Gleek (card game)

Last updated
Gleek
16th century English vying game
English pattern-Single Ended-Three Queens-IMG 7686.jpg
A Gleek of three Queens
Origin England
TypeVying game
Players3
Cards44 (no 2s or 3s)
Deck English pattern, French-suited
PlayClockwise

Gleek is an English card game for three persons. It is played with a 44-card pack and was popular from the 16th century through the 18th century.

Contents

History

Gleek (sometimes spelled Gleeke or Gleke) is mentioned in several publications during the first half of the 16th century. The earliest known reference to Gleek has been traced by Sir Michael Dummett to Henry Watson's The chirche of the euyll men and women (1511). [1] However, the game called Gleek in that era more closely resembled the French game of Glic, the earliest record of which dates to 1454. [2] [3] Early French Glic closely resembled the German game of Poch which did not have a trick-taking round. [3] The best contemporary descriptions of Gleek in popular English form come from three sources: John Cotgrave (1662), [4] [5] Francis Willughby (about 1670), [6] and Charles Cotton (1674). [7]

Etymology

From the Old French word glic ("a game of cards").

Rules

Three players must be present for this game. Gleek was a fairly elaborate game in four main stages:

  1. Bid for Stock
  2. Vie for Ruff
  3. Gleeks and Mournivals
  4. Play Tricks

Cards are ranked Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4. (No 2s or 3s)

To begin, the dealer deals 12 cards to each player, 4 at a time. The remaining 8 cards are placed face-down on the table, stacked, and the top card is turned up to determine the trump. [3]

Bid for Stock

This is the stage where players bid for the right to draw card replacements in hope of improving their hand. Only the highest bidder may do this. [3]

Go around, bidding for the stock (the remaining 7 face-down cards). Bidding begins at 13 pence. [8] According to Willughby, the Eldest must open bidding.

Go around, raising 1 penny at a time, until no one raises. The winner pays out the amount bid, dividing it between the other two players. [9]

Winner of the Stock must discard 7 cards, then take in the stock. (Note that there are varying views on this: Parlett and Dafydd [10] say to take in the stock first, then discard 7. Cotgrave and Cotton are unclear, but Willughby is quite clear that you discard first.)

Vie for Ruff

This is the stage where players vie (bet) for who has the best ruff: the highest value of cards in a suit, counting court cards at 10 each, aces at 11 and numerals at face value (similar to the 'point' in Piquet). For example, a hand of 2♦3♦5♦6♦7♦A♥3♥4♥5♣9♣Q♣9♠ has its highest ruff in clubs; 24.

A "ruff" refers to a suit, so the winner of the Ruff has the highest value of cards in a suit. [11]

Everyone tosses tuppence into the pot as an ante and then bids begin. The first to bid may vie or pass; the others may see and re-vie, or pass. To vie or revie, players put tuppence into the pot; this declares that you think you can win the Ruff. (Similar to a raise in Poker.) To pass, say, "I'll have nothing to do with it". [12] If a player says this, then he is out of the Ruff. (Similar to a fold in Poker.) To see, simply match the vies that have been made since it last came to you; you must see before you can revie.

It is not clear whether an initial pass (before the first vie) takes you out of the bidding (as it clearly does after the vie), or serves like a Poker "check", letting you see the first vie. [13]

The Ruff ends when the bidding returns to the last player who vied. At this point, any player still in the Ruff shows the relevant cards, and the winner takes the pot. The whole process is very like Poker, but with only one kind of hand.

Gleeks and Mournivals

This is the stage where players declare sets of cards known as Mournivals and Gleeks.

Mournivals are four of a kind and Gleeks are three of a kind. A Mournival of Aces is worth 8 pence from each opponent. A Mournival of Kings: 6; a Mournival of Queens: 4; and a Mournival of Knaves: 2. Other four of a kind suits are irrelevant.

A Gleek of Aces is worth 4 pence. A Gleek of Kings: 3; a Gleek of Queens: 2, and a Gleek of Knaves: 1.

It is not clear whether players must show these cards upon declaration.

