FREE BOOKS

Author's List




PREV.   NEXT  
|<   3   4   5   6   7   8   9   10   11   12   13   14   15   16   17   18   19   20   21   22   23   24   25   26   27  
28   29   30   31   32   33   34   35   36   37   38   39   40   41   42   43   44   45   46   47   48   49   50   51   52   >>   >|  
its practice. Very much, however, depends on the temperament of the player. A bold, enterprising person will risk much in the hope of winning much, and one player will declare for Nap on the same cards which another would consider only safe for three tricks, and, in like manner, one will declare for three tricks where his neighbour would hesitate to risk two. Another important matter for consideration is the number of players engaged, and the consequent proportion of cards in use. Each player receives five cards, so that it follows, with three players engaged, that fifteen are in use, and thirty-seven remain in the pack unexposed; whereas if five are playing there are twenty-five cards in use, and only twenty-seven remaining unexposed. The calculation necessary is, therefore, as to the probability of certain superior cards being in the hands of the opponents, or remaining in the undealt surplus of the pack. _TACTICS_. As a perfect Nap is of such rarity we must content ourselves with substitutes, and in this respect we may regard the following combinations as good ordinary hands on which to declare for the full number of tricks: a flush of fairly high cards, _i.e._, the five all of one suit; four of one suit (headed with ace or king), and one high card of another suit; or three high cards of one suit, with two high cards of a second suit. It is dangerous to risk a Nap on a hand of three suits, unless it consists of three high cards of one suit with two other aces; then it is often possible to [6] win the five tricks, by first exhausting the trumps, and then playing the aces, which must win; but if one of the opponents starts with four trumps, no matter how small, success is, of course, impossible. If a player does not consider his cards good enough to permit of his declaring for Nap--and it is fair to suppose that not once in a hundred they will be absolutely safe--he has to decide what they are worth, and declare accordingly. It is not often that four tricks are called, because a hand good enough for four is usually regarded as sufficiently good for Nap, on account of the additional stakes received by the player who succeeds in making the whole of the tricks, which amount to a difference of six points from each competitor, as for four tricks he receives four, while for Nap he receives ten, paying only five, however, if he loses. On the same principle as already shown in regard to a "perfect" Nap, it will
PREV.   NEXT  
|<   3   4   5   6   7   8   9   10   11   12   13   14   15   16   17   18   19   20   21   22   23   24   25   26   27  
28   29   30   31   32   33   34   35   36   37   38   39   40   41   42   43   44   45   46   47   48   49   50   51   52   >>   >|  



Top keywords:

tricks

 

player

 

declare

 

receives

 

unexposed

 

regard

 
opponents
 

trumps

 

perfect

 

twenty


remaining

 

playing

 
matter
 

number

 

engaged

 

players

 

hundred

 
practice
 
absolutely
 

permit


declaring

 
suppose
 

impossible

 
exhausting
 
depends
 

temperament

 

starts

 

success

 
competitor
 

points


amount

 

difference

 

principle

 

paying

 

making

 

called

 

decide

 

regarded

 

sufficiently

 
succeeds

received

 
stakes
 

account

 

additional

 
hesitate
 

neighbour

 

Another

 

superior

 
undealt
 

surplus