CINCH, DOUBLE PEDRO, OR HIGH FIVE.
This is now regarded as the most important variety of All Fours, and bids fair to supplant the parent game altogether. Properly speaking, Cinch is one of the pedro variations of Auction Pitch, the difference being that no one sells, and that there is added the always popular American feature of a draw to improve the hand.
The derivation and meaning of the name, Cinch, seems to be very much misunderstood. Many persons assume it is simply a name for the Left Pedro, but such is not the case. Cinch is a Mexican word for a strong saddle-girth, and when used as a verb it refers to the manner of adjusting the girth on a bucking broncho so that no amount of kicking will get him free. The word is used in this sense to describe one of the principal tactics of the card game, which is to “cinch” certain tricks, so that the adversary cannot possibly get either of the Pedroes free.
CARDS. Cinch is played with a full pack of fifty-two cards which rank A K Q J 10 9 8 7 6 5 4 3 2. When the suit is trumps the 5 retains its natural position, and is known as the Right Pedro; but the 5 of the same colour as the trump suit, which is known as the Left Pedro, ranks between the 5 and 4 of the trump suit. The ace is highest in cutting and in play. Whist-players, who have taken up Cinch as a side issue, are in the habit of making the ace lowest in cutting; but such a practice is out of harmony with all other members of the Seven-up family of games.
COUNTERS. The score is usually kept on a sheet of paper; but it is more convenient to provide each side with 8 red and 11 white counters, representing 51 points; the whites being worth 1, and the reds 5 each. A good pull-up cribbage board is still better.
Pull-Up Game Counter.
PLAYERS. Any number from two to six can play; but the regular game is for four persons, two of whom are partners against the other two. The player on the dealer’s left is the eldest hand; on the dealer’s right is the pone.
CUTTING. The players draw from an outspread pack for partners, seats, and deal. The two lowest play against the two highest; the highest cut has the choice of seats and cards, and deals the first hand. Partners sit opposite each other.
DEALING. Each player has the right to shuffle the pack, the dealer last. The cards are then presented to the pone to be cut, and at least four cards must be left in each packet. Beginning on his left, the dealer gives nine cards to each player, three at a time in three separate rounds. No trump is turned, and the remainder of the pack is left on the table face downward.
MISDEALING. If any card is found faced in the pack, the cards must be reshuffled and dealt again. If the dealer exposes a card in dealing, or turns up a trump by mistake, the adversaries may elect to have a new deal by the same dealer, or to let the deal stand. If the dealer gives too many or too few cards to any player, or fails to give the same number of cards in each round, it is a misdeal, and the deal passes to the next player on the left. Any player dealing out of turn, or with the wrong cards, may be stopped before the last three cards are dealt; but after that the deal stands good. If a misdeal is not discovered until after a bid has been made, the deal stands good if three players have their right number of cards. The deal passes in regular rotation to the left.
OBJECTS OF THE GAME. The game is fifty-one points, and the side first pegging that number, or getting rid of its fifty-one counters is the winner. Fourteen points are made on every deal, as follows:—
All these points, including Low, count to the player winning them, and not to the players to whom they are dealt. This saves endless disputes.
BIDDING. Beginning with the eldest hand, each player in turn, after examining his nine cards, can make one bid for the privilege of naming the trump suit. The peculiarity of this bidding is that nobody sells, the bids being made to the board, as it is called. The bidder announces the number of points he thinks he can make (with his partner’s assistance) but does not name the trump suit. If a player will not bid, he says: “I pass.” After a bid has been made in its proper turn, any following player must bid higher or pass. No one is allowed to bid more than fourteen. There are no second bids, and a bid once made cannot be amended or withdrawn. The player who has made the highest bid is called upon to name the trump suit.
Irregular Bids. If any player bids before the eldest hand has bid or passed, both the player in error and his partner lose their right to make any bid that deal; but the side not in error must bid against each other for the privilege of naming the trump suit. If the eldest hand has decided, and the pone bids without waiting for the dealer’s partner, the pone loses his bid, and the dealer may bid before his partner, without penalty. If the dealer bids before his partner has decided, both he and his partner lose their right to bid that deal; but the pone is still at liberty to overbid the eldest hand for the privilege of naming the trump. If the dealer’s partner has bid, and the dealer bids without waiting for the pone, the dealer loses his right to bid for that deal.
