HEARTS.

Hearts is supposed by some persons to be an entirely new game; but its leading principle, losing instead of winning tricks, is to be found in many other card games, some of which are quite old. Slobberhannes, Enflé, Schwellen, Polignac, and The Four Jacks, all belong to the same family, but most of them have given way to the more popular game of Hearts.

There are several varieties of Hearts, but the principal arrangements are the same in all, and the chief differences are in the manner of settling at the end of the hand.

CARDS. Hearts 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: the ace is the highest in play, but in cutting it ranks below the deuce. There is no trump suit.

When three persons play, the deuce of spades is thrown out of the pack; when five play, both the black deuces are laid aside, and when six play, all four deuces are discarded. It is usual to play with two packs, one being shuffled while the other is dealt.

COUNTERS. Every deal is a game in itself, and must be settled for in counters immediately. It is usual for each player to begin with fifty counters, which are purchased from some person who is agreed upon to act as banker. When only two play, the game may be scored on a pull-up cribbage board, and settled for at the end.

PLAYERS. Any number from two to six persons may play, but four is the usual number, each playing for himself against all the others. The players on the dealer’s right and left are known as the pone and the eldest hand, respectively.

STAKES. The value of the counters must be agreed upon before play begins, and the method of settling should also be understood, Sweepstake Hearts and Howell’s Settling being entirely different games, and requiring totally different methods of play.

CUTTING. If seven players assemble, it is usual to make up a table in which the dealer takes no cards. If there are more than seven candidates for play, two tables must be formed.

Players draw from an outspread pack for the choice of seats and cards, the lowest cut having the first choice, and the others following in their order. The player cutting the lowest card takes the first deal, which afterward passes in regular rotation to the left.

In cutting, the ace is low. Any player exposing more than one card must cut again.

TIES. If the first cut does not decide, those tying must cut again, but the new cut decides nothing but the tie.

DEALING. Any player has the right to shuffle the pack, the dealer last. The cards are then presented to the pone to be cut, who must leave at least four in each packet. The cards are dealt from left to right, one at a time to each player in rotation until the pack is exhausted. No trump is turned. In Two-handed Hearts, the dealer stops when each player has received thirteen cards. The deal passes to the left.

Misdealing. It is a misdeal if the dealer omits to have the pack cut, and the error is discovered before the last card is dealt; if he deals a card incorrectly, and does not remedy the error before dealing another; or if he counts the cards on the table, or those remaining in the pack; or if it is discovered before all have played to the first trick that any player has too many or too few cards. A misdeal loses the deal unless one of the other players has touched the cards, or has in any way interrupted the dealer.

If any card is exposed by the dealer, the player to whom it is dealt may demand a new deal, provided he has not touched any of his cards. Any one dealing out of turn, or with the wrong cards, may be stopped before the last card is dealt. After that the deal stands good, and the packs, if changed, must so remain.

IRREGULAR HANDS. If, after the first trick has been played to, any two players are found to have more or less than their correct number of cards, the pack being perfect, the one having less must draw, face downward, from the hand of the one having more; and each must pay five counters into the pool.

OBJECTS OF THE GAME. As a general proposition, the object of each player is to avoid getting any hearts in the tricks he takes in. In some varieties of the game his object must be to take no hearts; in others it will be to take less than his adversaries; while in others it will be to take less than four. After a person has taken in one or more hearts, his object will be to load the others; that is, to see that they get some hearts also; or it may be to see that a given player takes at least one heart; or that no one but himself takes any. The manner in which a person must vary his play in accordance with these different objects will be discussed when we come to the suggestions for good play. In the meantime, it is necessary to bear in mind only the general principle that the object of the game is to avoid winning any tricks that contain hearts.

METHOD OF PLAYING. The cards dealt, the player to the left of the dealer begins by leading any card he pleases, and the others must follow suit if they can. The highest card played, if of the suit led, wins the trick. There is no trump suit. If a player has none of the suit led, he may discard anything he pleases. The winner of the trick takes it in and leads for the next trick, and so on until all the cards have been played. The tricks themselves have no value as such, and need not be kept separate.

Irregularities in Play. If any player omits to play to a trick, and plays to a following one, he is not allowed to correct his error, but is compelled to take the thirteenth or last trick, with whatever hearts it may contain. If a player is found, during or at the end of a hand, to be a card short, all others at the table having their right number, and all having played to the first trick, the player with the short hand is compelled to take the last trick, with whatever hearts it may contain.

Exposed Cards. Should a person lead or play two cards to one trick, he is allowed to indicate the one intended; but he must leave the other face upward on the table. All exposed cards are liable to be called by any player at the table, and should one player call such a card, his decision is binding on the others. A player with an exposed card in front of him must play it when called upon, provided he can do so without revoking; but he cannot be prevented from getting rid of the exposed card in the course of play, if the opportunity offers.

Leading Out of Turn. Should a player lead out of turn, he may be called upon to lead or not to lead a heart when it is next his turn to lead. This penalty can be enforced only by the player on his right. If all have played to the false lead the error cannot be rectified; but if all have not played, their cards must be taken back, and are not liable to be called.

