The Man
of Auvergne
The Man
of Auvergne is a very old card game closely related
to Triomphe. Its rules, none too clear,
published in the mid-17th century in La Maison
des jeux académiques, were interpreted in various
ways over the course of the 18th century, with errors that, combined with
a simultaneous enrichment of the game of la Bête through two principles
the réjouissance and the king of the turned-up suit borrowed
from L'Homme d'Auvergne, meant that from 1725 onward (Académie
universelle des jeux) the difference between la Bête and L'Homme
d'Auvergne became slight. The rules presented here are an annotated
restoration of the original ones, allowing us to rediscover
the distinctive features of a game that, though modest, was a
source of inspiration for others such as Écarté
for the importance it places on the king of trumps.
1.
Number of Players and Deck of Cards
The Man of Auvergne
is played by 4 to 5 players with a 32-card deck, and by 2 to 3 players
with a 28-card deck obtained by removing the sevens from a 32-card deck.
The descending order of the cards is as follows in each suit
diamonds, hearts, spades, and clubs: King, queen, jack,
ace, 10, 9, 8, 7
Commentary
: The 1665 rules (Maison des jeux académiques)
do not directly state the number of players, but refer in a general
way to Triomphe, for which it is written that « one
may play it with as many or as few people as one wishes ». L'Académie universelle des jeux in 1718
and 1721 sets the minimum at two players and the maximum at 4, then, starting with
the 1725 edition, raises the maximum to 6. In this last
case, however, a playability problem arises, since the number of cards needed
is equal to 5 per player plus 4 more for possible turned-up cards,
making a total of 34 cards, whereas the deck specified
is only 32 cards. To play with 6 players, a 36-card deck
would have been needed, by adding the sixes to a 32-card deck. 2.
The Deal
Each
player draws a card at random from the deck spread out on the table,
face down. The dealer is whoever draws the highest card.
The dealer thus determined shuffles the cards,
has them cut by the player to his left, and
deals 5 cards to each player, three then two, or two then three, counter-clockwise. The dealer does not turn up
the next card. It is up to each of the players, starting with
the one seated to the dealer's right, to do so or not, as they wish. If none of the players
turns up the top card of the stock, the hand
is not played and the player seated to the dealer's right becomes the next dealer
in turn, gathering the cards, shuffling them and
having them cut. As soon
as a player turns up the top card of the stock, a round of bidding
starting with the player seated to the dealer's right begins in order to determine
the Man.
3.
Determining the Man, the Réjouissance
In
turn, starting with the player seated to the dealer's right,
the players announce whether they accept the trump proposed the suit
of the turned-up card by saying « I play », or
whether they refuse it by saying « I pass ». The round ends
as soon as a player has announced « I play », or, failing
that, once all the players have passed. The player who announced
« I play » is called the Man. If
all the players have passed on the turned-up card, they may « go into
réjouissance ». To do this, they proceed in the same way
with the second card of the stock, called the « réjouissance ».
If no one wishes to go into réjouissance also called
« going into réjouissance » play moves on to the next hand as before.
Once the réjouissance card has been turned up, either a player declares himself
for being the Man, or all the players pass. In this last case, the
players may go into réjouissance once again in the same way.
It is not possible, however, to go into réjouissance more than three times, after
which, if all the players have again passed, all the cards are gathered up
and the player seated to the dealer's right becomes the new dealer. The Man,
self-declared under this procedure, undertakes to win
the hand, while the other players try to make him lose. Trump
is the suit of the last turned-up card. It is possible, when going into
réjouissance, to be offered the same trump suit several times. This does not prevent a new
round of bidding: since the players then have a better
knowledge of the cards in play, one of them may end up
playing on a suit he had previously
refused.
Commentary
: Starting in 1725 (Académie universelle des jeux),
the rule applied concerning turned-up cards was
substantially modified, probably owing to a difficulty
in interpreting the original rule: from then on the dealer
alone turns up the top cards of the stock, up to possibly
the third réjouissance, in order to offer them to the players as trump.
