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is identical with six-pack Bezique (above ) except for the increased number of cards and the following differences in the routine and scoring:

  1. Each Player is dealt fifteen cards.
  2. The scores for beziques are :

Bezique = 50 points.
Double Bezique = 500 points.
Triple Bezique = 1,500 points.
Quadruple Bezique = 4,500 points.
Quintuple Bezique = 9,000 points.

  1. In the trumps suit the scores are for :

Five Aces = 2,000 points.
Five Tens = 1,800 points.
Five Kings = 1,900 points.
Five Queens = 1,200 points.
Five Jacks = 800 points.

  1. A player who fails to score 5,00 points is rubiconed.
California Jack

California Jack is played with the full pack of fifty-two cards, the Ace ranking high the 2 low.  It is a game for two players that derives from all fours but is generally considered an improvement on it.
            The non-dealer cuts the pack and exposes the bottom card to decide the trump suit.  The dealer deals six cards, one at a time, to each player, and places the remainder of the pack face upwards on the table, taking the precaution to square it up so that only the top card can be seen.
            The non-dealer leads to the first trick.  The winner of a trick takes the top card of the stock, the loser the next card.  A player must follow suit if he can, and he loses 1 point if he revokes.

            When the stocks is exhausted and the last six cards have been played, the tricks won by each player are examined, and 1 point is cored for winning High (Ace of trumps), Low (2 of trumps), Jack (Jack of trumps ) and Game (Majority of points, counting each Ace won as 4 points, each King as 3 points, each Queen as 2 points, each Jack as 1 point, and each Ten as 10 points).
            The game is won by the player who first scores 10 points.
            The player should aim to keep both winning and losing cards in his hand because if the exposed card of the stock is valuable he will wish to win it, but if it is not, he will wish to lose the trick on the chance of the next card of the stock being a more valuable one.  The Tens, of course, are the cards to go for.

SHASTA SAM  is a variation of the game in which the stock is placed face downwards on the table instead of face upwards.  It is a less skillful game as, of course, the winner of a trick does not know what card he will draw.

Casino : Although Casino (sometimes erroneously spelt casino) is essentially a game for two, played with the full pack of fifty-two cards, it may be played by three or four.  The only difference is that if three players take part they play all against all, and if four take part two play in partnership against the other two.

            The dealer deals two cards face downwards to his opponent, then two face upwards to the table, and then two face downwards to himself.  This is repeated, so that both players end with four cards each, and there are four exposed cards (the layout) on the table.  The remaining forty cards (the stock) are placed face downwards on the table.
            The numeral cards count at their pip values.  The Ace counts as 1, and the court cards are used only for pairing: they have no pip value.
            The object of the game is to take in cards which score as follows:
            The 10 (Great Casino) = 2 points.
            The 2 ♠ (Little Casino) = 1 point.
            The majority of cards (27 or more) = 3 points.
            The majority of Spades (7 or more ) = 1 point.
            Each Ace = 1 point.
            All cards in the layout (the Sweep) = 1 point.

            Each player in turn, beginning with the non-dealer, plays a card until both players have exhausted their four cards.  When this occurs, the same dealer deals four more cards to his opponent and four to himself, but none to the layout.  Play continues in this way until the stock has been exhausted.  In all, therefore, there are six deals to complete the game, and before making the final deal the dealer must announce it.  If he does not, his opponent has a right to cancel the deal.
            When a player plays a card from his hand he has the choice of several plays.
            He may Pair.  If, for example, there are one or more 5s in the layout, he may play a 5 from his hand and take it up as a trick with all the other 5s in the layout.  A court card, however, may be paired with only one card of the same rank at a time.

            He may Combine.  It is an extension of pairing that allows a player to pick up cards from the layout of the total pip value of a card in his hand.  Thus a player playing a 9 may take up a 7 and a 2, or a 6 and a 3 from the layout, or all four cards if they are in the layout.
            He may Build.  He may play a card to a card in the layout to make up a total that he is in a position to take with another cards in his hand.  If, for example, a player holds a 9 and a 2, and there is a 7 in the layout, he may build the 2 on the 7, so that the next time he plays (provided his opponent has not forestalled him) he may play the 9 and take all three cards as a trick.  The build may be continued by either player up to a maximum of five cards, but a build can be taken only as a unit.  The player who has built must take up the combination when next it is his turn to play, unless he prefers to win something else, or he decides to make another build.

            He may Call.  It is an extension of building that allows a player to earmark one or more combinations for subsequent capture.  Suppose, for example, a player holds in his hand two 8s and that there is a 5 and a 3 in the layout (see illustration).  He could, of course, combine one of his 8s with the 5 and 3 in the layout, but this would only give him three cards in the trick.  The better play, therefore, is for him to play one of his 8s to the layout and announce ‘Eight’.  Then, when next it is his turn to play, provided his opponent has not forestalled him, he may play his other 8 and pick up all four cards in the trick.

When a player cannot pair, combine, build or call, he must play one of his cards to the layout.  It is known as trailing.  It is advisable to play a low card, but not an Ace, little casino or a Spade.
When the last eight cards have been played any left in the layout are the property of the winner of the final trick, but it does not count as a sweep.
This ends the game, except for the formality of the players examining their tricks and counting their scores.
There is no penalty for making a build incorrectly, or for capturing cards to which a player is not entitled, because his opponent has the opportunity to see the error and demand that it is corrected.  If, however, a player makes a build when he has no card in his hand to capture it or trails when he has a build in the layout, he automatically forfeits the game.  If a card is faced in the pack, or if the dealer when dealing exposes a card, other than when dealing cards to the layout, the exposed card is played to the layout and the dealer plays the hand with fewer than four cards.

Casino is sometimes considered a game for children.  It is, however, every far from being so.  Among card players it is widely spoken of as one of the best of all two-handed games and it is often played for high stakes.  To be successful a player needs an elephantine memory, and the capacity to deduce from the card played by an opponent what cards he is most likely to be holding in his hand.






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