Page images
PDF
EPUB

NOR IS IMPUDENCE COURAGE.

all an average of six throughout the game; the probability of the crib is five; so that each player ought to make sixteen in two deals: by which it will appear the dealer has somewhat the advantage, supposing the cards to run equal, and the players well matched. By attending to this calculation, any person may judge whether he be at home or not, and thereby play his game accordingly; either making a grand push when he is behind and holds good cards, or endeavouring to baulk his adversary when his hand proves indifferent.

89. All-Fours is usually played by two persons; not unfrequently by four. Its name is derived from the four chances, called high, low, Jack, game, each making a point. A complete pack of cards must be provided, six of which are to be dealt to each party, three at a time; and the next card, the thirteenth, is to be turned up for the trump by the dealer, who, if it prove a knave, is to score one point. The party who cuts the highest card is to deal first. The cards rank in the same manner as at whist, for whoever scores the first ten points wins. 90. LAWS OF ALL- FOURS.-i. A new deal can be demanded, if in dealing the dealer discovers any of the adversary's cards; if, to either party, too many cards have been dealt: in the latter case, it is optional with the parties, provided it be done before a card has been played, but not after, to draw from the opposing hand the extra card. ii. If the dealer expose any of his own cards, the deal is to stand good.

iii. No person can beg more than once in each hand, except by mutual agreement.

iv. Each party must trump or follow suit if they can, on penalty of the adversary scoring one point.

v. If either player score wrong, it must be taken down, and the adversary shall either score four points or one, as may have previously been agreed.

vi. When a trump is played, it is allowable to ask your adversary if it be either high or low.

37

vii. One card may count all-fours; for example, the eldest hand holds the knave and stands his game, the dealer has neither trump, ten, ace, nor courtcard; it will follow that the knave will be both high, low, Jack, and game, as explained by

91. TERMS USED IN ALL-FOURSi. High.-The highest trump out, the holder to score one point.

ii. Low. The lowest trump out, the original holder to score one point, even if it be taken by the adversary.

iii. Jack. The knave of trumps, the holder to score one, unless it be won by the adversary, in that case the winner is to score the point.

iv. Game. The greatest number that, in the tricks gained, can be shown by either party, reckoningFour for an ace. Three for a king. Two for a queen

One for a knave. Ten for a ten.

The other cards do not count: thus it may happen that a deal may be played without having any to reckon for game. v. Begging is when the eldest hand, disliking his cards, uses his privilege, and says, "I beg" in which case the dealer must either suffer his adversary to score one point, saying, " Take one, or give each three cards more from the pack, and then turn up the next card, the seventh, for trumps; if, however, the trump turned up be of the same suit as the first, the dealer must go on, giving each three cards more, and turning up the seventh, until a change of suit for trumps shall take place.

92. MAXIMS FOR ALL-FOURS.-i. Always make your knave as soon as you can.

ii. Strive to secure your tens: this is to be done by playing any small cards, by which you may throw the lead into your adversary's hand.

iii. Win your adversary's best cards when you can, either by trumping or with superior cards.

iv. If, being eldest hand, you hold either ace, king, or queen of trumps, without the knave or ten, play them immediately, as, by this means, you

03

NEVER OPEN THE DOOR TO A LITTLE VICE,

have a chance to win the knave or ten.

93. Domino. - DESCRIPTION OF THE GAME.—This game is played by two or four persons, with twenty-eight pieces of oblong ivory, plain at the back, but on the face divided by a black line in the middle, and indented with spots, from one to a double-six, which pieces are a double-blank, ace-blank, doubleace, deuce-blank, deuce-ace, doubledeuce, trois-blank, trois-ace, trois-deuce, double-trois, four-blank, four-ace, fourdeuce, four trois, double-four, fiveblank, five-ace, five-deuce, five-trois, five-four, double-five, six-blank, sixace, six-deuce, six-trois, six-four, sixfive, and double-six. Sometimes a double set is played with, of which double-twelve is the highest.

