Etext of Hoyle's Complete Book of Modern Games Including New Contract Bridge Rides and Scoring Revised to Date by Edmund Hoyle and others 1920 CONTENTS ALL FOURS BACCARAT BACKGAMMON BEZIQUE BRIDGE, AUCTION BRIDGE, CONTRACT BRIDGE, WRIST BUNCO CALIFORNIA JACK CASSINO CHECKERS CREMIN DE FER CHESS CINCH OR DOUBLE PEDRO COMMERCE CRIBBAGE DICE DOMINOES ECARTE EUCHRE FAN TAN FARO FIVE HUNDRED FORTY-FIVE GIN RUMMY HEARTS LOO LOTTERY PINOCHLE PITCH AUCTION POKER RED DOC RHUM OR RHUMMY ROULETTE ROUNCE RUSSIAN BANK SHEEPHEAD OR SCHAFKOPF SIXTY-SIX SEAT SOLITAIRE VINGT-UN OR TWENTY-ONE WRIST HOYLE ALL-FOURS The game, sometimes called Old-Sledge and Seven-Up, is played with a full pack of fifty-two cards, which take rank as at Whist-- the Ace being the highest and the Deuce the lowest. DEALING The players cut for deal, the highest card having the deal. The dealer then gives six cards to each player, three at a time, and turns up the thirteenth, if there be two players, and the twenty-fifth if there be four. The turn-up is the trump. BEGGING The non-dealer then looks at his hand, and determines whether he will hold it for play, or beg. If he is satisfied with his hand, he says, "I stand;" but if he is not satisfied with his cards, he says, "I beg," in which case the dealer must either suffer his adversary to score one point, saying, "Take one," or give each three more cards 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 trump takes place. PLAYING THE HAND After these preliminaries have been settled, the eldest hand leads a card, and the dealer plays a card to it; these two cards constitute a trick. The player who plays the highest card of the suit led, or trumps, wins the trick, and has the next lead. The play proceeds in this way until all the tricks are played. SCORING The points that may be scored are herewith given in their order of precedence: High.--The highest trump out; the holder scores one point. Low.--The lowest trump out; the original holder scores one point, even if it be taken by his adversary. Jack.--The knave of trumps. The winner of the trick containing it scores one point. When the Jack is turned up for trump it counts one point for the dealer, and in that case takes precedence of every other point in the score. Game.--The greatest number that, in the tricks gained, can be shown by either party; reckoning f or-- Each Ace Four towards game King three " " Queen two " " Knave one " " Ten ten " " The other cards do not count towards game; thus it may happen that a deal may be played without either party having any to score for game, by reason of holding neither court cards nor Tens. When the players hold equal numbers--ties--the eldest hand scores the point for game. One card may count all fours: for example, the eldest hand hold only the Knave of the trump suit, and stands his game; the dealer having neither trump, Ten, Ace, nor court card, it will follow that the Knave will be both High, Low, Jack and Game. The game consists of seven points, and the player who scores that number first wins the game. FOUR-HANDED ALL-FOURS The parties usually who shall be partners by cutting the cards, the two highest and the two lowest being partners. The four players divide themselves into two sets, each player sitting opposite his partner. The first deal is decided by cutting the cards, the highest cut having the deal, but afterwards it is taken by each player in rotation. The dealer and the player on his left only are permitted to look at their cards previous to the latter deciding upon his hand, and in case he begs, the other parties must not raise their cards until the dealer announces whether he will "give one" or run the cards for another trump. LAWS OF THE GAME OF ALL-FOURS CUTTING AND DEALING 1. The deal is determined by cutting the cards, and the player cutting the highest card deals. In cutting, the Ace is the highest card, and ties cut again. [In the four-handed game, the two highest play against the two lowest.] 2. Less than four cards is not a cut, and the player cutting must leave at least four cards at the bottom of the pack. 3. If a card be exposed, a new cut may be demanded. 4. The dealer must give each player three cards at a time, alternately, if two are playing, and in rotation, beginning with the player to his left, if four are playing. In this order he must deliver six cards to each player. 5. If the dealer deals without having the cards properly cut; or if a card is faced in the pack; or if the dealer in any way expose any of his adversary's cards, or if he give to either player too few or too many cards, there must be a fresh deal. The cards are re-shuffled and re-cut, and the dealer deals again. If the dealer expose any of his own cards, the deal stands good. 6. After the first hand the players deal alternately, if only two play. If more than two play, the players deal in rotation to the left. When playing for money, the players cut for deal at the commencement of each game. [The following case may, and frequently does arise in a three-handed game of All-Fours: A, B and C are playing; A deals, and B goes out in that hand. In the regular course, it would be B's deal and C's beg; and B being out of the game, the question arises, must C deal, or can he claim his beg? Decision.--In a somewhat analogous position in the game of Pitch, when A dealt and B went out, it was decided that it would be proper for B to deal A and C their hands, and then retire from the game. The decision was made upon the ground that it would be a manifest wrong to deprive C of the great advantage of the pitch, while A's right would not in any way be compromised or interfered with. We concur in this opinion, as far as the game of Pitch is concerned, but such a rule would not be proper in three-handed All-Fours, for the reason that if B were to deal, and A were to beg, the dealer B would have no power to give, or run the cards, having retired from the game. The deal must, therefore, in a case like this, pass to C.] THE SCORE 7. The points score in the following order of precedence; 1st, High; 2d, Low; 3d, Jack; and 4th, Game. [Thus it will be seen that if two parties are playing, and the game stands six points each, he who scores High goes out first, as that takes precedence of the other points, unless Jack is turned out by the dealer. The same is the case when the game stands five to six; the former goes out on High and Low, although the latter may make Jock and Game in play; but if the former make High, Jack, the latter will go out on Low.] 8. Each Jack turned up by the dealer counts one point for him in the game, unless a misdeal should occur before the Jack is turned. If the dealer turns Jack, and a misdeal should occur afterwards, even though it be in the same hand, or if he turn Jack and the cards run out by reason of the same suit being turned, he is not debarred from scoring the point. 9. Should there be a tie for Game, the non-dealer scores the point. If three or more are playing, and there is a tie the eldest hand scores game. THE BEG 10. If a player beg, it is at the option of the dealer to give him one point or run the cards for a new trump. When playing three- handed, if the dealer give one player, he must give both. [Running the cards is accomplished in the following manner. The dealer having laid aside the old trump, deals three more cards to each player, and then turns up the next card for the new trump. If, however, the card turned up should be of the same suit as the original trump, the dealer must repeat this operation until the trump suit is changed.] 11. No player may beg more than once in each hand. [There is nothing to prevent the dealer and the eldest hand from bunching the cards--i. e., having a fresh deal, after the latter has begged, and the cards have been run by the former provided they mutually agree to do so; or if the new trump is unsatisfactory to both, they may agree to run them again instead of bunching; but a suit cannot become trump that has once been turned down during the deal; this, however, is more a matter of agreement than of actual law.] 12. Should the same suit be turned until the cards run out, then the cards must be bunched, and dealt anew. [Case.--A, B, C, and D are playing All-Fours; A having the deal, turns up a Club for trump; B begs; A runs them and again turns up a Club; he still continues, and once more turns up a Club. The question is, can B insist that the dealer turn the last card for trump? Decision.----No. If A elect to bunch the cards and deal anew, under these circumstances, he may do so. The dealer must give each player three cards before turning for a new trump and continue doing so until a trump is obtained. When he cannot comply with this condition, a new deal ensues.] 13. When playing the four handed game the dealer and the player on his left only are permitted to look at their cards previous to the latter deciding upon his hand; and in case he begs the other parties must not raise their cards until the dealer announces whether he will "give one"; or run the cards to another trump. THE REVOKE 14. Each player must follow suit, if he can, unless he chooses to trump, and failing to follow suit, provided he can (unless he trumps), he becomes liable to the following penalty: a. lithe player making the revoke make Jack and Game, he cannot score either point, but his adversary may add both points to his score. b. If the player making the revoke makes either Jack or Game, when both points are out, he cannot score the point, but his adversary may add two points to his score. c. If both Jack and Game are out, and the revoking player holds Jack, but does not make it; his adversary may score two points. d. If Jack is not out, the adversary scores one point for the revoke. 15. A revoke is established as soon as the trick in which it occurs is turned and quitted; or a card has been led for the next trick. The regular game of All-Fours has been subjected at various times to important modifications; the principal varieties are known under the names of California Jack, Pitch, Commercial Pitch, Pedro Sancho, each of which involves distinctive points of difference in the method of playing them. They will be found fully described under their respective headings. AUCTION BRIDGE The rules governing Auction Bridge are the same as Bridge Whist in all respects, except as to manner of bidding and scoring. After the dealer has made his declaration; i.e., one "spade," or two "no trump," etc., each player in turn on the dealer's left has the right to make a higher declaration, or to double the last bid made, or to redouble a bid which has been doubled. A player cannot double his partner's bid or redouble his partner's double, but he may redouble a bid of his partner which has been doubled by his opponent. A player in turn may overbid the previous bid any number of times and may also overbid his partner, but he cannot overbid his own declaration which has been passed by the other three players. When the final bid has been made, i.e., when the last declaration has been passed by the other three players, the player who made such bid shall play the Dummy, as in Bridge. A bid of two clubs is higher than one heart, etc. After the final bid has been made a player cannot give his partner any information as to a previous bid, whether made by himself or either opponent; but a player is entitled to inquire at any time during the play what was the final bid. The act of doubling or redoubling reopens the bidding. A player whose bid has been doubled, or whose double has been redoubled, can in his proper turn make a further higher bid. If a player double out of his turn, the opponent on his left may demand a new deal. When the final bid has been made the play shall begin, and the player on the left of the bidder shall lead. The scoring is the same as in Bridge, except when a bidder fails to make good his declaration, his opponents score fifty points for each trick short of the number bid, or if the bid has been doubled or redoubled, one hundred or two hundred, respectively, for each under trick. Neither the bidder nor his opponents score anything toward the game. When a player whose bid has been doubled makes good by winning at least the declared number of tricks, he scores a bonus of fifty for winning and fifty for each additional trick above his bid. If he or his partner have redoubled, the bonus is doubled. NEW CONTRACT BRIDGE SCORING INTERNATIONAL CODE TRICK POINTS FOR DECLARER Odd Tricks Bid and Won in Undoubled Doubled Clubs or Diamonds, each 20 40 Hearts or Spades, each 30 60 No Trump, First Trick 40 80 No Trump, each subsequent Trick 30 60 Redoubling doubles the doubled points for Odd Tricks. Vulnerability does not affect points for Odd Tricks. 100 Trick Points constitute a game. PREMIUM POINTS FOR DEFENDERS AND DECLARER Overtricks Not vulnerable Vulnerable Undoubled, each Trick value Trick value Doubled, each 100 200 Making doubled or redoubled contract 50 50 Undertricks Not vulnerable Vulnerable Undoubled, each 50 100 Doubled, First Trick 100 200 Doubled, each subsequent Trick 200 300 Redoubling doubles the double points for Overtricks and Undertricks, but does not affect the points for making doubled contract. PREMIUM POINTS FOR DECLARER AND HOLDERS Honors in one hand, All Honors 150 Honors in one hand, Four Trump Honors.. 100 Little Slam Bid and Won. Not Vulnerable 500 Vulnerable 750 Grand Slam Bid and Won Not Vulnerable 1000 Vulnerable 1500 Rubber Points, Two Game 700 Rubber Points, Three Game 500 Unfinished Rubber,--Winners of One Game score 300 points. If but one side has a part score in an unfinished game, it scores 50 points. Doubling and Redoubling do not affect Honor, Slam or Rubber Points. Vulnerability does not affect points for Honors. The first trick in No Trump counts 40 points. Subsequent tricks count 30 points. Grand slams are reduced to the old values, when not vulnerable 1000 points and when vulnerable 1500 points. Over tricks if undoubled take the same value above the line as below. For example one who bids three spades and makes four spades scores 90 points below and 30 points above the line for the extra trick. If doubled, the over tricks score 100 when not vulnerable, 200 points redoubled and not vulnerable, 200 points when doubled vulnerable and 400 points when redoubled vulnerable. Contract auction bridge differs from auction bridge in the following essential features: In contract only the point value undoubled, doubled or redoubled of the tricks named in the final declaration or contract may be scored in trick score. Tricks made in excess of contract are scored in honor score at the value noted under new contract bridge scoce. To score the premium for making small and grand slams they must be bid. Unless actually bid, no slam premiums may be scored. When a side has won a game it is said to be vulnerable. When both sides have won a game, both sides are vulnerable. Until a side has won a game, it is not vulnerable. When a side is vulnerable, the penalty and bonus points lost or won are for the most part double those when not vulnerable. The point value of the declaration, game value, honor value, and practically all penalty and bonus values, are considerably greater in contract than in auction bridge; making the average contract game about two and one half times greater than the average auction game. If an improper call is overcalled in rotation before the nonoffending side draws attention to the irregularity, the auction proceeds as if the improper call had been a proper call made in rotation. Unless overcalled an insufficient bid made in rotation must be made sufficient in the same or in another denomination and if the offender selects the lowest sufficient bid of the same denomination, his partner must pass when next it is his turn to call; or if he selects another bid his partner must pass whenever it is his turn to call. A lead out of turn may be treated as a correct lead, and must be treated as such if, before the card wrongly lead is withdrawn, a card is played to it by the other side. In all other cases, if a lead out of turn is made by declarer from either hand; either defender may require him to take the lead back, and, if he has lead from the wrong hand, he must lead a card of the same suit from the correct hand. If a lead out of turn is made by a defender, declarer may either treat the card lead out of turn as a penalty card, or require the lead of a specified suit, from the other defender if he won the previous trick, otherwise from the defender who next wins the trick. If during the play a defender drops a card face up on the table, sees the face of any of his partner's cards, makes a remark which discloses any of his cards to his partner, or names any card in his partner's hand; such card becomes a penalty card. A penalty card must be left face up on the table until played, and whenever it is the turn of the defender who owns it to play (subject to his duty to follow suit); if he has but one penalty card, he must play it. If he has two or more penalty cards, declarer may require him to play any one of them. If a player revokes and corrects his error by withdrawing the revoked card before the revoke becomes established, he must substitute the correct card, and if the revoke card belongs to a defender, declarer may treat it as a penalty card, or require him to play his highest or lowest correct card. This penalty may not be enforced if a defender's hand, when he revoked, was faced in consequence of declarer's trick claim. If the revoke card belongs to a declarer, it may be taken up, and, if the defender on declarer's left has played to the trick after declarer, he may require declarer to play his highest or lowest correct card. If the revoke card belongs to declarer's partner; it is put back without penalty. A card played by a player of the nonoffending side after a revoke and before its correction may be taken back. A revoke, other than one made in leading becomes established when the offending side leads or plays to the next trick except that such a revoke made in the 12th trick never becomes established. A revoke made in leading becomes established when the offender's partner plays to the revoke trick. A player may ask whether a play constitutes a revoke and may demand that an opponent correct his revoke but nothing can alter the provisions of the foregoing concerning revokes. Declarer's partner may question only declarer, and, if he does so after intentionally looking at a card in player's hand, declarer may not withdraw his card. When a revoke has been established, the trick stands as played, and, if the revoke is claimed, tricks won in play by the revoking side after its first revoke including the revoked trick are transferred to the nonoffending side at the end of play.. Two such tricks for a side's first revoke and one such trick for each subsequent revoke by the same side; except that no tricks are transferred. If the revoke was made from a hand legally faced at the time or if the revoke is claimed or attention drawn to it after the cut for the next deal is completed, or, if the revoke occurs in the last hand of a rubber, after the rubber score is agreed. A transferred trick ranks for all scoring purposes as a trick won in play by the side receiving it. The trick and unplayed cards may be inspected at the end of play to settle a revoke claim, and, if, after such claim, an opponent so mixes the cards that the claim cannot be established, it must be allowed. There must be a new deal by the same dealer with the same or a correct pack if, when the deal is completed, a player picks up another player's hand and looks at it; or if it is ascertained, that one player holds more than the proper number of cards and another less, that the number of cards in the pack is incorrect or that a duplication exists. BRIDGE WHIST THE RUBBER The Rubber is the best of three games. If the first two games be won by the same players, the third game is not played. SCORING A game consists of thirty points obtained by tricks alone, exclusive of any points counted for Honors, Chicane, or Slam. Every hand is played out, and any points in excess of the thirty points necessary for the game are counted. Each trick above six counts two points when spades are trumps, four points when clubs are trumps, six points when diamonds are trumps, eight points when hearts are trumps, and twelve points when there are no trumps. Honors consist of ace, king, queen, jack, and ten of the trump suit. When there are no trumps they consist of the four aces. Honors in trumps are thus reckoned: If a player and his partner jointly hold-- 1. The five honors of the trump suit, they score for honors five times the value of the trump suit trick. 2. Any four honors of the trump suit, they score for honors four times the value of the trump suit trick. 3. Any three honors of the trump suit, they score for honors twice the value of the trump suit trick. If a player in his own hand holds-- 1. The five honors of the trump suit, he and his partner score for honors ten times the value of the trump suit trick. 2. Any four honors of the trump suit, they score for honors eight times the value of the trump suit trick. In this last case, if the player's partner holds the fifth honor, they also score for honors the single value of the trump suit trick. The value of the trump suit trick referred to in this law is its original value--e. g., two points in spades and six points in diamonds; and the value of honors is in no way affected by any doubling or redoubling that may take place. Honors, when there are no trumps, are thus reckoned: If a player and his partner jointly hold-- 1. The four aces, they score for honors forty points. 2. Any three aces, they score for honors thirty points. If a player in his own hand holds-- The four aces, he and his partner score for honors one hundred points. Chicane is thus reckoned: If a player holds no trump, he and his partner score for Chicane twice the value of the trump suit trick. The value of Chicane is in no way affected by any doubling or redoubling that may take place. Slam is thus reckoned: If a player and his partner make, independently of any tricks taken for the revoke penalty-- 1. All thirteen tricks, they score for Grand Slam forty points. 2. Twelve tricks, they score for Little Slam twenty points. Honors, Chicane, and Slam are reckoned in the score at the end of the rubber. At the end of the rubber, the total scores for tricks, honors, Chicane, and Slam obtained by each player and his partner are added up, one hundred points are added to the score of the winners of the rubber, and the difference between the two scores is the number of points won, or lost, by the winners of the rubber. If an erroneous score affecting tricks be proved, such mistake may be corrected prior to the conclusion of the game in which it occurred, and such game is not concluded until the last card of the following deal has been dealt, pr, in the case of the last game of the rubber, until the score has been made up and agreed. If an erroneous score affecting honors, Chicane, or Slam be proved, such mistake may be corrected at any time before the score of the rubber has been made up and agreed. The ace is the lowest card. In all cases, every player must cut from the same pack. Should a player expose more than one card, he must cut again. FORMATION OF TABLE If there are more than four candidates, the players are selected by cutting, those first in the room having the preference. The four who cut the lowest cards play first, and again cut to decide on partners; the two lowest play against the two highest; the lowest is the dealer, who has choice of cards and seats, and, having once made his selection, must abide by it. When there are more than six candidates, those who cut the two next lowest cards belong to the table, which is complete with six players; on the retirement of one of those six players, the candidate who cut the next lowest card has a prior right to any after corner to enter the table. Two players cutting cards of equal value, unless such cards are the two highest, cut again; should they be the two lowest, a fresh cut is necessary to decide which of those two deals. Three players cutting cards of equal value cut again; should the fourth (or remaining) card be the highest, the two lowest of the new cut are partners, the lower of those two the dealer; should the fourth card be the lowest, the two highest are partners, the original lowest the dealer. CUTTING OUT At the end of a rubber, should admission be claimed by any one, or by two candidates, he who has, or they who have, played a greater number of consecutive rubbers than the others is, or are, out; but when all have played the same number, they must cut to decide upon the out-goers; the highest are out. ENTRY AND RE-ENTRY A candidate, whether he has played or not, can join a table which is not complete by declaring in at any time prior to any of the players having cut a card, either for the purpose of commencing a fresh rubber or of cutting out. In the formation of fresh tables, those candidates who have neither belonged to nor played at any other table have the prior right of entry; the others decide their right of admission by cutting. Any one quitting a table prior to the conclusion of a rubber, may, with consent of the other three players, appoint a substitute in his absence during that rubber. A player joining one table, whilst belonging to another, loses his right of re-entry into the latter, and takes his chance of cutting in, as if he were a fresh candidate. If any one break up a table, the remaining players have the prior right to him of entry into any other; and should there not be sufficient vacancies at such other table to admit all those candidates, they settle their precedence by cutting. DEALING The pack must neither be shuffled below the table nor so that the face of any card be seen. The pack must not be shuffled during the play of the hand. A pack, having been played with, must neither be shuffled by dealing it into packets, nor across the table. Each player has a right to shuffle once only (except as provided by Law 33) prior to a deal, after a false cut, or when a new deal has occurred. The dealer's partner must collect the cards for the ensuing deal, and has the first right to shuffle that pack. Each player, after shuffling, must place the cards, properly collected and face downwards, to the left of the player about to deal. The dealer has always the right to shuffle last; but should a card or cards be seen during his shuffling, or whilst giving the pack to cut, he may be compelled to re-shuffle. THE DEAL Each player deals in his turn; the order of dealing goes to the left. The player on the dealer's right cuts the pack, and, in dividing it, must not leave fewer than four cards in either packet; if in cutting, or in replacing one of the two packets on the other, a card be exposed, or if there be any confusion of the cards, or a doubt as to the exact place in which the pack was divided, there must be a fresh cut. When a player, whose duty it is to cut, has once separated the pack, he cannot alter his intention; he can neither re-shuffle nor recut the cards. When the pack is cut, should the dealer shuffle the cards, the pack must be cut again. The fifty-two cards shall be dealt face downwards. The deal is not completed until the last card has been dealt face downwards. There is no misdeal. A NEW DEAL There must be a new deal-- 1. If, during a deal, or during the play of a hand, the pack be proved to be incorrect or imperfect. 2. If any card be faced in the pack. 3. Unless the cards are dealt into four packets, one at a time and in regular rotation, beginning at the player to the dealer's left. 4. Should the last card not come in its regular order to the dealer. 5. Should a player have more than thirteen cards, and any one or more of the others less than thirteen cards. 6. Should the dealer deal two cards at once, or two cards to the same hand, and then deal a third; but if, prior to dealing that card, the dealer can, by altering the position of one card only, rectify such error, he may do so. 7. Should the dealer omit to have the pack cut to him, and the adversaries discover the error prior to the last card being dealt, and before looking at their cards; but not after having done so. If, whilst dealing, a card be exposed by either of the dealer's adversaries, the dealer or hic partner may claim a new deal. A card similarly exposed by the dealer or his partner gives the same claim to each adversary. The claim may not be made by a player who has looked at any of his cards. If a new deal does not take place, the exposed card cannot be called. If, in dealing, one of the last cards be exposed, and the dealer completes the deal before there is reasonable time to decide as to a fresh deal, the privilege is not thereby lost. If the dealer, before he has dealt fifty-one cards, look at any card, his adversaries have a right to see it, and may exact a new deal. Should three players have their right number of cards--the fourth have less than thirteen, and not discover such deficiency until he has played any of his cards, the deal stands good; should he have played, he is as answerable for any revoke he may have made as if the missing card, or cards, had been in his hand; he may search the other pack for it, or them. If a pack, during or after a rubber, be proved incorrect or imperfect, such proof does not alter any past score, game, or rubber; that hand in which the imperfection was detected is null and void; the dealer deals again. Any one dealing out of turn, or with the adversary's cards, may be stopped before the last card is dealt, otherwise the deal stands good, and the game must proceed as if no mistake had been made. A player can neither shuffle, cut, nor deal for his partner without the permission of his opponents. DECLARING TRUMPS The dealer, having examined his hand, has the option of declaring what suit shall be trumps, or whether the hand shall be played without trumps. If he exercise that option, he shall do so by naming the suit, or by saying "No trumps." If the dealer does not wish to exercise his option, he may pass it to his partner by saying "I bridge it, partner," and his partner must thereupon make the necessary declaration, in the manner provided in the preceding law. If the dealer's partner inahe the trump declaration without receiving permission from the dealer, their opponents may demand: 1. That the declaration so made shall stand. 2. That there shall be a new deal. But if any declaration as to doubling or not doubling shall have been made, or if a new deal is not claimed, the declaration wrongly made shall stand. The eldest hand is the player on the left of the dealer. If the dealer's partner pass the declaration to the dealer, the eidest hand may demand: 1. That there shall be a new deal. 2. That the dealer's partner shall himself make the declaration. If either of the dealer's adversaries makes the declaration, the dealer may, after looking at his hand, either claim a fresh deal or proceed as if no such declaration had been made. A declaration once made cannot be altered, save as provided above. DOUBLING AND RE-DOUBLING The effect of doubling and re-doubling, and so on, is that the value of each trick above six is doubled, quadrupled, and so on. After the trump declaration has been made by the dealer or his partner, their adversaries have the right to double. The eldest hand has the first right. If he does not wish to double, he shall say to his partner "May I lead?" His partner shall answer "Yes," or "I double." If either of their adversaries elect to double, the dealer and his partner have the right to re-double. The player who has declared the trump shall have the first right. He may say, "I re-double" or "Satisfied." Should he say the latter, his partner may re-double. If the dealer or his partner elect to re-double, their adversaries shall have the right to again double. The original doubler has the first right. If the right-hand adversary of the dealer double before his partner has asked "May 1 lead?" the declarer of the trump shall have the right to say whether or not the double shall stand. If he decide that the double shall stand, the process of re-doubling may continue as described in Laws 55, 56, 58. The process of re-doubling may be continued until the limit of 100 points is reached--the first right to continue the re-doubling on behalf of a partnership belonging to that player who has last re-doubled. Should he, however, express himself satisfied, the right to continue the re-doubling passes to his partner. Should any player re-double out of turn, the adversary who last doubled shall decide whether or not such double shall stand. If it is decided that the redouble shall stand, the process of re-doubling may continue as described in this and foregoing laws (55 and 56). If any double or re-double out of turn be not accepted there shall be no further doubling in that hand. Any consultation between partners as to doubling or re-doubling will entitle the maker of the trump or the eldest hand, without consultation, to a new deal. If the eldest hand lead before the doubling be completed his part-. nor may re-double only with the consent of the adversary who last doubled; but such lead shall not affect the right of either adversary to double. When the question, "May I lead?" has been answered in the affirmative, or when the player who has the last right to continue the doubling expresses himself suth fled, the play shall begin. A declaration once made cannot be altered. DUMMY As soon as a card is led, whether in or out of turn, the dealer's partner shall place his cards face upwards on the table, and the duty of playing the cards from that hand, which is called Dummy, and of claiming and enforcing any penalties arising during the hand, shall devolve upon the dealer, unassisted by his partner. After exposing Dummy, the dealer's partner has no part whatever in the game, except that he has the right to ask the dealer if he has none of the suit in which he may have renounced. If he call attention to any other incident in the piay of the hand, in respect of which any penalty might be exacted, the fact that he has done so shall deprive the dealer of the right of exacting such penalty against his adversaries. If the dealer's partner, by touching a card, or otherwise, suggest the play of a card from Dummy, either of the adversaries may, but without consulting with his partner, call upon the dealer to play or not to play the card suggested. When the dealer draws a card, either from his own hand or from Dummy, such card is not considered as played until actually quitted. A card once played, or named by the dealer as to be played from his own hand or from Dummy, cannot be taken back, except to save a revoke. The dealer's partner may not look over his adversaries' hands, nor leave his seat for the purpose of watching his partner's play. Dummy is not liable to any penalty for a revoke, as his adversaries see his cards. Should he revoke, and the error not be discovered until the trick is turned and quitted, the trick stands good. Dummy being blind and deaf, his partner is not liable to any penalty for an error whence he can gain no advantage. Thus, he may expose some, or all of his cards, without incurring any penalty. EXPOSED CARDS If after the deal has been completed, and before the trump declaration has been made, either the dealer or his partner expose a card from his hand, the eldest hand may claim a new deal. If after the deal has been completed, and before a card is led, any player shall expose a card, his partner shall forfeit any right to double or re-double which he would otherwise have been entitled to exercise; and in the case of a card being so exposed by the leader's partner, the dealer may, instead of calling the card, require the leader not to lead the suit of the exposed card. CARDS LIABLE TO BE CALLED All cards exposed by the dealer's adversaries are liable to be calLed, and must be left face upwards on the table; but a card is not an exposed card when dropped on the floor, or elsewhere below the table. The following are exposed cards: 1. Two or more cards played at once. 2. Any card dropped with its face upwards, or in any way exposed on or above the table, even though snatched up so quickly that no one can name it. If either of the dealer's adversaries play to an imperfect trick the best card on the table, or lead one which is a winning card as against the dealer and his partner, and then lead again, without waiting for his partner to play, or play several such winning cards, one after the other, without waiting for his partner to play, the latter may be called on to win, if he can, the first or any other of those tricks, and the other cards thus improperly played are exposed cards. Should the dealer indicate that all or any of the remaining tricks are his, he may be required to place his cards face upwards on the table; but they are not liable to be called. If either of the dealer's adversaries throws his cards on the table face upwards, such cards are exposed, and liable to be called by the dealer, If all the players throw their cards on the table face upwards, the hands are abandoned, and the score must be left as claimed and admitted. The hands may be examined for the purpose of establishing a revoke, but for no other purpose. A card detached from the rest of the hand of either of the dealer's adversaries, so as to be named, is liable to be called; but should the dealer name a wrong card, he is liable to have a suit called when first he or his partner have the lead. If a player, who has rendered himself liable to have the highest or lowest of a suit called, or to win or not to win a trick, fail to play as desired, though able to do so, or if when called on to lead one suit, lead another, having in his hand one or more cards of that suit demanded, he incurs the penalty of a revoke. If either of the dealer's adversaries lead out of turn, the dealer may call a suit from him or his partner when it is next the turn of either of them to lead, or may call the card erroneously led. If the dealer lead out of turn either from his own hand or from Dummy, he incurs no penalty; but he may not rectify the error after the second hand has played. If any player lead out of turn and the other three have followed him, the trick is complete, and the error cannot be rectified; but if only the second, or the second and third, have played to the false lead, their cards, on discovery of the mistake, are taken back; and there is no penalty against any one, excepting the original offender, and then only when he is one of the dealer's adversaries. In no case can a player be compelled to play a card which would oblige him to revoke. The call of a card may be repeated until such card has been played. If a player called on to lead a suit have none of it, the penalty is paid. CARDS PLAYED IN ERROR, OR NOT PLAYED TO A TRICK Should the third hand not have played, and the fourth play before his partner, the latter (not being Dummy or his partner) may be called on to win, or not to win, the trick. If any one (not being Dummy) omit playing to a former trick, and such error be not discovered until he has played to the next, the adversaries may claim a new deal; should they decide that the deal stand good, or should Dummy have omitted to play to a former trick, and such error be not discovered till he shall have played to the next, the surplus card at the end of the hand is considered to have been played to the imperfect trick, but does not constitute a revoke therein. If any one play two cards to the same trick, or mix a card with a trick to which it does not properly belong, and the mistake be not discovered until the hand is played out, he (not being Dummy) is answerable for all consequent revokes he may have made. If during the play of the hand, the error be detected, the tricks may be counted face downwards, in order to ascertain whether there be among them a card too many; should this be the case they may be searched, and the card restored; the player (not being Dummy) is, however, liable for all revokes which he may have meanwhile made. THE REVOKE Is when a player (other than Dummy), holding one or more cards of the suit led, plays a card of a different suit. The penalty for a revoke: 1. Is at the option of the adversaries, who, at the end of the hand, may, after consultation, either take three tricks from the revoking player and add them to their own--or deduct the value of three tricks from his existing score--or add the value of three tricks to their own score; 2. Can be claimed for as many revokes as occur during the hand; 3. Is applicable only to the score of the game in which it occurs; 4. Cannot be divided--i. e., a player cannot add the value of one or two tricks to his own score and deduct the value of one or two from the revoking player. 5. In whatever way the penalty may be enforced, under no circumstances can the side revoking score Game, Grand Slam or Little Slam, that hand. Whatever their previous score may be, the side revoking cannot attain a higher score towards the game than twenty-eight. A revoke is established, if the trick in which it occur be turned and quitted--i. e., the hand removed from the trick after it has been turned face downwards on the table--or if either the revoking player or his partner, whether in his right turn or otherwise, lead or play to the following trick. A player may ask his partner whether he has not a card of the suit which he has renounced; should the question be asked before the trick is turned and quitted, subsequent turning and quitting does not establish the revoke, and the error may be corrected, unless the question be answered in the negative, or unless the revoking player or his partner have led or played to the following trick. At the end of the hand, the claimants of a revoke may search all the tricks. If a player discover his mistake in time to save a revoke, any player or players who have played after him may withdraw their cards and substitute others, and their cards withdrawn are not liable to be called. If the player in fault be one of the dealer's adversaries, the dealer may call the card thus played in error, or may require him to play his highest or lowest card to that trick in which he has renounced. If the player in fault be the dealer, the eldest hand may require him to play the highest or lowest card of the suit in which he has renounced, provided both of the dealer's adversaries have played to the current trick; but this penalty cannot be exacted from the dealer when he is fourth in hand, nor can it be enforced at all from Dummy. If a revoke be claimed, and the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries, tbe revoke is established. The mixing of the cards only renders the proof of a revoke difficult, but does not prevent the claim, and possible establishment, of the penalty. A revoke cannot be claimed after the cards have been cut for the following deal. If a revoke occur, be claimed and proved, bets on the odd trick, or on amount of score, must be decided by the actual state of the score after the penalty is paid. Should the players on both sides subject themselves to the penalty of one or more revokes, neither can win the game by that hand; each is punished at the discretion of his adversary. CALLING FOR NEW CARDS Any player (on paying for them) before, but not after, the pack be cut for the deal, may call for fresh cards. He must call for two new packs, of which the dealer takes his choice. GENERAL RULES Any one during the play of a trick, or after the four cards are played, and before, but not after, they are touched for the purpose of gathering them together, may demand that the cards be placed before their respective players. If either of the dealer's adversaries, prior to his partner playing, should call attention to the trick--either by saying that it is his, or by naming his card, or, without being required so to do, by drawing it towards him--the dealer may require that opponent's partner to play his highest or lowest of the suit then led, or to win or lose the trick. Should the partner of the player solely entitled to exact a penalty, suggest or demand the enforcement of it, no penalty can be enforced. In all cases where a penalty has been incurred, the offender is bound to give reasonable time for the decision of his adversaries. If a bystander make any remark which calls the attention of a player or players to an oversight affecting the score, he is liable to be called on, by the players only, to pay the stakes and all bets on that game or rubber. A bystander, by agreement among the ~ayers, may decide any question. A card or cards torn or marked must be either replaced by agreement, or new cards called at the expense of the table. Once a trick is complete, turned, and qv2tted, it must not be looked at until the end of the hand. DUMMY BRIDGE Is played by three players. The player who cuts the lowest card deals first, and has the Dummy throughout the first rubber; the player who cuts the next lowest card has the Dummy for the second rubber. The dealer can make any of the ordinary Bridge declarations on his own hand, or he can leave it to the Dummy, in which case he must look at the dummy, without exposing it, and must make the declaration as follows: 1. If Dummy holds three or four aces, he must declare "no trumps." 2. If Dummy has not three aces, he must declare his numerically longest suit. 3. If Dummy has two or three suits of equal length, he must declare the strongest, reckoned by addition of the pips, an ace counting eleven, and each of the other honors ten. 4. If Dummy's equal suits are also of equal strength, reckoned as above, then the most valuable of them must be declared. The adversaries can double as at ordinary Bridge, and the dealer has the right of re-doubling, although he has seen two hands; but he may not look at his own hand again before deciding whether to re-double. The hand is then played as at ordinary Bridge. When either of his opponents deals, the player of Dummy must look first at the hand which has to lead, and must double or lead to the first trick before looking at his other hand. The game can be played in either of the two following ways: 1. As soon as the first card is led, Dummy's hand is exposed on the table, and the game proceeds as at ordinary Bridge. 