BOSTON.
CARDS. Boston is played with two packs of fifty-two cards each, which rank as at Whist, both for cutting and playing.
MARKERS are not used in Boston, every hand being immediately settled for in counters. These are usually of three colours; white, red, and blue; representing cents, dimes, and dollars respectively. At the beginning of the game each player should be provided with an equal number, the general proportion being 20 white, 18 red, and 8 blue for each. Some one player should be selected to act as the banker, selling and redeeming all counters.
STAKES. The stakes in Boston depend upon the value of the counters. One cent for a white counter is considered a pretty stiff game; because it is quite possible for a single player to win or lose a thousand white counters on one hand, and the payments very seldom fall short of fifty.
THE POOL. In addition to the counters won and lost on each hand, it is usual for the players to make up a pool at the beginning of the game by each of them depositing one red counter in a small tray provided for the purpose. This pool may be increased from time to time by penalties; such as one red counter for a misdeal; four for a revoke, or for not having the proper number of cards, etc. The whole amount in the pool may be won or lost by the players, according to their success or failure in certain undertakings, which will presently be described. When empty, the pool is replenished by contributions from each player, as at first.
The pool proper is usually limited to 25 red counters. When it exceeds that amount, the 25 are set aside, and the surplus used to start a fresh pool. Any player winning a pool is entitled to 25 red counters at the most. It will often happen that several such pools will accumulate, and each must be played for in its turn. At the end of the game any counters remaining in the pool or pools must be divided among the players.
PLAYERS. Boston is played by four persons. If more than four candidates offer for play, five or six may form a table; if there are more than six, the selection of the table must be made by cutting, as at Whist.
CUTTING. The four persons who shall play the first game are determined by cutting, and they again cut for the deal, with the choice of seats and cards. The player drawing the lowest card deals, and chooses his seat; the next lower card sits on his left, and so on, until all are seated. Twelve deals is a game, at the end of which the players cut to decide which shall go out, as at Whist.
It is usual to count the deals by opening the blade of a pocket-knife, which is placed on the table by the player on the dealer’s right. When it comes to his turn to deal, he partly opens one blade. When he deals again he opens it entirely, and the third time he closes it; that being the third round, and the last deal of the game.
Fourth Deal. Eighth Deal.
POSITION OF THE PLAYERS. The four players at Boston are distinguished by the letters A Y B Z.
Z is the dealer, and A is known as the eldest hand. There are no partnerships in Boston, except that of three players combined against the fourth, who is always spoken of as the caller. The players having once taken their seats are not allowed to change them without the consent of all the others at the table.
DEALING. At the beginning of the game the two packs are thoroughly shuffled; after which they must not again be shuffled during the progress of the game. If a hand is dealt and not played, each player must sort his cards into suits and sequences before they are gathered and dealt again.
At the beginning of each deal, one pack is presented to the players to be cut; each having the privilege of cutting once, the dealer last. Beginning on his left, the dealer gives four cards to each player, then four more, and finally five; no trump being turned.
The general rules with regard to irregularities in the deal are the same as at Whist, except that a misdeal does not lose the deal. The misdealer must deal again with the same pack, after the players have sorted their cards into suits. It is a misdeal if the dealer fails to present the pack to the other players to cut, or neglects to cut it himself. Should the dealer expose any of his own cards in dealing, that does not invalidate the deal. The deal passes in regular rotation to the left, each pack being used alternately.
MAKING THE TRUMP. The deal being complete, the player opposite the dealer cuts the still pack, and the player on his right turns up the top card for the trump. The suit to which this card belongs is called First Preference, and the suit of the same colour is called Second Preference, or Colour. The two remaining suits are known as Plain Suits for that deal.
The cards having been dealt, and the trump turned, each player carefully sorts and counts his cards, to see that he has the correct number, thirteen. A player having more or less than his right proportion should at once claim a misdeal; for if he plays with a defective hand he cannot win anything that deal, but must stand his proportion of all losses incurred, besides paying a forfeit of four red counters to the pool.