If a player whose partner has not yet bid names the trump suit, his partner loses the right to bid. If no bid is made, the dealer may name any suit he pleases, without bidding. If any player exposes a card before the trump suit is named, the adversaries may elect to have a new deal by the same dealer.
DISCARDING AND DRAWING. The trump suit named, each player discards and leaves face upward on the table as many cards as he pleases. He must discard three, to reduce his hand to six cards. If he discards more than three he must draw from the remainder of the pack to restore the number of his cards to six; so that after the discard and draw each player at the table will have exactly six cards, although nine were originally dealt him.
The dealer, beginning on his left, gives to each player in turn as many cards from the top of the pack as may be necessary to restore the number in his hand to six. When it comes to the dealer’s turn, instead of taking cards from the top of the pack, he may search the remainder of the pack, and take from it any cards that he pleases. This is called robbing the deck. Should he find in his own hand and the remainder of the pack more than six trumps, he must discard those he does not want, showing them face up on the table with the other discards.
Should any player discard a trump, his partner has the right to call his attention to it, and if the player has not been helped to cards, or has not lifted the cards drawn, the trump erroneously discarded may be taken back; otherwise it must remain among the discards until the hand has been played, when, if it is of any counting value, it must be added to the score of the side making the trump.
Although there is no law to that effect, it is considered imperative for each player except the dealer to discard everything but trumps. This is partly because no other cards are of the slightest use, and partly because one of the points of the game is that the number of trumps held by each player before the draw should be indicated by his discard.
METHOD OF PLAYING. The player who has named the trump suit begins by leading any card he pleases. If a trump is led, every one must follow suit if able to do so, and it must be remembered that the Left Pedro is one of the trump suit. When a plain suit is led, any player may trump if he chooses, although holding one of the suit led; but if he does not trump, he must follow suit if he can. If he has none of the suit led he may trump or discard at pleasure. The highest card played of the suit led wins the trick, and trumps win all other suits. The Five of trumps, or any higher, will win the Left Pedro; but the Left Pedro will win the Four of trumps, or any lower. The winner of the trick gathers it in, turning it face down, and leads for the next trick, and so on, until all six tricks have been played. The tricks themselves have no value, and need not be kept separate. The last trick turned and quitted may be seen, but no other.
Irregularities in Playing. If, during the play of a hand, any person is found to have too many cards, his hand is foul, and neither he nor his partner can score any points for that deal, but they may play the hand out to prevent the adversaries from scoring everything. If he has too few cards there is no penalty.
If a player leads out of turn, and the three others follow him, the trick stands good. If all have not followed the false lead, their cards must be taken back, but only the leader’s card is liable to be called. If it was the turn of the partner of the player in error to lead, the adversary on his right may call upon him to lead or not to lead a trump; but he cannot specify the plain suit. If it was the turn of either adversary of the player in error to lead, the card led in error is simply exposed.
If the third hand plays before the second, the fourth may play before the second also. If the fourth hand plays before his partner, third hand not having played, the trick may be claimed by the adversaries, regardless of who wins it; but the player who actually wins it leads for the next trick.
If a player has a card of the suit led, and neither follows suit nor plays a trump, it is a revoke; and, if detected and claimed by the adversaries, neither the player in error nor his partner can score any points that hand; but the hand may be played out to prevent the adversaries from scoring everything. If an adversary of the bidder revokes, the bidder’s side scores all points it makes, regardless of the number bid. For instance: A has bid nine; and Y revokes. A-B make eight only, which they score, Y-Z scoring nothing. When a player renounces, his partner should ask him if he is void of the suit.
If any player abandons his hand, the cards in it may be exposed and called by the adversaries. The practice of throwing down the hand as soon as one renounces to trumps, cannot be too strongly condemned.