Play Tricks

This is the stage where players play their cards in tricks. Twelve tricks are played. [3]

In this final stage, players play out 12 tricks as normal. [14] The eldest leads this stage to the first of 12 tricks. Players must follow suit if they can, but may otherwise play any card. The trick is taken by the highest card of the suit led, or by the highest trump if any are played, and the winner of each trick leads to the next. It is somewhat unclear between extant versions of the rules as to whether or not any card of the trump suit beats all other cards of the lead suit or if the card of the trump suit needs to be of equal or greater value than the tricks played of the lead suit. For example, in the version where the trump always wins, a 5 of the trump suit would beat a Queen of the lead suit but in the version where the trump suit must be of equal or greater value then only the Queen, King or Ace of the trump suit can beat a Queen of the lead suit. In all versions, only tricks played of the lead suit or trump suit can win a trick, any other played suit is valueless. Each trick provides a particular score and certain trumps add an additional value. [15]

If a player holds a Tiddy (the trump Four), he may claim a consolation of 2 pence from each opponent, either at start of play or when he plays it to a trick. This optional rule may be ignored by prior agreement, as it is often forgotten. If it is allowed, [16] then players should also agree whether to claim similar side payment of 5 pence and 6 pence when a Towser (trump Five) or Tumbler (trump Six), respectively, are played.

Scoring

At the end of the game, players count 3 points for each trick he has won, and adds to this the point-value of any honours you may have played. Honours are the face cards, and the ace, of the same suit as the trump card. They are scored as follows: Ace (15 points), King (3 points), Queen (3 points), and Jack (9 points). (It is possible, but unlikely, that these points accrue for winning honours in tricks, or winning tricks with honours, rather than for merely having been dealt them.) Furthermore, if the turn-up was an Ace, King, Queen or Jack, the dealer counts it in with his total. This scoring is independent of their trick value, i.e. while a Jack scores 9 points for the player who played it, it would still lose to a Queen or King of the same suit or trump suit played in the same trick.

Each player then either wins or loses the difference between this total and 22. In other words: If your count is less than 22 you pay to the pot a penny for each point by which it falls short of 22, and if it is more you withdraw from the pot a penny for each point in excess of 22. If all honors are in the player's hands, then the total points accrued in the trick-taking stage will be 66. 30 from the value of the honours cards (15+9+3+3) and 36 from the won tricks (12 tricks * 3 points for each trick won). Given there are 66 possible points and three players, a perfectly even game would see each player score 22 points, which is why you subtract 22 from each player's score. This would leave no player to place into the pot and none to take from it.

Gleek is designed to be a zero-sum game, so there should be no remaining chips in the pot at the end; all chips being claimed initially in the ruff showdown and then again settled after the trick scoring. It is possible that an honour card is left in the discard, as there are no specific rules preventing the player who wins the bid for stock from discarding an honour. In this scenario the final scoring will result in a negative cumulative score and therefore a set of chips remaining in the pot at the end. While there is no incentive for any player to do this intentionally, as it is simply throwing away money, it is unclear what should be done in this outcome. It seems reasonable to leave those chips in the pot and have them settled at the conclusion of the next round's vie for ruff, though none of the extant texts handle this scenario.

Terms

Related Research Articles

<span class="mw-page-title-main">Contract bridge</span> Card game

Contract bridge, or simply bridge, is a trick-taking card game using a standard 52-card deck. In its basic format, it is played by four players in two competing partnerships, with partners sitting opposite each other around a table. Millions of people play bridge worldwide in clubs, tournaments, online and with friends at home, making it one of the world's most popular card games, particularly among seniors. The World Bridge Federation (WBF) is the governing body for international competitive bridge, with numerous other bodies governing it at the regional level.

<span class="mw-page-title-main">Pinochle</span> Card game

Pinochle, also called pinocle or penuchle, is a trick-taking, Ace-Ten card game typically for two to four players and played with a 48-card deck. It is derived from the card game bezique; players score points by trick-taking and also by forming combinations of cards into melds. It is thus considered part of a "trick-and-meld" category which also includes the game belote. Each hand is played in three phases: bidding, melds, and tricks. The standard game today is called "partnership auction pinochle".

<span class="mw-page-title-main">Sheepshead (card game)</span> American Card Game

Sheepshead is an American trick-taking card game derived from Bavaria's national card game, Schafkopf, hence it is sometimes called American Schafkopf. Sheepshead is most commonly played by five players, but variants exist to allow for two to eight players. There are also many other variants to the game rules, and many slang terms used with the game.

