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GOVERN WEALTH DISCREETLY.

lead the king; for, if strong in trumps, you may wait the return of this suit, and finesse the knave.

ix. Having ace, queen, and one small card, lead the small one; for, by this lead, your partner has a chance to make the knave.

x. Having ace, king, and two or three small cards, play ace and king if weak, but a small card if strong in trumps: you may give your partner the chance of making the first trick.

xi. Having king, queen, and one small card, play the small one; for your partner has an equal chance to win, and you need not fear to make king or queen.

xii. Having king, queen, and two or three small cards, lead a small card if strong, and the king if weak in trumps; for strength in trumps entitles you to play a backward game, and give your partner a chance of winning the first trick; but if weak in trumps, lead the king or queen, to secure a trick in that suit.

xiii. Having an ace, with four small cards, and no other good suit, play a small card if strong in trumps, and the ace if weak; for strength in trumps may enable you to make one or two of the small cards, although your partner cannot support the lead.

xiv. Having king, knave, and ten, lead the ten; for, if your partner hold the ace, you have a good chance to make three tricks, whether he pass the

ten or not.

xv. Having king, queen, and ten, lead the king; for, if it fail, by putting on the ten, upon the return of that suit from your partner, you have a chance of making two tricks.

xvi. Having queen, knave, and nine, lead the queen; for, upon the return of that suit from your partner, by putting on the nine, you will, probably, make the knave.

67. SECOND HAND.-i. Having ace, king, and small ones, play a small card if strong in trumps, but the king if weak in them; for, otherwise, your ace or king might be trumped in the latter

case, and no hazards should be run with few trumps but in critical cases.

ii. Having ace, queen, and small cards, play a small one, for, upon the return of that suit, you will, probably, make two tricks.

iii. Having ace, knave, and small cards, play a small one, for, upon the return of the suit, you will, perhaps, make two tricks.

iv. Having ace, ten, or nine, with small cards, play a small one, for, by this. method, you have a chance of making two tricks in the suit.

v. Having king, queen, ten, and small cards, play the queen; for, by playing the ten upon the return of the suit, you will, probably, make two tricks in it.

vi. Having king, queen, and small cards, play a small card if strong in trumps, but the queen if weak in them; for strength in trumps warrants playing a backward game, and it is always advantageous to keep back your adversaries' suit.

vii. If you hold a sequence to your highest card in the suit, play the lowest of it, for, by this means, your partner will be informed of your strength

viii. Having queen, knave, and small ones, play the knave, because you will, probably, secure a trick.

ix. Having queen, ten, and small ones, play a small one, for your partner has an equal chance to win.

x. Having either ace, king, queen, or knave, with small cards, play a small one, for your partner has an equal chance to win the trick.

xi. Having either ace, king, queen, or knave, with one small card only, play the small one, for, otherwise, your adversary will finesse upon you.

xii. If a queen be led, and you hold the king, put that on, for if your partner hold the ace, you do no harm; and, if the king be taken, the adversaries have played two honours to one.

xiii. If a king be led, and you hold ace, knave, and small ones, play the ace, for it cannot do the adversary a greater injury.

CHILDREN AND CHICKENS MUST ALWAYS BE PICKING.

68. THIRD HAND.-i. Having ace and king, play the ace and return the king, because you should not keep the command of your partner's strong suit.

ii. Having ace and queen, play the ace, and return the queen; for, although it may prove better in some cases to put on the queen, yet, in general, your partner is best supported by this method.

iii. Having ace and knave, play the ace and return the knave, in order to strengthen your partner's hand.

iv. Having king and knave, play the king; and, if it win, return the knave, for the reason in No. iii.

v. Always play the best when your partner plays a small card, as it best supports your partner.

vi. If you hold the ace and one small card only, and your partner lead the king, put on the ace, and return the small one; for, otherwise, your ace will be an obstruction to his suit.

vii. If you hold the king and one small card only, and your partner lead the ace, if the trumps be out, play the king; for, by putting on the king, there will be no obstruction to the

suit.