All exposed cards, such as cards dropped on the table; two or more played at once; cards led out of turn; or cards named by the player holding them, must be left face up on the table, and are liable to be called by the adversaries, unless they can be previously got rid of in the course of play. If the exposed card is a trump, the adversaries may prevent its being played, but the holder of it is not liable for a revoke in such cases.
SCORING. When the last card has been played, each side turns over all the tricks won, and counts the points they contain; High, Low, Jack, Game, Right and Left Pedro. Everything, including Low, counts to the side winning it. The number of points won or lost is determined by deducting the lower score from the higher, the difference being the number of points won on that deal. If it is a tie, neither side scores. If either side has incurred a penalty which prevents them from scoring any points they may have won, the adversaries have nothing to deduct, and score all they make.
If the side that named the trump fails to make as many points as it bid, it scores nothing, and the number of points bid are scored by the adversaries, in addition to any points that the adversaries may have made in play. For instance: A-B are partners against Y-Z. B has bid to make 8, and named hearts for trumps. A-B make 10, which is 2 more than they bid, Y-Z getting the other 4; which leaves A-B 6. These are scored by placing one red and one white counter in the pool. But suppose A-B got only 5 points, Y-Z getting 9. A-B would score nothing, as they did not make good their bid; while Y-Z would score the 9 points actually won, and the 8 points bid in addition, or 17 altogether.
The old way of scoring was to set back the side that failed to make the number bid; but that system of counting entirely destroyed the interest in the game when one side got much behind; because it could not recover in time to prevent the other side from sweating out, as it is called. Suppose A-B have been set back 18 points on two failures, Y-Z having made 16 points on those two deals, and 23 on their own bids. The score will stand: A-B 64 to go; Y-Z, 12 to go. Even if we suppose that A-B make 11 on each of the next four deals, they will still have 20 to go, while Y-Z will be out. Again: A-B want 15, Y-Z want 2. Even if A-B can bid 12 and make it, Y-Z will sweat out.
With the system of scoring here recommended, this sweating out is impossible, and it is not uncommon for a side that wants one to go, to be beaten by an adversary that wants forty-nine.
The side first pegging out on a cribbage-board, or getting rid of its fifty-one counters, wins the game. When the game is counted on a pull-up cribbage marker, it is usual to start with ten up, and peg out to the game-hole, or 61.
VARIATIONS. There are quite a number of minor differences in the manner of playing Cinch. Sometimes, instead of discarding and drawing, after the successful bidder has been ascertained, but before he names the trump, four more cards are given to each player, including the dealer. Having seen thirteen cards, the bidder names the trump suit, and the hands are then reduced to six cards each. This method gives no clue to the number of trumps originally held, and deprives the dealer of one of the greatest advantages of his position, robbing the deck.
Another method is to discard and draw after the trump is named, but to make the dealer take his cards from the top of the pack to complete his hand, without seeing what he is to get. This often leaves counting cards in the remainder of the pack, which must remain face down, and be kept separate from the discards. Such points count for neither side; but any points found among the discards may be counted by the side making the trump, as in the ordinary game. Owing to the uncertainty as to the number of points actually in play, the result is controlled more largely by luck than skill.
In some places the first lead from the successful bidder must be a trump. This makes the game too much like Auction Pitch, and spoils some of the finer points in leading.
Low is sometimes counted for the person to whom it is dealt. Such a rule causes endless confusion and disputes.
The old method of scoring has already been mentioned. Another variation is that if the bidder’s side do not make at least 8 points they cannot score anything, no matter what they bid. If both sides score 7, neither having bid more than 7, neither scores. If one side bids 6, and makes 8, it scores 8; but the adversaries score the 6 they make. If the side bidding 6 had made 6 only, it would score nothing, while their adversaries would mark the 8 they made. The only good result of the 6 bid in this case is to prevent the adversaries from scoring for a failure; for if 7 had been bid, and only 6 made, the adversaries would have scored the 7 bid in addition to the 8 they made, or 15 in all. This system, while better than the old way, because it never sets players back, still allows one side to sweat out; because if the bidder does not make 14, the adversaries must count something every deal.
