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Cassino (card game)

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Cassino , sometimes spelt Casino , is an English card game for two to four players using a standard, 52-card, French-suited pack . It is the only fishing game to have penetrated the English-speaking world. It is similar to the later Italian game of Scopa and is often said, without substantiation, to be of Italian origin. Cassino is still played today in Madeira , probably due to English influence.

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81-459: Although Cassino is often claimed to be of Italian origin, detailed research by Franco Pratesi has shown that there is no evidence of it ever being played in Italy and the earliest references to its Italian cousins, Scopa and Scopone , post-date those of Cassino. The spelling "Cassino" is used in the earliest rules of 1792 and is the most persistent spelling since, although German sources invariably use

162-418: A packet. The cards apportioned to each player are collectively known as that player's hand and are only known to the player. Some games involve a set of cards that are not dealt to a player's hand. These cards form the stock. (see below) It is generally good manners to leave one's cards on the table until the deal is complete. The player sitting one seat after the declarer (one with the highest bid and not

243-452: A tarot deck. The trionfi/tarots formed essentially a fifth suit without the ordinary ranks but consisting of trumps in a fixed hierarchy. One can get a similar effect by declaring all cards of a fixed or randomly determined suit to be trumps. This method, originating with triomphe , is still followed by a number of modern trick-taking games that do not involve an auction. Trumps were retroactively added to some games, such as trappola . It

324-424: A trick pile, face up, by the player who took them. A player unable to capture anything must trail (add) a card to the table. The players play cards alternately and when the first hand of four is exhausted, the dealer deals four more cards each from the stock, but none to the table this time. Play continues in this way until the stock is exhausted and the players have played their last hand of four. Any cards left on

405-447: A Queen can capture and Ace and a Jack or a 7 and a 5. In a variation recorded by David Parlett , the Ace is worth 1 or 14 as desired. Also making its first appearance in 1897 was the "interesting variation" of Spade Cassino in which every spade scored a point except for the ♠ J which scored 2. This replaced the usual score for "most spades" and gave 24 points per hand, excluding sweeps. Game

486-490: A card of the suit led), in the first phase of trick-play (before the stock is empty) players generally need not follow suit. A widespread game of this type is the Marriage group . In a contract game the winning and scoring conditions are not fixed but are chosen by one of the players after seeing their hand. In such games, players make bids depending on the number of tricks or card points they believe they can win during play of

567-435: A card played early to a trick will win or lose. When all cards have been played, the number or contents of the tricks won by each player is tallied and used to update the score. Scoring based on the play of tricks varies widely between games. In most games either the number of tricks a player or partnership has won ( plain-trick games), or the value of certain cards that the player has won by taking tricks ( point-trick games)

648-635: A game of Cassino" in Frederic Reynolds ' 1797 comedy, Cheap Living . At that stage, the court cards had no numerical value and could only be paired, and there was no building; that did not appear in English rules until the second half of the century. The counting cards were the Aces and two special cards known as the 'Great Cassino' ( ♦ 10) and 'Little Cassino' ( ♠ 2). As the game developed, further counters were added. One country to follow hard on English heels

729-566: A numerical value as in German Cassino such that they could capture two or more cards, and Spade Cassino, in which players scored for the most Spades, and Diamond Cassino, in which three cards are dealt instead of four. Royal Cassino is mentioned as early as 1894 when we learn that a passenger on a line from New York to London played the game with a doctor and his wife but its rules first appear in English Foster's Complete Hoyle of 1897. Cassino

810-422: A player unable to satisfy any other instruction is at liberty to play any card. Usually a low-ranking card or one from a short suit is sacrificed. The former is used to protect a higher ranking card while the latter is to help void a suit so as to allow trumping a future trick. For example, consider the following Whist hand, in a game where diamonds ♦ are the trump: North leads the deal with K♠ . Now, all

891-470: A result of his research on chess history, Pratesi has published several books, and more than 150 articles in chess journals. Pratesi published a few articles on the history of this game and took part in the discussion among the specialists of the subject, especially about the early spread of the game. In the 1970s and 1980s Sylvia Mann and Michael Dummett published pioneering works in England and established