2. As soon as the first card is led, both the Dummy's hand and the dealer's partner's hand are exposed on the table, and the hand is played Double Dummy. When it is Dummy's deal, his partner looks at his own hand first, and makes the declaration or passes it precisely as in the case of his own deal, the only difference in the play being that the first lead is by the player on his right, and is consequently through his hand instead of. up to it. In all other cases the Rules of Bridge apply. DOUBLE DUMMY The rules are the same as in Dummy Bridge, with the following exceptions: The dealer deals for himself each time, never for his Dummy; and the hand on his left always leads first, and has the first right of doubling. Neither player may look at more than one of his two hands before the first card is led, excepting in the case of the dealer when the call is passed to Dummy. Either player is liable to the penalty of a revoke in his own hand, but not in his Dummy. THREE-HANDED BRIDGE Is played by three players, all against all. The player who cuts the lowest card has the first deal, and plays the Dummy for that hand. The player cutting the next lowest card sits on the dealer's left, and the remaining player on the dealer's right. When the first hand is finished, the player on the right moves into Dummy's place, and the player on the left (i.e., he who bad cut the second lowest card), deals and plays the Dummy for that hand, and so on, until the completion of the rubber; the player on the dealer's right always moving into the vacant seat. The rules for declaring, leading, and doubling are the same as at Dummy Bridge. When the dealer wins the odd trick or more, the value of such trick or tricks is scored by him precisely as at ordinary Bridge; but when he loses one or more tricks the value of it or them is scored to each of his opponents above the line, instead of below it. Under no circumstances do the dealer's opponents score anything below the line. Honors are scored as at ordinary Bridge; and when they are against the dealer they are scored to each opponent equally, however they are held. The game is 30 scored below the line, as at ordinary Bridge, and the player who first wins two games wins the rubber and adds 100 to his score; but the fact of one player winning his first game does not affect the scores of the other two--they still retain anything that they have scored below the line to count towards the next game. The rubber consists of four games; but when two games have been won by the same player, the other or others are not played. At the conclusion of the rubber, the total scores for tricks, honors, Chicane, and Slam obtained by each player are added up, one hundred points are added to the score of the winner, and the difference between his score and that of each of his opponents is the number of points won from or lost to each of them separately by the winner of the rubber. The difference between the scores of the two losers is also paid by the third player to the second. ETIQUETTE OF BRIDGE The following rules belong to the established Etiquette of Bridge. They are not called laws, as it is difficult--in some cases impossible-- to apply any penalty to their infraction, and the only remedy is to cease to play with players who habitually disregard them. It is to be borne in mind that, from the nature of the conditions under which the game is played, acts may be so done, and words so spoken, as to convey a very distinct intimation to a partner. To do so is to offend against the most important of the proprieties of the game. Declarations ought to be made in a simple manner--e. g., by saying, "I make hearts trumps"; "There are no trumps"; or, "I leave it to you." There ought to be neither intimation of doubt in, or reason for, making this declaration. Nothing ought to be done or said by the declarent which may afford an indication or intimation of the hand which he holds, or draws attention to the state of the score. A player should avoid any unnecessary hesitation in passing the trump declaration to his partner, or giving any well-marked indication of doubt or perplexity. Similarly, a player who has the first right of doubling or redoubling, on behalf of a partnership, ought not to decline to exercise that right, and so pass it to his partner, after any unnecessary hesitation, or after giving any well-marked indication of doubt or perplexity. Any one, having the lead and one or more winning cards to play, should not draw a second card out of his hand until his partner has played to the first trick, such act being a distinct intimation that the former has played a winning card. A player who has looked at his cards ought not to give any indication by word or gesture as to the nature of his hand, or call the attention of his partner to the score of the game. A player who desires the cards to be placed, should do it for his own information only, and not in order to invite the attention of his partner. No player should object to refer to a bystander, who professes himself uninterested in the game and able to decide, a disputed question of facts; as to who played any particular card--whether honors were claimed though not scored, or vice versa--etc., etc. it is unfair to revoke purposely; having made a revoke, a player is not justiñed in making a second in order to conceal the first. HINTS TO BEGINNERS THE DECLARATION Two kinds of hands are especially adapted for "no trumps"--those with one very strong suit, and those with protection in every suit. Declare "No Trumps": With an established black suit of six or more cards, and a king guarded in another suit. With an established suit, without protection in another suit, if the state of the score is desperate--~-e. g., with a score of 28 to 0, and a game up in favor of the adversaries. With three aces or equivalent strength (an ace being considered equal to a king and queen together), with three suits guarded, unless able to make a strong heart declaration or very strong diamond (six with two honors). With protection in every suit and a king more than one's fair share of honors--i. e., one of each kind. Always with four aces; but do not sacrifice four honors in hearts to anything less, and seldom sacrifice four honors in diamonds. Hands containing two long suits are especially strong in a suit declaration. If the hand is of average strength as regards high cards--c. g., with ace, king, queen, knave, ten, one of each kind, generally declare-- Hearts: With six; with five, including two honors; or four, all honors. Diamonds; With six; five, including three honors; or four, all honors. Clubs: With seven, including three honors; or five, with four honors. Spades: Practically never. With increased all-round strength the player may declare hearts more readily (with five and one honor), but should be more chary of declaring clubs; diamond declarations are almost independent of the general strength of the hand. With weak hands, such as with one king only and no other card of value, a defensive declaration of five cards in a black suit can be made. With nothing of value in the hand, a suit of two spades may be declared; but four clubs, five diamonds, or six hearts would probably prove less expensive. At advanced states of the score any black suit which gives a goo~I chance of winning the game may be declared. With one's score at twenty-eight, any suit of five cards may be declared as giving a better chance of the odd trick than a pass. PASSED DECLARATIONS The dealer's partner should generally declare "no trumps" when he would have done so as dealer, unless there is another good declaration possible; occasionally he may declare with less strength when the only alternative is spades. Remember that unguarded high cards have little value when they are exposed. With a hand of nearly "no trump" strength, the best suit can be chosen, even though it consists of four cards only. With an average hand, the best suit can be chosen if it contains five cards; otherwise a black suit must be declared--spades if both are poor. With weaker hands, the player may be driven to declare a short suit of spades; but he should nearly always prefer clubs if he can thus obtain two more trumps. With however weak a hand, a suit of six cards should be chosen in preference to a short suit of spades. DOUBLING AND RE-DOUBLING Compare the strength of your hand with that which would justify an original dedaration. If your hand is stronger than this, either by two extra trumps or two extra aces, you may double; or with one extra, if you are to the left of the strong hand. You may double a spade declaration with five trumps and an otherwise average hand; a spade declaration by the dealer may be doubled with somewhat less strength. It is safer to double on strength in trumps than on all-round strength. Double rather more freely when you wish trumps to be led, and also in states of the score when the doubled value will lessen the number of tricks required to give you the game, but will not assist the adversaries. Doubling by the leader's partner against a "no trump" declaration indicates that the player has a very strong suit which he wishes to be led. In response, the leader will lead his weakest suit as the one most likely to be his partner's strongest. In some circles a heart is led. The player should ascertain the convention followed before sitting down to play. In order to re-double, the player should have a very strong hand-- nearly two tricks stronger than for doubling. THE PLAY OF THE HAND Dummy's hand should be carefully examined immediately it is exposed, by all the players, especially the dealer. Many mistakes are made through playing too hurriedly to the first trick, before the position suddenly brought to view is fully realized. The plan of campaign for the hand must be formed at once and adhered to, unless the cards lie more unfavorably than expected. When the original scheme is seen to be impossible, it is the mark of a good player to change the tactics promptly, and make the best of the situation. WITH NO TRUMPS The main object of each side is to establish a long suit. Usually the adversaries will endeavor to bring in the suit first opened. The player with the long suit will generally keep every card of it. It is his partner's duty to assist him as much as possible by returning the suit as often as he can, and keeping guards to the dealer's suits. When the suit first opened is abandoned, the object will usually be to bring in the long suit of the original third player, and the positions of the partners will be reversed. The chance of saving the game depends on their cooperation. Generally lead and return your highest card of a suit which you are endeavoring to establish for your partner; but should you hold five or more cards in the suit opened by your partner, it is likely that you are longer in the suit than he, and you should return your lowest, unless you hold the best card or a sequence of high cards. The dealer will generally choose the longest suit in the two hands; but he must pay attention to the difficulty of establishing it, which depends on the number and size of the cards held by the adversaries. It is useless to establish a suit in a hand that is too weak in cards of re-entry. Deep finesses can be made on both sides in the suit to be established. It is not advantageous to win tricks early, but often the reverse. It is often wise to hold up the winning card, both of one's own suit and the adversary's, since being able to win the third round of the suit often determines whether the suit shall be brought in or not. Finesses should seldom be made in suits which neither side is trying to establish. WITH A SUIT DECLARED The dealer's chief object is to prevent the adversaries making tricks, by discarding his losing cards either to winning high cards in his other hand or to an established suit, the latter course rendering it necessary that trumps should be first led. The dealer should endeavor to make tricks by tramping with the weaker hand, if possible, before leading trumps; it is easier to do this when the weaker hand is unseen. If there is no chance of making worthless trumps by ruffing, it is generally wise to lead trumps even when not holding strong hands. The two chief objects of the dealer's adversaries are to make tricks before the dealer can discard, and to play the cards to the best advantage by leading through tenaces, and avoiding leading from and up to tenaces. These objects are frequently inconsistent. Early in the hand the greater attention must be paid to tenace play. Avoid leading from a tenace; lead up to Dummy's weak suit, and in a less degree through Dummy's strong suit, if the strength is broken. When the establishment of a suit is threatened, disregard the question of tenaces, and lead suits in which you are strong and Dummy is weak. Do not hold on to a tenace too long. Tricks are frequently lost when one player holds the ace, queen, and his partner the king, knave, and each is afraid of leading into a tenace. Be cautious of leading a suit in which Dummy is very short, early in the hand. If Dummy is weak, he may make a trick by tramping; if he is strong, he may get a discard. The suit must, however, be led before Dummy has been able to discard from it. Forcing the dealer involves loss of the lead, and should usually be avoided. It can be done with advantage when the strong hand also has the long suit that is to be feared. If there is a chance of making tricks by rufflng, try to do so. A singleton lead often gains tricks. A lead from a suit of three cards, not containing a strong sequence, is the worst of all leads. GENERAL ADVICE Do not hesitate in making a declaration, so as to give information as to your hand. Do not take advantage of such information given by your partner. Always bear the score in mind. Make certain of saving or winning the game, if possible, by leading out winning cards if you see that there is any danger of losing it. BRIDGE WHIST LATEST ADOPTION The Whist Club announced the official laws of auction bridge which provide three major changes--equalization of honors, limitation of revoke claim and revoke penalty. The object of the rules is to define the correct procedure and to provide for the situations which occur when a player through carelessness gains an unintentional but nevertheless, unfair advantage. There was a general desire for the change in scoring, as the calculation was difficult for those other than steady followers of the game and the change equalizes all suits. In multiples of ten, no one has a reason to complain of mathematical difficulties. NEW HONOR SCORE TRUMP HONOR 3 in one hand Count 30 points 1 in one hand, 2 in the other Count 30 points 3 in one hand, 1 in the other Count 40 points 2 in one hand, 2 in the other Count 40 points 3 in one hand, 2 in the other Count 50 points 4 in one hand, 0 fri the other Count 80 points 4 in one hand, 1 in the other Count 90 points 5 in one hand, 5 in the other Count 100 points NO TRUMP HONOR 3 in one hand Count 30 points 2 in one hand, 1 in the other Count 30 points in one hand, 1 in the other Count 40 points 2 in one hand, 2 in the other Count 40 points 4 in one hand Count 100 points REVOKE PENALTY The revoke penalty for either side is: Two tricks for its first revoke and one trick for each subsequent revoke. These tricks are taken at the end of the hand from the tricks of the revoking side and added to the tricks of the other side. They count as if won in play and may assist the declarer to make his contract or to go game; or may assist adversaries to defeat the contract, in which case they carry full bonus values. If they make the total twelve or thirteen tricks for either side they carry the proper slain bonus. If the contract be doubled or re-doubled they count at the doubled or re-doubled value in the trick-score of the declarer, and they carry their full bonus, if any, in the honor score of either side. After surrendering these tricks the revoking side may score for its remaining tricks, as it would if it had not revoked. If the revoking side has not enough tricks to pay the penalty in full, the surrender of all it has pays the penalty; if it has no tricks there is no revoke penalty. No revoke penalty may be claimed after the next cut; nor, if the revoke occur during the last hand of the rubber after the score has been agreed upon; nor, if there has been a draw for any purpose in connection with the next rubber. EXPOSED CARDS During the play when two or more cards are led or played simultaneously the offender many designate which one is led or played, and the others are exposed, except any one so covered that its face is completely concealed. A card dropped face upward on the table, even if picked up so quickly that it cannot be named, a card dropped elsewhere than on the table, if the partner sees its face, and a card so held by a player that his partner sees any portion of its face, are also exposed. A card mentioned by either adversary as being in his own or in his partner's hand is exposed and if an adversary who has played to the twelfth trick shows his thirteenth card before his partner plays his twelfth, the partner's two cards are exposed. If an adversary throws his cards face up on the table, they are exposed, unless such act follows a claim by declarer of a certain number, or the rest of the tricks. There is no penalty for a card exposed by declarer or dummy. A card exposed by an adversary must be left face up on the table and declarer may call it--i e., require its owner to lead or play it, whenever it is the owner's turn to lead or play, unless playing it would cause a revoke. Dedarer may not prohibit the lead or play of an exposed card, and its owner may lead or play it whenever he can legally do so, but until played declarer may call it any number of times. BACCARAT This is another variety of Twenty-One, one player being the hanker, the others, from three to eleven, the punters. Three packs of cards are shuffled together and used as one. The face cards and tens count nothing; all spot cards, including the ace, reckon at their face value. The object is to secure cards whose total numerical value most closely approaches eight or nine. An eight made with two cards is better than a nine made with three. Players make their bets on the right or left of the table, any amounts they please, before the deal begins. The banker lays the cards before him, face down, and slips off the top card, giving it to the player on his right, face down. Then he gives a card to the player on his left and then one to himself. This is repeated and then the three players examine their two cards. If any of the three has eight or nine he shows it at once. If the banker has eight or nine and neither punter has as much, the banker wins everything on the table. If either player has more than the banker, he wins. If equal, it is a stand off. All the bets made on the side of the table on which the player sits must be paid or lost according to the success or failure of the player holding cards who sits on that side. If no one has eight or nine the banker must offer a card, face down, to the player on his right. If he refuses it, it is offered to the player on the left, and if he refuses it, the banker must take it. If the player on the right takes it, the one on the left may ask for one, but the banker is not obliged to take a card if his offer is accepted by either punter although he may take one if he desires. Cards so drawn are at once turned face up. Each player may draw only one card. A player cannot go over nine. If he has a six and draws a seven his count would not be thirteen, but three, because all tens are counted nothing. CHEMIN DE FER This is a variation of Baccarat in which six packs of cards are used, all shuffled together. As soon as the first banker loses a deal, the player to his left takes the bank and the deal, and retains it until he loses. The banker in each deal gives cards only to the player on his right and to himself, so that the banker must win or lose each time he deals. The player to the right of the banker has a right to go banco, which is a challenge to play for the entire capital in the bank at one deal. This takes precedence of all other bets. If the player refuses, the one on his right again may go banco, and so on in order. BACKGAMMON This is a mixed game, being a combination of chance and calculation. Its derivation is a vexed question, both as to whence it came and how it acquired its present designation. "La Maison des Jeux Academiques" abandons its origin as a desperate problem, and Dr. Henry claims its name as a Welsh compound, from "bach," little, and "cammon," battle. On the other hand, Bp. Kennett and Strutt derive it from the Anglo-Saxon, viz., from "bac," back, and "garnone," a game, that is to say, a game where players are exposed to be sent back. Perhaps this may satisfy the antiquarian and be accepted as a sufficient offering to the etymologist. It would have been a mere recreation in chronology, to have disputed all the probabilities for assigning Backgammon to the antediluvian age. One portion of its machinery consists of dice--now dice defy chronology. Their types are found in Etruscan tombs and in the hieroglyphics of Egypt; and the historian of Chaeronea asserts, that Mercury had a throw of the dice once upon a time with the Goddess Luna. From Chaucer we gather that the early name of Backgammon, or at all events its synonym, was "Tables"; at which period it was played with three dice, and all the "men" commenced their action from the adversary's table. Backgammon has always been a particularly respectable instrument of amusement, like the Organ in "She Stoops to Conquer." Even Whist has not escaped defilement, but Backgammon "was never a vulgar game, never beloved of lackeys." Shakespeare has used it as a medium for his philosophy, and Bacon has served bail for its good behavior. Backgammon is played by two persons, with two boxes and two dice, upon a quadrangular table or board, on which are figured 24 points or fleche, of two colors, placed alternately. The board is divided into four compartments, two inner and two outer ones, each containing six of the 24 points (alternate colors). The players are each furnished with fifteen men or counters, black and white (usually draughts). These are arranged upon the board, in the following manner. To play into the left hand table, two of your men are placed upon the ace point of your opponent's inner table, five upon the sixth point in his Outer table (numbered 12 in our diagram), three upon the five point in your own outer table (numbered 8), and five upon the sixth point, in your own inner table. The adversary's men are to be placed in corresponding order, in a position directly opposite. All this is shown in the diagram annexed, and to facilitate reference the points or fleches are numbered from 1 to 12 of each color. The game consists in moving your men from point to point, so as to bring them round into your own inner table (i. e., that on your left hand), and then moving or bearing them off the board. The player who first clears off his men wins. The moves of the men are determined by the throws of the dice, according to the directions for playing. It will there be seen that the most advantageous throw at the outset is that of aces, as it blocks the bar or sixth point in your other table (numbered 7), and secures the five point in your inner table, so that your adversary's two men cannot move if he throw either four, five, or six. This throw is frequently conceded to inferior players, at the commencement of the game, by way of odds. As the grand object of the game consists in bringing round your men into your own inner table, all throws that contribute towards that end, and prevent your adversary from doing the same are advantageous, and vice versa. During the progress of the game you should endeavor to block up or detain a part of your adversary's men, in your own tables; and to obstruct his re-entering such of them as you may happen to have taken up, unless all your own men have passed his main body, and are so far advanced to your inner table (which we will here call home) as to possess the best chance, should he seek to win by running away. At the commencement of the game the players must agree towards which end of the board they wifi play. Each party plays into one of the tables on his own side; thus, if Black plays into his left-hand table, White plays into his right (i, e., that which is exactly opposite), and vice versa, their men advancing in contra-position to each other, as in the annexed diagram. For a right of first play each party throws a single die; he who throws the highest number wins, and may, if he chooses, adopt and play the joint number of the preliminary throw. If he reject, then the first step is made by his throwing both the dice, and moving any one of his men to an open point at the distance indicated by one of the dice, and then moving another man (or the same man farther on, if he think proper,) to another open point indicated by the number of the second die. This completes his move, his adversary then follows in a similar manner, and so on alternately to the end of the game. Thus, double aces (which count as 4) would entitle you (say White) to move two men from 8 w. to 7 w., and two from 6 w. to 5 w., which covers the bar point (No. 7), and also covers the five point in your inner table, and then, should your next throw be S and 6, you would play the five from 12 b. to 8 w., and so cover the blot before left; and you could play the six from 12 b. to your bar point. Pairs count double; thus, sixes entitle you to move four men, each six points forward, and you may either move four together, say, from 12 b. to 7 w., or two together, as, say, two from I b. to your adversary's bar point (No. 7), and two from 12 b. to 7 w. (your own bar point), or singly,--.as, say, a single man from 1 b. to 1 w. in your own inner table, presuming that your adversary had ceased to occupy it. The direction in which your men move is from the adverse inner table over the bar, through the adversary's outer table round into your own outer table, and then over your bar, home. When during the progress of the game only a single man is left on a point, it is called "a blot," and is exposed to be taken by the adversary, who generally endeavors to "hit" the blot by bringing one of his own men to that point. When a man is thus captured it must be removed, and placed upon the bar (i. e., the division joint of the table), and the player to whom it belongs cannot move again, until he has "entered his man." This can only be effected by throwing a number which is vacant, or is left a "blot" on the adversary's inner table, playing it as from a point off the board, adjoining to the adversary's ace point. Towards the end of the game, when most of the points in your adversary's inner table are covered (i. e., have two or more men on each), it becomes difficult to enter, and you must remain on the bar, till you have either thrown the exact number required to suit perhaps a single open point, or till more points are exposed, by your adversary having played some of his men off the table. When all the six points are blocked, it is of course useless your throwing, and your adversary throws alone. "Hitting" a blot frequently adds extreme variety and interest to the game. When doublets are thrown, four moves are played of the distance indicated by the dice, instead of two, as usual in ordinary throws. For instance, should two fours be thrown, any of the following moves may be played, either one man may be moved sixteen points; two men each eight points; one man eight, and two men four points; or four men four points each. Should, however, the points indicated by the throw of the dice be covered, the moves are lost. For instance, if double fours be cast, and the first fourth point from all the player's men be covered by the adversary, the move is lost, although the eighth, twelfth, and sixteenth points be uncovered, as the first fourth point, if occupied, cannot be passed over. If, during the course of the game, every point upon which a man could be moved is covered by the adversary's men, your men are compelled to remain where they are, and the adversary takes his turn. If one man only can be played, it must be played. When a player has brought all his men home, he must begin to "bear them," i. e., to take them off the board. For every number thrown a man is removed from the corresponding point, until the whole are borne off. In doing this, should the adversary be waiting to "enter" any of his men which have been "hit," care should be taken to leave no "blots" or uncovered points. In "bearing off" doublets have the same power as in the moves, four men are removed; if higher numbers are on the dice than on the points, men may be taken from any lower point, thus if double sixes are thrown, and the point has been already stripped, four men may be removed from the five point of any lower number. If a low number is thrown, and the corresponding point hold no men, they must be played up from a higher point. Thus, if double aces be thrown, and there are no men upon the ace point two or more men must be played up from the higher points, or a fewer number played up and taken off. If one player has not borne off his first man before the other has borne off his last, he loses a "gammon," which is equivalent to two games, or "hits." If each player has borne off it is reduced to a "hit," or game of one. If the winner has borne off all his men before the loser has carried his men out of his adversary's table, it is a "back-gammon," and usually held equivalent to three hits or games. CALCULATION OF THE CHANCES As it is necessary for a learner to know how many points he ought to throw upon the two dice, one throw with another; we will take the following method to demonstrate it. There are thirty-six chances upon two dice, the points of which are as follows: Points. 2aces 4 2 deuces 8 2 threes 12 2 fours 16 2 fives 20 2 sixes 24 6 and 5 twice 22 6 and 4 twice 20 6 and 3 twice 18 6 and 2 twice 16 6 and 1 twice 14 5 and 4 twice 18 5 and 3 twice 16 5 and 2 twice 14 5 and 1 twice 12 4 and 3 twice 14 4 and 2 twice 12 4 and 1 twice 10 3 and 2 twice 10 3 and 1 twice 8 2 and 1 twice 6 ------ ( 294 ) Divided by 36 < > 8 ( 288 ) ------ 6 294 divided by 36, shows that, one throw with another, you may enped to throw 8 upon two dice. The chances upon two dice are as follows: Points. 2 sixes 1 2 fives 1 2 fours 1 2 threes 1 2 deuces 1 *2 aces 1 6 and 5 twice 2 6 and 4 twice 2 --- Carried over 10 Points. Brought forward 10 6 and 3 twice 2 6 and 2 twice 2 *6 and 1 twice 2 5 and 4 twice 2 5 and 3 twice 2 5 and 2 twice 2 *5 and 1 twice 2 4 and 3 twice 2 4 and 2 twice 2 *4 and 1 twice 2 3 and 2 twice 2 *3 and 1 twice 2 *2 and 1 twice 2 ---- 35 To find out by this table, what are the odds of being hit, upon a certain, or flat die, look in the table, where thust marked, Points. *2 aces 1 *6 and l twice 2 *5 and l twice 2 *4 and 1 twice 2 *5 and 1 twice 2 *2 and l twice 2 ---- Total 11 ---- Which deducted from 36 The remainder is 25 By this it appears, that it is twenty-five to eleven against hitting an ace, upon a certain, or flat die. The like method may be taken with any other flat die, as with the ace. What are the odds of entering a man upon one, two, three, four, or five points? Reduced. for. against. for, against. A. To enter it upon 1 point is 11 to 25, or about 4 to 9 upon 7 points 70 to l6, or about 5 to 4 upon 3 points 27 to 9, or about 3 to 1 upon 4 points 32 to 4, or about 8 to 1 upon 5 points 35 to 1, or about 35 to 1 What are the odds of hitting, with any chance, in the reach of a single die? Reduced. for, against, for, against. A. To bit upon 1 is 11 to 25, or about 4 to 9 upon 2 is 12 to 24, or about 1 to 2 upon 3 is 14 to 22, or about 2 to 3 upon 4 is 15 to 21, or about 5 to 7 upon 5 is 15 to 21, or about 5 to 7 upon 6 is 17 to 19, or about 81/2 to 91/2 What are the odds of hitting with double dice? Reduced. for. against, for, against. A. To hit upon 7 is 6 to 30, or about 1 to 5 upon 8 is 6 to 30, or about 1 to 5 upon 9 is 5 to 31, or about 1 to 6 upon 10 is 3 to 33, or about 1 to 11 upon 11 is 2 to 34, or about 1 to 17 upon 12 (or 2 sixes) 1 to 36, or about 1 to 36 To explain farther how to use the table of thirty-six chances, to find the odds of being hit upon any certain or flat die, this second example is added to show how to find by that table the odds of being hit upon a 6. 2 sixes 1 2 threes 1 2 deuces 1 6 and 5 twice 2 6 and 4 twice 2 6 and 3 twice 2 6 and 2 twice 2 --- Carried over 11 Brought forward 11 6 and l twice 2 5 and 1 twice 2 4 and 2 twice 2 --- 17 ---- Which deducted from 36 The remainder is 19 So that it is nineteen to seventeen against being hit upon at 6. The odds of 2 love are about 5 to 2, and of 2 to 1 are 2 to 1, and of hovels 3 to 2, GENERAL INSTRUCTIONS 1. If you play three up at Backgammon, your principal view, in the first place, is to secure your own, or your adversary's five point, or both; when that is effected, you may play a pushing game, and endeavor to gammon your adversary. 2. The next best point after you have gained your five point is to make your bar point, thereby preventing your adversary's running out with double sixes. 3. After you have proceeded thus far, prefer the making your four point in your own table, rather than the four point out of it, 4. Having gained these points, you have a fair chance to gammon your adversary, if he is very forward: For, suppose his tables are broken at home, it will be then your interest to open your bar point, and to oblige him to come out of your tables with a six; and having your men spread, you not only may catch that man which your adversary brings out of your tables, but you will also have a probability of taking up the man left in your tables (upon supposition that he has two men there). If he should have a blot at home, it will then be your interest not to make up your tables; because, if he should enter upon a blot, which you are to make for the purpose, you will have a probability of getting a third man; which, if accomplished, will give you, at least, 4 to 1 of the gammon; whereas, if you have only two of his men up, the odds are that you do not gammon him. 5. If you play for a hit only, 1 or 2 men taken up of your adversary's, makes it surer than a greater number, provided your tables are made up. DIRECTIONS HOW TO CARRY YOUR MEN HOME 6. When you carry your men home, in order to lose no point, you are to carry the most distant man to your adversary's bar point, that being the first stage you are to place it on; the next stage is six points further, viz., the place where your adversary's five men are first placed out of his tables; the next stage is upon the six point in your tables. This method is to be pursued till all your men are brought home, except two, when, by losing a point, you may often save your gammon, by putting it in the power of two fives, or two fours to save it. 7. If you play to win a hit only, endeavor to gain either your own or your adversary's five point; and if that fails, by your being hit by your adversary, and you find that he is forwarder than you, you must throw more men into his table. Thus: put a man upon your five or bar point, and if your adversary neglects to hit it, you may then gain a forward instead of a back game; but if he hits you, you must play a back game, and then the greater the number of men which are taken up, the better it makes your game, because you by that means preserve your game at home; and you must then always endeavor to gain both your adversary's ace and three points, or his ace and deuce points, and take care to keep three men upon his ace point, that if you chance to hit him from thence, that point may remain still secure to you. 8. At the beginning of a set do not play for a back game, because by so doing you would play to a great disadvantage, running the risk of a gammon to win a single hit. DIRECTIONS FOR PLAYING AT SETTING OUT THE THIRTY-SIX CHANCES QF DICE, FOR A GAMMON, OR FOR A SINGLE HIT 1. Two aces (the best of all first throws), to be played two on your five point, and two on the bar point, for a gammon, or for a hit. 2. Two sixes (the second best throw), should be played two on your adversary's bar point, and two on your own bar point, for a gammon, or a hit. 3. Two threes, two be played on your five point, and the other two on your three point in your own tables, for a gammon only. 4. Two deuces to be played on the four point in your own tables, and two to be brought over from the five men placed in your adversary's outer tables, for a gammon only. 5, *Two fours, to be brought over from the five men placed in your adversary's ~uter tables, and to be put upon the five point in your own tables, for a gammon only. 6. Two fives, to be brought over from the five men placed in your adversary's outer tables, and to be put on the three point in your own tables for a gammon, or a hit. 7. Six ace, you are to make your bar point, for a gammon, or for a hit. 8. Six deuce, a man to be brought from the five men placed in your adversary's outer tables, and to be placed on the five point in your own tables, for a gammon, or a hit. 9. Six and three, a man to be brought from your adversary's ace point, as far as he will go, for a gammon, or a hit. 10. Six and four, a man to be brought from your adversary's ace point, as far as he will go, for a gammon, or a hit. 11. Six and five, a man to be carried from your adversary's ace point, as far as he can go, for a gammon, or a hit. 12. Five and four, a man to be carried from your adversary's ace point, as far as he can go, for a gammon, or a hit. 13. Five three, to make the three point in your table, for a gammon, or a hit. 14. Five deuce, to play two men from the five placed in your adversary's outer tables, for a gammon, or a hit. 15. Five ace, to bring one man from the five placed in your adversary's outer tables for the five, and to play one man down on the five point in your own tables for the ace, for a gammon only. 16. Four three, two men to be brought from the five placed in your adversary's outer tables, for a gammon, or a hit. 17. Four deuce to make the four point in your own tables, for a gammon, or a hit. 18. Four ace, to play a man from the five placed in your adversary's outer tables for the four, and for the ace, to play a man down upon the five point in your own tables, for a gammon only. 19. Three deuce, two men to be brought from the five placed in your advcrsary's tables, for a gammon only. 20. Three ace, to make the five point in your own tables, for a gammon, or a hit. 21. Deuce ace, to play one man from the five placed in your adversary's tables for the deuce; and for the ace, to play a man down upon the five point in your own tables, for a gammon only. DIRECTIONS HOW TO PLAY THE CHANCES THAT ARE MARKED THUS (*) WHEN YOU ARE ONLY TO PLAY FOR A HIT 1. *Two three, two of them are to be played on your five point in your own tables, and with the other two take the four point in your adversary's tables. 2. *Two deuces, two of them are to be played on your four point in your own tables, and with the other two take the three point in your adversary's tables. The two foregoing cases are to be played in this manner, for this reason, viz., That thereby you avoid being shut up in your adversary's tables, and have the chance of throwing high doublets to win the hit. 3, *Two fours, two of them are to take your adversary's five point in his tables; and for the other two, two men are to be brought from the five placed in your adversary's tables. 4. a. *Five ace, play the five from the five men placed in your adversary's tables, and play the ace from your adversary's ace point. 5. b. *Four.ace, play the four from the five men placed in your adversary's tables, and the ace from the men on your adversary's ace point. 6. c. *Deuce ace, play the deuce from the five men placed in your adversary's tables, and the ace from your adversary's ace point. The three last chances are played in this manner, for, by laying an ace down in your adversary's tables, you have a probability of throwing deuce ace, three deuce, four three, or six five, in two or three throws; in any of which cases you are to make a point, which gives you the better of the hit. You may observe, by the directions given in this chapter, that you are to play nine chances out of the thirty-six in a different manner for a single hit, to what you would do when playing for a gammon. SOME OBSERVATIONS, HINTS, AND CAUTIONS, WHICH ARE TO BE ATTENDED TO 1. By the directions given to play for a gammon, you are voluntarily to make some blots, the odds being in your favor, that they are not hit; but should it so happen, that any blot is hit, as in this case, you will have three men in your adversary's table, you must then endeavor to secure your adversary's five, four, or three point, to prevent a gammon, and must be very cautious how you suffer your adversary to take up a fourth man. 2. Take care not to crowd your game at any time, if possible. What is meant by crowding a game, is the putting many men either upon your three or deuce point in your own tables; which is, in effect, losing those men, by not having them in play. Besides, by crowding your game, to attempt to save a gammon, you are often gammoned; because when your adversary finds your game open, by being crowded in your own tables, he may then play his game as he thinks fit. 3. By recourse had to the calculations, you may know what are the Odds of your entering a single man upon any certain number of points, and by that means you may play your game accordingly. 4. If you are obliged to leave a blot, by recourse to the calculation for hitting it, you will find the chances for and against; and consequently you will be enabled to judge how to play your game to the greatest advantage. 5. You will also find by the calculations, the odds for and against you, upon being hit by double dice, and consequently you will choose such a method of play as is most to your advantage. 6. If it is necessary to make a run,~in order to win a hit, and you would know to a point which is the forwarder, take the following method: Begin with reckoning how many points you must have, to bring home to your six point in your own tables, the man that is at the greatest distance from it, and do the like by every other man that is abroad; when the numbers of those absentees are summed up, add to them the following numbers for those already in your own tables (supposing the men that were abroad as on your size point for bearing), namely, six for every man on the six point, five for every man on the five point, four for every man on the four point, three for every man on the three point, two for every man on the deuce point, and one for every man on your ace point. Do the like to your adversary's game, and then you will know which of you is forwardest, and likeliest to win the hit. OBSERVATIONS AND DIRECTIONS FOR A LEARNER WHO HAS MADE SOME PROGRESS AT BACKGAMMON; PARTICULARLY DIRECTIONS FOR BEARING HIS MEN 1. If your adversary be greatly before you, never play a man from your four, three, or deuce points, in order to bear that man from the point where you put it, because nothing but high doublets can give you any chance for the hit; therefore, instead of playing an ace or a deuce from any of the aforesaid points, always play them on from your six or highest point; by which means you will find, that throwing two fives, or two fours, will, upon having eased your six and five points, be of great advantage to you: Whereas, had your six point remained loaded, you must, perhaps, be obliged to play at length those fives and fours. 2. Whenever you have taken up two of your adversary's men, and happen to have two, three, or more points made in your own tables, never fail spreading your men, in order either to take a new point in your tables, or to be ready to hit the man your adversary may happen to enter. As soon as he enters one of his men, you are to compare his game with yours; and if you find your game equal to his, or better, never fail taking his man up, if you can, because it is 25 to 11 against his hitting you; which chance being so much in your favor, you ought always to run that risk, when you have already two of his men up. There is this exception to this rule, that if you play for a single hit only, and your playing that throw otherwise gives you a better chance for the hit, you ought not to take up that man. 3. Never be deterred from taking up any one man of your adversary's, by the apprehension of his hitting you with double dice, because the fairest probability your adversary has of hitting you, is 5 to 1 against him. 4. If you should happen to have five points covered in your tables, and to have taken up one of your adversary's men, and are obliged to leave a blot out of your tables, rather leave it upon doublets, than any other chance, because doublets are 35 to 1 against his hitting you, and any other chance is but 17 to 1 against him. 5. Two of your adversary's men in your tables, are better for a bit, than any greater number, provided your game be forwardest, because his having three or more men in your tables, gives him more chance to hit you, than if he had only two men there. 6. If you are to leave a blot, upon entering a man in your adversary's tables, or otherwise, and have it in your choice to leave it upon what point you please, always choose that which is the most disadvantageous to him. To illustrate this by an example, let us suppose it his interest to hit you or take you up as soon as you enter, in that case leave the blot upon his lowest point; that is to say upon his deuce, rather than upon his three point, or upon his three, preferable to his four point; or upon his four, preferable to his five point; because (as has been mentioned before), all the men your adversary plays upon his three, or his deuce points, are deemed as lost, being in a great measure out of play, those men not having it in their power to make his cinque point, and consequently his game will be crowded there, and open elsewhere, whereby you will be able also much to annoy him. 7. To prevent your adversary from bearing his men to the greatest advantage, when you are running to save your gammon; as, for instance, suppose you should have two men upon his ace point, and several other men abroad, though you should lose one point or two in putting your men into your tables, yet it is your interest to leave a man upon your adversary's ace point, which will have this consequence; that it will prevent his bearing his men to the greatest advantage, and will also give you the chance of his making a blot, which you may chance to hit. But if, upon a calculation, you find that you have a throw, or a probability of saving your gammon, never wait for a blot, because the odds are greatly against hitting it. CASES, SHOWING HOW TO CALCULATE THE ODDS OF SAVING OR WINNING A GAMMON 1. Suppose your tables are made up, and that you have taken up one of your adversary's men; and suppose your adversary has so many men abroad as require three throws to put them in his tables. It is then about an equal wager that you gammon him, Because, in all probability, you will bear two men before you open your table, and when you bear the third man, you will be obliged to open your size or cinque point; in that case it is probable that your adversary must take two throws before he enters his man in your tables, and two throws more before he puts that man into his own tables, and three throws more to put into his own tables the men which were abroad, which in all, make seven throws; and as you have twelve men to bear, these probably will take seven throws in bearing, because you may twice be obliged to make an ace, or a deuce, before you can bear all your men. No mention is made of doublets on either side, that event being equal to each party. The foregoing case shows it is in your power to calculate very nearly the odds of saving or winning a gammon upon most occasions. 2. Suppose I have three men upon my adversary's ace point, and five points in my tables, and that my adversary has all his men in his tables, three upon each of his five highest points: What is the probability for his gammoning me, or not? For his bearing 3 men from his 6 point, is 18 from his 5 point, 15 from his 4 point, 12 from his 3 point, 9 from his 2 point, 6 ---- Total, 60 To bring my three men from my adversary's ace point, to my six point in my tables, being for each 18 points, makes in all 54 The remainder is 6 And besides the six points in your favor, there is a further consideration to be added for you, which is, that your adversary may make one or two blots in bearing, as is frequently the case~ You see by this calculation that you have greatly the better of the probability of saving your gammon. This case is supposed upon an equality of throwing. 3. Suppose I leave two blots, neither of which can be hit but by double dice; to hit the one, that cast must be eight, and to hit the other it must be nine; by which means my adversary has only one die to hit either of them. What are the odds of his hitting either of these blots? The chances on two dice are in all, 36. The chances to hit 8 are, 6 and 2 twice 2 5 and 3 twice 2 2 deuces 1 2 fours 1 The chances to hit 9 are, 6 and 3 twice. 2 5 and 4 twice 2 2 treys 1 ---- Total chances for hitting 11 Remaining chances for not hitting 25 ---- So that it is 25 to 11 that he will not hit either of those blots. 4. To give another example, let us suppose that I leave two other blots than the former, which cannot be hit but by double dice, the one must be hit by eight, and the other by seven. What are the odds of my adversary's hitting either of these blots? The chances on two dice are in all, 36. The chances to hit 8 are, 6 and 2 twice 2 5 and 3 twice 2 two fours 1 two deuces I The chances to hit 7 are, 6 and 1 twice 2 5 and 2 twice 2 4 and 3 twice 2 --- Total chances for hitting 12 --- Remain chances for not hitting 24 --- Therefore it is two to one that I am not hit. The like method is to be taken with three, four, or five blots upon double dice; or with blots made upon double and single dice at the same time; you are then only to find out (by the table of 36 chances) how many there are to hit any of those blots, and add all together in one sum, which subtract from the number of 36, which is the whole of the chances upon two dice: so doing resolves any question required. CHAPTER VIII--CRITICAL CASE FOR A BACK-GAME 1. Let us suppose A plays the fore-game, and that all his men are placed in the usual manner: For B's game, suppose that fourteen of his men are placed upon his adversary's ace point, and one man upon his adversary's deuce point, and that B is to throw. Which game is likeliest to win the hit? A's is the best by 21 for, to 20 against; because, if B misses an ace to take his adversary's deuce point, which is 25 to 11 against him, A is, in that case, to take up B's men in his tables, either singly, or to make points; and if B secures either A's deuce or trey point, in that case, A is to lay as many men down as possible, in order to be hit, that thereby he may get a back-game. When you are pretty well versed in the game of Backgammon by practising this back-game, you will become a greater proficient in the game than by any other method, because it clearly demonstrates the whole power of the back-game. 2. Let us suppose A to have fivt men placed upon his six point, five men upon his four point, and five men upon his deuce point, all in his own tables: And suppose B to have three men placed upon A's ace point, three men upon A's trey point, and three men upon A's five point; Let B also have three men upon his size point in his own tables. and three men placed out of his tables, in the usual manner: Who has the better of the hit? It is an equal game; but to play it critically, the difficulty lies upon B, who is in the first place to endeavor to gain his five and four points in his own tables; and when that is effected, he is to lay two men from A's five point, in order to oblige his adversary to blot, by throwing an ace, which, if B hits, he will have the fairest probability of winning the hit. 3. Suppose A has three men upon B's ace point, and three men upon B's deuce point, also three men upon his six point in his own tables, and three men upon his usual point out of his tables, and three men where his five men are usually placed in his adversary's tables: And let us suppose B has his men placed in the same manner, both in his own and his adversary's tables, with this difference only, viz, instead of having three men put upon A's deuce point, let hint have three men upon A's trey point: Q. Who has the best of the hit? A. A, because the ace and trey points are not so good for a hit, as the ace and deuce points in your adversary's tables, foi~ when you are bearing your men, you have the deuce point in your own tables to play your men upon, which often prevents your making a blot, which must happen otherwise to your adversary; and take care to lay down men to be hit as often as you can, in order to keep your game backward, and for the same reason avoid hitting any blots which your adversary makes. THE LAWS OF BACKGAMMON 1. If you take a man from any point, that man must be played; the same must be done if two men are taken from it. 2. You axe not understood to have played any man, till you have placed him upon a point, and quitted him. 3. If you play with fourteen men only, there is no penalty attending it, because by playing with a lesser number than you are entitled to, you play to a disadvantage, by not having the additional man to make up your tables. 4. If you bear any number of men, before you have entered a man taken up, and which consequently you were obliged to enter, such men, so borne, must be entered again in your adversary's tables, as well as the man taken up. 5. If you have mistaken your throw, and played, and if your adversary has thrown, it is not in your or his choice to alter it, unless both parties agree. BEZIQUE The Pack.--64 cards, two each (A, K, Q, J, 10, 9, 8 and 7 of each suit). Number of players.--Two. Rank of Cards.--A (high), 10, K, Q, J, 9, 8, 7 (low). If two cards of the same suit and denomination fall on the same trick, the first played wins. Cutting.--Cut for deal--high deals, cards ranking as above. Ties recut. Shuffling.--Either player may shuffle and dealer's opponent cuts, leaving at least five cards in each packet. Dealing.--Eight cards to each, beginning with opponent, three to each, then two, then three. The 17th card is turned up for trump. The balance of the pack (called the talon) is placed face downward on the table, and the trump card is placed beside it, face upward. If this trump card is seven, dealer scores 10 points for it at once. Misdealing.--Misdeal does not lose the deal. New deal by same dealer is required as follows: If dealer exposes a card belonging to opponent or to talon, op.. ponent may require a new deal. If, before first trick is turned down, either player is discovered to have too many cards. If a card, faced in pack, is discovered before first trick is turned down. If pack is found to be incorrect. If either player exposes one of his own cards, deal must stand. A card faced in the talon after first trick is turned, must be turned face down in its proper position in the pack. If, before first trick is turned, a hand is found to be short of correct number of cards, pone may require a new deal, or require dealer to supply deficiency from top of pack. Objects of the Garne.--To form, during play, certain combinations of cards of counting value, as shown in the following table; also to take in Aces and tens (called "Brisques") on tricks: CLASS A Marriage (K and Q of any suit) 20 points Royal Marriage (K and Q of trumps) 40 points Sequence (A, K, Q, J, 10 of trumps) 250 points CLASS B Bezique (Q Spades and J Diamonds) 40 points Double Bezique (2 Q's Spades and 2 J's of Diamonds) 500 points CLASS C Four Aces (any suits) 100 points Four Kings " " 80 points Four Queens " " 60 points Four Jacks " " 40 points Each brisque counts 10 points for player winning it in tricks, and is scored as soon as taken in. Winner of last trick adds 10 points to his score. The Play.--Opponerit leads any card, and dealer plays any card on it. Neither player is obliged to follow suit or trump, but may play any card he chooses. Higher card played of suit led wins the trick unless trumped, when trump wins. Wihuer of each trick takes the top card from the talon before leading for next trick, his opponent taking the next card. This continues until the talon is exhausted. Either player, after winning a trick, and before drawing front the talon, may declare any one combination he holds, by laying the component cards of such combination face upward on the table. Re scores for such combination at once. Only one combination may be declared after each trick, but a player holding more than one combination may announce them all, score for one of them, holding the others in abeyance, to be scored, one at a time, after each trick that he wins subsequently. If, before he has scored all of his declarations, he should draw cards which form another combination which he would prefer to declare, he may announce it and score it upon taking a trick, still holding in abeyance the combinations already on the table. A card used in one combination cannot be used in another combination of less or equal value in the same class. For instance: King and Queen of trumps declared as Royal Marriage may be used again in sequence, but if used in the sequence first, they cannot thereafter be scored as a marriage, the latter being a combination of less value and of the same class as the sequence. Again, if King and Queen of any suit have been declared, another King or Queen cannot be added to either of the cards to reform the marriage; but three other Queens or Kings may be added to the Queen or King to make four Queens or four Kings. Player holding the seven of trumps may, upon taking a trick, exchange it for the turned trump and score 10 points. Should he hold both sevens, he may score 10 points for each. Player holding the second seven may show it upon taking a trick, and score 10 points for it. Neither player can announce a combination and score the seven at the same time. Player exposing and scoring a combination which is found to be erroneous must deduct the amount from his score, and his op. ponent may designate and compel him to lead any card of that combination. If he has in his hand the card or cards to correct the error, however, he may do so without penalty, provided he has not in the meantime drawn a card from the talon. When only one card besides the trump card remains in the talon, winner of the last trick takes it, his opponent taking the trump. All declarations then cease, and each player takes into his hand whatever cards he has exposed on the table. Winner of the last trick then leads any card, and thereafter each player must not only follow suit, but must win the trick if he can. Holding no card of suit led he must trump, if possible. Irregularities in Play.--A lead out of turn may be taken back without penalty, if discovered before opponent has played to it; otherwise it must stand. If either player has too many or too few cards after the first draw, opponent may allow player in error to play without drawing until his hand is reduced to eight cards, if he has too many; or to fill his hand from the talon, if he has too few. If, after the talon is exhausted, a player fails to win a trick when possible, his opponent may demand that the cards be taken up and replayed from the trick in which the error was made. Irregularities in Drawing.--If a player neglects to draw at his proper turn, his opponent may declare the deal void, or may allow player to draw two cards after the next trick. Player drawing two cards at once may put the second card back without penalty, if he has not seen it; otherwise he must show it to his opponent. Player drawing out of turn must put back card drawn, and if such card belongs to opponent, player in error must show his own card to opponent. If both players draw erroneously the draws must stand. If the loser of a trick in drawing looks at two cards, his opponent may look at two cards after the next trick, and may take into his hand whichever he chooses. If he takes the second card, he need not show it. Should there, through error, remain only two cards in the talon besides the trump card after the next to the last trick, the winner of the last trick must take the top card, his opponent taking the trump, leaving the last card of the talon unexposed. Scoring.--All scores are counted as soon as made, for combinations, brisques, sevens of trumps, and last trick. There are many devices made for scoring Bezique, but it may be scored on a sheet of paper after the method used in Cribbage. A convenient method of scoring is with Poker chips--nine blue chips representing 100 points each; four red chips, 20 points each; and two whites, 10 points each. These are arranged in a row on the table, and chips representing the proper number of points are moved forward on the table as the points are made. Exarnple.