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Lanterloo

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Lanterloo or loo is a 17th-century trick taking game of the trump family of which many varieties are recorded. It belongs to a line of card games whose members include Nap , euchre , rams , hombre , and maw ( spoil five ). It is considered a modification of the game of " all fours ", another English game possibly of Dutch origin, in which the players replenish their hands after each round by drawing each fresh new cards from the pack.

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51-548: Under various spellings, like the French forms Lenterne , Lenturlu , Looterlu (meaning "fiddlesticks", a meaningless word equivalent to "Lullay", or "Lulloo", used in Lullabies), the game is supposed to have reached England from France most probably with the restoration of the monarchy in 1660. In France it was originally called Mouche ("Fly"), which was also the name of the five-card flush in that game and came to refer to

102-455: A Dutch periodical records a list of games including Verquere , Karnöffel , Poch , Krimpen , Lansquenet , Triomphe , Piquet , La Bête "and that miserable Lanterlu which is in fashion." Whichever way it had been introduced to Britain, by the turn of the eighteenth century it was already England's most popular card game. The rules of Lanterloo are listed by Charles Cotton in 1674 and subsequent editions of The Compleat Gamester , while

153-648: A Greek word, meaning "beloved of all") or "Pamphile", in French, described as "an old bawd" by the New Zealand-born English lexicographer Eric Partridge . In the North German game of Bester Bube , older rules also specify the Knave of Spades as the top trump, but by the mid-19th century, the commanding card is the trump Knave and the second highest trump is the Knave of the same colour, the Under-Knave. The game

204-577: A dialogue equating the game "Labate" (hence French Triomphe became La Bête, "The Beast", in Cotton's Complete Gamester, see also Labet ) with "Lanterluy". This was the very first mention of the game. Chatto also cites a 1777 Cumberland ballad which recounts that "at lanter the caird-lakers sat i' the loft." Lanter or lant was three-card loo. The name "Pam", denoting the ♣Kn in its full capacity as permanent top trump in five-card loo, represents an old medieval comic-erotic character called Pamphilus (Latin for

255-550: A late 18th century description is given in Covent Garden Magazine . Loo was considered a great pastime by the idle rich of that time, but it acquired a very bad reputation as a potentially vicious "tavern" gambling game during the nineteenth century. The Oxford English Dictionary quotes a 1685 reference to "Pam at Lanterloo", and William Chatto quotes a Dutch political pamphlet of about 1648 entitled Het herstelde Verkeer-bert verbetert in een Lanterluy-spel , containing

306-422: A number of sub-groups: the auction whist, Boston, classic whist and exact bidding groups, and games played by numbers of players other than four. The following is a selection within each sub-group. The auction whist group is a family of games with the characteristics of whist – an auction for the right to choose trumps won by the highest contract or largest number of tricks – and fixed partnerships. A whist drive

357-416: A player is unable to beat an earlier trump, they may discard. Players earn 1/5 of the pool for each trick taken. If a player wins all five tricks they "take the mouche ", i.e. sweep the pool. A player who fails to take a trick must "make the mouche " i.e. pay a penalty equal to the amount of the current pool into the basket which is played for in the next deal along with the dealer's ante. In order to stop

408-459: A trick, or when two play, and one takes two chips and the other only one. The dealer being last in hand has always the advantage of knowing how many are to play before he decides. It likewise sometimes happen, when a large sum is in the pool, that none of the players consider it safe to stand, in which case the dealer takes the whole pool. This variation, also known as Loo the Board , forces those who lose

459-444: A two trick bonus. In America game was seven odd tricks. Long Whist was also played where game was 9 or 10 odd tricks, usually played with Honours. Modern Short Whist is commonly played with three Honours worth two points and all four Honours worth four points. A pair with four points is unable to win game by Honours and needs to make an odd trick. When playing for stakes a game is one point. Game where opponents score 1 or 2 tricks

510-453: Is a double game and game where opponents don't score any tricks is a triple game. There is a two point bonus for winning the Rubber. Whist can be scored with a pen and paper, or with whist markers . As Whist is the simplest form of Triumph played with full 52 card pack and developed formal rules, it formed the basis of many subsequent trick-taking games . McLeod classifies this family into

561-430: Is a new deal. The next best hand to the above is a trump-flush (five cards of a trump suit) and this sweeps the pool, if there be not a pam flush; and there is also a new deal. The next best hand is that of a flush of other suits, which sweeps the pool; and there is also a new deal. When any of these flushes occur, each person, excepting those who hold inferior flushes or pam, is looed, and has to pay five counters into