<span class="mw-page-title-main">Whist</span> Trick-taking card game having origins in the 18th century

Whist is a classic English trick-taking card game which was widely played in the 18th and 19th centuries. Although the rules are simple, there is scope for strategic play.

<span class="mw-page-title-main">All Fours</span> English card game

All Fours is a traditional English card game, once popular in pubs and taverns as well as among the gentry, that flourished as a gambling game until the end of the 19th century. It is a trick-taking card game that was originally designed for two players, but developed variants for more players. According to Cotton, the game originated in Kent, but spread to the whole of England and eventually abroad. It is the eponymous and earliest recorded game of a family that flourished most in 19th century North America and whose progeny include Pitch, Pedro and Cinch, games that even competed with Poker and Euchre. Nowadays the original game is especially popular in Trinidad and Tobago, but regional variants have also survived in England. The game's "great mark of distinction" is that it gave the name 'Jack' to the card previously known as the Knave.

<span class="mw-page-title-main">Skat (card game)</span> German three-player card game

Skat, historically Scat, is a three-player trick-taking card game of the Ace-Ten family, devised around 1810 in Altenburg in the Duchy of Saxe-Gotha-Altenburg. It is the national game of Germany and, along with Doppelkopf, it is the most popular card game in Germany and Silesia and one of the most popular in the rest of Poland. A variant of 19th-century Skat was once popular in the US. John McLeod considers it one of the best and most interesting card games for three players, and Kelbet described it as "the king of German card games."

<span class="mw-page-title-main">Spades (card game)</span> Card game

Spades is a trick-taking card game devised in the United States in the 1930s. It can be played as either a partnership or solo/"cutthroat" game. The object is to take the number of tricks that were bid before play of the hand began. Spades is a descendant of the Whist family of card games, which also includes Bridge, Hearts, and Oh Hell. Its major difference as compared to other Whist variants is that, instead of trump being decided by the highest bidder or at random, the Spade suit always trumps, hence the name.

Pedro is an American trick-taking card game of the All Fours family based on Auction Pitch. Its most popular variant is known as Cinch, Double Pedro or High Five which was developed in Denver, Colorado around 1885 and soon regarded as the most important American member of the All Fours family. Although it went out of fashion with the rise of Auction Bridge, it is still widely played on the western coast of the United States and in its southern states, being the dominant game in some locations in Louisiana. Forms of the game have been reported from Nicaragua, the Azores, Niobe NY, Italy and Finland. The game is primarily played by four players in fixed partnerships, but can also be played by 2–6 individual players.

Pitch is the American version of the English trick-taking game of Blind All Fours which, in turn, is derived from classic All Fours. Historically, Pitch started as "Blind All Fours", a very simple All Fours variant that is still played in England as a pub game. The modern game involving a bidding phase and setting back a party's score if the bid is not reached came up in the middle of the 19th century and is more precisely known as Auction Pitch or Setback.

Ruff and Honours, Ruffe and Trump or Slamm was an English trick-taking card game that was popular in the 16th and 17th centuries; it was superseded in the 18th century by Whist.

<span class="mw-page-title-main">Post and pair</span>

Post and Pair or Post and Pare is a gambling card game that was popular in England in the 16th and 17th centuries — another name of the game was Pink. It is based on the same three-card combinations, namely prial, found in related games of this family.

Singaporean bridge is a re-invention of the traditional game of contract bridge deriving its name from where it is believed to have been invented, Singapore. There are many variations to the game which is primarily social, has no official book of rules and no formal organizing authority.

These terms are used in contract bridge, using duplicate or rubber scoring. Some of them are also used in whist, bid whist, the obsolete game auction bridge, and other trick-taking games. This glossary supplements the Glossary of card game terms.

<span class="mw-page-title-main">Klaberjass</span> Card game

Klaberjass or Bela is a trick-taking Ace-Ten card game that is most popular in German communities. In its basic form it is a 9-card trick-and-draw game for two players using a 32-card piquet pack.

<span class="mw-page-title-main">Glossary of card game terms</span> List of definitions of terms and jargon used in card games

The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific, but apply to a wide range of card games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.

