Enjoyable six-player form of Whist | |
![]() The suit of Spades from a French pack, ranking as in Sizette | |
Origin | France |
---|---|
Family | Trick-taking |
Players | 6 (2 x 3) |
Cards | 36 |
Deck | French pattern |
Rank (high→low) | K Q J A 10 9 8 7 6 |
Play | Anticlockwise |
Related games | |
Quadrette (four-player version) |
Sizette is an historical Frenchcard game for six players in two teams of three. It is unusual in that communication between partners is allowed and the team captain is permitted to ask for information and direct play. It has been described as one of the most enjoyable games of cards, albeit one requiring skill to play well. It is a form ofWhist for six players.
The name Sizette refers to the fact that it is played by six players.[1] It was first recorded in 1725 in theAcadémie Universelle des Jeux when it was said to be little known in Paris and yet "one of the most agreeable games on the cards" but one that required "great tranquility and attention."[2] This earliest known description was reprinted numerous times during the 18th century.[a] In 1828, it is recorded as a game played in Normandy and the departments to the north,[4] certainly there is evidence that it was played, for example, atMetz and inPicardy; however, other early 18th and 19th century sources say it was played mainly in the south of France, so we may assume it "travelled well".[5] Sizette appears to have died out in the late 19th century,[b] however its four-player relative Quadrette survived until the 1930s inNice and may still be played today in that area (Alpes-Maritimes).
In a 1785 dictionary for the regions ofProvence andComtat Venaissin it is recorded that both Sizette, orSisette, and Quadrette also went under the nameParlaire (fromparler, to speak) because players were expected to talk about the cards they held in their hands.[6]
The rules given in the literature hardly changed over the century and a half that the game was current; later sources merely clarify points or give clues as to where the game was played. Those below are based on the 1725 description, supplemented where necessary by later accounts.
The game is played by six players in two teams of three. The teams sit alternately around the table so that each player has an opponent on the left and right. Each team selects a teamcaptain or 'governor'.[2] Players decide on thestake to beanted to thepoule and the number ofdeals needed to win the game.[1]
A 36-cardFrench-suited pack is used in which the cardsrank in descending order fromKing to Six.[2] TheAce ranks between theJack and the Ten as inTriomphe.[c]
Players cut for the privilege of beingfirst hand, which is an advantage; the playercutting the highest card handing thepack to the opponent on the left todeal. The dealershuffles and offers them to the left forcutting before dealing twopackets of three cards each, anticlockwise, beginning with first hand. The dealer turns up the last card fortrump.[2]
The players on the team that includes first hand may them communicate among themselves about their hands; the captain uses this information to direct the others what to play; in particular to instruct first hand what to lead. Once first hand has led the first card to the opening trick, the other team has the opportunity to confer likewise. Play then continues. Players mustfollow suit if possible; otherwise maytrump ordiscard as they please. Players may even lay their cards openly, but if at least two players on one side do this, the third partner must also playouvert.[2]
The team that is first to take three tricks wins the gamesingly; if they take all six they windouble.[2] Taking six tricks is called making avole.[1]
The key to the initial communication is for players, especially the captain, to work out what cards their team has between them without revealing too much to their opponents. Equally it is important for players to work out what cards their opponents have. Players should disclose no more than necessary and are guided by their captain asks of them. Although easy to learn, the game requires experience and long practice to play well, especially as regards player communication.[2]
The early account includes strict rules concerning infringements. For example, amisdeal incurs the loss of the game as doesrevoking (not following suit when able) and a faced card entails aredeal.[2]