Loo is usually played with an ordinary pack of fifty-two cards, but in some variations the thirty-two card pack is used. The number of players who can take part in it is practically unlimited within the range of the pack played with. A writer of thirty years since justly remarks that the game is good for any number up to a dozen, although the best game is played with five, or not more than seven persons. Five players are sometimes regarded as the limit, and if more than that number desire to take part, relief is sought by the dealer standing out of the play, neither paying nor receiving on the tricks of that hand. This arrangement, however, is one that can be decided at the option of the company playing. [17]

As is the case with Nap, a very short time is necessary for completing the hands in the game, and a finish may be made at any moment, either by an equal division of the amount in the pool among the players, or by releasing those who failed to win a trick in the previous deal from the penalty which usually attaches to such a result, and which is known as a “loo.” In this case all “stand” on the last round, and there is no “miss.” It is usual, however, to play on until what is known as a “single” occurs, i.e., when each of the players who declared to stand has secured a trick, and, as a consequence, no one has been looed. If, however, a finish is desired before a single occurs, it is best to arrange it so as to fall immediately before the original dealer’s turn to deal comes round again, as, in that case, all the players will have paid for an equal number of deals.

A player may withdraw from the game at any time when it is his turn to deal. In that case he pays for his deal (as explained later on), and also for his loo, if he was looed the previous hand, but he does not deal any cards to himself, or take any part in the play of that round.

DESCRIPTION.

Three-card Loo being the most popular at the present day, we shall devote ourselves more particularly to that game, leaving the five-card variety to be considered later on, under the heading of Variations. The object of each player is to win one, two, or all of the three tricks into which each deal is divided, and in doing so he is opposed by all the other players who have elected to stand, and who, in turn, try to secure the tricks for themselves.

The stakes are first decided on—usually three counters [18] or coins for the deal, and six for a loo. It is desirable that the amount in the pool should be divisible by three, so as to allow of its equal apportionment among the winners of the three tricks. The first dealer is then chosen, and he, having paid to the pool the agreed amount for his deal, proceeds to distribute the cards for what is termed a single, a term denoting that merely the dealer’s stake is to be played for.

The pack having been duly shuffled and cut, the dealer turns the top card face upwards in the middle of the table, and then distributes one card, similarly exposed, to each player. If either of the players receives a higher card of the same suit as the one turned up, he wins the amount in the pool. If two or more receive superior cards, the higher takes the stake. The others are looed, each having to contribute the agreed amount of a loo to the pool, for the next deal. It is usually agreed that the penalty for a loo on the single shall be half the amount of the ordinary loo, or the same amount as for a deal. If neither player receives a higher card of the same suit as that turned up all are looed, and the amount in the pool remains, being included in the stakes for the next deal. The amount of the loos having been placed in the pool, as also the sum agreed upon to be contributed by the next dealer, the cards are re-gathered, shuffled, and cut, and the second deal is proceeded with. Three cards are distributed to each player, and a spare hand, or miss, as it is generally called,¹ is left in the middle of the table.
¹ The spare hand is not always called the “miss.” Some players designate it the “cat”; the term possibly originating from its un-certainty; hence the expression, often used in connection with the spare hand—­“Let us hope she will not scratch us.”
The top [19] card of the undealt portion of the pack is next turned up, to decide which of the suits shall be trump, and then each of the players—­commencing with the one on the left hand side of the dealer—­in turn looks at his cards, and decides whether he will stand, whether he will take the miss, or whether he will throw up his cards for that deal, unless the rule for “Club Law” shall have been previously decided upon, when all the players have to stand, and the miss is withdrawn—­see page 26. If he decides to stand, the player retains the three cards originally dealt him, and says, “I play”; if he elects to throw up his cards, he places them, unexposed, on the top of the undealt portion of the pack, and takes no share in the remainder of that hand, neither paying nor receiving in connection with the play; while if he determines to take the miss, his original cards are added to the undealt portion of the pack, as before, and he takes up the spare hand. In this latter case he is compelled to stand, that is, it is not optional with him to throw up the miss, when once he has elected to take it.

The player on the dealer’s left having determined which course he will pursue, the one on his left has to decide, and so on, until the dealer is reached; he may, in like manner, stand, throw up, or take miss, provided the spare hand has not already been appropriated. If none of the players take the miss it is added to the pack, but in that case it must not be exposed, or looked at by any of the players.

Should it happen that each of the players in front of the dealer has thrown up his own cards, and neither has taken the miss, then the dealer is entitled to the amount in the pool, no matter what his cards are. Should it happen that only one player has declared to stand on his own hand, [20] then the dealer, if he cannot stand on his own cards, may take the miss. If he does not care to do either he must play the miss for the benefit of the pool, against the single player who declared to play on his own cards, and anything he may then win with the miss is left in the pool for the next deal. Should it happen that all the players in front of the dealer have thrown up their cards, and one has taken the miss, then the dealer may stand, or not, as he chooses; but if he also throws up his cards, then the holder of miss, being the only standing hand, takes the whole amount of the pool. These contingencies are seldom, if ever, met with in actual play, but being possible it is necessary to fix laws to govern them.

The players who have decided to stand, either on their own cards, or on the miss, then proceed to play the tricks, the one nearest the dealer’s left having to lead. It is, however, sometimes agreed that the holder of miss for the time being shall lead, but this is hardly a desirable departure from the more regular course of leaving the lead to the elder hand, and we cannot recommend its adoption. If the leader holds the ace of trumps he must lead it, and similarly, if the ace is turned up, and he holds the king, he must start off with that card. If he has two or three trumps (of any denomination) he must lead the highest. “Two or more trumps, lead one,” is the rule of some players, but unless this matter is specially decided upon before the commencement of play the rule to lead the highest of two or three must govern the point. In all other cases the leader may start off with whichever card he chooses.