Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
four of a kind, or to notice when somebody else has done so.
Each player now takes one card from his hand and passes it face
down to the player at his left. Everyone does this together, not one
by one in turn.
Repeat this process until one player gets al four of a rank in his
hand. He then, as slyly and quietly as possible, lays his hand of
cards face down on the table and rests one finger wisely against his
nose. Anyone who notices him doing so also puts his cards down
and rubs his nose, even if he hasn’t got four of a kind. Eventual y,
everybody wil notice what’s going on and do the same thing. The
last player to do so is the donkey, or pig, or triceratops, or
whatever.
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.
15 Fishing games
Given a number of cards face up on the table and a number of cards
in your hand, can you play a card from the hand that matches one
or more of those on the table? If so, you play it, take them, and add
them to your pile of winnings. If not, you’l have to add another
card to those on the table for the next player to ‘catch’.
This is the pat ern of games widely played in China under the
general title ‘Fishing’. They resemble trick-taking games to the
extent that the aim is to capture cards: it’s the method that dif ers.
Whereas trick-taking is the commonest form of card-capture in the
West, the reverse is the case in the East. Fishing games are also
widely played in the Middle East and round the shores of the
Mediterranean, being especial y popular in Turkey, Greece and
Italy. Only one of them, Cassino, has regularly formed part of the
western repertoire, though it is by no means the easiest to learn or
the most exciting to play. The fact that it is often presented as an
arithmetical y ‘educational’ game for children can’t have done much
for its image. A bet er starting-point is the Italian national game of
Scopa, for two, or its partnership equivalent, Scopone. Once you get
the hang of this family, you’l find more elaborate variations to
enjoy.
Cassino
2-4 players, 52 cards
There are two kinds, sorts, descriptions, species, manners, classes, natures and qualities of Casino. As you love me, child, avoid that which contains but a single S.
G. A. Sala, Lady Chesterfield’s Letters to her Daughter (1860)
Cassino is the only member of the Scopa family to have penetrated
the English-speaking world, and that in America rather than Britain,
possibly brought thither by Italian immigrants in the nineteenth
century. There it seems to have been heavily elaborated by the
addition of single and multiple ‘builds’, a feature absent from its
first recorded description in Piggot ’s Hoyle of 1797, where it more
resembles Scopa in relative simplicity. Though spelt in English with
a double ‘s’ from the outset, it has recently become fashionable to
favour the spel ing Casino, for no particularly useful or sensible
reason.
PreliminariesUp to four can play, but the game works best for two.
From a 52-card pack deal two to each opponent, two to the table,
two to the dealer, then the same again so everyone has four. Turn
the four table cards face up in a row. Place the rest of the pack to
one side. When everyone has had four turns and run out of cards,
deal another four each in batches of two, and so on throughout the
game. No more cards are dealt to the table, however, at any time.
ObjectTo capture cards, especial y spades, Aces, Big Cassino ( T)
and Lit le Cassino ( 2). Each player’s captured and capturing cards
are stored face down in a pile on the table in front of him.
PlayEach in turn, starting with eldest, plays a card to the table to do
one of the fol owing:
1. Capture one or more table cards by pairing. For example, an
Ace captures one or more Aces, a Jack one or more Jacks, and
so on.
2. Capture one or more table cards by summing. For example, a
Ten captures two or more cards total ing ten, a Nine two or
more cards total ing nine, and so on. Court cards have no
more cards total ing nine, and so on. Court cards have no
numerical value and are therefore never involved in summing.
3. Build a combination that the player can capture on a
subsequent turn (provided no one else captures it first). For
example, with two Sixes in hand and two on the table, play a
Six to the table, put al three Sixes together, announce
‘Building sixes’, and capture them with the fourth Six on the
next turn. Or: with 2-3 on the table and 4-9 in hand, build the
Four to the 2-3, announce ‘Building nine’, and capture al
these with the Nine on the next turn. Note that a build can be
captured only as a whole: none of its component cards can be
captured individual y. An existing build can be extended, but
in a non-partnership game it is not permissible to make a
build for which one does not hold an appropriate capturing
card. A build maybe captured by another player, whether an
opponent or a partner. In the partnership game, you may
increase builds made by your partner without yourself holding
a capturing card, provided that it is evident from his
announcement that he can capture on the next turn. (Example:
He plays a Four to a Three and announces ‘Building seven’.
You may play a Seven and announce ‘Building sevens’, even if
you do not hold another Seven yourself.)
A possible source of confusion in building cards must be avoided
by clearly announcing the total. For example, a player may add a
Three from his hand to a Three on the table. If he announces
‘Building threes’, the two cards may be captured only with a Three
(by multiple pairing). But if he announces ‘Building six’, the build
may be captured only by a Six. Furthermore, the build of six could
be increased by the addition of another card to make a higher
build, but the build of Threes could be increased only by the
addition of another Three.
A card played from hand may make as many captures as
possible, whether by pairing or summing. Capturing al the cards
on the table is cal ed a sweep. This is a scoring feature and is
indicated by leaving the capturing card face up in the winnings
pile.
pile.
A player who neither captures nor builds must simply trail a card
by playing it face up to the table and leaving it there as an
additional table card – though, if it can capture a card, it must.
When one player makes a sweep, the next in turn has no option but
to trail.
Ending and scoringWhen al cards have been played from hand and
none remain in stock, the player who made the last capture adds to
his won cards al the untaken table cards, but this does not count as
a sweep unless it is one by definition.
Players then sort through their won cards and score 1 point for
each sweep, Ace and Lit le Cassino ( 2), and 2 points for Big
Cassino ( T). For taking most spades add 1 point, and for taking
most cards 3 points. The 3 for cards is not counted in the event of a
tie. The game ends at the end of the deal on which a player or side
reaches a previously agreed target score, typical y 11 or 21.
GameThere are several dif erent ways of scoring for game. (a) Each
deal is a complete game and the higher score wins. (b) The first
player or side to reach 11 points wins a single game, doubled if
done in two deals, or quadrupled if in one deal, the loser’s score
being subtracted to determine the margin of victory. If both exceed
10, the higher score wins, but if tied there is no pay-of . (c) Game is
21 up. If tied, the winner is the side with the majority of cards, or,
if stil tied, of spades.
VariantsWhen two play, sweeps may be ignored.
Some players al ow a court card to capture only one card or three
by pairing, but not two, as the consequent invulnerability of the
fourth prevents any sweeps from being made. (Which may not
mat er if sweeps are not counted anyway.)
It may be agreed that play ends the moment someone makes a
capture that brings his score to the target.