overthrow- ing the hand, which in the above hand is impossible. The Player having the lead, may announce this game with one, having all but Jack ^, which he can capture, and balance of tricks made on his strong suits. Gr having the lead with two best Jacks he can capture outstanding Jacks, and make all the suit tricks. Gn the foregoing hand, should a Jack be missing and the Player has not the first lead, the hand may be overturned by one opponent holding the other tw^o Diamonds, and playing out a Diamond, his partner trumping in the Jack, while the Player, being obliged to follow suit, loses the game. In scoring this hand, it is understood that all the contin- gencies are included, with 4 Matadors, game i, Scheider i, Schneider Announced 1, Schwarz i, Schwarz Announced i, 01 9 times 24 = 216 Points. AMERICAN SKAT. NULL OR NULLO. The single value of Null is 20. The bidder obtaining the play, when he announces Null, all the cards immediately lose their former value, and become common Seven, Kight, Nine, Ten, Jack, Queen, King, Ace. In announcing " Null " the Player thereby proclaims that he will not make a single trick, if no trick can be forced on him he wins 20 Points. If he makes one trick, he loses 20 Points. A Nullo hand may be illustrated as follows: 9 4.4 4 4 '•!• 4*4 4 * 4. 4* 4-^> 4 4- 4 4 4 4 If a Spade is led the Player can throw off his Jack ^ and his game is sure. Should an opponent lead a bare Ten ^, the Player is forced to duck under with the Seven, the partner takes the trick with a high Diamond and leads back with Eight ^, the other throws off and the Player is forced to take a trick. NULL OUVERT. The single value of Null Ouvert is 40. The Player having strong sequence of low caids lays his hand exposed on the table, defying his opponents to force a trick on him. The bare Eight spot of a suit, if the Player does not have the lead, may be the means of losing the game as one of the opponents may play a long suit held by the Player, the partner throws off the suit of this Eight spot, and a lead of the Seven spot following will force the losing trick on him. The " Skat " cards in Nullos remain untouched. NULLO OUVERT FORCE OR REVOLUTION. The single value of this game is 60. The Player lays his hand exposed as in Null Ouvert, and defies the two opponents hands combined to force a trick onto him with the lead of a single card. THE GAME OF SKAT. 37 The cards in the " Skat " may be to the Player's advantage, as there are eight cards of a suit, if he holds Seven, Eight, Nine and Ace, a trick can certainly be forced upon him, unless one of this suit is in the " Skat," such an undertaking is not advisable. The hand of " Revolution " is oft-times excluded (see Gen- eral Rules) as it is considered a cinch, and annoyingly outbids a good Solo. It is therefore confined to Null Ouvert (40), al_ though opinions differ in making the play permissible. The same could be asserted to Grand Ouvert, however, the latter is of such rare occurrence that it is fully recognized. RAMSCH. The single value of this game is 10. The party receiving the most points in his tricks, loses 10 Points from his score; should one player not make any tricks it is called *'Jungfer," and the one receiving the " Ramsch " loses 15. The cards of Ramsch are the same as in Grand. It is the endeavor of each player, however, to make as few tricks or points as possible. When the Call Play is omitted, and players either from un- certain hands, or fearing to even risk a Tourne, should all pass, then Ramsch becomes the order of play. The game is noteas}'-, and considerable judgment must be used, as a player ducking a trick on a long suit may afterwards have the suit forced on him, and have points thrown to him. The points in the "Skat ' ' some players assert, belong to the party taking the last trick. This is not correct nor fair, as the timidity of one of the players holding the best hand, may not have the game forced onto him. A passed hand holding no Jacks or Aces, may lose the Ramsch on a few long suits, and the condition of the " Skat " ought not to be accredited to him. A player holding Jacks can trump tricks in which he has not the suit played, whereas, his Jacks are bound \o make tricks, he must endeavor to make as cheap a trick as possible. ^JP ^5^ ^5^ ^^r ^5^ ^5^ PART THREE. GENERAL RULES. GENERAL TERMS USED. ^ ♦ ♦ ♦ ♦ ♦ GENERAL RULES. Notes — The Rules and Regulations of home or club usage, should be generally observed. Should these not have been madekuowu to a uevsr comer, as stated iu Part Five (Games Announced), the player has the right to conform to the officially adopted rules, until otherwise agreed upon. The Rules hereiu given are, as officially adopted by the last convention at St. Louis, Mo., Jan. 22-23, i8q8, and are considered authority. VALUE OF CARDS IN CUTTING, To make a decision by the cutting of cards, the value of the cards rank in their order from Ace high, to Seven spot low in the following order : 123456 78 Ace Ten King Queen Jack Nine Eight Seven CHOOSING OF PLACES, This has little import, as players sit at will, or as they arrive at table and choosing their seats, unless preference is given to the player keeping the score. Should a player be dissatisfied on account of a seat being on the out- side, or the one most subject to the "irrepressible" bystander, onlooker or adviser, or should he not desire to sit in a certain position to another player, he may request to draw for places by cutting the cards. The player drawing the lowest card has first choice, the next lowest card sits to left in same rotation as deals follow, and so on. THE DEAL. In cutting for deal the lowest card deals first, this can be ascertained by each player drawing a card, or one party having the cards cut, deals out a card to each player. It is, however, customary for the first man to the left of the score- keeper to deal the first hand. The last deal is then dealt by the score- keeper, which will make an even number of deals for each player. SHUFFLING. At the beginning of the game the cards should be thoroughly mixed that no sequence on account of a new deck may occur. At each new deal the dealer is obliged to shuffle the cards at least three times with- out exposing a card. CUTTING. The dealer invariably lays the deck before the man to his right, who is obliged to cut them; he can cut them at will, but must cut them below the three top cards, or above the three lowest cards. 42 AMERICAN SKAT. DEALING. Each of the players receives ten cards in the following order: 3, 4 and 3 ; after the first three cards are dealt each player, the next two cards are placed in the center of the table face downward and are called the "Skat," then each player receives four cards in the next round, and again three in the last round. The above is the regulation deal, although this rule can be varied to suit the players by dealing 3, 2, "Skat," 3 and 2; or by dealing 5, "Skat" and 5 ; this must however, be previously agreed upon, other- wise the regulation deal governs the game, and a player can claim a misdeal. THE ^'SKAT.^ The two cards which remain on the table face down, cannot be the first or the last two cards dealt, but must be laid out during the deal, in- variably after the first three cards are dealt each player. No one is to know what the two cards in the " Skat " contain, until a play is announced for which the cards of the " Skat " are to be used. Nor is the " Skat" to be known by any of the players, or those not playing but interested in the game, until such play is ended. The value contained in the " Skat" cards go to the Player, in the points the}- con- tain, also to the enhanced or diminished value of the Player's game. In Nullo or Ramsch plays, the " Skat" cards do not count or come into the game. MISDEALS. Each player is presumed to receive ten cards in their regulation order. Should the cards be misdealt, then they are to be dealt over by the same dealer, but he is fined ten Points for making a missdeal. Should it how^ever be apparent that a card fell to the floor, the dealer is not fined, but the cards must be re-dealt. If the Player has the correct number of cards, has obtained the play and announced the same, before another has discovered a misdeal, the play may continue at the option of the Player. Should the Player however have an incorrect number of cards, the game is \oid and a new deal is made, no matter at what stage of the play the same is discovered. EXPOSED CARDS. In dealing, should a card dealt one of the players be exposed, by fault of the dealer or one of the other players, the party to whom the exposed card is dealt, as well as the other participants nmst at once declare if a new deal shall be made, without looking at their hands. Should the deal be allowed to go further, no claim for a new deal can afterwards be made. It is obvious, that it is hardly courtepy for a player to demand a new deal each time an ordinary card is exposed. GENERAL RULES. 