Put (card game)

 Four-Handed Put.

Each party has a partner, and when three cards are dealt to each, one of the players gives his partner his best card, and throws the other two face downwards on the table: the dealer is at liberty to do the same to his partner, and vice versa . The two who have received their partners' cards play the game, previously discarding their worst card for the one received from their partners. The game then proceeds as at two-handed Put. 


 Two-Handed Put

The eldest hand plays a card; and whether the adversary pass it, win it, or tie it, has a right to say, "I put ," or place his cards on the pack. If you accept the first and your opponent decline the challenge, you score one; if you prefer the latter, your adversary gains a point; but if, before he play, your opponent says, "I put ," and you do not choose to see him, he is entitled to add one to his score. It is sometimes good play to say, "I put ," before you play a card: this depends on the nature of your hand. 


 Put

The game of Put is played with an entire pack of cards, generally by two, but sometimes by four persons. At Put the cards have a value distinct from that in other games. The best card in the pack is a trois , or three; the next a deuce , or two; then the ace, king, queen, knave, ten in rotation. The dealer distributes three cards to each player, by one at a time; whoever cuts the lowest card has the deal, and five points make the game, except when both parties say, "I put "—for then the score is at an end, and the contest is determined in favour of the player who may win two tricks out of three. When it happens that each player has won a trick, and the third is a tie—that is, covered by a card of equal value—the whole goes for nothing, and the game must begin anew. 


 Laws of Put

  1. When the dealer accidentally discovers any of his adversary's cards, the adversary may demand a new deal.
  1. When the dealer discovers any of his own cards in dealing, he must abide by the deal.
  1. When a faced card is discovered during the deal, the cards must be reshuffled, and dealt again.
  1. If the dealer give his adversary more cards than are necessary, the adversary may call a fresh deal, or suffer the dealer to draw the extra cards from his hand.
  1. If the dealer give himself more cards than are his due, the adversary may add a point to his game, and call a fresh deal, or draw the extra cards from the dealer's hand.
  1. No bystander must interfere, under penalty of paying the stakes.
  1. Either party saying, "I put "—that is, "I play"—cannot retract, but must abide the event of the game, or pay the stakes.


Knowledge Makes Humble.