Reversis, or more rarely Reversi, is a very old game presumed to be of Italian origin, transformed in Spain
and then in France (starting perhaps in the 16th century?). It is
a game of the take-all-lose type, which may account for its name. However
its rules include a major move called reversis,
which reverses the principle of the base game. Reversis is a subtle game that
underwent important additions, notably toward the end of the 18th century,
in the form of options. In the 19th century the game, very
much in vogue, saw its rules grow more complex with the systematic use
of the highest of the earlier options, complicating them further,
and the payment system grow heavier. The rules presented
here correspond mainly to those from the end of the 18th
century found in the Almanach des jeux, published by
Fournier in 1785. For the sake of simplification, the hierarchy of the stakes
(the ratio between plaques and chips), which in Reversis was also often
reversed, has here been restored in line with
other card games.
Reversis
for three players
1.
Number of players, deck of cards, Quinola
Reversis
is usually played by four players, individually,
with a deck of 48 cards obtained from a deck of 52 cards from which
the four tens have been removed.
The hierarchical order of the
cards is, from highest to lowest: ace, king, queen, jack, 9,
8, 7, 6, 5, 4, 3, 2.
Reversis is played without a trump suit.
The jack of hearts holds an essential place in Reversis. It bears
the name Quinola.
2.
Length of the game, the pool, the stake
Reversis
is played over a number of rounds agreed upon at the
outset by the players, generally equal to
8. A round comprises 4 hands. A hand is the period
of play extending between two deals. The deal is the distribution
of the cards to the players.
Before play begins, each player receives 8
chips — long rectangular plaques — and twenty counters. A
chip being worth ten counters in this game, each player starts with
the equivalent of 100 counters.
Before the first hand, each
player puts 4 counters into a basket and the dealer adds 4 more. This total
of 20 counters forms the starting pool, called, in Reversis,
the basket. On subsequent hands, if the basket is not empty, only the dealer
adds 4 counters to it; but if the basket is empty, one starts again as at the very first
hand.
The basket must always be placed to
the dealer's right.
3.
The deal
Dealing
is an advantage. To determine the first dealer of the game, a player
takes the deck of cards, shuffles it, and makes four roughly
equal piles so that each player can take one. Whoever discovers
the Quinola among their own cards is the first dealer.
The
dealer gathers the 48 cards, shuffles them, and presents them
in a pile to the player on their left so that they can perform the cut.
The cut consists of splitting the pile of cards fairly
evenly into two — in all cases, one must not take or
leave fewer than three cards. The dealer reassembles the pile of cards
by placing on top the cards from the split that had been underneath.
Then the deal proceeds.
The deal is made
to the right (counter-clockwise). The dealer first deals
3 cards to each of the other 3 players and keeps 4 for themselves, then
continues with two rounds of the table, dealing 4 cards to each of the three
other players, and to themselves. As a result, the dealer
has received 12 cards and each of the other players only 11. The dealer
then places the 3 remaining cards left in hand, face down,
in a pile in the middle of the table; they form the widow.
4.
The widow, the discards, the pot
Once everyone
has looked at their cards, the first to play —
this is the name given to the player who will open the hand by playing the first
card, and who sits to the right of the dealer —
may, if they wish, discard a card from their hand by placing it
under the basket, and replace it with the one on top of the widow;
if they do not wish to change their hand in this way —
a player's hand here being the set of cards they have not yet played —
they secretly look at the top card of the widow and, whatever it is,
place it under the basket. The second and then the third
player, following to the right, proceed in the same
way. There is then no widow left, and three cards lie, face
down, under the basket. It is now the dealer's turn to discard a
card from their hand — which they must do
so that the four players hold the same number of cards in hand,
that is 11.
The cards under the basket now number
4 and form what is called, in Reversis, the
pot.
5.
Value of the pot
The
value in counters of the pot is calculated by summing
that, in counters, of the four cards composing it and adding to the result
a flat 4 counters.
The value in counters of each type of card is
4 for an ace, 4 for the quinola, 3 for a king, 2 for a queen and 1 for a
jack other than the Quinola. All other cards are worth no counters, and
that is the reason why the value of the pot is systematically
increased by 4 counters in case it should contain only
worthless cards.