43 EXPOSED ''SKAT/' Should either of the "Skat" cards become exposed to one or more of the players a new deal must invariably be made. FOLLOWING sum Any suit card or trump must always be honored if the players are able to do so. They can however play over or under as they choose. If they do not have the suit, they are at liberty to trump, throw off another suit, or to throw in a valuable scoring card. REVOKING* Should a player "revoke," that is not follow suit or trump when called for, the play is ended at the time or as soon as the discovery is made. A revoke is declared as soon as the card is played, whether the trick has been taken or not. As soon as a card is misplayed, whether by oversight, by misconcep- tion, or design, it is a revoke; the play is ended at that moment, and the Player is credited his game as won, no matter if he had a chance to win the same or not. The general rule has been that the revoking player was fined the value of the game, as well as the Player getting full credit. See Part Five (Games Announced). In the convention at St. Louis, it was decided that the revoking player should not be fined, but the play is ended at that moment, and the Player gets full credit for his game. The Player does not lose the further possibilities as the contin- gencies of the game by one of the opponents revoking. Should it be apparent that the player not alone wins his game, but also may make his opponents "Schneider" or " Schwarz," he is entitled to score these values, which intentional or unintentional revoking cannot frustrate. If the revoke occurs after the player has already won his game, he is entitled to "Schneider." If he has already made "Schneider," he is en- titled to " Schwarz." Should the player himself have revoked, the play is ended, and he loses the game; provided — He has not already won the game he announced, without the aid of the "Skat" cards. If he has already won the game before revoking, he is not entitled to any further possibilities. Comment: — Rule on revoking is probably the most important, as it is most liable to cause dispute. The writer begs leave to comment on the same. It was decied by a majority at the St Louis convention to remit the fine to the re- voking party, as an unintentional oversight can so easily occur, and a fine, v^^hen it oc- curs in a big game, is severe on the offending player General opinion is divided on this point, so home rules should always be under- stood and agreed upon. Skilled players contend that the oM rule which has been in vogue should be maintained, in which the revoker is fined the vahie of the play. A game that should have been lost but won through revoking, the innocent partner must also suffer for his partner's misplay. This seems unjust, therefore the revoking party was also fined the value of the play, leaving the third party even It is contended that two players may take advantage of a third, by throwing a game to another. Revokes seldom occur among skilled players, and a new player who must pay for his tuition will soon be become careful, when he has suffered several times for care- less revoking. 44 AMERICAN SKAT. LEADING OUT OF TURN. Shciild one of the players lead out of turn, and it is discovered be- fore the trick is taken, the cards may be recalled, this however applies only to the first trick. Should the wrong lead not be discovered until after the trick is taken, or during the course of the game, it cannot be corrected, but the play continues its course. Should a plaj'er during the game lead out of turn, it is considered the same as revoking, and the Player is entitled to his game. Note: -The conditions of this rule does not affect the Player, as he plays alone, but the opponents who are partneis, can thereby expose a card to each other which could be taken advantage of against the Player. PLAYING OUT OF TURN. Should the back handed player, follow suit or throw in before his turn to play, which may enable his partner to play accordingly, the same is looked upon as a revoke, and the Player is entitled to consider his game won. A PLAYED CARD. A card once played cannot be recalled but must remain as played. SHOWING STRENGTH. One of the un fairest habits in all card games, and one that should be severely rebuked, is for a player to show strength by taking a hold of or drawing a card, whereby his partner may comorehend that he is able to take the trick, and can play accordingly. BIDDING. The player who makes the highest bid obtains the play, the elder hand retains the ''age," should he hold a game similar in value to the bidder, he is entitled to hold the bid, and becomes the Player by an- nouncing his game. The second or middle hand has the first bid, he must ask or enquire of the elder hand, if ''he has" or "have you" (giving a nominal amount), the elder hand answers "yes," thereby retaining; or if not, he replies "no," or " pass," thereby passing or relinquishing his age. Should the middle bandpass, or be obliged to pass to the elder hand, then the third or back hand bids or passes to the elder hand, until he ob- tains the play, or is obliged also to pass. It is not necessary to at once state the value or limit of your game, as you may expose your holdings to the advantage of the others. The value of your game is scored, no matter at what amount (below its value) you have obtained the play. gene:ral rules. 45 BIDDING ON SUIT. The original way of bidding still prevails in some circles. The bid- der first announces "Call " or " Play," the Diamond is outbid by Hearts, then Spades, then Clubs. The next is bid on Tourne (the lowest Diamond lo), this, in turn, is overbid by Hearts, then Spades, then Clubs. The Tourne is again outbid by the announcement of Solo (the lowest Diamond i8), this, in turn, is again overbid by Hearts, then Spades, then Clubs. The Solo is then outbid by Grand (the lowest with i, 32). The bidder obtaining the play, for instance on Solo in Clubs valued at 24, can announce a higher game, as a Diamond Solo without two, etc- The Nullo equals the bid of Heart Solo, and Nullo Ouvert precedes the bid of Grand. BIDDING ON VALUE. The bidding by numbers has been officially adopted by the St. Louis convention, the bid is usually started at ten (the lowest Tourne), but can be started at less, or a Call Play exceeding this in value can be played. Should the bidder be forced to advance his amount, he can do so dis- creedly up to the full value of the game he intends to play. The successful bidder can then announce any play he likes, as long as the same comes up to the amount bid, or any play of a higher value, the others may pass on his bid of 10, and he can announce a game of 80 01 more, receiving full value of his play irrespective of bid. If the bidder says Tourne, it is understood to be lO, he can still play the Call Play, if he makes it to equal 10 or more. ALL PASSING, If all players pass, that is, no one feels he can establish a play, or is too timid to risk, a Ramsch is then in order. The one who receives the most points in the game loses the Ramsch, the "Skat" cards do not count in the game. Some players when all pass throw in their hands and the deal passes on to the next player. TO WIN OR LOSE. The total number of points are 120; the Player in order to win his game must make 61 points, being one more than one-half of the total number of points in the game. If he has only made 60 or less, he has lost his game, and is set back or pays each of his opponents the value of his play. ''SCHNEIDERS The Player makes his opponents "Schneider" when he makes 91 points or more, being one more point than three-fourths of the total number. 46 AMERICAN SKAT. He is himself " Schneidered" if he fails to make 31 points, or one more than one-fourth of the total ; in any event he has already lost his game, and saves only one time more than the value of his play by escaping "Schneider." The opponents at 30 points are safe from being " Schneidered," and with 90 points, have "Schneidered" the Player, as he cannot make 31 points. ' "SCHNEIDER'' ANNOUNCED. To announce "Schneider," can only be done in the Solo or Grand Solo games. The player feeling quite confident he can make 91 points in his tricks, announces his game and "Schneider" before the beginning of the play. When he has so proclaimed his play, hfe loSes the game if he does not make the 91 points; if he wins his game it adds two times more to the value of the game over the ordinary, which includes "Schneider" and "Schneider" announced. "SCHWARZ/' If the Player makes every trick, he has made his opponents " Schwarz; " if the opponents make one trick, although not a point is in the same, they are not " Schwarz," Should the Player not make a single trick, he is then himself made "Schwarz;" the two "Skat" cards or his discards also go to the op- ponents. ''SCHWARZ'' ANNOUNCED. This also can only occur in a Solo or Grand Solo game. The Player announces "Schwarz" in conjunction with his game before the play is begun. He must make every trick, if one trick is made against him, he loses. When "Schwarz" is announced, all the contingences are included, as "Schneider," "Schneider " Announced, etc. CONTRA AND RE-CONTRA. This is a recent and rather spicy addition to the game, and can only be tolerated when the players have agreed ♦^o allow the same. One of the opponents feeling confident the Player can be beaten, announces "Contra," in this event, should the Player lose his game, he loses twice the full value of his play, and the one " Opponent" who an. nounced "Contra" receives the credit for one full value of the game played. Should the Player feel confident he can challenge the announce- ment of " Contra," and still be able to win his play, he can retaliate by announcing "Re-Contra." GENERAL RULES. - 47 Should he then win his game, he wins three times the value of his play, and the Opponent loses two times the original value. Or if the Player loses, he loses three times