Five or six players, each for himself, may play what is called Auction Cinch, or Razzle-dazzle. Only six cards are dealt to each player, three on the first round and three on the second. Then the privilege of naming the trump suit is bid for as usual. After the trump is named, superfluous cards are thrown out, and others drawn in their place, restoring the hands to six cards each. The successful bidder then calls upon the holder of any given card to be his partner. The person holding the card named cannot refuse, and says: “I play with you.” The partnership thus formed plays against the combined forces of the other players, but without changing seats. The maker of the trump leads first, any card he pleases. For instance: A B C D E are playing. C bids 8 and names clubs. After the draw he finds he holds A J 10 5 2 of trumps. He calls for the club King as his partner, and leads his Pedro at once for the King to take it in. He is then certain to catch the other Pedro, or to save three of the four points for High, Low, Jack, and the Game. Those who have played Seven-handed Euchre will at once recognize the similarity of the two games. Both are excellent round games for the family circle.
Progressive Cinch is played by dealing one round at each table; that is, four deals, each player having the deal once only. The ordinary game of Cinch is played, and the pair having the fewest points to go at the end of the four deals progress to the next higher table. Ties cut to decide, high going up. On arriving at the next table, the partners divide, and another game of four deals is played, the winning pair again progressing. The general arrangements for the original positions of the players, and the prizes to be given, are the same as in Progressive Euchre, and have been fully described in connection with that game.
Blind Cinch. Instead of giving each player thirteen cards at once, the hands are dealt in two parts. First of all, nine cards are dealt to each player, three at a time. Then four cards are dealt in front of each player, but not to be touched until the bidding is finished. The highest bidder takes up his four extra cards and then names the trump, after which he discards down to six cards for play. The others then take up their four cards and discard down to six, and the game proceeds like regular cinch.
Sixty-three. In this variation, nine cards are dealt to each player, three at a time. After the bidding, the players discard and fill up again to six cards. Players are allowed several bids, each raising in turn if he is raised. The highest bid possible is sixty-three, and these may be made as follows: High, low, Jack, and ten of trumps count 1 each; pedros, 5 each; King of trumps, 25; trey of trumps, 15; nine of trumps, 9. Game is 150 points.
Widow Cinch. Six players cut for partners, two on a side. Each player has two adversaries between himself and his partner. The dealer gives each player eight cards, four at a time, and four are dealt to the table after the first round to the players. These four cards are the widow. The successful bidder can take the widow before he names the trump, and then all the players discard down to six cards.
SUGGESTIONS FOR GOOD PLAY. There is a great diversity of opinion on bidding. Some persons always bid six on an ace, if they hold neither of the Pedroes. This is based on the sound principle that the odds are five to four in favour of your partner having one of the Pedroes, which he will immediately give up if you lead the ace. The odds are five to two that your partner will hold one or more of any three named counting cards which you do not hold. If you have no Pedro, count on him for one, and if you have King and Queen, you can risk his having a guard to it, and bid as if you were sure of getting his Pedro home. If you have none of the points for High, Low, Jack, or Game, or only one of them, count on him for one at least, and bid accordingly.
It is very difficult to give exact rules for bidding, the state of the score having much to do with it; but as a general rule it is much better to bid on catching cards than on the points themselves. For instance: A K Q of trumps should certainly be good for eight points; some players habitually bid twelve on them, reckoning to catch both Pedroes and one of the minor points. This is risky unless there are one or two small trumps with the A K Q. On the other hand, two Pedroes, with Jack and Low, are not worth bidding more than five on; because it is very unlikely that you will save more than one of the Pedroes, if that. The very fact that you bid five diminishes your chances, for you betray the fact that your only hope is to save a well-guarded Pedro. Long experience with players who bid their hands correctly will give a player a very good idea of what the bidder has in his hand. To the partner this is a great point, for it enables him to judge when to give up points himself, and when to play for his partner to throw them to him.
