Baccarat Score Card Pdf
If you are among the players who would choose to stay in and compensate their losses, you should definitely pay attention to the Advanced strategies discussed below. Advanced Strategy 1. Advanced Strategy 1 is also called the High Roller strategy as it requires the player to use well-thought-out tactics and have a pretty solid bankroll. In brief, the Advanced Strategy 1 is based on the faith. Bring your own SCOREBOARD to the casino! It’s the essential tool to IMPROVE your Baccarat game! Baccarat Scoreboard is completely FREE. It will be your best tool to TRACK the score and improve your SKILLS. Special Features: Track your wins, losses, ties, pairs, naturals Use the various roads to help choose your next bet Analyze the shoe with detailed statistics Save and share your scores.
- Appendices
- Baccarat Analysis
- Miscellaneous
Baccarat Card Scoring and Table Layout. Baccarat Scoring Baccarat games are determined by which of two hands has the highest score: the player or the banker. Players can bet on either side or on a tie between the two. Let us look at how cards score in the game. Baccarat assigns the same score values to the playing cards as other games do. Win@Baccarat Online with the Predictor System 6.2 Baccarat-System Card Games. Download; Baccarat System for Online Casinos - 100 FREE predictions. Just enter the online results and the Predictor System will tell you when and where to bet for a 5% to 7% advantage over the casinos. How easy is that. Keeping a score card in Baccarat helps you keep track of the time and money spent on the table. The score card enables you to keep record of the wins and losses of each side and eventually notice a tendency that can be helpful when it comes to boosting your.
Introduction
Baccarat is a game steeped in superstition. The vast majority of players keep careful track of the shoe history, either on paper or with the aid of screens that show every hand since the shoe began. There are various ways of recording this information. The companies that market the screens that display the shoe history present it in various ways, according to the most popular methods of trying to define patterns.
Before going further, let me give my usual comment on notation. When referring to an actual bet, I use capital letters. When referring to the player playing the game, I use lower case. I invite the rest of the world to follow this convention, to help avoid confusion.
For those who don't know me, let me take a moment to say that all this effort at trying to predict the next hand is a waste of time. For all practical purposes, the odds are the same for every hand, and the past history does not matter. Now before the perfectionists out there write to me, yes, I know if you had the use of a computer, a card counter could make computer-perfect decisions according to the composition of the remaining cards, which would very rarely result in an advantage on some bets. However, that is not what I'm talking about it. I'm saying that trying to find a pattern in past Player and Banker wins is as useless as predicting the next color in roulette (on a fair wheel) according to past reds and blacks.
Although I personally don't play baccarat, I have wondered for years about some of the tables in those displays of the shoe history. The staff at the Venetian has been very helpful in helping me understand, so that I may enlighten the rest of the world. So, with the introductions out of the way, let's get started. Here is a picture of a typical sign, seen at the Venetian. There are various components of display, which I will address individually.
How to Read Them
Bead Plate
This section above is called the 'bead plate.' It used to be that players could buy a tray with cubes with sides noting Player, Banker, and Tie wins. Wins are recorded as follows:
- Blue = Player win
- Red = Banker win
- Green = Tie win
The player starts in the upper left hand corner and makes his way down. When he reaches the bottom row, he moves over one column to the right and back to the top row.
Big Road
The next section, pictured above, is called the 'Big Road.' This primarily keeps track of Player and Banker wins. Tie and pair wins are also noted with slashes and dots. To be specific, a tie is noted with a green line through the previous Player or Banker win. A Player pair is noted with a blue dot in the lower right corner of the hand it occurred in. A Banker pair with a red dot in upper left. In the interest of simplicity, in this example there were only Player and Banker wins.Much like in the Bead Plate, the player starts in the upper left, as well as marking Player wins in blue, and Banker wins in red. However, instead of a solid circle, with a Chinese character in the middle, the Big Road has only the blue and red outlines of circles.
Unlike the Bead Plate, in the Big Road the player starts at the top of a new column with each change in Player and Banker winning. Note the grid is six rows deep. In the event there are seven or more consecutive Player or Banker wins, the results will move to the right, creating what is known as a dragon tail. In this example that never happens, as there was never more than four consecutive wins on the same side.