the original value, and the Opponent wins two times the original value. In any of the games where the Player plays with the "Skat" cards, feeling he cannot win his game, he can throw up his cards and lose the value of his play. But as soon as he has discarded, " Contra "can be an- nounced. In Solo games ' ' Contra ' ' must be announced as soon as the Player has announced his play, or has played his first card, or one card has been played and not already followed by another player. OVERBIBDING. The bidder who has obtained the play on 14 for a Tourne in black, with or without one Matador, and turns up a red card, thereby o\ ur- bidding his hand, lo«:es, unless he can ''Schneider " his opponents ; the value of such game is 15 in Diamond and 18 in Hearts. The above rule has been adopted in place of a rule sometimes ob- served, in which the bidder loses only the amount bid. Should the bidder turn an unfavorable trump, with which he cannot win, with or without several Matadors, he loses the full amount in value of the trump turned, that is, if the bidder plays with or without thro^Q, and turns up a Heart on a bid of 20 or less, and the suit is unfavorable to him, he loses the full value 24. Should the Player have been obliged to bid up his hand against Matadors, and one of the superior Matadors happens to be in the "Skat' (which belongs to the player), thereby reducing the value of his game, which was not overcome by a possible " Schneider," he has over bid, and loses the full value of the play intended, or the next multiplicand to the amount bid. RECALLING CARD. See a Played Card. NEW COMERS. A new comer who desires to join a game already commenced, must begin equally with the party holding the lowest score ; the game cannot be averaged as it would be to the disadvantage of the low man. If this is not satisfactory, a settlement can be made, and a new game started. ANNOUNCEMENT TO QUIT. A player desiring to quit or terminate the game, must so announce unless agreed upon by a time limit. The announcement to quit is terminated at the end of three rounds. 48 AMERICAN SKAT. LOOKING AT TRICKS PLAYED, Any player is only allowed to look at the last trick taken; at the re- quest of a player this trick is to be turned up. A player is not permitted to look back further at tricks once taken in, to see what cards have been played, or the amount of points they con- tain, except when a revoke has been discovered, and the tricks exa- mined for verification. LOOKING AT ''SKAT/' No player is permitted to look at the "Skat" cards. Any player looking at "Skat " before the bidding, is either excluded from bidding, or if the other players demand, a redeal can be made, the offending party is also fined ten Points. If the Player looks at the "Skat," the play is ended at that moment, his points count to that period, and the winning or losing of his game and contingencies are then decided. If any of the opponents look at the "Skat," he is fined ten Points, the game can either be declared as ended by the Player and his game considered won, or if he has already won his game, and has a possible chance of making "Schneider" or "Schwarz" he can demand the play to be continued. ETIQUETTE OF PLAYERS, Every player is presumed to hold his hand properly so it cannot be seen by his neighbor ; if any player exposes his hand to another player, or one player intentionally looks into another's hand, he is fined ten Points. No conversation regarding the play is permitted which may in- fluence another player in " throwing in," or making a certain lead, if it occurs the Player can demand his game as won. The exceptions to this are only Grand Ouvert and Revolution, where the opponents can openly counsel as to the possibilities of de- feating the play. THE PAUSING PLAYER, The pausing player m his turn of a four-handed game, is not per- mitted to look into the " Skat. " Should he do so, he is fined lo Points. This rule is strictly enforced, as he is interested in the game, and it may lead him to a remark objectionable to one of the players, or in case of helping a beginner may be able to use undue advantage. He can if agreeable to the other players, guide a beginner or novice in his game. He has no right to make any remark which ma}-- influence any of the players in their play or game, nor call the attention to a revoke. GENERAL RULES. 49 THROWING UP THE GAME* A player who has overbid his play and thinks he cannot win the same, can throw up his hand and lose the value of his play ; he has this privilege also after the first trick is played, and before the leading of the second trick. By doing so he saves the possibility of "Schneider" or "Schwarz." After the first card of the second trick is led the Player cannot throw up his game, unless he suffers the contingencies thereof, i. e., if no trick made, he is considered the same as "Schwarz," if below 31 as "Schueidered." Should one of the opponents throw up his hand, deeming the game as tost, his partner must also allow the same as won by the Player, the Player however has the option to demand the hand being played out, if he believes he can make " Schneider " or " Schwarz." Also see " Overbidding." CLAIMING GAME WON. The Player laying his hand down, intending to show or with the re- mark, " the balance are mine," cannot again take up his hand ; should he find he is mistaken, and one of the opponents claims he is able to make a trick or tricks, the Player is obliged to play the balance of his hand open. If the Player believes he has already won his play and lays down his hand, indicating he has won his play, and it should be found he is mis- taken, he cannot again take up his hand, and his plav is considered as lost. DISCARDING. The Player who adds the "Skat" cards to his hand must discard two cards, he may discard one or both of the cards taken up. The Player has the privilege to discard any two cards he chooses which may strengthen his game — clearing weak suits which enables him to trump, or such cards which are valuable in the points they contain toward winning his game. Should he be weak in trumps, and hold high scoring trump cards in danger of being taken, he can discard these. A Player having a long suit, including Ace, Ten and King, may dis- card Ace and Ten. If he thinks there is a possibility of making two tricks, then discard the Ten in preference to Ace ; his Ace being good for one trick does not expose his holdings. Should the Player fail to discard, or it is discovered he has discarded more than two cards, his play is considered the same as lost. THE LEAD. The elder or lead hand at all times has the first Jead, the assertion that in open games, as NuUo Ouvert, Revolution, etc., the Player has the first lead no matter what position he holds is not correct. GAMES PERMITTED. See Part 5, Games Announced. Also Limits GENERAL TERMS USED. BACK HAND. The player sitting last or holding the third hand at beginning of any play (ger. hinter hand), he has also the last bid. BIDDING* The bidding or to bid ; the player who desires to make a game, chal- lenges his comrades by auction lor the right to play. The one mak- ing the highest " bid" obtains the play. CALL PLAY. The first play, termed in german as ^'' Frage,''^ meaning to ask or request; in this the bidder asks the elder hand if he has a play, the elder replies^^s, or / have, the bidder then raises his bid, etc. This formality is sometimes changed by the bidder simply announcing play or Pll play, the age hand answering 5<9 will I or I retain, the successful bidder announ- ces Frage, receiving the privilege to call for the two " Skat " cards and combine them with his hand. The writer with due respect to criticism, could find no more applicable title in translating or Americanizing this play, except by terming it " Call Play. " CLUBS. The highest suit in value of Skat, it is known in german as Kreuz (croyts), in german Skat cards as Eicheln (Acorns), and in the french as Treflf. COCK STOOL. It has become the custom, that when a player's account stands at any time at iii, 222, 333, etc., he must pay a forfeit by treating ; it is usually hailed with delight, though sometimes it may not occur the entire evening. CONTINGENCIES. Besides the number of Matadors, which enhance the multiplying basis value of a play, by the counting of one time for the game itself, the further possibilities, such as making Schneider, announcing Schneider, making Schwarz, announcing Schwarz, are termed the " Contingencies.' DIAMONDS. The fourth suit in value of Skat, it is known in german as Eckstein, in german Skat cards as Schellen (Bells), and in the french as Carreau. DUCKING. A phyer holding the trick making suit, but staying under the card led— with the expectation of capturing a better trick in the same suit — is calfed " Ducking." Taking the trick with a smaller card, but reserv- ing the Ace or other good suit card for another trick is the same. In german it is called Schneiden^ "to cut." GENERAIv TERMS USED. 51 ELDER HAND^ The party to the left of the dealer ; he has the «^^ until he is obliged to pass. He always has the first lead. He is in the best position to play game as he controls the first lead. In german he is known as Vorhand. FEINTS, A Player holding the two or three highest cards of any suit or trumps at the time of his lead, and if he leads the smallest or smaller one, is known as Feigning. The second player is misled or in a quan- dary whether his partner