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972-424: A trick, because the player who leads controls the suit that is led and which others must follow. The leading player playing a suit of which he has many, decreases the chance that anyone else would be able to follow suit. Playing a suit of which he has few, allows him to rid his hand of that suit, known as voiding the suit, freeing him from the restriction to follow suit when that suit is led by another player. On

1053-406: A trump suit is credited to ombre , the most popular card game of the 17th century. Rather than having a randomly selected trump suit, players can now hold an auction for it. The most popular game of the 18th-century was tarot which experienced a great revival. During this time, many tarot games were borrowed bidding over the stock ( taroc l'hombre ). In the 20th century, whist , now with bidding and

1134-438: A wager of game points to be won or lost. In others, the bid is a number of tricks or card points the bidder is confident that they or their partnership will take. Either of these can also include the suit to be used as trumps during the hand. Common bids include slam (winning all the tricks), misère (losing all the tricks), ouvert (the contractor's hand is exposed), playing without using the stock or only part of it, and winning

1215-454: Is 61 and hence it is scored on a cribbage board, all points being pegged as they are made apart from "most cards" which is pegged at the end. Diamond Cassino is a recent variant that has been described as a "cross between Cassino and Scopa ". Only 40 cards are used, the face cards being removed. Players are dealt three cards each, and four cards are dealt to the table. Game is 11 up and players get 1 for most cards, 1 for most diamonds, 1 for

1296-424: Is Karnöffel, where specific ranks of one suit were named Karnöffel, Devil, Pope etc. and subject to an elaborate system of variable powers. However, these were not trumps in the sense of a suit whose cards uniformly beat all other suit cards. Around 1440 in Italy, special cards called trionfi were introduced with such a function. These special cards are now known as tarots , and a deck augmented by tarots as

1377-448: Is a complete game and the player or team with the most points wins. Twenty-one Point Cassino appears for the first time in print in Dick's 1880 Modern Pocket Hoyle where he says that "Cassino is now very generally played for a fixed number of points (usually twenty-one)". The first player to the target score wins and the points are scored as soon as made. Sweeps are not turned down "as in

1458-878: Is added to the game and makes it more difficult to cheat if the trump suit is only chosen after dealing. In some games, in addition to or separately from a trump suit, certain fixed cards are always the highest trumps, e.g. the Jacks in Skat , the Jacks or Jokers in Euchre , and the Rook Bird card in Rook . They are called matadors after the high trumps in Ombre . Matadors either have high point values or special abilities as in Spoil Five where they can revoke legally. Some games have more than one trump suit, such as

1539-409: Is dealt three cards, and five are dealt to the table. Players may trail or take cards from the table, if they have cards which match the cards on the table, or if they have two cards which add up to a card on the table and equal the table card's value. In this game, Jacks are worth eleven points, Queens are worth twelve points and Kings are worth thirteen points. Game ends when a player finally clears all

1620-428: Is featured. More often, a dynamic trump suit is determined by some means, either randomly by selection of a card as in oh hell and the original form of Whist , or decided by the winner or winning bid of an auction as in contract bridge and some forms of Pinochle . In certain games, such as Rowboat and Rage, the trump suit may change during the course of the hand, even from trick to trick. Some psychological variety

1701-455: Is important. In many games such as hearts and oh hell , all players play individually against each other. In many four-player games such as bridge , euchre and spades , the players sitting opposite to each other form a fixed partnership. Some games such as pinochle are commonly played with or without partnerships, depending on the number of players. In some contract/auction games for three or more players, e.g. most tarot variants,

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1782-714: Is known for his discovery of a sheet of paper in Bologna that indicates that the divinatory use of Tarot was being practised there around 1750 and may have developed independently of its invention in France. Results of these studies were published as articles in journals, and more recently also in the web - particularly at trionfi.com (2011/12 and 2012/13 ) and naibi.net - and in a few books. In recent years Franco Pratesi published mainly in Italian language. 33 essays were translated by Michael S. Howard to English language. Pratesi's articles are often

