Front matter
A full treatise on the game of Skat, G V Including Rules, Table,
lfe5'7 Finesses Etc.
Eichhorn
PART TWO. The Game of Skat
List of Plays 2 1
The Deck 21
Number of Players 21
The Participants 22
Principles of the Game 22
Value of Suits 22
Value of Cards 22
To Win or Lose 23
Dealing the Cards 23
The "Skat" 23
The Four Jacks 24
Trump Cards 24
The Matadors 25
Establishing Values 26
The Multiplicands 26
Value of Games 28
The Call Play, (Frage) 29
The Tourne 31
The Solo 32
The Grands.
Solo Grand 33
Tourne Grand 34
Guckser Grand 34
Grand Ouvert 35
The Nullos.
Nullo or Null 36
NuUo Ouvert 36
Nullo Force, or Revolution 36
The Ramsch , 37
PART THREE. Notes 41
Value of Cards in Cutting 41
Choosing of Places 41
The Deal 41
Shuffling , 41
Cutting 41
Dealing 42
The "Skat" 42
Misdeals 42
Exposed Cards 42
Exposed "Skat" 43
Following Suit 43
Revoking 43
Leading out of Turn 44
Playing out of Turn 44
A Played Card 44
Showing Strength 44
Bidding 44
Bidding on Suit 45
Bidding on Value 45
All Passing 45
To Win or Lose 45
Schneider 45
Schneider Announced 46
Sch warz 46
Schwarz Announced 46
Contra and Re-contra ^ 46
Overbidding 47
Recalling Card 47
New Comers 47
Announcing to Quit T 47
Looking at Tricks played 48
Looking at "Skat" 48
Etiquette of Players 48
The pausing Player 48
Throwing up the Game 49
Claiming Game Won 49
Discarding 49
The Lead 49
Games Permitted 49
General Terms Used.
Back Hand 50
Bidding 50
Call Play 50
Clubs 50
Cock-stool 50
Contingencies 50
Diamonds 50
Ducking 50
Elder Hand 51
Frage, see Call Play 50
Feints 51
Forces 51
German Deck 51
Grand Pot 51
Guckser 51
Hearts 51
Jacks 52
Jungfer 52
Kiebitz 52
Long and Short Suits 52
Matadors 52
Mauern 52
Middle Hand 52
Nullo 53
Old One, The 53
Opponents, The 53
Ouvert 53
Passing 53
Player 55
Points and Tricks 53
Post Mortems 53
Ramsch 53
Retaining 53
Revoking 54
Revolution 54 •
Salmon 54
Schneider 54
Schwarz 54
Singleton 54
"Skat", The 54
Sleepers 54
Smearing 54
Solo 55
Spades 55
Stretching 55
Stroh-schneider 55
Throwing off 55
Tourne 55
Trumps 55
Visiting Villages 55
With 55
Without 56
With the "Skat" 56
Without the "Skat" 56
Zwickmuehle 56
PART FOUR^
The Finesses.
Notes 59
Rules for the Player 59
Rules for the Opponents 6r
In Call Play and Tourne 63
In playing Solo 68
In playing Grand 71
A Grand Tourne 75
A Grand Guckser 75
A Grand Ouvert 76
In playing Nullo 77
The Nullo Ouvert 78
A Revolution 79
The playing of Ramsch 79
PART FIVE, Games Announced 83
Limits 83
Use of Counters 85
Holding of Hand 86
Counting Tricks played 86
Keeping track of Deals 87
Exceptional Games.
Beer Skat : 87
Nullo with Tricks 88
Nullo Purchase 88
Nullo Tourne 88
Uno and Duo , . •. 89
With "Skat" exposed 89
Point Ramsch 89
Forced Ramsch : 89
Table of Payments 90
SHORT HISTORY i^^KAT, (the a being pronounced the same as in ah, or ^^ father, ) is without doubt the most absorbing and interesting game played with cards. All European countries admit it to be the game of thought and culture. It has had many features added to its various plays from time to time, as well as many discarded during its career.
Its origin dates back to 1818, but not until 1848 did it manifest its popularity throughout Europe. In Germany it is recognized as the National Game, and at the present time a lover of the game on the old continent is recognized the same as a Masonic brother.
The birthplace of the game is attributed to Altenburg, Germany, where the game first originated from a combination of a popular home game with a French and also an Italian game, names and phrases of which still exist and are used to designate some of the plays.