can take the trick. FORCES* The Players long trick taking suit, beginning with Ace, is termed Forces, with Ace, Ten, King, etc., the suit is a closed Force, if Ten or King is lacking it is an open Force, whereby a trick is possible to the opponents. Or after a trick is allowed them, the remaining suit may be the Players Forces. GERMAN DECKS. In a german deck the suits are represented by Acorns equivolent to Clubs, Green Leaves equivolent to Spades, Hearts the same as in english. Sleigh Bells equivolent to Diamonds. The cards rank Ace and King the same, Ober in place of Queen, and Unter in place of Jack . GRAND* Grand or Grando is applied to Grand Solo. In this game the Jacks only are trumps, and it ranks the highest in value of any in Skat. GRAND POT. Is applied to a special stake made in the game, by each player con- tributing a nominal sum, or each dealer making an " anti " of say five cents each time he deals. The first player winning a Grand play cap- tures this Pot. It increases the endeavor of each player to establish a Grand hand. Should the Player however lose his game, he must for- feit an equal amount, equal to that in the Pot, which is then divided among the opponents. GUCKSER. The use of this word is a recent addition to the games in Skat, and is a german misnomer, meaning to peep in or look in, thereby appro- priating the two " Skat " cards in the endeavor to strengthen an uncer_ tain Grand hand. The name literrally translated would be "peeker." HEARTS. The third suit in value of Skat. It is known in german as Herz, in german Skat cards as Roth (Red), and in french as Coeur. 52 AMERICAN SKAT. JACKS, The leading trump cards in Skat, are also known as "Knaves" and " Bowers," also as the leading Matadors. In the german cards the Jack is represented as "Unter," or called "Wenzels," They are also referred to as '* Buben '* and "Jungen " (Boys). JUNGFER. A term applied in the game of Ramsch, translated "Maiden." Should a player be able to avoid a single trick he has matdened his hand which increases the loss to the loser. KIEBITZ. The very undesirable "onlooker," who has your best wishes, if he makes a journey to some other state, where he could not criticise your playing, or tell you he would have played a Grand with the hand held, or otherwise comment on your lack of judgement. LONG AND SHORT SUIT, There are ii trump cards, a player holding 6 or more trumps is long in trumps, and can force the outstanding trumps to advantage. With 4 or less, he is short in trumps, and must depend on good suit cards to win tricks. There are 7 cards in the common suit, 3 or more are con- sidered a long suit, while 2 or less constitute a short suit. MATADORS. Are the high trump cards beginning with Jack of Clubs. The " Ma- tadors " end as soon as the sequence is broken, then the balance of trumps becomes common. Without Matadors, applies to the Player's missing high trump cards, down to the highest trump card he actually holds. Matadors are the first multiplicands in establishing the value of a hand held. MAUERN. This is a facetious appellation given to timid players, who do not risk a play when holding a fair hand, or quickly pass when another has bid, feeling strong enough to upset the Player instead of chancing a play himself The player losing the "Ramsch" is usually accused of being a " Maurer " (a, stone mason, piling up bricks). MIDDLE HAND. The party to the left of the Elder hand. He has the first bid the to the age hand, and the Elder hand passimg — holds the ag-e. He plays second to the first lead, and his position is the most hazardous at the beginning of the play, if he is the Player. GENERAL TERMS USED. 53 NULLO. NuUo is derived from the german, meaning no, none, or nil. As applied, the Player announces he will not take a trick. OLD ONE, THE. The Jack of Clubs, the highest trump card, is referred to as the Old one, or the black Jacks, the Old ones. The red Jacks being the lesser in strength, are referred to as the Younger. OPPONENTS, THE. The participants who immediately array themselves against the Player, and attempt to defeat his game. They become partners and are jointly interested in the outcome of the play. OUVERT. Ouvert is derived from thefrench, meaning " open." This applies to games in which the hand is laid open, or exposed on the table. PASSING. The middle hand unable to bid, so announces by passing, the back hand then bids or />«5"Jou hold Ace and two more, by all means put on Ace and lead back this suit, at any rate go over the suit led if possible. If partner leads Ace from back hand, it also denotes he is short in this suit, follow with a small one, and play back this suit at your first opportunity. You are then to be guided by the fact that your partner plays and shows you his short suit, and you can estimate from your own hand the possibility of Tchat the Player may hold or have discarded. FINESSES OF PLAY. 63 Always take the Player's trick if possible to gain the lead on your long suit or suit shown by your partner, unless your partner has taken the trick and you have a short scoring trump to throw in. BACK HAND. Should always take the suit trick of his partners, as he knows he is long in this suit, by staying under the partner will lead suit again, and it is almost certain to be trumped. If a black Jack is led by the Plaj^er, and you hold only one small trump and a red Jack, put on your Jack, this shows to your partner the strength of the Player's trumps, and he can also sacrifice his Jacks in preference to his good scoring trumps. Always lead your shortest possible suit to put this or a further lead in the same suit into your partner's hands, where- by you may throw in point cards, or throw off other short suit or trump. If of tvv'O suit singletons, lead the smallest scoring card, it may enable you to throw off the other on former suit led by your partner. If you hold a bare Ten spot, do not hesitate to play this, if your partner does not hold the Ace, the Player is forced to take it, and your partner holding King and Queen, will be able to make tricks in this suit on which you can throw in to advantage. The rules of playing by opponents in the various games, will be more fully defined, in noting the playing of the different games under their respective titles. IN CALL PLAY AND TOURNE. The general rules in the playing of a Call Play {Frage) and Tourne are much alike, as however the Player of a Call Play is long in trumps or good suit, also with or without a number of Matadors, the description of playing the cards in a Tourne will show the finesses to best advantage. 64 AMERICAN SKAT. The Tourne hand herewith illustrated is well balanced, the proper rules of playing for each player to observe will be de- fined, how the same hand could be won or lost if held by the different players, and in ihe manner played. Number One. Elder or lead hand holds: A ^ Middle hand holds, (i5 is the Player)': WW B Back hand holds: ^^9 ^ ^ ^„^ ^v'.^ <7 c:? c A. . A 4. A ^ ^ A A JUr A ^ ^ 4i 4i o O o o 00-0 000 ^^ The Tourne or trump is Clubs. The Player, B, has discarded. THE PLAY. A plays King ^, B fearing Ace in back hand, ducks with Seven ^, C* plays Nine y, - - 4 A then knows Chas no more Hearts, for if he had Ten he would have taken trick, or if the Queen he would have so shown. A then plays Ace ^, B follows Queen y, CTen ^, 24 A seeing his partner throw off Ten of Spades, suspects the same to be unguarded, as he himself hoi Js three Spades. A plays King 4^, B covers with Ace 4|^, C trumps with Ten 4I1, - . - - 25 Cthen leads, he must try to put the lead in Elder's hand again, or have the Player get the lead, so that the Player cannot throw off a weak suit card still to be taken by Elder hand. 11-2 may oflfer a sacrifice by playing Ace of Diamonds or he may p^ay Seven of Diamonds which will put the lead in Elder's hand, il not trumped. FINESSES OF PLAY. 65 C leads Seven ^, A follows King ^, B, who is al- ready in hopeless straits, as his Eight i^ will lose an- nother trick, he may throw off or trump, if trumped, he leads. B leads Jack i^, C follows Seven of^, A takes with Jack 4^, _ - _ . 4 A leads back with Eight y, B covers with Ten y, C trumps with Eight 4^, - - - 10 They then have - 67 A knowing also another Spade in B's hand, may play Queen ^, followed by B Eight ^, C throwing in Ace ^, being 14 points, or a total of 71 instead ot 67. Sam]^ Position for B to Win. B has already discarded Ten ^ and Seven f^, - 10 A leads King ^, B trumps Ace 4I1, C plays Seven ^, 15 B plays Jack i^, C throws in Ten 4^, A takes with Jack of 4I1, - - - - — A plays Nine 4^, B Ace 4^, catches C's Ten 4^, - 21 .^ plays Jack ^ , C follows Seven 4k, A Queen 4^, 5 B plays Nine 4I», C Eight 4^, A takes Jack 4, - — . The trumps are then off the field, except the Player's King of Clubs, he is now able to win. A leads King 4^, B follows Eight 4^, C Ace ^, — If A leads Ace ^ , B retains next highest card in this suit. If A leads Queen 4^, B trumps King 4^, C throws off, 7 B leads Queen y, which A must take or i9has 61, ^ taking this with King he still holds a suit card which B may take to win his game. 66 AMERICAN SKAT. Number Two. The same hands are illustrated in different positions. The elder or lead hand holds : A 4. ' 4. 4. 4. 4» 4. 4. 4. 4. 4. 4. 