--Supposing A and B are playing. A wins first trick, and, announcing Royal Marriage, he pushes two red chips forward. On next trick he announces four Queens, taking back two red chips and pushing forward one blue chip. In this way any number of points may be indicated with the chips as apportioned above. Game.--Usually 1,000 points. BEZIQUE WITHOUT A TRUMP Played the same as the regular game, except that no trump is turned; the first marriage declared and scored determines trump suit. Seven of trumps does not count; all other combinations count as in the regular game. THREE-HAND BEZIQUE The three-hand game requires three packs of cards. A Triple Bezique (three Queens of Spades and three Jacks of Diamonds) counts 1,500 points. All other combinations count the same as in the regular game. Gasne.--2,000 points. FOUR-HAND BEZIQUE Four-hand game requires four packs of cards. Play may be as partners or as individuals. Combinations are the same as in the regular game, and Triple Bezique counts 1,500 points. Player, upon taking a trick, may announce all of the combinations which he holds, or may pass the privilege to his partner. Only one combination may be scored after each trick. Partners may combine the cards held by each other to form combinations, provided one part of such combinations is already on the table. Game.--2,000 points. RUBICON BEZIQUE Rubicon Bezique differs from the regular two-hand game in the following particulars: Four packs of 32 cards each are used; there are two players, and nine cards are dealt to each player, no trump being turned. The first marriage declared and scored determines the trump suit. In addition to the regular combinations, the following are allowed: Sequence in plain suit counts 150 points; Triple Bezique counts 1,500 points; Quadruple Bezique counts 4,500 points. The last trick counts 50 points for the player winning it. Player receiving neither a Jack, Queen nor King on the original deal may expose his hand and score 50 points for Carte Blanche. If on the first draw he gets neither Jack, Queen, nor King, he may show the card drawn and score another 50 points for Carte Blanche, and so on until he draws a Jack, Queen or King. The first Carte Blanche can be counted only from the hand as originally dealt. Combinations which have been scored may be broken into, a new card or cards substituted, and the combination scored again. For instance: Four Aces have been declared and scored and one of the Aces has been played. A new Ace of any suit may be substituted, and four Aces scored again. The same principle applies to all other combinations. A player cannot use a card as part of a combination when such card has been used in a combination of equal or greater value of the same class. Thus, a King used in a sequence could not thereafter be combined with a Queen to form a marriage. Scoring.--Each deal is a game in itself. After the deal is played out, the points for combinations, Carte Blanche and the last trick are counted up and the lower score is deducted from the higher. In counting, all fractions of 100 are disregarded, the score being counted by 100's only. Brisques are not counted until after all other scores are counted, and then only where the score is close enough for the brisque count to change the result; or where, by counting the brisques, a player may save himself from a rubicon. (See below.) In case the difference between the two scores is less than 100 on the final count, the higher adds 100 points to his score for bonus. To this is added 500 points for game, the sum being the value of the game. A player scoring less than 1,000 points is rubiconed, and all points he has made are added to the higher score. Winner of a rubicon also adds 1,000 points to his score (a double game) for the rubicon, and 300 points for all the brisques, no matter by whom won. If rubiconed player has scored less than 100, his adversary adds 100 points for bonus, in addition to above. If a player can bring his score up to 1,000 by adding the brisques he has won, he has not been rubiconed. In this case, the other is also allowed to count his brisques. BUNCO 1. The pack consists of 10 "Bunco" cards, 5 "Stop" cards and 10 series of cards, each numbered from 1 to 10--115 cards in all. 2. Players.--Two to 7 with 1 pack, up to 14 with 2 packs. 3. Dealing.--Shuffle and deal 10 cards, 1 at a time, to each player for a Bunco pile, which the player places face up in front of him with only the top card exposed. Next deal 5 cards to each player for a hand. Then stack deck in criss-cross piles of five cards face down. 4. Ganie.--The object of the game is to get rid of your Bunco pile, and the player who first succeeds wins the game. 5. Playing.--A11 cards are played face up. The player at the left of the dealer commences and must play all of his No. I cards from hand first to the center of the table; then, if possible, the top card from his Bunco pile. The cards played from the hand and Bunco pile to the table constitute the table piles, which are from 1 to 10 in sequence and are to be played on, and when filled are removed from the table. The player then follows his No. 1 card with a No. 2 card, and so on in sequence from his Bunco pile, his hand or his surplus (hereafter described) until he can play no longer; then he lays down a card to his surplus and the next player plays in like manner. When a player plays the last card from his hand to some table pile, he takes another hand and continues; when he Lays his last card to the surplus he draws another hand, but cannot continue playing unless he draws a stop card, in which case should he wish to keep on playing he must play his stop card as provided in Rule No. 8. A player must always play all of his No. I cards from his hand to the center of the table first of all other plays. If he does not hold any No. 1 cards in his hand he must play from his Bunco pile if possible; all other cards played to the center of the table, whether from his hand or his surplus pile, the player may play at his option. When the deck is used up and no player has exhausted his Bunco pile, all removed piles are shuffled together and used for a new deck. 6. Surplus.--Each time a player finishes playing, or is unable to play, he lays in front of him a card to form a surplus pile until he has four such piles; then he must keep four surplus piles maintained before he can lay a card Qn auy established surplus pile. When a player is stopped he does not lay a card to his surplus. A player may play from his surplus pile at his option. When playing from surplus piles the player must play from top of piles. 7. Bunco Cards.--Bunco cards in the hand or surplus have the power of any number whatever in building a seqMcnc~ on a table pile. When a Bunco card i5 played for a number card, the player must be able to follow the Bunco card with the next number in sequence, as: Bunco card on a No. 6, then a No. 8 on Bunco card. A player may also play one Bunco card on top of another and so on, if he has a number card to play on the last Bunco card, as: No. 4--Bunco card--Bunco card--~-No. 7. If a Bunco card appears on a Bunco pile it must be played to the table to stand for a No. 1 card. A Bunco card cannot be played for a No. 10 card. A Bunco card in hand or surplus may be played for a No. 1 card provided the player follows with a No. 2 card. 8. Stop Card.--A player holding a stop card in hand or surplus may at any time, and regardless of his position at the table, call "Stop" and take the turn to play. The player calling "Stop" must immediately play his stop card to any one of the table piles and that pile is removed, except when the stopped playcr has just played a Bunco card in building up his sequence; then the stop card must be played on that pile and the pile removed. The player calling "Stop" then goes on and plays from his Bunco pile, his hand or surplus, as long as possible or antil he too is stopped by some player holding a stop card. When the player, who has just stopped another, finishes playing he lays a card to his surplus pile and the player to his left goes on. When a stop card appears on the Bunco pile it must be laid on the surplus and the next player takes his turn to play. The player who is stopped in this manner may immediately resume his play by playing his stop card as provided above. A stop card on the Bunco pile has no power until it is laid to the surplus. When two or more players call "Stop" at about the same time, the one calling first does the stopping. If It cannot be determined who called "Stop" first, the nearest player (calling "Stop") at the left of the stopped player makes the stop and takes the turn to play. A player is stopped when another player calls "Stop." If a stopped player holds a stop card he may resume his play immediately after being stopped by playing his stop card as provided above. Should the last card in the Bunco pile be a stop card, it must be laid to the surplus as provided elsewhere in Rule No. 8, and that ends the game. 9. Penalties.--Any player may call "Bunco" and place a card from the deck under the buncoed player's Bunco pile for any of the following errors: Failure to play all No. 1 cards from hand first of all other plays. Failure to play from his Bunco pile when possible. Any error in play. For lifting cards from one surplus pile to another. For looking at cards underneath his Bunco or surplus pile. For giving information as to the best way to play. For caffing "Bunco" in error. For calling "Stop" when he does not hold a stop card. When a player is buncoed he loses his turn and the next player goes on. 10. The Science of the Game lies in so managing the surplus, your Bunco and stop cards as to aid yourself in getting rid of your Bunco pile and in hindering your opponents in getting rid of theirs. Keep track of the cards buried in your surplus without referring to them, however, arranging them as nearly as possible in sequence running down, and thus make it easier to remember the cards beneath, and do not play them except to benefit yourself or hinder your opponent, but rather keep them until you may be benefited by playing them. Never miss a chance to head off an opponent from playing from his Bunco pile. 11. In Playing Partners the same rules apply, except that you are at liberty to play from your partner's Bunco pile and surplus. If you have an opportunity to play from both your own and your partner's Bunco pile at the same time, you must play from your own first, and then from your partner's; otherwise you must play from your partner's Bunco pile whenever opportunity offers, the same as from your own, and you may be buncoed for not doing so. When a stop card appears on your partner's Bunco pile you lay it to your partner's surplus, and the player to your left goes on. The game is finished when both partners' Bunco piles are exhausted. 12. To make the game more easy for children to play, omit the stop cards. 13. Suggestions.--Do not play a Bunco card except to aid yourself in reaching your Bunco pile, but hold it in your band or surplus. Do not stop any player until he gets ready to play off his Bunco pile or until he builds some table pile high enough so that if you stopped him, you could play from your Bunco pile. Do not build up a table pile unless it will benefit you. THE ARBITRARY RULES IN THE GAME 1. No. 1 cards in the hand must be played to the table first of all other plays. 2. A player must play from his Bunco pile whenever it is possible without conflicting with Rule No. 1. 3. A stopped player does not lay a card to his surplus. 4. When a Bunco card appears on the Bunco pile it must be played to the table to stand for a No. 1 card. 5. A Bunco card cannot be played for a No. 10 card. 6. When a stop card appears on the Bunco pile it must be laid to the surplus, and the next player takes his turn to play. 7. A stop card on the Bunco pile has no power until laid to the surplus. 8. When a player is "Buncoed" he loses his turn and the next player goes on. PROGRESSIVE BUNCO In parties, to play Bunco progressive, any number may be seated at a table, but each table should have the same number of players, if possible. Four at a table makes an interesting game. At the toll of a bell, play begins and continues until some player succeeds in getting rid of his Bunco pile, when all must cease playing, and the player at each table having the least number of cards in his Bunco pile gets a punch and moves to the next table, when the play resumes as usual, the player having the most punches in ten games being the winner. In case of a tie the players tied should cut the cards, the highest number winning. Stop cards and Bunco cards count for zero. In playing partners progressively apply partner rules. In case a shorter game is desired, 5 cards to a Bunco pile instead of 10 may be used. BUNCO AS PLAYED WITH DICE RULES FOR TABLE NO. 1 Trump is made at Table No. 1. Highest point on dice on first toss decides trump for all tables. Three trumps made on one toss scores 23 points (Bunco). First couple scoring 23 points (Bunco) shall announce Bunco, thereby stopping all play at all tables. Points to be scored as follows: One trump scores one point. Two trumps scores two points. Three trumps scores twenty-three points. Three of any other number scores S points. Continue to throw the dice until you have stopped scoiing; then dice go to person sitting to your left. RULES FOR ALL OTHER TABLES All play begins when table No. 1 announces trump and continues till table No. 1 calls Bunco, which stops all play at all tables. No score allowed if dice have not touched table when Bunco is called, except that where no score has been made one hand around will decide winner at table. If three trumps or 23 points are scored, continue the play. Score will sometimes reach 200 before Bunco is called. Keep an account of points on scratch pad provided. Winner's card will be punched for games won. Winners advance toward head table and change partners; losers remain and change partners; losers at head table move to foot table. In case of a tie score when Bunco is called, one hand around will decide winner. A tie on final games won will be decided by five tosses of the dice, highest being winner. No card will be punched after you have left the table. CALIFORNIA JACK This game is another of the numerous progeny of All-Fours. It is usually played by two or four persons, with a pack of fifty-two cards which rank as at Whist. The deal is determined by cutting the cards; the player cutting the highest card deals. Ace is high; ties cut over. After the deal has been determined, and the cards cut by the player to the right of the dealer, the dealer delivers six cards to each player, three at a time, in rotation, beginning with the player to his left. After the cards have been dealt, the dealer turns the remainder of the pack (the stock) face upwards upon the board. The exposed card determines the trump suit. The exposed card is then taken by the dealer and slipped into the stock, as near the center as possible, and the stock remains face upwards. Sometimes the dealer, instead of placing the trump card in the center of the stock, shuffles the stock back upwards, and then turns it face upwards again. This is done to prevent any possible indication of the whereabouts of the trump card. The eldest hand, that is the player to the left, now leads any card he chooses, and each player, beginning with the player to the left of the leader, plays a card to the lead. When all the players have played to the lead, that constitutes a trick. The highest card of the suit led wins the trick, and the winner of the trick has the next lead. Each player must follow suit, if he holds a card of the suit led. If he has no card of the suit led, he is not compelled to trump, but may play a card of any suit he chooses. After each trick is played, the dealer gives the exposed card on the top of the stock to the winner of the trick, and the next card to the next player, and so on; one card to each player, all face upwards. Each player will thus continue to hold six cards in hand until the stock is exhausted. The game is usually ten points, and the points score in the following order of precedence: 1. High, the Ace of trumps. 2. Low, the Deuce of trumps. 3. Jack, the Knave of trumps. 4. Game. High is the only sure point. Low, Jack and Game are each scored by the player who takes or saves them in play. The penalty for revoking is the same as in All-Fours. CASSINO The game of Cassino is played by two persons, with a pack of fifty-two cards. DEALING The players cut for deal. Lowest deals. At the outset of the game, the dealer gives four cards to each player, and lays out four other cards face upwards upon the table. The cards are dealt two or four at a time; the eldest hand first, the laid-out cards next, the dealer last. After the cards are all played, four more cards are similarly dealt to each player, but none laid out; and this is repeated until all the cards have been dealt. (See Rule 4.) PLAYING After the deal is completed the eldest hand plays first. The primary object in Cassino is to capture as many cards as possible, and this is done in four different ways; Pairing, Combining, Building, and Calling. A description of each of these will cover all the possible varieties of play that can take place. It must first be understood that one card must be played from the hand every time that it is the player's turn to play; and further, that only one card can be played at each turn. If a card is played, and it cannot be used for pairing, or to take a combination, or to form a build or call it, it must remain on the table. Pairing.--This consists in capturing one or more cards by means of a similar card played from the hand. Thus, a King (or a Seven) for instance, held in the hand will take all the Kings (or Sevens) that are upon the table. The card played and all the cards it captures becoming the property of the player. Combining.--A player, when it is his turn to play, may group together two or more cards that are upon the table. Thus, a Two and a Six on the table may be combined to form an eight; or an Ace, Three, and Five will form a nine. Two or more combinations may be made at the same time, provided each combination produces a similar numerical result. Thus: Suppose there are on the table an Ace, Two, Four, Five, and Six; the Four and five will combine to make a nine; and the Ace, Two, and Six will form another nine. They are all then captured by a Nine played from the hand. Building.--This consists in playing a card from the hand upon a card or cards on the table, which can then only be captured by a card representing an aggregate of their pips they cannot be captured separately by pairing. Thus: Supposing there is a Five on the table, and a player has a Seven and a Two in his hand; when it is his turn, he may play his Two upon the Five, and say "Seven." When his next turn comes to play, be can capture the build with his Seven, unless his adversary has already done so, or has raised the build. A player cannot raise his own build; but his opponent can, if he hold the card needed to redeem it. Thus, as in the previous instance, A has built a seven; he cannot raise his build by playing, say, a Three upon it, to make a ten; but his opponent, B, can. B plays, for instance, a Two upon A's build, and says "Nine"; A, if he have an Ace and a Ten, can then play his Ace on the nine-build, and say "Ten," and then nothing but a Ten would capture it. Again: Suppose there are a Two and a Four on the table; a player having a Three and Nine in his hand, may combine the Two and Four, play his Three upon them, and say "Nine" (not "Nines.") A player may make another build, or may pair or combine other cards previous to taking in his first build. Calling.--Tbis consists in grouping together similar cards, builds, or combinations, and then calling their denomination. Cards, builds, or combinations ‘thus called cannot be built upon or otherwise interfered with; they can only be captured by a card of the denomination called, Thus: Supposing a player has two Nines in his hand, and there is a Nine (or a build or a combination of nine) on the table; instead of pairing it or taking the build (or combination), he can play one from his hand upon the Nine, etc., on the table and say, "Nines"--in the plural number, to distinguish it from a build. Again: A Five, Four and Eight on the table, and an Ace and Nine in the player's hand; he can combine the Five and Four, then play his Ace on the Eight, put them all together, and call "Nines." If he had two Nines (instead of one) in his hand, when it is his next turn to play he can play one of the Nines on the same pile, and again call "Nines"; and next turn capture the whole with his remaining Nine, unless his opponent should have forestalled him. A Sweep.--If a player can capture all the cards on the board with one play it is called a sweep, and counts one point for the player. When a player makes a sweep he turns the sweep-card (the card that takes the sweep) face upwards. This is done to keep tally of the number of sweeps made by each player. If the opposing player makes a sweep, these two sweeps cancel each other; and the players turn the canceled sweep-cards down. The difference in the number of sweeps, only, is scored; thus, if A makes three and B makes two sweeps, A deducts B's two sweeps from his own three scores the difference one. Last-cards.--After all the cards are dealt out, the player who wins the last trick takes all the cards remaining on the table. VALUE OF THE POINTS, AND SCORING The following are the points that may be scored by the player who makes or takes them in play: Great Cassino.--The Ten of Diamonds 2 points Little Ca.ssino.--The Two of Spades 1 " The Majority of Cards 3 points The Majority of Spades 1 " Each Ace 1 " Each Sweep 1 " The points gained by each party are counted at the end of the deal, and that party which has the greatest number of points wins the game. If both players make the same number of points, the game is drawn. Cassino is sometimes played for a fixed number of points and this method is growing in favor. When thus played it requires several deals to complete it. (See Twenty-one Point Ca~ssino.) RULES OF CASSINO CUTTING AND DEALING 1. The deal is determined by cutting, and the player cutting the lowest card must deal. Ties cu,t over. In cutting, Ace is low. 2. Each player has a right to shuffle. The dealer has the right of shuffling last. 3. If, in cutting to the dealer, or in re-uniting the separated packets, a card be exposed, or if there be any confusion of the cards, there must be a fresh cut. 4. The dealer must deal the cards either two pr four at a time; first to his adversary, next for the lay-out, and lastly to himself. The laid-out cards are dealt face upwards. After the first four cards thus dealt are all played four more cards must be similarly dealt to each player, but none laid out; and this is repeated as fast as each hand of four cards has been played, until the pack is exhausted. 5. If the dealer deals without having the pack cut, or if be shuffles the pack after it has been cut with his consent, there must be a fresh deal; provided the opposing side claim it before any cards of the lay-out are turned up on the table; in this case the cards must be re-shuffled and re-cut, and the dealer must deal again. 6. If a card is faced in the pack, or if the dealer, while dealing, expose any of his adversary's cards, previous to turning up any of the cards in the lay-out, there must be a fresh deal, and the dealer must deal again; provided the opposing player demand it. If the card is exposed, or discovered to be faced, after any portion of the lay-out has been turned up, the. opposing player may keep it or reject it; if he reject it, the dealer must place the rejected card in the middle of the stock, and deal a fresh card from the top of the same. [If the dealer expose a card in the last round, that is, the round, that exhausts the stock, he should be compelled to take the exposed card, and allow his adversary to draw one of the delinquent's own unexposed cards in exchange for it.] 7. If the dealer give to himself or to the opposing player, too many or too few cards, it is a misdeal and the dealer forfeits the game and all depending on it. [This penalty is not usually enforced when the misdeal is made in the first hand dealt, and is discovered before the cards are raised from the table. In such an instance the deal is rectified, if rectification is possible and clearly evident; if, however, any doubt esists as to locating the cards properly, or if the eldest hand so demands, a fresh deal ensues, and the dealer deals again.] BUILDING, COMBINING AND CALLING 8. If a player build one or more cards to a certain denomination, or call a build or combination, and it subsequently transpires that he holds no card of a similar denomination with which to redeem the cards thus built or called, the cards which constitute such build or call must be separated, and the opposing player may use them in any legitimate way he chooses. 9. If a player makes a build, his adversary cannot raise the build by employing for that purpose any card upon the board. The denomination of a build can only be changed by a card played from the hand. 10. Should a player make a build, and his opponent decline to build it up higher, he, the first player, may not alter his build, but take it up with a card of the same denomination. He may however, make another build, or he may pair or combine any other cards before taking up his first build; but he must comply with one of the above conditions before playing a card which will not do either. 11. When a card is played for the purpose of building or calling, the player must declare the denomination of the proposed build or call audibly and distinctly, so that no doubt of his intentions may exist; and failing to comply with this requirement, his opponent may separate the cards, and employ them in any lawful way he may deem to his advantage. 12. If a player, when taking in a build or any other combination, should take up a card or cards which do not belong to the combination, the delinquent player must not only restore to the lay-out the card or cards thus improperly taken up, but also all the cards that rightly composed the combination. (See Note to Rule 13.) 13. Tricks that have been taken must not be examined until all the cards have been played; nor may any trick but that last won be looked at, as every mistake must be challenged immediately. {Note.--A and B play Cassino. A builds Two on Seven, then builds Ace on Eight, calling "Nine"; subsequently taking in the build by mistake with an Eight. Next plays his Nine. B sees that A took in his build with the wrong card and claims that in consequence, A must restore to the lay-out all the cards taken by mistake, although two plays had been made after the mistake had been made. Decision.--B saw the mistake too late for his own advantage, and could not prove thai any error had been made, as he was entitled to examine only the last trick won.] TWENTY-ONE POINT CASSINO Cassino is now very generally played for a fixed number of points (usually twenty-one), and the first player who succeeds in scoring the number agreed upon wins the game. No one point takes any precedence over another: the points are scored as soon as made, and a player wins the game the moment he has made the requisite points. When playing for a given number of points, sweeps are scored as soon as made, and are not turned down as in the single deal game. If a player claims to have won the game and cannot show the requisite points, the hand is ended and he loses the game. The deal passes in rotation throughout the game. It is sometimes agreed to turn down sweeps and defer scoring the points for sweeps (if any) until the end of the hand; so that a sweep will not count a player out when made. This is done because when sweeps are turned, a sweep is liable to be canceled in playing out the hand. This method of playing is not recommended, as it is contrary to the spirit of the game, and the occasion of much dispute. THREE AND FOUR-HANDED CASSINO Three-handed Cassino is in all essential particulars identical with the Twenty-one Point game. The dealer delivers the cards to each player in rotation, beginning with the player to his left. The player who first scores the number of points agreed upon wins the game. The Four-handed game is played with partners for a given number of points, the same as at Whist. The score is reckoned the same as the two-handed game, the partners combining their points. If a player makes a build, the fact that he holds the necessary card to redeem it is sufficient authority for his partner to make a similar build, or to call a card upon the build, without having a card of the same denomination in his hand. To avoid disputes, this point should be made the subject of special agreement before beginning the game. CHECKERS The Club Board should be not less than fourteen and a half inches, and not more than sixteen inches, square, without the frame, and the squares must be alternately light and dark. The men, which are White and Black, or light and dark, are round pieces of not less than one and one-eighth, and not more than one and one-quarter inches in diameter. The pieces when placed in the center of the squares must not overlap and cover a part of the adjoining square. Position for Play.--The board must be so placed that the double corner is at the right hand side of the player. When the custom, as in Scotland, is to play on the Black squares, the board is so placed that the Black double corner is at the right hand, the corner square being White in this case. When the pieces are played on the White squares the double corners are White, and the right hand bottom corner is consequently Black. This is the position on which our notation and illustrations are based, but it is quite immaterial to the play of the game which is used, Black or White. First Move.--The choice of men is decided by draw or tossing, the winner having the option of taking Black and the first move, or deciding on the opponent doing so. The Lead is taken alternately, each player leading in turn, ixrespective of the results of the previous games. I adjust.--When any piece is off, or partly off the correct square either player may adjust it, but before touching the piece should say "I adjust": this prevents the possibility of dispute as to whether a piece has been touched and must be played. Touching Pieces.--A player touching one of his pieces must play it if a move is possible, even if it leads to the loss of a piece. Should there be no possible place to move the piece a penalty cannot be enforced. Interference.--Pointing at pieces, commenting on the game, referring to (or discussing with) any spectator, or any other action likely to disturb or affect the play of an opponent is not allowable. A Move is made and completed when the piece has left its original square, placed on another square and the hand taken off the piece moved. Until the hand is actually withdrawn the piece has not completed the move. When the move made is one that cannot be legally made the opponent has the option of compelling a correct move to be made in the direction least favorable to the offender, or he may decide to allow the illegal move to stand. Where the piece cannot make a legal move the opponent may demand that the incorrect move be retracted and another move made, at his option. Capture.--.-When a capture has been made and one or more pieces could be captured the whole move must be completed without removing the hand from the capturing piece. Failing to do so will entail the penalty of Huffing, although part of the capture has been made. (See Huff.) On the other hand a player who has a man so placed that a capture of one man is possible in one direction, and the capture of two or more men in another, he is not obliged to capture the side where there is the greater number of men en prise, the choice is optional to the player making the capture. A player may not capture his own men. When this occurs the opponent may let the false move stand or have the move retracted, at his option. The HulL--A player omitting to capture a piece en prise or failing to capture all the men possible to be captured, may be penalized by the opponent in the following manner. 1. The move may be allowed to stand, if disadvantageous. 2. The capture omitted may be compelled. 3. The piece with which the capture could have been made may be removed from the board ("Huffed"). When a player moves before seeing, or exercising, his right to Huff he loses that right and the false move stands. Should the same position arise with the same pieces, either on the next or later move, the right to Huff becomes established again, and the piece offending may be Huffed, or the option of compelling the capture exercised. It will be noted that. exercising the Huff is not a move in itself, but is made simultaneously with the move, and is known as "Huff and Move." Time Limit.--To control the amount of time taken over a game and also to prevent a game from being held up by one opponent refusing to move, a fixed time is agreed on as the limit to be taken. The usual time arranged for match play is that no move must take more than three minutes and at the expiration of that period "Time" is called, and the referee appointed allows the offender one full minute after the call of Time. Should the move not be made within the last minute the game is lost by the player exceeding the time. Any agreed time may be arranged, five and one, i. e., five minutes per move with one minute grace, being usual in ordinary Club play. The King.--When a man has been moved to the last row opposite that on which it started it becomes a King, and the player has no option but to crown it on the move in which it reaches the position. Failing to do so the move otherwise made may be retracted and the crowning compelled by the opponent. The moves of the King in any direction commence on the move following that of being crowned. Crowning is denoted by placing a spare man on the man reaching the last square, where it remains as long as the King is on the board, the two pieces being moved simultaneously as one man. A Draw.--Drawn games may arise from several different circumstances summed up as follows: 1. When neither side is able to force a win. 2. When the side with superior forces is asked to win in forty moves at the order of the referee, and failing to do so within that number, the game is adjudicated a draw. The superiority expected is that of three Kings against two, but when the odds are increased to two Kings against one the moves allowed are reduced to twenty. Should he exceed by one move those allowed the game is at once declared drawn. The only exceptions to this rule are when the games are being played at odds, in which case a few more moves may be allowed to the odds giver, but this, being a matter of agreement, should be arranged before play commences. Disputes.--When differences of opinion arise which are not agreed to by the players, they should be submitted to the referee or a member of the committee interested. Such not being available, or acceptable, the two players should agree to a player known to both, who should be asked to decide the matter in dispute. Penalties.--All penalties entailed must be paid by the offender, but should he refuse to carry out the implied obligation the game may be claimed by his opponent without further play. CHESS This game is played on a board the same as that used in draughts or checkers, containing sixty-four squares. The board must be se' placed that each player will have a white square at his right hand. The squares are named from the pieces, viz, that on which the king Is placed is called the king's square, and that on which the king's pawnis placed, the king's second square, that before the pawn the king's third square, and the next the king's fourth, and so of all the pieces of each side. Each player has eight pieces and eight pawns, which are thus placed; the white king on the fourth square from the right hand, which is black, and the queen on the fifth, which is white, the black king on the fifth square from the right hand on the other side the board, directly opposite the white king, and the queen on the fourth, opposite the white queen; each queen being on a square of her own color. The bishops, one on the third and one on the sixth square of each side; the knights on the second and seventh, and the rooks on the first and eighth, or corner squares; the pawns on the lines of squares immediately in front of the pieces of each side. The pieces and pawns before the king, and on his side the board, are called the king's pawn, king's bishop, king's bishop's pawn, etc.; those before the queen, and on her side, are called the queen's pawn, queen's bishop, queen's bishop's pawn, etc. The white queen being on the left of her king, and the black queen on the right of hers, players should accustom themselves to play with either color. The pawns move forward only; they may move one or two squares the first move, but afterward only one; the pawns can only take by moving angularly forward. The knights move obliquely three squares at a time, vaulting over any piece which may be in their way, from black to white, and from white to black; a move which may be better learnt from the games hereafter stated, than from description. The bishops move angularly, forward or backward, on the color on which they are originally placed. The rooks move in straight lines, forward, backward, or sidewise. The queen has the moves of the bishop and of the rook. The king moves in every direction, but one square only at a time, except in castling. He may castle once in the game, which is done by placing the rook with which he castles, on the square next to the king, and then placing the king on the square next to the other side of the rook. The queen, rooks, and bishops, move the whole extent of the board, unless impeded by soi~ne other piece of pawn. The player is not compelled, as at draughts, to take any piece offered him, but may refuse if he thinks proper. When any piece is captured, it is removed from the board, and the capturing piece placed in the same square. When the king is exposed to the attack of any of the adversary's pieces or pawns, he is said to be in check, and if he is unable to avoid the attack, by taking the attacking piece, interposing one of his own, or retiring out of check, he is check-mated, and his adversary wins the game. When the pieces and pawns on each side are so much reduced, or so situated, that neither party can check-mate the other's king, the game is drawn. When a player has no piece or pawn which he can move, except his king, and his king not being in check, is yet so situated that he cannot move without going into check, he is stale-mated. Phillimore, Hoyle, and many others, say that he who is stale.mate wins the game; but Sarrat, in his work, published in London, 1808, states, that "in Italy, France, Germany, etc., and by all Italian players of eminence, stale-mate is considered a drawn game;" and gives this as an established law. LAWS OF THE GAME 1. If the board, or pieces, be improperly placed, the mistake can not be rectified after four moves on each side are played. 2. When a player has touched a piece, he must move it, unless it is only to replace it; when he must say, "J'adoube," or I replace. 3. When a player has quitted a piece, he cannot recall the move. 4. If a player touch one of his adversary's pieces, without saying J'adoube, he may be compelled to take it, or if it cannot be taken to move his king. 5. When a pawn is moved two steps, it may be taken by any adversary's pawn which it passes, and the capturing pawn must be placed in that square over which the other leaps. 6. The king cannot castle if he has before moved, if he is in check, if in castling he passes a check, or if the rook has moved. 7. Whenever a player checks his adversary's king, he must say Check, otherwise the adversary need not notice the check. If the player should, on the next move, attack the queen or any other piece, and then say check, his adversary may replace his last move, and defend his king. 8. When a pawn reaches the first row of the adversary's side, It may be made a queen, or any other piece the player chooses. 9. If a false move is made, and is not discovered until the next move is completed, it cannot be recalled. 10. The king cannot be moved into check, nor within one square of the adverse king, nor can any player move a piece or pawn that leaves his king in check. HOYLE'S GENERAL RULES FOR THE GAME OF CHESS 1. Before you stir your pieces, you ought to move your pawns, and afterward bring out your pieces to support them. Therefore, in order to open your game well, the king's, the queen's, and the bishop's pawns should be first played. 2. You are not, therefore, to play out any of your pieces in the early part of your game, because you thereby lose moves, in case your adversary should have it in his power by playing a pawn upon them, to make them retire, which also opens his game at the same time; more particularly avoid playing your queen out, until your game is tolerably well opened. 3. Never give check unless some advantage is thereby gained, because you lose the move if he is able either to take or drive your piece away. 4. Do not crowd your game by having too many pieces together, choking up your passage, so as to impede your advancing or retreating your men as occasion may render necessary. 5. If your game is crowded, endeavor to free it by making exchanges of pieces or pawns, and castle your king as soon as possible. 6. Endevor, on the other hand, to crowd your adversary's game thus: when he plays out his pieces before he does his pawns, attack them as soon as you can with your pawns, by which you may make him lose moves, and thus crowd him. 7. If the adversary attacks your king, and it should not be in your power to attack his, offer exchanges with him: and if he retires when you present a piece to exchange, he may lose a move, and thus you gain an advantage. 8. Play your men in so good guard of one another, that if any man you advance be taken, the adverse piece may be taken also by that which protected yours, and with this view, be sure to have as many guards to your piece as you perceive your adversary advances pieces upon it; and if you can, let them be of less consideration than th~e he attacks with. If you find that you cannot well support your piece, see if by assailing one of his that is better, or as good, you cannot thereby save yours. 9. Avoid making an attack unless well prepared for it, for you open thereby your adversary's game, and make him ready prepared to pour in a strong attack upon you when your weak one is over. 10. Never play any man till you have examined whether you are free from danger by your enemy's last move: nor offer to commence an attack till yoij have considered what injury he would be able to do you by his next move, in consequence of yours, that you may frustrate his designs, if hurtful, before it is too late. 11. When your attack is prosperous, never be diverted from folaowing up your scheme (if possible) on to giving him mate, by taking any piece, or other advantage, your adversary may purposely throw in your way, with this intention, that by your taking that bait he might gain a move that would make your design prove abortive. 12. When you are pursuing a well-conceived attack, but judge it necessary to force your way through your adversary's defense with the loss of a few pieces; if, upon reckoning as many moves forward as you can, you see a prospect of success, rush on boldly, and sacrifice a piece or two to achieve your object: these bold attempts make the finest games. 13. Never let your queen so stand before your king, as that your adversary by bringing a rook or a bishop, might check your king, if she was not there, for you hardly have a chance to save her. 14. Let not your adversary's knight (particularly if duly guarded) come to check your king and queen, or your king and rook, or youx queen and rook, or your two rooks at the same time: for in the first two cases, the king being compelled to go out of check, the queen oi the rook must be lost: and in the last two cases, a rook must be lost, at best, for a worse piece. 15. Be careful that no guarded pawn of your adversary's fork two of your pieces. 16. When the kings have castled on different sides of the board, the enemy must advance upon the other king the pawns he has on that side of the board, taking care to bring up his pieces, especially his queen and rooks, to support them: and the king that has castled is not to stir his three pawns till compelled to it. 17. Endeavor to have a move as it were in ambuscade, in playing the game: that is, place the queen, bishop, or rook, behind a pawn, or a piece, in such a way, as that upon playing that pawn, or piece, you discover a check upon your adversary's king, and thus get a piece, or some other advantage by it. 18. Never protect an inferior piece with a better, if you can do it with a pawn, because that better piece may in such a case be, as it were, out of play; on the same account, you ought not to guard a pawn with a piece, if you have it in your power to guard it with a pawn. 19. A pawn passed, and well supported, frequently costs the adversary a piece. And if you play to win the game only, whenever you have gained a pawn, or any other advantage, and are not in danger of losing the move thereby, make as frequent exchanges of pieces as possible. 20. If you have three pawns each upon the board, and no piece, and you have one of your pawns on one side of the board, and the other two on the opposite, and your adversary's three pawns also are opposite to your two, march with your king as soon as possible, to take his pawns: and if he tries with his king to protect them, go on to the queen with your single pawn, and if he goes to prevent it, take his pawns, and push the others to the queen. 21. Toward the end of a game, each party having only three or four pawns on opposite sides of the board, the kings should endeavor to gain the move, in order to win the game. For instance, if you bring your king opposed to your adversary's king, with only one square between you, you will have gained the move. 22. When your adversary has his king and one pawn on the board, and you have your king only, you cannot lose that game, if you can bring your king to be opposite to your adversary's when he is directly either before or on one side of his pawn, and there is only one square between the kings. 23. When your adversary has a bishop and one pawn on the rook's line, and bishop is not of the color that commands the square his pawn is going to, and you have only king, if you can get into that corner, that game cannot be lost, but may be won by a stale. 24. When the game is to your disadvantage, having only your queen left in play, and your king is in the position of stale-mate, keep giving check to your adversary's king taking especial care not to check him where he can interpose any of his pieces that make the stale; you will at last force him, by so doing, to take your queen, and then you conquer by being in a stale-mate. 25. Never cover a check with a piece that a pawn pushed upon it may take, for fear of only getting that pawn for it. 26. Always be careful that your adversary's king has a move: therefore do not crowd him up with your pieces, for fear you inadvertently give stale-mate. EXPLANATORY OBSERVATIONS ON SOME OF THE PRECEDING RULES 1. Whether it is the open or the close game you play, be sure to bring out all your pieces into play before you commence the assault; for if you do not, and your adversary does, you will attack or be attacked always disadvantageously; this is so decided, that you had better forego a benefit than deviate from it, and no one will ever play well at this game, who does not put this rule strictly into practice. It must not be concluded that these preparatory moves are useless, because you receive no immediate success from them; they are equally important as it is at Whist to deal thirteen cards round before play. With a view of bringing out your pieces properly, push on your pawns first, and support them with your pieces, and you will receive this advantage from it, that your game will not be choked. By this 1 mean, that all your pieces will be at liberty to play and assist each other, and thus co-operate towards completing your purpose; and this may be further observed, that, either in your attack or defence, you bring them out so as not to be driven back again. 2. When you have brought out your pieces, ‘which you ‘will have done very well, if you have your choice on which side to castle, (which I would always recommend to do) you should then stop and consider thoroughly your own and your adversary's game, and from his situation, and noticing where he is weakest, you should not only make your decision where to castle, but also where to begin your attack; and it is certainly clear you cannot do it in a better place than where you are strongest, and your adversary weakest. By this mode, it is very probable that you will be able to break through your adversary's game, in which contest some pieces must of course be exchanged. But now rest awhile, and survey both games attentively, and do not let your impetuosity hurry you away with this first success; and my advice to you in this critical juncture (especially if you still find your enemy pretty strong) is to rally your men again, and put them in good order for a second or third attack, if requisite, still keeping your men close and well connected together, so as to be of use to each other: for want of this method, and a little coolness, I have often known an almost sure victory snatched out of a player's hands, and a total overthrow the consequence. But if, after all, you cannot penetrate so far as to win the game, nevertheless, by observing these rules, you may still be sure of having a well-disposed game. 3. And now that I am arrived at the last period of the game, which abounds also with difficulties and niceties, it must be remarked, where your pawns are strongest, most united and nearest to queen, you must likewise bear in mind how your adversary's pawns are disposed, and their degree of preferment, and compare these things together; and if you find you can get to queen before him, you must proceed without hesitation; if not, you must hasten on with your king to prevent him. I speak now, as supposing the noblemen to be gone: if not, they are to attend your pawns and likewise to hinder your adversary from going to queen. SOME OTHER GENERAL RULES 1. Do not be over cautious about losing a rook for an inferior piece: although a rook is better than any other, except the queen, yet it does not often come into play, so as to operate, until the end of the game; and therefore it often turns out that it is better to have a less good piece in play than a better out. 2. When you have moved a piece, so that your adversary drives you away with a pawn, you may be sure (generally speaking) that it is a bad move, your enemy gaining that double advantage over you of advancing himself, and making you retire; I think this merits attention; for although between equal and good players the first move may not be much, yet the loss of one or two more, after the first, makes the game almost irretrievable. Also, if you defend and can recover the move, or the attack (for they both go together), you are in a fair way of winning. 3. If you make such a move as that, having liberty to play again, you can make nothing of it, take it for granted, it is an exceeding bad one; for in this nice game every move is important. 4. If your game is such, that you have scarcely any thing to play, it is your own fault, either for having brought out your pieces wrong, or, which is worse, not at all; for had they been brought out right, you must have sufficient variety to play. 5. Do not be too cautious of doubling a pawn; three pawns together are strong, but four, that make a square, with the help of other pieces, well managed, create an invincible strength, and in time of need may probably produce you a queen: on the other hand, two pawns, with an interval between, are no better than one; and if, carelessly, you should have three over each other in a line, your game cannot be in a worse plight; examine this on the table, and the truth will be self-evident. You are therefore to keep your pawns closely cemented and well connected together; and it must be great strength on your adversary's side that can overpower them. 6. When a piece is so attacked as that you cannot save it, give it up, and bestow your thoughts how to annoy your enemy elsewhere, while he is taking it; for it frequently occurs, that while your adversary is running madly after a piece, you either get a pawn or two, or such a situation as ends in his discomfiture. 