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612-443: Is a social event at which progressive games of whist are played across a number of tables which are numbered or ordered into a sequence. In it, the winning (or sometimes losing, dependent on the local custom) pair of a hand "progress" around the room, i.e. one person moves up the table sequence and one person moves down. On arriving at the new table, the next hand is played. By convention the pair who sits has shuffled and deals after

663-411: Is also suitable as a party game or as a family game with children from the age of 12 upwards. It is named after the mouche , a term that variously refers to its winning hand, the basic stake and the penalty for failing to take any tricks. Although also called Bête , it should not be confused with the older game of that name from which it came and which, in turn, was a derivative of Triomphe . Mouche

714-423: Is described as a simpler, more staid, version of Ruff and Honours with the twos removed instead of having a stock. In the 18th Century, Whist, played with a 52 card pack, superseded Ruff and Honours. The game takes its name from the 17th-century word whist (or wist ) meaning quiet , silent , attentive , which is the root of the modern wistful . Whist was first played on scientific principles by gentlemen in

765-603: Is first recorded in the Académie Universelle des Jeux of 1718, although Parlett implies that, from its terminology, it ought to be an ancestor of the English game, Lanterloo , which goes back at least to Cotton's rules of 1674, and that they are probably both descended from an early trump game, known as Triomphe . In the early 18th century, Mouche was considered a "most pleasant" provincial game that had yet to catch on in Paris. In

816-453: Is no equivalent of the flush known as the mouche , but otherwise the rules are much the same. The term bête came to be used in both French and German as the name of the stake and penalty payment in a number of old games of this type and may be the origin of the word bet which dates to the same era. Another name for Mouche was Lanterlu , a term clearly related to the Lanterloo, although in

867-447: Is not compulsory to head the trick). The trick is won by the highest card of the suit led, unless a trump is played, in which case the highest trump wins. The winner of each trick leads to the next. When the Ace of trumps is led, it is usual to say 'Pam, be civil;' the holder of Pam is then expected to let the Ace pass. When all the cards are played out, they will make but five tricks; and all

918-434: Is played by 3 to 8 players using a 52-card pack. The players play for tricks, and in each round they may pass or play. The main forms of the game are three-card loo, Irish loo and five-card loo. The turn to deal and play passes always to the left. The pool is formed by dealer's contribution of five chips or counters. Then the players are dealt five cards each and the next turned for trump. Cards rank as at Whist, except that

969-430: Is the simplest form of Triumph and has been used by many other games. Eldest Hand, the player on Dealer's left, leads to the first trick. Dealer picks up the trump card when it is their turn to play. Players must follow suit if they can, and if they can't follow suit may discard or play a trump. The trick is won by the highest card of the suit led, unless trumps are played to the trick, when the highest trump wins. Before

1020-401: Is their partner. Dealer chooses a pack, which their side will deal throughout, and passes it to the player on their left to be shuffled. Dealer then picks up the pack, and may give it a last shuffle, before passing to the player on their right to cut. Dealer then completes the cut and deals 13 cards to each player one at a time, dealing their last card face up to set trumps. The play at Whist

1071-452: Is used in various ways as follows: Whist Whist is a classic English trick-taking card game which was widely played in the 18th and 19th centuries. Although the rules are simple, there is scope for strategic play. In 1674, The Complete Gamester described the game Ruff and Honours as the most popular descendant of Triumph played in England during the 17th Century. Whist

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1122-429: The mouche ?" The player so questioned does not have to respond. Silence is taken as a "yes", but a questioned player who speaks is expected to bluff and be evasive, as long as he or she doesn't lie. If two or more have the mouche , a trump mouche beats a plain suit mouche and a higher-scoring plain suit mouche beats one worth fewer points. To calculate the value of such a hand, court cards and Aces score 10 and

1173-449: The talon . Players then decide whether they will pass, exchange a number of cards from one to five or 'stick' with the cards in their hand. If they pass, they just lay their hand, face down, on the table and take no further part in the deal. If they want to exchange cards, they select their discards and place them face down on the table announcing the number of cards being exchanged e.g. "all cards", "four cards", etc. The dealer then places

1224-460: The Écarté scheme, ranking from highest to lowest as follows: K Q J A 10 9 8 7. Tokens or chips are used for scoring. According to the Academie des Jeux Oubliés , at the start of the game each player takes 20 jetons (round), 16 fiches (long rectangular) and 9 contrats (short rectangular). A fiche was worth 5 jetons and a contrat was worth 100 jetons . The first dealer is chosen by lot;

1275-741: The Crown Coffee House in Bedford Row, London, around 1728, according to Daines Barrington . Edmond Hoyle , suspected to be a member of this group, began to tutor wealthy young gentlemen in the game and published A Short Treatise on the Game of Whist in 1742. It became the standard text and rules for the game for the next hundred years. In 1862, Henry Jones , writing under the pseudonym "Cavendish", published The Principles of Whist Stated and Explained, and Its Practice Illustrated on an Original System, by Means of Hands Played Completely Through , which became