The game took the name " Skat" from abreviating the Italian name "Skatola." As in several American games, a hand or several cards remain on the table, which go to the bidder or Player, and are usually called the "widow" or the "blind," so skatola referred to these cards as the "maid." The widow is still called the "Skat," and the game is also known by that name.
The many diversified plays and rules existing in difierent parts of Europe relative to this game, led to so many different opinions and arguments, that finally in 1886, a call was issued for a convention of skat players at Altenburg.
The announcement of a convention through the Press, created great interest among Skat players throughout Europe, and on August 7th, 1886, nearly 1200 players including some Americans assembled.
At this time standard rules and regulations were adopted which are still recognized both in Europe and America.
Skat is methodical in all its plays, and contains many finesses, which experience will teach the novice. The rudiments of the game, and its different plays, are soon comprehended and easily remembered. A facetious German sentence: ''^Mancher leriiV s nie^'' (some never learn), is sometimes applied to an old player when he makes a bad play. No game ever played with cards has the same opportunities for fine points as Skat. In most all games good hands simply depend on luck, which is only counteracted by finesses as in duplicate Whist. But in Skat (with the exception of an extraordinary run of luck), a hand holding all the Jacks in a Club Solo with eight trumps and two bare suit Aces, valued at 60, may be beaten by the playing of opponents. Again, the same hand may be outbid by a party holding a Revolution, this gives each player an opportunity to establish a play, which is to be overturned by the opponents.
The rules and values herein given, include those adopted by the convention at St. Louis, Mo., on January 22d and 23d, 1898, and the publication of the "American Skat" by the writer, received the endorsement of this convention.
The Author.
THE NORTH AMERICAN SKAT VERBAND.
^HE memtcfs of the Victor Skat Qub, of Su Louis^ Mo., conceived the idea of callings a convention of American Skat Players, to orgfanize a fraternal exchang;c amongf the lovers of this game, and also to adopt a greater uniformity in the rules and regulations of the game* Recognizing the rapid strides made in the popularity of this fascinating game, the idea was a brilliant one*
On January 22d and 23d, t898, there assembled in Liederkranz Hall at St* Louis, 300 Skat players, representatives from the states of Missouri, Illinois, Iowa, Arkansas, Texas, Indianat Wisconsin, Michigan, Ohio, Kentucky, New York and Pennsylvania*
The first day was devoted to a grand tournament, in which 54 handsome prizes were contested for by the skill of the players* These prizes were mostly created from funds contributed by the citizens of St* Ix>uis«
The committee had for months previous to this time, obtained all information from every part of the United States, on local rules and opinions, which were condensed and put into printed form* At the meeting in convention of the delegates present on the second day, the paragraphs were presented in their order, fully discussed and voted upon, and a uniformity of rules, games and regulations adopted, to guide the American players in generaL
A committee of orgfanization was then elected^ and the North American Skat Verhand (Union) was broug;ht into existance with the followingf officers:
LEOPOLD SCHMALTZ, President^ St. Louis, Mo. CARL FABRICIUS, Vice-President, St. Louis, Mo. ERNEST HELFENSTELLER, Vice-President, St. Louis, Mo. N. F. PETER SCHMIDT, Secretary, St. Louis, Mo. ERNEST HARTMAN, Treasurer, St. Louis, Mo.
AUGUST M. KUHN, Indianapolis, Ind.
That the new organization will flourish, with the material of over one hundred thousand Skat players already in America^
15 a fore gf one conclusion*
A large delegation in a special car, headed by August M. Kuhn, the president of the Deutscher Club of Indianapolis, Ind*, arrived from that city with the intent of capturing the second convention, and in this they were quite successful* The next meeting will be held at Indianapolis some time in February, J 899*
The great success of the St* Louis convention, which was still looked upon as a novelty, has awakened great interest with American players, and the indications are that when the second meeting will be held at Indianapolis the delegates will number twice, if not three times as many as at the first convention*
SYNOPSIS OF THE GAME.
^ KAT is played by three persons. The highest bidder announces the play he desires to make ; the two others being the '* opponents," combine to overthrow or defeat the Player in his game.
Thirty-two cards are used, the low^est being the seven-spot. Ten cards are dealt each player, the other two remain face down on the table and are called the "Skat."
