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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 aco, 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 bo turned up on

NONE ARB SO GOOD AS THEY SHOULD BE.

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 likely 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. i.

75. CALCULATIONS OF WHIST. 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.

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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.

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. vii. Flush. When the cards are all If any be misplaced by accident, a byof one suit, they reckon for as many stander may replace the same, accordpoints as there are cards. For a flushing to the best of his judgment; but in the crib, the card turned up must be he should never otherwise interfere. 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

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

NOR IS DAY BRIGHT TO THE WICKED.

suit are played successively, the party playing the third scores three points; if the adversary play a fourth of the same suit, then he is to score four, and so on for four, five, six, or as long as the same suit continues to be played in uninterrupted succession, and that the whole number of pips do not reckon thirty-one.

We

79. FIVE-CARD CRIBBAGE. — It is unnecessary to describe cribbageboards; the sixty-one points or holes marked thereon make the game. have before said that the party cutting the lowest card deals; after which, each player is first to lay out two of the five cards for the crib, which always belongs to the dealer; next, the adversary is to cut the remainder of the pack, and the dealer to turn up and lay upon the crib the uppermost card, for which, if a knave, he is to mark two points. The card turned up is to be reckoned by both parties, whether in showing their hands or crib. After laying out and cutting as above mentioned, the eldest hand is to play a card, which the other should endeavour to pair, or find one, the pips of which, reckoned with the first, will make fifteen; then the non-dealer must play another card, and try to make a pair, pair-royal, sequence, flush (where allowed of), or fifteen, provided the cards already played have not exceeded that number; and so on alternately, until the pips on the cards played make thirty-one, or the nearest possible number under that.

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ber.

81. MAXIMS FOR LAYING OUT THE CRIB CARDS.-It is always requisite, in laying out cards for the crib, that every player should consider not only his own hand, but also to whom the crib belongs, as well as the state of the game; for what might be proper in one situation would be highly imprudent in another. When any player possesses a pair-royal, it is generally advisable to lay out the other cards for crib, unless it belongs to the adversary, and they consist of two fives, a deuce and a trois, five and six, seven and eight, five and any other tenth card, or that the game be almost finished. A player, when he does not thereby materially injure his hand, should for his own crib lay out close cards, in hope of making a sequence; or two of a suit, in expectation of a flush; or any that of themselves amount to fifteen, or such as reckoned with others will make that 80. COUNTING FOR GAME.-When number, except when the antagonist the party, whose turn it may be to be nearly up, and it may be expedient play, cannot produce a card that will to keep such cards as probably may make thirty-one, or come under that prevent him from gaining at play. number, he is then to say "Go" to The opposite method should be purhis antagonist, who, thereupon, will be sued in respect to the adversary's crib, entitled to score one, or must play any which each person should endeavour card or cards he may have that will to baulk, by laying out those cards that make thirty-one, or under; and if he are not likely to prove to advantage, can make exactly thirty-one, he is to unless at such a stage of the game take two points; if not, one: the last when it may be of consequence to keep player has often opportunity this way in hand cards likely to tell in play, or to make pairs or sequences. Such when the non-dealer would be either cards as remain after this are not to be out by his hand, or has reason for

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BUSTLE IS NOT INDUSTRY;

judging the crib of little moment. A king is the best card to baulk a crib, as none can form a sequence beyond it, except in some companies, where king, queen, ace, are allowed as a sequence; and either a king or queen, with an ace, six, seven, eight, or nine, are good ones to put out. Low cards are generally the most likely to gain at play; the flushes and sequences, particularly if the latter be also flushes, constitute the most eligible hands, as thereby the player will often be enabled either to assist his own crib, or baulk that of the opponent, to whom a knave should never be given, if with propriety it can be retained.

(always only two) commence on an equality, without scoring any points for the last, retain four cards in hand, and all the cards are to be played out, as in three and four-hand cribbage, with five cards. At this game it is of advantage to the last player to keep as close as possible, in hopes of coming in for fifteen, a sequence, or pair, besides the end hole, or thirty-one. The first dealer is reckoned to have some trifling advantage, and each player may, on the average, expect to make twenty-five points in every two deals. The first non-dealer is considered to have the preference, when he gains ten or more the first hand, the dealer not making more than his average number.

82. THREE OR FOUR-HAND CRIBBAGE differs only from the preceding, 85. THE GREATEST POSSIBLE NUMas the parties put out but one card BER that can be gained by the show each to the crib, and when thirty-one, of any hand or crib, either in five or the nearest approximating number or six-card cribbage, is twenty-nine; has been made, then the next eldest it is composed of three fives and a hand leads, and the players go on again in rotation, with any remaining cards, till all are played out, before they proceed to show. For three-hand cribbage triangular boards are used.

83. THREE - HAND CRIBBAGE is sometimes played, wherein one person sits out, not each game, but each deal, in rotation. In this the first dealer generally wins. The chances in this game are often so great, that even between skilful gamesters it is possible, at five-card cribbage, when the adversary is fifty-six, for a lucky player, who had not previously made a single hole, to be more than up in two deals, his opponent getting no farther than sixty in that time; and in four-hand cribbage a case may occur, wherein none of the parties hold a single point in hand, and yet the dealer and his friend, with the assistance of a knave turned up, may make sixty-one by play in one deal, while the adversaries only get twenty-four; and although this may not happen for many years, yet similar games may now and then be met with.

84. SIX-CARD CRIBBAGE varies from that played with five, as the players

knave, with a fourth five, of the same suit as the knave, turned up; this very seldom happens; but twenty-four is an uncommon number, and may be formed of four threes and a nine, or two fours, one five, and two sixes; and some other combinations that experience will point out.

86. EIGHT-CARD CRIBBAGE is sometimes played, but very seldom.

87. HACKNEY COACH CRIBBAGE.Some ingenious people in London invented a game of chance which they styled playing at cribbage by hackney coaches; that is, two persons placed themselves at a window in some crowded thoroughfare, one would take all the coaches from the right, the other from the left; the figures on the doors of the carriages were reckoned as cards in show, and every person that happened to sit, stand, or hold at the back of any of them, was called a noddy, and scored one.

88. ODDS OF THE GAME OF CRIBBAGE.-The average number estimated to be held from the cards in hand is rather more than four, and under five; to be gained in play, two for the dealer, and one for the adversary, making in

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