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Medieval Games

Tavern Games

This guide will explain the types of games and their rules that were oft played in Taverns and Inns. Hopefully, upon reading this guide, you will have a better understanding of how to play and can go out and have fun at any local inn.

Knucklebones was played during medieval times, though it actually originated in the days of ancient Greece with records of the game dating as far back as 330 B.C. The game features four bones, each taken from the ankle of a sheep, with each bone possessing four sides, each of a different shape. Each long side --- convex, sinuous, flat and concave, respectively --- is given a different value, typically 1, 3, 4 and 6. Players roll the bones like dice, and add together their score for the round based on which side of each bone lands facing upwards. If bones aren't available, the organizers could substitute them for a set of four-sided dice.

Below you will see an image explaining the points you can accrue from the various 'faces' of the bones.

Passe-dix

Probably one of the most, if not the most, ancient dice game in history. Passe-dix was specified by Matthew’s gospel (Matthew 27:35) as the game the Roman guards played under the site of the crucifixion of Jesus of Nazareth.

Passe-dix is played with three dice. There’s always a banker, and the number of players is unlimited. The first gamer rolls: every time he throws UNDER ten he (and all the other players in the game) lose the specified stake, which goes to the banker. Every time he rolls ABOVE ten (or PASSES TEN–whence the name of the game), the banker must return double the stake to all the players in the game. After three losses of the roller (no matter how many wins), the roller position is passed to another gamer in the circle. The banker changes after each roll.

Example

E.g. if there are four people in the game (remember one is the Banker, and one is rolling for everyone else) and the stake is 5G, then a loss will result in the banker taking 5G from each other player, but a win will involve the banker giving 10G to each player.

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Dice Games

Hazard az-zahr (الزهر)

This game (meaning literally dice in Arabic) and its far-Asian counterpart Sic Bo (high-low) was one of the most played games in 13th century Europe. Hazard is the predecessor of the modern game craps, which is a simplified version of this rather convoluted medieval gambling game.

“This game was properly so called; for it made a man or undid him in the twinkling of an eye.” – The apprentice in Chaucer’s The Cook’s Tale

The players assemble round a circular table, with one space being reserved for the “groom-porter,” who occupies a somewhat elevated position of overseer, calls the odds on the selected ‘main’, and generally sees that the game is played correctly. Whoever takes the box and dice places his money in the centre of the table – this is at once covered with an equal amount either by some individual speculator, or by the contributions of several. The player (technically called the “caster”) then proceeds to call a “main.” There are five mains on the dice, namely, 5, 6, 7, 8, and 9; of these he mentally selects that one (based either chance or superstition), calls it aloud, shakes the box, and delivers the dice. If he throws the exact number he called, he “nicks” it and wins; if he throws any other number (with a few exceptions, which will be mentioned), he neither wins nor loses.

The number, however, which he thus throws becomes his “chance,” and if he can succeed in repeating the “chance” again before then throwing his “main”, he wins; if not, he loses. For example, suppose the caster “sets”–that is, places on the table–a stake of 10 silver; it is covered by an equal amount, and he then calls 7 as his main. The caster, however, throws 5; the groom-porter at once calls aloud, “5 to 7”– that means, 5 is the number to win and 7 the number to lose: remember, having missed his “main” the first time he must now repeat his “chance”. The player now continues throwing until the event is determined by the turning up of either the main or the chance. During this time, however, a most important feature in the game comes into operation–the laying and taking of the odds caused by the relative proportions of the main and the chance. These, as has been said, are calculated with mathematical exactness, are proclaimed by the groom-porter, and are never varied. In the above instance, as the caster stands to win with 5 and to lose with 7, the odds are declared to be 3 to 2 against him, inasmuch as there are three ways of throwing 7, and only two of throwing 5. As soon as the odds are declared, the caster may increase his stake by any sum he wishes, and the other players may cover it by putting down (in this instance) two-thirds of the amount, the masse, or entire sum, to await the turning up of either main or chance. If a player “throws out” (throws neither the “main” nor the “chance”) three times in succession, the box passes to the next person on his left, who at once takes up the play. He may, however, “throw in” without interruption, and if he can do so some half-dozen times and back his luck, the gains will be enormous.