Yet the original rule contained in La Maison des jeux académiques
of 1665, « [...] each of the players is given five cards,
and it is up to the players to turn up the card, once
each has been given his cards, to see what suit
it is. », leaves no ambiguity as to the fact that it is
not always the dealer who turns up the card, but indeed the first
player who takes the decision to do so. This original rule is reinforced
in the Académie universelle des jeux of 1718: « Once
each of the players has his cards in hand, he is permitted according to his rank to see
what suit is turned up. » The same
holds true for the procedure of turning up cards for the réjouissances,
as indicated by the 1665 rule: « When the players agree
to pass, that is, not to play, they réjouir themselves,
that is, they draw the card underneath, to see what suit
it is, and then whoever believes he has a good hand puts himself forward to play. [...] One
is permitted to go into réjouissance up to three times. » Thus the players
declare themselves once the first card of the stock has been turned up,
and if all pass, they are again permitted they are not
obliged to to turn up the next card to declare themselves
again. The expression « the card underneath » does not mean
the card underneath the stock, but rather the one underneath the first
turned-up card. In
1725 (Académie universelle des jeux), the principle of the réjouissance,
under the more fitting name of curieuse, was added
to the rules of la Bête, formerly called the game of
the Man. In la Bête, the first turned-up card is dealt unconditionally
by the dealer, and if all pass, he turns up the next card called
« curieuse ». One may go into curieuse only once.
4. The King of
the Turned-up Suit
A player who turns up
a king during the phase of determining the Man, immediately wins
1 point. If
the turned-up card is any other card, the player who holds in his hand
the king of the same suit scores 1 point. To
be counted, the king in hand must be shown by the
player when it is his turn to speak or, if he does not have the occasion to do so,
when a player ahead of him announces that he plays. After that the king
can no longer be counted, unless the same turned-up suit
reappeared during a réjouissance. [This procedure is not
described in the rules] The
same king cannot be counted more than once. Even if the
hand is not played, kings are counted. If
the players go all the way to the third réjouissance, and
all the turned-up cards are of a different suit, four kings are able
to score a point. In theory, a player could end up
scoring a total of 4 points for kings, but generally
the kings are spread among the players and the rest of the stock which is not
used in that hand.
Commentary
: « Whoever turns up the king scores one, whoever holds it in hand scores
the same, and indeed if he had three or four of that suit,
he would count as many as he holds. » This rule, printed
in 1665 (Maison des jeux académique), caused a problem
of understanding regarding the expression « if he had three
or four of that suit », so much so that in 1718 (Académie
universelle des jeux) it becomes « if he had three other kings
along with the trump king » and in the 1725 edition (Académie universelle
des jeux) the rule reads: « Whoever holds in hand
the king of the turned-up suit, wins a game for that king, and would count
as many as he had other kings along with the trump king ». Since 1718,
the rules printed in the rulebooks have thus awarded a point
for each king accompanying the one of the turned-up suit
in the same hand. This gives excessive importance to the kings, given
the single point that the game itself can otherwise provide. The interpretation of
the original rule ought to have been: each time a player
holds a king in hand of the turned-up suit, he scores a point. Thus,
a player can hold several kings of the turned-up suit, given that
one may end up going as far as three times into
réjouissance. The turned-up suit is to be understood here in the broad sense
and not as referring to any one particular turnup. The
interest of the king rule lies in the fact that turning up a card
is not compulsory but left to the players' will according to their rank.
It encourages players to turn up the top card of the stock in the hope
of quickly winning a point outright, which can prove decisive
for ending a game without having to play out the hand. It was
only starting in 1725 (Académie universelle des jeux)
that la Bête, formerly called the game of the Man, took up
this feature of the king limited to the trump king and thus only
if the hand is played of winning a chip per player. In the 19th
century, the game of Écarté would take up the idea of scoring a point
outright for the trump king, turned up or held in hand.
5.
Play of the Cards, Tricks, Winning and Losing the Hand
The
first to play for the first trick, called first to play,
is the player seated to the right of the dealer,
and for the following tricks it will be the winner of the trick
just completed. This player is said to have the lead. Before each
deal, the cards are shuffled and cut.