Big Eye Boy
With the next table, it is no longer so obvious what is going on, and it is here where I started to need help. As mentioned before, baccarat players are a very superstitious bunch. While the strategies they use to find patterns can be a complicated topic, one basic truth is they like predictability and repeating patterns. For example, if the last 12 hands were BBBPPPBBBPPP, I would bet that everybody at the table would bet on the Banker the next hand. Note how wins happen in groups of three. The Big Eye Boy table is useful in gauging how repetitive the shoe is. Red entries are a sign of repetition, and blue entries are a sign of a chaotic, 'choppy' shoe. It is important to note that in the Big Eye Boy table, blue and red are not associated with Player and Banker wins, as they are on the previous two tables.
The first entry in the Big Eye Boy table is the hand after the first entry in the second column of the Big Road, so that there is enough information to judge if a pattern is developing or not. Here is where the air starts to get thin, so pay attention. Every entry in the Big Eye Boy table, as well as the next two tables, will refer to a specific entry in the Big Road. Each entry in the Big Eye Boy is recorded as follows:
- If the hand in question causes a new column in the Big Road, then compare the previous two columns in the Big Road. If they are the same in depth, then record a red circle in the Big Eye Boy. If they are not, then record a blue circle.
- If the hand in question is the same outcome as the previous hand (skipping ties), then compare the cell to the left of the newly created entry in the Big Road with the cell directly above that one. If these two cells are the same, whether both Player, both Banker, or both blank; then mark a red in the Big Eye Boy. Otherwise, mark a blue.
In other words, consider the latest entry in the Big Road. Then, move one cell to the left. Then, move up. If the move up does not result in a change, mark red, if it does, mark blue.
In the event the Big Road forms a dragon tail, for purposes of the Big Eye Boy as well as the Small Road and Cockroach Pig, assume that the Big Road is infinitely deep, and ask yourself what would have happened under that assumption.
Note that if the Big Road consisted entirely of an alternating pattern of x Player wins with x Banker wins, then the Big Eye Boy would be entirely red.
To help with this part, I explain below every entry in the Big Eye Boy table that follows. I put the results in Excel so you could refer to the exact points in the grid I'm referring to.
For example, the first entry shows cell A1 on the Big Eye Boy table. This corresponds to the same hand represented in cell C1 of the Big Road table. Since cell C1 is the beginning of a new column, we check if the previous two columns are equal in length. They are, so we color the Big Eye Boy red for cell A1.
Big Road
Big Eye Boy
Big Eye Boy — Play by Play
Big Eye Boy Cell | Big Road Cell | Color | Reason |
---|---|---|---|
A1 | |||
B1 | |||
A1 | C1 | Red | Columns A and B equal in length |
B1 | C2 | Blue | B1 and B2 don't match |
B2 | D1 | Blue | Columns B and C unequal in length |
B3 | E1 | Blue | Columns C and D unequal in length |
B4 | E2 | Blue | D1 and D2 don't match |
C1 | E3 | Red | D2 and D3 match |
C2 | E4 | Red | D3 and D4 match |
D1 | F1 | Blue | Columns D and E unequal in length |
D2 | G1 | Blue | Columns E and F unequal in length |
E1 | HI | Red | Columns F and G equal in length |
E2 | I1 | Red | Columns G and H equal in length |
F1 | I2 | Blue | H1 and H2 don't match |
F2 | J1 | Blue | Columns H and I unequal in length |
G1 | J2 | Red | I1 and I2 match |
H1 | J3 | Blue | I2 and I3 don't match |
H2 | K1 | Blue | Columns I and J unequal in length |
I1 | K2 | Red | J1 and J2 match |
I2 | K3 | Red | J2 and J3 match |
I3 | L1 | Red | Columns J and K equal in length |
I4 | L2 | Red | K1 and K2 match |
J1 | M1 | Blue | Columns K and L unequal in length |
J2 | N1 | Blue | Columns L and M unequal in length |
J3 | N2 | Blue | M1 and M2 don't match |
K1 | N3 | Red | M2 and M3 match |
L1 | O1 | Blue | Columns M and N unequal in length |
M1 | O2 | Red | N1 and N2 match |
N1 | P1 | Blue | Columns N and O unequal in length |
O1 | P2 | Red | O1 and O2 equal |
O2 | Q1 | Red | Columns O and P equal in length |
P1 | R1 | Blue | Columns P and Q unequal in length |
Q1 | S1 | Red | Columns Q and R equal in length |
R1 | S2 | Blue | R1 and R2 don't match |
S1 | S3 | Red | R2 and R3 match |
T1 | T1 | Blue | Columns R and S unequal in length |
U1 | T2 | Red | S1 and S2 match |
U2 | T3 | Red | S2 and S3 match |
U3 | U1 | Red | Columns S and T equal in length |