The number of cards asked for by each player should be very carefully noted; for it will frequently happen that the entire trump suit can be located by this means. It is useless to keep anything but trumps, for tricks, as such, have no value, and every card you draw increases your chances of getting another trump.
The most important point in the game is to cinch every trick in which an adversary plays after you; that is, to play some trump higher than a Pedro, if the Pedroes have not been played, and you do not hold them yourself. Examples of cinching will be found in the Illustrative Hands. If your partner leads a certain winning trump, such as the ace, or the King if the ace is gone, give him the best counting card you have; but if you have two, one of them being Low, give up the lower card first; you may catch something with the Jack or Ten. If your partner leads any trump higher than the Five, play your smallest trump unless second hand covers, in which case you must cinch the trick, to prevent the fourth hand from giving up a Pedro on his partner’s trick.
If you are forced to win your partner’s first lead of trumps, return the best trump you have, unless it is the Jack or Ten, in which case you must be guided by the number of points you are playing for, and your chances of making them if you lose the card you lead.
If your partner begins by leading a plain suit, you must cinch the trick if you can; if second hand follows suit, any trump better than the Five will do. If second hand puts on a trump, you must cinch higher.
If the player on your right renounces to trumps, get into the lead if possible, and play your best cards in plain suits. This may give your partner a tenace position over the player on your left.
If partner begins with a high card in trumps, not the ace, credit him with the sequence below it, and put in your Pedro at the first opportunity. For instance: Partner leads King, won by the ace second hand. Whatever this player leads, put in your Pedro, if you have one, your partner must have Queen of trumps.
Playing to the score is very important. Do not attempt to get more than the number bid until that is assured. On the other hand, if it is certain that the adversary cannot make good his bid, do not let him get as close to it as possible, but play boldly to win all you can, for every point he makes is simply lost.
Here are a few example hands, which will give a very good idea of some of the fine points in the game.
| No. 1. A bids 8 on hearts. The draw: A 2; Y 2; B 4; Z 5. | Trick | No. 2. A bids 8 on hearts. The draw: A 2; Y 3; B 4; Z 4. | ||||||
|---|---|---|---|---|---|---|---|---|
| A | Y | B | Z | A | Y | B | Z | |
| ♣Q | ♣3 | ♡8 | ♣5 | 1 | ♡3 | ♡7 | ♡10 | ♡8 |
| ♡2 | ♡6 | ♡Q | ♡4 | 2 | ♡Q | ♡2 | ♡4 | ♡9 |
| ♡10 | ♡J | ♣J | ♡9 | 3 | ♡6 | ♡J | A♢ | ♣4 |
| ♡K | 5♢ | 2♠ | 4♠ | 4 | ♣2 | 7♠ | K♢ | 6♠ |
| ♡A | ♡7 | 6♠ | ♣9 | 5 | ♡K | ♡A | ♣3 | ♣6 |
| ♡3 | ♡5 | 10♠ | K♢ | 6 | ♡5 | 5♢ | 2♢ | ♣10 |
No. 1. Y’s draw shows that he holds at least four trumps, so A must trust his partner to cinch the first trick and return the trump. [See our suggestions for good play.] At trick 3, Z cinches, to make A play a high trump. It is evident to A that neither B nor Z holds either Jack or Seven of trumps; so both those cards must be with Y. As B has no more trumps the adversaries must have both Pedroes, and Y must have one, as he holds four trumps. If they are divided, A can catch both by cinching this trick with the King and leading the Ace; but if Y has both Pedroes, such a course would lose Jack, Game, and one Pedro. If A cinches this trick with the Ten, allowing Y to win with the Jack, A must catch both Pedroes, no matter how they lie, provided Y leads the trump Seven, for A will refuse to win it.
Y sees his danger, and by leading a Pedro to A, forces him either to pass it, or to get into the lead and free the other Pedro.
A-B score nothing: Y-Z score 7 for Jack, Game, Pedro; and 8 in addition, for points bid but not made by A-B; 15 altogether.
