Vint
One thing leads to another …
“People are judged by their deeds,” continued Von Koren. “So Deacon, judge for yourself … I’m talking to you now, Deacon. Mister Laevsky’s actions have candidly been laid out before you, like a long Chinese scroll, and you may read it from beginning to end. What’s he done in the two years since he’s been living here? Let’s use our fingers to count. First of all, he’s taught the residents of the town to play Vint, two years ago the game was unknown here, now, everyone plays Vint from morning to night, even the women and adolescents. Second, he’s taught the locals to drink beer, which was also unknown here. The locals are also obliged to him for their knowledge of different types of vodka, so that they can now distinguish between Kosheleva and Smirnov No. 21 blindfolded. Third, in the past living with another man’s wife was a covert affair here, for the same motivates that thieves steal covertly, and not overtly. Adultery was considered the sort of thing that was shameful to display in public. Laevsky’s attitude toward all this is a schoolboy’s. He openly lives with another man’s wife. Fourth.”
—from The Duel by Anton Chekhov.
… so here’s how to play Vint
While this game is by some persons thought to be the forerunner of bridge, and might be classed as one of the whist family, it is at present so little known outside of Russia, where it is the national game, that the author has thought it best to group it with other games which are distinctly national in character.
Vint has been variously described as bridge without a Dummy and as auction whist. It resembles bridge in the making of the trump, and whist in the manner of play.
Cards. Vint is played with the full pack of fifty-two cards, which rank from the A K Q down to the deuce. Two packs are generally used.
Players. A table is complete with four players, and if there are more than four candidates for play the selection must be made by cutting. All the rules for formation of tables, cutting, ties, etc., are the same as at bridge. The lowest cut takes the deal. Partners sit opposite each other.
Dealing. The dealer presents the pack to be cut, and then gives thirteen cards to each player, one at a time. No trump is turned. The deal passes to the left. All irregularities are governed by the same laws as bridge.
Making the trump. Each player in turn, beginning with the dealer, bids to make a certain number of tricks, from seven to thirteen, with a suit of his own choosing, which he names when he makes his bid. The suits outrank one another in the order of hearts, diamonds, clubs, and spades, hearts being the best. No trumps are higher than hearts. A bid of seven tricks is usually called “one” in hearts, or whatever the suit may be. A bid of “two” means to win eight tricks, or two over the book.
Bidding. If a player wishes to go over the first offer made, he must either bid the same number of tricks. No player can increase his own bid unless he is overbid in the interval, but there is no limit to the number of times that players may outbid one another. Observe that the dealer may bid or pass, and each player after him in turn may bid or pass. The highest bidder must abide by his announcement both as to the number of tricks and the suit.
The Play. No matter who dealt the cards, the player to the left of the highest bidder always leads for the first trick. Each player in turn must follow suit if he can, and the highest card played, if of the suit led, wins the trick, trumps winning all other suits. The winner of one trick leads for the next, and so on. There is no Dummy hand as in bridge.
Scoring. Although the bidding is for so many “odd” tricks, or tricks over the book, every trick taken is counted when it comes to the scoring; but it is the number of tricks bid, and not the rank of the suit, that determines the value. Every trick won by the same partners—
In a bid of “one” is worth 10 In a bid of “two” is worth 20 In a bid of “three” is worth 30 In a bid of “four” is worth 40 In a bid of “five” is worth 50 In a bid of “six” is worth 60 In a bid of “seven” is worth 70
Both sides score. If the highest bid was “two in diamonds,” and the bidder’s side won nine tricks, they would score 9 times 20, or 180; while their adversaries would score 4 times 20 or 80.
As soon as either side reaches 500, they win the game, even if it is in the middle of a hand; but the hand must be played out in order to see how many points are won by each side. It should be observed that although the bidder’s side may make nine or ten tricks the adversaries can win the game if they get enough to count out before the bidder, by reaching 500 first.
Tricks and Honours. The score for tricks and for honours must be kept separate, usually above and below the line, as at bridge. All trick points, which are the only ones that count toward game, are placed below the line; the honour points above.
For winning a game, 1,000 points are added in the honour column. The side that first wins two games of 500 points each adds 2,000 rubber points in the honor column.
