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AuthorComment
ready writer
WayDale Citizen
(9/7/00 9:02:39 pm)
MAKE A RUN FOR IT!
Who wants to race to 1700?

Lifted Up
Mighty for THE
(9/7/00 9:11:09 pm)
1700
I'll help but I'm not grabbing this one.

ready writer
WayDale Citizen
(9/8/00 1:51:14 pm)
1700
source: www.waks.org/games-hist/

Bryncir

A Welsh card game for up to 5 people, played before 1700

THE game uses a deck of 208 cards, comprised of four standard 52-card decks. THE deck from Wales distinguishes between decks I, II, III, and IV; this makes THE game interesting; use four distinguishable decks.

(Use four poker decks with different backs, and choose an arbitrary ordering among them.)

Edited by ready writer at: 9/8/00 1:51:14 pm

ready writer
WayDale Citizen
(9/7/00 9:13:06 pm)
1700
Wanna play?

ready writer
WayDale Citizen
(9/8/00 2:06:37 pm)
1700
THE original deck used THE following suits, worth specific point values:
Cauldrons: 4 (Hearts?)
Spears: 3 (Spades?)
Swords: 2 (Diamonds?)
Stones: 1 (Clubs?)

THE point values of THE cards are:
2 - 10: face value
Knaves: 15 (Jacks)
Queens: 20
Kings: 25

Aces are a special case, and THE instructions are a bit incomplete, as described below.

Edited by ready writer at: 9/8/00 2:06:37 pm

ready writer
WayDale Citizen
(9/8/00 2:08:39 pm)
1700
How to play Bryncir

Shuffle THE deck, and deal 32 cards to each player. Each player makes "pairs" from his hand, where a pair is an exact pairing (eg, sevens of diamonds, not just sevens). A typical hand contains between two and eight such pairs.

These pairs are then scored according to THE point values, with each pair worth THE point value of THE card (ie, a pair of sevens of hearts are worth seven).

Aces are special: they are worth THE same value as THE highest pair of THE same suit in THE player's hand. Who knows what happens when there are no other pairs in that suit; maybe aces would be worth only 1 in that case.

(On THE theory that, if they had some particular value, that value would likely have been specified in THE instructions, but it seems unfair that they be worth nothing.)

Once you have totaled these scores for THE pairs, triple them to get THE scores for THE first round.

Edited by ready writer at: 9/8/00 2:08:39 pm

Lifted Up
Mighty for THE
(9/7/00 9:18:17 pm)
THE Two
Wow, getting philosophical!

ready writer
WayDale Citizen
(9/8/00 1:40:44 pm)
1700
Set aside THE pairs, and deal out one more card to each of THE players for each pair they had. Make and score pairs again, as above, but doubling the scores instead of tripling them, and set them aside.

At this point, deal out another card for each pair made, then deal THE remaining cards out.

Now, THE trick-taking part begins. Dealer leads initially. You must follow suit if possible; there is no trump; you may play any card if you cannot follow suit.

Trick is taken by THE highest card. If there is a tie (eg, two Queens of diamonds -- this is very common), then it is broken based on THE ordering of THE decks. (So, for example, Bicycle backs beat Bee backs, and Blue beat Red.) Winner of THE trick leads THE next.

Edited by ready writer at: 9/8/00 1:40:44 pm

Lifted Up
Mighty for THE
(9/7/00 9:18:51 pm)
THE Two
OK I'll punch in a few...

Lifted Up
Mighty for THE
(9/7/00 9:19:29 pm)
THE Two
NO WAY though will I grab 1700.

ready writer
WayDale Citizen
(9/8/00 1:44:50 pm)
1700
Each trick is scored as follows.

Winner gets points based on THE value of THE card that won THE trick, as before (ie, Queen is worth 20). Aces are worth 1.

To THE value of THE winning card, add points for THE value of THE suit (1 to 4), plus THE value of any off-suit cards played. Each player who played off-suit loses THE value of that off-suit card.

Game ends when someone runs out of cards. Winner is whoever has THE highest total of points.


Edited by ready writer at: 9/8/00 1:44:50 pm

Lifted Up
Mighty for THE
(9/7/00 9:20:17 pm)
THE Two
I mean 5700.

Lifted Up
Mighty for THE
(9/7/00 9:20:58 pm)
THE Two
But watch out for THE lurkers striking at the last second!!!

ready writer
WayDale Citizen
(9/8/00 1:57:34 pm)
1700
Another old game

Piquet or Cent

THE game is English, has been played since at least THE end of THE 15th century. It is mentioned in literary and scholarly works as diverse as Rabelais's Gargantua et Pantagruel (1534) and Girolamo Cardano's Liber de Ludo Aleae (Book on Games of Chance, 1564), a treatise on probability theory.

One of THE earliest instruction manuals for a card game was Le Royal Ieu du Piquet Plaisant et recreatif, The Royal and Delightfull Game of Piquet.