4. ;j [^ 4^ The middle hand holds: ^ ^9? ^ ^ o o 0% o o o o 9 9 ^ Back hand holds, (the Player) 4^ c \m Clubs being trump, the same discard. THE PLAY* A leads Nine y, B assumes short suit, puts in Ace y , C Seven ^ , - - - - 1 1 B leads King ^, C covers Ten ^, ^trumps Ten ^, 24 A plays Ten ^, B throws in Nine ^, C takes with Ace 4, - - - - - — C plays Jack ^, A follows Seven 4^, B takes with Jack 4I1, _ - . . 4 B leads King 4)^, C follows Eight 4^, A throws in Ace ^, - - - - - 15 B plays Eight ^ , C follows Queen y, A trumps Eight 4I1. ... - 3 A plays Seven ^, i5 covers King ^, C trumps with King 4I1, - - - - - — C leads Jack y, ^4 throws off Eight ^, /? Queen 4^, — (7 leads Nine 4^, A Queen ^, ^5 takes with Jack 4, 5 The game is lost, the opponents have 62 The fact hardly requires illustrating, that if^ played his long suit, Ace ^, C could easily win the game by taking with trump; even if A played Seven ^, B putting on King 4, C could have thrown off Eight ^, a dangerous suit card. FINESSES OF PLAY. 67 Same Position for C to Win. C has already discarded - - - 10 A first lead Ten ^, B plays Nine i^, C takes Ace i^, 21 C leads Jack ^, A throws in Ten 4I1, B takes Jack d|k, B leads King 4^, C Eight 4^, ^ throws off Nine ^, i5 leads Ace ^, Cplays Seven y, A throws in Ace ^, i5 leads King y, C covers Ten ^, A trumps Seven «|k, ^ leads Seven ^, i5 covers King^, C trumps King ^, 8 C leads Nine 4ii, A plays Eight dli, ^ takes Queen ^k, i5 leads Eight ^, C Queen ^ , A throws off Eight ^, 3 C leads Jack y, A throws off Nine^, B plays Jack ^, 4 C leads Ace 4I1, A follows Queen ^, B Queen ^, 17 C, the Player, has 63 The same hands as illustrated, A being the Player holding the making hand, hardly need be detailed, as A being the Player with first lead, has a decided advantage by leading trumps and weakening opponents. The opponents continue to play their hands under the same rules, and have an equal show of winning the game. Notes. — The playing of the Tourne hand as described, the oppo., nents must in harmony endeavor to overthrow the Player's game. By playing his weak suits to his disadvantage. By placing him as much as possible between them. The party behind the Player shows his short suit by leading the same, apprising his partner, so he can at first opportunity return this suit, and the back hand can then throw off or trump to advantage. The possibilities in a Tourne game as well as others, are almost without limit. A Tourne without the four Jacks, with good suit cards is not difficult, as the Player can discard to advantage and figure on draw- ing out trumps and have trickmaking suits to win his game. It is worthy of mention that the writer has been present on several occasions where a Player had 3 strong suits, and turned up a bare 7 Spot (against 10 Matadors), the Player discarding two good scoring cards, keeping the Ace and Ten of his short suits, was enabled to make 4 tricks and win his game, on one occasion 3 tricks, the Player capturing a Tenspot of one suit, won him the game. IN PLAYING SOLO. The next game to Tourne is the Solo, which again has some variations in playing. The opportunities of winning a Solo weak in trumps, are as good as defeating the Player who may have eight or even nine of the eleven trumps. In Solo the player establishes a game with the cards which lie holds in his hand, without the assistance of the "Skat" cards (which go to him at end of play). He is also unable to discard weak suit cards. He has the further opportunity, if he is confident of making 91 points to announce " Schneider," or if every trick to an- nounce "Schwarz," not having the lead will make these announcements quite dangerous, as with all trumps and one Ace of another suit, the Elder hand having this suit long, plays the Ten, Plaj^er covers w4th Ace, the back hand not liaving his suit and holding Ten of trumps, can take the trick and opponents have 31 points, although every other trick goes to the Player, he has lost his game. A Player with seven trumps, no matter how strong, is al- ways in danger, if the remaining three suit cards are each of different suit, not Aces, for the Player not able to discard, it is the rule for the opponents to lead their Aces as soon as they have the lead, and change suit each time^ this gives the Player no chance to throw off, and opponents leading Aces, with the Tens in partner's hands or capturing a King or Queen from Player, with another King or Queen from partner, they may have 60 or more points, these conditions can occur at any stage of the play. When you have led an Ace, and the Player foUowes suit, your partner putting on small card whereby you understand he has no more of this suit, and the Ten still remains in the Player's hand, lead again with same suit, the Player is forced to play the Ten and your partner can trump. FINESSES OF PLAY. 69 A well-balanced Solo hand is illustrated as follows; The Elder hand holds: A 9? «»^ -i". '^ ^TV^ 4> 4* 4* 4- 4* !%1 ;0 0! The middle hand holds, (the Player) B ' ^^^%H^' The back hand holds: C 9 4. 4. 4» 4. 4. 4.^4. 4. 4. 4. 4- ^ o 0^^ o o The cards being evenly distributed, this hand is a very good one, as the Player can take each suit led, and leading a small trump each time, he forces the outstanding trumps. Should one of the opponents not have one of the Player's suit, and the other short of another suit, the possibility of a calamity overtaking the Player can easily be conjectured, if the opponents play their long suit against him, and trump in (cross-rti^). A Club Solo with 9 trumps can be lost as follows : The lead hand holds: A 9? 9? ^ O The Middle hand holds (The Player): B The Back hand holds C In the A leads Ace y, -5 follows 10 y, C S77iears Ace 4|^, 32 ^ leads any suit card, B trumps, C throws off, B leads Jack y, C smears Ace ^, ^ takes Jack 4j^, 15 ^ leads any suit card, B trumps, C throws off, B leads Jack ^, C smears 10 4|^, A takes Jack dd, 14 Total, - - 61 While the above hand would not be so played by ex- perienced playeis, yet the illustration shows the possibilities of the game. FINESSES OF PLAY. 71 An expert player holding the same hand under the same conditions with experienced opponents, would calculate at once how many points his opponents may get. He w^ould on his second lead, lead one of his smallest none- scoring cards, which at the outside would allow his opponents 59 points. IN PLAYING GRAND. The finesses in playing the Grand hands are still more interesting. There are two points to observe, first, there being but four trumps (the 4 Jacks), the Player must calculate care- fully the power of these factors in his as well as his opponents hands, and secondly the suit cards, each suit (of 7 cards) having the same value, and the power of his trickmaking cards, when the trumps have been played. With the four Jacks and no Aces, the Player may play a Grand if he has a long suit of at least 5 including Tenspot, he will lose one trick in this suit, and one on the remaining suit card, and can trump and get the balance of tricks. Without any of the four Jacks, a Grand is frequently played by the Player holding 4 Aces, and at least two Tens. He must de- pend on the suits being evenly distributed, should one of his Ace and Ten suits be too long, his play may turn out disas- trous. The Player with only one Jack, should have at least three good suits. By playing the Jack, he may force one or two Jacks. He should be careful to note the standing of the fourth suit, if he himself has the Ten guarded, it places him to some advantage. He may also hold several of the fourth suit, noting thereby that this suit is not too povv^erful in one of the opponents' hands. The possibility of the three Jacks and the long fourth suit being in one opponents hand is not likely, as can be noted by the bid. With two Jacks falling bringing the lead in the long suit hand, the other partner will be enabled to throw off and cap- ture one of your suit tricks by trumping, if he holds the re- maining Jack. He must then return a lead to your advan- tage, and you may still win. 72 AMERICAN SKAT. The Player holding the lead with the best Jack, and three good suits, is placed to a better advantage, as he may at once draw out one or two Jacks, and reduce the chances of having his three Aces and Tens trumped. With Jack of Clubs and one red Jack, the Player must have at least two good long suits. If he cannot draw out both out- standing Jacks with his best Jack, he must then lead one of his long suits before playing his other Jack, until he forces the outstanding Jack to trump, whereby he can trump again with his Jack, and regain the lead. The Player with either of the three Jacks, can easily draw or force the fourth Jack, reserving two to trump when he has cleared his hand of weak cards, and be enabled to use his long suit to advantage, whereby one long suit with Ace is a good Grand hand. Tipping: — Should the Player lead the Jack of Clubs, ana one of the opponents not holding a Jack, he should show his strongest suit to his partner, by playing a small card of that suit. Should a smaller Jack be led by the Player, the one oppo- nent should, if his partner can take the trick or he thinks he can, throw in his bare suit card if Ten or King. Or otherwise indicate his strong suit, whereby his partner may get the bear- ing of the hands. With one black and red Jack, and two good long suits, the extreme possibilities of a Player in the lead of a Grand, can, if he has Jack of Clubs, make his opponents **Schwarz," but if his black Jack is the Spade, he may himself be made "Schwarz." This play will be illustrated later. The strength of Grand hands are illustrated as follows, without four Jacks ( Matadors) : 1 4. ^ 9 9? 