OBJECTS OF THE GAME. In Boston, each player has an opportunity to announce that he is willing to undertake to win a certain number of tricks, if allowed the privilege of naming the trump suit; or to lose a certain number, there being no trumps. In either case, he proposes to play single-handed against the three other players. The player proposing the undertaking which is most difficult of accomplishment is said to over-call the others, and must be allowed to try. If he is successful, he wins the pool, and is paid a certain number of counters by each of his adversaries. If he fails, he must double the amount in the pool, and pay to each of the other players a certain number of counters.
ANNOUNCEMENTS. The bids rank in the following order, beginning with the lowest. The full-faced type shows the words used by the players in calling their bids:—
To win five tricks; Boston.
To win Six Tricks.
To win Seven Tricks.
To lose twelve tricks, after having discarded a card which is not to be shown; Little Misère.
To win Eight Tricks.
To win Nine Tricks.
To lose every trick; Grand Misère.
To win Ten Tricks.
To win Eleven Tricks.
To lose twelve tricks, after having discarded a card which is not to be shown; the single player’s remaining twelve cards being exposed face up on the table, but not liable to be called; Little Spread.
To win Twelve Tricks.
To lose every trick; the single player’s cards exposed on the table, but not liable to be called; Grand Spread.
To win Thirteen Tricks; Grand Slam.
The object of the proposing player, if successful in his bid, is to win or lose the proposed number of tricks; while that of his three adversaries is to combine to prevent him from so doing. There are no honours, and the only factor in the count is the number of tricks taken. The highest card played of the suit led wins the trick; and trumps, if any, win against all other suits.
METHOD OF BIDDING. The eldest hand has the first say, and after examining his cards, and estimating the number of tricks he can probably take, making the trump to suit his hand, he bids accordingly. It is not necessary for him to state which suit he wishes to make the trump; but only the number of tricks he proposes to win. If he has no proposal to make, he says distinctly; “I pass,” and the other players in turn have an opportunity to bid. If any player makes a bid, such as six tricks, and any other player thinks he can make the same number of tricks with a trump of the same colour as the turn-up, that is, Second Preference, he over-calls the first bidder by saying “I keep;” or he may repeat the number bid, saying “Six here.” This is simply bidding to win the number of tricks in colour. The original caller may hold his bid, or a third player may overbid both, by saying; “I keep over you,” or “Six here.” This means that he will undertake to win the number of tricks already bid, with the turn-up suit for trumps. In order to over-call such a bid as this, any other player would have to announce a greater number of tricks. For instance; Z deals, and turns a heart. A calls six tricks, intending to name hearts trumps; but not saying so. B passes; Y says “I Keep.” This announces to the table that Y will play with a red trump, and A knows he is bidding on diamonds. Z passes, and A says; “I keep over you.” B then bids seven tricks, and if A will not risk seven tricks in hearts, B will be the successful bidder. If A should bid seven tricks by keeping over B, the latter must know that it is useless for him to bid again unless he can make more tricks in diamonds than A can in hearts; for A’s bid, being in first preference, will always outrank B’s for the same number of tricks.
A player once having passed cannot come into the bidding again, except to call one of the misères. In the example just given, either Y or Z, after having twice passed, might have outbid the seven tricks by calling a little misère. Such a bid can, of course, be entertained only when it outranks any bid already made.
A player is not compelled to bid the full value of his hand; but it is to his interest to go as near to it as he can with safety; because, as we shall see presently, the more he bids the more he is paid. For instance: If he can make ten tricks, but bids seven only, he will be paid for the three over-tricks, if he makes them; but the payment for seven bid and ten taken, is only 22 counters; while the payment for ten bid and ten taken is 42. As he receives from each adversary, a player who underbid his hand in this manner would lose 60 counters by his timidity.