U4 | U2 | Red | T1 and T2 match |
V1 | V1 | Red | Columns T and U equal in length |
W1 | V2 | Red | U1 and U2 match |
W2 | W1 | Blue | Columns U and V unequal in length |
X1 | X1 | Blue | Columns V and W unequal in length |
Y1 | Y1 | Red | Columns W and X equal in length |
Z1 | Y2 | Blue | X1 and X2 don't match |
AA1 | Y3 | Red | X2 and X3 match |
AB1 | Z1 | Blue | Columns X and Y unequal in length |
AB2 | AA1 | Blue | Columns Y and Z unequal in length |
AB3 | AA2 | Blue | AA1 and AA2 don't match |
AB4 | AB1 | Blue | Columns Z and AA unequal in length |
AB5 | AC1 | Blue | Columns AA and AB unequal in length |
AB6 | AC2 | Blue | AB1 and AB2 don't match |
AC1 | AC3 | Red | AB2 and AB3 match |
AD1 | AD1 | Blue | Columns AB and AC unequal in length |
AD2 | AE1 | Blue | Columns AC and AD unequal in length |
AD3 | AE2 | Blue | AD1 and AD2 don't match |
AE1 | AE3 | Red | AD2 and AD3 match |
AE2 | AE4 | Red | AD3 and AD4 match |
AF1 | AF1 | Blue | Columns AD and AE unequal in length |
AF2 | AG1 | Blue | Columns AE and AF unequal in length |
AG1 | AH1 | Red | Columns AF and AG equal in length |
AG2 | AI1 | Red | Columns AG and AH equal in length |
AG3 | AJ1 | Red | Columns AH and AI equal in length |
AH1 | AJ2 | Blue | AI1 and AI2 don't match |
AI1 | AJ3 | Red | AI2 and AI3 match |
AJ1 | AK1 | Blue | Columns AI and AJ unequal in length |
AJ2 | AL1 | Blue | Columns AJ and AK unequal in length |
Small Road
The next table, in the bottom left of the display, is the 'Small Road.' The Small Road works exactly like the Big Eye Boy, except it skips the column to the left of the current column in the Big Road. To have enough information to go on, the Small Road must wait until the entry after the first entry in the third column of the Big Road. Here is exactly how the Small Road is recorded.
- If the hand in question causes a new column in the Big Road, then compare the first and third columns to the left of the new column in the Big Road. If they are the same in depth, then record a red circle in the Small Road. If they are not, then record a blue circle.
- If the hand in question is the same outcome as the previous hand (skipping ties), then compare the cell two cells to the left of the newly created entry in the Big Road with the cell directly above that one. If these two cells are the same, whether both Player, both Banker, or both blank; then mark a red in the Small Road. Otherwise, mark a blue.
In other words, consider the latest entry in the Big Road. Then, move two cells to the left. Then, move up. If the move up does not result in a change, mark red, if it does, mark blue.
The Small Road in the sign pictured was too big to fit in the grid, so the first four columns dropped off. They would have been BBRRBR.
Baccarat Card Game
Cockroach Pig
The next table, in the bottom right of the display, is 'Cockroach Pig.' The Cockroach works exactly like the Small Road, except it skips two columns to the left of the current column in the Big Road. To have enough information to go on, the Cockroach Pig must wait until the entry after the first entry in the fourth column of the Big Road. Here is exactly how the Cockroach Pig is recorded.
- If the hand in question causes a new column in the Big Road then compare the first and fourth columns to the left of the new column in the Big Road. If they are the same in depth, then record a red circle in the Cockroach Pig. If they are not, then record a blue circle.
- If the hand in question is the same outcome as the previous hand (skipping ties), then compare the cell three cells to the left of the newly created entry in the Big Road with the cell directly above that one. If these two cells are the same, whether both Player, both Banker, or both blank; then mark a red in the Cockroach Pig. Otherwise, mark a blue.
In other words, consider the latest entry in the Big Road. Then, move three cells to the left. Then, move up. If the move up does not result in a change, mark red, if it does, mark blue.
Other Statistics
Finally, the above picture shows the upper right part of the display. The left part shows overall shoe statistics for how often each bet won. This is not a very realistic example, as I put in Player and Banker wins only, for purposes of example. The right part shows what will happen on the Big Eye Boy, Small Road, and Cockroach Pig according to whether the next hand is a Player or Banker win.
Links
Fate in the cards: understanding baccarat trends (part 1) and (part 2) by Andrew W Scott
Acknowledgements
Thanks to the friendly and helpful staff at the Venetian for suffering my many questions about this topic and letting me take pictures of their sign.