1326-472: The Dumby, or decline playing for that round. If the eldest declines to the Dumby, the next in turn has this option, and so on. Whenever a player declines playing, he must give his cards to the dealer who will place them under the pack. No one can retract after declaring his intention to stand or not. When all players have declared their intention, the first in hand of those who play, if he holds two trumps, must head

1377-634: The English game the Jack of Clubs is the top trump, a concept not found in Mouche but mirrored in its descendant, Mistigri , historically also known as Pamphile . The following rules are based on van der Aa (1721) with some additional clarifications from the Académie des Jeux Oubliés . The game is played by three or four players using a pack of 32 French-suited cards . If three play, the Sevens are removed. The cards follow

1428-400: The amount in the pool escalating too far, players may agree to cap the mouche so e.g. if there are 40 jetons in the basket and the cap is 20 jetons, a player making a mouche only pays a 20 jeton penalty. Alternatively they may agree that, if two or more players make a mouche during one deal, their penalties are paid in successive deals rather than both into the next deal. The term mouche

1479-439: The amount of the pool, raising the total of chips to eighteen. The deal passes to the left, and the dealer must on all occasions pay in the pool three counters for the deal. When the pool consists of more than the original three chips deposited by the dealer it becomes optional to play or not, and before looking at his own cards, the dealer asks all the players, beginning at the eldest hand, whether they will play their own hand, take

1530-483: The arriving pair has cut the pack. A progressive whist drive is normally 24 hands, with each hand being a different trump. Trumps normally follow the sequence: hearts, clubs, diamonds, spades. Sometimes a break for refreshments is taken after 12 hands. Whist has long been noted for its influence upon what is termed the calculating power; and men of the highest order of intellect have been known to take an apparently unaccountable delight in it, ... His only pastime

1581-449: The assistance of any subordinate. He entered his club to play from five to seven, before going home to dinner, forgetting for those two hours whatever was distasteful in his life, as though the game were a beneficent drug for allaying the pangs of moral discontent. The rubber was conducted with all that gravity of deportment and sedateness of demeanour which befit the pursuit entitled "whist"—a solemn observance, to which, as it appears to us,

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1632-431: The counters in the pool are divided between the holders of these tricks, in proportion to the tricks they hold, every other player being looed—that is, obliged to pay five counters, the amount put into the pool by the dealer, to the pool for next deal. One card is dealt to each player, and the player receiving the lowest card is entitled to deal. At the commencement of the game the dealer puts three chips, or counters, in

1683-459: The discards on the table face to his right and gives the player the same number of cards from the top of the talon. A player who has a good hand, may stick by saying e.g. "I'll take it" ( "je m'y tiens" ) and not exchange any cards. Once a player sticks or has exchanged cards, he or she must play and cannot drop out. A player dealt five cards of the same suit in the initial deal, 'has the mouche ' and wins immediately without further play, sweeping

1734-437: The four-card flush in Lanterloo. Also called Langtrillo in its prime form and later simply Loo (also termed Lant in the north of England by 1860, most possibly for having evolved into a more elaborate form of play by the addition of new rules, it may also have been brought to England from Holland, where it was known as Lanterlu, Lanturlu or Lenterlui , or North Germany, where it was known as Lenter or Bester Bube . In 1678

1785-486: The game to double the amount of chips in the pool, making it grow faster than in other forms of Loo. Mouche (card game) Mouche , also known as Lanterlu , is an old, French, trick-taking card game for two to six players which has elements, such as bluffing, reminiscent of the much later game of poker . It is a member of the Rams family of games and, although it is a gambling game, often played for small stakes, it

1836-421: The knave of clubs, which is called Pam, is the highest trump. Everyone's aim is to win at least one trick, under penalty of increasing the pool. The players, having seen their hands, can either abandon them free of charge or elect to play, thereby undertaking to win at least one trick for one fifth of the pool. Any player failing to take a trick is "looed", and adds five more chips to the pool. This amount goes for

1887-419: The mid-19th century, it is described as being "very like Triomphe in the way it is played, but much more spicy" and as a game for the "petty bourgeoisie", a family game played before dinner. Mouche also went under the less fashionable name of Bête ("Beast") in the region of Perche and its surrounding areas. However, Bête or Beste is also the name of an earlier, possibly antecedent, game in which there

1938-410: The next deal. Each player must have the same number of deals, but if there is a "loo" (the sum forfeited by a player who plays, but does not win a trick) in the last deal of a round, the game continues till there is a hand without a loo. When any person holds a Pam-flush (four cards of a suit with Pam), whether dealt initially or obtained by drawing cards, he can sweep the pool before playing. Then there