Ruleset
Main Nicks Outs Chance
5 5 2,3,11,12 -
6 6,12 2,3,11 -
7 7,11 2,3,12 Anything Else
8 8,12 2,3,11 -
9 9 2,3,11,12 -
Betting Odds
Main 4 5 6 7 8 9 10
5 4/3 - 4/5 2/3 4/5 1/1 4/3
6 5/3 5/4 - 5/6 1/1 5/4 5/3
7 2/1 3/2 6/5 - 6/5 3/2 2/1
8 5/3 5/4 1/1 5/6 - 5/4 5/3
9 4/3 1/1 4/5 2/3 4/5 - 4/3

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Dice Games

Cards

Playing cards were first invented in China, in the 9th century, they first entered Europe though the middle east in about the 14th century, although these cards tended to have more in common with what you might describe as "tarot" cards than modern day playing cards.

By the 15th century woodcut printed playing cards were relatively common among upper classes. they were used for gambling at the time, although I do not know precisely what games.

The Four suits known in modern card games (Spades, Hearts, Diamonds, Clubs) originated in the late 15th century in france.

Piquet

Piquet (/pɪˈkɛt/; French pronunciation: ​[pikɛ]) is an early 16th-century trick-taking card game for two players that is still popular today.

Piquet is played with a 32-card deck, normally referred to as a piquet deck. The deck comprises the 7s through to 10s, the face cards, and the aces in each suit, and can be created by removing all 2–6 values from a 52-card poker deck. Each game consists of a partie of six deals (partie meaning match in French). The player scoring the most points wins.

In Piquet, cards rank as follows from highest to lowest: Ace, King, Queen, Jack, 10, 9, 8, 7

Cut

The player who cuts the higher card has to deal, and the dealer has the choice of cards at the commencement of each partie. A partie consists of six deals. The players deal alternately for each hand in the partie. It is preferable to deal first so as not to deal the last hand. Dealing puts a player at a disadvantage.

Deal

Twelve cards are dealt to each player, with the remaining eight forming the talon, which is placed face-down between the players. The talon may be split by the dealer into two piles of five and three cards, respectively. The dealer is referred to as the younger hand and the non-dealer as the elder hand.

Echanging Cards

The goal of exchanging cards is to improve one's hand before the declaration and the play. The elder hand exchanges first. This is done by taking one to five cards from the hand and placing them face down. An equal number is then drawn from the talon. At least one card must be exchanged. The player must state how many cards he intends to exchange if fewer than the maximum. If the elder chooses to take fewer than the maximum, he may then look at the remainder from the five (which are the first ones that the younger will take).

The younger hand exchanges next. Again, at least one card must be exchanged. The younger may also exchange up to five cards, depending on how many the elder exchanged. If the elder exchanged all five, then obviously the younger may only exchange up to three.

Carte Blanche

After the deal, players sort their cards in their hands. A player with no court cards (J, Q, K) may declare "carte blanche," which is worth 10 points. Carte blanche should be declared immediately. Either player declaring carte blanche must show their hand to the other. However, to preserve fairness, a formal protocol should be followed:

Elder has Carte BLanche
  • Elder declares the number of cards that will be exchanged, and sets them to the side.
  • Younger chooses cards to be exchanged, and sets them to the side.
  • Elder displays entire hand, including cards set aside.
Younger has Carte Blanche
  • Younger displays after elder has exchanged cards.

A hand of this type is fairly rare, appearing roughly once every 1,800 hands. Although it often scores poorly, it is usually advantageous to declare it to prevent the opponent from scoring pique or repique, despite the tactical disadvantage of giving information to the opponent.

Note: It is impossible for both players to hold carte blanche, so it will never happen that both players declare 'carte blanche. (There are 12 face cards in the deck (J,Q,K x 4). There are only 8 cards in the talon, so at least one player's hand must hold some face cards.)

Declaration Phase

In the declaration phase, the players ascertain who has the better hand in each of three categories. This is done in an oblique sort of way that leads to some of the intrigue of piquet. Elder hand declares first always, with younger responding. In each part of the declaration, the younger hand may choose to contest the elder's claim. By doing so, the younger may reveal information that would be useful during the trick-taking phase, called the play. Likewise, the elder may choose not to reveal information in one or more parts of the declaration.

Point

If the elder has at least four cards in a suit, he may make a declaration: for example, "Point of four". The younger would then respond indicating that he has more, fewer, or the same number of cards in a suit. This is done by saying "Good" (the elder has more and wins the point), "Not good" (the elder has fewer), or "Making?" or "How many?", indicating that the younger has the same number of cards in a suit, which requires clarification.