Written by: Michael Shackleford
British version of Twenty-one | |
Origin | United Kingdom |
---|---|
Alternative names | Vingt-Un (obsolete), Twenty-one |
Type | Comparing |
Players | usually 3–7 |
Skills required | Probability |
Cards | 52 |
Deck | French |
Play | Clockwise |
Random chance | High |
Related games | |
Blackjack, Twenty-One, Vingt-Un |
Pontoon, formerly called Vingt-Un, is a card game of the banking family for three to ten players and the 'British domestic version of Twenty-One,' a game first recorded in 17th-century Spain, but which spread to France, Germany and Britain in the late 18th century, and America during the early 19th century. It is not, as popularly supposed, a variant of Blackjack nor is Pontoon derived from Blackjack, but both are descended from the early British version of Vingt-Un. In Britain, it first became known as Pontoon during the First World War, the name apparently being a soldier's corruption of its former French name. The games has no official rules and varies widely from place to place.[1] It is a popular family game, but also widely played by children, students and in the armed forces.[2] In 1981, Pontoon was the 3rd most popular card game in Britain after Rummy and Whist.[3] It has been described as 'an amusing round game and one which anyone can learn in a few minutes.'[4]
History[edit]
Vingt-Un is first recorded in the second half of the 18th century in France, Britain and Prussia, but its first rules were published in 1800 in Britain,[5] and elaborations of this simple game were developed over the course of the 19th century. The name 'Pontoon' appeared during the First World War and appears to be a soldier's corruption of Vingt-Un. It is recorded as such in 1917 by an American soldier who served with the British during the First World War, where he describes Pontoon as one of the pastimes played by 'Tommy' when off duty and equates it to the American 'Black Jack or Twenty-One', adding that 'the banker is the only winner.'[6] Another name that was probably also a mispronunciation was Van John.[7]
It took time for the new name to be established; in 1939 it was still referred to as Vingt-et-Un with the name Pontoon being given as an alternative.[8] The game's popularity continued unabated such that, by 1981, it had become the 3rd most popular card game in Britain after Rummy and Whist,[3] a phenomenon possibly helped by the prominence of its casino game forms known as Blackjack or Twenty-One. Unlike the latter, however, it has no official rules and consequently its manner of play varies widely from place to place.[1] It is very much an informal family game, but is also popular with children, students, workers and members of the armed forces.[9]
Rules[edit]
The following rules give a brief illustration of the development of Pontoon from its progenitor Vingt-Un as it was played around 1800, to the more elaborated rules developed during the 19th century and finally to Pontoon as it is typically played today.[10][4][11]
Cards[edit]
The game is played with a standard, 52-card, French-suited pack, without Jokers. The values of the cards are as follows: an Ace scores 1 or 11 as desired; court cards score 10 each and the pip cards score their face value. If the two cards dealt to a player (excluding any subsequently drawn) are an Ace and a court card or an Ace and a Ten, they score 21 exactly and the combination is called a natural or a natural vingt-un.[10][4][11]
The game may be played by two or more players, six or eight being best according to 'Trumps' and five or six according to Arnold, who sets an upper limit of ten players. Phillips and Westall suggest the use of a second pack if more than seven play. 'Trumps' merely states that two or more packs may be combined 'if the party is large'.[10][4][11]
Vingt-Un (1800)[edit]
The following is a summary of the earliest known rules for Vingt-Un, published in the 1800 edition of Hoyle's Games.[12]
The first dealer is chosen by any agreed method, e.g. the first player to turn up an Ace becomes the dealer. It is likely that deal and play were clockwise and that players staked a fixed amount before the deal, but the rules are vague on these points.
The dealer deals two cards to each player, one at a time. He then asks each player, in rotation and beginning with eldest hand (to his left), whether he wants to 'stand' or choose another card. In the latter case, the dealer gives him the top card from the pack. The player may continue to ask for more cards until he reaches or exceeds a score of 21 or decides to stand. If he exceeds 21, he immediately throws his cards up and pays his stake to the dealer.
The dealer may also draw additional cards and, on taking Vingt-un, receives double stakes from all who stand, except those who also have 21, with whom it is a drawn game. When any opponent has 21, but the dealer does not, the dealer pays double stakes. If no-one has 21, the dealer pays a single stake to those whose score is higher than his and receives a single stake from those whose score is lower. Any player with the same score as the dealer neither pays nor receives a stake. If the dealer exceeds 21, he pays all who have not 'thrown up' their cards.
