As a perfect Nap is of such rarity we must content ourselves with substitutes, and in this respect we may regard the following combinations as good ordinary hands on which to declare for the full number of tricks: a flush of fairly high cards, i.e., the five all of one suit; four of one suit (headed with ace or king), and one high card of another suit; or three high cards of one suit, with two high cards of a second suit. It is dangerous to risk a Nap on a hand of three suits, unless it consists of three high cards of one suit with two other aces; then it is often possible to [6] win the five tricks, by first exhausting the trumps, and then playing the aces, which must win; but if one of the opponents starts with four trumps, no matter how small, success is, of course, impossible.

If a player does not consider his cards good enough to permit of his declaring for Nap—­and it is fair to suppose that not once in a hundred they will be absolutely safe—­he has to decide what they are worth, and declare accordingly. It is not often that four tricks are called, because a hand good enough for four is usually regarded as sufficiently good for Nap, on account of the additional stakes received by the player who succeeds in making the whole of the tricks, which amount to a difference of six points from each competitor, as for four tricks he receives four, while for Nap he receives ten, paying only five, however, if he loses.

On the same principle as already shown in regard to a “perfect” Nap, it will be understood that ace, king, queen, is the only certain combination with which to secure three tricks, but these cards, again, are seldom met with in a hand, and speculation is once more the principal matter for consideration. Ace, knave, and ten of a suit is generally good for three tricks, as the only possibility against such a combination is that one of the other players holds king or queen of the same suit, with a smaller trump to throw away when the ace is led. Three tricks are, however, often called on much lower cards than ace, knave, ten, especially when the other cards in the hand are of one suit, or are sufficiently high to admit of the possibility of one of them securing a trick. The same line of reasoning holds good in regard to a declaration of two tricks, the only certainty in that case being ace and king.

It must not be considered, after these comments on the game, that there is any great difficulty to surmount in acquiring [7] a knowledge of Napoleon. As we said at the commencement of our remarks no great skill is essential, but considerable care is necessary to secure anything like success at the game, the chief factor in which is so-called luck. It is impossible to make tricks, or even declare an intention to try for them, unless one receives a certain number of high cards. One may even go further, and say that luck goes far beyond the actual cards dealt to each player, for the best of hands often fail, and poor cards frequently achieve success; whilst it happens, in numerous cases, that the playing of the cards demonstrates that really weak hands would have secured success if the holder had had the pluck, or impudence, we may term it, to declare more than the value of the cards seemed to justify. On the other hand it is often astonishing to find the number of high cards of a given suit included among the fifteen, twenty, or twenty-five in the hands of the players engaged in the game.

Taking all matters into consideration, it must be regarded as virtually impossible to give any precise rules for deciding the number of tricks to declare, and it is equally difficult to lay down any definite plan for playing the cards to the tricks. We can only generalize for the information of our readers, who must decide for themselves whether they will play an adventurous game, with its greater risks, and greater possibilities of success; or whether they will adopt a quieter and less speculative course, standing to win or lose less on their own declarations.

It must always be borne in mind, however, that whichever course is pursued it is only his own actions that can be governed by each player. One may adopt a quiet, safe game, and risk little, while some or all of the opponents may adopt the opposite extreme, and force all the competitors, [8] in a manner of speaking, to share in their risky speculations. If the bold player wins, and we think the chances are in his favour, the quieter ones, no matter how safe their own declarations may be, must necessarily lose, and vice versâ so that we have, not only the numberless possible combinations of the cards to consider, but also the temperament and position of those engaged in each game.

Care should be taken to remember, as far as possible, the cards thrown away by the other players, when they cannot follow suit to any particular lead, and it will be found in practice that much information can be derived as to the character of the remaining cards from a careful study of the hands during the progress of the play, and this knowledge is particularly valuable when a player is left with two cards of equal, or nearly equal value, and his chance of success depends upon his winning a trick with one of them.

We shall now proceed to consider the various parts of the game, and the variations that have been introduced into the method of playing it.

STAKES.

The stakes may consist of any amount previously arranged, and whatever is decided upon, whether it be counters or money, is recognised as the limit per trick, only changed when a player having declared for Nap, succeeds in making it, in which case each player pays double, or as though he had lost ten tricks. In other cases the players win or lose one stake for each trick that the senior hand has declared for. Say, for example, he declared to win three tricks, and succeeded, then each of the other players would pay him three times the amount of the stake; if the senior hand did not succeed, he would have to pay a similar amount to each of the others. [9]