94. METHOD OF PLAYING DOMINOES.At the commencement of the game the dominoes are well mixed together, with their faces upon the table. Each person draws one, and if four play, those who choose the two highest are partners against those who take the two lowest; drawing the latter also serves to determine who is to lay down the first piece, which is reckoned a great advantage. Afterwards each player takes seven pieces at random. The eldest hand having laid down one, the next must pair him at either end of the piece he may choose, according to the number of pips, or the blank in the compartment of the piece; but whenever any one cannot match the part, either of the domino last put down, or of that unpaired at the other end of the row, then he says "Go;" and the next is at liberty to play. Thus they play alternately, either until one party has played all his pieces, and thereby won the game, or till the game be blocked; that is, when neither party can play, by matching the pieces where unpaired at either end; then that party wins who has the smallest number of pips on the pieces remaining in their possession. It is to the advantage of every player to dispossess himself as early as possible of the heavy pieces,

such as a double-six, five, four, &c. Sometimes, when two persons play, they take each only seven pieces, and agree to play or draw, i. e., when one cannot come in, or pair the pieces upon the board at the end unmatched, he then is to draw from the fourteen pieces in stock till he find one to suit.

95. Loo. DESCRIPTION OF THE GAME.-Loo, or lue, is subdivided into limited and unlimited loo; it is a game the complete knowledge of which can easily be acquired, and is played two ways, both with five and three cards, though most commonly with five dealt from a whole pack, either first three and then two, or by one at a time. Several persons may play together, but the greatest number can be admitted when with three cards only.

96. METHOD OF PLAYING LOo.-After five cards have been given to each player another is turned up for trump; the knave of clubs generally, or sometimes the knave of the trump suit, as agreed upon, is the highest card, and is styled pam; the ace of trumps is next in value, and the rest in succession, as at whist. Each player has the liberty of changing for others, from the pack, all or any of the five cards dealt, or of throwing up the hand, in order to escape being looed. Those who play their cards, either with or without changing, and do not gain a trick, are looed; as is likewise the case with all who have stood the game, when a flush or flushes occur; and each, excepting any player holding pam, of an inferior flush, is required to deposit a stake, to be given to the person who sweeps the board, or divided among the winners at the ensuing deal, according to the tricks which may then be made. For instance, if every one at dealing stakes half-a-crown, the tricks are entitled to sixpence apiece, and whoever is looed must put down half-a-crown, exclusive of the deal: sometimes it is settled that each person looed shall pay a sum equal to what happens to be on the table at the time. Five cards of a suit, or four with pam, compose a flush, which sweeps the

LEST A GREAT ONE SHOULD ENTER ALSÓ.

board, and yields only to a superior flush, or the elder hand. When the ace of trumps is led, it is usual to say, "Pam, be civil," the holder of which last-mentioned card is then expected to let the ace pass. When loo is played with three cards, they are dealt by one at a time, pam is omitted, and the cards are not exchanged, nor permitted to be thrown up.

97. Put. The game of put is played with an entire pack of cards, generally by two, but sometimes by four persons. At this game the cards have a different value from all others. The best card in the pack is a trois, or three; the next a deuce, or two; then come in rotation, as at other games, the ace, king, queen, knave, ten, &c. The dealer distributes three cards to each player, by one at a time; whoever cuts the lowest card has the deal, and five points make the game, except when both parties say, "I put "-for then the score is at an end, and the contest is determined in favour of that party who may win two tricks out of three. When it happens that each player has won a trick, and the third is a tie-that is, covered by a card of equal value the whole goes for nothing, and the game must begin

anew.

[ocr errors]

98. Two HANDED PUT. — The eldest hand should play a card; and whether the adversary pass it, win it, or tie it, you have a right to say, "I put," or place your cards on the pack. If you accept the first and your opponent decline the challenge, you score one: if you prefer the latter, your adversary gains a point; but if, before he play, your opponent says, "I put," and you do not choose to see him, he is entitled to add one to his score. It is sometimes good play to say, "I put," before you play a card: this depends on the nature of your hand.