If any person plays out of turn in any trick, the player on his left, not having played, may demand that the card be taken back, and after the proper player has played the player in error may be called upon to play his highest or lowest of the suit led, or not to discard a heart. If the person on the left of the player in error was the leader in the trick, either he or the player whose proper turn it was to play may demand the penalty.

Revoking. Any player failing to follow suit, when able to do so, may amend his error if he discovers his mistake before the trick in which it occurs has been turned and quitted. The card played in error then becomes an exposed card. Those who have played after him have the privilege of withdrawing their cards and substituting others, without penalty. Should the revoking player not discover his error in time, the hand must be played out, and if the revoke is detected and claimed the player in error must pay all the losses on that hand. Should the revoking player win the pool himself, he must pay the thirteen counters to the pool, and leave them for a Jack. Should he divide the pool with another player, he must pay his co-winner six counters, and put up the other seven for a Jack.

If two or more players revoke in the same hand, each must pay the entire losses in that hand as if he were alone in error; so that if two should revoke and a third win the pool, the latter would receive twenty-six counters instead of thirteen. In Auction Hearts, the revoking player must also refund the amount put up by the bidder. A revoke must be claimed and proved before the pool is divided. Non-compliance with a performable penalty is the same as a revoke.

SETTLING. After the last card has been played, each player turns over his tricks, counts the number of hearts he has taken in, and announces it. Players should be careful not to gather or mix the cards until all thirteen hearts have been accounted for. Each player then pays into the pool for the number of hearts he has taken in, according to the system of settlement agreed upon before play began. The pool is then taken down by the player or players winning it, and the deal passes to the left. The game is at an end any time the players wish to stop, after a hand has been settled for; but it is usual to agree upon some definite hour.

There are two ways of settling at the end of the hand, each of which has its good points.

SWEEPSTAKE HEARTS. After the hand has been played, each player announces the number of hearts he has taken in, and pays into the pool one counter for each. All thirteen hearts having been paid for, any player having taken no hearts wins the entire pool; two having taken none, divide it. If all the players have taken hearts, or if one player has taken all thirteen, the pool remains, and forms a Jack. This can be won only by a single player in some subsequent deal taking no hearts, all the others having taken at least one. These jack pools are of course increased thirteen counters every deal until some player wins the whole amount. Some clubs make it a Jack after two players have divided a pool, using the odd counter as a starter. It will be found that natural Jacks occur quite frequently enough without resorting to this expedient.

HOWELL’S SETTLING. The great objection to the method of settling at Sweepstake Hearts is that it makes the game almost entirely one of chance. No matter how good a player one may be, good luck alone will bring success. In a four-handed game it is possible for one player to take in only 58 hearts in 60 deals, and still to be 46 counters behind; while another player may take in 500 hearts in 60 deals and be 46 counters ahead. It may be claimed that the player who has 46 counters ahead at the end was the better player, because he won; but most persons will agree that a player who takes in only 58 hearts in 60 deals is a much better player than one who has taken in 500 hearts in the same time.

It was to remedy this defect, and to give skill its proper percentage of value, that Mr. E. C. Howell of Boston proposed the manner of contributing to and dividing the pools which is now known as Howell’s Settling.

Each player begins with an equal number of counters, usually 100. At the end of the hand, after the hearts have been counted and announced, each player pays into the pool, for every heart he holds, as many counters as there are players besides himself. For instance: A, B, C and D play. A takes three hearts; B and C five each, and D none. There being three players besides himself, A puts up three times three, or 9 counters. B and C put up 15 each, and D none; so that there are 39 in the pool. Each player then takes out of the pool 1 counter for every heart he did not hold when the hearts were announced. D, having taken no hearts, gets 13 counters. A, having taken three hearts only, is entitled to 10 counters for the 10 hearts he did not hold, while B and C get 8 each. This exhausts the pool. There are no Jacks in this way of settling.

Matters may be facilitated by having counters of different colours, the white being the unit, and the red representing the number which it will be necessary to pay for one heart. Practice will make the players so familiar with the amount of the various profits or losses that they simply pay or take what is due to them.

The first time this is played it looks like a pretty severe game for a player who takes in a large number of hearts on one deal; but it will be found that he rapidly recovers. During a sitting of any length the player who takes in the smallest number of hearts must be the winner. In the case mentioned in connection with Sweepstake Hearts, in which one player lost 46 counters while another won 46, in 60 deals, the result at Howell’s Settling would have been that the player who took in only 58 hearts would be 548 counters ahead instead of losing 46; while the one who took in 500 hearts would lose 1220 counters, instead of winning 46.

METHODS OF CHEATING. Under the rule for dealing the cards one at a time, the greek must be very skilful to secure any advantage at Hearts. But when it is the practice to deal the cards three at a time, and four on the last round, it is an easy matter to get four small hearts together on the bottom of the pack. Any person who is observed to hold three or four small hearts every time he deals, should be carefully watched, and it will usually be found that he gathers the small hearts from the hands of the other players while the pool is being divided. Marked cards are of little use to the greek at hearts, because so much depends on what a player holds, and so little on his play.