It sometimes happens that no one will make a proposal of any sort. It is very unusual to pass the deal. The trump is generally turned down, and a Grand is played, without any trump suit. This is sometimes called a Misère Partout, or “all-round poverty”; and the object of each player is to take as few tricks as possible.
METHOD OF PLAYING. No matter who is the successful bidder, the eldest hand always leads for the first trick, and the others must follow suit if they can, the play proceeding exactly as at Whist. The tricks should be carefully stacked, so that they can be readily counted by any player without calling attention to them. The laws provide a severe penalty for drawing attention to the score in this manner. Suppose a player has called eight tricks. An adversary hesitates in his play, and another reaches over and counts the tricks in front of the caller, finding he has seven. This is tantamount to saying to the player who hesitates: “If you don’t win that trick, the call succeed.” In such a case, the single player may at once demand the play of the highest or lowest of the suit; or that the adversaries trump or refrain from trumping the trick.
In all calls except misères and slams, the hands should be played out, in order to allow the players to make what over-tricks they can; but the moment a misère player takes a trick, or a slam player loses one, the hands are thrown up, and the stakes paid. It is usual to show the cards to the board, in order to satisfy each player that no revoke has occurred.
When Little Misère is called, each player discards one card, which must not be shown, and the hand is then played out with the remaining twelve cards.
When Spreads are called, the caller’s cards must be placed face upwards on the table before a card is played. If it is a Little Spread, the discard of each player must remain unknown. The adversaries have no control of the manner of playing the exposed cards, which cannot be called, and may be played in any manner suited to the judgment of the single player, provided he follows suit when able.
REVOKES. If a player opposed to the caller revokes, but discovers his mistake in time to save himself, he may be called upon by the single player for his highest or lowest of the suit led; or the card played in error may be claimed as an exposed card. If the highest or lowest of the suit is called, the card played in error is taken up.
If the caller revokes, and discovers his mistake in time, he is not liable to any penalty, unless an adversary has played to the next trick. In that case the revoking card must be left on the table, and is liable to be called. When the single player revokes, he loses the call in any case, and at least one trick besides. He must also double the pool, and add to it a revoke forfeit of four red counters. For instance: A bids eight tricks, and his adversaries detect and claim a revoke. As he is supposed to have lost his bid, and one trick more, he may be said to have bid eight, and taken only seven; losing 23 white counters to each of his adversaries, doubling the pool, and then paying a forfeit of four red counters. In some places the forfeit is omitted, and in others it takes the place of doubling the pool. It is not usual to play the hand out after a revoke is claimed and proved.
If an adversary of the single player revokes, he and his partners must each pay the caller just as if he had been successful, and must also pay him for three over-tricks as forfeit, provided his bid was not more than nine tricks; for the bid and the over-tricks together must not exceed thirteen tricks. In addition to this, the individual player in fault must pay four red counters as forfeit to the pool. In some places he is made to double the pool; but this is manifestly unfair, as he could not win the amount in the pool in any case, and therefore should not lose it.
In a Misère Partout, the revoking player pays five red counters to each adversary, and deposits a forfeit of four red counters in the pool. The hands are immediately thrown up if the revoke is claimed and proved.
CARDS PLAYED IN ERROR. The single player is not liable to any penalty for cards played in error, or led out of turn, except those taken back to save a revoke; but his adversaries are liable to the usual whist penalties for all such irregularities. The single player can forbid the use of an exposed trump for ruffing, and can demand or prevent the play of an exposed card in plain suits, provided he does not ask the adversary to revoke. If a suit is led of which an adversary has an exposed card on the table, the single player may call upon him to play his highest or lowest of that suit.
If a player has announced Little Misère, and one of the adversaries leads before the others have discarded, the caller may immediately claim the pool and stakes. If any adversary of a misère player leads out of turn, or exposes a card, or plays before his proper turn in any trick, the bidder may at once claim the pool and stakes. In all such cases it is usual for the individual in fault to pay a forfeit of four red counters toward the next pool.
In Misère Partout, there is no penalty for cards played in error, or led out of turn.