9? @ 0^1 0% Play Ace Spade, then Ace Heart, then Ace Club and Ace Diamond, then follow with two Ten spots. Do not lead your Aces and Tens in succession, for if one of your suit is trumped the lead will come to you again in the other three suits. FINESSES OF PLAY. Without three Matadors : 7S i^ * ^ oooo o o oooo Play Jack ^, it will force one or two Jacks. You are sure of one Diamond trick, if one of your Ace suit is led, lead back Ten ^, forcing Ace (which may be ducked on your King lead), then you will be able to regain the lead. Without two Matadors: r' ^ ♦ T ^ ♦ ♦ ♦ 0^0 oOo 0^0 O o o 0% Play Ace Jft, then Ace 4^, then Ace ^, Ten ^, King ^, until a Jack is forced ; you then hold two Jacks for a favorable trick. Should you lead a Jack, and one of the opponents hold the two black Jacks, and draw out your other Jack, and Hearts are led long, you lose your game. With four Jacks but no Ace : 9? 9? In any position this hand is won, the opponents can only make two tricks, the player trumps at every opportunity, when he has the lead Play Nine ^, this will either force the Ace or catch the Eight, the next lead will surely force the Ace, and only the Eight ^ will allow another trick. Your oppo- nents can even be '' Schneidered." Grand with two Jacks made "Schwarz." The hands herewith illustrated, the Player has the lead. He should not lead his Jacks as stated before, but his suits until a Jack is forced. Should he have held Jack Jft instead of Jack 4j^, and the other two Jacks be divided, of course he can make his opponents " Schwarz." 74 AMERICAN SKAT. The lead hand holds (the Player): A The middle hand holds ^ B 0^0 o o o o 0^0 9? The back hand holds 9 ^ 9? 9? 9? <;? 1 4. 4, 4. 4 In the ' ' Skat " are: Should the Player have led the Jack ^, B puts in Eight ^, thereby indicating to his partner his strong suit, C takes with Jack d|i. C leads Jack y, captures As Jack ^, B throws off a ^ or ^. C then leads his Spades, B throws off his Spades and Hearts, C then leads Seven ^, putting lead in B's hand, who makes balance of tricks, and the Player is " Schwarz." The possibilities of a Grand: 4» *4.* 4.*4«1 9? 9?^9? 0% At a glance the four weak cards would look to a player as the winning of a Grand quite doubtful; this would be the case if he has not the lead, but the Player in the lead can win his game without failure. With his lead he is assured of six tricks, he takes in 18 cards, the two "Skat" cards belonging to him making 20, he holds in his hand four none-scoring cards, this leaves in his opponents hands only eight scoring cards, the summary of these at the very outside can be two Aces 22, two Tens 20, and four Kings 16, a total of 58. FINESSES OF PLAY. 75 A GRAND TOURNE* The bidder on a Tourne, if he turns up a Jack, may announce Grand before looking at the other " Skat " card, which may or may not prove to his advantage in strengthen- ing a Grand hand. He can also discard two cards to advan- tage, and use his extra trump Jack in scoring a trick. Turning a Jack of an unfavorable suit, the Player fre- quently takes the chances of announcing Grand with the possibility of winning this game, as the suit turned would be lost. The bidder holds: w2 4. 4. And turns up Jack ^, announces Grand, finds Nine ^, and discards Ten ^ and King ^. If in the lead, he draws out the remaining Jack, then plays Nine ^ forcing Ten ^, he can take by suit or trump next trick, then leads his Seven Jft on which the Ten ^ may fall, he then holds the Jack to regain the lead, and has all the high suit cards. Even if the Ten d|i is gu arded twice and does not fall on first lead, the Player can afford to throw off the King Jft, or lead all his cards, except the King ^, which he holds until the last, he will still have sufficient to win his game. A GRAND GUCKSER. The Guckser (or Call Grand), has had many opposing views as it involves considerable chance, which with the American spirit is always regarded as more fascinating. The Player, in the hope of picking up favorable Skat cards, and strengthening the weak parts of a fair Grand hand, takes the chance, by this privilege, of picking up favorably. Should "he however pick up unfortunately or otherwise lose his play, he must suffer twice the value of his play. Care must be taken in playing the Guckser, as it cannot be indulged in too freely, taking reckless chances, combined with hard luck, have made enemies for this play. However 76 AMERICAN SKAT. the player who uses discretion, and is careful to take the op- portunity when presented favorably, will rarely suffer a defeat. A lead hand may play Guckser when he holds the following : @ 9 <7 He has the chance to strengthen any one or more of his suits, he can discard the Club and a Heart if not enhanced by the "Skat " cards. He plays Jack 4^ and draws out trumps, if the outstanding Jacks do not fall then he leads a long suit until the remaining Jack is forced, when the player can regain the lead or throw off, until he can use his Jack and remaining good suit to the best advantage. Guckser in second or back hand: 4- fn^\ pwm, 0^^ ooo ^^^ 9?^ ^o*^ c^^^ When the Pla3^er does not have the lead, he must be care- ful before playing Guckser that he either has two Jacks with at least three Aces, or three Jacks with at least two Aces ; these may vary under favorable circumstances. A Guckser with all four Jacks is often lost, and without four Jacks fre- quently won. Four Jacks without an Ace, or even with one Ace is often lost, unless the Player has one long suit, or can get three well guarded suit tricks, and be able to trump tricks containing points sufficient to win his game. A GRAND OUVERT. Is when the Player lays his hand open, and defies the com- bined efforts of his opponents to take a trick. Although this play is of very rare occurrence, still there are many com- binations in which this game can be made. With four Jacks, and six of one suit including Ace, it is a sure game, as only one card remains to be taken in this suit. FINESSES OF PLAY. 77 Four Jacks, four Aces and two Tens, is the best possible hand to hold. A Grand Ouvert is illustrated as follows : O 0^0 O <^ 4- Only two Diamonds being out, with three Diamond leads, the game is positive. Grand Ouvert can also be played with less than four Jacks. The Player in this case must have the lead; with the two black Jacks only, he can lead openly and draw the outstand- ing Jacks, then lead his suits. With onej having the Jack of Clubs and not the Spade, he must also hold the two red Jacks, so his one lead will take the outstanding Jack. Not having the lead, and one Jack against him, the Player is always in danger of even losing this game. Should he be second or back hand and hold the following : ^ ^ i^W~l ^ ^ o The lead hand holding the Seven and Eight of Hearts, the partner not having a Heart, trumps with Jack ^, the Player must follow suit and loses. Holding Ace, Ten, Queen and Nine of a suit, he may lose on the third trick of this suit, if one of the opponents holds the Seven, Eight and King. IN PLAYING NULLO. A Nullo may be illustrated as follows : W mA \o 0% !♦ o ^1 k^»i ^ ^ ^ » »i '&^ [!^_j^ ^^^ The Player announcing Nullo, thereby declaring he will not make a trick, has some advantage in having the lead. The above hand standing a fair show of being able to hold out and not make a trick, it has also three chances of losing, in the Spade, Heart and Club suits. 78 AMERICAN SKAT. In defining the play the writer will describe the possible playing of both sides, w^hich will explain the manner of play. If the Player leads, he will lead the Eight Jf$, which must be taken and clears his hand of this suit. Should the lead be made by opponents, one of them may have five or six Clubs and noting a Club being discarded by his partner on another suit, he would then lead Seven Jft, the Player is forced to play the Eight ^, and the third player is out ot the suit. Again the lead hand having Nine ^ only, he leads it, the Player in middle hand ducks with Seven ^, the back hand takes the trick with a high card, he presumes his partner is out of this suit, leads back the Eight ^, and the Player is forced to take the trick. The Heart suit can be lost if the Eight ^ is alone in one hand and led, the Player stays under with Seven ^ and back hand takes with Ace y, leads back the Ten, the Player stays under with Nine y, but is forced to take the Jack with the Queen. The possibility of winning the above hand is very good, as the cards may be so led that the Player is able to get rid of the losing cards. An opponent in the lead with Ace and Seven only, may play Ace first, noting the fall of the cards, lead back the Seven and thereby overturn the Player's game. A long suit in the Player's hand without the Seven is almost sure to lose, unless the Seven falls on the opponents trick. Nullo is often won with a bare Ace or other high bare suit card. In this, the Player takes a long chance that a suit may be led of which he has none, and this enables him to throw off this risky trick making card. Or also by leading a bare Eight of another suit, the same suit may be at once returned and in this way the only losing card is disposed of. IN PLAYING NULLO OUVERT. To play Ouvert, the hand must be still safer in none-taking trick cards, the fortunate distribution of the cards may be to the advantage of the Player, but an otherwise sa/e hand con- FINESSES OF PLAY. 79 taining a single Eight spot with Player not in the lead, may be lost. It is illustrated as follows : The Player in middle hand holds : 4. 