Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Failing a brelan, the hand with the best point wins. For this
purpose, al four players reveal their hands, including those who
folded. The face values of al these cards are total ed for each suit,
folded. The face values of al these cards are total ed for each suit,
counting Ace 11, courts 10, numerals as marked. The suit with the
highest visible total is designated the best suit, and the player
holding the highest card of it wins the pot – provided that he did
not fold. If he did, the winner is the player holding the greatest
face-value of cards in any other suit.
Related vying games
Best, Flush, and Thirty-One
(Bel e, Flux, et Trente-un). A French and German game of the
sevententh-eighteenth centuries, resembling Poch, but played
without a staking board and with three cards each, one of them
dealt face up. The three stakes were won for, respectively, being
dealt the highest upcard (bel e), vying as to who held the best two-
or three-card flush, and drawing cards up to 31 in the manner of
Pontoon/Blackjack.
Brelan
Classic French vying game widely played from the seventeenth to
the nineteenth centuries, but nowhere unambiguously described.
From two to five players received three cards each from a pack of
24, 28, 32 or 36, and the next card was turned from stock. The best
hand was a brelan carre, being four of a kind made with the aid of
the retourne, fol owed by a simple brelan or prial.
Flush
The flush element of European vying games goes back to a
The flush element of European vying games goes back to a
fifteenth-sixteenth century game of probable Italian origin, variously
known as Flusso, Frusso, Flux, Fluxus, Fluss, etc. After staking,
players received three cards each and vied as to who held the
greatest value of cards in a single suit. Courts counted 10 each and
Ace original y 1, subsequently 11, giving a maximum of thirty-one.
Flüsslen
Of several descendants of Flusso surviving in Switzerland, Flusslen
is local to Muotatal. Four play in partnerships, using a 20-card Jass
pack consisting of Ace, King, Ober, Unter, Banner in each of the
suits acorns, bel s, shields, flowers. Deal three each. One member of
the partnership on lead puts out a two-card flush, but does not turn
the third card until the others have tried to beat it with a bet er
two- or three-card flush. The Unter or Banner of acorns counts 11
points, of bel s 101/2, of shields 101/4, of flowers ‘ten-and-a-bit.
Aces count 11, and Kings and Obers 10 each, but only in
combination with one or two other cards of the same suit. Three
Aces count as a Fli ss worth 33, thus beating everything.
Gilet
Old French game variously spelt Ge, J’ai, Je lai, Gilet, Gil et, and, in
Cardano’s Latin text, Geleus. It looks ancestral to Best, Flush, and
Thirty-One. Put up two stakes and deal three each, face down, from
a 36- or 32-card pack. The first goes to the winner of vying for the
best tricon (triplet) or ge (pair), the second of vying for the best
point, meaning the total value of cards in any one suit. The 1777
Academie des Jeux says that a pair of Aces counts 20 1/2 for point,
and an Ace and same-suit court card or Ten count 211/2, whether
or not the third card is an Ace. Make of this what you wil .
Giley
A Spanish Gypsy game, according to Fournier’s Juegos de Naipes
Espan-oles. Four or five play, to the right, with a 28-card pack
counting as fol ows:
rank Ace King Caballo Sota Three Two Seven
count 11 10 10
10 10
10 7
The winning hand is the highest flush-point on four cards. A four-
card flush ranges in value from 37 to 41, a three-card from 27 to
31, a two-card from 17 to 21. Play to the right. Deal two each in
ones, fol owed by a Poker-style bet ing interval, then two more,
fol owed by another interval, fol owed by a Poker-style draw and a
final bet ing interval. Tied hands at a showdown are broken in
favour of the eldest player. Some circles acknowledge a best suit,
typical y oros, which beats an equal point in an ordinary suit. Some
rank al suits in descending order oros, copas, espados, bastos
(equivalent to - - - ).
Golfo
A Spanish vying game comparable to Gilet but more subtle. Four
play, to the right, with a 28-card pack consisting only of numerals
Three to Nine inclusive. Each in turn deals but sits out, so only
three actual y vie. The winning hand is the highest-counting flush of
up to four cards out of five, which is to say that only two, three, or
four of a suit can be counted even if you have five. A higher-
counting flush beats a lower, even if it contains fewer cards. The
structure is: deal two each, bet, deal three more each, bet, discard
and draw, bet, discard and draw again, final bet. Equality in a
showdown favours the eldest player. Thus you cannot possibly lose
if, as eldest hand, you hold 6-7-8-9 of a suit, counting 30, the
highest possible.
Poque(Bog)
The seventeenth-eighteenth century French equivalent of Poch,
revived in the nineteenth century under the name Bog. The word
Poque, related to poche (pocket), also means a staking
compartment in the gaming board. The French equivalent of Ich
poche, recorded as Je poque, may suggest that ‘poker’ was
original y pronounced ‘pocker’.
Trentnen (Träntnen, Trenta)
This even more elaborate Swiss relative of Flusslen is played in
Appenzel . The procedure is similar, except that each player
discards one card, so that only two-card flushes count, and partners
may indicate the nature of their hand to each other by means of
conventional nods, winks and grimaces.
Don’t forget…
Play to the left (clockwise) unless otherwise stated.
Eldest or Forehand means the player to the left of the dealer
in left-handed games, to the right in right-handed games.
T = Ten, p = players, pp = in fixed partnerships, c = cards,
† = trump,
= Joker.
23 Banking games
[Bragadin] gave Casanova two sound pieces of advice – only to play for cash;
and never to punt, only bank.
John Masters, Casanova (1969)
A banking game is a form of gambling in which one or more
punters simultaneously play a two-handed game against a banker.
The banker deals the cards and general y operates the knobs and
leversof play, while the punters, in most cases, have nothing to do
but decide how much they want to lose. The banker enjoys a
number of advantages, notably that of winning in the event of a tie.
Such advantages constitute his ‘edge’, which can in many cases be
calculated as a long-run percentage in the banker’s favour. Another
characteristic is the fact that many such games require the provision
of a bet ing table marked with a staking layout equivalent to that
used in roulet e, and, to save time and labour, are played with
several packs shuf led together and dealt from a long oblong box
cal ed a shoe. This makes banking games ideal activities for casinos,
in which the bank is held by the management and the game dealt
and control ed by its agents. Casinos, in turn, make ideal sources of
revenue for otherwise impecunious political entities. Cardinal
Mazarin is said to have turned the seventeenth-century French court
at Versail es into one vast casino, virtual y operating it as an
instrument of state, and to this example the principality of Monte
Carlo provides a modern paral el.
Thus banking games are not so much card games as casino games
that happen to be played with cards, the casino itself supplying the
equipment, funding the bank, and, through its agents (croupiers)
equipment, funding the bank, and, through its agents (croupiers)
general y running the show. A detailed description of banking
games therefore belongs not in a book of card games but in a
bookof casino games. Here, we can safely restrict ourselves to those
that can be played anywhere, of the cuf , with a single pack of
cards and no special equipment, and for what many regard as the
fun of a mild flut er, if indeed they bother to play for cash at al .
Structural y, banking games are lit le more than dice games
adapted to the medium of cards, as shown by the fact that they are
fast, defensive rather than of ensive, and essential y numerical, suits
being often irrelevant. They are divisible into two broad classes:
turn-up games, in which punters more or less bet on whether
or not one card wil turn up before another, and stakes are