39

The two persons

ner, and vice versa.
who have received their partners' cards
play the game, previously discarding
their worst card for the one they have
received from their partners. The game
then proceeds as at two-handed put.

100. LAWS OF PUT.-i. When the dealer accidentally discovers any of his adversary's cards, the adversary may demand a new deal.

ii. When the dealer discovers any of his own cards in dealing, he must abide by the deal.

iii. When a faced card is discovered during the deal, the cards must be reshuffled, and dealt again.

iv. If the dealer give his adversary more cards than are necessary, the adversary may call a fresh deal, or suffer the dealer to draw the extra cards from his hand.

v. If the dealer give himself more cards than are his due, the adversary may add a point to his game, and call a fresh deal if he pleases, or draw the extra cards from the dealer's hand.

vi. No bystander must interfere, under penalty of paying the stakes.

vii. Either party saying, "I put”that is, "I play,"-cannot retract, but must abide the event of the game, or pay the stakes.

101. Speculation is a noisy round game, at which several may play, using a complete pack of cards, bearing the same import as at whist, with fish or counters, on which such a value is fixed as the company may agree. The highest trump in each deal wins the pool; and whenever it happens that not one is dealt, then the company pool again, and the event is decided by the succeeding coup. After determining the deal, &c., the dealer pools six fish, and every other player four; then three cards are given to each, by one at a time, and another turned up for trump. The cards are not to be 99. FOUR HANDED PUT. Each looked at, except in this manner: The party has a partner, and when three eldest hand shows the uppermost card, cards are dealt to each, one of the players which, if a trump, the company may gives his partner his best card, and speculate on, or bid for-the highest throws the other two away: the dealer bidder buying and paying for it, prois at liberty to do the same to his part-vided the price offered be approved of

40

KNOWLEDGE MAKES HUMBLE ;

by the seller. After this is settled, if the first card does not prove a trump, then the next eldest is to show the uppermost card, and so on-the company speculating as they please, till all are discovered, when the possessor of the highest trump, whether by purchase or otherwise, gains the pool. To play at speculation well, a recollection only is requisite of what superior cards of that particular suit have appeared in the preceding deals, and calculating the probability of the trump offered proving the highest in the deal then undetermined.

102. Connexions.-Three or four persons may play at this game. If the former number, ten cards each are to be given; but if the latter, only eight are dealt, and bear the same import as at whist, except that diamonds are always trumps. The connexions are formed as follows:

i. By the two black aces. ii. The ace of spades and king hearts.

of

iii. The ace of clubs and king of hearts.

FOR THE FIRST CONNEXION, 2s. are drawn from the pool; for the second, 1s.; for the third, and by the winner of the majority in tricks, 6d. each is taken. These sums are supposing gold staked: when only silver is pooled, then pence are drawn. A trump played in any round where there is a connexion wins the trick, otherwise it is gained by the player of the first card of connexions; and, after a connexion, any following player may trump without incurring a revoke; and also, whatever suit may be led, the person holding a card of connexion is at liberty to play the same; but the others must, if possible, follow suit, unless one of them can answer the connexion, which should be done in preference. No money can be drawn till the hands are finished; then the possessors of the connexions are to take first, according to precedence, and those having the majority of tricks

[blocks in formation]

This game is generally played with counters, and the dealer puts what he pleases on each or any chance, the other players depositing each the same quantity, except one-that is, when the dealer stakes twelve, the rest of the After company lay down eleven each. this, two cards are dealt round to every one, beginning on the left; then to each person one other card, which is turned up, and he who so happens to get the ace of diamonds sweeps all. If it be not turned up, then each player shows his hand; and any of them having matrimony, intrigue, &c., takes the counters on that point; and when two or more people happen to have a similar combination, the oldest hand has the preference; and, should any chance not be gained, it stands over to the next deal.