4. Y „ 9 <7 0% o o In holding one or more Jacks, it is well when in the lead to play one Jack, if the highest and each holds a Jack, only six points will fall to you. 8o AMERICAN SKAT. When a Jack is played, the player not holding any, will at once throw in a dangerous Ace or Ten. Holding tw^o red Jacks, play one at once, it may be that at least one of the black Jacks is in another hand (both not being in the Skat), and it takes one of your trick-making cards, otherwise high scoring cards may at the end be forced on you. At the first opportunitj^, when you have not the suit called for, take the trick with the remaining Jack, which may be a cheap one if you have the last play, even if you are a second player and a non-scoring card is played of a suit in which you are out, trump with your Jack, the chance that the other player will smear a high scoring card is not as great as the pos- sibility of receiving tw^o high scoring cards on the last trick. Next play your bare suit, if a King or Queen, as for example the Queen of «|i; should this be taken and same suit led again, you can throw off Ace i^ or Ten ^ . Should your Queen be ducked by both, next play Ten ^, you will not make over 13 on this trick, as all are liable to follow suit on first lead, then play King which may force the Ace, -if again ducked under, the Seven spot will not only force the Ace, but also a high scoring card to the holder of Ace. If a Spade is led, at once play the Ace or Ten; this will be the cheapest as all ma}^ have suit, whereas if you should play Seven on the first King led, you are bound to make two Spade tricks, with the chance that the party out of this suit will smear large scoring cards to you. If a Diamond is led, at once play on your King, otherwise the King may capture a big trick later on. Exceptions in ducking tricks should be noted by the number of points they contain, as if you are playing the back hand, and the King i^ led and the second hand being out of suit smears a big card, it may be well to let the trick pass, but even this may be dangerous, as the next two tricks in Spades which you must take, may be even more fatal. It IS well to note, who has already taken the most points, and when you have the opportunity throw in your scoring cards to this player, which will reduce your own liability of losing the game. VVP ^T^ ^5^ ^T^ ^L^ ^5^ PART FIVE «^ «^ SCORING, EXCEPTIONAL GAMES, TABLE OF PAYMENTS, ETC., ETC. ♦ ♦ ♦ ♦ ♦ GAMES ANNOUNCED. Club rules or custom generally prevail. When a new player joins a game, he should be fully informed as to the various plays, limits and values that are usually played. When players join a game together for the first time, it should be understood before beginning the game, ist, If the Call Play or Ram^ch shall be played, or both, 2nd, If lowest game shall be Tourne, 3rd, If Guckser and Revolution shall be played, 4th, If Contra and Re-contra are to be permitted, 5th, If Revokes shall be fined the full value of play or not, 6th, Rules for Misdeals and other regulations of the players. Should these not have been announced and agreed upon before beginning the play, and a bidder has obtained the play, and has announced in due form any of the games in Skat, he is per- mitted to play the same, at least during his present hand. LIMITS* The limit value of Points is also agreed upon, a prevailing limit is yi cent for each Point in value of the game played, viz., that if the Player wins a Club Solo with one valued at 24, each of the paracipants pay him 6 cents. If he loses the play, he pays to each of the other players 6 cents. Where a score is kept and a settlement made at the conclusion of the game, the value of the game made by the Player is added to his score, and when lost, deducted. A player not having scored is par, or "plus-minus." A player that has scored and is above par, is "plus." A player set back and below par, is "minus." It is often the case, however, that at the conclusion it shows nearly even balances and a few cents difference is devided. In a four handed game at % cent limit, a player having extraordinary hard luck the entire evening, may lose at this limit a possible average of 400 Points below the other players, this would make him a total "minus" of 1200 Points, amount- ing at }i cent limit to $3.00. 84 AMERICAN SKAT. Limits can be played at V20, Vio, W5, 1/4, ^^2, i cents, etc., for each Point, at the same loss of 1200 "minus" at W20, the loser would be out 60 cents, or at i cent a Point, $12.00. SCORING. A player winning a game, the value is added to his score, if lost deducted; the balances always show how each player stands. The cross (-f) indicates plus, the dash ( — ), minus. The scoring is usually kept as follows: IN A THREE-HANDED GAME, A makes 16, ^5 loses 12, C makes 10, A makes 24, B makes 21, Closes 18, A makes 48, B makes 20, C makes 22, A loses 18, B makes 36, C makes 10, Continued, Totals at end of game If y^ cent limit, devide by 4, A B C + 16 — 12 + 10 40 + 9 — 8 88 29 + 14 70 65 24 97 85 112 140 85 24 -f35 + 21 + 6 + 14 — 14 —29 +29 + 15 — 15 Totals, - +43 + I ^ plus 14 to i5's minus, -[-14 A plus 29 to Cs minus, +29 Total plus 43 B minus 14 to ^'s plus, — 14 ^ plus 15 to Cs minus, +15 Total plus i C minus to ^ 29, to y9 15 Total minus 44 ■44 GAMES ANNOUNCED. 85 IN A FOUR-HANDED GAME. Totals, A B C D — 20 + 48 + 10 + 20 36 72 — 4 32 18 82 + 24 56 + 2 97 36 80 42 1 12 48 60 133 i.'i8 60 168 48 80 + 15 + 42 + 12 + 20 — 27 + 27 — 3 + 5 + 3 + 30 — 30 — 22 — 5 + 22 — 8 -f 8 29 + 79 41 ^ minus \.o B 2'] , \.o D 5, and plus on C3 , balance minus — 29 C minus to A 3, to i9 30, and to D 8, total minus —41 D minus \.o B 22^ plus on A ^^ on C 8, balance minus — 9 ^ plus on A 27, on C 30, and on Z> 22, total plus +79 Note. — Should there be two winners and two losers, the totals of the two winners, with the totals of the two losers, should always agree. USE OF COUNTERS. Chips of different values may be used as a method of sett- ling accounts after each hand is played. The winner of a game is paid by each participant in the game the amount won by chips ; the Player, who loses his game, pays to each the amount or value hi the game he lost, these are afterwards cashed in. The keeping of a score is by far the most con- venient method of keeping accounts and settling. 85 AMERICAN SKAT. HOLDING OF HAND. If the cards in your hand are not properly arrangea, it will oftentimes confuse the player whereby he may revoke, he should at a glance know the strength of his hand and of each suit. Arrange your hand with the highest cards, trumps or Jacks to the left, if black is trump, place your trumps to the left in order of value, then arrange a red suit next, then black again and red in their regular order, you can then quicklj'' see w^hat you hold. A, 4. 4. 4. 4. 4. ^ r ^i 9? ^1 COUNTING TRICKS PLAYED. One of the best accomplishments of a good Skat player is to keep track, or a correct mental account of the tricks played. Not alone in the points taken by himself, but also those of his opponents. Also the number of trumps that have been played and those that are still out, as well as the suit cards that remain unplayed. This seems somewhat difficult at first which practice soon overcomes. In keeping track of trumps (11 in number) the Player playing trumps twice, all honoring, knows there are 5 still remaining, deducting what he holds himself he can easily act accordingly, noting carefully the fall of the cards, also where his opposition lies. The opponents also are placed to advantage by noting this. By keeping correct count of the points made in your tricks you can when near your winning point better calculate on a trick necessary to win your game. By keeping track of points made by the opposite players, which many players do in preference to their own, it gives the Player better opportunity to calculate whether to let tricks pass or not. With a weak hand, carefully count your own points, and figure what is necessary to win your game. With a strong hand, figure points of opponents, or what you can allow them. EXCEPTIONAL GAMES. 87 KEEPING TRACK OF DEALS* In a four-handed game, the question of whose deal it is can rarely arise, as the Dealer in his turn pauses, while the three others play. In a three-handed game, the player to left of scorer deals first, the scorekeeper deals the third hand . An easy way to keep track '* whose deal it is," is at the end of each third score of each player to draw a short line, it can be seen at a glance how many scorings are open, and the deal can then be made by the propei party. Thus, if three scorings remain not underlined, it is the fourth deal, which is the first dealer, if four remain open, it is the fifth deal, etc., etc. EXCEPTIONAL GAMES. BEER SKAT. The term " Beer Skat " differs only in the fact that it is played for a passtime, or to the extent of forcing one of the parties to a point whereby he loses, and is obliged to pay for the cigars or beer, et cet era. In a three-handed game the player who is first forced to 151 Points, has lost the game. In a four-handed game, the first one reaching 201, loses. The manner of scoring difiers, in that, the losing of a game of the Player is charged to him, that is if he loses a game valued 24 in a three-handed game, he is charged 48, once for each player. In a four-handed game this would be 72. If the player wins a game of 24, each of the opponents is charged 24. It wall be seen that the charging up each time to the loser or losers, continually forces the scores up, until the fatal limit has overtaken one of the players. Considerable merriment comes into the game, as each strives to see one of his opponents elected, and every player will take small chances to establish a play, as the possibilities of losing the same, forces up his account to a point, which may first force him to the fatal limit. 