The first player in rotational order who declares a Natural Vingt-Un takes over as the next dealer and earns a double stake from all players except those who also have one, who need not pay anything. The new dealer reshuffles the pack and deals afresh. Otherwise, the cards must be dealt out in succession, the pone (youngest hand) collecting the cards that have been played and shuffling them until the pack is exhausted, whereupon the same dealer re-deals.
Vingt-Un (1850)[edit]
By 1850, the rules had been elaborated as follows:[13]
The deal rotates clockwise every time a natural vingt-un occurs. The custom that the player holding the natural vingt-un takes over the deal is an 'old mode of play' that many still adhered to. If the natural vingt-un occurs in the first round, the dealer is allowed a misericorde (reprieve) and retains the deal.
After the dealer has dealt the first card each, face down, each player places a stake on it; it may be as low as a single counter.[a] At this point, the dealer looks at his card and may announce 'double', which doubles all the stakes. He then distributes the second card to each player and, lastly, to himself.
The dealer now looks at his cards and, if he has a natural vingt-un he declares it and collects double stakes. Otherwise he proceeds as before, inviting players to stand or call for more cards, one by one. A player exceeding 21 is said to be 'overdrawn'. When the dealer has gone around everyone else, he turns his own cards face up and may stand or add to his hand as well. Those scoring the same or less, pay him their stake; those scoring more receive the same amount as their stake from the dealer and those who have a vingt-un receive double. If by drawing, the dealer scores exactly 21, he receives double stakes, excepting any ties and those who have already thrown up. If he exceeds 21, he pays all who stand, paying any vingt-uns double.[b]
If a player has a natural vingt-un but the dealer does not, he does not, as in the 1800 rules, receive a double stake from each player, but only settles with the dealer.
Pairs and Triplets. If a player or the dealer turns up a pair, e.g. two Kings, he may 'go on both' and play them as separate hands. Likewise if the 3rd card is of the same rank, three hands may be played.
Brulet. After the cards have been cut, the dealer may look for the brulet i.e. a natural vingt-un formed by the top and bottom cards of the pack. These cards are thrown out and mixed with those collected by the poney. Brulet clears the board of stakes (one or two counters levied on each player at the start of the game) or takes the amount of the limit (e.g. 6d) from each player, as agreed.[c]
Pontoon (1939)[edit]
The following rules for Vingt-et-Un (Pontoon) are based on Phillips and Westall (1939).[4]
The player who draws the highest card becomes the first dealer and is known as the Banker. The game is played for stakes: money, counters or matches.
After the first card is dealt, players look at their cards before placing a stake of their choosing up to an agreed limit. Again, the dealer may double the stakes after looking at his card. Any player who has a Natural on receiving his second card, declares it immediately, exposes his cards and, unless the dealer also has a Natural, is paid treble and takes the Bank for the next deal. If more than one player has a Natural, the one nearest the dealer's left takes it.
Player are now asked whether they wish to 'buy' or 'twist' any more cards. Players may buy cards by giving as many counters for them as they like (e.g. 'buy one for two'), up to their original stake; the card is then passed to them face down. Players may ask for a twisted card ('twist me one'), which is passed face upwards. A player cannot buy a card once he has had one twisted. Once satisfied with their cards, players announce 'stand'. A player exceeding 21 must declare that he is 'busted'.
Players who are busted, pay their stake to the dealer. If the dealer has a Natural, he receives single stakes from any player who has a Natural, double stakes from any player who has 21 or 'five and under' and treble stakes from the others. If the dealer has 12 or 'five and under', he receives a single stake from any player who has the same, and double stakes from the rest. Otherwise the dealer pays double to anyone with 21 or 'five and under' and single stakes to any player whose total is better than his own. He receives single stakes from anyone who scores less than him. A player with the same score also has to pay.
Pairs may be played as two separate hands by announcing 'split', but the brulet is not known. The Bank does not pass on a split Natural.
Pontoon (2011)[edit]
The rules of modern Pontoon vary widely. Those below are based on a description by Arnold of the standard rules. All is as in the 1939 rules except as follows.[11]
The first player to draw a Jack becomes the dealer or banker. Players place stakes of any value between the agreed lower and upper limits after looking at their first card. The banker may not look at his cards or double the stakes. Any player who holds a pontoon (Ace and 10-point card) on being dealt his second card declares it immediately and places it on the table.