If both players have the same number of cards in a suit, then they must tally the value of the cards. The values of the cards are as follows: ace = 11, face cards = 10, and face value for the rest. After adding the values of the cards, the elder calls out the number. The younger may then say "Good", if the elder's value is greater, or "Not good" and the number that wins the point. For example: "Not good: 39" or "Not good, I have 39". If the values are the same, younger says "Equal".

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Cards

The player with the better point scores the number of cards in the suit, not their value. If the values are the same, neither player scores. Note that younger does not actually score for any declarations until elder has led to the first trick in the play (see below).

Sequence

The next part of the declaration is the sequence, in which the longest consecutive run of cards is valued. A sequence must have at least three cards and they must all be in the same suit. Again, the elder hand starts. For example, "Run of three" or "Sequence of four". The younger than responds with "Good" or "Not good", in the same way as before, or by contesting. To contest, the younger says "How high?", to which the elder responds with the highest card in the sequence. For example, "To the queen". Younger replies with "Good", "Not good" or "Equal".

In keeping with the game's ancestry, one may utilize the historical names for sequences in this part of the declaration, instead of the prosaic "Run of three", for example. The following are the proper names and their associated values; those from 6 up are obsolete in English:

Number Point Worth Number Proper Name
3 3 Teirce
4 4 Quart
5 15 Quint
6 16 Sixième
7 17 Septième
8 18 Huitième

The person winning the sequence may declare any additional sequences that he has, if desired. If both players' best sequences are equal then neither player may score for any sequences.

Set

A set is three or four of a kind, ten or greater (7s, 8s, and 9s don't count, and aces are highest). Sets of three are called trios or brelans and are worth 3 points, and sets of four, quatorzes ("cat-orz"), are worth 14 points. The declarations take place in the same manner as "point" and "sequence", with elder stating his best set (for example, "Three kings"), to which younger replies "Good" or "Not good". The player with the best set may declare any additional sets that he has if desired.

Carte Rouge

A variation is sometimes played in which 20 points are received if every card in a player's hand is used at some point while making up one or more "good" declarations, carte blanche excluded. The points are scored at the time this occurs and are not subject to the order of point counting, below.

The following example should illustrate one way carte rouge may apply during a hand.

Six cards were good in points, and the other six were good in sequences.

The 20 points would then be awarded at that stage of the counting towards a repique.

Pique and Repique

If a player scores 30 points during the declaration phase prior to his opponent scoring anything, that player gains a repique, which is worth an additional 60 points. If elder scores 30 points in declarations and play combined, before younger scores any points, then elder gains a pique and scores an additional 30 points. A player can only score either repique or pique, not both.

All declaration scoring must be evaluated in the following order, after the play of the first card by elder:

  1. Carte Blanche
  2. Point
  3. Sequnces
  4. Sets

If a player were to score more than 30 points in points and sequences before the other might score in sets, then the player would receive a repique.

For example: elder has a quatorze of aces for 14 points; younger has a point of 7 and two quints for a total of 37 points. According to the order of scoring, above, younger would receive the repique bonus.

Note that younger can never gain a pique because elder always scores one point for leading to the first trick (see below). By the end of the declaration, each player will have a pretty good idea of the other's hand (to the degree that each chooses to claim their points).

Additionally, should elder achieve "cards"—more than 6 tricks—prior to younger winning any tricks, then the 10 points for "cards" may immediately be applied to a pique. If elder subsequently wins all the tricks, elder only receives the remaining 30 of the 40 points awarded for capot. The capot does not count towards a pique.

Equality has no effect on pique or repique.

Carte rouge is applied as soon as it occurs, and is not subject to the ordering, above; however, a common variation is that a "pique" or "repique" cannot be scored as the result of a "Carte Rouge" by the younger hand, once elder has played a first card.

Play

The play is the trick-taking part of the game. Players must follow suits with the elder hand placing a card face up and scoring one point. The younger then scores for their declarations and plays a card that follows suit, if possible. If not, he may discard anything he chooses. The winner of the trick (the player with the highest card in the suit led), takes the trick, placing it face-down (usually; see variations) in front of themself. The winner of the trick leads the next. When forced to discard, it is important to choose the right card. See tactics.

