Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
the Cards…
Anon., The Game of Quadril e (1726)
This four-handed adaptation of Ombre originated in France and
spread to other countries in various forms, giving rise to related
games with dif erent names. In England it was regarded as a ladies’
game as opposed to the relatively spartan rigours of partnership
Whist. Whist eventual y won out, partly by virtue of its formal
simplicity and universal standardization, but probably more on
patriotic grounds. Quadril e remained, by any standard of
judgement, one of the great European games of the eighteenth
century, but by the start of the nineteenth was rapidly declining in
favour of Boston, its own relatively simplified descendant.
Preliminaries Four players use a 40-card pack consisting of
AKQJ765432 in each suit. Each player starts with at least 40 chips
or counters. A game is any number of deals divisible by four. Deal,
bid and play to the right. Before each deal, each player stakes one
chip to the pot. (Or the dealer stakes four, if preferred.) Deal ten
each in batches of 4-3-3, 3-4-3, or 3-3-4.
Rank of cards The rank of cards varies with the colour of each suit
and whether it is plain or trump. Cards run, from highest to lowest:
black suits (plain)
K Q J 7 6 5 4 3 2
black trumps
A +2 A K Q J 7 6 5 4 3
red suits (plain)
K Q J A 2 3 4 5 6 7
red trumps
A +7 A A K Q J 2 3 4 5 6
Matadors The top three trumps are cal ed Spadil e ( A), Manil e
(the nominal y lowest trump), and Basta ( A). They are
col ectively cal ed matadors and have special powers. In a red
trump suit the fourth highest is its Ace, cal ed Punto, but it is not a
matador.
Auction Eldest, the player at the dealer’s right, speaks first, and each
in turn may pass, make an opening bid, or overcal a previous bid.
A player who passes may not bid later. The bids are:
1. Al iance. Announced as ‘I beg’ or ‘Propose’, this bids to win at
least six tricks after naming trumps and cal ing as partner the
holder of a specific King.
2. Solo. To win at least six tricks after naming trumps and
playing alone against the other three.
3. The vole (slam). To win al ten tricks after naming trumps
and playing alone against the other three.
If a proposal is not overcal ed, Hombre (the declarer) names
trumps and nominates the King of any non-trump suit lacking from
his own hand. If he holds al three, he cal s a Queen instead. The
holder of the cal ed card automatical y becomes the other partner,
but says nothing. The partnership may be revealed only when the
cal ed card is played to a trick, or when its holder makes some
other play that obviously favours the cal er.
If al four pass, the game is forced Spadil e. Whoever holds A
must play an al iance by cal ing a King, or Queen if necessary. In
this case, however, he may (but need not) invite his partner to
name trumps.
A Sources do not remark on the conflict of this rule with that forbidding
partner’s self-declaration. But it is a nice point – perhaps intentional – that the caller should either name trumps, or know his partner immediately, but not both.
Play Eldest leads first. Players must fol ow suit if possible, otherwise
may play any card. The trick is taken by the highest card of the suit
led, or by the highest trump if any are played, and the winner of
each trick leads to the next.
Reneging A player holding a matador need not play it to a trump
Reneging A player holding a matador need not play it to a trump
lead, but may, if lacking lower trumps, instead renege by playing
from another suit. However, if a higher matador is led, a player
with a lower matador may not renege but must play either it or
another trump.
Premiers and the vole If Hombre in a solo bid wins the first six
tricks straight of , he gains a bonus for premiers, and wins without
further play. If, however, he leads to the seventh trick, this
automatical y raises his bid to the vole. If unsuccessful, it reduces
but does not entirely cancel his basic win. In an al iance, the same
rule applies to the partnership if they take the first six between
them, and they must (obviously) discuss whether or not to lead to
the seventh.
Set lements if contract won For a successful solo, Hombre wins the
stake. If, in addition, any of the fol owing bonuses apply, they are
paid to him by each opponent. A unit means one quarter of the
current stake. The stake may be greater than four chips, as it is
carried forward when a game is lost.
Hombre held three matadors
1 unit
Hombre held all three and Punto 2 units
Hombre won premiers
1 unit
(Punto, or Ace, only applies when a red suit is trump.)
Set lements for the vole vary enormously. The fol owing is
suggested. Having won the game and premiers, and gone for the
vole, Hombre receives an additional 2 units from each opponent if
successful, otherwise he pays 2 units to each for the loss.
In an al iance or forced Spadil e, the stake is divided between the
al ies, and each opponent pays each partner any of the relevant
bonuses listed above. In this case ‘matadors held’ means ‘held
between the al ies’, not necessarily in one hand.
Set lements if contract lost If Hombre wins only five tricks, the loss
Set lements if contract lost If Hombre wins only five tricks, the loss
is cal ed a remise; if four or fewer, it is a codil e, and the same
applies to an al iance.
For a remise, Hombre doubles the stake – which is carried
forward to the next deal – and, if applicable, pays the opposing
side for any matadors held by the contracting side.
Given codil e, the stake is won by and divided between the two
or three opponents of the contracting side (unless there are three
and the stake is not exactly divisible). Hombre also puts up double
the stake to be carried forward to the next deal.
In an ordinary al iance, the loss is borne entirely by the player
who cal ed a partner, as the lat er had no say in joining the
partnership. In forced Spadil e, however, it is shared, as both
played on equal y involuntary terms.
Point-score The fol owing is a suggestion. Points for matadors are
ignored. If Hombre has an al y, the appropriate winning score is
credited to each, but a losing score is deducted only from the al y’s
in a forced Spadil e:
Forced Alliance Solo
Won
3
5 10
Won with premiers 6
10 20
won with vole won 12
20 40
Won with vole lost 1
2 5
Lost remise
-6
-10 -20
Lost codille
-12
-20 -40
If a game is lost, whether by remise or codil e, the fol owing
game is won or lost double. If two are lost in succession, the next is
trebled in value; if three, the next quadrupled; and so on, until a
game is won, when the next counts singly again.
Optional extras Countless non-standard variations were played on
this basic theme. The commonest, cal ed Preference, establishes a
preferred trump suit, typical y that entrumped in the first deal,
which subsequently overcal s a bid at the same level in a dif erent
which subsequently overcal s a bid at the same level in a dif erent
suit, and wins or loses double.
One comprehensive list of additional bids (in ‘Q. Quanti’,
Quadril e Elucidated, 1822), runs:
1. Forced Spadil e
2. Al iance
3. Mediateur, or Dimidiator. Soloist plays after cal ing for a King
(or Queen if four held) and taking it into his own hand in