The four Jacks are the leading factors. The first and highest is the Jack of Clubs Jft, then Spades ^, Hearts y, and Diamonds ^, in the order named. These are called Matadors or leading trump cards. In unbroken sequence the Matadors continue by Ace of trumps, then Ten, King, Queen, Nine, Eight and Seven, making eleven trumps in all.
In tricks the Ace counts ii, Ten Spot lo, King 4, Queen 3 and Jack 2, a total of 1 20 points.
To win his game, the player must capture sufficient points in his tricks to make 61, whereby he scores the value of the game played. Should he fail to make 61, he is set back or loses the like amount in value of his play.
A certain figure is placed on each game played, beginning wath: Call Plays, (Frage) ♦ i, V 2, ^ 3, 4i 4, Next, Tourne, with ♦ 5, ^ 6, 4 7, Jft 8, Next, Solo, with ^ 9, ^ 10, 4^ 11, 4t 12.
The value of each play is enhanced by the first Matadors, wz^/i or without. A party playing with Jack of 4^ and Jack of 4^ missing, plays with one; no matter what he holds thereafter.
With Jack of 4^ and 4^, the Jack of ^ missing, he plays with two, and the hand is further enhanced by the unbroken sequence, beginning with the Jack of Clubs .
Without, establishes the same values, that is: having Jack of 4^ without Jack of 4ii, is without one; with Jack of ^ in hand and two black Jacks missing is without two, etc., etc.
i6 AMERICAN SKAT.
Value is then established by counting i time for the game or play, and to this is added the amount of Matadors, with or without, to wit:
With or without two first Jacks in a Club Jf^ **Call," 2, plus play 1=3 times 4, making 1 2 points.
With or without three first Jacks in a Spade ^ Tourne, 3, plus play 1=4 times 7, making 28 points.
With or without first Jack in a Heart ^ Solo would be i , plus play 1=2 times 10, making 20 points, etc.
Every play is enhanced i times more if the player makes his opponents "Schneider," that is, if* he makes 91 points or more, he loses also i times additional if he himself is made Schneider, failing to make 31. This is once more enhanced by announcing Schneider in Solo and Grands, the player proclaiming that he will make his opponents Schneider before beginning to play.
To make opponents ** Schwartz," they failing to make ^ single trick, counts i time additional, i. e. : a Diamond ^ Solo with three Matadors made "Schwarz," would count with 3, play I, Schneider i, Schwartz i, making 6 times 9 = 54 points. Schwartz announced again adds one times more the value of the play.
All suit cards run Ace high. Ten next, then King, Queen, Nine, Eight and Seven.
Call Plays or Frage are now seldom played, on account of their small value, the player is permitted to take up the two " Skat " cards, discard two cards to advantage and announce any trump he pleases, the points in the discard add to his tricks.
In Tourne, the bidder having a fair hand, obtaining the bid, turns up one of the " Skat " cards, the suit of which becomes trump, and he also discards two cards to advantage.
In Solo, the successful bidder announces a trump and plays a game out of the hand held, without assistance of the "Skat" cards. The value of this play is enhanced and at the same time becomes more risky, the Player not being able to discard. The two "Skat " cards however go to the player at end of the
SYNOPSIS OF THE GAME. 17
game and the points therein count with his tricks. The value of his play is also enhanced or diminished by the Matadors the "Skat" contains.
The next play is Grand or Grand Solo, this piay is valued at 16, and is multiplied in like order, by the Matadors and contingencies. In a Grand the Jacks only are trumps in their regular order, and this makes only four trumps or four Matadors. All suits have the same value. The player depends on his good suit cards, Ace, Ten, etc., forcing the Jacks off the field and winning his game on his strong suit cards.
In Grand Tourne, the successful bidder turning up a Jack, can, with this assistance and favorable discard, announce a Grand belore looking at other " Skat " card. The basis value of this game is 1 2.
In a Guckser Grand, the bidder takes the chance by announcing *' Guckser" in picking up the two " Skat" cards and discarding two cards to advantage. He must then play Grand. The basis value is 1 2, but if his play is lost, he loses double the full value of the play. He hazards picking up favorably to strengthen a fair hand or discarding large bare point cards, against a poor pick-up, whereby he pays the penalty.
