The third trump is the Ace of Clubs, Basto.

When the trump suit is red, its Ace becomes the fourth trump. Thus if Diamonds be trumps the Ace of Diamonds can take the King of Diamonds; the Ace of Hearts can take the King of Hearts if Hearts be trumps, not otherwise. There is no addition to the value of the Ace of Diamonds when Hearts are trumps. The Ace of a red suit of trumps, having become in this way the fourth trump in order of value, is called Punto.

In order of their value, counted from the highest to the lowest, I now place in parallel columns the trumps in black suits and the trumps in red:—

Black. Red.
Spadille, Ace of Spades. Spadille, Ace of Spades.
Manille, the Two of the Trump suit. Manille, the Seven of the trump suit.
Basto, Ace of Clubs. Basto, Ace of Clubs.
King. Punto, Ace of the trump suit.
Queen. King.
Knave. Queen.
Seven. Knave.
Six. Two.
Five. Three.
Four. Four.
Three. Five.
Six.

The three chief trumps, Spadille, Manille, and Basto, are called Matadores, and have powers which, together with their name, are passed to the trumps following them, so far as they are found in sequence in the Ombre’s hand. Thus, although Spadille, Manille, and Basto are strictly speaking the only Matadores, if the Ombre can show also in his hand, say, in the red suit, Punto, King, Queen, Knave, he takes for seven Matadores; and if there should be joined to these the two and three, his trumps would be all in sequence, every card would be a Matadore, and he would be paid for nine, which is the whole number of cards in a hand.

Counters having been distributed, among which a fish is worth ten round counters, each player lays down a fish before the deal. The cards having been shuffled by the dealer, and cut by the player who sits on the left hand of the dealer, are dealt three at a time, and first to the player who sits on the dealer’s right hand, which is contrary to the usual course. The cards are dealt three times round. Each of the three players then has nine, and the remaining thirteen cards are laid down at the right hand of the dealer. No card is turned up to determine trumps.

Each player then looks at his hand. The eldest hand is that to the dealer’s right. He speaks first. If his cards are bad, and he will not venture to be Ombre, he says “Pass,” and lays a counter down at his left. If all three players say “Pass,” each laying a counter down, the cards are dealt again. When a player thinks his cards may win, and is willing to be Ombre, unless he be the third to speak, and the two other hands have passed, he says “Do you give me leave?” or “Do you play without taking in?” If the other players say “Pass,” each depositing his counter at his own left hand, the Ombre begins by discarding from his hand two, three, or more cards that he thinks unserviceable. He lays them down at his left hand. Then before he deals to himself from the pack of thirteen left undistributed the same number of cards that he has thrown out, he must name the trump suit. In doing this he chooses for himself, according to his hand, spades, clubs, hearts, diamonds, whichever suit he thinks will best help him to win. If he has a two of a black suit, or a seven of a red, he can secure to himself Manille by making that suit trumps, or there may be reason why another suit should be preferred.

If the player who proposes to be Ombre has a safe game in his hand—five Matadores, for example—he names the trump and elects to play Sans-prendre, that is to say, without discarding. Whoever plays Sans-prendre, if he win, receives three counters from each of the other players, and pays three counters to each if he should lose the game.

When the Ombre plays Sans-Prendre, his opponents have more cards from which to draw, and the first who discards is even free to change all his nine cards; but he usually limits his discard to six or seven, and avoids encroachment on the share of the next player. The two who play against the Ombre are only half in the position of partners at whist, because one of them, when his hand is strong enough, can be the only winner.

The hands having been thus settled, the game begins, from the hand on the right of the dealer. After a trick has been taken, the lead, as at other games, is with the winner of the trick, the order of play being still from left to right.