69. FOURTH HAND.-i. If a king be 'led, and you hold ace, knave, and a small card, play the small one; for, supposing the queen to follow, you probably make both ace and knave.

ii. When the third hand is weak in his partner's lead, you may often return that suit to great advantage; but this rule must not be applied to trumps, unless you are very strong indeed.

70. CASES IN WHICH YOU SHOULD RETURN YOUR PARTNER'S LEAD IMMEDIATELY.-i. When you win with the ace and can return an honour, for that will greatly strengthen his hand.

ii. When he leads a trump, in which case return the best remaining in your hand (unless you held four originally), except the lead be through an honour. iii. When your partner has trumped out; for then it is evident he wants to make his great suit.

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iv. When you have no good card in any other suit; for then you entirely depend on your partner.

71. CASES IN WHICH YOU SHOULD NOT RETURN YOUR PARTNER'S LEAD IMMEDIATELY.-i. If you win with the king, queen, or knave, and have only small cards left; for the return of a small card will more distress than strengthen your partner.

ii. If you hold a good sequence; for then you may show a strong suit, and not injure his hand.

iii. If you have a strong suit; because leading from a strong suit directs your partner, and cannot injure him.

iv. If you have a good hand; for, in this case, you ought to consult your own hand.

v. If you hold five trumps; for then you are warranted to play trumps, if you think it right.

72. LEADING TRUMPS.-i. Lead trumps from a strong hand, but never from a weak one, by which means you will secure your good cards from being trumped.

ii. Trump not out with a bad hand, although you hold five small trumps; for, since your cards are bad, it is only trumping for the adversaries' good ones.

iii. Having ace, king, knave, and three small trumps, play ace and king; for the probability of the queen's falling is in your favour.

iv. Having ace, king, knave, and one or two small trumps, play the king, and wait the return from your partner to put on the knave, in order to win the queen; but, if you particularly wish the trumps out, play two rounds, and then your strong suit.

v. Having ace, king, and two or three small trumps, lead a small one; this is to let your partner win the first trick; but if you have good reason for getting out the trumps, play three rounds, or play ace and king, and then proceed with your strong suit.

vi. If your adversaries be eight, and you do not hold an honour, throw off your best trump, for, if your partner has not two honours, you have lost the

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THERE ARE NONE SO WICKED AS REPRESENTED;

game; and if he holds two honours, it is most advantageous to lead a trump.

vii. Having ace, queen, knave, and small trumps, play the knave; for, by this means, the king only can make against you.

viii. Having ace, queen, ten, and one or two small trumps, lead a small one, for it will give your partner a chance to win the trick, and keep the command in your own hand.

ix. Having king, queen, ten, and small trumps, lead the king; for, if the king be lost, upon the return of trumps you may finesse the ten.

x.. Having king, knave, ten, and small ones, lead the knave, because it will prevent the adversaries from making a small trump.

xi. Having queen, knave, nine, and small trumps, lead the queen; for, if your partner hold the ace, you have a good chance of making the whole suit.

xii. Having queen, knave, and two or three small trumps, lead the queen, for the reason in No. xi.

xiii. Having knave, ten, eight, and small trumps, lead the knave; for, on the return of trumps, you probably may finesse the eight to advantage.

xiv. Having knave, ten, and three small trumps, lead the knave, because it will most distress your adversaries, unless two honours are held on your right hand; the odds against which are about three to one.