1989-497: The next trick starts, a player may ask to review the cards from the last trick. The winner of the trick leads to the next trick. A point is scored for each odd trick (trick in excess of six) won by a pair. Short Whist in Britain was played with a game five odd tricks and the first pair to win two games won the Rubber. Honours were optional with a pair holding three of the top four Honours getting one trick bonus, and all four top honours

2040-445: The next turned up for trumps. In the first hand, and whenever the pool consists of only three chips deposited by the dealer, it is called a Bold Stand , or Force , and each player is compelled to play his hand, except the eldest hand, who, if he prefers it, is entitled to the Dumby and may exchange it for his own. Bold Stand is played for the purpose of getting a larger pool; thus, if eight are playing, and five lose, they will be looed

2091-431: The player drawing the agreed card (e.g. a King) dealing first. Deal and play are anti-clockwise. The dealer antes 5 jetons to the pot before dealing each player five cards. These may be dealt either as 2+2+1, 3+2, 2+3 or 2+1+2 as the dealer wishes, but the method should not be changed during a game. The dealer then turns the next card as trumps leaving it face up on the table, and places the remaining cards face down to form

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2142-477: The pool (the mouche ). The player does not have to declare it straight away but may 'save the mouche' by announcing the intention to stick. This may be advantageous since, once the mouche is declared, any remaining players will pass in order to avoid making the mouche (i.e. paying a penalty equal to the pool). The player who has the mouche must declare it before trick play starts. Players are allowed to question someone who sticks by saying e.g. "are you saving

2193-400: The pool to the dealer. An optional rule is "club law" whereby all must play if a club is turned as trumps. There is no Dumby, but each person can exchange his cards, as at Pam-Loo. Other rules are the same as at three-card loo. Each player is looed the whole amount in the pool until the occurrence of a bold stand , which can only happen when three players stand the game, and each win

2244-405: The pool, the value of which already been agreed upon by the players. It is necessary to make the pool a number that can be exactly divided by three, say 3, 6, 9 chips. After the cards are shuffled and cut, the dealer gives three cards (one at a time) to each player, beginning at the eldest hand , and going round to the left. An extra hand called Dumby, or Miss, is dealt in the centre of the table and

2295-424: The pool. When none of these flushes occur, the game goes on as at Whist : The player to the dealer's left leads to the first trick. He may lead any card in his hand. The other players, in clockwise order, each play a card to the trick and must follow suit by playing a card of the suit led if he has one. A player with no card of the suit led may play any card, either discarding or trumping (unlike three-card loo, it

2346-473: The remaining cards score their face value. If two hands score the same, the player with positional priority wins (i.e. the one nearest the dealer's right). If no-one has the mouche , once everyone has had the chance to stick or exchange cards, play begins with the eldest hand ( premier en cartes ) leading to the first trick. Players must follow suit or trump and overtrump if unable to follow. If they can neither follow nor trump they may discard. In addition, if

2397-469: The same rules as 300 years ago. A standard 52-card pack is used and the game is played Clockwise. By the time of Whist, the Ace had been promoted to top honour, so the cards are ranked: A K Q J 10 9 8 7 6 5 4 3 2. Whist is played by four players who draw cards to decide partnerships and the Dealer. The two lowest cards play together, and choose their seats facing each other. Highest card is Dealer and 2nd highest

2448-492: The standard text. In his book, Jones outlined a comprehensive history of Whist, and suggested that its ancestors could include a game called Trionf, mentioned by a sixteenth century Italian poet named Berni, and a game called Trump (or Triumph), mentioned in Shakespeare's Antony and Cleopatra . Many subsequent editions and enlargements of Jones's book were published using the simpler title Cavendish On Whist . Whist by now

2499-409: The trick . At the end of the game, the pool is divided into three portions. If one player takes three tricks, he wins the whole pool; if he takes two, he wins two thirds; if one, only one third. All those who have failed to win a trick are looed the original amount deposited by the dealer and when only two players stand, the last player before the dealer must either play his hand, or the Dumby, or give up

2550-482: Was governed by elaborate and rigid rules covering the laws of the game, etiquette and play which took time to study and master. In the early 1890s, Whist was quickly replaced by the new game of Bridge in clubs. Whist was still played as a social game, in club individual duplicate cardplay competitions, and later at charitable social events called whist drives . There are many modern variants of whist still played for fun, though whist can still be played online following

2601-469: Was reading the papers and playing whist. He frequently won at this quiet game, so very appropriate to his nature; ... At the sound of that name, falling unexpectedly into this annoying affair, the Assistant Commissioner dismissed brusquely the vague remembrance of his daily whist party at his club. It was the most comforting habit of his life, in a mainly successful display of his skill without

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