In Grand Guvert, valued at 24, the player lays his hand open on the table and defies his opponents to make a single trick. This play includes the number of Matadors (the four Jacks) the player plays with^ also all the contingencies. If with four Matadors, would be 9 times 24 = 216, the play of highest value in Skat.
A Nullo or Null play, has only a single value of 20. The Player announcing *' Null " thereby pr claims that he will not take a trick. If he does not make a trick he scores 20, whereas if a single trick is forced on him he loses a like amount.
The cards when Null is announced at once become common, that is, there are no trumps, and the suits run Seven, Eight, Nine, Ten, Jack, Queen, King, Ace.
Null Guvert, has a single value of 40. The player lays his hand open on the table and defies his opponents to force a i8
AMERICAN SKAT.
single trick on him. A bare Eight Spot of a suit may lose him the play, as the finesses of the opponents in playing off their short suits, may force the losing trick.
Null Ouvert Force, or Revolution, has a single value of 60. The player lays his hand open, as in Null Ouvert, and defies the combined hands of the opponents with the playing cf a single card to force a trick on him. The player must be able therefore to duck under any card played.
In Ramsch, the cards are the same as in Grand; Jacks are the only trumps and all suits are alike, but the order of play is the reverse to Grand. When all players pass, Ramsch is announced, and the party receiving the most points loses the game, 10 Points; or if one of the players has not received a trick, 15 Points.
Part Two. The Game Of Skat
NOTES. — When the word **Skat" is enclosed in quotation marks, it refers to the two cards used in the ** blind/^ when the game itself is referred to, it is simply written Skat.
The participant who has the bid and announces the play, is referred to as the Player. When the word ** player'' or ** players'' is not expressed with a capital letter, it does not refer to the individual, but to any or all of the partakers.
When the word "Points" is written with a capital letter, it refers to the value of the amount won by a Player, or the amount lost or fined a player. When the word is simply written ** points," it refers to the value of cards in the tricks taken.
LIST OF PLAYS.
The Game of Skat consists of the following plays : The Call Play, {Germa?t Frage) The Tourne, to turn up a trump, The Solos, announcing trump from hand,
The Grand or Grando,
Grand Tourne,
Guckser Grand,
Grand Ouvert, The Null or Nullo,
Null Ouvert,
Null Ouvert Force, or Revolution, The Ramsch.
THE DECK.
A Skat deck consists of 32 cards, the lowest being the Seven-spot, then Eight, Nine, Ten, Jack, Queen, King and Ace, making four suits of eight cards each.
NUMBER OF PLAYERS.
The number of players are three, only three can engage during the play of a hand, however, four can engage in a game at the same table, the dealer in his turn does not play, but deals the cards to the other three, he however participates in the loss or gain of this play, which is reckoned in his account.
THE PARTICIPANTS.
The first player, in front or to left of the dealer, is called the "lead" or "Elder hand," in the bidding he retains the age until outbid. He also always has the first lead. The second or "middle" hand, has the first bid in establishing a play, when he passes, the last or "back" hand has the bid, until he outbids or passes to the Elder and Middle hands
PRINCIPLES OF THE GAME.
The successful bidder, by making or announcing a play is termed the Player; the two others immediately become his adversaries or " opponents " as in cut-throat Euchre, and attempt to overthrow or defeat his game. Should the Player win; the value of his play is paid him or added to his score. If he loses, the amount is deducted from his score.
VALUE OF SUITS.
The suit values rank in following order:
ist ^ Clubs, German, Kreutz, (croyts.)
2d i|^ Spades, German, Schueppen, {shippen.)
3d ^f Hearts, German, Herz, {heris.)
4th ^ Diamonds, German, Eckstein, {eksti7te.)
The lowest suit in all games is Diamonds, this is outranked by Hearts, then Spades, and then Clubs in establishing the value of the dijBferent games.
VALUE OF CARDS.
In tricks the value of cards count as follows:
The four Aces, each 1 1 points ^ 44 The four Tens, each 10 points := 40 The four Kings, each 4 points = 16 The four Queens, each 3 points = i 2 The four Jacks, each 2 points = 8
A total of 1 20 points
The sevens, eights and nines have no scoring value.
TO WIN OR LOSE.
The points, and not the tricks count in the game. The Player must capture sufficient points to make 6i, one point more than half of the total of 120; failing to do this (making only 60 or less), he loses his game.