Slams. If a little slam, 12 tricks, is made, but has not been bid, it is worth 1,000 points in honours. If a little slam, “six tricks,” has been bid and is made, it is worth 5,000 more for bidding it, or 6,000 altogether. If a grand slam, 13 tricks, is made but not bid, it is worth 2,000 honour points. If a little slam is bid and a grand slam made, it is worth 7,000 altogether. If a grand slam is bid and made, it is worth 12,000 altogether.
Lost Games. If the bidder fails to make good, his adversaries score 100 times the value of the tricks as penalty, in the honour column; the scores for the tricks actually won standing at their regular value below the line. Suppose the bid to be three in diamonds, making the tricks worth 30 each, and that the bidder’s side the odd trick only. Although the bidder has failed to make good, he scores below the line for the seven tricks he took, at 30 each, and the adversaries score for the six they took, also at 30 each. Then, as the bidder fell short by two tricks of making good, his adversaries score these two tricks at 3,000 points each penalty, in the honour column.
Honours. The honours are the A K Q J 10 of trumps and the four of Aves, the Aves being always honours; but when there is a no-trump declaration they are the only honours. This makes the Ace of trumps count double, when there is a trump suit; once as one of the five honours in trumps, and once as an Ace.
Each honour is worth ten times as much as a trick. If the bid was three in clubs, the tricks would be worth 30 each and the honours 300 each. The side that has the majority of Aces and of honours scores for all they hold; not for the majority or difference. Suppose the bidder’s side has three honours in clubs and three Aces; the other side must have only two honours in clubs and three Aces; the other side must have only two honours and one Ace; therefore the bidder scores for six honours, at 300 each.
If the Aces and honours in trumps are so divided that each side has a majority of one or the other, they offset. Suppose the bidder to hold four Aces and two honours. The adversaries must have the majority of trump honours. Then the number of their trump honours, which is three, is deducted from the number of the bidder’s Aces, four, leaving the bidder’s side only one honour to the good. Three honours on one side and three Aces on the other would be a tie, and no honours to score.
If the Aces are a tie, the side that wins the most tricks scores them. Suppose the bidder has three honours and two Aces. He scores five honours if he wins the odd trick; otherwise he scores on only, the Aces being a tie and he having only one more honour than his adversaries.
In no-trump hands, the honours are worth 25 times 20, and three of them are worth 1,500 points.
Coronets. A sequence of three or more cards in any suit, trumps or plain, held by an individual player, is a coronet. Three or four Aces in one hand is also a coronet. When there is a trump suit, three Aces, or three of a plain suit in sequence, are worth 500 points more. A sequence of K Q J 10 9 would be worth 1,500. In the trump suit, and in all the suits when there are no trumps, these coronets are worth double, and each additional card is therefore worth 1,000 more.
Rubbers. As soon as one side wins two games, that ends the first rubber. The partners then change, without cutting, in such a manner that at the end of three rubbers each player shall have had each of the others as a partner. At the end of the third rubber, the losses and gains are ascertained for each individual, and settled for.
Laws. The laws that govern the game are almost identical with those for Bridge.
Preference
This is a simplified form of Vint, for three players, with a thirty-two-card pack. The cards rank: A K Q J 10 9 8 7, and the suits rank: Hearts, diamonds, clubs and spades. Hearts are always preference. There are no hands played without a trump suit.
If four persons play, the dealer takes no cards. The three active players make up a pool, each putting in an equal amount at first, and the bidder putting into it as many as he bids for the privilege of naming the trump suit.
Any one may deal the first hand, after the deal passes to the left. Three cards are given to each player the first round, then two are laid off for a widow, then four to each player, and then three to each. Beginning on the dealer’s left, each player in turn may name the trump if he thinks he can take at least six of the ten tricks to be played for. Bids outrank one another in the order of the suits, hearts being preference always. The number of tricks is not mentioned. In case there are no bids, each in turn has a second chance to bid for the widow. These bids are made in counters, to be put into cards, and then names the trump suit.
The players agree upon a value for the tricks won, and payments are made from the pool according to the rank of the trump suit.
—from Foster’s Encyclopedia of Games by R.F. Foster. Published in 1897, Foster’s exhaustive manual of indoor gaming is a relic of a pre-electric entertainment. The “Preference” version of vint is recommended for beginners.