PAYMENTS. If the caller succeeds in winning the proposed number of tricks, he is paid by each of his adversaries according to the value of his bid, and the number of over-tricks he wins, if any. The various payments are shown in this table:—
| Number of tricks bid by player. | Number actually taken by him. | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | |
| Five | 12 | 12 | 13 | 13 | 14 | 14 | 14 | 15 | 15 |
| Six | 15 | 16 | 16 | 17 | 18 | 19 | 20 | 20 | |
| Seven | 18 | 20 | 21 | 22 | 23 | 24 | 26 | ||
| Eight | 23 | 24 | 26 | 28 | 29 | 31 | |||
| Nine | 32 | 34 | 36 | 39 | 41 | ||||
| Ten | 42 | 45 | 48 | 52 | |||||
| Eleven | 63 | 68 | 72 | ||||||
| Twelve | 106 | 114 | |||||||
| Thirteen | 166 | ||||||||
The American system is not to pay the successful bidder for any over-tricks. This is to make him bid up his hand, and to save time; as hands need not be played out when the bidder has made or can show the number of tricks bid.
| Tricks bid | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| Amount. | 10 | 15 | 20 | 25 | 35 | 45 | 65 | 105 | 170 |
If the caller fails in his undertaking, he must pay each adversary according to the number of tricks by which he failed to reach his bid. For instance: A player bidding eight, and taking only seven, is said to be “put in for” one trick, and he would have to pay each adversary 23 white counters. These payments are shown in this table:—
| Tricks bid by the player. | Number of tricks by which the player falls short of his declaration. | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | |
| Five | 11 | 21 | 31 | 41 | 50 | ||||||||
| Six | 15 | 24 | 35 | 45 | 55 | 66 | |||||||
| Seven | 19 | 29 | 40 | 50 | 60 | 72 | 82 | ||||||
| Eight | 23 | 34 | 46 | 56 | 67 | 78 | 89 | 110 | |||||
| Nine | 33 | 44 | 57 | 68 | 82 | 92 | 103 | 115 | 127 | ||||
| Ten | 44 | 56 | 70 | 82 | 94 | 107 | 119 | 132 | 145 | 157 | |||
| Eleven | 67 | 80 | 95 | 109 | 123 | 138 | 151 | 165 | 180 | 194 | 208 | ||
| Twelve | 113 | 130 | 148 | 165 | 182 | 200 | 217 | 234 | 252 | 270 | 286 | 304 | |
| Thirteen | 177 | 198 | 222 | 241 | 262 | 284 | 305 | 326 | 348 | 369 | 390 | 412 | 433 |
We give the same table reduced to the American decimal system, in which form it is commonly found in the clubs. It may be remarked in passing that the table is very illogical and inconsistent, the payments bearing no relation to the probabilities of the events. Some of them provide for impossibilities, unless the player has miscalled the trump suit, and is held to it, but we have no authority to change them.
| Tricks bid. | Number of tricks bidder is “put in for.” | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | |
| Five | 10 | 20 | 30 | 40 | 50 | ||||||||
| Six | 15 | 25 | 35 | 45 | 55 | 65 | |||||||
| Seven | 20 | 30 | 40 | 50 | 60 | 70 | 80 | ||||||
| Eight | 25 | 35 | 45 | 55 | 70 | 85 | 100 | 115 | |||||
| Nine | 35 | 45 | 55 | 65 | 80 | 95 | 110 | 125 | 140 | ||||
| Ten | 45 | 55 | 70 | 80 | 95 | 110 | 125 | 140 | 155 | 170 | |||
| Eleven | 70 | 80 | 95 | 110 | 125 | 140 | 155 | 170 | 185 | 200 | 220 | ||
| Twelve | 120 | 130 | 145 | 160 | 180 | 200 | 220 | 240 | 260 | 280 | 300 | 320 | |
| Thirteen | 180 | 200 | 220 | 240 | 260 | 280 | 300 | 320 | 340 | 360 | 390 | 420 | 450 |
If a misère is bid, the caller wins from, or loses to each adversary according to the following table, there being no over-tricks:—
| Little Misère, | 20 white counters. |
| Grand Misère, | 40 white counters. |
| Little Spread, | 80 white counters. |
| Grand Spread, | 160 white counters. |
It may be observed that each of these is twice the amount of the next lower.