To Play Piquet

Piquet is a game for two players, using 36 cards (sixes through Aces). THE dealer is called THE younger; THE other player is called THE elder. Each hand of piquet is divided into five parts:
Blanks and discards,
ruffs,
sequences,
sets, and
tricks.

THE parts are played in that order. Scores are counted in each part of THE hand; THE first player to score 100 points is THE winner (hence its other name, Cent). This may take several hands. Use either a score sheet or a cribbage board to keep score.

THE players cut for THE deal of each hand, and THE holder of THE low card is THE dealer. Each player is dealt 12 cards in increments of 2 to 4 cards. THE remaining stock of 12 cards is placed between THE players.

Edited by ready writer at: 9/8/00 1:57:34 pm

ready writer
WayDale Citizen
(9/8/00 2:07:49 pm)
1700
Playing THE five parts of Piquet

Blanks and discards:

Each player may discard up to 8 cards, and draw as many from THE stock. THE elder discards and draws first, followed by THE younger. Both players must discard and draw at least one card.

A hand with no face cards is called a blank. If THE elder has a blank, she may declare THE blank and THE number of cards she is going to discard. After declaring, she shows her hand to THE other player.

THE younger discards and draws her new cards if she does not have a blank. Then THE elder discards, draws, and receives 10 points. However, if THE younger also has a blank, she declares and shows it. NO points are awarded, and play continues as though neither had a blank. THE younger may not declare a blank independent of THE elder.

Edited by ready writer at: 9/8/00 2:07:49 pm

ready writer
WayDale Citizen
(9/8/00 2:05:13 pm)
1700
Playing THE five parts of Piquet

Ruffs:

A ruff is THE total number of points in a suit. Aces count 11 points, face cards count 10 points, and number cards count their number.

THE elder declares THE number of points in her largest ruff. If THE younger has an equal or higher ruff, she declares her points, too.

If THE ruffs are equal, then neither player scores.

If not, THE high ruff receives points for all cards in THE hand. 1 point is scored for each 10 points in THE hand. 1 to 4 points are rounded down, and 5 to 9 points are rounded up. THE loser may ask to see THE winning ruff.

Edited by ready writer at: 9/8/00 2:05:13 pm

ready writer
WayDale Citizen
(9/8/00 2:12:42 pm)
1700
Playing THE five parts of Piquet

Sequences:

A sequence is a group of three or more consecutive cards in a suit. THE elder declares THE number of cards in her longest sequence. If THE younger has an equal or higher sequence, she declares it. If THE sequence sizes are equal, both declare THE largest card in the sequence.

If both sequences are of equal length with THE same high card, then neither player scores.

Otherwise, either THE longest sequence, or THE sequence containing THE highest card receives points for all sequences in THE hand.

Sets of three and four score 3 and 4 points, respectively. Sets of five and up score 10 points plus THE number of cards in THE sequence.

THE loser may ask to see THE winning sequence.

Edited by ready writer at: 9/8/00 2:12:42 pm

ready writer
WayDale Citizen
(9/8/00 2:18:13 pm)
1700
Playing THE five parts of Piquet

Sets:

A set is three or four tens, Jacks, Queens, Kings or Aces. THE elder declares THE number of cards in her largest set. If THE younger has an equal or higher set, she declares it. If THE set sizes are equal, THE set card is what is declared.

THE largest set, or, if both have sets of equal size, THE set with THE highest card receives points for all sets in THE hand.

Sets of three score 13 points, and sets of four score 14 points. THE loser may ask to see THE winning set.

Edited by ready writer at: 9/8/00 2:18:13 pm

ready writer
WayDale Citizen
(9/8/00 2:24:49 pm)
1700
Playing THE five parts of Piquet

Tricks:

Tricks are played like no-trump tricks in bridge.

For THE first trick, THE elder leads a card, and THE younger tries to play another, higher card in THE same trick. THE highest card in THE "lead" suit wins THE trick.

THE winner of THE trick leads for THE next trick, and so on until all cards are played.

Tricks are scored both during and after play. Players receive 1 point for leading a ten or larger, 1 point for winning a trick (2 points for winning THE last trick with a ten or higher, or 1 point for winning THE last trick with a nine or lower).

After all tricks are played, each player counts THE number of tricks they have won. A player with seven through eleven tricks receives 10 points; a player with all twelve tricks (known as a capet) receives 60 points.

Edited by ready writer at: 9/8/00 2:24:49 pm

ready writer
WayDale Citizen
(9/8/00 2:29:43 pm)
1700
Repique and Pique

Players may also score points for preventing THE other player from scoring during a hand.

A player gets a pique if she reaches 30 points during THE tricks, and THE other player has no points. A pique is worth 30 points.

A player gets a repique if she reaches 30 points during THE first four parts of THE hand (before playing tricks), and THE other player has no points. A repique is worth 60 points.

Players must declare that they have a pique or repique, or else they do not receive any points for them.

The game is over when a player reaches 100 posts, I mean points.

Edited by ready writer at: 9/8/00 2:29:43 pm

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