Once in a while when I read pirate fiction, the
pirates will be playing poker. This drives me absolutely mad, since the card
game poker wasn’t invented until about 1850 (roughly 150 years after the Golden
Age). It grew up along the Mississippi river boats, and then spread to the
California gold fiends. It is a product of the American frontier.
In the early Caribbean, card games were certainly
popular, but they were games that had originated in Europe.
The cards themselves were very much like the ones
we use today. A deck held 52 cards, with the same four suits as our own, and
the number 1-10 in each, plus the 3 face cards of Jack Queen and King in each
suit.
What was not the same was the look of the cards.
No one had yet thought of designing the cards so that they looked the same with
either end up. The royal figures had heads and feet, and the “pip” cards
likewise had only one “right” way up.
The backs of the cards were blank, and the edges were not rounded in the
manner of modern cards. Also, they were printed on plain cardboard, without the
waterproof coating we expect now. Cards were also much harder to come by. It’s
easy to imagine them being dog-eared and dirty.
A lonely pirate might pass the time by playing Patience,
which was the word used at the time for the game we call Solitaire. The version
at the time was the one most likely to be found today on a computer, an
arrangement of cards that starts out with seven piles of face-down cards, and
ends with 4 piles, face up, each containing only one suit and arranged from ace
to king.
The classic English game was Cribbage, in almost
exactly the same form it is played today. It was descended from an even older
game called “Noddy”. Cribbage boards, the scoring mechanism for the game, have
been found in the wrecks of pirate ships. Today cribbage is the “official” game
of the American submarine service.
Seafaring novels set during the Napoleonic wars (1799-1815)
often mention the game Whist, a game similar to modern-day Bridge. But this
game is believed to have come into being at about 1728 – too late for our
period.
France, a major player in the Caribbean, was also
a major producer of playing cards. Produced a number of famous card games, including
Piquet (pronounced P.K.).
Piquet was developed at about the year 1500,
possibly from an even older Spanish game. It uses a deck of 32 cards, from
7-King in each of 4 suits, plus the Aces, which are high. It is a game for 2
players, each of whom receives 12 cards, and can discard and re-draw to improve
their hand. The game then progresses something like Bridge, with combinations being
made to score points by "taking tricks."
This is a scientific game. It’s possible to figure
out exactly what cards your opponent holds by noting your own cards and your opponents’
discards. Possibly because this led to over-confidence, betting sometimes
reached fantastical heights. French nobles sometimes wagered whole estates on a
single game. Eventually the king of France banned Piquet, though play did not
actually die out for another two centuries.
This may also have been one of the reasons that
pirate ships banned card games except on shore.
The spiritual, if not quite factual, ancestor of
all these games was the Spanish Ombre. A complicated game, it was, like the
others, a trick-taking game similar to Bridge. Its name is derived from the
official statement that one had won the game, similar to the exclamation “Check!”
in chess. It was actually the Spanish word “hombre,” meaning “I’m the man!”
Of course, there were dozens of other card games.
The number of ways that a single deck of cards can be dealt, stacked, combined,
spread and recombined in almost limitless variations. Where today we have a
variety of card types (Uno, Go Fish, Old Maid) , in the early 1700’s there was
only one basically type of was only one type of deck. The variations were wide
indeed.
While many card games required “tricks” to be acquired, the Irish game Maw (sometimes rhymed with cow) was a game of discarding. The first person to
lay all his cards on the table was the winner. It was, ideally, a five person
game.
Maw had one other interesting detail. It was
against the rules to tell the rules to any other player. The official statement
was, “I can only tell you the first rule, and that’s this one.” After that,
players needed to figure it out for themselves. The appearance of certain cards
reversed the order of play, caused play to skip a player, changed the cards
that were “high” or made other changes. If a new player didn’t figure it out he
payed a penalty.
So a tavern full of pirates playing cards would
have been a vibrant and loud affair. The cards would slap, the cribbage board
would clack, arguments would break out over the rules of the various games, and
every once in while someone would clash his tankard to the table top and shout,
“I’m the man!”
















