XV. Having only small trumps, play the highest; by which you will support your partner all you can.

xvi. Having a sequence, begin with the highest; by this means, your partner is best instructed how to play his hand, and cannot possibly be injured.

xvii. If any honour be turned up on your left, and the game much against you, lead a trump the first opportunity; for, your game being desperately bad, this method is the most likely to retrieve it.

xviii. In all other cases it is dangerous leading through an honour, unless you be strong in trumps, or have a

good hand; because all the advantage of trumping through an honour lies in your partner's finessing.

xix. Supposing it hereafter proper to lead trumps, when an honour is turned up on your left, you, holding only one honour, with a small trump, play the honour, and next the small one; because it will greatly strengthen your partner's hand, and cannot hurt your

own.

xx. If an honour be turned up on the left, and you hold a sequence, lead the highest of it, because it will prevent the last hand from injuring your partner.

xxi. If a queen be turned up on the left, and you hold ace, king, and a small one, lead the small trump, because you will have a chance of getting the queen.

xxii. If a queen be turned up on the left, and you hold a knave, with small ones, lead the knave; for the knave cannot be of service, as the queen is on your left.

xxiii. If an honour be turned up by your partner, and you are strong in trumps, lead a small one; but if weak in them, lead the best you have; by this play the weakest hand will support the strongest.

xxiv. If an ace be turned up on the right, you holding king, queen, and knave, lead the knave: a secure lead.

XXV. If an ace be turned up on the right, and you hold king, queen, and ten, lead the king, and upon the return of trumps play the ten; for, by this means, you show a great strength to your partner, and will, probably, make two tricks in them.

xxvi. If a king be turned up on the right, and you hold queen, knave, and nine, lead knave, and, upon the return of trumps, play the nine, because it may prevent the ten from making.

xxvii. If a king be turned up on your right, and you hold knave, ten, and nine, lead the nine, and, upon the return of trumps, play the ten; because this method will best disclose your strength in trumps.

xxviii. If a queen be turned up on

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the right, and you hold ace, king, and knave, lead the king, and, upon the return of trumps, play the knave, because you are then certain to make

the knave.

xxix. If a queen be turned up on the right, and you hold ace, king, and small ones, lead the king; and, upon the return of trumps, you may finesse, unless the queen falls, for, otherwise, the queen will make a trick.

xxx. If a knave be turned up on the right, and you hold king, queen, and ten, lead the queen, and, upon the return of trumps, play the ten; for, by this means, you will make the ten.

xxxi. If a knave be turned up on the right, and you hold king, queen, and small ones, lead the king; and, if that come home, play a small one, for it is probable your partner holds the ace.

xxxii. If a knave be turned up on the right, and you hold king and ten or queen and ten, with two small cards, lead a small one; and, upon the return of trumps, play the ten, for it is five to four that your partner holds one honour.

73. WHEN YOU TURN UP AN HoNOUR IN WHIST.-i. If you turn up an ace, and hold only one small trump with it, if either adversary lead the king, put on the ace.

ii. But, if you turn up an ace, and hold two or three small trumps with it, and either adversary lead the king, put on a small one; for, if you play the ace, you give up the command in trumps.

iii. If you turn up the king, and hold only one small trump with it, and your right-hand adversary lead a trump, play the king.

iv. If you turn up a king, and hold two or three small trumps with it, if your right-hand adversary lead a trump, play a small one.

v. If you turn up a queen or knave, and hold, besides, only small trumps, if your right-hand adversary lead a trump, put on a small one.

vi. If you hold a sequence to the honour turned up, play it last.

74. PLAYING FOR THE ODD TRICK.

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-i. Be cautious of trumping out, notwithstanding you have a good hand. ii. Never trump out, if your partner appears fikely to trump a suit.

iii. If you are moderately strong in trumps, force your partner, for by this you probably make a trick.

iv. Make your tricks early, and be cautious of finessing.

v. If you hold a single card of any suit, and only two or three small trumps, lead the single card.

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75. CALCULATIONS OF WHIST. i. It is about five to four that your partner holds one card out of any two.

ii. It is about five to two that he holds one card out of three.

iii. It is about four to one that he holds one card out of any four.

iv. It is two to one that he does not hold a certain card.

v. It is about three to one that he does not hold two cards out of any three.

vi. It is about three to two that he does not hold two cards out of any four.