The score is usually kept verbally as play progresses. Trick score counts as follows:

  • 1 point for leading a trick
  • If the second player (the player who doesn't lead) wins a trick, he gets a point.
  • The winner of the last trick wins a 1-point bonus (see variations).
4
Cards
Cards

The player with the greater number of tricks won at the end of play scores 10 for cards. If there is a tie, then neither player scores the additional points.

Capot

If all 12 tricks are won by one player, that player scores 40 points for capot ("capot" is the origin of the word kaput).

Scoring

  • Rubicon piquet: Six hands are played regardless of final score. The winner's margin is computed as winner's score – loser's score + 100. If, however, the loser fails to score at least 100 points, then the final score is computed as: winner's score + loser's score + 100; since the loser failed to "cross the Rubicon".

E.g. 105 to 101 = 4 + 100 = 104 to the winner; 97 to 89 = 97 + 89 + 100 = 286 to the winner

  • Classic piquet, also known as piquet au cent: Played to 100 or 101 points, regardless of how many hands it takes to reach 100, usually five or six, uses a deck that includes the sixes of all four suits, and allows up to seven cards to be exchanged by the elder hand. In this variation, it is possible for both hands to score carte blanche, since the six of each suit is available to be used in a sequence of 6, 7, 8, 9, 10, A in each player's hand, two suits each. Additionally, points are not accumulated for leading to a trick, but are rather earned by the winner of the trick, one point per 10-card or higher; thus, a person could win a trick, and earn 0, 1, or 2 points. There is no point for winning the last trick.

Variations

  • Players may choose to keep tricks face up in front of them.
  • Players may look through both players' winning tricks.
  • The winner of the last trick may score 10 points instead of 1, making the choice of how to close the play more significant.
  • Declarations state the total card values for points each time it is declared, not just when the dealer says "Equal".
  • Carte rouge may award 10 or 40 points instead of 20, at the players' discretion.

Tactics

Players discard low cards (nine or lower) even if this means getting rid of four or more of one suit. This diminishes the chances of winning the point round, but this round is the lowest scoring one. Getting rid of these lower cards to get straights of five or more is very beneficial and will increase one's score greatly. Players may attempt to hold "stop" cards (usually queens or kings in their opponent's strong suit) for the last stage of play, in order to block their opponent's run of tricks with their long sequences.

Cribbage

Cribbage, or crib, is a card game traditionally for two players, but commonly played with three, four or more, that involves playing and grouping cards in combinations which gain points. Cribbage has several distinctive features: the cribbage board used for score-keeping, the eponymous crib, box, or kitty (in parts of Canada)—a separate hand counting for the dealer—two distinct scoring stages (the play and the show) and a unique scoring system including points for groups of cards that total fifteen. It has been characterized as "Britain's national card game" and the only one legally playable on licensed premises (pubs and clubs) without requiring local authority permission.

The game has relatively few rules yet yields endless subtleties during play. Tactical play varies, depending on which cards the opponent has played, assessing how many cards in the remaining deck of forty cards will help the hand you hold, and one's position on the board. Many games are decided by just a single digit points margin, with the edge going to the experienced players who understand the odds and their position on the board.

Luck-of-the-deal and the cut plays a role in the outcome of games, but over time experienced players will have an edge over novices.

Rules

Play proceeds through a succession of "hands", each hand consisting of a "deal", "the play" and "the show". At any time during any of these stages, if a player reaches the target score (usually 121), play ends immediately with that player being the winner of the game. This can even happen during the deal, since the dealer scores if a jack is cut as the starter.

Deal

The players cut for first deal, and the person who cuts the lowest card deals. The dealer shuffles and deals five or six cards to each player, depending on the number of players. For two players, each is dealt six cards; for three or four players, each is dealt five cards. In the case of three players, a single card is dealt face down in the centre of the table to start the crib. Once the cards have been dealt, each player chooses four cards to retain, then discards the other one or two face-down to form the "crib" (also called the box), which will be used later by the dealer.[7] At this point, each player's hand and the crib will contain exactly four cards. The player on the dealer's left cuts the deck and the dealer reveals the top card, called the "starter" or the "cut". If this card is a jack, the dealer scores two points for "his heels".

Play

Starting with the player on the dealer's left, each player in turn lays one card face up on the table in front of him or her, stating the count—that is, the cumulative value of the cards that have been laid (for example, the first player lays a five and says "five", the next lays a six and says "eleven", and so on)—without the count going above 31. The cards are not laid in the centre of the table as, at the end of the "play," each player needs to pick up the cards they have laid.

