Cautions in Bezique.

In playing Bézique, it is best to keep your tens till you can make them count; to retain your sequence cards as long as possible; to watch your opponent's play; to declare a royal marriage previous to declaring a sequence or double bezique; to make sure of the last trick but one in order to prevent your opponent from declaring; to declare as soon as you have an opportunity. 

 Three-Handed Bezique

  1. The above rules hold good in the case of three-handed games—treble bézique counting 1,500. An extra pack of cards is required for the third other player; so that, in the case of three, the trump card is the twenty-fifth.
  1. The game is always played from left to right, the first player on the left of the dealer commencing. Three-handed bézique is sometimes played with two packs of cards, suppressing an eight, thus rendering them divisible by three.

 Forfeits at Bezique

The following are Forfeits:

i.For drawing out of turn 10
ii.For playing out of turn 10
iii.For playing without drawing 10
iv.For overdrawing 100
v.For a revoke in the last eight tricks all the eight tricks.

 Four-Handed Bezique.

  1. Four-handed Bezique may be played by partners decided either by choice or cutting. Partners sit opposite each other, one collecting the tricks of both, and the other keeping the score, or each may keep his own score, which is preferable.
  1. A player may make a declaration immediately after his partner has taken a trick, and may inquire of his partner if he has anything to declare, before drawing.
  1. Declarations must be made by each player separately, as in two-handed bézique.
  1. The above descriptions will serve to sufficiently acquaint the reader with the rules and modes of play adopted in this excellent game. Bézique is said to be of Swedish origin, and to have been introduced to English players through the medium of some Indian officers who had learned it of a Scandinavian comrade. Variations in the play occur in different companies. These, however, having been indicated above, need not be more particularly noted.

 Marriages, Sequences, &c

  1. The cards forming the declarations are placed on the table to show that they are properly scored, and the cards may thence be played into tricks as if in your hand.
  1. Kings and queens once married cannot be re-married, but can be used, while they remain on the table, to make up four kings, four queens, or a sequence.
  1. The king and queen used in a sequence cannot afterwards be declared as a royal marriage.
  1. If four knaves have been declared, the knave of diamonds may be used again for a bézique, or to complete a sequence.
  1. If four aces have been declared, the ace of trumps may he again used to perfect a sequence.
  1. If the queen of spades has been married, she may he again used to form a bézique, and vice versâ, and again for four queens.
  1. Playing the seven of trumps—except in last eight tricks—10; exchanging the seven of trumps for the trump card—10; the last trick—10; each ace and ten in the tricks—at the end of each deal—10.
  1. The game is 1,000, 2,000, or 4,000 up. Markers are sold with the cards.

 Terms used in Bezique.

  1. A Declaration  is the exhibition on the table of any cards or combination of, cards, as follows:
  1. Bezique  is the queen of spades and knave of diamonds, for which the holder scores 40 points. A variation provides that when the trump is either spades or diamonds, Bezique may be queen of clubs and knave of hearts. Bézique having been declared, may be again used to form Double Bezique—two queens of spades and two knaves of diamonds. All four cards must be visible on the table together—500 points.
  1. Sequence  is ace, ten, king, queen, and knave of trumps—250 points.
  1. Royal Marriage  is the king and queen of trumps—40 points.
  1. Common Marriage  is the king and queen of any suit, except trumps—20 points.
  1. Four aces  are the aces of any suits —100 points.
  1. Four kings  are the kings of any suits—80 points.
  1. Four Queens  are the queens of any suits—60 points.
  1. Four knaves  are the knaves of any suits—40 points.

Nor Yet the Last to Cast the Old Aside.


This fashionable game is played with two packs of cards, from which the twos, threes, fours, fives, and sixes, have been discarded. The sixty-four cards of both packs, shuffled well together, are then dealt out, eight to each player, by threes, twos, and threes; the seventeenth turned up for trump, and the rest left, face downwards, on the table. If the trump card be a seven, the dealer scores ten points. An incorrect deal or an exposed card necessitates a new deal, which passes to the other player. A trump card takes any card of another suit. Except trumping, the higher card, whether of the same suit or not, takes the trick—the ace ranking highest, the ten next, and then the king, queen, knave, nine, &c When two cards of equal value are played, the first wins. 

Some players require the winning card to be of the same suit as that led, unless trumped. After each trick is taken, an additional card is drawn by each player from the top of the pack—the taker of the last trick drawing first, and so on till all the pack is exhausted, including the trump card. Players are not obliged to follow suit or trump until all the cards have been drawn from the pack. Tricks are of no value, except for the aces and tens they may contain. Tricks should not be looked at till the end of the deal, except by mutual consent. When a player plays without drawing, he must draw two cards next time, and his opponent scores ten. When a player draws out of turn, his opponent scores ten, if he has not drawn a card himself. When a player draws two cards instead of one, his opponent may decide which card is to be returned to the pack—it should not be placed at the top, but towards the middle of the pack. A player discovering his opponent holding more than eight cards, while he only holds eight, adds 100 to his score. Should both have more than their proper number there is no penalty, but each must play without drawing. 

Be Not the First by Whom the New is Tried.

 Mode of Playing

  1. Immediately after taking a trick, and then only, a player can make a Declaration; but he must do so before drawing another card. Only one Declaration can be made after each trick.
  1. If, in making a declaration, a player put down a wrong card or cards, either in addition to or in the place of any card or cards of that declaration, he is not allowed to score until he has taken another trick. Moreover, he must resume the cards, subject to their being called for as "faced" cards.
  1. The seven of trumps may be exchanged for the trump card, and for this exchange ten is scored. This exchange is made immediately after he has taken a trick, but he may make a declaration at the same time, the card exchanged not being used in such declaration.
  1. Whenever the seven of trumps is played, except in the last eight tricks, the player scores ten for it, no matter whether he wins the trick or not.
  1. When all the cards are drawn from the pack, the players take up their eight cards. No more declarations can he made, and the play proceeds as at Whist, the ten ranking higher than the king, and the ace highest.
  1. In the last eight tricks the player is obliged to follow suit, and he must win the trick if possible, either by playing a higher card, or, if he has not a card of the same suit, by playing a trump.
  1. A player who revokes in the last eight tricks, or omits to take when he can, forfeits the eight tricks to his opponent.
  1. The last trick is the thirty-second, for which the winner scores ten. The game may be varied by making the last trick the twenty-fourth—the next before the last eight tricks. It is an unimportant point, but one that should be agreed upon before the game is commenced.
  1. After the last eight tricks are played, each player examines his cards, and for each ace and ten that he holds he scores ten.
  1. The non-dealer scores aces and tens first; and in case of a tie, the player scoring the highest number of points, less the aces and tens in the last deal, wins the game. If still a tie, the taker of the last trick wins.
  1. All cards played in error are liable to be called for as "faced" cards at any period of the game, except during the last eight tricks.
  1. In counting forfeits a player may either add the points to his own score or deduct them from the score of his opponent.