No. 2. At trick 2, Y sees that he cannot save Low, and the lead would be a great disadvantage, because either A has all the remaining trumps, or Y’s partner has an unguarded Pedro. At trick 3, A knows that if Y has Ace, and Z Pedro, A can still make his bid by catching Jack, and saving his own Pedro. If the Pedro was not with Z the small trump is still the best lead, for it puts the lead on A’s left. B gets rid of cards which might get him into the lead to his partner’s disadvantage. Unfortunately, Z is unable to take the lead away from Y at trick 4. As Y is still in the lead, there is no necessity for A to save his Pedro, for Y cannot possibly catch it, and A must catch Y’s, no matter how Y plays.
A-B score 10 points; Low, Game, and both Pedroes, 12, from which they deduct the 2 points made by Y-Z.
| No. 3. A bids 12 on hearts. The draw: A 3; Y 5; B 3; Z 2. | Trick | No. 4. A bids 8 on hearts. The draw: A 2; Y 4; B 4; Z 4. | ||||||
|---|---|---|---|---|---|---|---|---|
| A | Y | B | Z | A | Y | B | Z | |
| ♡A | ♡3 | 5♢ | ♡6 | 1 | ♡A | ♡6 | ♡J | ♡3 |
| ♡K | ♡4 | ♡8 | ♡10 | 2 | ♡8 | ♡7 | ♡4 | ♡9 |
| ♡2 | ♡7 | ♡9 | ♡J | 3 | ♡Q | ♡2 | 4♢ | ♡K |
| ♣Q | ♣K | ♣3 | ♣J | 4 | Q♠ | ♣2 | ♣A | ♣9 |
| 8♠ | ♣A | ♣10 | 2♢ | 5 | 5♢ | ♡5 | ♣J | ♣7 |
| ♡Q | Q♠ | K♢ | ♡5 | 6 | ♡10 | 4♠ | J♢ | 2♢ |
No. 3. At the second trick, A knows that his partner still holds another trump, because he drew only three cards. This trump must be the 9. Z holds two more trumps, and they must be the Jack and Right Pedro, because Z would not throw away Game if he had anything smaller. The 7 must be with Y, and if A now leads trump Queen, he will leave the Pedro good over his Deuce, leaving him only 8 points, whereas he has bid 12. If A leads the Deuce, his partner’s nine will cinch the trick, and Z can make only the Jack.
A-B score 10. The 12 actually taken make good the bid; but the 2 points won by the adversaries must be deducted, leaving 10 to be scored by A-B.
No. 4. At the third trick, a hasty or careless player would have been only too glad of the opportunity to get in his Pedro. But Y reasons that there are only two trumps unaccounted for, the Ten and Left Pedro. If B has one, it must fall to this trick. He cannot have both, for A drew only two cards. If A has both, Y must catch his Pedro, no matter how A plays; and as long as Y does not get into the lead himself, he cannot lose his own Pedro. At trick 5, A naturally places the Pedro with Z, as Y did not save it on the King, and it is perfectly natural for A to trump with his Pedro, intending to lead the Ten to catch Z’s.
A-B score nothing, not having made good their bid. Y-Z score Right and Left Pedro, and Low, 11 points; adding the 8 points bid but not made by A-B, 19 altogether.
CINCH LAWS.
Formation of Table. A cinch table is complete with six players. If more than four assemble, they cut for preference, the four highest playing the first game. Partners and deal are then cut for, the two lowest pairing against the two highest. Partners sit opposite each other. The highest deals, and has the choice of seats and cards. The Ace is high, both in cutting and in play. A player exposing more than one card must cut again.
Ties. If the first cut does not decide, the players cutting equal cards cut again; but the new cut decides nothing but the tie.
Cutting Out. At the end of the game, the players cut to decide which shall give way to those awaiting their turn to play, the lowest cuts going out. After the second game, those who have played the greatest number of consecutive games give way, ties being decided by cutting.
Dealing. Every player has the right to shuffle the cards, the dealer last. The dealer must present the pack to the pone to be cut. At least four cards must be left in each packet. If a card is exposed in cutting, the pack must be reshuffled, and cut again. If the dealer reshuffles the pack after it has been properly cut, he loses his deal.