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Cards

Players score points during the play as follows:

  • 15 – For causing the count to reach exactly 15 a player scores two points, then play continues.
  • Pair – Completing a pair (two of a kind) scores two points.
  • Three of a kind is the same as three different pairs, or 6 points.
  • Four of a kind is 6 different pairs, or 12 points.
  • A run of three or more cards (consecutively played, but not necessarily in order) scores the number of cards in the run.

If a player cannot play without causing the count to exceed 31, he calls "Go". Continuing with the player on their left, the other player(s) continue(s) the play until no one can play without the count exceeding 31. A player is obliged to play a card unless there is no card in their hand that can be played without the count exceeding 31 (one cannot voluntarily pass). Once 31 is reached or no one is able to play, the player who played the last card scores one point if the count is still under 31 and two if it is exactly 31. The count is then reset to zero and those players with cards remaining in their hands repeat the process starting with the player to the left of the player who played the last card. When all players have played all of their cards the game proceeds to the "show".

Players choose the order in which to lay their cards in order to maximize their scores; experienced players refer to this as either good or poor "pegging" or "pegsmanship". If one player reaches the target (usually 61 or 121), the game ends immediately and that player wins. When the scores are level during a game, the players' pegs will be side by side, and it is thought that this gave rise to the phrase "level pegging".

Show

Once the play is complete, each player in turn, starting with the player on the left of the dealer, displays their own hand on the table and scores points based on its content in conjunction with the starter card. Points are scored for:

  • Combinations of cards totalling fifteen
  • Runs
  • Pairs (Multiple pairs are scored pair by pair but may be referred to as three or four of a kind.)
  • Flush (A four-card flush scores four and cannot include the starter card; a five-card flush scores five.)
  • Having a jack of the same suit as the starter card ("one for his nob [or nobs or nibs]", sometimes called the "right" jack)

The dealer scores their hand last and then turns the cards in the crib face up. These cards are then scored by the dealer as an additional hand, also in conjunction with the starter card. Unlike the dealer's own hand, the crib cannot score a four-card flush, but it can score a five-card flush with the starter.

All scores from 0 to 29 are possible, with the exception of 19, 25, 26 and 27.[10] Players may refer colloquially to a hand scoring zero points as a “nineteen hand”.

Muggins

Muggins (also known as cut-throat) is a commonly used but optional rule, which must be announced before game play begins. If a player fails to claim their full score on any turn, the opponent may call out "Muggins" and peg any points overlooked by the player.

Match

A match (much like tennis) consists of more than one game, often an odd number. The match points are scored on the cribbage board using the holes reserved for match points. On a spiral board, these are often at the bottom of the board in a line with 5 or 7 holes. On a conventional board, they are often in the middle of the board or at the top or bottom.

In a two-player game of cribbage, a player scores one match point for winning a game. Their opponent will start as dealer in the next game. If a player lurches (British) or skunks (US) their opponent (reaches 121 points before their opponent scores 91 points), that player wins two match points for that game. If a player double skunks their opponent (reaches 121 points before their opponent reaches 61), they score three or four match points for the game, depending on local convention. If a player triple skunks their opponent (reaches 121 points before their opponent reaches 31 points), they automatically win the match. Double and triple skunks are not included in the official rules of cribbage play and are optional. There are several different formats for scoring match points.


Match Point Scoring

| Scoring Variation | Points for a Normal Win | Points for skunking opponent | Points for double skunking opponent | Points for triple skunking opponent | |:---:||:---:||:---:||:---:||:---:| |Official Tournament rules (American Cribbage Congress) | 2 Points | 3 Points | no extra points | no extra points | | Long Match scoring | 3 Points | 4 Points | no extra points | no extra points | | Free Play rules | 1 Points | 2 Points | 3 or 4 Points | no extra system | | Free play rules with triple skunk | 1 Points | 2 Points | 4 Points | Automatic win of match |

Cribbage Board

Visually, cribbage is known for its scoring board—a series of holes ("streets") on which the score is tallied with pegs (also known as "spilikins"). Scores can be kept on a piece of paper, but a cribbage board is almost always used, since scoring occurs throughout the game, not just at the conclusion of hands as in most other card games. Points are registered as having been scored by "pegging" along the crib board. Two pegs are used in a leapfrog fashion, so that if a player loses track during the count one peg still marks the previous score. Some boards have a "game counter" with many additional holes for use with a third peg to count the games won by each side.

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Cards
 

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