When misère partout is played, the person winning the largest number of tricks is the only loser, and he must pay each of the other players the difference between the number of his tricks and theirs in red counters. The number of red counters lost will always be found to be three times the number of tricks taken, minus the number of tricks not taken. For instance: A wins 4 tricks, three times which is 12; from which he deducts 9, the number he did not take, and finds his loss to be 3 red counters. Again; A wins 7 tricks; three times which is 21; minus 6 tricks not taken, a net loss of 15. No matter in what proportion the other tricks may be divided between the three other players, this total payment will always be found correct. For instance: A wins 6 tricks; Y 2; B 5; and Z none. A loses 6 x 3 = 18-7 = 11, of which he gives 4 to Y; 1 to B; and 6 to Z.
If two players tie for the greatest number of tricks taken, they calculate their losses in the same manner; but each pays only half the total. For instance: A and Y each take 5 tricks; B taking 1, and Z 2. The 7 red counters lost by A and Y being divided, shows a loss of 35 white counters for each of them. If three players take four tricks apiece, they each pay the fourth man a red counter.
WINNING THE POOL. Besides the white counters won and lost by the players individually, the successful caller takes the pool, provided he has made a bid of seven tricks or better, which is called a pool bid. Any lower bid does not entitle him to the pool, unless the other players compel him to play the hand out. In order to save the pool, it is usual for the adversaries, before playing to the second trick, to say: “I pay.” If all agree to pay, the bidder must accept the amount of his bid without any over-tricks, and the pool is not touched. If a player has made a pool bid, and the adversaries, before playing to the second trick, agree to pay, they cannot prevent the caller from taking the pool; but they save possible over-tricks. The agreement of the adversaries to pay must be unanimous.
Misère Partout does not touch the pool.
If the hand is played out, and the caller fails, he must double the pool, whether he has made a pool bid or not. If there is more than one pool, he must double the first one, which will of course contain the limit. This will simply have the effect of forming an additional pool to be played for.
When there are several pools on the table, a successful caller takes any of those that contain the limit. When there is only one pool on the table, he must be satisfied with its contents, however small.
At the end of the game, after the twelfth hand has been settled for, it is usual to divide the pool or pools equally among the players. But sometimes a grand is played without trumps, making a thirteenth hand, and the pool is given to the player winning the last trick.
METHODS OF CHEATING. There being no shuffling at Boston, and each player having the right to cut the pack, the greek must be very skilful who can secure himself any advantage by having the last cut, unless he has the courage to use wedges. But Boston is usually played for such high stakes that it naturally attracts those possessing a high degree of skill, and the system adopted is usually that of counting down. The greek will watch for a hand in which there is little changing of suits, and will note the manner of taking up the cards. The next hand does not interest him, as he is busy studying the location of the cards in the still pack. When this comes into play on the next deal, he will follow every cut, and finally cut for himself so that the desired distribution of the suits shall come about. Even if he fails to secure an invincible hand for bidding on himself, he knows so nearly the contents of the other hands that he can bid them up, and afterwards play against them to great advantage.
It is unnecessary to say that if a greek can mark the cards, the game becomes a walkover, even if he can recollect only the hand on his left.
SUGGESTIONS FOR GOOD PLAY. Boston so closely resembles Solo Whist in such matters as bidding, and playing single-handed against three others, that the reader may be referred to that game for the outlines of the principles that should guide him in estimating the probable value of his hand, playing for tricks or for misères, and combining forces with his partners for the purpose of defeating the single player.
For laws, see Whist Family Laws.