Beginning on his left, the dealer must give to each player in rotation three cards at a time for three rounds. No trump is turned. The deal passes to the left.
There must be a new deal by the same dealer if any card is found faced in the pack; or if the pack is proved incorrect or imperfect; but any previous cutting or scores made with the imperfect pack stand good.
The adversaries may demand a new deal if any card is exposed during the deal, provided they have not touched a card. If an adversary exposes a card, the dealer may elect to deal again. If a new deal is not demanded, cards exposed in dealing cannot be called.
The adversaries may stop a player dealing out of turn, or with the wrong pack, provided they do so before the last three cards are dealt, alter which the deal stands good.
Misdealing. A misdeal loses the deal. It is a misdeal: If the cards have not been properly cut, if the dealer does not give the same number of cards to each player on the same round; if he gives too many or too few cards to any player; if he counts the cards on the table, or those remaining in the pack; or if he deals a card incorrectly, and fails to correct the error before dealing another. If the dealer is interrupted in any way by an adversary, he does not lose his deal.
Bidding. After receiving his nine cards, each player in turn, beginning on the dealer’s left, announces the number of points he will undertake to win if he is allowed to name the trump suit. No player is allowed to bid more than fourteen. If he will not bid, he must say: “I pass.” A bid having been regularly made, any following player must bid higher or pass. There are no second bids. A bid once made can neither be amended nor withdrawn.
Irregular Bids. If any player bids before the eldest hand has bid or passed, both the player in error and his partner lose their right to bid; but the side not in error must bid to decide which of them shall name the trump. If the eldest hand has decided, and the pone bids without waiting for the dealer’s partner, the pone loses his bid, and the dealer may bid before his partner. If the dealer bids without waiting for his partner, both lose their bids; but the pone may overbid the eldest hand.
If the dealer’s partner has bid, and the dealer bids without waiting for the pone, the dealer loses his bid.
If a player whose partner has not yet bid names the trump suit, his partner loses his bid.
If a player bids with more than nine cards in his hand, his bid is lost, and the adversaries must draw the superfluous cards from his hand, face down, placing them about the middle of the undealt portion of the pack.
If no bid is made, the dealer may name any trump he pleases, without bidding.
If any player exposes any of his cards before the trump suit is named, the adversaries may elect to have a new deal by the same dealer.
Discarding. The trump named, each player must put out at least three of his cards, and may discard as many more as he pleases. All such discards must be placed on the table face up. Should a player discard a trump, his partner may call his attention to it, and it may be taken back, provided the player has not been helped to cards, or has not lifted the cards drawn.
Drawing. The players having discarded, the dealer, beginning on his left, must give to each in turn from the top of the pack, face down, as many cards as may be necessary to restore the number in each hand to six.
Robbing the Deck. When it comes to the dealer’s turn to draw cards, instead of taking them from the top of the pack, face down, he may search the remainder of the pack, and take from it any cards he pleases to restore the number in his hand to six. Should he find in his own hand and in the remainder of the pack, more than six trumps, he must discard those he does not want, face upward on the table.
Irregular Drawing. Should a player ask for too many or too few cards, and not discover his error until the next player has been helped, if he has too few he may make his hand good from the discards, but must not take a trump therefrom. If he has too many, the adversaries must be allowed to draw the superfluous ones at random, face down, placing them on the top of the pack.
Playing. The maker of the trump must lead for the first trick, any card he pleases. If a trump is led, all must follow suit if able. If a plain suit is led, a player may trump, even when holding a card of the suit led; but if he does not trump he must follow suit if he can, or he is liable to the penalty for a revoke.
The last trick turned and quitted may be seen, but no other.
Irregularities in the Hands. If any player is found to have an incorrect number of cards, it is a misdeal if no bid has been made. If a bid has been made, the deal stands good if three players have their right number of cards. If the first trick has been played to by a person holding too many cards, neither he nor his partner can score anything that hand; but they may play the hand out to save what points they can. If a player has too few cards, there is no penalty, but he should draw from the discard to make up the deficiency, plain-suit cards only being available.