1863-467: Is much rarer for trumps to be removed. The invention of trumps became so popular that very few European trick-taking games exist without them. This did not stop the two-handed piquet from becoming the most popular card game in Europe during the 16th century. Parlett suggests the invention of trumps let players in games involving more than two a greater chance of heading a trick. The invention of bidding for

1944-405: Is no trump suit for that hand. Making such a contract is regarded as harder to accomplish. In most cases for "no trump" deals, any card other than the leading suit played has no value. In some games such as Oh, hell , where the player may need to not get more tricks to win, playing cards other than the leading suit can be useful. In some games such as Piquet , Tarocchini , and Belote , before

2025-580: The Cultural Revolution . Certain actions in trick-taking games with three or more players always proceed in the same direction. In games originating in North and West Europe, including England, Russia, and the United States and Canada, the rotation is typically clockwise, i.e., play proceeds to the left. In South and East Europe, South America, and Asia it is typically anticlockwise, so that play proceeds to

2106-594: The International Playing-Card Society ; a further contribution came from Paris with Thierry Depaulis . All of them were interested in the early history of playing cards, but the important contribution of Florence remained unknown. With their encouragement, Pratesi extended research from libraries to archives with old documents. Many ancient documents and deeds of the local administrations have been kept in Florence, and moreover account books of retailers from

2187-461: The Qing dynasty , these multi-trick games evolved into the earliest draw-and-discard games where the players' objective was to form melds and "go out" rather than capture the opponents' cards. Khanhoo is an example of a multi-trick game that became a draw-and-discard game. Multi-trick games are also probably the source for climbing games like Zheng Shangyou and dou dizhu , which first appeared during

2268-565: The Tarot card games have this rule. Some games, notably French tarot and a variation of Rook , use a special card (in French Tarot's case, the Excuse ) that can be played at any time. If not, he has the choice of playing a trump to possibly win the trick, or rough (waste) a different suit. If unable to follow suit or trump, any card can be played. Each trick must contain one card per player, and hence

2349-467: The ♦ 7, 2 for all four 7s, 6s or As, and 1 for each sweep. In Draw Cassino , first called Royal Draw Cassino , players draw a replacement card each time they make a play, so that they always have four cards in hand (until the end), rather than being dealt cards in discrete rounds of four. It is a two-player game. There are a number of other European fishing games in the same family as Cassino. In this "fast and simple forerunner of Cassino", each player

2430-491: The "player" plays alone against the rest. In Doppelkopf , the two players holding the black queens are partners for that hand. Special rules are provided for the case where a single player holds both black queens. In some games not all cards are distributed to the players, and a stock remains. This stock can be referred to by different names, depending on the game; supply , talon , nest , skat , kitty , and dog are common game-specific and/or regional names. In some games

2511-399: The 15th century have been preserved there (and in a few other towns of Tuscany, such as Arezzo and Prato) with surprising detail. A long search has finally assigned to Florence its due place in the early stages of playing cards in Europe, including its contribution to the earliest Tarot cards and games. Some research with new results has also been performed in other towns. In particular, Pratesi

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2592-773: The Great Cassino at 10 or 16 and the Little Cassino at 2 or 15. This elaboration of the Cassino went unnoticed in its country of origin and across the Atlantic, apart from a fleeting observation in 1846 by Lady Sarah Nicolas in 1846 who recounts that "the game of Cassino is thus played in some parts of Germany:- Great Cassino takes sixteen. Little Cassino – fifteen. Every Ace – fourteen. King – thirteen. Queen – twelve. Knave – eleven." Rules continued to be published in German until at least 1975, but

2673-749: The archives in Florence and other towns to uncover the earliest references to playing cards. He is a Honorary Fellow of the International Playing Card Society and has written extensively in The Playing-Card . Franco Pratesi was born in 1940 in Florence and graduated in 1964 in Physical chemistry. As associate professor in the University of Florence, Pratesi was involved for decades in research and teaching of Materials Science. After early studies in molecular spectroscopy, he continued research on