As before, the banker then asks each player in turn what they wish to do: stand or 'stick', buy or twist. A player may not stand on a score of lower than 16. A player may buy up to 5 cards, which beats everything except a pontoon. A player may not buy a fifth card unless he already has 12 points. He may, however, twist. Players do not pay for twisted cards, but may not buy after having twisted. Players who have busted, lose their stake and pass their cards to the banker who places them face down under the pack. Players do not show their cards during this process. Players may only split if they have two (or more) Aces.
Once the banker has gone around all the players, he exposes his two cards. If he has a pontoon, he claims all remaining stakes, even from players with a pontoon themselves. Otherwise he may stand or deal himself more cards. He may not split. If he has a five-card hand, he beats all other hands except a pontoon. The banker wins all ties. If he busts, he pays all those still in the game. A player with a pontoon is paid double, unless it is part of a split hand. The banker is not paid double for a pontoon.
Once a player beats the banker with a pontoon, he takes over the deal if he wishes. If two or more players have a pontoon, positional priority applies.
Baccarat Score Sheet
Related games[edit]
- Blackjack or Black Jack is the American descendant of British Vingt-Un.
- Vingt-Un or Vingt-et-Un is the French ancestor of the group.
- Siebzehn und Vier is the German variant.
- Trente et Un or Trente-Un is an older game played to 31 points.
- Onze et Demi is a French game played to 11½ points.
- Sette e Mezzo is a similar Italian game played with 40 cards.
- Quinze is an old French game played to 15 points.
Footnotes[edit]
- ^It is not entirely clear whether the players may look at their first card and place a stake of their choosing up to a certain limit, or whether they all place a fixed stake on the face down card.
- ^Note that ties do not 'stand off' as in the 1800 rules, unless the player has a vingt-un.
- ^This appears to conflict with the earlier rule that stakes are laid after the first card has been dealt, but would suggest that stakes were fixed.
Baccarat Scorecard Pdf
References[edit]
Baccarat Card Game System
- ^ abParlett 2008, p. 592-594. sfn error: no target: CITEREFParlett2008 (help)
- ^Parlett 1990, p. 5. sfn error: no target: CITEREFParlett1990 (help)
- ^ abWaddingtons 1981. sfn error: no target: CITEREFWaddingtons1981 (help)
- ^ abcdePhillips & Westall 1939, pp. 193-197. sfn error: no target: CITEREFPhillipsWestall1939 (help)
- ^Jones 1800. sfn error: no target: CITEREFJones1800 (help)
- ^Empey 1917, pp. 148 and 304. sfn error: no target: CITEREFEmpey1917 (help)
- ^Arnold 2011, p. 270/271. sfn error: no target: CITEREFArnold2011 (help)
- ^Phillips & Westall, pp. 193197. sfn error: no target: CITEREFPhillipsWestall (help)
- ^Parlett 1990, pp. 78/79. sfn error: no target: CITEREFParlett1990 (help)
- ^ abc'Trumps' 1870, pp. 12-18. sfn error: no target: CITEREF'Trumps'1870 (help)
- ^ abcdArnold 2011, pp. 270-274. sfn error: no target: CITEREFArnold2011 (help)
- ^Jones 1800, pp. 229-231. sfn error: no target: CITEREFJones1800 (help)
- ^Bohn 1850, pp. 317-321. sfn error: no target: CITEREFBohn1850 (help)
Literature[edit]
- Arnold, Peter (2011). Chambers Card Games. London: Chambers Harrap.
- Bohn, Henry G. (1850). The Hand-Book of Games. London: Harrison.
- Grupp, Claus (1976). Glücksspiele mit Kugel, Würfel und Karten, Wiesbaden: Falken Verlag.
- Jones, Charles (1800). Hoyle’s Games Improved. New, considerably enlarged, rev. & corrected edn. London: Ritchie.
- Morehead, Albert H., Richard L. Frey and Geoffrey Mott-Smith (1991). The New Complete Hoyle Revised, New York.
- Morehead, Albert H. and Geoffrey Mott-Smith (1983). Hoyle’s Rules of Games 2nd revised edition. A Signet Book.
- Parlett, David (1992). The Oxford Dictionary of Card Games, Oxford.
- Parlett, David (1990). The Oxford Guide to Card Games, Oxford.
- Phillips, Hubert and Westall B.C. (1939). The Complete Book of Card Games. London: Witherby.
- 'Trumps' (1870). Cassino, Vingt-Un, Brag, and All-Fours. London: Milner and Sowerby.
- Waddingtons. (1981). National Playing Card Survey, Leeds: Waddingtons Playing Card Co. April 1981.