Should the Player make 91 or more, he has made his opponents "Schneider," which adds one times more the value of his play to his score. Should he fail to make 31, he is himself " Schneidered " and loses one time more the value of his play.
Should the Player make all the tricks, he has made his opponents " Schwarz," which again counts one times more the value of his play.
DEALING THE CARDS.
Each player is dealt 10 cards, respectively 3, 4 and 3, and two cards are laid on the table face down, which are called the " Skat;" with or without the assistance of these two "Skat " cards the Player establishes a game, which he makes or announces after obtaining the highest bid,
THE " SKAT."
The two cards remaining on the table belong to the Player and count to his advantage, or oftimes to his disadvantage. '
In Call Play, Tourne and Guckser, the Player appropriates the " Skat " and with 12 cards in his hand, he discards two to his advantage, the points contained therein count with his tricks.
In Solo and Grand the " Skat " remains untouched until the play is finished, the cards then belong to the Player and add to his score.
The " Skat " may also enhance the value of the Players game, by increasing his Matadors, and again may prove to his disadvantage by over-bidding his hand in playing against the number of Matadors he presumed, in which case he loses his game, unless the value of his bid is made by the contingencies.
AMERICAN SKAT.
THE FOUR JACKS.
li
In all games, with exception of the NuUos, the four Jacks, as in above order, are the leading factors or trump cards, while their scoring value is only two, yet they excel the Ace and Ten of trumps in taking tricks. The Player with the Jacks is enabled to draw out the trumps, and when he plays against the Jacks, he must force them out of the reach of capturing his high trump cards.
TRUMP CARDS.
In Call Play, Tourne and Solos, the four Jacks are always the highest trumps, beginning with the Jack of Clubs, then follow Jacks of Spades, Hearts and Diamonds, the Ace of trumps, Ten, King, Queen, Nine, Eight and Seven.
If Clubs are trumps, the trump cards would be as follows:
♦ ,•!• 4. 4.
4» 4. 4.
4.^4.
4. ' 4.
4. 4.
The balance of suits (not trumps) are devoid of Jacks, but otherwise rank in the same order.
1^ * ♦
0^0 in o o o o
0% o
THE GAME OF SKAT.
This establishes eleven trump cards, and seven each of common suit.
When a Grand is announced or played, the four Jacks in their regular order are the only trump cards. The suit cards are all alike, beginning with Ace, then Ten, King, Queen, Nine, Eight and Seven.
In Ramsch, the Jacks and suit cards are the same a's in Grand, only the order of play is reversed.
In the Nullos only, the cards become common, that is: when a Nullo is announced, the cards lose their former value, and then run:
o
0^0
o o o o points have no value, the only object being to force a trick on the Player.
THE MATADORS.
The unbroken sequence of trumps, beginning with the Jack of Clubs, are termed " Matadors," these establish the value of each game played; should the Player in his hand and the "Skat" (which belongs to him) holdall the trumps, he would play with eleven Matadors:
^.^ 4^*^^
As soon as the sequence is broken, for example, the Jack of Spades missing, the Player plays *'with one" Matador, no matter what trumps he may tiold thereafter.
In holding the Jack of Clubs, the Player plays * * wz^k ' ' Matadors, and the trumps thereafter up to the point at which the sequence is broken, are called with (a valuation of the play) so many Matadors.
The same calculation in value is made ^^ without * ' Matadors, the Player playing against so many Matadors, up to the highest trump card he holds.
The Jack of Clubs missing, with Jack of Spades in hand is *^ without one.'' The two black Jacks missing and holding Jack of Hearts, is " without two.'' The Jacks oi Jjjt ^ ^ missing is ^ ^without three, ^"^ and continues without four, five, etc., etc.
ESTABLISHING VALUES.
In Call Play, Tourne, Solo and Grand, the suits and plays each have a specific figure or basis value, these are multiplied by a rule, Matadors, and further contingencies. The value of a play is computed :
I St, By counting one time for the value of play established. 2d, By adding the number of Matadors the Player plays *' with" or *^ without" and multiplying the basis value of this play.
KxAMPi^E: — The Player plays a Heart Solo (value lo), he has Jack of Clubs 4i», Jack Spade i^ missing (with one Matador), the value is established; by i time for the play, and I Matador, equaling 2 times 10 = 20 Points. Or, a Tourne in Clubs dji (8), with or without the two highest Jacks, would count i time for the game or play, and 2 for Matadors, being 3 times 8 =: 24 Points.