2754-426: The cards from the table. Tablanette is said to be of Russian provenance. In this game, each player has six cards, and a player with a jack may use it to clear the whole table. At the end of a round, players score points for holding the most cards, and extra points if they are holding picture cards. In this Greek fishing game, players are dealt 6 cards. Matching face cards must be captured, so that no two face cards of

2835-401: The contractor ( declarer or taker ) plays alone against all opponents, who form an ad hoc partnership (the defenders ). In some games the partnerships are decided by chance – the contractor forms a partnership with the winner of the first trick, or with the player who holds a certain card. This practice originated from cinquillo and quadrille . In Königrufen and five-player French tarot

2916-399: The contractor, so that the contractor plays last to that trick. In precision or exact-prediction games, all players choose their winning condition independently: to win precisely a predicted number of tricks ( oh hell ) or card points ( Differenzler ). Each player's bid stands. In partnership games the partners' bids are often combined. Each player or partnership then tries to take exactly

2997-420: The dealer) in normal rotation is known as the eldest hand , also called the forehand in Skat and other games of German origin. The eldest hand leads to the first trick, i.e. places the first card of the trick face up in the middle of all players. The other players each follow with a single card, in the direction of play. When every player has played a card to the trick, the trick is evaluated to determine

3078-444: The dealer. In many games, the following players must follow suit if they can, i.e., they must play a card of the same suit if possible. A player who cannot follow suit may slough a card, i.e., play a card of a different suit. A trick is won by the player who has played the highest-ranked card of the suit led, i.e., of the suit of the first card in the trick, unless the game uses a trump suit . It can be an advantage to lead to

3159-446: The deck (some games use "soft shuffling," where the dealer does not explicitly shuffle the deck), and after giving the player one seat from the dealer opposite the normal direction of play an opportunity to cut , hands out the same prescribed number of cards to each player, usually in an order following the normal direction of play. Most games deal cards one at a time in rotation. A few games require dealing multiple cards at one time in

3240-439: The declarer, may be won by the player of the first trick, or may go to an opposing player or partnership. In some games, especially two-player games, after each trick every player draws a new card. This continues while the stock lasts. Since this drawing mechanism would normally make it difficult or impossible to detect a revoke (for instance, the player may not be able to follow suit, so they play off-suit and then immediately draw

3321-659: The development of ever more sophisticated card games: the invention of trumps, and the requirement of following suit to constrain their power, in the 15th century; and bidding in the 17th century. According to card game researcher David Parlett , the oldest known European trick-taking game, Karnöffel , was mentioned in 1426 in the Bavarian town Nördlingen – roughly half a century after the introduction of playing cards to Europe, which were first mentioned in Spain in 1371. The oldest known game in which certain cards have additional privileges

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3402-604: The discussed topic in Tarot History forums Pratesi has devoted about ten years of study to the history of this ancient game's spread into the Western world, which only became significant in the 20th century. Pratesi found most of the relevant literature in the collection of Theo van Ees in Leiden and with his collaboration, books have been published on Go history and bibliography in Europe. Pratesi has also published about fifty articles on

3483-422: The dummy hand, developed into contract bridge , the last global trick-taking game. The practice of counting tricks, in plain-trick games, may have originated in the counting of cards won in tricks. It was therefore a logical development to accord some cards a higher counting-value, and some cards no value at all, leading to point-trick games. Point-trick games are at least as old as tarot decks and may even predate

3564-459: The first time. The rules were based on research that included testing and approval by "the best players in this city". The following is a summary of those rules: The game is played by two, three, four or six players with a 52-card pack. Four play as two pairs. Players cut for deal and the player with the lowest card deals first. Ties 'cut over' and Aces are low. Dealer gives each player four cards, singly, eldest hand first. Four cards are dealt to

3645-531: The game seems to have waned in Germany and Austria towards the end of the 19th century. However, while the game began to fade away in England, it was in America that Cassino gained its second wind in the second half of the 19th century, initially due to new moves such as building and calling and, later, through several interesting new variants that emerged, including what became Royal Cassino, in which court cards were given

