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VARIATIONS.

There are several innovations and different methods of play which may be introduced into the game of Napoleon, but any divergence from the plain game should be carefully settled by the company before the play is commenced. Failing a proper understanding on this point, the rules applicable to the simple game must be adhered to.

POOL OR KITTY.

When a pool is agreed to, payment is made by each dealer according to the value of the stake of the game, but it is more convenient for all of the players to pay in when it is the original dealer’s turn to play. The Kitty thus formed becomes the property of the caller who makes Nap, and he takes it in addition to the double stakes he [12] receives from each player, as already mentioned. When it is found desirable to conclude the game before a Nap has been secured, the amount of the kitty is to be equally divided between the players, or it may be drawn for, in which case a card is distributed to each player by the regular dealer, who has the cards properly shuffled and cut for the purpose, when the holder of the lowest card (ace here reckoning as highest) takes the pool.

MISERY OR MISÉRE.

This is the most common variation, and is the antithesis of Napoleon, inasmuch as the caller must not make a single trick. The caller leads off in the ordinary way—­the suit led being trumps, as usual, unless it is agreed, as is sometimes done, that there shall be no trumps in this variation. The caller of misére must always follow suit, if he can, but is not obliged to trump if he has none of the suit led. He must, however, play the cards so as to avoid taking a trick. Should he be compelled to win one of the tricks, or should his original lead remain unheaded by any of the other players, then he fails in his declaration, and has to pay, but if he avoids making a trick, the other players have to pay him. The usual stake for “misery,” either for winner or loser, is three; but any player declaring he can make three tricks takes precedence, and plays accordingly.

BUYING CARDS.

After the cards have been distributed, but before any declaration has been made, the dealer asks each player in turn, beginning with the player on his left, whether he wishes to buy a card or cards. The player wishing to purchase must first throw away the cards he desires to eject, [13] face downwards, and must place in the pool the value of one trick for each card he desires to receive from the dealer. The card or cards must be taken from the top of the pack, and handed unexposed to the player.

SPARE HAND.

An extra hand is dealt, which each player in turn has the option of adding to his own hand, selecting from the ten cards thus held five with which to play, but he must then stand for Nap, and, if there is a pool or kitty, he must put therein the value of two tricks if he fails to score, in addition to paying each of the players the ordinary stake on losing five tricks.