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Twenty-five (card game)
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Twenty-five (card game)
Twenty-five is the Irish national card game, which also underlies the Canadian game of Forty-fives. Charles Cotton describes its ancestor in 1674 as "Five Cards", and gives the nickname five fingers to the Five of Trumps extracted from the fact that the Irish word cúig means both 'five' and 'trick'. It is supposed to be of great antiquity, and widely believed to have originated in Ireland, although "its venerable ancestor", Maw, of which James I of England was very fond, is a Scottish game.
The game is a 19th century member of the Maw family of games that also includes the round game of Spoil Five (also called Spoil-Five, or Spoilt Five), the older games of Five Cards and Five and Ten and the extension of Twenty-Five called Forty-Five.
Twenty-five is descended from the old Scottish game of Maw, which dates to at least 1548 and is mentioned frequently up to about 1650. Maw was fashionable during the reign of James I and became the chief game of the English court. However, it died out during the time of the English Commonwealth (1649–1660) only to appear in Charles Cotton's The Compleat Gamester of 1674 as Five Cards, in which the trump 5, known as five fingers is the highest card, followed by the ace of hearts, trump ace and trump knave, an earlier order different from later members of the family.
Thereafter the game disappears again from the literature until the early 19th century where it resurfaces under the names of various descendants including Five and Ten, Spoil Five and Forty-five.
Twenty-five itself, also called five-and-twenty, emerged alongside these other variants and is mentioned as early as 1833 in the Dublin Penny Journal in an article against gambling: "...rustic gambling is conducted on the plan of a lottery. The woman of the house has generally one or more of such articles [a turkey, goose, herrings or mutton] as those above mentioned, which are purchased by the party to play at a price far above their intrinsic value; each purchase is paid for in equal shares, and the winner of one or more games, at five and twenty, or first fifteen... carries off the prize..." It is probably much older for, in 1858, an Irish periodical describes Twenty-Five and Forty-Five as "our own old games" in which the five of trumps, called five fingers, was the best card, followed by the Ace of Hearts.
However, the first detailed rules do not appear until 1876, when H.E. Heather describes it as a variant of Forty-Five. Any number could play and the cards ranked as described below with the five fingers (trump 5) as the commanding card and, unlike modern rules, the only one that could renege in the sense of being withheld when trumps were led, even if its holder had no other trump. Players cut for first deal (highest or lowest winning it as agreed); the cards were shuffled and cut before being dealt in threes and twos so that each player had five. The next was turned for trump. A player with the trump ace could rob the trump upcard. Whist rules of play were followed i.e. players had to follow suit if able (with the exception of the privilege associated with the five fingers); only if void in the led suit could they trump – this is unlike modern rules in which, as in all fours, players may trump even if they can follow. Each trick was worth five and twenty-five was game. Unlike Heather's rules for Forty-five, there was no jinking (winning the game on taking all five tricks) and no score of 5 for best trump.
Twenty-five eventually emerged to become the national card game of Ireland.
Twenty-five may be played by 2–9 persons, six being the best number. A standard pack is used and each player receives five cards, or six or nine, and another is turned up to fix the trump suit. The object of the play is to win one trick, or at least three of five. The object is to win at least 3 of the 5 tricks. When three play at this game, it is still necessary that one of them should win the three tricks in order to make a Five, as the stakes must remain for the next game if two of the players get two tricks each, and the other one. If the party consists of four, they play in two partnerships, which are determined by cutting the cards, the two lowest playing against the two highest, or by agreement among the parties. When six people play, it is usual to play in three partnerships, and when eight people play, in four.
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Twenty-five (card game)
Twenty-five is the Irish national card game, which also underlies the Canadian game of Forty-fives. Charles Cotton describes its ancestor in 1674 as "Five Cards", and gives the nickname five fingers to the Five of Trumps extracted from the fact that the Irish word cúig means both 'five' and 'trick'. It is supposed to be of great antiquity, and widely believed to have originated in Ireland, although "its venerable ancestor", Maw, of which James I of England was very fond, is a Scottish game.
The game is a 19th century member of the Maw family of games that also includes the round game of Spoil Five (also called Spoil-Five, or Spoilt Five), the older games of Five Cards and Five and Ten and the extension of Twenty-Five called Forty-Five.
Twenty-five is descended from the old Scottish game of Maw, which dates to at least 1548 and is mentioned frequently up to about 1650. Maw was fashionable during the reign of James I and became the chief game of the English court. However, it died out during the time of the English Commonwealth (1649–1660) only to appear in Charles Cotton's The Compleat Gamester of 1674 as Five Cards, in which the trump 5, known as five fingers is the highest card, followed by the ace of hearts, trump ace and trump knave, an earlier order different from later members of the family.
Thereafter the game disappears again from the literature until the early 19th century where it resurfaces under the names of various descendants including Five and Ten, Spoil Five and Forty-five.
Twenty-five itself, also called five-and-twenty, emerged alongside these other variants and is mentioned as early as 1833 in the Dublin Penny Journal in an article against gambling: "...rustic gambling is conducted on the plan of a lottery. The woman of the house has generally one or more of such articles [a turkey, goose, herrings or mutton] as those above mentioned, which are purchased by the party to play at a price far above their intrinsic value; each purchase is paid for in equal shares, and the winner of one or more games, at five and twenty, or first fifteen... carries off the prize..." It is probably much older for, in 1858, an Irish periodical describes Twenty-Five and Forty-Five as "our own old games" in which the five of trumps, called five fingers, was the best card, followed by the Ace of Hearts.
However, the first detailed rules do not appear until 1876, when H.E. Heather describes it as a variant of Forty-Five. Any number could play and the cards ranked as described below with the five fingers (trump 5) as the commanding card and, unlike modern rules, the only one that could renege in the sense of being withheld when trumps were led, even if its holder had no other trump. Players cut for first deal (highest or lowest winning it as agreed); the cards were shuffled and cut before being dealt in threes and twos so that each player had five. The next was turned for trump. A player with the trump ace could rob the trump upcard. Whist rules of play were followed i.e. players had to follow suit if able (with the exception of the privilege associated with the five fingers); only if void in the led suit could they trump – this is unlike modern rules in which, as in all fours, players may trump even if they can follow. Each trick was worth five and twenty-five was game. Unlike Heather's rules for Forty-five, there was no jinking (winning the game on taking all five tricks) and no score of 5 for best trump.
Twenty-five eventually emerged to become the national card game of Ireland.
Twenty-five may be played by 2–9 persons, six being the best number. A standard pack is used and each player receives five cards, or six or nine, and another is turned up to fix the trump suit. The object of the play is to win one trick, or at least three of five. The object is to win at least 3 of the 5 tricks. When three play at this game, it is still necessary that one of them should win the three tricks in order to make a Five, as the stakes must remain for the next game if two of the players get two tricks each, and the other one. If the party consists of four, they play in two partnerships, which are determined by cutting the cards, the two lowest playing against the two highest, or by agreement among the parties. When six people play, it is usual to play in three partnerships, and when eight people play, in four.