Exposed Cards. The following are exposed cards, which must be left face up on the table, and are liable to be called by either adversary: 1. Every card faced upon the table otherwise than in the regular course of play. 2. Two or more cards played to a trick; the adversaries may elect which shall be played. 3. Any card named by the player holding it.
The adversary on the right of an exposed card must call it before he plays himself. If it will be the turn of the player holding the exposed card to lead for the next trick, the card, if wanted, must be called before the current trick is turned and quitted. Should a player having the lead, and an exposed card in front of him, play before the previous trick is turned and quitted, the card so led may also be claimed as exposed.
If a trump is exposed after the trump suit has been named, the adversaries may prevent the playing of such a card; but the holder of it is not liable to any penalty for a revoke under such circumstances.
Leading Out of Turn. If a player leads when it was his partner’s turn, the partner may be called upon by his right-hand adversary to lead or not to lead a trump; but a specified plain suit cannot be called. If it was the turn of neither of the side in error to lead, the card played in error is simply exposed. If all have played to the false lead, the error cannot be rectified. If all have not followed, the cards played to the false lead may be taken back, and are not liable to be called.
Playing Out of Turn. If the third hand plays before the second, the fourth may play before the second also; either of his own volition, or by the direction of the second hand, who may say: “Play, partner.” If the fourth hand plays before the second, the third hand not having played, the trick may be claimed by the adversaries, no matter who actually wins it; but the actual winner of it must lead for the next trick.
If any player abandons his hand, the cards in it may be claimed as exposed, and called by the adversaries.
The Revoke. A revoke is a renounce in error, not corrected in time, or non-compliance with a performable penalty. It is a revoke if a player has one of the suit led, and neither follows suit nor trumps.
A person prohibited from playing an exposed trump is not liable to any penalty if it causes him to revoke.
A revoke is established when the trick in which it occurs has been turned and quitted; or when either the revoking player or his partner, whether in his right turn or otherwise, has led or played to the following trick.
If a revoke is claimed and proved, the revoking side cannot score any points that deal; but they may play the hand out to prevent the adversaries from making points.
If an adversary of the bidder revokes, the bidder’s side scores whatever points it makes that deal, regardless of the number bid.
A player may ask his partner whether or not he has a card of the suit in which he renounces and does not trump, and the player may correct his error if the question is asked before the trick is turned and quitted. But if he answers in the negative, there is no remedy.
Drawing Cards. Any player may ask the others to indicate the cards played by them to the current trick; but he must confine himself to the expression: “Draw cards.”
Irregular Remarks. A player calling attention in any manner to the trick or to the score, may be called upon to play his highest or lowest of the suit led; or to trump or not to trump the trick during the play of which the remark is made.
Scoring. A game consists of fifty-one points; fourteen of which must be made on every deal, as follows:—
1 for High, or the Ace of trumps.
1 for Low, or the Deuce of trumps.
1 for the Jack of trumps.
1 for Game, or the Ten of trumps.
5 for Right Pedro, or the Five of trumps.
5 for Left Pedro, or Five of the same colour as the trump suit. All points count to the side winning them.
Any trumps found among the discards at the end of the hand count for the side that made the trump.
At the end of the hand, the number of points won by each side is added up, and the lower deducted from the higher, the difference being scored by the winners of the majority. If the result is a tie, neither scores. For instance: If A-B make 11, Y-Z must make the remaining 3, which deducted from 11 leaves 8 points for A-B to score.
If the side naming the trump suit fails to make as many points as they bid, they score nothing for that deal, and the number bid is scored by the adversaries, in addition to any other points that the adversaries may have made in play. The number bid and the number actually won, must be compared before deducting the points made by the adversaries.
The side first making fifty-one points wins the game.
Text Books. There are two very good text-books on the game.
- The Laws and Principles of Cinch, by G.W. Hall, 1891.
- The Laws and Etiquette of Cinch, issued by the Chicago Cinch Club, 1890.