7. Supposing your queen and another piece are attacked at the same time, and by removing your queen you must lose your piece; in this situation, if you can get two pieces in exchange for your queen, you should rather do it than retire; for it is the difference of three pieces, which is more than the value of a queen; besides that, you keep your game entire, and preserve your situation, which very often is better than a piece; nay, rather than retire, I would give my queen for a piece, and a pawn or two, nay, almost for what I can get; far observe this one thing, among good players (to convince you this advice is not bad), that when the attack and defence is well formed, and everything prepared for the storm, if he that plays first is obliged by the act of the person that defends to retire, it generally ends in the loss of the game of the attacked side. 8. Do not aim at changing without sufficient reason; it is so far from being right, that a good player will take this advantage of it, that he will spoil your situation, and of course mend his own; but it is quite right in these following cases; when you are strongest especially by a piece, then every time you change your advantage is increasing; this is so plain, it requires no argument. Again, when. you have played a piece, and your adversary opposes one to~ you, change directly, for it is clear he wants to remove you; prevent him, therefore, and do not lose the move. 9. Cast up your game every now and then, make a balance, and then take your measures accordingly. 10. At the conclusion of the game especially, remember your king is a capital piece, and do not let him be idle; it is by his means, generally, you get the move and the victory. 11. Notice this also, that as the queen, rook, and bishop operate at a distance, it may not always be necessary in your attack to have them near your adversary's king: they do better at a distance, cannot be driven away, and prevent a stale-mate. 12. When a piece presents that you can take, and that cannot escape you, avoid being in too great a hurry; see that there is not a better move elsewhere, and take it at your leisure. 13. To take your adversary's pawn with your king is not always right, for it very often turns out to be a safeguard and protection to your king. 14. If you can take a man with different pieces, do it not hastily with the first that occurs, but consider thoroughly with which you had best take it. SELECT GAMES AT CHESS THE FIRST GAME Beginning with white. Illustrated by observation~s on the most Material moves; and two back games; one commencing at the 12th, and the second at the 37th move. 1. White. The king's pawn two steps. Black. The same. 2. W. The king's bishop at his queen's bishop's 4th square. B. The same. 3. W. The queen's bishop's pawn one move. B. The king's knight at his bishop's 3d square. 4. W. The queen's pawn two moves. (a) B. The pawn takes it. 5. W. The pawn retakes the pawn.(b) B. The king's bishop at his queen's knight's 3d square.(c) 6. W. The queen's knight at his bishop's 3d square. B. The king castles. 7. W. The king's knight at his king's 2d square.(d) B. The queen's bishop's pawn one move. 8. W. The king's bishop at his queen's 3d square.(e) B. The queen's pawn two moves. 9. W. The king's pawn one move. B. The king's knight at his king's square. 10. W. The queen's bishop at his king's 3d square. B. The king's bishop's pawn one move.(J) 11. W. The queen at her 2d square.(g) B. The king's bishop's pawn takes the pawn.(h) 12. W. The queen's pawn retakes it. B. The queen's bishop at his king's 3d square.(i) 13. W. The king's knight at his king's bishop's 4th square.(k) B. The queen at her king's 2d square. 14. W. The queen's bishop takes the black bishop. (1) B. The' pawn takes the white queen's bishop. 15. W. The king castles with his rook.(m) B. The queen's knight at his queen's 2d square. 16. W. The knight takes the black bishop. B. The queen takes the knight. 17. W. The king's bishop's pawn two steps. B. The king's knight at his queen's bishop's 2d square. 18. W. The queen's rook at its king's place. B. The king's knight's pawn one move.(n) 19. W. The king's rook's pawn one inove.(o) B. The queen's pawn one move. 20. W. The knight at his king's 4th square. B. The king's rook's pawn one move. (p) 21. W. The queen's knight's pawn one move. B. The queen's rook's pawn one move. 22. W. The king's knight's pawn two steps. B. The king's knight at his queen's 4th square. 23. W. The knight at his king's knight's 3d square.(q) B. The king's knight at the white king's 3d square.(r) 24. W. The queen's rook takes the knight. B. The pawn takes the rook. 25. W. The queen takes the pawn. B. The queen's rook takes the pawn of the opposite rook. 26. W. The rook at his king's place. (s) B. The queen takes the white queen's knight's pawn. 27. W. The queen at her king's 4th square. B. The queen at her king's 3d square.(t) 28. W. The king's bishop's pawn one move. B. The pawn takes it. 29. W. The pawn takes again.(u) B. The queen at her 4th square.(x) 30. W. The queen takes the queen. B. The pawn takes the queen. 31. W. The bishop takes the pawn in his way. B. The knight at his 3d square. 32. W. The king's bishop's pawn one move.(y) B. The queen's rook at the white queen's knight's 2d square. 33. W. The bishop at his queen's 3d square. B. The king at his bishop's 2d square. 34. W. The bishop at the black king's bishop's 4th square. B. The knight at the white queen's bishop's 4th square. 35. W. The knight at the black king's rook's 4th square. B. The king's rook gives check. 36. W. The bishop covers the check. B. The knight at the white queen's 2d square. 37. W. The king's pawn gives check. B. The king at his knight's 3d square.(z) 38. W. The king's bishop's pawn one move. B. The rook at its king's bishop's square. 39. W. The knight gives check at the 4th square of his king's bishop. B. The king at his knight's 2d square. 40. W. The bishop at the black king's rook's 4th square. B. Plays anywhere, the white pushes to queen. (a) This pawn is played two moves for important reasons: 1st, to hinder the adversary's king's bishop from playing upon your king's bishop's pawn; 2d, to place the strength of your pawns in the middle of the board; of great consequence to achieve the making of your queen. (b) When the game is in this situation, viz, one of your pawns at your king's, and another at your queen's 4th square, do not push either of them before your adversary proposes to change one for the other; in such case &lvance the attacked pawn. Pawns, when sustained in a front line, obstruct very much the adversary's pieces from entering in our game, or taking a desirable post. (c) If he gives check with his bishop instead of withdrawing It, you are to cover the check with your bishop in order to retake his bishop with your knight; in case he takes yours, your knight will then defend your king's pawn, otherwise defenceless. But perhaps he may not choose to take your bishop, because a good player endeavors to retain his king's bishop as long as possible. (d) You should not play your knights at your bishop's 3d square before the bishop's pawn has moved two steps, because the motion of the pawn is hindered by the knight. (e) Your bishop retires to avoid being attacked by the black queen's pawn, which would force you to take that pawn with yours; and thus decrease the strength of your game, spoiling entirely the project already mentioned, in the 1st and 2d observations. (f) He plays this to give an opening to his king's rook, which cannot be avoided, whether you take his pawn or not. (g) If you should take the pawn, in lieu of playing your queen, you would commit a great error, for your royal pawn would then lose its line; whereas if your king's pawn is taken by the adversary, that of your queen supplies the place, and you may sustain It with that of your king's bishop; these two pawns will evidently win the game, because they can now no more be parted without the loss of the piece, or one of them will make a queen, as will be seen in the end. Besides, it is of no little consequence to play your queen in that place, and for two reasons: 1st, to support and defend your king's bishop's pawn; and 2d, to sustain your queen's bishop, which, being taken, would oblige you to retake his bishop with the above mentioned last pawn; and thus your best pawns would have been totally divided, and the game lost. (h) He takes the pawn in order to give an opening to his king's rook. (i) He plays this bishop to protect his queen's pawn, with a view afterward to push that of his queen's bishop. N. B. He might have taken your bishop, but he rather chooses to let you take his, to clear a way for his queen's rook, though his knight's pawn Ia doubled by it; you are again to take notice, that a double pawn is no way disadvantageous when surrounded by three or four others. However, this is the subject of a back game beginning from this 12th move; the black bishop there taking your bishop, shows, that playing well on both sides it makes no alteration in the case. The king's pawn, together with the queen's, or the king's pawn, well played, and well supported, must certainly win the game. (j) Your king's pawn not being in danger, your knight attacks his bieh~p, in order to take or have It removed. (l) It is always unsafe to let the adversary's king's bishop batter the line of your king's bishop's pawn; and as it is likewise the most dangerous piece to form an attack, it is not only necessary to attack him at times by your queen's bishop, but you must get rid of that piece as soon as a convenient opportunity presents. (m) Castle on the king's side, with a view to strengthen and protect your king's bishop's pawn, which advance two steps as soon as your king's pawn Is attacked. (n) He is forced to play this pawn, to deter you from pushing your king's bishop's pawn upon his queen. (o) This move is made to concentrats all your pawns together, and push them afterward with vigor. (p) He plays this pawn to hinder your knight from entering in his game, and forcing his queen to remove; else your pawns would have an open way. (q) You should play this knight in order to push your king's bishop's pawn next; it will be then strengthened by three pieces, the bishop, the rook, and the knight. (r) He plays this knight to subvert your scheme by breaking the strength of your pawns, by pushing his king's knight's pawn; but baulk his design by changing your rook for his knight. (s) Play your rook to protect your king's pawn, which else would remain in the lurch when you push your king's bishop's pawn. (t) The queen returns to prevent the checkmate. (u) You would run the risk of losing the game, were you not to take with your pawn. (x) He offers to change queens in order to frustrate your plan of giving him checkmate with your queen and bishop. (y) When your bishop runs upon white, put your pawn always upon black, because then your bishop serves to drive away your adversary's king or rook when between your pawns; and vice versa, when your bishop runs black, then you have your pawns upon white. (z) As his king may retire to his bishop's square, the second back game will inform you how to act in this case. FIRST BACK GAME FROM THE TWELFTH MOVE 12. W. The queen's pawn retakes it. B. The king's bishop takes the white queen's bishop. 13. W. The queen takes the bishop. B. The queen's bishop at his king's 3d square. 14. W. The king's knight at his king's bishop's 4th square. B. The queen at her king's 2d square. 15. W. The knight takes the bishop. B. The queen takes the knight. 16. W. The king castles with his rook. B. The queen's knight at his queen's 2d square. 17. W. The king's bishop's pawn two moves. B. The king's knight's pawn one move, 18. W. The king's rook's pawn one move. B. The king's knight at his 2d square. 19. W. The king's knight's pawn two steps. B. The queen's bishop's pawn one move. 20. W. The knight at his king's 2d square. B. The queen's pawn one move. 21. W. The queen at her 2d square. B. The queen's knight at his 3d square. 22. W. The knight at his king's knight's 3d square. B. The queen's knight at his queen's 4th square. 23. W. The queen's rook at its king's square. B. The queen's knight at the white king's 3d square. 24. W. The rook takes the knight. B. The pawn takes the rook. 25. W. The queen takes the pawn. B. The queen takes the white queen's rook's pawn 26. W. The king's bishop's pawn one move. B. The queen takes the pawn. 27. W. The king's bishop's pawn one move, B. The knight at his king's square. 28. W. The king's knight's pawn One move. B. The queen at the white queen's 4th square. 29. W. The queen takes the queen. B. The pawn takes the queen. 30. W. The king's pawn one move. B. The knight at his queen's 3d square. 31. W. The knight at his king's 4th square. B. The knight at his king's bishop's 4th square. 32. W. The rook takes the knight. B. The pawn takes the rook. 33. W. The knight at the black queen's 3d square. B. The king's bishop's pawn one move anywhere, the game being lost. 34. W. The king's pawn one move. B. The king's rook at its queen's knight's square. 35. W. The bishop gives check. B. The king retires, having but one place. 36. W. The knight gives check. B. The king removes. 37. W. The knight at the black queen's square discovering check. B. The king moves where he can. 38. W. The king's pawn making a queen, gives checkmate at the Same time. SECOND BACK GAME FROM THE THIRTY-SEVENTH MOVE 37. W. The king's pawn gives check. B. The king at his bishop's square. 38. W. The rook at its queen's rook's square. B. The rook gives check at the white queen's knight's square. 39. W. The rook takes the rook. B. The knight retakes the rook. 40. W. The king at his rook's 2d square. B. The knight at the white queen's bishop's third square. 41. W. The knight at the king's bishop's fourth square. B. The knight at the white king's 4th square. 42. W. The knight takes the pawn. B. The rook at its king's knight's 4th square. 43. W. The king's pawn one move, and gives check. B. The king at his bishop's 2d square. 44. W. The bishop gives check at the black king's third square. B. The king takes the bishop. 45. W. The king's pawn makes a queen, and wins the game. GAME THE SECOND Commencing with the black; wherein is seen that playing the king's knight the second move, is wrong play, because it gives the advantage of the attack to the adversary. The learner will see by these three different back games, that a good attack keeps the adversary always embarrassed. 1. B. The king's pawn two steps. W. The same. 2. B. The king's knight at his bishop's 3d square. W. The queen's pawn one move. 3. B. The king's bishop at the queen's bishop's fourth square. W. The king's bishop's pawn two moves.(a) 4. B. The queen's pawn one move. W. The queen's bishop's pawn one move. 5. B. The king's pawn takes the pawn.(b) W. The queen's bishop retakes the pawn. 6. B. The queen's bishop at the white king's knight's 4th square. W. The king's knight at his bishop's 3d square. (c) 7. B. The queen's knight at his queen's 2d square. W. The queen's pawn one move. 8. B. The bishop retires. W. The king's bishop at his queen's 3d square.(d) 9. B. The queen at her king's 2d square. W. The same. 10. B. The king castles with his rook.(e) W. The queen's knight at his queen's 2d square. 11. B. The king's knight at his rook's 4th square. (1) W. The queen at her king's 3d square. 12. B. The king's knight takes the bishop.(g) W. The queen retakes the knight. 13. B. The queen's bishop takes the knight.(Js) W. The pawn retakes the bishop. 14. B. The king's bishop's pawn two moves. W. The queen at her king's knight's 3d square. 15. B. The pawn takes the pawn. W. The bishop's pawn retakes it. 16. B. The king's rook at its king's bishop's 3d square.(i) W. The king's rook's pawn two steps. (k) 17. B. The queen's rook at its king's bishop's square. W. The king castles with his queen's rook, 18. B. The queen's bishop's pawn two steps. W. The king's pawn one step. (1) 19. B. The queen's pawn takes the pawn. W. The queen's pawn one move. 20. B. The bishop at his queen's bishop's 2d square. W. The knight at his king's 4th square. (m) 21. B. The king's rook at the white king's bishop's third square. W. The queen at her king's knight's 2d square. 22. B. The queen at her king's bishop's 2d square.(n) W. The knight at the black king's knight's 4th square. 23. B. The queen gives check. W. The king at his Queen's knight's square. 24. B. The rook takes the bishop.(o) W. The rook retakes the rook, 25. B. The queen at her king's bishop's 4th square. W. The queen at her king's 4th square.(p) 26. B. The queen takes the queen. W. The knight takes the queen. 27. B. The rook at the white king's bishop's fourth square. W. The knight at the black king's knight's fourth square. 28. B. The queen's bishop's pawn one move. W. The queen's rook at her king's knight's 3d square. 29. B. The knight at his queen's bishop's 4th square. W. The knight at the black king's 3d square. 30. B. The knight takes the knight. W. The pawn retakes the knight. 31. B. The rook at its king's bishop's 3d square. W. The king's rook at its queen's square. 32. B. The rook takes the pawn. W. The king's rook at the black queen's 2d square, and must win the game.(q) (a) Had your adversary played anything else, this was still your best move, It being highly advantageous to change your king's bishop's pawn for his royal pawn, because your king and queen's pawns place themselves in the middle of the chess board, and are thus enabled to stop all the progress of your adversary's pieces; besides this, you gain the attack by his having played his king's knight at the second move. You have also another advantage by losing your king's bishop's pawn for his king's pawn: viz, when you do castle with your king's rook the same rook finds itself instantly free and fit for action. This will be made clear by the first back game, the third move. (b) Observe, if he refuses taking your pawn, leave it exposed In the same situation and place; unless he should choose to castle with his king's rook, in such case you must undoubtedly push that pawn forwards, in order to attack his king with all the pawns of your right wing. The effect will be best understood by a second back game, beginning from this fifth move. Take notice again, as a general rule, not easily to push on the pawns either of your right or left wings before your adversary's king has castled, otherwise he will retire where your pawns are less strong or less advanced. (c) If he takes your knight, you must take his with your pawn, which being joined to his, increases their strength. (d) This is the best square your king's bishop can choose, except the fourth of his queen's bishop, particularly when you have the attack, and it is not in your adversary's power to hinder that bishop from playing on his king's bishop's pawn. (e) Had he castled on his queen's side, then It would have been your game to castle on your king's side, that you might attack him more conveniently with your pawns on the left. Be cautious in pushing your pawn. forward till they are well sustained both by one another, and also by your pieces. The form of this attack at your left will be beat understood by a third back game, commencing from this tenth move. (f) He plays this knight to make room for his king's bishop's pawn, In order to advance it two steps, and thus to break the chain of your pawns. (g) Had he pushed his king's bishop's pawn instead of taking your bishop, in that case you must have attacked his queen with your queen's bishop, and pushed your king's rook's pawn the next move upon his bishop, to force him to take your knight: in which case your best game is to retake his bishop with your pawn, in order to support your royal pawn, and replace it in case it be taken. (h) If he did not take your knight, his bishop would remain imprisoned by your pawns, or he would lose at least three moves to set him at liberty. (1) He plays this rook either with an intention to double it, or remove your queen. (k) You push this pawn two steps to give your queen more room, who, being attacked, can retire behind this pawn, and then remain, menacing her adversary's king's rook's pawn. Your pawn advancing afterward will become dangerous to your adversary's king. (1) This move is most difficult to comprehend as well as to explain. You are to observe, when you find yourself with a chain of pawns succeeding one another upon one and the same colored squares, the pawn who has the van must not be abandoned, but should strive to keep his post. Here again observe, that your king's pawn being not in the line of his comrades, your adversary has pushed his queen's bishop's pawn two steps, for two reasons, The first, to engage you to push that of your queen forwards, which in this case would be always stopped by that of his queen, and thus leaving behind that of your king, would render it totally useless. The second is to hinder your king's bishop from battering his king's rook's pawn: it is best, therefore, to push your king's pawn upon his rook and lose it; because then your adversary, by taking it, opens a free passage to your queen's pawn, which you are to advance immediately, and support, in case of need, with your other pawn., with a view to make a queen with it, or draw some other valuable advantage to win the game. His queen's pawn (now become his king's) apparently has the same advantage of having no opposition from your pawn's to make a queen: the difference, however, Is great, because his pawn being entirely parted from his comrades, will always be in danger in his road, by a multitude of your pieces all waging war against It. (m) In order to stop his king's pawn, it became necessary to play that knight: the more, because this very pawn, in its present situation, blocks up the passage of his own bishop, and even of his knight. (n) He plays his queen to give check next: but if he had played his king's rook's pawn to frustrate the attack of your knight, you must then have attacked his bishop and his queen with your queen's pawn; hence he would have been forced to take your pawn, and you should have retaken his bishop with your knight, which he could not have taken with his queen, because she would have been lost by a discovered check with your bishop. (o) He takes your king's bishop: in the first place, to save his king's rook's pawn, and because your bishop proves more inconvenient to him than any other of your pieces: and secondly, to put his queen upon the rook that covers your king. (p) Having the advantage of a rook against a bishop at the end of a game. It is your interest to change queens; because his queen being at present troublesome in the post where he just played it, you compel him to change, which he cannot avoid, if he will save his being checkmate. (q) Anything he could have played could not hinder you from doubling your rooks, unless he had sacrificed his bishop, or let you make a queen with your pawn; thus he loses the game all ways. FIRST BACK GAME FROM TIlE THIRD MOVE 3. B. The queen's pawn two steps. W. The king's bishop's pawn two steps. 4. B. The queen's pawn takes the pawn. (a) W. The king's bishop's pawn takes the pawn. 5. B. The king's knight at the white king's knight's 4th square. W. The queen's pawn one step. 6. B. The king's bishop's pawn two steps. W. The king's bishop at his queen's bishop's fourth square. 7. B. The queen's bishop's pawn two steps. W. The queen's bishop's pawn one step. 8. B. The queen's knight at his bishop's 2d square. W. The king's knight at his king's 2d square. 9. B. The king's rook's pawn two steps.(b) W. The king's rook's pawn one move. 10. B. The king's knight at his rook's 3d square. W. The king castles. 11. B. The king's knight at his rook's 4th square. W. The bishop gives check. 12. B. The bishop covers the check. W. The bishop takes the black bishop. 13. B. The queen takes the bishop. W. The queen's pawn one move. 14. B. The queen's bishop's pawn one move. (c) W. The queen's knight's pawn two moves. 15. B. The queen's bishop's pawn takes it by passing by. W. The rook's pawn retakes the pawn. 16. B. The queen's knight's pawn one move. W. The queen's bishop at his king's 3d square. 17. B. The bishop at his king's 2d square. W. The king's knight at his king's bishop's 4th square.(d) 18. B. The king's knight at his own square. W. The king's knight at the black king's knight's 3d square. 19. B. The king's rook at his 2d square. W. The king's pawn one move. 20. B. The queen at her knight's 2d square. W. The queen's pawn one move. 21. B. The king's bishop at his 3d square. W. The king's rook takes the pawn. 22. B. The king castles. W. The king's rook takes the black queen's knight. 23. B. The queen's pawn takes the rook. W. The queen's rook takes the pawn. 24. B. The queen's rook's pawn one move. W. The rook gives check. 25. B. The king retires. W. The rook at the black queen's bishop's 2d square. 26. B. The queen at her knight's 4th square. W. The queen's knight at his rook's 4th square. 27. B. The queen at her king's bishop's 4th square. W. The queen's knight at her bishop's 4th square. 28. B. The queen takes the knight. W. The bishop gives check. 29. B. The king retires where he can. W. The knight gives checkmate. (a) If he had taken your king's bishop's pawn in lieu of this, you must have pushed your king's pawn upon his knight, and his pawn you must afterward have retaken with your queen's bishop. (b) He pushes this pawn two steps, avoiding having a double pawn upon his king's rook's line, which by pushing your king's rook's pawn upon his knight, he had no chance of escape, and you taking it afterward with your queen's bishop, would have given him a bad game. (c) He plays in this manner to cut the communication of your pawns; but you escape it by pushing immediately your queen's knight's pawn upon his knight, which retreat forces your adversary to take the pawn by the way. This joins your pawns again, and makes them invincible. (d) This knight gives the mortal blow to this game, because he has at present all your adversary's pieces in some measure locked up, till you can center the checkmate. SECOND BACK GAME FROM THE FIFTH MOVE 5. B. The king castles. W. The king's bishop's pawn one move. 6. B. The queen's pawn one move. W. The queen at her king's bishop's 3d square. 7. B. The queen's pawn takes the pawn. W. The queen's pawn retakes the pawn. 8. B. The queen's rook's pawn two moves. W. The king's knight's pawn two moves. 9. B. The queen at her 3d square. W. The king's knight's pawn one move. 10. B. The king's knight at his king's square. W. The king's bishop at his queen's bishop's 4th square. 11. B. The queen's bishop's pawn one move. W. The queen at the black king's rook's 4th square. 12. B. The queen's knight's pawn two steps. W. The king's knight's pawn one move. 13. B. The king's rook's pawn one move. W. The bishop takes the king's bishop's pawn, and gives check. 14. B. The king at the rook's square. W. The queen's bishop takes the black king's rook's pawn. 15. B. The king's knight at his bishop's 3d square. W. The queen being at her king's rook's 5th square, wins the game on removing the bishop. THIRD BACK GAME FROM THE TENTH MOVE 10. B. The bishop castles on his queen's side. W. The king castles on his own side. 11. B. The king's rook's pawn one move. W. The queen's knight at his queen's 2d square. 12. B. The king's knight's pawn two steps. W. The queen's bishop at his king's 3d square. 13. B. The queen's rook at his king's knight's square. W. The queen's knight's pawn two steps. 14. B. The king's rook's pawn one move. W. The queen's rook's pawn two moves.(a) 15. B. The bishop takes the knight. W. The queen takes the bishop. 16. B. The king's knight's pawn one move. W. The queen at her king's 2d square. 17. B. The queen's bishop's pawn one step. W. The queen's rook's pawn one step. 18. B. The bishop at his queen's bishop's 2d square. W. The queen's bishop's pawn one move. 19. B. The king's rook's pawn one move. W. The king's rook at its queen's knight's square. 20. B. The king's rook at its 4th square. W. The queen's bishop's pawn one move. 21. B. The queen's pawn one move. W. The king's pawn one move. 22. B. The king's knight at his king's square. W. The queen's knight's pawn one move. 23. B. The pawn takes the pawn. W. The king's rook retakes the pawn. 24. B. The queen's rook's pawn one move. W. The king's rook at its queen's knight's 4th square. 25. B. The king's bishop's pawn one move. W. The king's bishop takes the queen's rook's pawn. 26. B. The pawn takes the bishop. W. The queen takes the pawn and gives check, 27. B. The king retires. W. The queen gives check. 28. B. The knight covers the check. W. The queen's rook's pawn one move. 29. B. The king at his queen's 2d square. W. The queen takes the queen's pawn and gives check. 30. B. The king retires. W. The queen's rook's pawn one move, and by different ways wins the game. (a) When the king is behind two or three pawns, and the adversary falls upon them in order to attack your king, you must avoid pushing any of those pawns till forced; as it would have been very indifferent policy to have pushed your king's rook's pawn upon his bishop, because he would then have got the attack by taking your knight with his bishop, and would have got an opening upon your king by pushing his king's knight's pawn which would have lost you the game. CINCH OR DOUBLE PEDRO Full pack, 52 cards. Four players (partners, two against two). Rank of Cards.--Trumps rank: A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 5 of suit same color as trump, 4, 3, 2 (low). Suit same color as trump: A (high), K, Q, J, 10, 9, 8, 7, 6, 4, 3, 2 (low). Other two suits: A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 (low). Cutting and Shuffling.--Cut for partners, choice of seats and deal. Highest cut wins, and Ace is high. Any player may shuffle cards, dealer last, and player to dealer's right cuts, leaving at least four cards in each packet. Dealirig..--Beginning with eldest hand, nine cards to each, three at a time, in rotation to the left. Deal passes to the left. Dealer giving a player incorrect number of cards or failing to give each player three cards on each round, forfeits deal. Deal out of turn may be stopped before last three cards are dealt; otherwise deal must stand. If, after a bid has been made, a player discovers that he has incorrect number of cards, deal must stand if the other hands are correct. Objects of the Game.--To hold in hand Ace and 2 of trumps (high and low), and to take tricks in which J, 10 and S of trumps and 5 of suit of same color as trumps are played. The Play.--.Bidding.--Beginning with eldest hand, each player may bid for the privilege of naming the trump suit, naming the number of points he thinks he can make. Each player must bid higher than preceding bids or pass, and only one bid is allowed each player. Fourteen is highest possible bid. Highest bidder names trump suit. Discarding and Drawing.--The trump having been named, each player discards, face upward, all cards in his hand, except trumps, and dealer gives each in turn, beginning with eldest hand, enough cards to fill his hand out to six. After helping the others, dealer may search through remainder of the pack and take what cards he wishes to fill his hand to six cards. This is called "robbing the deck." A player having discarded a trump by mistake, may take it back, provided he has not taken into his hand the cards given him by the dealer to fill his hand; otherwise it must not be taken by any player. If player who discarded it is highest bidder's adversary, and card is of any counting value, it is scored for highest bidder. If discarded by highest bidder or partner, it cannot be counted for either side. Leading and Playing.--All having discarded and drawn, successful bidder leads any card. Each other player in turn plays to the lead, and if he has card of suit led, must follow suit or trump. If he has no card of suit led, he may either trump or discard a card of another suit. Highest card of suit led wins the trick, unless trumped, when highest trump played wins. Winner of first trick leads for second, etc., until the hands are played out. Cards are then bunched and new deal ensues. If, during the play, a player revokes (i.e., having a card of suit led, neither follows suit nor trumps), or is found to have too many cards, the hands are played out, but neither the offending player nor his partner can score on that hand. If revoking player be bidder's opponent, bidder and partner score all they make, whether they make amount bid or not. Cards played on a lead out of turn must be taken back, unless all have played to such lead, when trick must stand. If it was offending player's partner's turn to lead, right-hand adversary may compel him to lead trumps or not to lead trumps. If it was not the turn of that side to lead, card led out of turn must be laid face up on the table subject to call of adversaries. Scoring.--Scoring points are as follows: High.--Ace of trumps; counts one point for player to whom dealt. Low.--Two of trumps; counts one point for player winning trick upon which it is played. Low is frequently counted by player to whom it is dealt, which practice often leads to disputes as to who played it. To avoid such disputes when this method is used, the card should not be played on the trick but should be laid face up in front of its holder. Jack.--J of trumps; counts one point for player winning trick upon which it is played. Game.--l0 of trumps; counts one point for player winning trick upon which it is played. Right Pedro.--5 of trumps; counts five points for player winning trick upon which it is played. Left Pedro.--S of suit same color as trumps; counts five points for player winning trick upon which it is played. If the bidder's side makes as many as bid, or any in excess of that figure, they score it all, and the adversaries then score any points they may have made. If bidder and his partner fail to make the number of points bid, they not only lose any points they do make, but are set back amount of bid, i.e., amount bid is deducted from their previous score. If they are set back before they have scored anything or more points than they have to their credit, they are said to be "in the hole," indicated by drawing a ring around the minus amount. Bidder's opponents score whatever they make. Another method of scoring is to subtract points of side making fewer points from those of side making the more, providing bidder makes amount bid. If he fails his side scores nothing, and amount of bid is added to points made by opponents. Under first method, if both sides go out on same deal, bidder's side wins. Under second method, as one side only scores on each hand, there can be no tie for winning the game, Game.--Usually 51 points, but can be changed by agreement. CINCH WITH WIDOW Cinch is sometimes played with a widow. Deal one round of three cards to each player, beginning with eldest hand; then a widow of four cards to each, then two rounds more of three cards to each. The four cards constituting the widow are left face down and the nine cards are taken into the hand. Each player in turn to the left, beginning with eldest hand, bids from the nine cards in the hand for the privilege of naming trump, but before successful bidder names trump suit, each player takes up his widow. After trump is named players discard all but six cards, and play proceeds as in regular game. PROGRESSIVE CINCH Positions are allotted as in Progressive Euchre. Each table is provided with a bell, and the side scoring thirty-two points rings the bell at their table. Play immediately ceases at all tables, and the partners at each table having scored the greatest ntimber of points, up to and including the last hand scored, progress. Ties may cut to progress and score, or a half game may be scored for each player, cutting to progress only. SIXTY-THREE This game is a modification of Cinch. Nine cards are dealt, and after discarding the hands are filled out to nine again. One hundred and fifty-two points constitute a game. The trumpsuit cards count as follows: Ace (high), 1; King, 25; three-spot, is; nine, 9; ten (game), 1; Jack, 1; five (right pedro), 5; five of same color suit (left pedro), 5; two (low), 1. All of these points (including low) count to the player taking them. Bidding for privilege of making the trump continues round and round until no one will bid higher. Sixty-three is the highest bid possible to make. In all other respects the rules of Cinch apply. In progressive play, four hands are played at each table, or individual scores may be counted as in Cinch. COMMERCE Of this there are two distinct methods of playing, the new and the old mode. The new way is played by any number of persons, from three to twelve, with a complete pack of 52 cards, bearing the same import as at Whist, only the ace is reckoned as eleven. Every player has a certain quantity of counters on which a fixed value is put, and each, at every fresh deal, lays down one for the stake. Sometimes the game is continued until, or finished when, one of the players has lost all the counters given at the commencement; but in order to prevent it from being spun out to an. unpleasant length, or concluded too soon, it is often customary to fix the duration to a determinate number of tours or times, that the whole party shall deal once each completely round. After determining the deal, the dealer, styled also the banker shuffles the pack, which is to be cut by the left hand player; then three cards, either altogether or one by one, at the dealer's pleasure, are given to each person, beginning on the right hand, but none are to be turned up. If the pack proves false, or the deal wrong, or should there be a faced card, then there must be a fresh deal. At this game are three parts: 1st, That which takes place of all others, called the tricon, or three cards of the same denomination, similar to pair-royal at Cribbage: 2nd, the next in rank is the sequence, or three following cards of the same suit, like tierce at Piquet: and lastly, the point, being the greatest number of pipe on two or three cards of a suit in any one hand; of all which parts the highest disannuls the lower. After the cards have been dealt round, the banker enquires, "Who will trade?" which the players beginning with the eldest hand, usually and separately answer by saying, "For ready money," or "I barter." Trading for money is giving a card and a counter to the banker, who places the card under the stock or remainder of the pack styled the bank, and returns in lieu thereof another card from the top. The counter is profit to the banker, who consequently trades with the stock free from expense. Barter is exchanging a card without pay with the next right hand player, which must not be refused, and so on, the players trade alternately, till one of them obtains the object aimed at, and thereby stops the Commerce; then all show their hands, and the highest tricon, sequence, or points wins the pooi. The player who first gains the wished for tricon, &c., should show the same immediately, without waiting till the others begin a fresh round, and if any one chooses to stand on the hand dealt, and show it without trading, none of the junior players can trade that deal, and if the eldest hand stands, then of course no person can trade. The banker always ranks as eldest hand, in case of neither tricon or sequence, when the game is decided by the point. Whenever the banker does not gain the pool, then he is to pay a counter to that player who obtains the same, and if the banker possesses trkon, sequence, or point and does not win the pool, because another player has a better hand, then he is to give a counter to every player. Commerce the old way is played by several persons, every one depositing a sum in the pool, and receiving three fish or counters a-piece, on which a value is fixed; so as to leave a sum for that player who gains the final sweep. Three cards are given to every player, and as many turned up on the board by one at a time. This game is gained, as at the other, by pairs, sequences, or flushes, and should the three cards turned up be such as the dealer approves of, he may, previous to looking at the hand dealt to himself, take them so turned up in lieu of his own, but then must abide by the same, and cannot afterwards exchange any during that deal. All the players, beginning with the eldest hand, may in rotation change any card or cards in their possession for such as lie turned up on the table, striving thereby to make pairs-royal, sequences, or flushes, and so on round again and again, till all have refused to change, or are satisfied, but every person once standing cannot change again that deal. Finally the hands are all shown, and the possessor of the highest pair-royal, &c., or the eldest hand if there are more than one of the same value, takes the sum agreed upon out of the pool, and the person having the worst hand, puts one fish or counter therein, called "Going up." The player, whose three are first gone off, has the liberty of purchasing one more, called, "Buying a Horse," for a sum as agreed, usually one-third of the original stake, to be put into the pool. After that, every player, whose fish are all gone, sits by till the game is concluded, which finishes by the person who continues the longest on the board, thereby gaining the pool or final sweep. Cribbage differs from all other games by its immense varieties 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 person, sometimes by three, sometimes by four. There are different modes of playing, with five, six, or eight cards; sixty-one is game. TERMS USED IN THE GAME Crib.--The cards laid out. Pairs.--Two similar cards, as two aces, count two. Pairs Royal.--Three similar cards count six. Double Pairs Royal--Four similar cards count twelve. Fifteens.--Every fifteen counts two; made either by two cards, such as five and a ten, a six and nine, a seven and eight, or by three or more, as two, five, and eight, &c. Sequences.--Three, four or more successive cards, and count for as many points. Flush.--Your cards being all of one suit, and counts as many points as cards; for the crib, the card must be of the same suit. Tenth Card.--King, Queen, Knave, Ten, reckon as ten. End Hole.--The last player, if he make thirty-one, scores two; if less, one. THE LAWS OF THE GAME OF CRIBBAGE 1. You may score two and call a new deal, if in dealing the dealer discover any of your cards. 2. You may score two and call a fresh deal if the dealer give more cards than he ought, or may draw the extra card from his hand, but you must detect it before taking up your cards. 3. If you have too many cards, your adversary may score four, and call a new deal. 4. The cards are dealt, if you touch them before the turn-up or cut, the other scores two. 5. If you score more than you ought, your adversary may put you back as many and score the same number himself; scoring less incurs no penalty. 6. Either party touching even his own pegs unnecessarily, the adversary may score two. METHOD OF PLAYING FIVE CARD CRIBBAGE The cribbage board must have sixty-one holes. The parties cut for deal, settled by the lowest cribbage card, the non-dealer scores "three for the last;" these may be marked at any period of the game; the dealer gives a card alternately until each have five. If two play, each must lay out two of the five cards for crib, which belongs to the dealer. This done, the non-dealer cuts and the dealer turns the uppermost. This is reckoned by each in hand and crib. If a knave, the dealer scores two. After laying out and cutting, the eldest hand plays; the dealer trys to pair or find a card which, reckoned with the first, will make 15; then the non-dealer plays, trying to make a pair, pair royal, flush where allowed, or 15, if the cards already played do not make that number; when your turn to play, if you cannot produce a card that will make 31, or come in under that number, you say "Go," to your antagonist, who must play any card he has that will make 31, and score two, if under one for the end hole; the last player has often opportunities to make pairs or sequences. The cards that remain are not to be played; score what you make during the play as you go on. In playing suppose you play a nine, your adversary another nine, it makes a pair, and he scores two; if you play another nine it makes a pair royal, and you score six; if he play the fourth nine it makes a double pair royal. Again, suppose you play a deuce, the dealer plays an eight, and you then play a five, it makes fifteen, and you score two; so if you play a nine and the dealer a six, that makes fifteen, and he scores two; and as often as the first fifteen be made in the play by any number of cards. In playing, if there be a sequence, it matters not which card is thrown first, thus: suppose you play Ace, your antagonist Five, then you Three, he Four, you Deuce, you score five for a sequence, as 1, 2, 3, 4, 5, so for others. Having played a card, suppose your antagonist plays one of the same suit, if you play another of that suit it is a flush, and you score three; if he play a fourth of the same suit be scores four for the flush, and so on, as long as the same suit lasts. The elder hand counts and takes his game first; the dealer next scores his hand and crib; you are to reckon the cards every way they can be possibly varied, always including the turn-up card, and count for every Fifteen 2 Pair 2 Pair Royal 6 Double Pair Royal 12 Sequences according to No. Flush according to No. Nobody of the suit turned up, one; when turned up it cannot be counted again. MAXIMS FOR PLAYING THE CRIB CARDS In laying out crib, consider your hand, also whom the crib belongs to, and the state of the game, because what might be prudent In one situation would be imprudent in another. If you have a pair royal, lay out the other two cards for either crib, except you hold two fives with it; then it would be injudicious to lay them out for your adversary's crib, unless the cards you retain insure your game, or your adversary so near home that the crib is of no importance. It is right to flush your cards in hand, it may assist your crib, or balk your opponent's. Try to retain a sequence in your hand, particularly if a flush. Lay out close cards, as three and four, five and six, for your crib, unless it break your hand. As there is a card more in crib than in hand, pay attention t the crib; the probability of counting more for the crib than hand is five to four. For your own crib, lay out two cards of the same suit in preference; it gives you the chance of a flush, but not for your adversary's crib. Try to balk your opponent's crib. The best cards for this are a King and Ace, Six, Seven, Eight, Nine or Ten; or Queen with an Ace, Six, Seven, Eight or Nine, or any card not likely to form a sequence; King is the greater balk, being the highest card, no higher can come to form a sequence. Never lay out a knave for your adversary's crib, it is only thee to one that the card turned up is of the same suit, by which he will count one, Even though you hold a pair royal, never lay out for your adversary's crib a Two and a Three, a Five and Six, a Seven and Eight, or a Five and any tenth card. When you hold such cards, observe the stage of your game, whether your adversary is within a moderate show; if your deal, retain such cards as will, in playing, prevent your adversary from making pairs or sequences, etc., and enable you to win the end-hole; this will often prevent your opponent winning the game. Each player ought to make sixteen in two deals; for each hand, more than four and less than five; for the crib, five; for the play, two for dealer, one for adversary; dealer has the advantage. Attend to this, play accordingly; if not at home, and a good hand, make a push; if your hand be indifferent try to balk your adversary. THREE OR FOUR HAND CRIBBAGE Differs from the preceding, as the parties only put out one card each to the crib; when thirty-one, or as near as can be, has been made, the next elder hand leads, the players go on with remaining cards till all are played, before they show. SIX CARD CRIBBAGE Is similar to five card, except at the beginning, the non-dealer is not to score any for last, and all the cards must be played, scoring for the pairs or fifteens they may form. When last player retains close cards, you may make four points in play. The dealer is said to have some advantage. The dealer should make twenty-five by his hand, crib, and next hand; at his second deal, if his peg be in the twenty-fifth hole he has his complement; at his third deal, if within eleven of game. If the non-dealer make eleven first hand, he has the best of the game, he may make his second deal in the thirty-sixth hole; he will probably win by his hand, crib, and next hand. If dealer and your adversary has above his complement play your game accordingly. If you have good cards, make as many as possible by pairing, fifteens, etc. If your cards be Indifferent, play off to prevent your adversary scoring. Eight card cribbage is played like six. CALCULATIONS FOR BETTING FOR DEALER Before you bet, ascertain who has the deal. Each 5 hole is 6 to 4 Each 10 hole is 12 to 11 Each 15 hole is 7 to 4 Each 20 hole is 6 to 4 Each 25 hole is 11 to 10 Each 30 hole is 9 to 5 Each 35 hole is 7 to 6 Each 40 hole is 10 to 9 Each 45 hole is 12 to 8 Each 50 hole is 5 to 2 Each 55 hole is 21 to 20 Each 60 hole is 2 to 1 When the dealer wants 3 and his adversary 4 5 to 4 At all points of the game, till within fifteen of the end, when the dealer is 5 ahead 3 to 1 But when within 16 of the end 8 to 1 If the dealer wants 6 and the adversary 11 10 to 1 If the dealer is 10 ahead, it is 4 to 1 And near the end of the game 12 to 1 When the dealer wants 16 and his opponent 11 21 to 26 AGAINST THE DEALER When both players are at 56 holes each, is 7 to 5 When both players are at 57 holes each, is 7 to 4 When both players are at 53 holes each, is 3 to 2 When the dealer wants 20 and his opponent 17 5 to 4 When the dealer is 5 behind previous to turning the top of the board 6 to 5 When he is 31 and his opponent 36 6 to 4 When he is 16 and his opponent 41 7 to 4 EVEN BETTtNG In all points of the game, till within 20 of the end, when the nondealer is 3 ahead. The dealer wanting 14 and his opponent 9. The dealer wanting 11 and his opponent 7 And when each player is 59 holes. DICE Dice are small cubes of ivory or bone, marked on each of their sides by spots, representing one, two, etc., up to six--and arranged in a similar manner to the corresponding spots on dominoes. The sum of the spots on the opposite sides of a die is always seven. Thus Six, Five, and Four are opposite Ace, Two, and Three respectively. A Dice-box is a cylindrical case, generally about four inches high, and one and a half or two inches in diameter, open at the top, and usually grooved inside, to insure the thorough shaking of the Dice. In all Dice games, unless any different arrangements be previously made, the highest throw wins. Dice games are generally played with three Dice. Vingt-un, however, requires one Dice only; and Draw-Poker is played with five Dice, there being five cards in a hand in the card game of the same name. Backgammon, although played with the aid of two Dice, can hardly be considered a Dice game. The most simple game is that of THROWING DICE Each player throws the three Dice, three times, and the sum of the spots, which are uppermost at each throw, are added together and placed to the score of that player. Ties throw over again, if it be necessary to establish any result. For instance: A is throwing Dice; at the first throw he makes Ace, Four and Six, which added together count eleven. His second throw is Five, Two and Three, together ten. Third throw two Fives and a Four, making fourteen--the sum of eleven, ten and fourteen, which is thirty-five, is counted to his score. And so with any number of players--the one who scores the highest winning the game. When articles are Raffled, 1. e., put up at lottery, the future possession of them being decided by the use of Dice, the method usually adopted is that of Throwing Dice, and not Raffles, as the term used would seem to imply. RAFFLES Three dice are used, which are thrown by each player until he succeeds in throwing two alike; the first throw made containing a pair, counts the number of spots to the thrower's score. Triplets, or three alike, take precedence of pairs, so that three Aces (the lowest triplet) will beat two Sixes and a Five. This is sometimes, by previous arrangement, played differently, triplets counting only as pairs--thus three Fives would be reckoned as fifteen points, and would be beaten by two Fives and a Six. DRAW POKER Is played with five Dice; each player having one throw, with the privilege of a second throw if he desire it. In the first throw all the five dice must be thrown--the player can leave all, or as many as he pleases, on the table, then gather up such as do not satisfy him, and throw them again, it being understood that a player can throw twice if he pleases, but is not obliged to throw more than once if he be content with the result of the first throw. The throw ranks in the same manner as in the card game, beginning with the lowest; one pair, two pairs, triplets, a full hand, four of the same. The highest throw is five alike, ranking in the order of their denomination, from six down to one; so that five Sixes make an invincible hand; this, of course, can only occur in the dice game, while a flush occurs only in the card game. It should be understood that Six is the highest and Ace the lowest, the intermediate numbers ranking accordingly. Suppose A is throwing at Draw Poker, and the first throw consist of 5, 3, 6, 2 and 5. He will naturally leave the two S's on the table, and throw again with the three remaining Dice--if this second throw is a lucky one, he may throw a pair of Two's and a Five--this wifi give him a full hand of Fives. MULTIPLICATION This is played with three Dice, and three throws, as follows: the first throw is with three Dice; the highest one is left on the table, and the other two taken up and thrown again; the higher one is left, and the lower one is taken up and thrown again. The spots on the two left on the table are added together, and the sum