The minimum value of the pot is thus
4 counters — no card of value — and the maximum value
of 20 counters — the four cards are aces, or three are
aces and the last is the Quinola. Without the flat
4 counters, the minimum would be 0 counters and the maximum 16 counters.
Examples:
a) The pot below is worth
: 4 + 2 + 4 + 0 + 4 = 14 counters
[Ace of clubs
+ queen of hearts + jack of hearts + 2 of spades]
b) The following pot is worth only: 0 + 0 + 0 + 0 + 4 = 4 counters
[7
of diamonds + 7 of spades + 5 of clubs + 2 of diamonds]
6.
Play of the cards
The
play of the cards is governed by the following three rules:
1° It is compulsory to follow the suit led
if one holds it (the suit led is that of the card played
by the first player, and may be spades, hearts, diamonds or clubs);
2° If one does not hold the suit led, one plays
any card one wishes.
Playing a card that is not of the suit
led is called renouncing. In Reversis, renouncing
is only allowed if one does not hold the suit led.
The cards laid on the table during a hand form what is
called the trick. A trick begins with one card played
and ends with four cards; it is then said that the trick is
complete — not to be confused with a player's hand (the cards
they hold). At the start of a hand, each player has 11 cards in hand, and by
the end of a hand 11 tricks will have been played.
Reversis is played in 8 rounds; 1 round comprises 4 hands;
1 hand comprises 11 tricks.
3° When the four players
have played their card, whoever played the highest card, in the suit
led, takes the trick that is on the table. This player is
said to have made the trick. As there are 11 tricks in a hand,
there are also 11 tricks taken. Once the
trick has been taken, the player stacks it — gathering the cards into a pile —
and places it in front of them, face down. In some games such as belote,
tricks taken and stacked are called
plis. Since the aim of belote is to score as many points as possible, the number of
tricks taken is not counted; whereas in Reversis,
not only does the number of points contained in the tricks count, but in
case of a tie the number of tricks taken makes the
difference. In Reversis, one refers only to tricks, even
once stacked.
4° The first player to lay their card
on the table is, at the start of each hand, the first to play —
the player to the right of the dealer and the basket —, then for the following 10 tricks
whoever has the lead, that is whoever has just
taken the previous trick — commonly said
to have made the trick.
7.
Object of the game
7.1
Base game, winning the pot
The
player who, at the end of a hand, has the fewest points
in their tricks wins the pot. If several players have
the same lowest number of points, whoever made the fewest
tricks wins. If there is still a tie in the number
of tricks, whoever is closest to the basket on the left
wins — so, where applicable, the dealer
has the advantage.
The player who, at the end of a hand, has the most points
in their tricks loses the pot. If several players have
the same highest number of points, whoever made the most tricks
loses. If there is still a tie in the number of tricks,
whoever is closest to the basket on the right loses.
Once the winner and the loser have been determined,
the 4 cards of the pot are turned over to calculate its value in counters.
Only the loser pays the pot to the winner, giving them
the corresponding amount of counters.
Important:
When counting the points in the tricks, the Quinola counts as a simple
jack, that is 1 point, whereas it is worth 4 counters in the pot.
7.2
Exception: the reversis hand
The
reversis hand, simply called reversis,
is played the opposite way from what has just been described. The player who wants to
succeed at it must take all the tricks of the hand,
of which there are 11.
Note: in all games played in France
for centuries, taking every trick is called
faire la vole ("making the flight"). Two card games, Piquet and Belote,
use the word capot. Piquet is the oldest of the popular games
still played in France, and Belote the most recent. The equivalent
in Bridge is the English loanword grand chelem ("grand slam").
A reversis
is not declared, but a player implicitly commits
to succeeding at it once they have made the first 9 tricks.
When a reversis has thus been committed to, the last two
tricks, the tenth and eleventh, are called
the final stretch.
Once the reversis has been committed to,
the pot is no longer in play; it will not be
paid, but the payment for the reversis will be made instead.
