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Nap or Napoleon

A card game for two or more players – five is a desirable number – played with a complete pack of fifty-two cards.

The cards are dealt one at a time to the player until each has five, the remainder being placed face downwards on the table. The player to the left of the dealer has the right to first call – or he may pass – and he may declare to make two or more tricks up to five (the latter called nap), according to the strength of his hand. He baa the option of leading, nd plays his hand, one card at a time, and the other players play in turn, a card of the same Buit, or discard a card of another suit if they have none of the suit played, and endeavour to prevent the c.aJJer making the number of tricks he has declared.

The caller makes his strongest suit trumps – the rirst card played indicating the suit – a trump being of greater value than any card of another suit. Tf any opponent cannot follow .suit when the caller plays a card of a non-trump suit, he may trump if he considers it advisable, as it would be if the cailer had led an ace.

If the caller succeeds in making the number of tricks he declared, he receives payment for that number from each opponent, but if he fails he pays the agreed sum to each of his opponents.

Should one player call, say, two, and another player three, the call of the latter, if not overcalled by another player, takes precedence over that of the first caller. Nap, or five tricks, is usually the highest call, and generally receives double stakes if successful, but pays single stakes only if lost. Sometimes it is agreed to have a higher call than Nap, namely Napoleon, when the stakes, if so arranged previously, are trebled when the call is successful.

When a player calls Nap, or Napoleon, it is customary for him to exercise the right of taking the top card of the remainder of the pack, retaining it if it strengthens his hand, or discarding it if it Is not beneficial to his hand.

Another call often included in this game is misero, ranking between the calls of two and three, in which every trick must be lost. So far as stakes are concerned, a misere usually has the valoe of a call of three, but sometimes of two only.

Although not a very skilful game, the better players, the cards being more or less equally distributed, will usually be the greater winners.

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