multiplied by the spots on the third, or last die thrown; and this total placed to the score of the thrower. Thus, we will suppose the player to throw as follows: First throw, say Three, Two, and Five; the Five will be left on the table, and the Three and Two returned into the Dice-box for the Second throw, say Four and Six; the Six will remain on the table, and the Four be replaced in the Dice-box. Third throw, say Three; This will count 33; thus, the sum of Five and Six, the Dice remaining on the table after the first and second throws, is eleven; this sum multiplied by three, the result of the third throw, makes 33. ROUND THE SPOT This is played with three Dice, which are thrown three times-- the sum of the spot being thus reckoned--those spots only count which lay around a central spot, viz., the Three and Five--the Three spot counting for two, and the Five spot for Four--thus it will be seen that Six, Four, Two, and Ace do not count at all; and therefore a player may throw three times and count nothing. GOING TO BOSTON This is also played with three Dice, which are thrown precisely as in Multiplication. The difference is in the counting: the result of the last throw being added to, instead of serving for a multiplier of, the sum of the two remaining on the table. Thus, making use of the example of the last game, the thrower would count 14, the sum of 5, 6, and 3. HELP YOUR NEIGHBOR This amusing game is played with three Dice, and may be played by six persons as follows: The players throw in regular rotation. The first player, or number one, throws 2, 4, 6, and as he has not thrown one, the number corresponding to his own, he scores nothing; but 6 being the highest number thrown, number six scores 6 points. The second player now throws, and he throws 2, 3, 5; he therefore counts two, and helps his neighbor five to 5 points. The third player throws, and he throws Fours, so he gets nothing, while his neighbor number four, scores 4 points; the raffles counting 4 instead of 12. Number four now plays, and throws 1, 3, 3, making nothing for himself, but 3 for number three, or the third player. Number five being the next player, throws three Fives, which count him 5 points. Number sir throws three Aces, which counts him nothing, but enables number one to score 1 point. In this way the game proceeds until sonic one of the players wins the game, by making the number of points previously agreed upon. When the game is played for a pool made up by the joint contributions of the players, the first man out wins; but if for refreshments, the last player out loses. SWEAT OR CHUCKER LUCK This game is extensively played on our Western rivers, upon racefields, and at all large gatherings of men. The percentage of the game, when fairly played, is very strong, but the low gamblers who generally play it, add to its strength by skillful cheating. It is played with Dice upon a cloth numbered thus: 1 2 3 4 5 6 The money bet is deposited upon these numbers, according to the choice or fancy of the player. The bets being made, the "dicer" puts three Dice into a cup, shakes them up, and throws them upon the table; the numbers thrown win for the player, while the bank takes all the money not upon the fortunate numbers. For example: if a bet be placed upon the 6, and one Six is thrown, the amount bet is paid--if two Sixes have been thrown, the bet is paid double, and triple if three Sixes have been thrown. This constitutes the well-known game of "Sweat," over which many an unlucky player has sweat "more than the law allows." VINGT-UN Is played with a single die, each player throwing it as many times as is necessary to get the sum of the spots equal to or as near as possible, but not over, twenty-one. Throwing twenty-two or more bursts the player, depriving him of further participation in the game for that round. The thrower of twenty-one, or failing that, the nearest to it wins the game; but where a forfeit is played for, the player who fails the most in approaching to twenty-one, loses the game. We will suppose B playing at Vingt-un, and throws as follows, viz.: Six, Four, Ace and Five; he has now sixteen, and should his next three throws be a Five, he will be just twenty-one, but if his last throw, instead of Five, had been Six, it would have burst him, as he would be twenty-two. DOMINOES Dominoes are pieces of ivory or bone, generally with ebony backs. On the face of each there are two compartments, in each of which there is found either a blank, or black pits, from one to six. These are called, according to the numbers shown, Double-Blank, BlankAce, Blank-Deuce, Blank-Trey, Blank-Four, Blank-Five, BlankSix; Double-Ace, Ace-Deuce, Ace-Trey, Ace-Four, Ace-Five, AceSix; Double-Deuce, Deuce-Trey, Deuce-Four, Deuce-Five, DeuceSix; Double-Trey, Trey-Four, Trey-Five, Trey-Six; Double-Four, Four-Five, Four-Six; Double-Five, Five-Six; and Double-Six--being twenty-eight in all. They are shuffled on the table with their backs up, and each player draws at random the number that the game requires. There are various games, but those principally played are the Block, Draw, Muggins, Rounce, Euchre, Poker, Bingo, Matador, and Bergen. BLOCK GAME Each player draws seven from the pool. The highest double leads in the first hand, and, after that, each player leads alternately until the end of the game. The pieces are played one at a time, and each piece to be played must match the end of a piece that does not join any other. If a player cannot play, the next plays. If neither can play, the set is blocked, and they count the number of spots on the pieces each still holds. Whoever has the lowest number of spots adds to his count the number held by his opponents. If there are two with the same number of spots, and they are lower than their opponents, there is no count. If any one is able to play his last piece while his opponents hold theirs, he cries "Domino," and wins the hand, and adds to his count the number of spots the rest hold. The number required to win the game is one hundred, but it may be made less by agreement. DRAW GAME Each player draws seven, as in the block game, and the game is subject to the same rule as block, except when a player cannot play he is obliged to draw from the pool until he can play, or has exhausted the stock of pieces, even though the game be blocked by his adversary. The player may draw as many pieces as he pleases. He nu~st draw until he can match. After a lead has been made, there is no abridgment to this right. Many persons confound the Draw game with Muggins and the Bergen game, and in those games the rule is different, as follows: when a player can play, he is obliged to. The object of drawing is to enable him to play. Having drawn the required piece, the rule to play remains imperative as before. The Draw game is, however, based upon the unabridged right to draw, and is known as a distinctive game by this privilege only. MUGGINS Each player draws five pieces. The highest Double leads, after that they lead alternately. The count is made by fives. If the one who leads can put down any domino containing spots that amount to five or ten, as the Double Five, Six-Four, Five-Blank, Trey-Deuce, etc., he counts that number to his score in the game. In matching, if a piece can be put down so as to make five, ten, fifteen or twenty, by adding the spots contained on both ends of the row, it counts to the score of the one setting it. Thus a Trey being at one end, and a Five being at the other, the next player in order putting down a Deuce-Five would score five; or, if Double-Trey was at one end, and a player was successful in playing so as to get Double-Deuce at the other end, it would score ten for him. A Double-Six being at one end, and Four at the other, if the next player set down a DoubleFour, he counts twenty--Double-Six, i.e., 12 + Double-Four, i.e., 8=20. The player who makes a count must instantly announce it when he plays his piece, and if he fail to do so, or if he announces the count wrongly, and any of his opponents call "Muggins," he is debarred from scoring the count. If a player cannot match he draws from the pool, the same as in the Draw game, until he gets the piece required to match either end, or exhausts the pool. As in the Draw or Block game, the first one who plays his last piece adds to his count the spots his opponents have, and the same if he gains them when the game is blocked, by having the lowest count. But the sum thus added to the score is some multiple of five nearest the actual amount. Thus, if his opponents have twenty spots, and he has nineteen, he adds twenty to his score. If they have twenty-two he adds twenty, because that is the nearest multiple of five; but if they have twenty-three lie would add twenty-five, twenty-three being nearer that than to twenty. The number of the game is two hundred, if two play; but one hundred and fifty, if there be three or more players. BERGEN GAME Each player draws six pieces from the pool. The lower double leads at the beginning, and is called a double-header. After that the parties lead alternately from right to left. If no one has a Double when his turn comes to lead, he plays the lowest piece he has. When a player sets down a piece which makes the extremities of the line the same, it is called a double-header. If one of the extremities be a Double, and the next player can lay a piece that will make the other extremity of the same value, or if a Double can be added to one end of a double-header, it makes a triple-header. If a player is not able to match from his hand, he draws one piece from the pool and plays. If he is still not able to play, the next plays, or draws, and so on alternately. If domino is made, the one who makes it wins the hand. If it be blocked, they count and the lowest wins; but if the lowest holds a Double in his hand, and his opponent none, the opponent wins. Or if there be two with Doubles, and one with none, the last wins. If there be a double in each hand, the lowest double wins. If there be more than one Double in any one's hand, and all have Doubles, the one with the least number of Doubles wins, without reference to the size of the Doubles he holds. Thus: if a player hold two Doubles, though they be the Double-Blank and DoubleAce, and his adversary holds but one Double, though it be the Double-Six, the latter wins. The game is ten when three or four play, and fifteen when two. A hand won by either "domino" or counting, scores one. A double-header, either led or made, counts two. A triple-header Counts three. But when either party is within two of being out, a double-header or a triple-header will count him but one; and if he be within three of being out, a triple-header will count him but two. A prudent player will retain the Doubles in his hand as long as possible, in order to make triple-headers. DOMINO ROUNCE This is a pleasant game, and from two to four may participate In it. The pieces of rank are Six to Blank, and the Doubles are the best of each suit, trump being superior to any other suit. The game begins by "turning for trump," and he who turns the highest domino is trump-holder for that hand. The dominoes are then shuffled, and each player takes five pieces, when the player at the right of the trump-holder turns the trump, and the end of the piece having the greatest number of spots upon it becomes trump for that round. The players to the left of the trump-holder then announce in regular succession whether they will stand, discard their hand and take a dummy, or pass. When two or three play there is only one dummy of seven pieces, and the eldest hand has the privilege of taking it. When all the players pass up to the trump-holder, the last player may elect to give the trump-holder a score of five points instead of standing or playing dummy. The trump-holder may, if he chooses, discard a weak piece and take in the trump turned, or he may discard his hand and take a dummy, provided there is one left,. in which case he must abandon the trump turned. The player who takes a dummy must discard so as to leave only five pieces in his hand. After the first hand, the trump passes to the players at the left in succession. The game begins at fifteen, and is counted down until the score is "wiped out," each trick counting one. The player who fails to take a trick with his hand is "Rounced," i.e., sent up five points. It is imperative that suit should be followed, and, if in hand, trump led after a trick as in Loo, but a player is not compelled to "head," i.e., take a trick when he cannot follow suit. DOMINO EUCHRE This game is usually played by four persons. The pieces rank as follows: The Double of the trump suit is the Right Bower, and the next lower Double is the Left Bower. There is, however, an exception to this rule, for when Blank is the trump it being impossible to have a lower Double than the Double-Blank, the DoubleSix is adopted instead, and becomes the Left Bower. In this instance the lowest Double is Right Bower, and the highest Double is Left Bower. After the Right and Left Bower the value of the Dominoes is governed by the number of spots following the trump. For instance, if Six is trump, the Double-Six is Right Bower, and the Double-Five is Left Bower, followed by Six-Five, Six-Four, SixTrey, and so on down to Six-Blank. If Ace be the trump, the Double.. Ace is Right Bower, and the Double-Blank is Left Bower, the Ace-Six is next in value, the Ace-Five is next, and so on down to the AceBlank. But when the Blank is trump, the Double-Blank is Right Bower and the Double-Six becomes Left Bower, the next trump in importance being Blank-Six, the next, Blank-Five, and so on down to Blank-Ace, which is the lowest trump. When a suit is not trump, the value of the pieces take rank from the Double of the suit in regular order, downward. At the beginning of the game the players usually draw to decide who shall turn up trumps, he who draws the lowest piece is entitled to the privilege, and is termed the dealer. When the dominoes have again been shuffled, each player draws five pieces, beginning with the eldest hand; the dealer then turns up one of the remaining pieces for trump. That portion of the domino which has the highest number of spots upon it determines the suit of the trump. Thus, if Six-Ace be the piece turned, then Six is trump suit. After the first hand the privilege of turning trump passes to each player in succession. The eldest hand does not have the lead unless he exercises the privilege of ordering up, or making the trump. Only the player who takes the responsibility of the trump, that is, the player who takes up, orders up, assists, or makes the trump, has the right to lead. With this exception, Domino Euchre is like the card game of the same name. DOMINO POKER In this game only twenty pieces are employed, the Double-Ace and all the Blanks being discarded. The hands rank in regular order, from one pair up to the Royal Hand, which is the highest hand that can be held, as follows: One Pair.--Any two Doubles; Double-Six and Double-Deuce will beat Double-Five and Double-Four. Flush.--Any five of a suit not in consecutive order; as Six-Ace, Six-Trey, Six-Four, Six-Five and Double-Six. Triplets, or Threes.--Any three Doubles. The Double-Ace and Double-Blank being discarded, it follows that only one hand of triplets can be out in the same deal. Straight Four.--A sequence, or rotation of Fours; as Four-Six, Four-Five, Double-Four, Four-Trey and Four-Deuce. Full Hand.--Three Doubles, and two of any suit; as DoubleSix, Double-Trey and Double-Deuce, together with Deuce-Four and Deuce-Ace. Straight Five.--A sequence, or rotation of Fives. Fours.--Any four Doubles. Straight Six.--A sequence, or rotation of Sixes. Royal Hand, or Invincible.--Five Doubles. When none of the above hands are out, the best is determined by the rank of the highest leading pieces; thus, a hand led by Double- Six is superior to a hand led by Double-Five, but a hand headed by Double-Deuce will beat Six-Five, and Six-Five will outrank Five- Four. Domino Poker is governed by the same laws as the card game called Straight Poker, and is played in precisely the same manner; one game being played with cards and the other with dominoes. The hands consequently rank differently, but in every other particular they are identical. BINGO This game is played as similarly to the card game of Sixty-Six as the difference between dominoes and cards will permit. The rank of pieces is the same as in other domino games, except that Blanks count as seven spots. The Double-Blank, which is called Bingo, and counts for fourteen spots, is the highest Domino, and will take the Double of trumps. The game is played by two persons, and is commenced by each drawing for the lead, and he who draws the lowest piece has the lead. Each player then draws seven pieces, after which the eldest hand turns up another piece, the highest spot on which is trumps. The eldest hand then leads, and the play is conducted in the same manner as Sixty-Six at cards. The game consists of seven points, which are made in the following manner: The player who first counts seventy, scores one point towards game; if he makes seventy before his opponent has counted thirty, he scores two points; if before his adversary has won a trick, three points. If Bingo capture the Double of trumps, it adds at once one point to the winner of the trick. The pieces count as follows to the winner of the trick containing them: the Double of trumps always twenty-eight; the other Doubles and all the other trumps according to their spots; the Six-Four and Three-Blank are always good for ten each, whether trumps or not; the other pieces have no value. If a player have, at any time, two Doubles in his hand, he can, when it is his turn to lead, play one, show the other, and announce twenty points, which are added to his count as soon as he has won a trick. If he holds three Doubles, he counts forty; for four Doubles, fifty; for five Doubles, sixty; for six Doubles, seventy points. If Bingo be among the Doubles held, it adds ten more to the count. MATADOR This differs from all other games of Dominoes, in this great point, that each player, instead of matching the pieces, must make up the complement of seven. For instance, a Five requires a Two to be played to it, because two added to five make seven. On a Six, an Ace must be played; on a Four, a Three-spot, and vice versa. It will be seen that there is no piece capable of making a Seven of a Blank; to obviate this difficulty there are four Matadors, the Double-Blank, and three natural Seven-spots, namely Six-Ace, Five-Two and Four-Three. These four Matadors can be played anywhere, at any time, and are, of course, the only ones which can be played on a Blank. Each player, at the commencement, draws three pieces; the one who has the highest Doublet commences; or, if neither have a Doublet, then the highest piece. We will suppose Double-Four to have been led, the player, whose turn it is next, must play a Three to it; or failing to have a Three in his hand, must draw till he gets one. Supposing it to be a Three-Five, the end spots will be a Four and a Five--the next player must then either play a Three on the Four, or a Two on the Five, and so on. This game may be played by two, three, or four persons. When two play, there must be three pieces left undrawn, to prevent each from knowing exactly his opponent's hand. When more than two engage in the game, all the Dominoes may be drawn. The player who makes domino first, counts the spots on the other hand, or hands, and scores them toward game, which is one hundred or more, as agreed on before commencing the game. If domino be not made before the drawing is ended, and a player cannot play in his turn, he must pass and await his next turn to play, but he must play if he can; the failure to do so deprives him of any count he may make with that hand. In playing, a Doublet counts only as a single piece; for instance, Double-Six is a Six, and can only be played on an Ace-spot, or on Double-Ace; but if left in hand after domino is called, it counts twelve points to the winner. If the game be blocked, and neither player can make domino, then the one whose hand contains the least number of spots wins, but his own hand does not count to his score. The Blanks are very valuable at this game-the Double-Blank being the most valuable of all the Matadors. As it is impossible to make a Seven against a Blank, so that if you hold Blanks you may easily block the game and count. When you have the worst of the game, and indeed, at other times as well, guard against your adversary's Blanks, and prevent him from making them; which you may do by playing only those dominoes which fit with the Blanks already down. Never play a Blank at the lead unless you have a Matador or a corresponding Blank. Keep back your Double-Blank till your opponent makes it Blanks all; you can then force him to play a Matador, or compel him to draw till he obtains one. It is better to have a mixed hand. TIDDLE-A-WINK This is a very amusing game, and suitable for a round party. If six or more play, each takes three dominoes. The DoubleSix is then called for, and the person holding it leads with it. If it is not out the next highest double is called forth, and so on downwards until a start is made. In this game, he who plays a Double, either at the lead or at any other part of the game, is entitled to play again if he can--thus obtaining two turns instead of one. The game then proceeds in the ordinary way, and he who plays out first cries Tiddle-a-Wink, having won. In the event of the game being blocked, he who holds the lowest number of pips wins. ECARTE The following treatise shows clearly and concisely rules for the game, as played and acknowledged by the "Academie de Paris," for which we are indebted to the kindness of the Author, in the first instance merely for the use of a circle of friends among whom he was at the time residing, and by whom the game was frequently played. A long residence on the Continent, where it was in very general esteem, and a personal aptitude for games of calculation, peculiarly fitted him for the self-imposed task. The spirit and style of his essay are evidences that it is the production of one on the best of terms with his subject, and by no means without confidence in himself. "The Author confidently offers this little treatise to the public as a safe guide--long experience of the game having made him acquainted with all its mysteries. Said a worldly Parisian to his son, whom he discovered lamenting over an empty purse, "My son, until you have four eyes in your head, risk not your gold at Ecarte.'--The Author has but one better counsel to offer "PLAY NOT AT ALL!" THE RULES Of all Games of Commerce, the most fashionable at this moment is Ecarte; yet, strange to say, we have never yet been furnished with a complete Treatise on its Rules--still less has any writer indicated the method of playing, or explained its niceties and different combinations. No person really understanding cards will aver that there is "no play in Ecarte." This is a silly sophistry, arising from the false data that it is easier to manage five cards than thirteen; and a person acting on this principle will soon find his mistake to his cost. Hence was the author determined to compile a Treatise, in which should be layed down, not only the rules recognized and adopted by the clubs, but also be pointed out, how to detect and punish the different errors which might be committed in the course of the rubber. It became necessary to give an exampte of the ordinary games, and the manner of playing them. ON THE GAME OF ECARTE 1. Ecarte is played by two persons, with a pack or game of thirty-two cards,--the deuce, three, four, five, and six of' each suit being discarded. 2. Five points scored are game,--unless there be any mutual agreement to the contrary. 3. The score is always marked on the side of the stakes. 4. The money, whether stakes or bets is always put on the table. 5. Whoever wins three tricks, scores one point: whoever wins all the tricks, scores two. 6. Only two points can be scored in a single deal, unless one of the parties hold or turn up the king. 7. It may be either played in games or rubbers. A rubber consists in winning two games out of three. 8. The winner cannot refuse giving "a revenge"; the loser is not obliged to accept it. 9. It is usual to have two packs of cards, used alternately. 10. The king is the highest card: the ace ranks next after the knave. ON CUTTING, AND CUTTING FOR DEAL 1. First see who is eldest hand: at this game the eldest hand deals: there is a slight advantage in dealing, because the king turned up, scores a point, as we shall see presently. 2. Many players imagine it is as advantageous to be younger, as elder hand; in other words, as advantageous to play first, as to be played up to; (the eldest deals, and consequently plays last [contrary to the usual mode], to avoid the confusion which the terms "elder hand" and "younger hand" would make, the two players are throughout this work called the one "dealer," the other "player,"-- the latter designating him who leads the first card). They are in error,--for it is only 7 to 1 against the king being turned up and it is more than 7 to 1 against the first player making the point, from the sole reason that he is first player, i.e., with cards which win because he is first, and which would lose were he last. 3. Another advantage in dealing is, that if the first to play (younger hand) proposes, the dealer presumes that his adversary has a weak hand, and can profit by this knowledge by refusing to give cards, whilst the younger hand, playing without throwing out, (Ecarte, signifies "thrown out,"), can have no clue to the strength of the dealer's cards. 4. The eldest hand has choice of cards: this choice once made must last throughout the game, unless fresh cards be called for, which is allowable. 5. The deal is decided by cutting into the pack and showing the last card of the cut; highest deals. 6. If in cutting for deal, several cards are shown, the lowest of those turned up is accounted the cut. 7. Whoever neglects to show his cut, is supposed to have the cut lowest of all. 8. The cut holds good, even if the pack be incomplete. 9. When a pack of cards is discovered to be incorrect, all preceding deals--even that in which the discovery is made, provided the deal be already played out--hold good. 10. A cut must consist of more than one card. ON DEALING 1. The cards are dealt by two and three, or by three and two. Five are given to each player, and the eleventh is turned up. 2. The turned up card indicates the suit of the trumps. 3. A trump is superior to every other card of a different suit. 4. When once the cards are dealt by two and three, or by three and two, this order cannot be changed during the game, unless by giving notice to the adversary previously to his cutting. 5. If this order of dealing should be changed, the adversary has a right to call a fresh deal, provided he has not seen his hand. Once, however, the hand seen, the deal holds good. 6. The residue of the pack is placed on the right of the dealer, and the rejected cards on the left, both to avoid confusion, and to show, if forgotten, which party was dealer. 7. The dealer ought always to shuffle the cards, and the adversary always cut; but the latter is entitled to shuffle also before cutting, and the dealer to re-shuffle afresh, or to present the pack for the cut without re-shuffle, or to call for fresh cards. 8. It is allowable to shuffle the cards each time they are presented for cutting, but not to do so twice following in the same deaL 9. The party receiving cards plays first. 10. The king counts as one point in favor of the person either turning it up or holding it. 11. This rule is important, and ought to be read with attention, as an ignorance of it gives rise to frequent discussions. It is not sufficient that the holder of the king mark it; he ought to distinctly announce "that he has the king." If the holder is also "the player," he ought to make this announcement before he leads his first card, except when he plays king first, and in that case it is allowable to announce it after it is on the table, but before it is covered by the adversary's card. This rule is only applicable to the hand first to play, the second to play should invariably announce the king just before covering his adversary's first card, otherwise he cannot score it; for his own interest he ought not to announce it until just after the opponent's first card is played. 12. When a player deals out of his turn, and the error is perceived before the trump is turned up, there is a fresh deal by the proper dealer; if the trump is turned up, the deal is put aside, and is a good deal for the next time; if the error is only perceived after the hand is played, the deal holds good, since the fault lies between the two players, the one in having dealt, the other in having allowed the deal. 13. A player who plays before his turn is only obliged to take back his card; if however it is covered, the trick is good, this fault also being committed through the negligence of both players. 14. When the player is not satisfied with his hand, he proposes to take other cards, saying "I throw out," the dealer accepts or refuses, according to whether satisfied or not with what he holds; if he accept, he gives as many cards as his adversary requires, and then serves himself with as many as he may want. 15. Whoever plays without changing cards, or whoever refuses to change cards, looses two points if he make not three tricks; and making them, scores but one. 16. When a proposition is once made or refused, there can be no retracting; also, when once a certain number of cards are asked for, that number can neither be diminished nor increased. 17. If after the second time of giving cards, the player still wishes to propose, he has the power of so doing; likewise after the third, and so on until the pack is exhausted; but the dealer in refusing, no longer loses two points if he does not make three tricks. 18. When after having changed several times, the player proposes again, without paying attention as to whether sufficient cards remain os not, and that the dealer inconsiderately accepts, the former takes as many cards as he needs; so much the worse for the latter if there remain not sufficient for him, or even none at all--as he dealt, it was his duty to pay proper attention; in this case he keeps his own hand and if he has already changed, takes at hazard, from the cards thrown out, the necessary number to complete his hand. OF FAULTS IN GENERAL 1. Each player previously to receiving fresh cards, puts his rejected cards on one side, and once this rejection is made can no longer touch it. Should either happen to look at the rejected cards, even his own, not only is it forbidden to retake them, were they even trumps, but he is obliged to play with his cards on the table, being supposed to have cognizance of his adversary's Ecart. 2. It is obligatory to play the color announced: thus any one calling "club," and playing spade or any other suit, is obliged, if the adversary desire, to retake his card and to play the suit announced; if he has none the adversary can call a suit. 3. If, however, the adversary deem the card played more favorable to him than the suit announced, he has the right to hinder its being taken back. 4. Whichever from mistake, or otherwise, announces "the king," snd has it not, loses one point independently of the result of that deal: that is to say, instead of marking the king thus falsely announced, the adversary marks it unless the mistake is declared previously to a card being played. It is easy to see the necessity of this forfeit, since a trick of this nature might cause the other party to lose the point or miss the vole, from not daring to lead trumps, thinking the king to be in his adversary's hand. 5. Although this is the rate, it is seldom attended to, as players generally omit to take up their tricks. It is not allowable to look at the adversary's tricks, under pain of playing with cards on table. 6. Whichever through error, or purposely, throws his cards on the table, loses one point, if he have already made a trick, and two points if he has not. 7. The cards are considered as thrown on the table, if being embarrassed to keep a suit, a player lowers them so as to show them to his adversary; since it is possible by this movement, to make him believe that the deal is abandoned, and induce him to show his cards also. 8. A player who quits the game, loses it. 9. If a faced card is found in the pack, and it is perceived in dealing, the deal is null, except when the faced card happens to be the eleventh, because in that case there is no interference with its destiny, which was "to have been turned up." 10. If it be only detected after the cards have been rejected, and the faced card falls to the party receiving cards, he may either keep it, or begin the deal afresh, and take the deal, the fault lying with the dealer, it being possible to have been committed purposely, with a fraudulent intention, by an unscrupulous player. 11. If the faced card fall after the rejection to the dealer, the deal holds good; equally good is it should the faced card remain unperceived till both players have finished taking in cards. ON REVOKING OR UNDER-FORCING 1. it is forbidden to either revoke or under-force. This term means the answering a card with one of the same suit, but inferior value to those remaining in hand; for instance--putting the nine of dubs on the ten, having the ace in hand. 2. When a player revokes or underforces, he is obliged to retake his card, and the hand is played over again; but a player committing this fault does not score if he make the point, and only scores one if he makes all the tricks. Some persons imagine that there is nothing gained by sub-forcing, and that they are only obliged to withdraw their card, and take with. a stronger, without punishment; they are wrong,--for there are games which are lost because of this necessity of taking, and games which might be won if this practice were allowed. ON BETS 1. It is allowed to bet on either player, and the betters have the right of advising; but their advice, and what they say, is counted for nothing by the adversary, so long as the player has not spoken:-- thus, if a better calls "the king," and the player has not announced it before playing his card, he no longer has the right to score it, save in the case already cited in the chapter on "Dealing." 2. The players have the privilege of taking all bets on the opposite side, in preference to the gallery, which can only take the amount of what the player has declined to cover. The gallery is a technical term, used for all except the two players. 3. It is forbidden to look over the hand of the party betted against. 4. The betters have no right to speak about the hand of their "partners," or player whom they back, and when they advise, they ought to point at the card to be played or kept, but they ought neither to name the card nor its suit. 5. Bets can be made on the rubber, the game, and the point; also when either or both players are at the two, three, or four first points; on the king and the queen of trumps; or on the suit of the trump. 6. The gallery has a right to give notice of all errors which would be frauds, could it be supposed they were done intentionally:.-- for example, if a player scored a point too many, or took tricks not belonging to him. 7. We have said further back, that a player who quits the game loses it; but in this case, one of the betters is obliged by his own interest, and that of the others, to take the vacant seat and finish the game. 8. At the end of each game the winning player first takes whatever is due to him, and then divides the remainder amongst the betters, giving to each his due, without however being responsible for errors which may result from the inexactitude of the accounts; the deficit must be borne by the betters amongst them. ON MIS-DEALING 1. When the dealer turns up two or more cards instead of one, the player has the right to pick out that which ought to be the trump; or to put aside the cards thus exposed and take the next remaining on the pack for trump; or to recommence the hand, taking the deal; but he has only this last choice provided he has not seen his hand. 2. When the dealer shows or turns up one or more cards of his adversary's hand, he must finish dealing, and the adversary has then the choice of recommencing the hand, taking the deal, or counting the deal good. 3. If the cards exposed belong to the dealer, neither party has the choice of recommencing the deal, the fault being prejudicial to the dealer who has chosen his cards, and advantageous to the player who has seen them. 4. If, however, this happen after the change, the party who has exposed the cards can only require another or others, but cannot recommence the deal. 5. If the dealer after changing, turn up a card as if he were turning up the trump at the beginning of the hand, he can neither refuse a fresh change to his adversary, nor to give him the card thus turned up. ON MIS-DEALING THE ENTIRE HAND 1. If the dealer gives one or more cards too many, the player has the right either to look at his hand and throw out the supernumerary cards, first showing them to the dealer, or to recommence the hand, taking to himself the deal. 2. If he has given too few, the player has the right to take the number wanting from the residue of the pack, without however changing the trump; or to recommence, taking the deal. 3. If, on the contrary, the dealer has dealt himself too many cards, the adversary has a right either to pick out at hazard the supernumerary cards, or to recommence the hand, taking the deaL 4. If the dealer deals himself too few cards, the adversary has a right either to make him take the number wanting from the residue of the pack;, or recommence the hand, taking the deal. S. If one of the two players, having too many, or too few, cards, should reject cards without giving notice to his adversary, and if the latter should perceive it, either from counting the cards thrown out, or in any other way, the player who thus makes a false rejection, loses two points, and the rig/at of marking the king, even if he had turned it up. ON MIS-DEALING AFTER CHANGING CARDS 1. If the dealer gives more or less cards than asked for, he loses the point and the right of marking the king if he has it in his hand, but not if he has turned it up, the turn up being anterior to the mis-deal 2. If the dealer deals himself more cards than he has thrown out, he loses the point and the right of marking the king if he has it In his hand. 3. If he deals himself fewer, he completes his hand from the first cards of the remainder, since they are his by right. 4. If he only perceives it when he has played, the player counts as tricks those cards which cannot be covered. 5. If, however, the fault is not the dealer's, as in the case where the player has asked for more or less cards than he has thrown out, then the player loses one point and the right of marking the king. But if he has too few cards he may mark it, for the simple reason, that holding the king with too few cards, he would of course have equally held it, if he had asked for his proper number. 6. Whichever after having changed cards holds more than five, loses a point, and the right to score the king. 7. Any case not mentioned in this treatise, ought always to be decided against the player who commits the faulL THE PRINCIPLES 1. As five cards are dealt to each, and one turned up, it is evident that a player after having looked at. his hand, has a knowledge of six cards, and that there remain twenty-six unknown to him, viz.,-- twenty-one in the pack, and five in his adversary's hand, making altogether thirty-two, of which number the pack is composed. 2. It is then on the six known, and the twenty-six unknown cards, that he must reason, and base his calculations. For example :--if in the six known cards there are two of the same color turned up (or trumps), there remain six trumps in the twenty-six unknown. Hence--if in the twenty-six unknown, there are six trumps, or rather less than a quarter, it is probable that in the adversary's five cards there is, at most, but one trump, since one is also a trifle less than the quarter of five. This principle is the basis of all; from it arise all others; and in order to place it in a more obvious light, and more copious in consequences, we have given in the following table, the number of the principal combinations of twenty-six cards, calculated mathematically. Twenty-six cards can form 65,780 combinations of five cards,--or in other words, 65,780 different hands of five cards each. GENERAL RULES When a player holds (comprising the king of trumps) three cards which insure the point, he ought always to propose, if the two remaining cards are not sufficiently strong to give reasonable expectation of. It is even good play to propose, were it only for one card, in order to hazard receiving a refusal, or to make all the tricks if the proposal is accepted, and there should be five cards in the take in. When a player has hopes of making all the tricks and the adversary cannot answer a lead of trumps, it is better to play a king if single, than to continue trump; because the system of the game being to play double cards (i. e. two or more of a suit), if the adversary is dubious which to retain, he will by preference keep the suit in which he was attacked. If the player is engaged with an adversary who is acquainted with this trick, it may be still advantageous to act in a similar manner, but in an inverse sense; that is to say, equally play the king, although guarded, before continuing trump, because imagining that it is done to induce him to keep the suit of the king already played, he will part with it more readily th&n any other suit. When a player expects to make all the tricks, and has not trumps sufficiently strong to begin by playing them, he must be careful to keep changing his suit in order not to be roughed, and to be able to make a trump, whatever it may be, at the fourth card after having secured the point. When a player has made two tricks, and remains with the queen of trumps and two small ones, knowing the king to be in the adversary's hand, he ought to lead with one of the small trumps, and wait with the queen guarded. Nothing could prevent his making the odd trick even against king third. When there is a fear lest the adversary should make all the tricks, and the player has but one trump and four weak cards, without any hope of making the point, he must play his strongest single card, in order to get a chance of employing his trump in case the suit of his single card should be lead up to him. When the game is three against four, and the player who is at four makes his adversary play, or plays himself without changing, the one who is at three, if he have the king, would do well not to annoisnce it, in order to draw his antagonist into the error of leading trump to pass his good cards, and be taken by the king which he did not expect, thus losing the point which he would perhaps have won, had he known that the king was in the adversary's hand: in this case it is the less consequence for the player who is at three to announce his king and mark it, inasmuch as he gains two points, that is,--the game, if he make three tricks; his adversary having played, or forced him to play, without changing. To pass a card, means to lead it and make a trick with it, without its being taken by a higher of the same suit or roughed. By some writers this latter word is spelt "ruffed,"--but we think erroneously. HANDS TO BE PLAYED WITHOUT CHANGING; AND METHOD OF PLAYING THEM These are termed "Jeux de Regles." No hand ought tobe played without changing, excepting when the odds are 2 to 1 that the player make three tricks, for the risk is 2 to 1 against him if he do not make them, excepting the cases where the adversary is at four, because as he then wants but one point to win, the risk Is no longer 2 to 1, and by playing without a change the chance of giving him the king is avoided. On this principle all "Jeux de Regles" are played without changing (although there be a few which can scarcely reckon in their favor 2 to 1). The following are "Jesx de Reglss".--all those hands which cannot fail making three tricks, except from finding two trumps (first hand) in the adversary's hand. Example lst.--A has one trump, no matter how small; a tierce major, and a small card of either remaining suit; the odds are more than 2 to 1 that he wins the point ;--the probability is demonstrated in the first table. Method of playing.--Begin with the king of the tierce, and continue the suit, if not roughed, until you are roughed; if it happens at the second card, your trump will bring you back to your suit, and enable you to make the third trick. Example 2nd.--Two trumps,--a queen second, and a small card. This hand ought always to be risked by the player, although the odds are scarcely 2 to 1. Method of playing..--If the trumps are small, begin by playing the single card, being certain if it is taken, the adversary will not return the suit, and that he will prefer playing a king if he has one; should it be of that suit of which you hold queen second, you make her, later, with the two trumps, supposing he has not superior ones. But if one of the two trumps is strong, for instance, the queen or the knave, you must then begin with the queen guarded; because you hope if she is roughed, to regain the lead with one of your trumps, and then make a trick with your knave or queen of trumps, in order to pass the second card of the queen which has been roughed. Example 3rd.--Two trumps; a knave and ace of another suit; and another knave. Method of playing.--Begin with the knave guarded; if it passes, and the trumps are sequences, and pretty high, risk one; if that makes, play the other, and then your ace, etc. Generally speaking, a player ought to commence with a card which is guarded, except when he fears all tricks will be taken, or when he can only hope for the point by being played up to. Example 4th.--Two kings, and queen second. Method of playing.--As necessarily one king is guarded, begin with this; if it makes a trick, continue the suit; should it be roughed, the chance remains of regaining the lead through the other king, or through the queen, and returning afterwards to the suit of the king first played. Example St/r.--This is a weak hand if the player has not the lead. One trump; a king single; and a queen third. Method of playing.--If you have the lead, commence with the queen; if she passes, continue the color; if she is roughed, immediately you regain the lead, again play the suit of the queen that has been roughed. Example 6th.--One trump, and king fourth. Method of playing.--If your trump happen to be the queen, play her; for the odds are 21 to 5, that is, rather more than 4 to I, that the king is not in the adversary's hand; more than 2 to 1, that he has not two trumps; and 55,594 to 10,186, or more than S to 1, that he has not two cards of the suit of which you hold king fourth; but It is especially necessary when you are at three, and your adversary four, that you should not hesitate playing the hand in this manner. For be it observed, that in every other po~tion, probabilities which would appear only to offer favorable chances isolatedly, present also the contrary when united: for, firstly, you may encounter the king of trumps; and then probably lose two points: you would likewise lose if you encountered two cards of the suit of which you hold the the king; and if the adversary is enabled to take, you might equally lose against an adversary who has no trump; whilst by beginning with the king fourth, you can win against an adversary who has two trumps, if after having roughed, he should lead trump in order to pass a king. Example 7th.--Thig is a very strong hand, and ought always to be risked by the player. Two trumps, and three cards of a suit. Method of playing.--Having the lead, you commence with the highest card of your suit; if it is roughed, your adversary must have three trumps in order to get the point. Example 8th.--Four court cards; provided they be not the four knaves, nor the card second, the knave of trumps. Method of playing.--Very often the way to play this is, to begin with trump, even if it is single; the order in which hands like this ought to be played, can scarcely be pointed out; it depends on the nature of the court cards, more particularly of that which is guarded. Example 9th.--All hands which require only two cards to be thrown out. In this class are found those "Jeux de Regles" of which we have spoken, where the odds are not 2 to 1 that they will win the point; and yet they are played, because in two cards a player has much less chance of taking in advantageously, than has his adversary in the five which he perhaps requires, and amongst which he may find the king; hence there are very few hands and very few cases wherein a player ought to change for two cards only. If you play with two trumps and a king unguarded, begin with a low card and never with a king, in order to avoid getting it roughed; but on the contrary to be enabled to regain the lead with one trump, play the other to protect the king, and then pass it. Holding three trumps, especially when sequences, it is almost always the game to lead trump, no matter how inferior they may be. There are so very few hands which can be reckoned more advantageous to be led up to, than to lead, that we will not mention them; with such sort of hands, never refuse to change once and never accede to it a second time. ON HANDS WHICH WIN OR LOSE THE POINT, ACCORDING TO THE MANNER IN WHICH PLAYED Example.--Suppose a club the trump. The dealer has ace of trumps, king and nine of diamonds; knave and nine of spades. The player has queen of trumps, queen of spades, ace of hearts, eight and seven of diamonds. The right game of the player is, to lead his eight of diamonds, as it is guarded by the seven; if the dealer take with the nine, he ought to lose the point, and if he take with the king, he ought to win it; because taking with the king, he intimates that he has no other diamond, and as he is certain that the adversary led the strongest of his suit he runs no risk in employing this trick; then he plays his knave of spades which is also his guarded card; the player takes with the queen, and then leads queen of trumps, in order to pass his seven of diamonds, which he imagines to be a sure card, the eight having brought out the king, and he loses the point; whereas if the dealer, who took with the king, had taken with nine, the player, after having played the queen of trumps, would have preferred endeavoring to pass his ace of hearts, which had but three cards superior to it, rather than his seven of diamonds, which had five, and he would thus have gained the point. As it is necessary to make three tricks in order to win the point, ft often happens that after having trumped once, it is advisable to lead trumps, in order to pass a king, or some high card ;--again, there are cases where this would be bad play, as is demonstrated by the following exam pie:-- Suppose a spade the trump card :--the player has the knave and ten of trumps; the king of clubs; and the king and ten of diamonds, The dealer has queen and nine of trumps; knave and ten of hearts; and seven of diamonds. Should the player not find the king of trumps in his adversary's hand, be has a game which warrants his hoping to take all tricks: he ought then to commence by playing his king single, in preference to his king second; having more chance of escaping the rough with it, than with that which is guarded; and of being able afterwards to win a trick with a lead from the knave of trumps, having only to fear the queen (if the dealer has not announced the king,) and endeavor to get all the tricks; the right play therefore is, to commence with the king of clubs; if the dealer trump it, adieu to all hopes of winning all tricks :--there only remains to secure the point; the adversary then leads the knave of hearts, which the player takes with his ten of trumps: and now comes the nicety; he loses the point if he lead knave of trumps in order to pass his king of diamonds,-- whereas he gains it, if he plays his king first. For if he lead his knave of trumps, the dealer takes it with the queen, and makes his second heart, whereas had he played his king of diamonds, it would have been answered with the seven:--he plays diamonds again--the ten,--the adversary is obliged to trump with queen, and then play his ten of hearts, which the player takes by roughing it with the knave of trumps, thus making the third trick. We have given one reason why it was preferable to play the king of clubs, rather than that which was guarded; we may add another which confirms the rule, that king single ought to be played first; which is, that if the adversary with two diamonds to the queen, and two clubs to the queen in hand, has any hesitation which suit to keep, he will prefer keeping the queen of clubs, which is his suit first attacked, to keeping the queen of diamonds second. Final Example.