3726-432: The games singly or double. They play a rubber i.e. the best of 3 games. In 1864, William Brisbane Dick , alias "Trumps", published the first rules that included the feature of "building up", whereby players were allowed to place a card on an existing table card and, by announcing their combined value, fix the build at that value. In 1867, however, Dick published an even more elaborate set of rules that included "calling" for

3807-414: The hand, or may disallow leading a card of a particular suit until that suit has been played "off-suit" in a prior trick, called "breaking" the suit, usually seen in cases of a trump or penalty suit. Other games have special restrictions on the card that must be led to the first trick. Usually this is a specific card, e.g., 2 ♣ . The holder of that card is the eldest hand instead of the person one seat after

3888-417: The hand. One or more of these bids stands as the contract , and the player who made that bid is rewarded for meeting it or penalized for not meeting it. In auction games, bidding players are competing against each other for the right to attempt to make the contract. In a few games, the contract is fixed, normally a simple majority, less often based on certain cards captured during play, and players' bids are

3969-417: The hand. The contractor can declare a recontra which will double the points again. Popular examples of games with auctions include Contract bridge , Pinochle , tarot games , Skat , Belote and Twenty-Eight . In many auction games the eldest hand leads to the first trick, regardless of who won the auction, but in some, such as Contract Bridge , the first lead is made by the player next in rotation after

4050-483: The higher and the winner scores the difference. Game is 11 points; if the loser has less than 6, he or she is lurched and loses double. Only the scoring differs. After totalling their points the two lower scores are combined and deducted from the highest score e.g. if A score 8, B 2 and C 1, A scores 8 - (2 + 1) = 5 game points; but if A has 5, B 4 and C 2, A scores nothing. There are two teams of two and they follow Whist rules for cutting for places, dealing and scoring

4131-436: The history of Go. Trick (cards) A trick-taking game is a card- or tile-based game in which play of a hand centers on a series of finite rounds or units of play, called tricks , which are each evaluated to determine a winner or taker of that trick. The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as contract bridge , whist , and spades , or to

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4212-421: The huge family of ace–ten card games beginning with brusquembille . Pinochle is a representative of this family that is popular in the United States. Other examples include belote and skat . In contrast to Europe, Chinese trick-taking games did not develop trumps or bidding. They diverged into multi-trick games where melds can only be beaten by other melds provided they have the same number of cards. During

4293-474: The invention of trumps. Elfern and Fünfzehnern are possible candidates, although the earliest references date to the 18th century. Nearly all point-trick games are played with tarot decks or stripped decks , which in many countries became standard before 1600. Neither point-trick games nor stripped decks have a tradition in England. While there are a number of games with unusual card-point values, such as trappola and all fours , most point-trick games are in

4374-408: The last trick or other specific tricks. The highest bid becomes the contract and the highest bidder is the contractor , known in some games as the declarer or taker , who then plays either with or without a partner. The other players become opponents or defenders , whose main goal is to prevent the contract being met. They may announce a contra against the contractor which doubles the points for

4455-456: The late 19th in a German source and later featured in one of Hubert Phillips ' games compendia in 1939. It does not seem to have caught on, although it may have gained more traction in its various eastern European forms. These classic rules emerged in 1792 and remained largely unchanged until the mid-19th century. The following are based on Long: The game is for two players using a standard pack . The dealer deals four cards each and four to

4536-424: The leading suit in his hands. There is a large variation of strictness in following suit among games. In most modern games with trump suits, the rules for following suit do not distinguish between the trump suit and the plain suits . If a trick begins with a plain suit card and a later player cannot follow suit, the player may choose freely to either slough (discard a card of another plain suit), or ruff ( trump

4617-413: The number of tricks or points they bid, and are rewarded or penalized for doing so independently of anyone else's success or failure in meeting their bid. This type of game began to mature in the 20th century. Other games generally falling into the exact-prediction category are Spades and Ninety-Nine . Trump cards are a set of one or more cards in the deck that, when played, are of higher value than

4698-441: The other hand, it can be advantageous to be the final player who plays to the trick, because at that point one has full information about the other cards played to the trick. The last player to a trick can play a card just slightly higher or lower than the current winning card, guaranteeing they will win or lose it by the minimum amount necessary, saving more valuable high or low value cards for situations where they must guarantee that