-Observe: The ace of diamonds turned up takes the whole pool, but when in hand ranks only as any other ace; and if not turned up, nor any ace in hand, then the king, or next superior card, wins the chance styled best.

104. Pope Joan.-Pope, a game somewhat similar to that of matrimony, is played by a number of people, who generally use a board painted for this purpose, which may be purchased at most turners' or toy shops. The eight of diamonds must first be taken from the pack, and after settling the deal, shuffling, &c., the dealer dresses the board, by putting fish, counters, or 103. Matrimony.-The game of other stakes, one each to ace, king, matrimony is played with an entire pack | queen, knave, and game; two to ma

take last.

IGNORANCE MAKES PROUD ;

trimony, two to intrigue, and six to the nine of diamonds, styled Pope. This dressing is, in some companies, at the individual expense of the dealer, though, in others, the players contribute two stakes apiece towards the same. The cards are next to be dealt round equally to every player, one turned up for trump, and about six or eight left in the stock to form stops; as, for example, if the ten of spades be turned up, the nine consequently becomes a stop; the four kings, and the seven of diamonds, are always fixed stops, and the dealer is the only person permitted, in the course of the game, to refer occasionally to the stock for information what other cards are stops in their respective deals. If either ace, king, queen, or knave happen to be the turned-up trump, the dealer may take whatever is deposited on that head; but when pope be turned up, the dealer is entitled both to that and the game, besides a stake for every card dealt to each player. Unless the game be determined by pope being turned up, the eldest hand must begin by playing out as many cards as possible; first the stops, then pope, if he have it, and afterwards the lowest card of his longest suit, particularly an ace, for that never can be led through; the other players are to follow, when they can, in sequence of the same suit, till a stop occurs, and the party having the stop thereby becomes eldest hand, and is to lead accordingly; and so on, until some person parts with all his cards, by which he wins the pool (game), and becomes entitled besides to a stake for every card not played by the others, except from any one holding pope, which excuses him from paying; but if pope has been played, then the party having held it is not excused. King and queen form what is denominated matrimony; queen and knave make intrigue, when in the same hand; but neither these, nor ace, king, queen, knave, or pope, entitle the holder to the stakes deposited thereon, unless played out; and no claim can be allowed after the board be dressed for the suc

41

ceeding deal; but in all such cases the stakes are to remain for future determination. This game only requires a little attention to recollect what stops have been made in the course of the play; as, for instance, if a player begin by laying down the eight of clubs, then the seven in another hand forms a stop, whenever that suit be led from any lower card; or the holder, when eldest, may safely lay it down, in order to clear his hand.

105. Cassino.-The game of cassino is played with an entire pack of cards, generally by four persons, but sometimes by three, and often by two.

106. TERMS USED IN CASSINO.i. Great Cassino, the ten of diamonds, which reckons for two points.

ii. Little Cassino, the two of spades, which reckons for one point.

iii. The Cards is when you have a greater share than your adversary, and reckons for three points.

iv. The Spades is when you have the majority of that suit, and reckons for one point.

v. The Aces: each of which reckons for one point.

vi. Lurched is when your adversary has won the game before you have gained six points.

In some deals at this game it may so happen that neither party win anything, as the points are not set up according to the tricks, &c., obtained, but the smaller number is constantly subtracted from the larger, both in cards and points; and if they both prove equal, the game commences again, and the deal goes on in rotation. When three persons play at this game, the two lowest add their points together, and subtract from the highest; but when their two numbers together either amount to or exceed the highest, then neither party scores.

107. LAWS OF CASSINO.-i. The deal and partners are determined by cutting, as at whist, and the dealer gives four cards, by one at a time, to every player, and either regularly as he deals, or by one, two, three, or four

с

« PreviousContinue »