--Be particular in holding your cards well up, so that none can see them but yourself, for fear of any indiscreet exclaniations on the part of the betters,--as the following coup is not so easy that it can be learned by every player. The object is to win the point with a hand which would infallibly lose if it were played naturally, that is to say, without ftnessit~g. Suppose a heart the trump. The player has the king, ace, and ten of trumps: the king of diamonds; and the king of spades. The dealer has the queen, knave, and seven of trumps; the eight and seven of clubs. The player would feel almost sure of making all the tricks, if to his king of trumps, with which he ought to open the game, he sees fall the queen; and yet this would cause him to lose the point, if the dealer is sufficiently adroit to throw her away, instead of the seven, on the king; because the player would then continue leading trumps, by playing his ace, and the dealer take it with his knave, and then play his eight of clubs, which the player would rough with his ten of trumps, and play one of his kings,--the dealer would rough this with his seven of trumps, and then pass his second club; the player having no more trumps to rough with, loses the point; whereas had the dealer thrown the seven, instead of the queen of trumps on the king, the player, fearful of meeting the queen and knave of trumps accompanied by clubs, would not have continued leading trumps, but played one of his kings, and would necessarily have won the point. CONCLUSION It would exceed the limits of this little work to give more examples of hands which are susceptible of finesse; it being essential only to cite a few of the most remarkable, in order to lay down the principles; to establish fixed and complete rules; to indicate the method of playing the cards to advantage; and to give the power, by means of a recognized code, of avoiding, smoothing down, or settling all the discussions which continually arise in society, where this game is undoubtedly very fashionable; disputes having hitherto bees generally decided according to the usages of localities. EUCHRE The game of Euchre is played with a deck of thirty-two cards, all below the sevens being deleted. In the four-hand game partners and the dealer are determined by cutting, the highest two playing as partners against the others and the highest being the first dealer. The value of the cards is the same as at Auction Bridge, except that the Jack of trumps is called the Right Bower and is the highest trump; the Jack of the same color is called the Left Bower and is the second highest trump. For example, if Heart is the trump, the Jack of Hearts is the highest trump, the Jack of Diamonds comes next and then the Ace, King, Queen, ten, and so on down to the two of Hearts, following in their regular order. The Jacks of the opposite color rank no higher than at Auction Bridge. In dealing, the dealer gives the first person to his left two cards and so on all around and then deals an additional three cards to each player in the same order. Regularity should be observed in dealing and no player should be given, in any round, more than the number of cards given to the first person. For instance, if the dealer begins by giving out two cards, he is not allowed to vary, so as to give another three and then two again but must continue as he began. This proper manner of dealing should be rigidly observed. ~fter five cards have thus been dealt to each player, the dealer turns up the top card on the pack, or talon, for the trump. After the first hand, the deal passes to each player in rotation to the left. The game consists of five points. If all the tricks are taken by one side it constitutes what is called a march and counts two. It is necessary to take three tricks to count one, or "make a point" as it is called. Taking four tricks counts no more than three. If the player who determines the trump takes less than three tricks he is "Euchred" and the opponents score two points. When the trump is turned, the first person to the left of the dealer looks at his cards, for the purpose of determining what he intends to do, whether to "pass" or "order the trump up"; and this, to a certain extent, will depend upon the strength of his hand. If he holds cards of sufficient value to secure three tricks, he will say, "I order It up," and the dealer is then obliged to take the card turned up, and discard one from his hand; and the card thus taken up becomes the trump. If the eldest hand has not enough strength to order it up, be will say, "I pass," and then the partner of the dealer has to determine whether he will "pass" or "assist." If he has enough, with the help of the card his partner has turned, to make three tricks, he will say, "I assist," and the card is taken up by dealer. If he passes, then it goes to the third hand, who may order up or pass. Should all the players pass, it becomes the dealer's privilege to announce what he will do, and if he thinks he can take three tricks, he will say, "I take it up," and immediately discards his weakest card, placing it under the remainder of the pack, and instead of the card thus rejected he takes that turned up, which becomes the trump. It is not considered en regle for the dealer to remove the trump card until after the first trick has been taken, unless he needs it to play Should the dealer not be confident of winning three tricks, he says, "I turn it down," and at the same time places the turn-up card face down on the pack. Should all the players pass and the dealer turn down the trump card, the eldest hand is entitled to make trump what he chooses (excepting the suit already turned down). If the eldest hand is not strong enough in any suit, and does not wish to make the trump, he can pass again, and so it will go on in rotation, each one having an opportunity to make the trump in his regular turn, to the dealer. If all the players, including the dealer, decline the making of the trump, the deal is forfeited to the eldest hand. After the trump is determined and the dealer has discarded, the eldest hand opens the game and leads any card he chooses. The person playing the highest card takes the trick, and he in his turn is obliged to lead. In this manner the game proceeds until the five cards in each hand are exhausted. Players are required, under penalty of the loss of two points, to follow suit when possible. If, however, they cannot, they may discard or trump. The three and four are used in keeping score. The face of the three being up, and the face of the four down on it, counts one, whether one, two or three pipe are exposed; the face of the four being up, and the three over it, face down, counts two, no matter how many pips are shown; the face of the three uppermost counts three; and the face of the four uppermost counts four. THE LAWS OF EUCHRE SCORING 1. A game consists of five points, lithe side who adopt, make or order up a trump, take-- Five tricks, they score two points (called a march). Three tricks, they score one point. Four tricks count no more than three. If they fail to take three tricks they are euchred, and the opposing side scores two points. 2. When a player who plays alone takes-- Five tricks, he scores four points. Three or four tricks, he scores one point. If he fails to take three tricks he is euchred, and the opposing side scores two points. 3. The penalty for a revoke takes precedence of all other scores. 4. An error in count can be rectified at any time before the next deal is completed. 5. A misdeal forfeits the deal, and the following are misdeals: A card too many or too few given to either player. Dealing the cards when the pack has not been properly cut; the claim for a misdeal in this case must be made prior to the trump card being turned, and before the adversaries look at their cards. 6. If, while dealing, a card be exposed by the dealer or partner, should neither of the adversaries have touched their cards, the latter may claim a new deal, but the deal is not lost. 7. If, during the deal, the dealer's partner touch any of his cards, the adversaries may do the same without losing their privilege of claiming a new deal should chance give theta that option. 8. If an opponent displays a card dealt, the dealer may make a new deal, unless he or his partner has examined his own cards. 9. If a deal is made out of turn, it is good, provided it be not discovered before the dealer has discarded and the eldest hand has led. 10. If a card is faced in dealing, unless it be the trump card, a new deal may be demanded, but the right to deal is not lost. 11. If the pack is discovered to be defective, by reason of having more or less than thirty-two cards, the deal is void; but all the points before made are good. 12. The dealer, unless he turn down the trump, must discard one card from his hand and take up the trump card. 13. The discard is not complete until the dealer has placed the card under the pack; and if the eldest hand makes a lead before the discard is complete, he cannot take back the card thus led, but must let it remain. The dealer, however, may change the card he intended to discard and substitute another, or he may play alone, notwithstanding a card has been led. After the dealer has quitted the discard he cannot take it in hand again under any circumstances. 14. After the discard has been made it is customary for the dealer to let the trump card remain upon the talon until it is necessary to play it on a trick. If the trump card has been taken in hand, no player has a right to demand its denomination, but he may ask for the trump suit and the dealer must inform him. 15. Should a player play with more than five cards, or the dealer forget to discard and omit to declare the fact before three tricks have been turned, the party so offending is debarred from counting any points made in that deal. Under the above circumstances, should the adverse side win, they score all the points they make. 16. All exposed cards may be called, and the offending party compelled to lead or play the exposed card or cards when he can legally do so, but in no case can a card be called if a revoke is thereby caused. See Law 30. The following are exposed cards:-- Two or more cards played at once. Should a player indicate that he holds a certain card in his hand. Any card dropped with its face upwards. All cards exposed, whether by accident or otherwise, so that an opponent can distinguish and name them. 17. If any player lead out of turn, his adversaries may demand of him to withdraw his card, and the lead may be compelled from the right player, and the card improperly led be treated as an exposed card. 18. If any player lead out of turn and the mislead is followed by the other three, the trick is completed and stands good; but if only the second or the second and third have played to the false lead, their cards, on discovery of their mistake, are taken back, and there is no penalty against any one except the original offender, whose card becomes exposed. 19. If any player play out of turn, his opponents may compel him to withdraw his card, and the card improperly played may be treated as an exposed card. 20. If any player trump a card in error, and thereby induce an opponent to play otherwise than he would have done, the latter may take up his card without penalty, arid the trump so misplayed becomes an exposed card. 21. If two cards be played, or if the player play twice to the same trick, his opponent can elect which of the two shall remain and belong to the trick; provided, however, that no revoke be caused. (But if the trick should happen to be turned with five cards in it, adversaries may claim a new deal.) 22. If a player, supposing that he can take every trick, or for any other reason, throw down his cards upon the table with their faces exposed, the adverse side may call each and all of the cards so exposed, as they may deem most advantageous to their game, and the delinquent party must play the exposed cards accordingly. THE REVOKE 23. When a revoke occurs, the adversaries are entitled to add two points to their score. 24. If a suit is led, and any one of the players having a card of the same suit shall play another suit to it--that constitutes a revoke. But if the error be discovered before the trick is quitted and the player having so played a wrong suit or his partner has played again, the penalty only amounts to the cards being treated as exposed. 25. When the player who has made a revoke corrects his error, his partner, if he has played, cannot change his card played, but the adversary may withdraw his card and play another. 26. When a revoke is claimed against adversaries, if they mix their cards, or throw them up, the revoke is taken for granted. 27. No party can claim a revoke after cutting for a new deal. 28. A revoke on both sides forfeits to neither; but a new deal must be had. 29. If a player makes a revoke, his side cannot count any points made in that hand. 30. A party refusing to play an exposed card en call forfeits two to his opponents, as in a revoke. MAKING THE TRUMP AND PLAYING ALONE 31. Any player making a trump cannot change the suit after having once named it; and if he should, by error, name the suit previously turned down, he forfeits his right to make the trump, and such privilege must pass to the next player. 32. A player may only play alone when he adopts, orders up or makes a trump, or when his partner assists, or makes a trump. If a player who elects to play alone takes all five tricks he scores four points, if he takes three or four tricks he scores one point and if he takes less than three he is euchred and the opponents score two points. 33. A player cannot play alone when he or his partner is ordered up by an opponent, or when the opposite side adopts or makes the trump. Only those can play alone who have legally taken the responsibility of the trump and may be euchred; therefore, when one player elects to play alone, neither of his opponents may play alone against him. 34. When a player having the right to play alone elects to do so, his partner cannot supersede him and play alone instead. 35. When a player announces that he will play alone, his partner must place his cards upon the table, face downwards, and should the latter expose the face of any of his cards, either by accident or design, his opponents may compel him to play or not to play with his partner, at their option. INTIMATION BETWEEN PARTNERS 36. If a player indicates his hand by word or gesture to his partner, directs him how to play, even by telling him to follow the rules of the game, or in any way acts unfairly, the adversary scores one point. 37. If a player, when they are at a bridge, calls the attention of his partner to the fact, so that the latter orders up, the latter forfeits the right to order up, and either of the opponents may play alone, if they choose so to do. ("What are trumps?" "Draw your card." "Can you not follow suit?" "I think there is a revoke?" The above remarks, or those analogous, are the only ones allowed to be used, and they only by the person whose turn it is to play.) 38. No player has a right to see any trick but the last one turned. RULES FOR PLAYING EUCHRE ON ADOPTING OR TAKING UP THE TRUMP The question as to how much strength is required to take up the trump is a matter of considerable importance to a player. The purpose being to make a point, of course there must be a reasonable probability of taking three tricks, but it also depends, to a certain extent, upon the score. If the dealer should be three or four on the score, while the opponents are one or two, the deal might be passed by turning the trump down, and still the chances of gaining the game be not materially reduced; but if the position should be reversed, the dealer would be warranted in attempting the hazard upon a light hand, as the prospects of defeat with his making the trump would be no greater than if the opponents were allowed to make one to suit them. Of course, any player would know that his success would be certain if holding both bowers and the Ace. Anything less than these might be euchred, and here good judgment must be used. It is generally accepted as "sound doctrine" that three trumps--two of them being face cards supported by one side Ace--are sufficient to attempt a point. The player must note the state of the game, and act accordingly. If the game stand four and four, it is better for him to take up the trump on a small hand than to leave it for his adversaries to make, but if each side is three, he should be very careful of adopting the trump on a weak hand, because a euchre would put his opponents out. ON PASSING AND ORDERING UP No prudent player will order the trump up unless he holds enough to render his chances of success beyond reasonable doubt. There are times and positions of the game when, however, there would be no imprudence in ordering up on a light hand; for instance, sup.. posing the game to stand four and four, the dealer turns the trump, and either the eldest or third hand has an ordinary good show of cards, with nothing better of another suit. In such a case it would be proper to order up, for should the trump be turned down, your chances of success would be lost, and in case you are euchred it would but give the game to those who would win it if allowed to make a different trump. If the position of the player is eldest hand, and a suit should be turned in which he receives both bowers and another large trump, and he has also two cards of the corresponding suit la color, he should pass, because if the dealer's partner should assist, he would be able to euchre the opposing side, and if the trump were turned down, his hand would be just as good in the next suit; and having the first opportunity of making the trump, he could go it alone, with every probability of making the hand and scoring four. As a general rule the eldest hand should not order up the trump unless he has good commanding cards, say right bower, King and ten of trumps, with an outside Ace, or left bower, King and two small trumps. The player at the right of the dealer should hold a very strong hand to order up the trump, because his partner has evinced weakness by passing, and if the opposing side turn down the trump, his partner has the first say to make a new one. ON MAKING THE NEW TRUMP If the dealer turns the trump down, the eldest hand has the privilege of making it what he pleases, and the rule to be generally followed is, if possible, to Dutch it, i. e., to make it next in suit, or the same color as the trump turned. The reason for this is very evident. If Diamonds should be the trump turned, and the dealer refuse to take it up, it would be a reasonable supposition that neither of the bowers was in the hands of the opponents; for if the dealer's partner had held one of them, he would in all probability have assisted; and the fact of its being turned down by the dealer also indicates that he has neither of them. Then, in the absence of either bower in the opponents' hands, a weak hand could make the point in the same color. For reverse reasons, the partner of the dealer should cross the suit, and make it Clubs or Spades; as his partner, having evidenced weakness in the red suits by turning a red card down, it would be but fair to presume that his strength was in the black. Be careful how you make the trump when your adversaries have scored three points, because a euchre would put them out, and, as a general rule, do not make or order up a trump when playing fourth hand. ON ASSISTING Two face cards are considered a good assisting hand; but where the game is very close, of course, it is advisable to assist, evcn upon a lighter hand; for if the game stands four all, the first hand will order up if the suit turned is the best in his hand, and, therefore, the fact of his passing would be an evidence of his weakness. When assisted by your partner, and you hold a card next in denomination to the card turned up (whether higher or lower), play it as opportunity offers. For instance, if you turn up the Ace, and hold either the left bower or King, when a chance occurs play the bower or King, because your partner knows that you have the Ace remaining. As a general rule, always assist when you can take two tricks. ON THE LONE HAND In order to avail yourself of the privilege of going alone, it is necessary that you should assume the responsibility of the trump; that is, you must adopt, order up, or make the trump; or your partner must assist, or make the trump. Should your partner announce that be will play alone you cannot supersede him and play alone yourself, but must place your cards upon the table, face downward, no matter how strong your hand may be. You must also bear in mind that, in order to avail yourself of the privilege of playing alone, it is necessary to declare your intention of doing so distinctly and in plain terms, thus: "I play alone"; if you fail to do this and the adverse side make a lead, you forfeit all claim to the privilege. Some players have an absurd notion that one side may play alone against the other, and in case of the failure of the original player to take three tricks, that the adverse side may score four points. This is, however, directly opposed to the axiom in Euchre that only those can play alone that take the responsibility of the trump and incur the chance of being euchred. In playing a lone hand it is always a great advantage to have the lead. The next advantage is to have the last play on the first trick; therefore, the eldest hand and the dealer may assume the responsibility of playing alone on weaker hands than either of the other players. When your opponent is playing alone and trumps a suit you or your partner leads, be sure and throw away all cards of that suit upon his subsequent leads, provided you do not have to follow suit. When opposing a lone hand and your partner throws away high cards of any particular suit, you may be sure he holds good cards in some other suit; you should, therefore, retain to the last the highest card of the suit be throws away (if you have it) in pceference to any other card, unless it be an Ace of some suit. THE BRIDGE If one side has scored four and the other one, such position ía called a "bridge," and the following rule should be observed: To make the theory perfectly plain, we will suppose A and B to be playing against C and D, the former being four in the game and the latter but one. C having dealt, B first looks at his hand, and finds he has but one or two small trumps; in other words, a light hand. At this stage of the game it would be his policy to order up the trump, and submit to being euchred, in order to remove the possibility of C or D playing it alone; for if they should by good fortune happen to succeed, the score of four would give them the game; when, if it were ordered up, the most that could be done would be to get the euchre, and that giving but a score of two, the next deal, with its percentage, would in all probability give A and B enough to make their remaining point and go out. If, however, B should have enough to prevent a lone hand, he can pass as usual, and await the result. The right bower or left bower guarded is sufficient to block a lone hand. The eldest hand is the only one who should order up at the bridge, for if he passes his partner may rest assured that be holds commanding cards sufficient to prevent the adversaries making a lone hand. If, however, the eldest hand passes, and his partner is tolerably strong in trumps, the latter may then order up the trump to make a point and go out, for by the passing of the eldest hand his partner is informed that he holds one or more commanding trumps, and may, therefore, safely plan for the point and game. The eldest hand should always order up at the bridge when not sure of a trick; the weaker his hand, the greater the necessity for doing so. ON DISCARDING When the dealer takes up the trump before the play begins, it is his duty to discard or reject a card from his band, in lieu of the card taken up. We will suppose the ten of Hearts to be turned, and the dealer holds the right bower, with the Ace and nine of Clubs and King of Diamonds; the proper card to reject would be the King of Diamonds, for there would be no certainty of its taking a trick. The Ace might be held by the opponents, and by retaining the Ace and nine-spot of Clubs, the whole suit of Clubs might be exhausted by the Ace, and then the nine would be good; or, if the trump should be one of the red suits, and the dealer held three trumps and a seven of Spades and a seven of Hearts, it would be better to discard the spade, for, as the dealer's strength was in the red suit, the probabilities would be that the other side would be correspondingly weak, and, therefore, the Heart would be better than the Spade. Where you have two of one suit and one of another to discard from, always discard the suit in which you have one card, for then you may have an opportunity to "ruff." THE LEAD We have seen that the game is opened by the eldest hand leading, and much depends upon this feature of the game. Where a dealer has been assisted, it is a common practice to lead through the assisting hand, and frequently results favorably; for, in the event of the dealer having but the trump turned, a single lead of trumps exhausts his strength and places him at the mercy of a strong plain suit. it is not, however, always advisable to lead a trump, for if the eldest hand holds a tenace, his duty is to maneuver so as to secure two tricks; but this is only an exceptional case. The proper method of determining the nature of the lead is inclicated by the quality of the hand and the purpose to be accornplished. The eldest hand, holding two Aces and a King with two small trumps, of course, would lead trump through an assisting hand, for the reason that the only hope of securing a euchre would be dependent upon the success of the plain suits, and they can be made available only after trumps have been exhausted. Where the dealer takes the trump voluntarily, the eldest hand is, of course, upon the defensive, and to lead trump under such circumstances would be disastrous. When your partner makes the trump or orders it up, lead him the bert trump you hold. When you hold the commanding cards they should be led to make the s~arch; but if you are only strong enough to secure your point, side cards should be used; put the lowest on your partner's lead, if it be a commanding card; the highest on your adversary's. When opposed to a lone hand, always lead the best card you have of a plain suit, so that the possibility of your partner's retaining a card of the same suit with yourself may be averted; particularly if it is a card of opposite color from the trump, for if a red card should be trump and an opponent played it alone, there would be more probability of his not having five red cards than of his holding that number, and the further chance that if he did hold five red cards, it would, in like proportion, reduce the probability of your partner having one of the same suit, and give him an opportunity to weaken your opponent's hand by trumping it. The exception to the above rule is when you hold two or three cards of a suit, induding Ace or King, and two small cards in other suits; in this case your best play would be to lead one of the latter and save your strong suit, for the reason that your partner may hold commanding cards in your weak suits, and thus you give him a chance to make a trick, and if this does not occur, you have your own strong suit ia reserve, and may secure a trick with it later. When playing a lone hand, always lead your commanding trump cards first, reserving your small trumps and plain suit for the closing leads. When you have exhausted your commanding trumps, having secured two tricks, and retain in your hand a small trump and two cards of a plain suit, lead the highest of the plain suit to make the third trick, then your trump. For instance, suppose Hearth are trumps, and you hold the right and left bowers and ten of trumps, and Ace and nine of Spades, lead your bowers, then the Ace of Spades, following with the ten of trumps and your nine of Spades. The reason for playing thus is obvious. You may not exhaust your adversaries' trumps by the first two leads, and if either of them were to retain a trump card superior to your ten, by leading the latter you would, in all probability, be euchred on a lone hand. For example, we will suppose one of your opponents holds the Queen. seven and eight of trumps, with a small Diamond and Club, or two of either suit; he would play the small trumps on your bowers, and if you led the ten of trumps he would capture it with his Queen, and lead you a suit you could not take. Your chance of escape from such a dilemma would be very small. On the other hand, if on your third lead you were to lead the Ace, you would force your adversary to play his remaining trump and allow you to win the point. When you hold three small trumps and good plain suit cards, and desire to euchre your opponents, lead a trump, for when trumps are exhausted you may possibly make your commanding cards win. When you make the trump next in suit, always lead a trump, unless you hold the tenace of right bower and Ace, and even then it would be good policy to lead the bower, if you hold strong plain suit cards. When you hold two trumps, two cards of the same plain suit and a single card, lead one of the two plain suit cards, for you may win a trick by trumping the suit of which you hold none, and then, by leading your second plain suit card, you may force your opponents to trump, and thus weaken them. With such a hand it would not be good play to lead the single plain suit card, for you might have the good fortune to throw away on your partner's trick and ruff the same suit when led by your opponents. When your partner has made or adopted the trump, it is bad play to win the lead unless you have a hand sufficiently strong to play for a march. If your partner assists you and has played a trump, and you have won a trick, do not lead him a trump unless you hold commanding cards and are pretty certain of making the odd trick or a march, for your partner may have assisted on two trumps only, in which case such a lead would draw his remaining trump, and, In all probability, prove fatal to his plans. When you have lost the first two tricks and secured the third, if you hold a trump and a plain suit card, play the former, for in this position of the game it is your only chance to make or save a euchre. There are only two exceptions to this rule, viz.; when you have assisted your partner, or when he has adopted the trump and still retains the trump card in his hand. In the former instance you should lead the plain suit card, trusting to your partner to trump it; in the latter case, you should do the same unless your trump is superior to your partner's and your other card is an Ace or a King, in which case you should play trump and trust to the other card to win the fifth trick. The reason for this play is very manifest: if your opponents hold a better trump than you, it is impossible to prevent them winning the odd trick, and, therefore, the euchre or point; but if they hold a smaller trump, your lead exhausts it, and you may win the last trick with your other card. This position frequently occurs in the game, and we recommend it to the attention of the novice. TRUMPS In the game of Euchre nothing is more important than the judicious employment of trumps, and the successful issue of the game is, perhaps, more dependent upon a thorough knowledge of their power and use than all other points of the game combined. If your partner adopts or makes the trump, and you hold the right or left bower alone, ruff with it as soon as you get the opportunity. When playing second, be careful how you ruff a card of a small denomination the first time round, for it is an even chance that your partner will take the trick if you let it pass. When such a chance presents itself, throw away any single card lower than an Ace, so that you may ruff that suit when it is led. When your partner assists and you hold a card next higher to the turn-up card, ruff with it when an opportunity occurs, for by so doing you convey valuable information to your partner. When you are in the position of third player, ruff with high or medium trumps. This line of play forces the high trumps of the dealer, and thereby you weaken your adversaries. CONCLUDING HINTS Never lose sight of the state of the score. When you are four and four, adopt or make the trump upon a weak hand. When the game stands three to three, hesitate before you adopt or make a trump upon a weak hand, for a euchre will put your adversaries out. When you are one and your opponents have scored four, you can afford to try and make it alone upon a weaker hand than if the score were more favorable to you. When you are eldest hand and the score stands four for you and one for your opponents, do not fail to order up the trump, to preventS them from going alone. Of course, you need not do this if you hold the right bower, or the left bower guarded. Be very careful how you finesse; skillful players may attempt this in critical positions, but as a general rule the beginner should take a trick when he can. When second hand, if compelled to follow suit, head the trick, if possible; this greatly strengthens your partner's game. EUCHRE WITH THE JOKER When the "joker" is used it is the highest trump card, ranking above the right bower. If it should happen to be turned for trump, the dealer has the privilege of naming any suit he pleases for trump. In all other particulars the game is played in the same manner as the regular game of Euchre. TWO-HAND AND THREE-HAND EUCHRE The rules of the four-hand game apply to two- or three-hand Euchre; the only difference being that in three-hand the march counts three in place of two. In the three-hand game each one plays for himself, and is, therefore, opposed by two adversaries, so that the game requires closer attention and the exercise of more judgment than any of the other Euchre games. En two-hand Euchre the player may stand upon a slight hand, but not so in the three-hand game; to stand or order up he must have a good hand, inasmuch as he has two hands combined against him, and should he be euchred, each adversary counts two. Another important feature of the game is, that the play varies according to the score, for example: At the beginning of the game each player strives to make all he can for himself; at the first play the dealer makes a march and counts three; the next dealer makes one point, and the third dealer one; the first dealer again deals and turns down the trump, No. 2 passes and No. 3 makes the trump and a point; the game now stands thus: Dealer No. 1 3 points. " " 2 1 point.. " " 3 2 points. No. 2 now has the deal, and should he be euchred, No. 1 wins the game; therefore, while No. 1 plays to win the game by a euchre, No. 3 plays to let the dealer make a point, which would make the game stand thus: No. 1 3 points. " 2 2 points. " 3 2 points. The dea1 iis now with No. 3, and he will play to make a march and go out; No. 1 will oppose, and, if possible, euchre No. 3, which would, of course, put him out. It is, however, evidently the policy of No. 2 to prevent the euchre, and allow No. 3 to gain a point, that each may have another chance to win the game. No. 1 and No. 3 are now both three, and No. 1 deals, but not having a strong hand and fearing a euchre, he turns down the trump. No. 2 makes the trump and a point, his adversaries playing to prevent him making a march. Each player is now three, and No. 2 deals; but as all are anxious to win the game without dividing the honor or profit, the dealer is permitted to make a point, but not a march, if his opponents can prevent it. No. 3 next strives to win by a march, but, as in the last case, his adversaries play to prevent him making more than one point, and the same strife occurs when No. 1 deals. Now, as each player is four, the game must terminate with the deal, so that the dealer must either make his point or be euchred, in which case both his adversaries win, and therefore on the last deal both non-dealers play the strength of their combined game against the common enemy, and thus beat him if they can. The dealer, however, has a remedy against a defeat, which is in this: If, upon eaanmining his hand, he believes he cannot make a point, he can pass, and thus throw the deal elsewhere, thus having one more chance to win. And the same policy may be pursued by each player, until the game is played out. If two players go out together in consequence of a euchre, the elder hand of the two wins. SET-BACK EUCHRE This game may be played by two or more persons, and is governed by the same rules as ordinary Euchre, except in the manner of counting. It is quite amusing and exciting, especially when played f or money. Suppose four persons sit down to play, and agree that the pool shall be one dollar; each one contributes twenty-five cents. At the beginning of the game each player is five, and now the struggle commences to wipe out these scores and thus win the game. Each player plays for himself, and all are combined against him, who orders up or plays the hand. Should any one not win a single trick, he has one point added to his score, and whoever is euchred is obliged to put another quarter into the pool, and has two points added to his score. The player who thinks he cannot take a trick has the right to throw up his hand, and thus save himself from being set back. The player who is the first to reduce his score to nothing wins the game and the pool. A march counts from two to six points, corresponding with the whole number of players in the game. The above is the game of Set-back Euchre pure and simple, but various modifications are frequently introduced. The following are the most popular of these: After a trump is made, ordered up or taken up, should any player deem himself possessed of a sufficient force of trumps to make a march, he will say, "I declare,'--which signifies he will play to make all the tricks, and, if he is successful in making the march, he wins the game and pool, no matter how many points are scored against him. Should he, however, be unsuccessful in the undertaking, he forfeits double the number of points against him, and in addition must pay in the pool the penalty of a euchre. For instance, if a player stands with seven points to go, and declares without making the march, he must be "set back" to fourteen points, and pay a quarter to the pool. The player who declares to make a march has the privilege of the lead, and becomes eldest hand, unless he be the dealer; but if the dealer declares, he does not have that privilege. In some circles it is customary for the unsuccessful players to pay the winner of the pool a certain sum (previously agreed upon) for each point they have to go when the game is concluded; this is not, however, considered a rule to be strictly followed, but may be left to the option of the players. Another variety of this game is played as follows: When a player adopting, making or ordering up the trump is euchred, he is set back two points, while his adversary scores two, as in the ordinary guns. FARO RULES OF THE GAME The banker turns up the cards from a complete pack, deliberately, me by one, laying them alternately, first to his right for the bank, and then to his left hand for the punter, till the whole are dealt out. The punter may, at his option, set any number of stakes, agreeable to the sum limited, upon one or more cards chosen out of his livret, from the ace to the king inclusive, either previous to dealing the cards, or after any quantity of coups are made, or he may mask his bets, or change his cards whenever he pleases, or finally decline punting, except an event is unsettled when not above eight cards are undealt. The banker wins when the card, equal in points to that on which the stake is set, turns up on his right hand, but loses when it is dealt to the left. The punter loses half the stake when his card comes out twice in the same coup. The last card neither wins nor loses. The last card but one is called body, and forms part of the banker's gain; but now is frequently given up, and generally so in the last deal. When by accident or design the pack happens to contain more or less than 52 cards, or should the last coup be found deficient, owing to any misdeal, however arising, whether discovered at the end or during the game, the bank must then pay every stake depending at the period when the error is detected, which payment must also be made if the cards are thrown up. The dealer should hold the cards close in his hand, and always be prepared to inform any punter how many cards remain. The first card is never valid till the second is dealt. No person but the dealer or croupier should ever meddle with the cards, unless to cut them. A paroli, &c., may be purchased by paying a sum equivalent to the stake. Banker. The person who keeps the table. METHOD OF PLAY The dealer and his assistant sit opposite each ether at a large oval table covered with a green cloth, on which is a line marked by colored tape, or a wooden rim about an inch high, and eight from the edge of the table, for the purpose of separating those cards punted on from the others. Money is placed either loose in a well, or done up in rouleaus. The dealer is to deal, while his assistant pays and receives, guards against errors, and shuffles another pack of cards. The game may be played by any number of persons, each punter being furnished with a livret, from which having chosen a card, or cards, and placing the same upon the table, just within the line, putting the stake either thereon, or upon other cards placed face downwards at the head of those betted on. The stakes are answered by the banker, who usually limits the sums according to his capital; and at public tables has generally two or more assistants. Then the dealer having previously counted and shu~ed the cards, and had them cut by a punter, should hold the pack tight in his hand, and show the bottom card, as a caution to avoid punting on it near the conclusion of the game, and to prevent mistakes, a similar card, with the corners cut off, is usually laid in the middle of the table; next he says play, and proceeds to deal slowly, first to the right, afterwards to the left, mentioning every one as he goes on, and stopping between each two cards, while the assistant settles the event. When a punter gains, he may either take his money or paroli; if he wins again, he may play sept et le va; should he then prove successful, he can paroli for quinze et le va; afterwards for trente et le va; and, finally, for soixante et le va, which is the highest chance in the game. Should the punter not like to venture so boldly, he may make a paix, or point; afterwards a double or treble pain, &c., or a single, double, or treble paix-paroli. When doublets are dealt, the punter may either pay or make a pli. A reckoning may be kept of the number of times each card is dealt, by properly placing a livret and bending the corners of similar cards one way for the punter, another way for the dealer. TERMS USED AT FARO Cocking. See Parch. Couche or Enjeu. The Stake. Coup. A Stroke or Pull. Any two cards dealt alternately to the right and left. Croupier. Croup. An assistant to the dealer. Doublet. Is when the punter's card is turned up twice in the same coup, then the bank wins half the stake. A single paroli must be taken down, but if there are several, only one retires. Hocly. A Certainty; signifies the last card but one, the chance of which the banker claims, and may refuse to let any punter withdraw a card when eight or less remain to be dealt. Livret A small Book. A suit of 13 cards, with 4 others, called Figures, viz., one named the little figure, has a blue cross on each side, and represents ace, deuce, trey; another yellow on both sides, styled the yellow figure, signifies, 4, 5, 6; a third with a black lozenge in the center, named the black figure, stands for 7, 8, 9, 10; and a red card, called the great or red figure, for knave, queen, king; these figures are useful for those who punt on several cards at once. L'une pour l'autre. One for the other; means a drawn game, and is said when two of the punter's cards are dealt in the same coup. Masque. Signifies turning a card, or placing another face downwards, during any number of coups, on that whereon the punter has staked, and which he afterwards may play at pleasure. Oppose. The Opposite Game; is reversing the game, and having the cards on the right for the punter; and those on the left for the dealer. Paix. Peace. Equivalent to double or quits; is, when the punter having won, does not choose to paroli and risk his stake, but bends or makes a bridge of his card, signifying that he ventures his gains only. A double paix is, when the punter having won twice, bends two cards one over the other. Treble pain, thrice, &c. A paix may follow a sept, quinze, or trente, &c. Paix-Paroli. Is when a punter has gained a paroli, wishes then to play double or quits, and save his original stake, which he signifies by doubling a card after making his first parch; double-paix-parohi succeeds to winning a paix-paroli; treble-paix-paroli follows double, &c. Paroli or Parolet. Double. Sometimes called Cocking, is when a punter, being fortunate, chooses to venture both his stake and gains, which he intimates by bending a corner of his card upwards. Phi. Bending; is used when a punter, having lost half his stake by a doublet, bends a card in the middle, and setting it up with the points and foot towards the dealer, signifies thereby a desire either of recovering the moiety, or of losing all. Pont. A Bridge. The same as Pain. Ponte or Punt. A Point. The punter or player. Quinze et le Va. Fifteen and it goes; is when the punter having won a sept, &c., bends the third corner of the card, and ventures for IS times his stake. Sept et le Va. Seven &c.; succeeds the gaining of a paroli, by which the punter being entitled to thrice his stake, risks the whole again, and, bending his card a second time, tries to win seven-fold. Soixante et le Va. Sixty-three, &c.; is when the player having obtained a trente, ventures all once more, which is signified by making a fifth paroli, either on another card, if he has parolied on one only before, or by breaking the side of that one which contains four, to pursue his luck in the next deal. Tailleur. The Dealer. Generally the banker. Trente et le Va. One and thirty; follows a quinze, &c., when the punter again tries his luck, and makes a fourth paroli. ODDS AT THE GAME OF FARO The chances of doublets vary according to the number of similar cards remaining among those undealt. The odds against the punter increase with every coup that is dealt. When 20 cards remain In hand, and the punter's card but once in it, the banker's gain is 5 per cent. When the punter's card is twice in 20, the banker's gain is about the 34th part of the stake. When the punter's card is thrice in 20, the banker's gain is about 4 per cent. When the punter's card is 4 times in 20, the banker's gain is nearly the 18th part of the stake. When only 8 cards remain, it is S to 3 in favor of the bank, when but 6 are left, it is 2 to 1; and when no more than 4, it is 3 to 1. TABLE EXHIBITING THE ODDS AGAINST WINNING ANY NUMBER OF EVENTS SUCCESSIVELY: APPLICABLE TO HAZARD, BILLIARDS, FARO, ROUGE ET NOIR, OR OTHER GAMES OF CHANCE. That the punter wins or loses the first time is an even bet. That he does not win twice together, is 3 to 1; three successive times, 7 to 1; four successive times, 15 to one; five successive times, 31 to 1; six successive times, 63 to 1; seven successive times, 127 to 1; eight successive times, 255 to 1; nine successive times 511 to 1; ten successive times, 1023 to 1; and so on to any number doubling every time the last odds, and adding one for the stake. N. B. A punter plays on the square by placing a stake, ref erring to both at the head of two cards that have been dealt thrice each, and neither of which is the bottom one. Example 1. --To find the gain of the banker when there are 30 cards remaining in the stock, and the punter's card twice in it. In the first column seek for the number answering to 30, the number of cards remaining in the stock: over against it, and under 2, at the head of the table, you will find 54, which shows that the banker's gain is the fifty-fourth part of the stake. Example 2. --To find the gain of the banker ‘when but 10 cards are remaining in the stock, and the punter's card thrice in it. Against 10, the number of cards, in the first column, and under number 3, you will find 12, which denotes that the banker's gain is the twelfth part of the stake. Example 3.--To find the banker's profit when the punter's cards remain twice in 22. In the first column find 22, the number of cards over against it under figure 2, at the head of the table, you will find 38, which shows that the gain is one 38th part of the stake. Example 4.--To find the banker's gain when eight cards remain, and the punter's card thrice among them. In the first column seek for 8, on a line with which under the 3 stands the figure of 9, denoting the profits to be 1-9th, or 2s. 4d. in the guinea. Corollary 1.--From the table it appears, that the fewer cards there are in the stock, the greater is the gain of the banker. Corollary 2.--The least gain of the banker under the same circumstances is, when the punter's card is but twice in hand, the next greater when three times, still greater when once, and the greatest of all when four times. The profit of the banker is three per cent. upon all the sums adventured, supposing the punters to stop when only six cards remain, but with hocly it is full five per cent. FAN TAN The Pack.--Full pack of 52 cards. Number of Players.--Any number may play--best six or sevenhand. Rank of Cards.--A (low) to K (high). Cutting.--Cut for deal; high deals, Ace being lowest card. Shuffling.--Any player may shuffle cards, dealer last, and player to dealer's right cuts, leaving at least five cards in each packet. Dealing.--One card at a time to each player in rotation, beginning with player next to dealer on the left, until all cards are dealt. Deal passes to the left. Object of the Game.--To get rid of all cards in the hand before other players have done so. The Play.