If the player who committed to the reversis does not succeed
at it, failing to make the slam, they lose the reversis. As a result
they are the only loser. The winner is then the player who took the tenth
trick instead of them, or failing that whoever took
the eleventh trick. In that case the reversis
is said to have been broken in the final stretch. If the reversis
is broken on the tenth trick, there is no need to
play the eleventh.
The player who succeeded at the reversis
receives 16 counters from each of the three other players — this
amount happens to correspond to the maximum possible amount of the pot
without the additional flat 4 counters. They thus win, for the successful reversis,
3 times 16 counters, that is 48 counters.
The player who did not
succeed at the reversis — having had it broken
in the final stretch — pays 16 counters to the one who broke it, and
nothing to the two other players.
8.
The Quinola, the basket, the beast
The
Quinola is the name given to the jack of hearts. It is the most
important card in the game, in the sense that the amount contained in the basket
is tied exclusively to it. This amount is, in other card games,
generally called the pool; in Reversis
it is simply called the basket.
To win the basket,
one must play the Quinola while renouncing, in accordance with the rules
of the play of the cards. This is called placing the Quinola. As soon
as a player has thus placed the Quinola, they immediately receive
the contents of the basket.
On the other hand, if a player plays the Quinola in any
other way, they owe a beast for the amount of the basket. There
are thus two ways of owing a beast: playing the forced
Quinola — this is when the suit led is
hearts and one holds only the Quinola, which one must then play
compulsorily —, and playing the led Quinola —
that is when, having the lead, one plays the Quinola.
Owing a beast is a very
old expression from card games played in France; it is found
notably in the game of ombre.
It could be translated in modern terms as incurring a debt.
When a player has failed to place the Quinola, they owe
a beast, and one writes on a sheet of paper, under their name, the amount in
counters contained in the basket. This recorded amount is called a beast
— one speaks of a beast of so many counters. Each line under the players' names
is numbered, from top to bottom, from 1 to 10, so
that if over several successive hands, a beast is owed by each
of them, they will each be noted under the name of the player who owed it,
and at each hand on the next line.
When there is
no beast recorded on the sheet, and on a given hand a player owes
one, it is written on the first line of the table and a circle is drawn
around it to show that it is in play and that whoever owed it will have
to pay its amount to the next winner of the basket —
the player who places the Quinola. If the next winner of the basket is the one who had
owed the beast in play, they simply see it crossed out.
The amount
of the basket, when there is a beast in play, is equal to the number of counters
it contains plus the amount of the beast, so that if
another beast were owed while the first had not
been crossed out, its amount would be that total amount of the basket.
This second beast would be recorded on the second line
of the table under the name of the player who owed it, but would not be put into play.
For a new beast to be put into play, the
basket must first have been won. Once the first
beast has been crossed out, the next one to be put into
play is not necessarily the second, but always the highest,
that is the one on the lowest line of the table containing a beast,
and so on until all the beasts have been
crossed out.
Instead of crossing out the settled beast,
one may strike it through, and the beast in play is always circled.
The fact
that there is a beast in play does not exempt the dealer from adding 4
counters to the basket alone.
9.
Exceptional payments linked to the aces and the Quinola
9.1
Basic case
Depending
on how an ace or the Quinola is played, payments are
made between players according to the following cases:
— if
a player places an ace while renouncing, they immediately receive
1 counter from whoever takes the trick;
— if
a player places the ace of diamonds while renouncing, they immediately receive
2 counters from whoever takes the trick;
— if
a player places the Quinola while renouncing, they immediately receive
4 counters from whoever takes the trick (and of course they also win
the basket);
— if a player plays a forced ace,
they immediately pay 2 counters to whoever played the first
card of the trick, in other words the player who forced them;
— if a player plays a forced ace of diamonds, they
immediately pay 4 counters to whoever forced them;
— if a player plays the forced Quinola,
they immediately pay 8 counters to whoever forced them
and, as a consolation, the two other players each pay 4 counters to
whoever forced the Quinola;
— if
a player plays a led ace, they will pay 1 counter to the winner
of the pot if they claim it;
— if a
player plays a led ace of diamonds, they will pay 2 counters
to the winner of the pot if they claim them;
— if
a player plays the led Quinola, they will pay 4 counters to the
winner of the pot if they claim them.
