ÉCARTÉ.

The game of Écarté is a real French game; it originated first in Paris, and at one time was one of the most fashionable games in that city.

It has been devoted so extensively by some players to gambling purposes, that its reputation has unmistakably suffered thereby, and any one professing to have a preference for Écarté was, at one time, suspected immediately of not being a very desirable associate.

It would have been a matter of regret if, because of any unfortunate association connected with the game, we should have been deprived of the benefit of it, for it is second to none in its power of affording amusement. It is easy to learn, and yet it is a scientific, clever game, and one that we can well imagine would be selected as a favourite among all other card games by proficient card-players.

It is played by two persons with a pack of thirty-two cards, all the twos, threes, fours, fives, and sixes being thrown out in preparing the pack.

The technical terms used are supplied both in English and French, and considering the game to be so essentially French in its nature we subjoin the latter list.

Abattre.—To lower the cards and show them.

Atout.—Trump.

Avoir le main.—The act of dealing.

Battre.—To shuffle the cards before dealing.

Carte Doublée.
Two cards of the same suit.
Carte Gardée.

Couper.—To cut.

Defaulter.—To refuse a suit.

Donner.—To deal.

Écart.—The cards thrown aside.

Être à la devine.—To be embarrassed which suit to keep.

Faire.—To deal.

Faire un main.—To make a trick.

Forcer.—To play a superior card on an inferior.

La Belle.—The highest card of any suit.

La Vole.—To make all the tricks.

Le Point.—One score of the five which compose the game.

Levée.—One trick made whilst playing.

Je propose.—Asking fresh hands, or part of fresh hands.

Refaire.—To recommence distributing the cards.

Renoncer.—Not to answer the suited.

Retourner.—When the cards are dealt, to turn up the first of the talon.

Sous-forcer.—To play a card inferior to what remains of some suit in hand.

Talon.—What remains of the pack after there has been distributed to each player what he requires.

The game consists of five points, unless differently arranged.

The king instead of the ace is the highest card.

After the king follow the queen and knave, next comes the ace, then ten, nine, eight, and seven.

After the dealer has shuffled the cards his opponent cuts them. The latter also can claim to shuffle if so inclined, but should he do so the dealer may re-shuffle. The dealer then gives three cards to his opponent and takes three himself, after which he gives two to his opponent and takes two himself, turning up the eleventh, which is also the trump, card on the pack.

Sometimes the two cards are dealt first, and afterwards the three; but this is a trifling matter, to be decided by the wish of the dealer.

Should the turn-up, or trump, happen to be a king of any suit, the dealer makes one point to himself and cries "I mark king."

The point is lost, however, unless the king be declared at once, before the first trick has been played. Still there is one case in which it would be bad policy to declare the king, even though you hold it. Supposing that you mark three, and that your adversary does not allow you to discard, or that, being himself the elder hand, he should play without proposing; in either case, if he does not make the point, he loses two, which gives you the game, a result you will have a greater chance of obtaining by masking your hand; in other words, by not announcing that you hold the king. The markers used are generally a two and a three from the discarded suits.

On examining the cards after the deal the non-dealer, if not satisfied with his hand, exclaims, "Je propose," which is equivalent to saying that he wishes to exchange one or more of his cards with some of those in the remainder of the pack. The dealer, if inclined to accept the proposition, signifies it by saying, "How many?" upon which both he and the non-dealer each change what cards they like, exclaiming, as they throw away the original cards, "J'écarte." Should the dealer decline the offer, and refuse to have any cards exchanged, his opponent scores double for any points he may make, except in the case of marking king.

Sometimes when both players agree to change their cards, discarding may be continued, as long as any cards remain in the stock, or until one of the players shall declare that he is satisfied, when both must immediately cease discarding.

The game consists of five points, each trick being won by the highest card of the suit led. Three tricks must be made in order to score one point; five tricks to score two points. It is possible for a player to score five points in one round, thus: First, by marking king; then if he should propose, and be refused, and afterwards make two points, these two points he may double on account of being refused, securing by this means the five points. Therefore in some cases it is advisable, even with a good hand, to propose, for the simple reason that, should the dealer refuse, you score two points for three tricks, and four for five tricks, although you may only wish to change a single card in order to hazard the dealer's refusal, or to make the vole if the proposal be accepted.

The important business of discarding being concluded, the non-dealer leads off the game by playing any card he likes, his adversary playing a higher card, if he can, of the same suit, thus taking the trick. Should he have no higher card, he may take the trick with a trump, or pass it, as he feels inclined.

The holder of the king of trumps scores one point; but it is the rule that before it is played it shall be declared by the owner, who must say, as he puts it on the table, "I have the king." Needless to say, no one announces the possession of the king until the first card has been played. The elder hand may announce after he has played, so that in its strictness the above rule applies only to the opponent; still, should the elder hand's king be covered by the card of his adversary, before he has declared, he cannot that time score the king. As in other games, the trump always wins the trick. The winner of one trick also leads on for the next, and thus the playing proceeds until all five tricks are won.