88 AMERICAN SKAT. The Ramsch game therefore cuts a big figure, as the play- ers not risking much, pass, and Ramsch is the order of play, which will fall to one of the players, whose account is charged lo for each participant, or 15 for each, if one is Jungfer. NULLO WITH TRICKS. This game is the same as the common or regulation ** NuUo," with the exception that the play is not ended when one trick has been forced on the player, but he is also fined One-half (10) for each additional trick he makes. The game has been discarded as a Nullo player seldom could have more than one trick forced upon him, and furthermere as a Nullo hand only has one scoring value, it should not cost the Player any more if he loses. Nullo with the jacks as trumps, without the Player having the lead, but holding the smallest or one of the red Jacks is also interesting. The opponents not alone try to make the Plaj'Cr take a trick or suit, but each also endeavors to take in his Jacks when possible, so that when the last trick comes, all Jacks but the one held by the Player is left for a trick. NULLO PURCHASE. Or Purchase Nullo (Call Nullo), is still in vogue in many circles; the value of the play is 16. A player obtaining the bid at this figure, announces Call Nullo. He thereby takes up the two "Skat " cards without showing them, enabling him to discard two cards to advantage. Should he then lose by having a trick forced upon him, he loses double, 32. NULLO TOURNE. The bidder obtaining the play on a Tourne bid, and turn- ing up a seven or other small card, which may enable him to announce Nullo, must so decide before he looks at the second "Skat" card, which may prove to his further advantage, or disadvantage. The single value of winning or losing this game is 16. The Player may also play this game "Ouvert" after seeing the second card. In this event the single winning or losing value is 32. EXCEPTIONAL GAMES. P9 UNO AND DUO. This is also one of the discarded games, still played in some East American circles, as well as in many places on the old continent. The single value of the game is the same as Nullo 20, or played Ouvert 40. Each suit becomes alike as in Nullo, excepting the four Jacks (as in Grand) become trumps. The conditions of the play are, that the Player announcing Uno, must take one trick only to win his game, to make more or none, he loses his game. In Duo, the Player must take two tricks, if he takes more or less, he then also loses. WITH ^'SKAT^' EXPOSED* The playing with the " Skat" exposed. The two cards of the '* Skat " are laid face upward on the table, and enable the players to bid on games with their help. It is also one of the ancient variations, and has been ruled out as a poor adjunct in the game of Skat. POINT RAMSCH. This game is practically the same as the ordinary Ramsch, with the exception that the loser loses in value the number of " Points " which he receives in his tricks. In playing a hand or round of Point Ramsch, it must be agreed to by all players beforehand. It lends a variation to the game. FORCED RAMSCR Forced Ramsches are somewhat spirited, and may become quite costly to a player in hard luck. The one who loses, loses the value in Points, as in Point Ramsch. In this game it is generally agreed that every third, fourth or fifth round of deals must be played Ramsch ; also at end of sitting the last three rounds must be played Ramsch. 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Tf >-■ 00 M M CS m CN onvo CO o t^ "^ CO -^ n- lovo t>^ t-,00 aiMVO VO cs 00 -^ l-l l-l O) OvorJOOrtONOM CO CO -^ -^ io.NO NO t^ amvA sisva M (s CO -^ »OVO t" 00 ON o >-• w < ^ «« ^, - M M ^^Id ii^D 9n-inox opg P « o o %% C Z X > H W !;:! 1-" tJ- O NO CJ "^^ t^ ON ■^tOO M vO O "^00 M LO O lO Q M C4 ^ lO t~^00 ON ►-I CO iOnO 00 H P tn O 05 o Q H < ^ 2 NO O TtOO Tt lONO CO^ 0^ M lOOO — -^ t^ O COVO M 01 CO lONO t-^ On O ^ CO T}- lo 04 -^nO 00 O 00 ON O "-1 (N M l-l l-l M 04 CO '^ 40VO t>.00 On O M 04 O "" ^ o y? ^ H Flag Back. Butterfly Back. No. 2. Skat and No. 3. Gaigel Playing Cards. German faces, printed in five colors ; longer and narrower than the standard size card. The Skat pack contains 36 cards, and the Gaigel pack 48 cards. Backs printed in red and blue. Linen stock, double enameled. Sold by dealers, or sample pack of either sent prepaid for 40 cents. ->> ■ J Scroll Back. Berlin Back. Pinochle Playing Cards. Standard size; American faces; 48 cards; enameled and highly finished. Put up in tuck cases. Backs printed in red and blue. Sold by dealers, or sample pack sent prepaid for 30 cents. The United States Playing Card Company, CINCINNATI, U. S. A. ^^bgfe^l^Mjl ■lUMlUr'O^.Yil.rMi ^fe g^ No. 93. Ivory Playing Cards. Full packs, 52 cards ; American faces. Longer and narrower than the standard size card. Backs printed in red, blue, and green or brown. Linen stock, double enameled, and put up in telescope cases. Sold by dealers, or sample pack sent prepaid for 50 cents. '" " m 'tea m m agt».«tir «1^. »1> «i< rt. ■«!» «>> >t» rttvA '^lS" i:%-xjn;),.J«ii «i< rt. ■«!» «>> >t» rt» No. 202. Sportsman's Playing Cards. Full packs; American faces; standard size. Backs printed in red, blue, green and brown, on beautiful enameled tints. Linen stock, double enameled, and put up in imitation-leather telescope cases. Sold by dealers, or sample pack sent prepaid for 50 cents. The United States Playing Card Company, CINCINNATI. U. S. A. New Fan Back. ** Bicycle" Playing Cards — a great variety of back designs, printed in red, blue, green and brown. mm ^M Cupid Back. Said a gentleman who was thoroughly acquainted with the Chicago World's Fair and the Midway : "Bicycle" Playing Cards are preferred by card players in every civilized country. They are exported to all principal cities of the world — proof that they are the leading card abroad as well as at home. Wheel Back. Perfect dealing qualities ; perfect playing qualities. Outwear — many times — other brands sold at the same price. "Bicycles" give uni- versal satisfaction. Lotus Back. "Among the strange people in the Plaisance, I have seen games played with cards brought from every corner of the earth — cards gritty from the sands of the Sahara, cards soiled by the blubber of the Esquimaux, cards damp from the sea winds of the South Sea Islands— but from whatever quarter they come, they are of one make and one brand only— 'Bicycle.' " Model Back. *Bicycle" Playing Cards yield more revenue to the government than all other brands. Their sales exceed those of all other makes. Wider Back. The United States Playing Card Company, CINCINNATI, U. S. A. IMo. 46. New Era Playing Cards. Very handsome and attract- ive; artistic and graceful picture Court faces; large indexes ; two-color steel- plate backs in various beau- tiful combinations; designed especially for Whist Clubs, card parties and society play. Sample pack mailed for 50 cts. IMo. 41. Vanity Fair Playing Cards. A novelty— sports and pas- times, etc., iliustrated„53 different subjects — every face card a picture in itself. Backs — Clowns' Heads and Hobgoblins — in two colors. Linen stock, double enam- eled and highly finished. Sample pack mailed for 50 cts. IMo. SSS. Fun= House Poker Playing Cards. (Patented June 30, 1896.) Sixty cards and joker in a pack, containing 11 and 12 spots of each suit, to accom- modate more players in a game without drawing from the discard, In great demand for Fan Tan, Domino Whist, Hearts, Royal Cassino and Royal Draw Cassino. Sample pack mailed for 50 cts. IMo. ©1. Hustling=Joe Playing Cards. A veritable burlesque show. Every lace card illustrated with pictures of different trades and occupations. Unique back designs- Gnomes and Frogs. Linen stock, highly enameled and finished. Sample pack mailed for 50 cts. No. 65X. The Stage Playing Cards. (Gold Edges.) Showing medallion portraits of the world's most beautiful and popular actresses and actors, in settings of blue, gold and colors. Backs in gold and many colors. The hand- somest Playing Card ever issued. New, tinted panel faces, large indexes. Sample pack mailed for 75 cts. IT) K treasure dis (^uaiotaDce ga oTered. An ao- ned. ^' 11 * \. '^^ iiiis iiiiiii 9 iO BlSUTl^ V it IMo. &&. The Nile Fortune Cards. A new pack of fortune-telling cards; tinted panel faces; the signification of each card printed on its face. Instructions for fortune- telling in each pack. Com- plete for playing all card games. Sample pack mailed fur 50 cts. All of above novelties sold by dealers, or sample pack sent prepaid on receipt of price. card Games and How THc Unitcd Statcs Playittg Card Company, to Play Them," illustra- CINCINNATI USA ted(price. 25 cents), a new edition, enlarged and thoroughly ' "• ^- "• revised up to date, containing rules for all popular card games, sent on receipt of six flap ends <>f •Iticrcle" boxes, or 10 cents in stamps. IJook on "Euchre" sent for four cents ia stamps. ff ^^.; ^' 'Vi ^ _^vt, ==^ ■ I