--Each player is provided with an equal number of chips or counters. Eldest hand (player to dealer's left) plays a seven face up on the table. If he has no seven, he puts one chip into the pool. Next player then plays a seven, or if eldest hand has played a seven, next player may play a six or an eight of the same suit. Each player in turn then plays a card (either seven or a card next in sequence and suit to the one last played). Sixes are placed on one side of the sevens and eights on the other. Fives are played on sixes and build down to Aces, and nines axe played on eights and build up to Kings. Should any player be unable to play at his proper turn he must add one chip to the pooL First player getting rid of all his cards wins the pool. Each player with cards remaining in his hand must pay the winner one chip for each card he has left. Should a player fail to play when possible, he forfeits three chips. If he overlooks the play of a seven, he forfeits 5 chips each to the holder of the six and eight of that suit. In the two-hand game cards are dealt as though three were playing, the third hand remaining face downward on the table. In case either player cannot play at his proper turn he must draw the top card from the extra hand. If still unable to play he must forfeit a chip and draw again. Sixty-card packs, containing 11 and 12-spots, are coming into general use for Fan Tan, as they divide equally among almost any number of players. With this pack eights are used for starters instead of sevens. There is another form of Fan Tan in vogue, in which eldest hand leads any card he pleases and other players must play on it in ascending sequence until the entire suit is played. Each failure to play forfeits one chip. Player of last cards of a suit starts with any card he chooses for the next suit. After King has been reached, the sequence is continued by Ace, two, etc. The player who first plays out his entire hand wins the pool, and gets one chip from each other player for each card held at the time winner plays his last card. FIVE HUNDRED The game of Five Hundred is a game adopted for three players, but is also played by four, two of the players as partners against the other two. HOW TO USE THE DECK For the three-handed game, all the cards above the six-spot are used. For the four-handed partner game, all the cards above the three-spot are used, excepting the four of diamonds and hearts. Always use the joker. HOW TO DEAL THE CARDS Choice of seats can be had by cutting cards. The cards are laid out face downwards in the shape of a half circle; each player draws a card; the lowest card drawn wins the deal, the joker lowest of all. If the cards drawn by two players are of the same value, and equally entitled to the deal they draw again; the lowest card thus drawn wins the deal. The deck is then shuffled and the player to the right of the dealer cuts, and not less than five cards must be left in either packet. The deal is performed by the dealer giving on the first round three cards to each player in rotation, beginning with the player on his left, then two on the second round, three cards on the third, and two on the fourth, making ten cards in all to each player. The three cards for the widow are dealt face down on the table, after the end of the second and before the beginning of the third round. After the first deal the right of dealing passes in regular rotation to the left. A misdeal does not lose the deal. WHAT EACH CARD DESIGNATES The cards in suits, not trumps, rank as in Whist, the ace being the highest and the four being the lowest. When a suit is made trumps, the cards rank as follows: The joker is always the highest trump card; the jack of the suit declared is the next highest trump; the other jack of the same color (black or red, as the case may be) FIVE HUNDRED 169 is the third highest trump, and the others follow--ace, king, queen, ten, nine, etc., of the suit declared. In a "no trump" hand the joker is the only trump card. It can be played in any suit, provided the player has no card of the suit led in his hand. If the joker is led, the player leading it has the privilege of naming the suit he wishes played to it, and the players mist, if possible, play a card of the suit called for. HOW TO MAKE A BID After the cards have been dealt, the eldest hand (the player to the left of the dealer) begins the bidding for the privilege of making the trump, or may decline to bid at all if so desired. Each player, in turn continuing to the left, has then the right to bid, but if he bids out of turn he loses the right of bidding for that deal. The highest bidder is entitled to the widow and discards all but ten cards. No bid can be made for less than six nor more than nine tricks. If there is no bid for at least six tricks the cards are bunched and the deal passes to the next player on the left. Each player bids to take a certain number of tricks, calling the suit he is bidding on, thus: Seven in clubs, eight in diamonds, etc. If he is bidding without trumps he must so declare. A bidder is barred from making any alterations from his bid once made, and if his bid is successful he is compelled to play it out. The suits rank in value, clubs being the lowest, spades, hearts, diamonds. No trumps being the highest. TABLE OF SCORING VALUES The game consists of 500 points. The player whose score first reaches 500 points wins the game. The following table shows the scoring value of the tricks in each suit: If trumps are 6 Tricks 7 Tricks 8 Tricks 9 Tricks Spades 40 80 120 160 Clubs 60 120 180 240 Diamonds 80 160 240 320 Hearts 100 200 300 400 No trumps 120 240 360 480 After the hand is played out, if the successful bidder makes as many tricks as he has bid, he has the first count; he scores according to the above table. He cannot score for any tricks taken more than he bid; except should he take all ten tricks he is entitled to score 250 in place of any lower amount he has bid. Each player other than the bidder counts ten for every trick he takes, but he cannot score them until after the successful bidder has scored his points. Should the bidder fail to take the required number of tricks bid he is "set back" the number of points his bid calls for. Should the bid successfully made put the bidder out, he may claim the game as soon as the number of tricks he bid are taken. If either of the opponents during the play of the hand should make sufficient points to win the game he cannot score them until after the bidder has scored his points, he having always the right to score first. HOW TO PLAY THE HAND The player who makes the highest bid leads any card he pleases, and each player, beginning with the one to the left of the leader, must play in turn a card to the lead. Each player must follow suit if he can; failure to follow suit when able to do so constitutes a revoke. If he has no card of the suit led he is not compelled to trump, but may play a card of any suit he chooses. When all the players have played to the lead, that constitutes a trick. The winner of the first trick leads to the next, and the playing proceeds in this way until all the cards held by each of the players are played out. REVOKING When a revoke is established the ards remaining unplayed, if any, are abandoned. If the bidder has revoked he is set back the amount of his bid, and his opponents score what tricks they have so far made. If either of the opponents has revoked neither, of them can score anything, and the bidder scores the amount of his bid. Any details relating to the information of the table, shuffling, cards liable to be called, cards played in error or out of turn not covered by the above rules follow the Rules of Whist. FORTY-FIVE Forty-Five can be played by two or four persons with a pack of fifty-two cards. Five cards are dealt to each player, by twos and threes, or vice versa, and the next card is turned for trump, as at euchre. The deal passes to the left, each player in rotation. The following tables will show the rank of the cards when trumps, or when not: THE RANK OF THE CARDS WHEN TRUMPS Clubs and Spades Diamonds Hearts Five, Five, Five, Knave, Knave, Knave, Ace of Hearts, Ace of Hearts, Ace, Ace, Ace, King, King, King, Queen, Queen, Queen, Ten, Two, Ten, Three, Nine, Nine, Four, Eight, Eight, Six, Seven, Seven, Seven, Six, Six, Eight, Four, Four, Nine, Three, Three, Ten. 14 in all. Two. 14 in all. Two. 13 in all. THE RANK OF THE CARDS WHEN NOT TRUMPS Clubs and Spades Diamonds Hearts King, King, King, Queen, Queen, Queen, Knave, Knave, Knave, Ace, Ten, Ten, Two, Nine, Nine, Three, Eight, Eight, Four, Seven, Seven, Five, Six, Six, Six, Five, Five, Seven, Four, Four, Eight, Three, Three, Nine, Two, Two. 12 in alL Ten. 13 in all. Ace. 13 in all. From these tables it will be observed that the Five is first and the Jack second in rank when trumps, and that the Ace of Hearts is always trump, and ranks as the third best card. The holder of the Five or Knave has the privilege of revoking when it suits him to do so; that is, he may retain the Five or Knave of trumps in hand, although trump be led, and the holder of the Ace of Hearts has also the privilege of revoking from any trump card but the Five or Knave; but in all other cases the players must follow suit when trumps are led, under penalty of forfeiting the game. The largest trump always forces the smaller, as in the game of Spoilt Five; thus the Knave of trumps unguarded must be played upon the Five of trumps. The Ace of Diamonds, which is fourth in order when that suit is trumps, is the lowest when not trumps. The usual rank of the inferior card is reversed in the black suits, the Two being above the Three, the Three above the Four, and so on, the Ten ranking lowest, whether trumps or not. When a lay suit is led, the players must follow suit or trump. The King or Ace, when turned up by the dealer, counts five. Any person holding the King of trumps must, when it comes to his turn to play, lay out a card for it; and if the Ace should not be in play, the trump turned up is his. Should the Ace be out, the turned up trump belongs to its holder, and he who holds the King takes up the card he laid out. This is called "robbing the trump." The lead commences at the eldest hand, and each trick taken counts five. The game consists of forty-five, and the player or players (if partners) first scoring that number, win the stakes. HEARTS The Pack.--Full pack, 52 cards. Number of Players.--Two to six; best four-hand. Rank of Cards.--Ace (high), K, Q, J, 10, etc., to 2 (low). Cutting.--Cut for deal; high deals, Ace being high card. Shuffling.--Any player may shuffle, dealer last, and player to dealer's right cuts, leaving at least five cards in each packet. Dealing.--Deal out the entire deck, one at a time, in rotation to the left, beginning with eldest hand. Deal passes to the left. Misdealing.--A misdeal loses the deal. The following are misdeals: 1. Failure to offer pack to be cut. 2. Dealing a card incorrectly and failing to correct the error before dealing another card. 3. Discovery, before the first trick is turned, that any player has incorrect number of cards. 4. Exposing a card in dealing. If pack is found to be imperfect, a new deal is required by same dealer. Objects of the Game.--To win, on tricks, as few hearts as possible. The Play.--Eldest hand leads any card, and each succeeding player in turn to the left must follow suit, if possible. Holding no card of suit led, player must discard a card of another suit. Highest card played of suit led takes the trick. Winner of first trick leads for second, and so on, until the hands are played out. The Hearts taken by each player are then counted and settled for, and cards are bunched for a new deal. Errors in Play.--A player is compelled to take last trick if he fails to play to one trick and plays to next; or if during the hand player is found to have too few cards, the other hands being correct. All cards which are shown on the table face up or held in the hand so that partner can see any portion of the card face, except cards played regularly to tricks or those taken back after having been played to an erroneous lead, are exposed cards. Exposed cards must be laid face up on the table, liable to call of adversaries. If, when an adversary calls an exposed card, another card is led or played, such other card becomes an exposed card and is liable to call. A card cannot be called when to play it would constitute a revoke (see "Revoke"). If exposed card or cards can be used in the regular coure of play, no penalty remains. Players leading out of turn must take card back unless all have played to it, in which case lead stands. Card led out of turn is exposed and subject to call, and on his next turn to lead player may be compelled by next player to his right to lead or not to lead a Heart. A card played out of turn must be taken back, and left hand adversary may compel player in error, when his proper turn comes, to play his highest or lowest of suit led or not to discard a Heart. If leader for the trick was left-hand adversary of offending player, either he or player whose proper turn it was to play may enforce the penalty. Revoke.--If a player falls to follow suit when able, he "revokes." A revoke may be corrected if discovered before the trick is turned; otherwise, the hands are played out, and if revoke is discovered, revoking player must settle for all others, if a player other than himself wins. If he wins, he must put up the chips won for a jack. If two players revoke, each must pay the penalty as if he alone were in error. If revoking player wins with another, he must settle all losses, and put up his share of the winning for a jack. Scoring.--A simple Method.--After hands are played out, each player puts up one counter for each Heart he has taken, and player taking fewest Hearts wins them all. If two or more players take a like number of fewest Hearts, they divide, odd counter remainiI~g in pool for next deal. Sweepstakes Method.--Each player puts up one counter for each Heart he has taken. If one player takes no Hearts, he wins the pool; if two players take no Hearts, they divide the pool, leaving odd counter up for next deal. If each player takes at least one Heart, or if one player takes them all, the pool is not won on that hand, but remains to be added to succeeding pools until it is won. The pool is then known as a jack. Howell Method.--Each player puts up for each Heart he has taken as many counters as there are players besides himself in the game. He then takes out of the pool as many counters as the difference between the total number of Hearts in play (thirteen) and the number of Hearts he took on that hand. This does away with jacks. Game.--Each deal is a game in itself, though by agreement this may be changed. Each player may begin with an equal number of counters, and the first player losing all his counters is considered the loser; or first player winning an agreed number of counters wins the game. DOMINO HEARTS Use 52-card pack, without joker. Three to seven may play; best four or five-hand. Deal six cards to each, one at a time, in rotation to the left, beginning with the eldest hand. Place remainder of pack (talon) face downward on table. Eldest hand leads, and each player in turn must follow suit if possible. Having no card of suit led, player must draw one card at a time from top of talon in regular order until he draws a card of suit led, or until talon is exhausted. After talon is exhausted, player holding no card of suit led may discard a card of any suit. Highest card played of suit led wins trick. Winner of first trick leads for second, and so on, until the cards in talon and hands are exhausted, when the Hearts taken by each player are counted and cards are bunched for a new deal. Any player playing out all the cards in his hand retires from the play for the balance of that hand. Should a player win a trick with his last card, next active player to his left leads for next trick. If all but one player play out all their cards before talon is exhausted, the Hearts remaining in talon and such player's hand are counted against him. If all of the active players play out on the same trick, the remaining Hearts in the talon (if any) are counted against player who last plays on that trick. Domino Hearts may be scored under any of the methods used in the regular game. Or, the Hearts taken by each player on each deal may be scored against him, and the first player taking a certain number (usually thirty-one) is loser of the game. Player having fewest number of Hearts scored against him at this time is winner. AUCTION HEARTS The same as the regular game of Hearts, except that players bid after the deal for the privilege of naming the suit to be avoided. In bidding player names the number of counters he will put up as a pool if allowed to name the suit. Bidding begins with eldest hand, and rotates to the left, each player being allowed one bid only. Each player must bid higher than all preceding bids or must pass. Highest bidder puts up pool and names suit. He leads first, and thereafter play proceeds as in the regular game. When the hands are played out, each player adds one counter to the pool for each card he has taken of the forbidden suit. Player taking no card of forbidden suit wins pool; if two players take no card of forbidden suit, they divide the pool, leaving odd counter, if any, for next pool, which is a jack, as at sweepstakes. If more than two players take no cards of the suit, or one player takes all thirteen, or each player takes at least one, no player wins. The deal passes, and successful bidder on original deal names suit to be avoided, without bidding. The play proceeds as before, and at the end of the play of the hand each player puts up a chip for each card of forbidden suit he has taken. If no player wins on this deal, a new deal ensues, and so on, until the pool is won. HEARTSETTE When three or four play, delete 2 of Spades; more than four, use full pack. Deal three-hand, 16 cards; four-hand, 12 cards; five-hand, 10 cards; six-hand, 8 cards to each player, one at a time in rotation to the left, beginning with eldest hand. The remaining cards are left face downward on the table, and are called the "widow." The play is the same as in the regular game, except that winner of first trick must gather in the widow with the trick, and all Hearts contained therein count against him. He alone is allowed to examine the widow. JOKER HEARTS Played the same as the regular game, except that the joker is added and 2 of Hearts deleted from the pack. Joker ranks between the 10 and J of Hearts, and wins any trick in which it is played unless a higher Heart is played, in which case the higher Heart wins, regardless of the suit led. Holder of joker mist follow suit to Hearts, if they are led; but he need not follow suit to anything else if he can get rid of joker instead. If he plays the joker on a plain suit, he wins the trick, unless there is a Heart higher than the 10 on the same trick. In scoring, joker counts as five Hearts. If player to whom it is dealt takes it, he adds five counters to the pool, but if another player takes it, he pays five counters to the player to whom it was dealt. BLACK JACK A variation of Hearts, in which the Jack of Spades (Black Jack) counts as 10 Hearts, but still retains its rank as a Spade. Holder of it must follow suit to Spades. If a suit is led of which player has no card, he must discard the Spade Jack before any other card. BLACK LADY The same as Black Jack, except that the Queen takes the place of the Jack of Spades. The Queen retains its original rank as a Spade. SPOT HEARTS A variation in which the various Hearts are settled ft~r according to their denominations, Ace being worth 14 counters, K 13, Q 12, J 11, and the balance worth their spot value, i.e., 10s 10, 9s 9, etc. THE GAME OF HEARTS Full pack, 52 cards. Game, 60 points. Queen of Spades counts 13 and with the 13 Hearts, makes 26 one player can get if all the tricks are taken. There are no partners. Each one plays independent of the others. The player who first gets 60 points loses. Usually played by four persons. The cards are dealt from the top of the pack until all are distributed, 13 to each one. To make the game more interesting, if 4 are playing, 3 cards are passed to the right around the able, from the hand of each player, but no player is allowed to take up the discarded cards until his cards are passed to the next player; and so on until the circuit is completed. When all have received the discarded cards in the proper order, each one will have 13 cards, as when the play commenced. Of course, the main object of these exchange cards is to confuse, as far as possible, the opponents by giving them certain cards which may interfere seriously with a hand that has already been considered a winner. The rule should be never to discard the Jack of Spades or any of the other smaller cards of the Spade suit, because with enough of these cards in the hand, the Ace of Spades, the King of Spades and the Queen of Spades will be guarded, but without this protection there is always danger of someone leading a Spade that will draw the higher cards from the hand, making it possible for someone to throw the Queen, which, if it takes the trick, counts 13 against the player taking it; while if another player holds King or Ace, and is compelled to take the trick (including the Queen), that player loses 13 points. In discarding, the smaller cards of the other suits must also be held, but excepting the Ace, King and Queen of Spades, always play the higher cards firsts beginning with the Aces of the other suits, which leaves the smaller cards near the end of the hand to fight the battle to a successful finish. To a beginner the game of Hearts may not seem scientific at first, but the more it is played, the more interesting and intricate it becomes. The possibility many times of being put into a tight place proves exciting and enjoyable to any one of the adversaries who has succeeded in forcing the Queen on some one of the players. Five persons also can play the game. Only 10 cards, however, are dealt, instead of 13, as with 4, discarding the 3 of Clubs and the 5 of Diamonds, leaving 50 cards to work with. To play the game scientifically, from start to finish, one should keep track of every card played on the table. To do this requires thought and strict attention, but it is not absolutely necessary in order to play an enjoyable game. Deal to the left and discard to the right. The players, of course, must all follow suit as long as there are cards in the hand of the same suit, but if not any, they have the right to put on any other card. Here comes the opportunity to get rid of the Queen of Spades, but if not in the hand, then throw the highest Heart or any high suit card in the hand on trick, keeping in mind all the time that the Queen of Spades and the high Hearts are the cards to get rid of as quickly as possible or to avoid taking. LOO THREE CARD LOO The game of Loo is the most interesting and most usually played in the Old World, and justly entitled to the first place among what are called Round Games, in which each individual plays on his own account. It is played with a complete pack of fifty-two cards, and admits any number of persons under seventeen; but from five to eight form a pleasanter party than any larger or smaller number. The cards rank the same as at Whist. TERMS USEI) IN LOO Paying for the Deal--At each new deal the dealer puts into the pool three counters, and this is called the price of the deal. Misdeal is when the dealer gives any of the party more or less than three cards, or deals too many or too few hands, or deals out of regular order, or shows a card in dealing, or turns up the trump card at Force before different suits have been played. Force is when there is only the price of a deal in the pool, in which case all must play, and the trump card is not turned up till different suits have been played. Pool is the stake to be played for, usually put into a small salver, which lies in the middle of the table. To Stand.--Wheu a person declares his intention to play, he says, "I stand," or "I play." Looed.--.A person playing is looed when he does not take a trick, or when he breaks any of the laws of the game. Flush is three cards of the trump suit in one band. Miss is the spare hand (when there is a pool), and must be dealt in the regular order of the other hands, either first or last but one, and not according to the dealer's whim. MODE OF PLAYING Loo is either limited or unlimited, and the laws and mode of playing both are precisely similar, except that at Limited Loo those who play and do not get a trick pay into the pool only the price of the deal, while at Unlimited Loo they pay the whole amount that happens to be in the pool at the time. But as by the latter mode the pool may accumulate, and by the former it is generally kept very low, a medium between the two extremes may be accomplished by limiting the loo to double or four times the price of the deal; but, of course to be looed in no more than the stake played for, should it be under the amount limited. The amount to be played for, and whether Limited or Unlimited, being distinctly settled, the parties cut for the deal; which, having been paid for, the cards are shuffled and cut, and the dealer gives three cards, one at a time, to each player, beginning at the person on his left hand, without turning up a card for trumps, the first hand being always Force. The elder hand now plays, and the rest after him in order, each following suit if he can, and placing his card just before him on the table. If different suits have been played in the first round, the dealer turns up the trump card, and the person who has played the highest trump wins the trick, and becomes elder hand. But if it so happens that no trumps have been played, then the highest card of the suit led wins the trick; or if each of the players has followed suit, the trump card is not to be turned up till the next round is played. The winner of a trick must always lead a trump if he can; and the second and third tricks being played, each trick is entitled to a third of the pool, and those who have not taken tricks pay a loo of three each--that is, the price of the deal. The cards being again shuffled and cut, and the deal paid for, the dealer, (the person on the left of last dealer) proceeds as before described; but in addition to a hand for each player, he deals a spare hand called Miss, and turns up a card for trumps. It is now optional to play or not; and before looking at his own cards, the dealer asks, in the regular order of playing, beginning at the elder and, whether they play their own hand or take Miss, or decline playing for that pool. If the elder hand declines to take Miss, the next in hand has the option, and so on; but whoever takes it must play it. Each individual must announce his intention before the next is asked, and if he declines playing must give his cards to the dealer to place under the pack, or do so himself. No one can retract after declaring his intention to stand or not, and each should be attentive while the dealer is asking, as it is not permitted to inquire how many are playing. When all including the dealer, have dedared their intention, the first in hand of those who play, if he holds two trumps, must lead the highest of them; and each player in succession must "head the trick"--that is play a higher card if he can. The three tricks being played, the contents of the pool are shared in the proportion of a third to each trick; and the losers pay each the whole amount in the pool if the game is Unlimited Leo, or the price of the deal, or such sum as may have been fixed on as the maximum of the loo. The game goes on in this way till the pool happens to be empty, when the next hand is Force, and is dealt and played as first described. The dealer being last in hand, has the advantage of always knowing how many are to play before he himself decides. It likewise sometimes happens, when a large sum is in the poe1, that none of the players holding goçd cards consider it safe to stand in which place the dealer takes the whole pool. When any hand is a flush of trumps, it is entitled to the pool, and looed the board besides--that is to say, each of the party is looed in the price of a deal, whether playing or not; but there being no trump at Force till a round has been played, a flush does not in that case stand good. In some companies those only who have declared their intention of playing are looed, and pay each the whole amount in the pool, or the maximum, as before stated; but in this case the holder of a flush must not announce it till it be ascertained how many intend to play, otherwise he forfeits his right, and must play his flush as a common hand. If two flushes occur in one deal, the elder hand has the preference, though he holds inferior cards; but a younger hand likewise holding a flush is exempted from being looed. The effect which a flush is to have, namely, whether to loo the board or only those who play, should be distinctly stated and understood at the commencement of the game. This is so much a game of chance, that very little skill is required in playing it. It is in general safe to stand if you hold two indifferent trumps, or one good one, though it sometimes happens that a person holding both king and knave is looed. The player must be regulated in some measure by the number of the party; for supposing half of the cards to be dealt, it is an equal chance that ace, king, or any particular card, better than that which he holds, is out. The character of the other players must likewise be taken into account; for a person sometimes boldly declares his intention to play when he holds a very indifferent hand, in the hope of deterring the rest. LAWS OF THE GAME There is no game in which the laws vary so much in different companies as in that of Loo. The following are those observed at the Leo Clubs: 1. The person who misdeals forfeits a leo and loses his deal; but if a card is faced in the pack, he is to deal again; or if any of the company is the cause of showing a card in dealing, that person forfeits a loo, and the cards must be dealt afresh. 2. If the dealer looks at his own hand before he has asked each individual whether they play or not, he forfeits a loo. 3. The hands ought to be lifted in succession from the dealer, and anyone taking up and looking at another's hand forfeits a loo, and the person whose cards have been taken, may inspect both hands and take his choice of the two. 4.The person who announces his intention to play or not, or who throws down his cards, till all those to the right have decided, forfeits a leo. 5. No person is to look at Miss, if not taken, before the dealer has decided, under the penalty of a too, besides being obliged to play Miss. 6.Whoever plays a card out of the regular order of play forfeits a too. 7. A card played by mistake, if seen, must remain; but if it cause revoke, it must be taken up, and may be called as at Whist when it does not oblige the party to revoke; and the person who played it forfeits a leo. 8.The person who neglects to put his loo into the pool before the trump card is turned up, forfeits a loo. These forfeitures go to the present pool. 9.The elder hand who holds two trumps, and does not lead from them, playing the highest first ;--and the person who does not lead a trump, if he can, after taking a trick and the player who revokes, or who does not either follow suit or trump, provided he can thereby "head the trick,"--each forfeit a double loo (or in some companies the whole amount in the pool), or the maximum loo, and loses his share of the stake, which is divided equally among those who play the hand; it being difficult to determine how the cards might have been played had the false play not taken place. This forfeiture goes to the next pool. FIVE-CARD LOO The principle of this game is the same as that of three-card Loo. It does not admit of so large a party; but for three, four, or five, it is perhaps a more pleasant game. Instead of three, the dealer (having paid five half-pence for his deal) gives five cards to each player, first three and then two, and turns up the upper card of the remainder of the pack for trumps. He then exchanges to each player, from the top of the pack, all or as many of their five cards as the parties choose, in the same order as he dealt. Those who exchange any of their cards must play, and are looed in five if they do not get a trick; but if they do not change they may play without running the risk of being looed. The dealer may also change any or all of his own cards, and he takes the turn up card into his hand likewise throwing out one in lieu of it. The cards have the same value as at three-card Leo and Whist, except that the knave of clubs, which is called Pam, is superior to any trump. If the elder hand holds Pam, he must lead it; if not, a small card of trumps if he has it, or any other suit which is considered as trumps; and the holder of Pam is expected to play it in the first round. If the winner of the first trick hold a trump, he must play it next; but, for the remaining three tricks the players are left to their own discretion. Each trick is entitled to a fifth of the pool. A flush of five trumps or four trumps with Pam in one hand, takes the whole pool, and the other players, except the holder of Pam, are looed in five each. The only laws in this game are, that you must follow suit if you can, and that in the first round trumps must be played, though the elder hand, sometimes not holding a trump card may lead from another suit. It is sometimes played with what is called a Running Pam, that is, making the knave of the trump suit the best card, instead of the knave of clubs. LOTTERY Of the minor games of cards, Lottery is without doubt one of the most amusing. A great excellence of the game is, that it is most agreeable when there is a great number of players; for it may be played by ten, twelve, or more; but not well with less than four or five players. Two entire packr of cards are employed, one of which serves for the tricks, and the other for the lots or prizes. Each player should take a certain number of counters, more or less, that and their value depending on the will of the players. These points being settled, every one gives the counters he has, for his stake, and these being collected into a box or purse, on the middle of the table, compose the fund of the Lottery. The players being all ranged round the table, two of them take the two packs of cards, and as it is of no importance who deals, as there is no advantage in being eldest or youngest, the cards are commonly presented in compliment to some two of the players. The dealers, after well shuffling the cards, have them cut by their left-hand neighbors, and one of them deals a card to each player; all these cards are to remain turned, and are called the lots; each player then places on his lot what number of counters he thinks proper; they should observe, however, to make them one higher than the other, that there may be as few as possible of the same value. The lots being thus prized, he who has the other pack deals likewise to each player one card, which are called the tickets; each player having received his card, the lots are then turned, and each examines whether his ticket answers to any of the lots; for example, if any of the lots are, the knave of clubs, the queen of hearts, the ace of spades, the eight of clubs, the six of diamonds, the four of hearts, the three of spades, and the two of diamonds; he or they, whose cards correspond to any of those, take up the lot or prize that is marked on that card. The two dealers then collect those cards that belong to their respective packs, and after having shuffled them, deal again in the same manner as before, the lots being laid down and drawn by the tickets in the manner we have just mentioned; and such lots as remain undrawn, are to be added to the fund of the lottery. This continues till the fund is all drawn out, after which each player examines what he has won, and the stakes are paid in money by him who drew the lottery; whose business it is to collect and divide it. If the party should last too long, instead of giving only one card to each for his ticket, you may give two, three, or even four, one after the other, according as you would have the party continue; increasing the value of the lots likewise helps greatly to shorten the party. Another method is, to take at random three cards out of one of the packs, and place them, face downward, on a board or in a bowl on the table for the prizes, then every player purchases from the other pack any number of cards for tickets as may be most agreeable, paying a fixed sum or certain quantity of counters for each, which sums or counters are put in different proportions on the three prizes to be gained by those who happen to have purchased corresponding cards, and such that happen not to be drawn are continued till the next deal. This game may be played with a single pack, by separating the same into two divisions, each containing a red and black suit. GIN RUMMY Cards--Dealer--Dealing.--A full deck is used. Cut for deal, high deals. The cards are dealt one at a time until each player has 10. The next card is turned face up as a starter for the discard pile. Balance is left face down beside the discard pile. Player is to draw cards from the deck or discards until the value of the unmatched cards is 10 or less. Matched cards are a sequence of three or more in the same suit, or sets of three or four of a kind. Unmatched cards are ones that are not part of a matched set or sequence. (Dealer's opponent) may take the first exposed card, or pass and allow the dealer to take it. If the dealer refuses it, he now draws a card from the deck and either keeps it or discards it or another card on the discard pile. Players now draw and discard in turn. When either player has 10 points or less, after playing his melds, he may knock, discard and then lay out his hand. (Ace is low only, King is high.) The cards count at their face value--Ace 1, deuce 2, etc.--all face cards count 10. After the Knocker lays out his melds, the other player plays his melds, and in addition plays on the melds of the Knocker. EXAMPLE: The Knocker laid down: K. Q. J. three 6, and three 2. He had left an Ace. His opponent held: 7 6 5, three 8's, 9-10-2-4, melding 7-6-S-three 8's and laying 9-10-2 on Knocker's meld, having left 4. When a player knocks, he guarantees to have fewer points left, after making his melds, than his opponent. If so, he counts the difference, which in the example would be 3. But if there is a tie, his opponent scores 10, and should his opponent have fewer points; the opponent scores the difference, plus 10. When a player knocks, and after discarding, is able to meld all of his cards, he has gone GIN. His opponent may now lay out his melds, and if he has any cards left, the Knocker scores 20, plus the total of the unmatched cards. But should the opponent also get rid of all of his cards, and go GIN, both players score 10. (Some players allow the opponent to make his melds, and play his unmatched cards on the Knockers melds.) A Schneider.--When a player wins a game before his opponent scores a point, he wins a Schneider, and doubles the points won from his opponents. End of a Deal.--The last card of a deal is the final card discarded. This card may be picked up for a Knock or Gin. In case of a draw the deal passes, otherwise the winner deals. Scoring.--The game ends when the score of either player totals 100 or more points. Both columns are added, with an additionaL 10 points for each box won. The winner of the game adds 25 points for winning. The loser's score is now subtracted, and the net result is credited to the winner. This is listed in a separate column. Game Bonus for player who has 100 or more points. 1 .--Total both scores. 2.--Add 10 to each score for each box won. 3.--Add game bonus of 25 points. 4.--Subtract loser's score. Knock Hands.--If the Knocker has fewer points he scores: 1.--He scores the difference in cards. 2.--In case of a tie, the opponent scores 10 points. 3.--Should the Knocker lose, his opponent scores 10 points, plus the difference in the cards. Gin Hands.-- 1.--Going Gin, 20 points, plus opponents unplayed cards. 2.--Should both players go Gin, both score 10 points. A Schneider.-- 1.--Double the number of points made in the boxes. 2.--Then add bonus for each box won. 3.--Then add 25 points game bonus. The total is credited to the winner. PINOCHLE TWO-HAND Pinochle is played with 48 cards (two each of A, K, Q, J, 10 and 9 of each suit), or 64 cards (adding the 8's and 7's). The cards rank: A (high) 10, K, Q, J, 9, 8, 7. If two cards of same suit and denomination are played on one trick the card that is played first wins. In cutting for deal, high deals. Either player may shuffle the cards, dealer last, and pone cuts, leaving at least five cards in each pack. With the 48-card pack twelve cards are dealt to each player, four at a time, and the next card turned for trump. With the 64-card pack sixteen cards are dealt to each player. If the card turned for trump shou1d~ be the lowest of the suit (the 9-spat or 7-spot, respectively) the dealer scores 10 points for it at once. This trump is called Dix (pronounced "deece"). The rest of the pack is laid beside it, face up. In case of a misdeal, a new deal is required by the same player. Objects of the Game.--To score certain combinations of high cards (called melds), and to win play tricks containing cards of counting value. The combinations of counting value, or melds, are as follows: CLASS A Marriage (K and Q of any plain suit) 20 points Royal Marriage (K and Q of trump suit) 40 points Royal Sequence (A, K, Q, J and 10 of trumps) 150 points CLASS B Pinochle (Q of Spades and J of Diamonds) 40 points Double Pinochle (2 Q's of Spades and 2 J's of Diamonds) 80 points In some localities Double Pinochle counts 500 CLASS C Four Jacks (one each of the four suits) 40 points Four Queens (one each of the four suits) 60 points Four Kings (one each of the four suits) 80 points Four Aces (one each of the four suits) 100 points 8 Jacks 80 points 8 Queens 120 points 8 Kings 160 points 8 Aces 200 points Cards taken in on tricks have the following values: Aces and tens, each count 10 points; Kings and Queens, each 5 points. The last trick counts 10 points for player taking it. The Dix (lowest trump) counts 10 points to dealer turning it up or to holder under conditions elsewhere stated. Melds are of no value unless the player making them wins at least one trick in play. Incorrect melds such as three Kings and a Jack in place of four Kings, stand unless corrected by the opponent. The Play.--Eldest hand leads any card and dealer plays on it any card he chooses, it not being necessary to follow suit until the stock is exhausted. The high card of suit led wins unless trumped. Winner of trick may meld (or announce) any one combination which he holds, but he must do this before drawing his card from stock by laying the cards composing the combination face up on the table. The meld is then scored immediately. A player who holds the lowest trump (9 or 7 as it may be) may, upon taking a trick, exchange it for the trump card originally turned up and score 10 points for the Dix, but if he makes any other meld on the same trick the 10 points are lost. Cards used in one combination cannot be used in any other combination of less or equal value if both melds are in the same class. The lower must always be shown first and the higher added to it. At least one fresh card from the hand must be added to the cards already on the table for each additional meld. After melding (if he has a meld) winner of trick draws top card from stock, his opponent taking the next, and leads for the next trick. In this way the play continues until the stock is exhausted. After all the cards have been drawn from the stock the second player on each trick must not only follow suit, but must take the trick if he can; if he has no card of suit led he must trump if he has a trump. Only one combination can be melded for each trick taken. Cards used for melds may be afterwards led or played on tricks. Irregular Plays.--If a player fails to take a trick when possible after the stock is exhausted, the opponent may demand that the cards be replayed from the trick in which the error was made. If, after the first draw, a player has too many or too few cards, his opponent may allow him to play without drawing until his hand is reduced to the right number of cards or to fill his hand from the stock. A card led out of turn may be taken back without penalty if the error is discovered before opponent has played; otherwise it must stand. Irregularities in Drawing.--A player who draws two cards at once may put the second card back without penalty if he has not seen it; otherwise he must show it to opponent. If loser of a trick looks at two cards in drawing, his opponent may look at two cards after the next trick and may take whichever one he chooses, without showing it. If a player, at his proper turn, neglects to draw, his opponent may allow him to draw two cards after the next trick or may, at his option, declare the deal void. Should there, through error, remain only two cards besides the trump card in the talon after the next to the last trick, the winner of the last preceding trick must take the top card, his opponent taking the trump, and the last card in the stock must remain unexposed. Calling Out.--The first player who correctly declares that he has reached 1,000 points wins the game, no matter what the opponent's score may be. It therefore behooves each player to keep track of his points toward the end of the game. A player may call out at any time before the last trick is taken, whether he is in the lead or not, but not after he has picked up his cards to count his points. If he calls when he is not out, he loses the game. If both are 1,000 and neither has called out, the game is continued to 1,250 points. If a meld is enough to put a player out, it is not necessary for him to win another trick to make the meld good. If the 10 points for the last trick complete a player's score he must call out before he takes the trick. Scoring.--When the hands have been played out the points taken in tricks by each player are counted and added to the meld scores. The game is 1,000 points, unless extended to 1,250, as previously stated. THREE AND FOUR-HANDED PINOCHLE Three-hand Pinochle is played with 48 cards; four-hand, either 48 or 64. Deal is determined by cutting as in two-hand game; in four-hand, higher two are partners against lower two. In three-hand game (and in four-hand when 64 cards are used), 16 cards are dealt to each player, four at a time; in four-hand, with 48-card pack, 12 cards to each. Last card is turned for trump. Eldest hand, if he holds it, may exchange lowest trump (9 or 7) for turned trump, and score 10 for Dir. If not, next player has the privilege, and so on around the table until trump is exchanged. Holder of other 9 or 7 may then show it and also score 10 for Dix. Dix is a meld in three-hand even if dealer turns it up, and is scored with the other melds after winning a trick. Each player, beginning with eldest hand, exposes whatever melding combination he holds, and their values are noted. In four-hand Pinochle combinations cannot be formed by combining cards from two partners' hands. At least one fresh card must be taken from the hand for each additional meld. Thus four K's and Q's score 220 only, because the last card laid down cannot be used for two melds at one time. The trump sequence scores 190 if the marriage is laid down first and the A, J, 10 added. After the melds are noted they are taken back into the hand and eldest hand leads any card. The other players in turn to left, must follow suit and must head the trick if they can. A player holding no card of suit led must trump, and if the suit has already been trumped he must, if he has it, play a higher trump even if this wins his partner's trick. Also, if a trick has already been trumped and he has no card of the suit led, he must play a trump if he has one, even though it should not be higher than those already played. Player having neither suit nor trump may discard anything he pleases. Winner of first trick leads for next, etc. After taking a trick, a player may score all of his melds. If he has no tricks he can score no melds. In partnership games both partners may score their melds if either takes a trick. The game is 1,000 points. The rules as to calling out, etc., are the same as in the two-hand game. In partnership games a player calling out binds his partner. AUCTION PINOCHLE This is the same as three and four-hand Pinochle except that the trump is named by the highest bidder. Eldest hand starts the bidding. Each player must bid higher than the previous bid or pass, and the bidding continues until no one will bid higher. A player passing on one round may come in on next round or later if he desires. If bidder (or partners) makes as many points as bid, he scores all he makes. If not, he is set back the amount of his bid. Opponents score all they make. The game is 1,000 points, and biddes always has first count. If he scores out he wins the game. AUCTION PINOCHLE WITH WIDOW This is today the most popular form of Pinochle and has superseded all other forms of the game. It is played with 48 cards (two each of the A, K, Q, J, 10 and 9 of each suit), by three active players. If four play, the dealer takes no cards. Cards rank the same as in other forms of the game, both in cutting and playing, the 10 being next to the Ace. Fifteen cards are dealt to each active player, three at a time, and three are laid aside, face down after the first round, for the widow. Eldest hand has the privilege of refusing three consecutive bids by the player at his left. Refusal of a bid indicates that he undertakes to make as many points as offered. The survivor of this bidding then has the privilege of refusing three bids made by the third player. Each bid must be better than the previous one by at least 10 points. When the bidding is finished the cards in the widow ,are turned up and the successful bidder takes them into his hand and names the trump. He then lays out three cards in place of the widow, the points in these cards counting for him at the end of the play. Each player then makes his individual melds. It is important that the bidder discard before melding, as no part of the bidder's meld can be laid away. If a player takes up the widow before the bidding is finished, he cannot bid on that deal and must allow the highest bidder to draw three cards from his hand, face down, to take the place of the widow. Should a player expose the widow without taking it into his hand, he must shuffle it with his other cards, under the same penalty. If successful bidder neglects to lay out for the widow before melding, he must be called upon to show his melds again after discarding. If he leads for the first trick without having discarded, his opponent must call upon him to discard before playing to the lead, or they condone the error. if the widow is found to contain more or less than three cards, opponents having their right number, the bidder's hand is foal and he is set back, provided there was no claim ef irregularity in the pack when the deal was made. Melds and scoring points are the same as stated under the head of Two-hand Pinochle. The play begins after all three have made their melds, by successful bidder leading any card he pleases for the first trick. The rules laid down under the head of Three-and Four-hand Pinochle apply as to following suit and trumping. If either of bidder's opponents leads or plays out of turn, the bidder cannot be set back, and he may either let the card led or played in error stand or may call upon the proper player to lead, the card played in error being left on the table subject to calL There is no penalty if the bidder leads out of turn. A player failing to follow suit or to head a trick when possible is guilty of a revoke and forfeits his entire score for cards on that deal. If he is the bidder and his melds alone do not cover the amount bid, he is set back. If either of his adversaries revokes he cannot be set back, and he may play out the hand to score all he can in cards, but neither adversary can score anything but melds. Any player found to have too many cards after playing to the first trick forfeits his entire score. If he has too few the card must be found, and he is then held responsible for and revokes just as if the card had been in his hand. If one opponent is short and the other has too many, neither can score anything, and the bidder cannot be set back, but may play out the hand. The superfluous card at the end belongs to the bidder, whether or not he wins the last trick. If the bidder has too many cards he is set back. If he has too few, the opponents having their proper number, the missing card must be in the widow, and the opponents draw one from the widow face down, to complete his hand, so that they may finish the play, but the bidder's hand is foul and he is set back. Any player turning up and looking at any but the last trick is not allowed to score anything for cards. This rule applies to all forms of Pinochle. If bidder makes as many points as bid, he scores all he makes. If not, he is set back amount bid. Opponents score all they make. The game may be either 12 hands or 1,000 points, as agreed. The bidder has always the first count and goes out if he has enough points, no matter what his opponent's score may be. It is therefore unnecessary for him to call out. If both opponents reach 1,000 the first who correctly calls out wins, but if incorrect he loses the game. If both are out, but have not called out, they must play on to 1,250 while the bidder on that hand is still playing to reach 1,000. Another, manner of playing four-hand Auction Pinochle is for all four to play two as partners against the other two as described above in the four-hand game. PITCH AUCTION Auction Pitch is played with a pack of fifty-two cards, which rank as at Whist, and by any number of persons, from four to eight. The deal is determined by cutting; the player cutting the highest card deals. Ace is high. After the deal has been determined, and the cards have been shuffled and cut by the player to the right of the dealer, the dealer delivers sir cards to each player, three at a time, in rotation, beginning with the player to his left. No trump is turned. After the first band has been played, the deal passes in rotation to the left. After the cards have been dealt, the eldest hand (the player to the left of the dealer) proceeds to sell the privilege of pitching the trump. Each player in turn has the right to make one bid, but no more. The bidding proceeds in rotation, beginning with the player to the left of the eldest hand. The eldest hand has the last say, and may either sell to the highest bidder, or decline to sell, and pitch the trump himself. If the seller decline to entertain the highest bid, and pitch the trump himself, he is entitled, if successful, to score all the points he may make; but if he fail to make as many points as the highest number offered, he must be set back just that number of points, and he cannot score anything he may have made during the play of that hand. A player whose bid has been accepted may score not only the number of points he bid, if he make them, but also any points he may make in excess thereof. If a player buy the privilege of pitching the trump and fail to make or save the necessary number of points, he must be set back the number of points he bid, and he cannot score anything he may have made during the play of that hand. The seller, when he accepts a bid, scores the points at once, and before a card is led. If no bid is made, the seller must pitch the trump himself. The game is ten points. All points a player may make are deducted from his score. All points a player may be set back are added to his score. The player whose score is first reduced to nothing wins the game. The points rank and are scored in the following order of precedence: 1. High (the highest trump out). 2. Low (the lowest trump out). 3. Jack (the Knave of trumps). 