THE MULTIPLICANDS.
According to the previous paragraph, each play has a specific value, his is multiplied first by
a. Counting i time for the game or play.
b. Adding to this as manv times more as Matadors held. The player to win his game, must capture at least 61 Points
in his tricks. If he should play a Heart ^ Solo (10) with one
Matador, he would count
With I Matador i
In case the Player makes 91 Points or more in his tricks,
he has made his opponents " Schneider," for this he adds one
times more, thus in the foregoing hand he would count:
With I Matador i Schneider i
In case the Player makes all the tricks, he has made his opponents "Schwarz," and the same hand would then count:
With I Matador i Schneider i
Schwarz r
When the Player plays a Solo game (without the "Skat,") and feels confident he can make his opponents "Schneider," he may so "Announce" or proclaim before the begining of the play, he is then obliged to make 91 or he loses, thus in the same hand this would count:
With I Matador i
Schneider i
Schneider Announced i
Should he, after announcing Schneider, make his opponents " Schwarz," on the last calculation, he adds i times more to the value of his pla3^ i. e. — 5 times 10 ^ 50 Points.
A Player playing a Solo or Grand, ( if has the lead, as it is dangerous otherwise) feeUng assured he can make all tricks, by his high trumps and strong suit, can announce "Schwarz" this includes all contingencies:
With I Matador i (generally n^ore)
Schneider i
Schneider Announced i
Schwarz i
Schwarz Announced i
It is also to be noted, that in the first example, Heart ^ Solo with one Matador, if the Player falls short of 61 Points, he loses the same value of his play 20.
Should he fail to make 31 Points, he himself is "Schneidered " by his opponents, and therefore loses 30.
Should he have announced " Schneider " and fails to make 91, he loses his game, Play i. Matador i, Schneider i, Schneider Announced i = 40
VALUE OF GAMES.
The basis values of the diflferent Games are as follows:
Player adds the two " Skat " cards to his hand and announces trump.
Call Play in Diamonds *' Hearts " Spades " Clubs
^ the va lue is 1
* 2
3 4
Tourne ** Diamonds
Player turns up a trump from " Skat "
" Hearts *' Spades " Clubs-
*
7 8
' Solo
" Diamonds
The Player announces a trumpfrom his hand ti
I
'' Hearts " Spades " Clubs
' lO
' II
' 12
Solo i6
Tourne
* 12
Jacks, trumps only.
Guckser won
*
' 12
Guckser lost -
Guvert
' Nullo
.
These plays have only a Single Value.
Nullo, Nullo,
Ouvert - - ' Force, or Revolution '
40 60
Ramsch
' 10
Ramsch Jungfer
SCORING.
The Player winning the game he has made or announced, receives from each participant the value of the game he has won. If he loses, he must pay to each the value of game lost. This may be done with chips, or by keeping an account with each player, the amount won is added to his score, and the amount lost is deducted from his account, and at the end of sitting the accounts are balanced.
THB GAME OF SKAT.
THE CALL PLAY. (FRAGE.)
The primary Game in Skat is now rarely played, as a value from this play is small, and players endeavor as a general rule to establish a play from the lowest Tourne (10) and upwards.
Still many old players employ this game, it being really the first play in the founding of Skat, but as a rule it must be generally understood by the players:
ist. That Call Plays are sanctioned, and 2d, To declare their intention each time they desire to make a Call Play.
As the Guckser is now often played, in which the Player adds the "Skat" to his hand, he may take the advantage on picking up fortunately, to announce a Grand Guckser. Or if he picks up poorly, to announce and simply play a Call game, in which the risk is small.
In Call Plays, ^ value is i, ^ 2, ^ 3, 4ii 4.
A Call hand isjllustrated as follows: With Matadors
4. ' 4.
4. 4.
Without Matadors
O
The first hand contains a value with two Matadors, but otherwise weak in establishing a higher play.
The second hand shows a fair suit without two Matadors, for a Tourne without two the Player takes chances to turn a trump favorable to this hand, while in Call Play he can make any suit trump after taking up the " Skat."
In either case — 2, and game i, making 3 times value of play, to-wit :
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