<span class="mw-page-title-main">Triomphe</span>

Triomphe, once known as French Ruff, is a card game dating from the late 15th century. It most likely originated in France or Spain and later spread to the rest of Europe. When the game arrived in Italy, it shared a similar name with the pre-existing game and deck known as trionfi; probably resulting in the latter becoming renamed as Tarocchi (tarot). While trionfi has a fifth suit that acts as permanent trumps, triomphe randomly selects one of the existing four suits as trumps. Another common feature of this game is the robbing of the stock. Triomphe became so popular that during the 16th century the earlier game of trionfi was gradually renamed tarocchi, tarot, or tarock. This game is the origin of the English word "trump" and is the ancestor of many trick-taking games like Euchre and Whist.

<span class="mw-page-title-main">Bavarian Tarock</span> Card game

Bavarian Tarock or, often, just Tarock, is a card game that was once popular in Bavaria and also played in parts of Austria as well as Berlin. The name is a clue to its origin in the historical German game of [Gross-]Tarock, a game using traditional Tarot cards. At some point in the mid- to late-18th century, attempts were made to emulate Taroc using a standard 36-card German-suited pack, resulting in the formerly popular, south German game of German Tarok. During the last century, the variant played with a pot (Haferl) and often known as Bavarian Tarock or Haferltarock, evolved into "quite a fine game" that, however, has less in common with its Tarock progenitor. German Tarok also generated the very similar game of Tapp, played in Württemberg, and both are related to Bauerntarock, Dobbm and the American games of Frog and Six-Bid Solo. Bavarian Tarock should not be confused with Königrufen, also known as Austrian Tarock or just Tarock.

<span class="mw-page-title-main">Poch</span> Card game, recorded as early as 1441

Poch, Pochen or Pochspiel is a very old card game that is considered one of the forerunners of poker, a game that developed in America in the 19th century. An etymological relationship between the game names is also assumed. Games related to Poch are the French Glic and Nain Jaune and the English Pope Joan. Other forerunners of poker and possible relatives of the game are the English game, Brag, from the 16th century and the French Brelan and Belle, Flux et Trente-et-Un. Poch is recorded as early as 1441 in Strasbourg.

<span class="mw-page-title-main">Losing Lodam</span>

Losing Lodam is an historical English card game for three or more players. It is a 'negative' game like Hearts whereby the aim is to avoid taking tricks with certain cards known as loaders.

<span class="mw-page-title-main">Laugh and Lie Down</span> English card game

Laugh and Lie Down or Laugh and Lay Down is an historical English card game for five players and the earliest example of a European game of the fishing family.

References

  1. Dummett (1980), pp. 378–9
  2. Depaulis (1991), pp. 52–67
  3. 1 2 3 4 5 Parlett, David. "Gleek". Historic Card Games. Retrieved 6 August 2015.
  4. Cotgrave 1655.
  5. "Gleek: A Forgotten Old Game". The Gentleman's Magazine. Vol. 287. July–December 1899. pp. 360–363.
  6. Willughby 2003.
  7. Cotton 1674, pp. 75–80.
  8. 12 according to Cotton and Willughby
  9. If there is an odd penny, Cotton says to give it to the eldest hand, or put it in the pot; Willughby says to give it to the last previous raiser; Cotgrave is silent on the subject.
  10. Dafydd, Earl. "Introduction to Period Card Games". Greydragon Library. The Oak (A&S Newsletter of Atlantia. Retrieved 6 August 2015.
  11. Dafydd interprets this as simply most cards of a suit. However this seems at odds with this reference: "And sometimes out of policy, or rather a vapour, they will vie, when they have not above 30. in their hands, and the next may have forty, the other fifty; and they being afraid to see it, many times he wins out of a vapor..." Cotton also has a similar reference. It seems impossible to make "30", much less "50", out of simple card counts. Willughby clearly states that "In reckoning for the ruffe, the coates are tens, the Ace is eleven".
  12. du Coeur, Justin. "Game Report: Gleek" . Retrieved 6 August 2015.
  13. On whether an initial pass takes you out of the game or instead acts like a "check" in Poker, du Coeur writes, "I suspect the latter, since otherwise passing to the third player would always allow him to win, but this isn't obvious from the text."
  14. Dafydd asserts that you must follow suit if possible, or play any card if you have none of the current suit. Du Coeur finds no concrete evidence for this, but agrees that Dafydd's position is a reasonable assumption.
  15. McLeod, John. "Gleek". Pagat Card Game Rules. Retrieved 6 August 2015.
  16. (according to Cotton, but not Willughby)

Literature