Hoyle's Games, Improved And Enlarged - online book

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PIQUET.                            189
the game; that is to say, by your own hand you should know what your adversary may hold, and what he must have discarded, and great notice should be taken of what he has shewn or reckoned. There are no trumps at piquet, but the highest card of the suit if played takes the trick.
Should the elder hand have the misfortune to hold neither point, sequence, quatorze, or threes which are good, he must begin to count by play­ing that card which he judges most proper, and continue until his adversary has played a superior, to gain the lead in his turn. This method must be continued till all the twelve cards are played, and he who takes the last trick counts two. Then each player counts how many tricks he has taken, and he who has the most reckons the cards ; but should they be equal, neither side can count any thing for the cards.
As soon as a deal is finished, each player should mark how many points he has made, and so pro­ceed until the game be completed; and after every deal the cards must be shuffled and cut for the next; each player taking his turn, unless the game be concluded in one deal.
When you begin another game, the cards must be cut afresh for the deal, unless it be agreed upon at first, that the deal shall go on.
TERMS USED AT PIQUET.
Capot is when either of the players makes every trick, for which he scores forty.
Cards signify the majority of tricks, which reckon for ten points.
Carte-Blanche means a hand without a court card in the twelve dealt, which counts for ten, and takes place of every thing else.
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