4779-540: The other players must follow suit, i.e. play a spade card. East has a spade card, and thus must follow suit by playing 7♠ . South, however, does not have any spade card, and thus is allowed to play any card he wants. If he desires to win the trick, he can override North's K♠ by playing a diamond card (diamond being the trump), for example J♦ . If he does not want to win the trick, he can slough any other suit, such as 3♥ . Let us assume that he plays J♦ , overriding North's card. Now, West still has to follow suit, since he has

4860-419: The quasi-trick game Stortok , in which there are two trumps, with one superseding the other. Other games have no trumps. Hearts for instance has no provision for a trump suit of any kind. The Hearts suit for which the game is named has a different significance. Though trump is part of contract bridge , teams can make bids that do not specify a trump suit, called notrump . If that is the winning bid, then there

4941-421: The right. When games move from one region to another, they tend to initially preserve their original sense of rotation. A region with a dominant sense of rotation may adapt a migrated game to its own sensibilities. For two-player games the order of play is moot. In each hand or deal, one player is the dealer . This function moves from deal to deal in the normal direction of play. The dealer usually shuffles

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5022-451: The same value can ever be together in the pool. The scoring differs most notably in that there is no special suit, and sweeps are very valuable: Franco Pratesi Franco Pratesi (born 1940) is a retired professor of materials science and games researcher from Florence, Italy . He has contributed to the history of chess , draughts , playing cards (including Tarot games, Gemini-Minchiate) and Go . Pratesi spent years studying

5103-481: The second millennium. Michael Dummett noted that these games share various features. They were played without trumps , following suit was not required but only the highest card of the suit led wins, rotation was counter-clockwise, they were plain-trick games, and the pip cards of one or more suits were in reverse order so that the lower cards beat the higher ones. Two revolutions in European trick-taking games led to

5184-488: The single deal game" but scored as they are taken. A player who erroneously claims to have won loses the game. Royal Cassino appears for the first time in Foster's Complete Hoyle (1897), however the concept of giving values to the court cards was a Austro-German invention of the early 19th century. The only difference from standard American Cassino is that Jacks are now worth 11, Queens 12 and Kings 13, so that, for example,

5265-469: The spelling "Casino" along with some English sources. Likewise an origin in gambling dens appears unlikely since a casino in the late 18th century was a summer house or country villa; the name was not transferred to gambling establishments until later. In fact, as "Cassino", the game is first recorded in 1792 in England where it appears to have become something of a fashionable craze, and certainly well known enough for Mrs. Scatter to declare "I do long for

5346-405: The stock is depleted. Trick-avoidance games like reversis or polignac are those in which the aim is to avoid taking some or all tricks. The domino game Texas 42 is an example of a trick-taking game that is not a card game. The earliest card games were trick-taking games, as evidenced by the rank-and- suit structure, originating from China and spreading westwards during the early part of

5427-470: The stock remains untouched throughout play of the hand. It is simply a pile of "extra" cards that will never be played and whose values are unknown, which will reduce the effectiveness of " counting cards ", a common strategy of keeping track of the cards that have been played or are yet to be played. In games without bidding, trumps may be decided by exposing a card in the stock as in Triomphe . In other games,

5508-400: The structure and reactivity of single-crystal metal surfaces, and then on the high-temperature strength of superalloys. Pratesi has put online at naibi.net his collected articles on the history of games, published in journals (some 350 in toto) together with his contributions published in the web. At present, this collection held at John McLeod ’s webspace. His study of the history of games

5589-454: The suit led. If a trick contains any trump cards, it is won by the highest-value trump card played, not the highest-value card of the suit led. In most games with trumps, one of the four suits is identified as the trump suit . In the simplest case, there is a static trump suit such as the Spade suit in the game Spades , or a dedicated trump suit in the Tarot family, in addition to the other four,

5670-405: The table are claimed by the last player to take a trick, unless the last card played is a court card in which case its holder claims any remaining cards. In neither case does this score a point. At the end of the hand , score as follows: Thus there are 11 points in the game plus the bonus points for sweeps. If players tie on cards or spades, no point is awarded. The lower score is deducted from