76. Cribbage.-The game of Cribbage differs from all other games by its immense variety of chances. It is reckoned useful to young people in the science of calculation. It is played with the whole pack of cards, generally by two persons, and sometimes by four. There are also five different modes of playing-that is, with five, six, or eight cards; but the games are principally those with five and six cards. The rules vary a little in different companies, but the following are those most generally observed :—

77. TERMS USED IN CRIBBAGE.i. Crib.-The crib is composed of the cards thrown away by each party, and the dealer is entitled to score whatever points are made by them.

ii. Pairs are two similar cards, as two aces or two kings. Whether in hand or playing they reckon for two points.

iii. Pairs-Royal are three similar cards, and reckon for six points, whether in hand or playing.

iv. Double Pairs-Royal are four similar

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NIGHT IS NOT DARK TO THE GOOD,

cards, and reckon for twelve points, whether in hand or playing. The points gained by pairs, pairs-royal, and double pairs-royal, in playing, are thus effected: :- -Your adversary having played a seven and you another, constitutes a pair, and entitles you to score two points; your antagonist then playing a third seven, makes a pairroyal, and he marks six; and your playing a fourth is a double pair-royal, and entitles you to twelve points.

v. Fifteens. Every fifteen reckons for two points, whether in hand or playing. In hand they are formed either by two cards, such as a five and any tenth card, a six and a nine, a seven and an eight, or by three cards, as a two, a five, and an eight, &c. And in playing thus, if such cards are played as make together fifteen, the two points are to be scored towards the game.

vi. Sequences are three or four more successive cards, and reckon for an equal number of points, either in hand or play. In playing a sequence, it is of no consequence which card is thrown down first; as thus :-your adversary playing an ace, you a five, he a three, you a two, then he a four, he counts five for the sequence.

vii. Flush. When the cards are all of one suit, they reckon for as many points as there are cards. For a flush in the crib, the card turned up must be of the same suit as those put out in the crib.

viii. Noddy. The knave of the suit turned up reckons for one point; if a knave be turned up, the dealer is to mark two; but it cannot be reckoned again; and when played it does not score anything.

ix. End Hole.-The point scored by the last player, if he makes under thirty-one; if he makes thirty-one exactly, he is to mark two. To obtain either of these is considered a great advantage.

x. Last. Three points taken at the commencement of the game of fivecard cribbage by the non-dealer.

78. RULES OF CRIBBAGE.-i. The

adverse parties cut the cards to determine who shall be dealer; the lowest card has it. The ace is the lowest.

ii. In dealing, the dealer may discover his own cards, but not those of his adversary-who may mark two, and call a fresh deal.

iii. Should too many cards be dealt to either, the non dealer may score two, and demand another deal, if the error be detected previous to taking up the cards; if he do not wish a new deal, the extra cards must be drawn away. When any player has more than the proper number of cards in hand, the opponent may score four, and call a new deal.

iv. If any player meddle with the pack after dealing, till the period of cutting it for the turn-up card, then his opponent may score two points.

v. If any player take more than he is entitled to, the other party should not only put him back as many points as are overscored, but likewise take the same extra number for his own game.

vi. Should either party even meddle with his own pegs unnecessarily, the opponent may score two points; and if any one take out his front peg, he must place the same back behind the other. If any be misplaced by accident, a bystander may replace the same, according to the best of his judgment; but he should never otherwise interfere.

vii. If any player neglect to set up what he is entitled to, the adversary is allowed to take the points so omitted.

viii. Each player may place his own cards, when done with, upon the pack.

ix. In five-card cribbage, the cards are to be dealt one by one; but when played with six cards, then it is customary to give three, and if with eight cards, four at a time.

x. The non-dealer, at the commencement of the game, in five-card cribbage, scores three points, called three for last; but in six and eight-card cribbage this is not to be done.

xi. In what is called the Bath game, they reckon flushes upon the board; that is, when three cards of the same

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