Revoking is forbidden, meaning that a player must, if possible,
follow the suit led, which is that of the card played
by the first to play or by whoever has the lead. The suit led may
be trump. If a player cannot follow the suit led
other than with a trump, he must trump with a
trump card. Trump beats every other suit. If, not having
the suit led, a player plays after another who has trumped,
he must, if possible, also play a trump. The rule does not require overtrumping. In
the case where a player has neither the suit led, nor trump,
he may play whatever card he wishes. For the Man to win
the hand, he must take more tricks than each of the other players. Thus, if he takes
three of the five possible tricks, he wins. If he takes only two
and none of his opponents takes three, he wins only if he is the first
to have taken them. Likewise, if no one has taken more than one trick,
the Man wins only if he is the first to have taken one. If the Man
wins the hand, he scores 1 point. If the Man loses the hand, he
loses 1 point and each of his opponents scores 1 point,
and if the Man has no points when he loses, he will have to deduct that point when he
begins scoring.
Commentary
: The 1665 rules are not exhaustive on play of the cards,
but at the same date, those for Triomphe and for l'Homme, then also called
la Bête, are a little more explicit. Since the rule of L'Homme d'Auvergne
refers to Triomphe, and l'Homme being
an offshoot of Triomphe, the rules for play of the cards
presented here are drawn from those of Triomphe and l'Homme in
the Maison des jeux académiques, 1665. In
these rules, trump is regarded as an extension above
the king of the suits missing from a player's hand. This is the reason why
not playing trump when one does not have the suit led is
here equivalent to an illegal revoke. The
1665 rule concerning the point scored by the opposing players
in the event of the Man's loss is not clear: « Whoever calls the play and loses
the game, is scored against, and one is deducted for the benefit of his side. »
By game, one should understand hand. Scoring was done in games,
that is, one mark for a game, and a king of the turned-up suit was worth the equivalent
of a game a game normally being one hand of cards, that is the five tricks.
His side seems here to designate the opposing players. The problem
remains in understanding the meaning of « is scored against ».
Starting in 1718, by writing « Whoever calls the play,
and loses the game, has one mark deducted for the benefit of the one who
wins. », the Académie universelle des jeux comes down
in favor of a single winner. However, since the Man plays alone against all the other
players who combine their efforts to bring him down, it seems more fair to
consider that it is this team that scores a point, and that the
« one » of « is scored against » refers
to each of the opposing players. From a
tactical point of view, if at the moment of beginning play of the cards, a player
finds himself alone one point away from winning the game and being the Man, it will be
in the interest of the other players to bring him down. If, however, he
were among the opponents, the others would have every interest
in letting the Man win.
6.
Kings Captured in a Trick
If a player
who had scored a point for a king during the bidding phase, sees it
captured by another player during a trick, he must deduct
his point and whoever captured the king scores 1 point. This
corresponds to the transfer of the king's bonus point, from one player to another. A
king not counted during the bidding phase can neither make its holder lose a point
nor earn one for whoever captures it.
7.
Length of a Game
A game is commonly played
to 5 points, but may, by agreement at the outset
between the players, be played to more or fewer points. When
L'Homme d'Auvergne was played for money, the players placed
an agreed sum on the table at the start of the game and the winner took
the entirety of the stakes.
Commentary
: While the 1665 rule (Maison des jeux académiques)
recommends playing to 5 points, starting in 1718 (Académie universelle
des jeux) the rules recommend 7 points. Adjusting the number
of points by agreement is accepted in all versions of the rules.

References
La
Maison des jeux académiques, Paris, Étienne
Loyson, 1665 La Maison des jeux académiques, Paris, Étienne
Loyson, 1668 La Maison académique, The Hague, Van Elinckhuysen,
1702
L'Académie universelle des jeux, Paris, Legras, 1718 L'Académie
universelle des jeux, Leiden, Pierre Vander Aa, 1721 L'Académie
universelle des jeux, Paris, Legras, 1725 Page Information
Page
first published on 3 December 2010 Page revised on 16 November
2021
Author : Philippe
LALANNE
Le Salon des jeux - Académie des jeux oubliés 
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