5751-464: The table either regularly as he deals or in packets of two, three or all four. After the first four hand cards are played, the dealer deals another four each, singly, but none to the table, and this continues until all cards have been played out. Eldest hand leads a card and then each player in turn plays one card which may be used for: Points are scored at the end of each hand as in classic English Cassino, but instead of game being 11 points, each deal

5832-419: The table, placing the rest face down as the stock . Non-dealer plays the first card and aims to capture as many cards from the table as possible that match the card played. For example, if the table cards are 6–9–3–9–J, by playing a 9, a player may capture the 6 and 3 in combination as well as two 9s. If a player is able to clear the table (later called a sweep ) this scores 1 point. Captured cards are placed in

5913-518: The taker can call out a suit of which he does not possess the king, and is partnered with whomever does have it against the other three. Standard Schafkopf is similar: A "player" can "call" a suit, and the person holding the ace of that suit becomes his partner for the hand. As this is not openly declared, it can be a challenge for the remaining players, to find out who is partnered with whom through cunning playing for several tricks. Aside from that, standard Schafkopf also has several solo options, where

5994-467: The taking of tricks commences, players can expose certain cards or melds (combinations) that they possess for bonus points. While this phase may seem to award players for pure chance, those who do declare risk letting their opponents develop strategies to counter the cards that they have revealed. In many games, following suit is the action of playing a card of the same suit as that of the leading suit. A player must follow suit if that player has cards of

6075-407: The trick by playing a trump card). Subsequent players to the trick must still follow the original suit, and may only discard or trump if they do not hold a card of the suit led. Certain games are "play to beat" or "must-trump". If a player cannot follow suit but can play trump, they must play trump. If they are able, they must beat any trump card already played to the trick. Pinochle and several of

6156-409: The value of the cards contained in taken tricks, as in point-trick games such as pinochle , the tarot family, briscola , and most evasion games like hearts . Trick-and-draw games are trick-taking games in which the players can fill up their hands after each trick. In most variants, players are free to play any card into a trick in the first phase of the game, but must follow suit as soon as

6237-459: The winner of an auction-bidding process, the taker or declarer, may get to exchange cards from his hand with the stock, either by integrating the stock into his hand and then discarding equal cards as in Skat , Rook and French tarot , or in a "blind" fashion by discarding and drawing as in Ombre . The stock, either in its original or discarded form, may additionally form part of one or more players' "scoring piles" of tricks taken; it may be kept by

6318-422: The winner, who takes the cards, places them face down on a pile, and leads to the next trick. The winner or taker of a trick is usually the player who played the highest-value card of the suit that was led, unless the game uses one or more trump cards (see below). The player who leads to a trick is usually allowed to play an arbitrary card from their hand. Some games have restrictions on the first card played in

6399-539: Was Austria-Hungary where, as early as 1795 in Vienna and Prague, rules were published that incorporated English terminology such as "sweep" and "lurch." Initially the rules followed those in English sources, but as early as 1810, a markedly different variant appeared in which the court cards, Aces and Cassinos became far more potent. The courts were given values of 11, 12 and 13 respectively, the Aces could be valued at 14 as well as 1,

6480-606: Was eventually eclipsed by Gin Rummy . By the early 20th century, Cassino itself was obsolete everywhere, but two successors were emerging. Zwickern , a north German variant, introduced up to 6 Jokers as special cards and grew so popular that bespoke packs were made for it. Today the game is still played in a few villages in Schleswig . Tablanette , another apparent variant in which the Kings, Queens, Knaves and Tens are also counters, appeared in

6561-571: Was stimulated in the 1980s by chess historian Adriano Chicco, who convinced Pratesi that unknown documents could be discovered among the many ancient books and manuscripts kept in Florentine libraries. This soon led to the discovery of two unknown chess manuscripts. His research continued in the main libraries of other towns with, in particular, the discovery of an important chess manuscript in Cesena. Pratesi kept useful correspondence with foreign historians. As

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