Dealing. The cards cut, the banker takes a convenient number of them in his hand, or better, spreads them face downward on the table, and slips off the top card, giving it to the player next him on the right, face down. The next card he gives to the player on his left, and the next to himself. He gives another card to the right, to the left, and to himself, and then the players take them up and examine them. Ten cards must remain in the stock for the last deal.
Irregularities. After the first card is dealt no bets can be made or changed. The cards must be so held that they shall be at all times in full view of the players. Any card found faced in the pack is thrown in the waste basket. Any card once separated from the pack must be taken. If neither of the players want it, the dealer must take it himself. If the cards are dealt irregularly the error may be rectified if they have not been looked at; but any player may amend or withdraw his bet before the cards are seen. If the error is not detected in time, the player who holds cards may play the coup or not as he pleases, and all bets on his side of the table are bound by his decision. If a player holds one card too many, he may refuse the coup, or retain whichever two of the three cards he pleases, throwing the third into the waste basket, not showing it. If the banker has too many cards, the players may amend their bets, and the banker’s cards are then exposed, and the one taken from him which will leave him with the smallest point, the drawn card being thrown in the waste basket. If the banker gives himself two cards while either player has been given one only, the player must be given another card, and the banker must also take another. If the players have not amended their stake before the error was corrected, the first two cards dealt to the banker are thrown in the waste basket, and the third is his point for that deal. If the banker gives the second card to either player before dealing the first to himself, he must give the second to the other player also, and then take his own. This single card must then be thrown in the waste basket, but the banker may play out the hand as if he had two cards which counted 10 or 20; that is, baccara.
Showing. If any of the three persons holding cards finds he has a point of 8 or 9, it must be shown at once, and the two other hands are then exposed. If the banker has 8 or 9, and neither of the others has so many, the bank wins everything on the table. If either player has more than the banker, all the bets on that side of the table must be paid. If either player has as many as the banker, all the bets on that side of the table are a stand-off. If either player has less than the banker, all the bets on that side of the table are lost. If a player wrongly announces 8 or 9, he cannot draw cards unless his point was 10 or 20.
Drawing. If none of the three can show 8 or 9, the banker must offer a card to the player on his right. The card must be slipped off the pack and offered face down. If the player on the right refuses, it is offered to the player on the left, and if he also refuses, the banker must take it himself. If the player on the right takes it, the player on the left may ask for a card also; but whether he does so or not, the banker is not obliged to draw unless he chooses, after the first card offered has been taken by either player. When the card is taken it is turned face up, and left on the table in front of the person to whom it belongs. Only one card may be drawn by any player, and all the hands are then exposed. Ties are a stand-off. The banker pays all bets on the side that is nearer 9 than himself, and wins all on the side which is not so near 9 as himself. The players on the opposite sides of the table have nothing to do with each other; each wins or loses with the banker alone.
It should be observed that if a player had 4 originally, and draws a 9, his point is not 13, but 3, because all 10’s count for nothing. There is no such thing as being créve, as at Vingt-et-un.
Irregularities. If the banker gives two cards, face up, to the player on his right, the player may retain which he pleases, throwing the other into the waste basket. If two cards are given to the player on the left, he may select which he pleases, and the banker must take the other.
Order of Playing. The coup finished, and all bets paid, the cards which have been used are all thrown into the waste basket, and the stakes are placed for the next coup. The banker deals again, from the top of the stock, without any further shuffling or cutting of the cards. If the player on the right won the first coup, the banker deals to him again; but if he lost, the banker deals to the next player beyond him; that is, the second from the banker, on his right. The same with the player on the left. If the player on the right or left wins the second coup, the cards are dealt to him again for the third coup; if he loses they are dealt to the next player beyond him, and so on, until all five players have held cards and have lost a coup, after which the banker deals to the one nearest him again.
It will thus be seen that there are in each coup only two active players, and that all stakes made upon the game are made upon the result of their hands.
Suggestions for Playing. In justice to those backing him, the player is supposed to draw or not to draw, according to the laws of probabilities, which are exactly the same as in Vingt-et-un. If he has four points, which would be 5 below 9, he should draw; just as he would if he had 16 at Vingt-et-un, which would be 5 below 21. If he has 5 or more, he should stand; but if he has 5 exactly it is a matter of judgment, drawing a card being sometimes good play, especially if it is likely to lead the banker to overdraw himself. In some clubs there is a law that a player must draw if his point is less than 5, and must stand if it is more than 5, or he must pay a fine.