SCORING. A game consists of five points, which are made by tricks, by penalties, and by marking the King. A player winning three tricks out of the five possible, counts one point toward game; winning all five tricks, which is called the vole, counts two points. The player holding or turning up the King of trumps may mark one point for it, but he is not compelled to do so.

If the pone plays without proposing, and makes three or four tricks, he counts one point; if he makes the vole he counts two points; but if he fails to make three tricks the dealer counts two.

If the dealer refuses the first proposal, he must make three tricks to count one point; if he makes the vole he counts two points; but if he fails to win three tricks the player who was refused counts two points.

If the dealer accepts the first proposal, and gives cards, subsequent proposals and refusals do not affect the score; the winner of the odd trick scoring one point, and the winner of the vole two points.

In no case can a player make more than two points in one hand by tricks. If the dealer refuses the first proposal, and the pone makes the vole, it counts two points only. If the pone should play without proposing, and the dealer should mark the King and win the vole, it would count him only three points altogether.

The player first reaching five points wins the game. If a player has four scored, and turns the King, that wins the game, provided the King was the eleventh card. Rubbers are seldom played.

CHEATING. The methods of cheating at Écarté would fill a volume. There are many tricks which, while not exactly fraudulent, are certainly questionable. For instance: A player asks the gallery whether or not he should stand, and finally concludes to propose, fully intending all the time to draw five cards. Another will handle his counters as if about to mark the King; will then affect to hesitate, and finally re-adjust them, and ask for cards, probably taking four or five, having absolutely nothing in his hand. The pone will ask the dealer how many points he has marked, knowing perfectly well that the number is three. On being so informed, he concludes to ask for cards, as if he were not quite strong enough to risk the game by standing; when as a matter of fact he wants five cards, and is afraid of the vole being made against him.

There are many simple little tricks practiced by the would-be sharper, such as watching how many cards a player habitually cuts, and then getting the four Kings close together in such a position in the pack that one of them is almost certain to be turned. Telegraphic signals between persons on opposite sides of the gallery who are nevertheless in partnership, are often translated into advice to the player, to his great benefit. Besides these, all the machinery of marked cards, reflectors, shifted cuts, wedges, strippers, and false shuffles are at the command of the philosopher, who can always handle a small pack of cards with greater freedom, and to whom the fashion of dealing in twos and threes is always welcome. The honest card-player has not one chance in a thousand against the professional at Écarté.

SUGGESTIONS FOR GOOD PLAY. The French claim that any person may become an expert at a game like Piquet, simply by dint of long practice; but that the master of Écarté must be a born card-player, as no game requires in such degree the exercise of individual intelligence and finesse. While this may be true, there are many points about the game which may be learned by the novice, and which will greatly improve his play.

There are two things which the beginner should master before sitting down to the table for actual play: the hands on which it is right to stand, or play without proposing, and those with which it is right to refuse, or play without giving cards. These are called stand hands, or jeux de règle, and the player should be able to recognize them on sight.