Summary
table:
| Event |
Payment |
Amount
in counters |
|
Card
played |
Beneficiary |
Payer(s) |
Ace |
Ace of
 |
Quinola |
|
while renouncing
(placed) |
Player
of the card |
Whoever
takes the trick |
1 |
2 |
4 |
|
forced |
Whoever
played the first card of the trick |
Player
of the card | 2 |
4 |
8 |
| The
two other players | 0 |
0 |
4 |
|
led |
Winner
of the pot (upon request) |
Player
of the card | 1 |
2 |
4 |
Reminder: a card
is forced if it is of the suit led; a
card is led if it is played by the first player of the trick.
9.2
Case of the final stretches
In
addition to the final stretch of the reversis — the last 2
tricks —, there are two other final stretches:
— the first stretch, which is the first
trick of a hand;
— the last
stretch, which is its last trick.
On
the first and last stretch, the payments
specified in chapter 9.1 (basic case) are doubled, but
not the basket.
9.3
Case of the reversis
When
a reversis has been committed to, whether won or broken, all
payments concerning the aces and the Quinola are no longer made at
the final stretch of the reversis — in other words on the last two
tricks. The aces and the Quinola then become ordinary cards. This
also applies to the basket, which is counted neither as a gain nor as a beast.
When a reversis has been committed to, whether won or
broken, all payments concerning the aces and the Quinola that occurred in
the first nine tricks are cancelled, and the players
return to one another the counters received. If a player had placed
the Quinola, they must return the basket and any
beast associated with it. None of the three other players besides
the one who undertook the reversis may owe a beast for having played
the forced or led Quinola.
If a player succeeds
at the reversis while having played the forced or led Quinola
on one of the first nine tricks, they win the basket in
addition to the reversis — this is the biggest hand in the game.
If a player sees the reversis they had
committed to broken at the final stretch while having played the forced
or led Quinola on one of the first nine tricks,
they owe a beast and pay for the failed reversis to whoever
broke it — this is the worst hand in the game.
10.
The four aces
If
a player, after the discards, holds all four aces in hand, they gain
the privilege of being able to renounce at will. They can thus
easily place their aces and the Quinola, and collect the benefits
including the basket.
This player is not, however, obliged to use
their privilege and may, if they wish, play normally.
As soon
as the player holding the four aces has renounced while being able
to follow the suit led, they have used their privilege.
If they take even a single trick, they lose the pot and pay it
to the winner, who is determined by the general rule
applied only to the three other players.
A player who has
used the privilege linked to the four aces, when another player has succeeded at
the reversis, is alone in paying for the reversis, that is 3 times 16 counters
(48 counters), and must return all their winnings
related to the aces and the Quinola.
The four aces are not
declared, so as to avoid
the three other players quickly favoring one of them in order for him
to make the reversis with the aim of forcing whoever used their
privilege to pay the reversis for everyone.
11.
End of the game
At
the end of the last round, if the basket is empty and there is no more beast owed,
one tallies the counters won or lost to establish a ranking
of the players.
If at the end of the last round the basket is not
empty or beasts remain outstanding, one may continue playing until
there is no more stake at issue, and during this phase the dealer no longer adds 4
counters to the basket, or else play is stopped and the contents
of the basket and any remaining beasts are shared among the players. The choice must be
made by the player or players who have lost the most.
12.
Reversis for three players
To
play with three players instead of four, one simply uses a deck of
36 cards obtained by removing the tens, nines, eights, and sevens,
from a deck of 52 cards.
All the rules of the four-player game
apply to the three-player game. The number of cards dealt
is the same, but the pot will contain only three cards instead
of four.
Reversis for three is easier to
manage because there is one fewer player and each
suit contains only nine cards instead of twelve.
Reference
Almanach
des jeux, chez Fournier, Paris, 1785
Information
about this page
Published
online on 24 January 2008
Proofread
and reformatted on 20 December 2021
Author:
Philippe LALANNE
Le Salon des jeux - Académie des jeux oubliés