4. Game. Low scores for the player who originally held it. Jock may be taken with any superior trump, and scores for the player who makes or saves it. In the event of a tie in counting game, that point is not. scored by either party. The game is usually scored on a slate in the following manner: Two crosses are made thus, X X. Each cross represents five points. When a player makes one point, he rubs out the centre of the cross thus, --, and when he makes another point he rubs out one of the remaining portions of the cross, and so on until all are wiped out. If a player is set back, the additional points are marked in a similar manner. PLAYING THE HAND After it has been determined who is to pitch the trump, the player having that privilege must lead a card of the suit he makes trump. Each player, beginning with the player to the left of the Ieader~ plays a card to the lead. When all the players have played to the lead, that constitutes a trick. The highest card of the suit led wins the trick, and the winner of the trick has the next lead. After the first trick it is not compulsory to lead a trump, and a player may lead a card of any suit he chooses. Each player must follow suit if he can, unless he choose to trump~ If he has no card of the suit led, he is not compelled to trumps but may play a card of any suit he chooses. The playing proceeds in this way until all the cards held by each of the players are played out. After the hand is played the scores are made, and a new deal ensues; this is continued until some player wins the game. If a player snake a revoke he is debarred from scoring any point he may have made in the play of the band; and in addition, the revoking player must be set back the highest number of points that was bid (in the hand) for the privilege of pitching the trump. Any loss an innocent player may have sustained by reason of the revoke, if claimed, must be rectified and made good, provided the same can be dearly demonstrated by subsequent examination of the tricks. In all other particulars this game is goverened by the laws of All-Fours. POKER Draw Poker is played with a pack of fifty-two cards, and by any number of persons from two to six. DEALING Before the dealer begins to deal the cards, the player next to his left, who is called the ante-man or age, must deposit in the pool an ante not exceeding one-half the limit previously agreed upon. This is called a blind. The deal is performed by giving five cards to each player, one at a time, beginning with the player to the left of the dealer. GOING IN ON THE ORIGINAL HAND After the cards have been dealt the players look at their hands, and each player in rotation, beginning with the player to the left of the age, determines whether he will go in or not. Any player who decides to go in, that is to play for the pool, must put into the pool double the amount of the ante, except the player holding the age, who contributes the same amount as his original ante. This j makes the blind good, and all the players interested in that hand will have contributed alike. Those who decline to play throw their cards, face downward, upon the table in front of the next dealer. Any player when it is his turn, and after making the ante good, may raise, i.e., increase the ante any amount within the limit of the game; the next player, after making good the ante and raise, may then also raise it any amount within the limit; and so on. Each player, as he makes good and equals the other players who are in before him, may thus increase the ante if he chooses, compelling the others to equal that increase, or abandon their share of the pool. Each player who raises the ante, must do so in rotation, going round to the left, and any player who remains in to play, must put in the pool as much as will make his stake equal to such increase, or abandon all he has already contributed to the pool. THE STRADDLE Another feature that may be introduced when betting upon the original hand, is the straddle. The straddle is nothing more than a double blind. For example: A, B, C, D and E play. A deals. B, the player holding the age, antes one chip. C can straddle B's ante by putting in the poo1 two chips, provided he does so before the cards are cut for the deal. D may double the straddle, i. e., straddle C, and so on up to the age, provided the bets do not exceed the limit. In the above instance, supposing C only to straddle, it would cost D, E and A each four chips to go in, and it would cost B three and C two chips. Each straddle costs double the preceding one. The straddle does not give the player the age, it only gives him the first opportunity to be the last in before the draw; that is, the player to the left of the last straddler, after looking at his hand, and before the draw, must be the first to declare whether he will make good the straddle, and so on, in rotation, up to the player who made the last straddle. After the draw, the player to the left of the age must make the first bet, provided he remains in. A good player very rarely straddles. FILLING THE HANDS When all are in who intend to play, each player has the right to draw any number of cards he chooses, from one to five, or he can retain his cards as originally dealt to him. If a player draws cards, he must discard a like number from his hand previous to drawing, and the rejected cards must be placed face downward upon the table near the next dealer. The dealer asks each player in rotation, beginning with the holder of the age, how many cards he wants, and when the player has discarded, he gives the number requested from the top of the pack. When the other hands have been helped, the dealer, if he has gone in and wants cards, then helps himself last. BETTING, RAISING AND CALLING When all the hands are filled, the player to the left of the age has the first say, and he must either bet or retire from the game, forfeiting what he has already staked. The same with all the other players, in rotation, up to the age. When a player makes a bet, the next player must either see him i.e., put in the pool an equal amount, or go better, i. e,, make the previous bet good, and raise it any amount not exceeding the limit; or he must pass out. This continues either until some one player drives all the others out of the game and takes the pool without showing his hand; or until all the other players who remain in see the last raise (no one going better) and call the player who made the last raise. In this event, & a., when a call is made, the players remaining in aU show their bands, and the strongest hand takes the pool. The following is an example illustrating the mode of betting before and after the draw: The limit is thirty chips, and A, B, C, D and E are the players. A deals. B, holding the ages antes one chip; C goes in and puts up two chips; D makes good and raises ten chips, putting in twelve chips; E passes out of the game; A makes good, sees D's raise, putting in twelve chips; B makes good, sees D's raise, and goes five chips better, this costs him sixteen chips; C passes out and abandons the two chips he has already put in; D sees B's raise, and bets the limit better, contributing thirty-five chips; A sees D, and deposits thirty-five chips; B also sees D, and puts thirty chips in the pool A, B and D now each have forty-seven chips in the pool, which, together with the two chips abandoned by C, make a total of one hundred and forty-three chips. After the hands are filled, B holding the age, and C having passed out, it becomes D's say, i. e., D's turn to declare what he will do. D determines to stake five chips; A sees D's bet and goes thirty chips better, and puts up thirty-five chips; B sees A, and deposits thirty-five chips, D makes good, putting up thirty chips, and calls A. Each of the players now have eighty-two chips in the pool, which, including the two chips which C forfeited, make a total of two hundred and forty-eight chips. They show their hands, and A having the best hand, captures the pool. Suppose that instead of B and D calling A, they had passed out. Then A would have taken the pool without showing his hand. If all the p1ayers pass, up to the age, the latter takes the pool, and the deal ends. THE OLD-FASHIONED GAME The foregoing is a description of what is called modern Draw Poker, sad is the game now almost universally played in this country; but some old-fashioned players, who object to a compulsory blind, which the ante of the player holding the age really is, prefer the old game of Draw Poker, which differs from the modern game in the following particulars: 1. The dealer opens the hand by putting up a fixed ante before dealing, which is not, in the strict sense of the term, a bet or a blind. 2. The age alone has the privilege of going a blind, provided be does so before the cards are cut for the deal, but this is optional, and not compulsory. 3. Previous to the draw any player may pass and afterwards come in again, provided no bet or blind ban been made before be passes. 4. If, previous to the draw, all the players, including the dealer, pass without making a bet, the hand is ended, and the eldest hand puts up an ante and deals. This contingency is not likely to occur very often. VALUE OP THE HANDS The value of the hands are as follows, commencing with the lowest: 1. One Pair.--(Accompanied by three cards of different denominations). If two players each hold a pair, the highest pair wins; if the two are similar, the highest remaining card wins. 2. Two Pair.--(Accompanied by a card of another denomination.) If two players each hold two pairs, the highest pair wins. If the two pairs are similar, the player whose remaining card is the highest wins. 3. Triplets (that is three cards of the same denomination, net accompanied by a pair). The highest triplets win. Triplets beat two pair. 4. A Straight (that is a sequence of five cards not all of the same suit). An Ace may either begin or end a straight. For example: Ace (highest), King, Queen, Knave, Ten, is a straight, and the highest straight. Five, Four, Three, Two, Ace (lowest) is a straight, and the lowest straight. An Ace cannot occupy an intermediate position, thus: King, Queen, Ace, Two, Three, is not a straight. If more than one player holds a straight, the straight headed by the highest card wins. A straight will beat triplets. Straights are not always played; it should therefore be determined whether they are to be admitted at the commencement of the game. If, however, it has been agreed before commencing to play that straights are to be counted in the game, a straight flush outranks four cards of the same denomination, four Aces, for instance. 5. A Flush, (that is five cards of the same suit not in sequence). If more than one player holds a flush, the flush containing the highest card wins; if the highest cards tie, the next highest cards in these two hands win, and so on. A flush will beat a straight, and consequently triplets. 6. A Full, (that is three cards of the same denomination, and a pair). If more than one pair holds a full, the highest triplets win. A full will beat a flush. 7. Fours (that is four cards of the same denomination, accompanied by any other card). If more than one player holds fours, the highest fours win. When straights are not played, fours beat a straight flush. 8. A Straight Flush (that is a sequence of five cards, all of the same suit). If more than one player holds a straight flush, the winning hand is determined in the same manner as the straight, which see. When straights are not played, the straight flush does not rank higher than a common flush, but when straights are played, it is the highest hand that can be held, and beats four of a kind. When none of the foregoing hands are shown, the highest card wins; if these tie, the next highest in these two hands, and so on. If upon a call for a show of cards, it occurs that two or more parties interested in the call hold hands identical in value, and those hands are the best out, the parties thus tied mnst divide the pool, share and share alike. TECHNICAL TERMS USED IN POKER Age.--Same as eldest hand. Ante.--The stake deposited in the pool by the age at the beginning of the game. Blaze.--This hand consists of five court cards, and when it is played, beats two pairs. Blind.--The ante deposited by the age previous to the deal. The blind may be doubled by the player to the left of the eldest hand, and the next player to the left may at his option strad.&e this bet; and so on, including the dealer, each player doubling. The player to the left of the age alone has the privilege of the first straddle, and if be decline to straddle, It debars any other player coming after him from doing so. To make a blind good costs double the amount of the ante, and to make a straddle good costs four times the amount of the blind. Each succeeding straddle costs double the preceding one. Call--When the bet goes round to the last better, a player who remains in, if he does not wish to see and go better, simply sees and calls, and then all those playing show their hands, and the highest hand wins the pool. Chips.--Ivory or bone tokens, representing a fixed value in money. Chipping, or to Chip.--Is synonymous with betting. Thus a player instead of saying "I bet," may say "I chip" so much. Discard.--To take from your band the number of cards you intend to draw and place them on the table, near the next denier, face downwards. Draw.--After discarding one or more cards to receive a corresponding number from the dealer. Eldest Hand, or Age.--The player immediately at the left of the dealer. Filling.--To match or strengthen the cards to which you draw. Foul Hand.--A hand composed of more or less than five cards. Freeze Out.--In Freeze-out Poker each player exposes an equal amount at the beginning of the game, which cannot be added to from any source other than winnings from other players. No player can retire with any of this stake until the close of the game or the hour fixed for its close. No player can be deprived of a call if he puts up all his money, and no player when his money is exhausted, can borrow or continue in the game on credit under any circumstances. Going Better.--When any player makes a bet it is the privilege of the next player to the left to raise him, that is, after making good the amount already bet by his adversary, to snake a still higher bet. In such a case it is usual to say, "I see you and go (so much) better," naming the extra sum bet. Going In.--Making good the ante of the age and the straddles (if any), for the privilege of drawing cards and playing for the pooi. Limit--A condition made at the beginning of a game, limiting the amount of any single bet or raise. Making Good.--Depositing in the pool an amount equal to any bet previously made. This is done previous to raising or calling a player, and is sometimes called seeing a bet Original Hand--The first five cards dealt to any player. Pat Hand--An original hand not likely to be improved by drawing, such as a full, straight, flush, or pairs. Pass.--"I pass" is a term used in Draw Poker to signify that a player throws up his hand and retires from the game. Jack-Pots.--Is a Western modification introdeced into the game, and is fully explained under Jack-Pots. Raising a Bet.--The same as going better. Say.--When it is the turn of any player to declare what he will do, whether he will bet or pass his hand, it is said to be his say. Seeing a Bet--The same as making good. Straddle.--See Blind. Table Stakes.--A table stake simply means that each player places his stake where it may be seen, and that a player cannot be raised more than he has upon the table; but at any time between deals, he may increase his stake from his pocket, or he may put up any article for convenience sake, say a knife, and state that be makes his stake as large as any other player's, and he is then liable to be raised to any amount equal to the stake of any other player, and must make good with cash. When playing table stakes, if a player have no money on the table, he must put up or declare his stake previous to raising his hand, and failing to do this, he must stand out of the game for that hand. CUTTING AND DEALING I. The deal is determined by throwing around one card to each player, and the player who gets the lowest card deals. 2. In throwing for the deal, the Ace is lowest and the King highest. Ties are determined by cutting. 3. The cards must be shuffled above the table; each player has a right to shuffle the cards, the dealer last. 4. The player to the right of the dealer must cut the cards. S. The dealer must give each player one card at a time, in rotation, beginning to his left, and in this order he must deliver five cards to each player. 6. If the dealer deals without having the pack properly cut, or if a card is faced a the pack, there must be a fresh deal. The cards are re-shuffled and re-cut, and the dealer deals again. 7. If a card be accidentally exposed by the dealer while in the act of dealing, the player to whom such card is dealt must accept it as though it had not been exposed. (See Rule 25.) This rule does not apply when a card is faced in the pack. 8. If the dealer give to himself, or either of the other players, more or less than five cards, and the player receiving such a number of cards discover and announce the fact before he raises his hand, it is a misdeal. The cards are re-shuffled and re-cut, and the dealer deals again. 9. If the dealer give to himself, or either of the other players,. more or less than five cards, and the player receiving such improper number of cards lifts his hand before he announces the fact, no misdeal occurs, and he must retire from the game for that hand. 10. After the first hand the deal proceeds in rotation, beginning with the player to the left of the dealer. DISCARDING AND DRAWING 11. After the deaJ has been completed, each player who remains in the game may discard from his hand as many cards as he chooses, Of his whole hand, and call upon the dealer to give him a like number from the top of those remaining in the pack. The eldest hand must discard first, and so in regular rotation round to the dealer, who discards last; and the players must discard before any party is helped. [For the sake of convenience, each player should throw his discarded cards face downwards upon the table near the next dealer.] 12. Any player after having asked for fresh cards, must take the ersct number called for and after cards have once been discarded. they must not again be taken in hand. 13. Any player, previous to raising his hand or making a bet, may demand of the dealer how many cards he drew, and the latter must reply correctly. By raising his hand or making a bet, the player forfeits the right to inquire, and removes the obligation to answer. 14. Should the dealer gwe any player moie cards than the latter las demanded, and the player discover and announce the fact before raising his cards, the dealer must withdraw the superfluous cards and restore them to the pack.. But if the player raise the cards before informing the dealer of the mistake, he must retire from the game during that hand. 15. Should the dealer give any player fewer cards than the latter has discarded, and the player discover and announce the fact previous to lifting the cards, the dealer must give the player from the pack sufficient cards to make the whole number correspond with the number originally demanded. If the player raise the cards before making the demand for more, he must retire from the game during that hand. 16. If a player discard and draw fresh cards to his hand, and while serving him the dealer expose one or more of the cards, the dealer must place the exposed cards upon the bottom of the pack, and give the player a corresponding number from the top of the pack. (See Rule 8.) BETTING, CALLING AND SHOWING 17. In opening the pooi before the cards are dealt, the age makes the first ante, which must not exceed one-half the limit. After the cards are dealt, every player in his proper turn, beginning with the player to the left of the age, must make the ante good by depositing double the amount in the pool, or retire from the game for that hand. [This opening bet of the age is simply a compulsory blind. Many fine poker players consider this objectionable, and prefer the old-fashioned game, as follows: 1. The dealer antes a fixed sum previous to dealing, which is not a bet or a blind. 2. The age may go a blind, but this is optional, and not compulsory. 3. Previous to the draw, any player may pass and come in again, provided no bet or blind has been made before he passed.] 18. After the cards have been dealt, any player in his proper turn, beginning with the player to the left of the age, after making good the age's ante, may raise the same any amount not exceeding the limit of the game. 19. After the hands are filled, any player who remains in the game may, in his proper turn, beginning with the player to the left of the age, bet or raise the pool any amount not exceeding the limit of the game. 20. After the draw has been made, the eldest hand or age has the privilege of deferring his say until after all the other players have made their bets or passed. The age is the last player to declare whether he will play or pass. If, however, the age pass out of the game before the draw, then the next player to his left (in play) after the draw, must make the first bet, or failing to bet, must pass out. The privileges of the age cannot be transferred. 21. If a player in his regular turn bet or raise a bet any amount not exceeding the limit of the game, his adversaries must either call him, go better, or retire from the game for that hand. When a player makes a bet he must deposit the amount in the pool. 22. If a player makes good or sees a bet, and calls for a show of hands, each player must show his entire hand to the board, the caller last, and the best poker hand wins the pool. 23. If a player bets or raises a bet, and no other player goes better or calls him, he wins the pooi, and cannot be compelled to show his hand. 24. Upon a show of hands, if a player miscall his hand, he does not loose the pool for that reason, for every hand shows for itself. 25. If a player pass or throw up his hand, he passes out of the game, and cannot, under any circumstances whatever, participate further in that game. 26. Any player betting with more or less than five cards in his hand, loses the pool, unless his opponents all throw up their hands before discovering the foul hand. If only one player is betting against the foul hand, that player is entitled to the ante and all the money bet; but if there are more than one betting against him, then the best hand among his opponents is entitled to the pooi. 27. If a player makes a bet and an adversary raise him, and the player who made the previous bet has not money sufficient to see the raise, he can put up all the funds he may have and call for a show f or that amount. 28. None but the eldest hand (age) has the privilege of going a blind. The party next and to the left of the eldest hand may double the blind, and the next player straddle it, the next double the straddle, and so on, but the amount of the straddle, when made good, must not exceed the limit of the game. 29. A player cannot straddle a blind and raise it at the same time, nor can any player raise a blind before the cards are dealt. 30. If the player to the left of the age decline to straddle a blind, he debars any other player from doing so. JACK-POTS The Jack Pot is a modification introduced in the game of Draw Poker, and is played as follows: When all the players pass up to the blind, hand, the latter allows his blind to remain in the pot, and each of the other players deposits a similar amount. The blind now deals, and any player, in his regular turn, may open or break the pot, provided he holds a pair of Jacks or better; but a player is not compelled to do so, tb.is being entirely optional. Each player in turn, commencing with the one at the left of the dealer, declares whether he can or will open the pot; if he declines to open he says: "I pass." If he has the requisite hand, elects to open, he says: "I open." If no player opens the pot, then each player deposits in the pool the same amount that was previously contributed, and the deal passes to the next player. The same performance ensues until some player holds the necessary cards, and is willing to break the pot. A player may break the pot for any amount within the limits of the game, and each player in turn must make the bet good, raise it, or pass out. After all the players who determine to go in have made good the bet of the player who opened the Jack Pot, and the hands have been filled, then the player who opened the pot makes the first bet. If all pass up to the player who broke the pot, the latter takes the pool and can only be compelled to show the Jacks, or better, necessary to break the pot. A player who breaks the pot on a pair may split the pair in order to draw to a four flush or straight (if the latter be played); but if he does so, he must lay the discard to one side, separate from any other cards, so that after the result has been determined, he may satisfy the other players that he broke the pot with a legal hand. jf this precaution is not observed, and attention called to it, the delinquent is subject to penalty prescribed in the following rule: When a player breaks the pot without holding the requisite cards to do so, he must deposit in the pool, as penalty, twice the amount of his original bet. [The amount of penalty for such an error should preferably be mutually agreed upon before opening the game. The above penalty seems light enough, considering the injustice that an error of this kind might work on the rest of the players. It has been suggested that ten times the original ante would not be an excessive penalty.] If no player come in except the one who broke the pot on an insufficient hand, a new hand must be dealt and the penalty added to the pot. If one or more players participate in the call when such an error as the foregoing occurs, the player holding the best band outside the delinquent player takes the pool; or if a player drives the original breaker and all others out, then the pool must go to him. Progressive Jack-Pots is played as follows: When, after a deal, no one opens the game, the players each place another chip in pool, new hands are dealt, etc., as before described, and no player can, under the second deal, open with less than Queens or better. If a third deal becomes necessary, it requires Kings or better to break the pot; and should it come to a fourth deal, it takes Aces or better, and so remains for any subsequent deals, until some player can and will break the pot. RED DOG The Pack.--52 cards, ranking from the A, K down to the 2. Players.--Any number from 3 to 8. Positions at the table may be cut for. The highest takes his seat and the first deal; the next highest to his left, and so on. The Pool--Before the deal, each player contributes one counter to the pool. If any player wins the entire pool, all contribute one counter each to form a fresh pool. Dealing..--Any player may shuffle, the dealer last. Player on the right cuts, leaving at least 5 cards in each packet. Cards are dealt from left to right, one at a time, until each player has 5. The remainder of the pack is left on the table, face down, for the stock. The Play.--Player on dealer's left has the first say. After examining his cards he can pass, paying one counter forfeit to the pool and abandoning his hand; or he can bet any amount, not exceeding the number of chips then in the pool, that he holds a card of the same suit as the one then on the top of the stock, and of higher rank. As soon as he puts up his bet the dealer turns up the top card of the stock. Suppose it is the Spade 8. If the one who bet can show a higher Spade he wins as many chips from the pool as he bet. If he fails, his bet goes into the pool. He shows only one card. The card turned up from the stock goes into the deadwood, with the hand of the one who bet, and the next player to the left has a chance to bet or pass. It is obvious that two high cards in two different suits are required to make a safe bet. Four Aces would be a certainty. When all have bet or passed, induding the dealer, all the cards are gathered up and the deal passes to the left. Any chips remaining in the pool are added to by the usual contribution from each player of one counter for the new deal. RHUM OR RHUMMY The Pack.--Full pack of fifty-two cards, which rank from the king down in sequence to the ace; the suits have no rank. Number of Players.--From two to six--four to six making the best game. Cutting and Shuffling.--The cards are spread and drawn for choice of seats and the first deal; low wins, and ace is low. Each player has a right to shuffle, the dealer last. Player to the right of the dealer cuts. Dealing.--When two play, nine cards are given to each; when three play, eight cards to each; when four or more play, seven cards to each. Cards are dealt one at a time, and the next card is turned face up and placed beside the stock, which is left in the center of the table, face down. Objects of the Game.--To get rid of the cards dealt to the player by laying them out in triplets, or in sequence and suits of three. The Play.--The player to the left of the dealer must either draw a card from the top of the stock (without showing it), or must take the card that lies face up beside the stock, discarding one in its place after he sees what he gets. If he holds three of a kind, such as three tens, or three of any suit in sequence, such as 6, 7, 8 of clubs, he lays them face up on the table in front of him. If he has no such combination, he should draw so as to get one together. The eldest hand having played, each player in turn to his left must draw a card and may lay out any combination he holds, discarding a card in place of the one drawn. Only one combination can be laid down at a time. After a few plays there are usually several cards on the table face up and the player after drawing may play one card at a time on any sequence. The game is sometimes rendered more difficult by having only one card face up, each discard being placed on the top of the original faced card, so that there are two piles to draw from, one face up and one face down, but only the top card may be taken from either. This makes the game much longer, but adds to the skill demanded, asthe cards passed must be remembered. A card once covered cannot be used. After drawing from the stock and before discarding, any player may get rid of one card in his hand by putting it on some combination already laid down by another player. If he holds the 8 of hearts, for instance, and some one had laid the 5, 6, 7 of hearts on the table, the 8 may be added to those three cards, but only one card at a time may be got rid of In this way. The first person to get rid of all the cards dealt to him and drawn by him, either by laying six on the table in front of him, or by laying four or five and giving the others to other players' layouts, discarding his last card, wins the game and the others settle with hint according to the number of pipe on the cards they have left in hand, ace counting one and so on up, the jack 11, queen 12 and king 13. No player is allowed to lay down any combination or get rid of any combination except in his proper turn, so that if a player wins the game it Is too late for any of the others to~y down or get rid of any cards that they could have got rid of. It is usually better for those who cannot use any of the cards faced on the table to draw from the stock on the chance of getting something to fit their hand, but in case of doubt it is wiser to play for the smaller combinations, such as three treys than for three jacks, became if you, do riot get the third one before some player wins the game, you will have to pay for the pips on the cards you hold. The last card drawn from the stock and discarded cannot be taken up for the purpose of reducing a player's pip, but only if it gives a play of threes or by the holding of intervening plays on board. If all the stock is drawn before any player wins the game, there are two ways to play: 1. All the hands are shown and the lowest pip value wins. In this method the play ends with the person who draws the last card, the next player not being allowed to use his discard. 2. The discards are all gathered up, shuffled and cut, and the top card turned face up, the remaining cards being left face down, and the game proceeds as if the original stock were still there. The table employed for the Roulette is somewhat in the shape of that used for the game of Rouge et Noir; it is of an oblong square form, covered with green cloth. In the center is a round cavity usually made of mahogany, and resembling in some degree a punchbowl. The sides are immovable, and around it are placed at equal distances several bands of copper, which commencing at the top descended to the extremity of the machine. In the center of it, which is movable, a circular bottom is formed, containing thirty-eight holes, to which the copper bands just mentioned are attached, and upon which are painted, alternately, in blank and red, thirty-six numbers, from one to thirty-six, a Zero (0), and a double Zero (00). In the middle is a moulinet (mill) of copper, surmounted by a cross of the same metal, which serves to impress the movable bottom with the rotary motion that any one would wish to give it. There is a banker, or rather many tailleurs who represent him: the number of players are not limited. One of the dealers puts the machine in motion, by turning with his fore-finger the cross which surmounts it from right to left, thus impressing the bottom that contains the thirty-eight holes, which produces, as before stated, a rotary motion. At this instant, he throws an ivory ball into the concavity of the Roulette, in a direction opposite to the movement which he has given to the movable bottom. This ball moves in the interior with great velocity, making several revolutions; until at length from the feebleness of its motion, and after many irregular bounds, it faUs into one of the thirty-eight holes, formed, as already stated, by the copper bands. It is the hole into which the ball enters that determines the gain or the loss of the numerous chances which this game presents. To the right and left of this machine are figured on the green cloth, for the accommodation of the players, the thirty-six numbers, and the Zeros, simple and doub1e, in the following manner. The other chances are also designated on the green cloth, divergent from its center, on one side "l'impair, Ia manque et le rouge"; on the other "le pair, le passe, at le noir." The impair wins, when the ball enters a hole numbered impair. The manque wins, when the ball enters a hole numbered eighteen, and all those under that number. The rouge wins, when the ball enters a hole of which the number is red, and vice versd. This game affords seven chances, comprising that of the numbers; and this latter chance divides itself into many others, of which we shall presently give a brief detail. The player puts upon those chances of which he makes choice, any sum he pleases; unless a limit has been set; unless in the like cases of which we have already spoken respecting the game of Rouge et Noir. The player who puts his money on one of the numbers, or the Zeros painted on the green cloth (which is called plein), gains thirty-five times the amount of his stake, should the ball fall into the corresponding number, or Zero, marked in the interior of the roulette. The gamester who plays on the numbers may play the twelve first, the twelve middle, and the last twelve. If the ball enters the hole in the interior, which corresponds with one of those twelve numbers marked on the green cloth, on which the player has put his money, he is paid three times the amount of his stake. To play the Colonnes, the player places his money in the square, which is at the foot of each column marked on the green cloth. If the ball enters one of the holes corresponding with one of the numbers of the column, the player gains three times the amount of his stake. He may equally, and at his pleasure, play two, three, four, six numbers, and he wins and loses always in the same proportion; eighteen times the stake for two numbers; twelve times the stake for three numbers; nine times the stake for four numbers; six times the stakes for six numbers; and the rest in the same proportion. The player who may have put his money on one or the other of the six chances wins double his stake if the chance arrives. If, then, the ball enters a hole of which the number is thirty-six, and red, the banker pays double all the money which is placed on the following chances--la passe, in pair, and Ic rouge, and pays thirty-five times the amount of the sum which was placed on the number thirty-six, and draws to the bank all the money which was placed on the other chances. If the ball should happen to enter the hole numbered seventeen, black, the banker pays the player double the amount of the stakes which may have been placed on the following chances, Ia manque, l'impair, and In noire, and thirty-five times the amount of the stake played on number seventeen, and draws to the bank all the money that may have been placed on the other chances. When the tailleur perceives that the ball has but a few seconds to roll, he cries out--"The play is made. Place no more bets." After this the players cannot put any money on the table; should they do so, the money is taken up by a croupier and returned to them. ROUNCE Rounce, as played in the United States, is taken from the German game of Ramsch, and in its principle features resembles Division Loo. Rounce is played with fifty-two cards, which rank as at Whist. The deal is determined by cutting, and the player who cuts the lowest card is entitled to the deal. In cutting the Ace is low. five cards are dealt to each player by two's and threes, as in the game of euchre, and an extra hand of six cards is dealt in the center of the table which is called dumby. The dumby must be dealt before the dealer takes the full complement of cards himself, and should be filled immediately preceding his own hand. When the cards have been dealt in the manner described, the dealer turns up the top card on the pack, which is the trump. Mter the first hand,, the deal passes to the left. The game consists of fifteen points, which number is scored with three crosses, in the following manner: X X X. Each cross represents five points. When a player makes one point, he rubs out the center of the cross, thus: X, and when he makes another point he rubs out one of the remaining portions of the cross, and so on until all are wiped out. After the ceremony of the deal has beth concluded, the dealer asks each player in regular succession, beginning with the eldest hand-- i. e., the player immediately to the left of the dealer--what he will do, whether he will stand his hand, take dumby, or decline playing for that round. The eldest hand has first privilege of taking dumby, and if he elects to do so, he must place his hand in the center of the table, face down, and discard one card from his new hand. If he declines to take dumby then the option passes to the next player, and so in succession to the dealer. Whoever takes dumby must play it. Any player who thinks he cannot take a trick may decline to play his hand. When all refuse to play then the player at the right of the dealer must play his hand, take dumby, or in default of doing either, give the dealer five points. The dealer may discard any card in his hand and take in hand the card turned up for trump. Each trick taken in play counts one point, and if a player fail to take a trick after entering to play his hand, he is Rounced, that is sent up five points, which adds a X to his score. In this game suit must be followed: but if this is not possible, a player may trump or not, at his option. The winner of a trick must lead a trump, if he can; if however, he holds no trump, he may lead any card he chooses. If the dealer make a misdeal, he is rounced, and loses his deal. A player is also rounced if he fail to follow suit when be can, or to lead a trump after taking a trick, when it is possible for him to do so. The German game Ramsch, differs from Rounce in the following particulars :--lst. The game is played with a pack of thirty-two cards, the same as euchre. 2d. A player is not compelled to lead trumps if he has already done so twice. 3d. If a player holds no trumps, and elects to play his hand, trusting to make a trick in good cards of other suits, he may, in his proper turn, play his poorest card face down, which card represents a trump, and such a lead calls for a trump from every player who holds one. In all other particulars, Rarnsch is identical with the American game of Rounce. RUSSIAN BANK This game, which is sometimes called Double Solitaire, has lately come into great favor as being probably the best game for two players ever invented. The Pack.--Two full packs of 52 cards each, with backs of different colors. Number of Players.--Two, either or both of whom may, by agreement with the adversary, have a consulting partner to give advice but who takes no part in the actual play of the cards, and is not allowed to point out or call stops on the opponent. Ranks of the Cards.--From the Ace, deuce up to the King on the foundations. The suits have no rank. Cutting.--One pack is spread face downward and each player draws a card, The highest has the choice of packs and seats and has the first play. Shuffling.--The winning cut having made his choice of packs, each shuffles and cuts the pack to be used by his adversary. The packs are then exchanged. Dealing.--Each player deals from the top of his own pack, 12 cards, one at a time, face down, in a pile to his right. These are his "stock." He then deals 4 cards face up, one at a time, to his right, in a line toward his opponent. The 8 cards form the tableau. Space must be left between the two lines of cards so dealt for 8 Aces, as they come out which will form the 8 foundations. The remaining 36 cards are then placed face down in a pile on the player's left, and form his "hand." The Play.--The person who has the winning cut plays first, removing any Aces which are face up, and placing them between the two lines of cards that form the tableau. Any cards which can be built up in sequence and suit on those Aces (Ace, deuce, trey of Spades, for instance) must be played into the foundations before making any other move, under penalty of having a "stop" called on the player. A card once played on a foundation cannot again be moved under any circumstances. Any card touched, even if not moved, when another card should have been played on the foundations, is a stop, if called by the adversary. There being no further possibility of building on the foundations, the player proceeds to make as many changes as he pleases in the tableau itself, by building upon any card in descending sequence, but alternating colors; such as a red 7 on a black 8; or a black Jack on a red Queen. In making changes from one part of the tableau to another, only the top card of any pile may be moved at a thne, so that if it `were desirable to separate a 5 and 6, in order to build them on a 7 elsewhere, a space must be found for the five in order to free the 6. The player is not obliged to make any changes in the tableau, bet `when he ceases to do so, or has none to make, he turns up the top card from his stock on his right. If this is playable on any foundation, it must be put there at once. Otherwise it may be played into a space, if one is vacant, or in descending sequence and alternate color with any card in the tableau. If there is no space, and he cannot play from his stock, be leaves the last card turned up on the top of his stock, and turns up the top card from his hand the pile on his left. If this is playable he may be able to make changes which will enable him to play the top card from his stok, in which case he resumes turning up from his stock, as it is always most desirable to get rid of all the stock cards as soon as possible. In this way he may turn from hand to stock alternately, until he comes to a stop, and can make no further plays. The last card turned from his hand must be laid face up between his hand and his stock and forms the first card of his discard or trash pile. It then becomes the turn of his adversary to play, and be proceeds to make whatever changes he may be able to, turning up the top cards from his stock as long as he can play them, and then from his hand, when he can no longer play from his stock. The last card turned, which will always be from his hand, starts his trash pile. A player has the privilege of playing on the up-turned cards of his opponent's stock, or trash pile, in either ascending or descending sequence in the same suit. Suppose the Spade 8 is on the opponent's trash pile, the spade 7 or 9 may be played on it, and the 6 or 8 on the 7 again, or the 8 or 10 on the 9. The player is not allowed to play on his own stock or discard in this manner; only on his adversary's, but cards from any part of the tableau, or from his hand or stock, may be so played. In his plays in the tableau, he may use his opponent's stock cards that are face up; but neither player is allowed to use any card that is face up on a trash pile, except to be placed on a foundation. Cards that fit on any of the foundations must be played there before another card is touched. When the player's stock is exhausted he turns from his hand alone. As soon as his band is exhausted, if it is his turn to play, he turns his discard pile face downward and it then becomes his hand, to be turned up one card at a time as before, forming a new trash pile. Penalties and Stops.--There is no penalty for making a false move, such as playing a red 7 on a red 8, or a 7 on a 9, but the mistake must be corrected by the adversary, and the card taken back. If there is anywhere a card face up that can be played on the foundations, and the person whose turn it is to play touches any other card before playing that card on the foundation, his opponent may call a stop, and take up the play himself. If the card has been turned from the hand or stock, it must be returned to its position when the Stop is called. Toward the middle of the game, with 14 or more cards in sight, it requires a sharp eye to prevent overlooking stops. Game.--The player who first gets rid of all of his cards, by placing them on the tableau, the foundations, or his opponent's stock, or trash piles, wins the game, for which he gets 30 points. In addition to this he gets 2 points for each card remaining in his opponent's stock, if any, and 1 for each card remaining in his opponent's hand or trash pile. SINGLE PACK RUSSIAN BANK Only one pack is used and the dealer gives 26 cards to each player, 2 the first time, then 3 at a time, Each picks up the cards face down, and the non-dealer lays out the top four, face up, in a row. If he can make any builds, he does so at once, filling the spaces until he has to stop. The dealer then lays out four, and makes any changes in the eight piles until he has to stop. Aces are placed in the center to be built up upon in suits. These are the foundations. All changes are made by building in both sequence and suit, and the sequences may be started either way, according to the player's choice, but once started they must be kept going that way. Suppose the first four cards are H 7, C 6, D 8, H 8. The player may put the H 7 on the 8, or the 8 on the 7. He then fills the space with a card from his hand. If that makes no change, say S 10, the dealer lays out, let us say, the H9, C5, C7, DK. He puts the H9 on the 8, the Club 6 on the 7 and the S on that, and fills the three spaces from his hand. Suppose he turns up the C 4, D 7 and H J. He builds and still has two spaces, turning H K and S 6. His four spaces being now filled, and no further play possible, the non-dealer turns a card. If this cannot be played, he puts it face up on his trash pile. As long as he can play he turns up. As soon as all the cards are in the trash pile, it is turned face down and run through again. The winner is the one that first gets rid of all his cards, the loser paying for each he has left in hand or trash pile. As the cards are built in suit as well as in sequence, the player is allowed to move an entire file to another file, provided it continues the sequence, so as to get a space. For example: One file shows the 5, 6, 7 of Hearts, with the 5 on the top. Another file contains the 9, 10, J of Hearts, with the 9 on the top. If the player draws the 8, he can put it on the 9, and lift the 5, 6, 7, making one pile from the 5 to the J, and giving him a space. There being a space, he can now reverse the sequence if he wishes to do so, starting with the 5, which will now be the bottom card, and bringing the ito the top. This may be desirable if the K of Hearts is in another pile, and he hopes to turn up the Q, or if he knows the Q is in his trash pile, which be will presently have to turn over and play through again. Any sequence may be reversed in this manner if there is a space in which to do it. Reversing may also shut off an opponent's cards. If a card is drawn that will fit at the bottom of a sequence, such as drawing the 9 of Spades when the 6, 7, 8 are on the table, with the 6 on the top, the 9 cannot be played unless there is a space. If there is a space, the 9 can be slipped under the 8, as that is the same thing as putting the 9 in the space and shifting the 6, 7, 8 to it. Cards turned up, or from the tableau, may be placed on the opponent's trash pile, if, they fit in sequence and suit, but cards cannot be taken from the foundations for this purpose. SHEEPSHEAD OR SCHAFKOPF The Pack.--32-card pack, all below the sevens are deleted. Number of Players.--Four. Rank of Cards.--The four Jacks are permanent trumps and rank Clubs (highest), Spades, Hearts, Diamonds (lowest). In addition to the four Jacks, one suit is named trump (see Making the Trump) for each deal, the cards of which rank below the Jacks and with relation to each other as follows: Ace (highest), 10, K, Q, 9, 8, 7 (lowest). No Trump suits rank Ace (highest), 10, K, Q, 9, 8, 7 (lowest). Cutting.--Cut for partners and deal, the higher two being partners against the lower two, and the highest of all is dealer. Shuffiing.--Any player may shuffle the cards, dealer last, and player to dealer's right cuts. Dealing.--Deal eight cards to each player--four cards at a time in rotation to the left, beginning with player to left of dealer. Deal passes to the left. Objects of the Game.--To win in tricks certain cards of counting value as follows: Aces, 11; tens, 10; Kings, 4; Queens, 3, and Jacks, 2. Each side puts up an equal number of counters before the deal. Making the Trump.--The side making the trump must win 60 points and as many more as they bid; thus, side bidding fifteen must win 75 points, etc. Eldest hand has first bid, and the bidding passes in rotation to the left, each player being allowed but one bid. Highest bidder names trump suit. If all pass, player holding Jack of Clubs must make the trump. The Play.--Eldest hand leads any card, and each player in turn to the left plays and must follow suit if possible. Holding no card of suit led, player may either trump or play a card of another suit. Winner of first trick leads for second, and so on until the hands are played out. Points are then counted, and cards are bunched and a new deal ensues. Scoring.--If the side which makes the trump wins as many points as they bid, they win the pool. If they win 91 points they win double the amount, provided they made good their bid. If they win 120 points, they win four times the amount. In case of no bid, the side which holds the Jack of Clubs and names the trump wins the pooi if they win 60 points. If the side making the trump fails to make 60 points (or as much as they bid, if their bid was for more than that amount) their opponents win the pool. If opponents of side making trump win 91 points, they win double; if they win 120 points, they win four times the amount. Game No. 2.--The same as Game No. 1, except that there are six permanent trumps, which rank as follows: Queen of Clubs (highest), Queen of Spades, Jack of Clubs, Jack of Spades, Jack of Hearts, Jack of Diamonds. The rules for Game No. 1 apply. Game No. 3.--.Played by four players as individuals. Diamonds always trumps. Each player forfeits one chip for each trick he takes less than two, and receives one chip for each trick he takes more than two. Tricks and not points are scored. In all other respects the rules for Game No. 1 apply. Genie No. 4.--Four players (two partners against the other two). There are six permanent trumps, as in Game No. 2. Player holding Queen of Clubs, with his partner, must make 61 points, or pay double the forfeit. Otherwise the rules for Game No. 1 apply. Game No. 5.--For four players (two partners against the other two). There are fourteen trumps, which rank as follows: Queen of Clubs (highest), Queen of Spades, Queen of Hearts, Queen of Diamonds, Jack of Clubs, Jack of Spades, Jack of Hearts, Jack of Diamonds, Ace, 10, King, 9, 8, 7 of Diamonds. As a general rule, Diamonds are trumps, but trump may be announced as in Game No. 1. Score as in Game No. 1. Game No. 6.--For six players (three partners against the other three), partner being seated alternately. There are fourteen trumps, as in Game No. 5. Other rules the same as Game No. 5. Game No. 7.--Played with a double pack--48 cards (9's low). Diamonds are permanent trump suit, and trumps rank as in Game No. 5, making twenty-four trumps in all. If two cards of the same suit and denomination fall upon the same trick, the first played ranks above the second. Game is 121 points. Game No. 8.--Played with double pack of 48 cards, by six players (three partners against the other thee), partners being seated alternately, each player receiving eight cards. Other rules the same as Game No. 7. Game No. 9.--Played with a double pack of 64 cards (7's low), by eight players (four partners against the other four), partners being seated alternately. Diamonds are always trumps. Other rules the same as in Game No. 7. THREE-HAND SHEEPSHEAD The 32-card pack is used and 10 cards are dealt to each player, the last two cards being left as a widow. The successful bidder takes the widow and discards two cards before announcing the trump. If all pass, the player holding the highest Jack must name the trump. The rules of Gathe No. 1 regarding the number of trumps, bidding, scoring, etc., apply. FIVE-HAND SHEEPSHEAD This is played the same as the three-hanx.l game except that a 40card pack (made by deleting twos, threes and fours) is used. SIXTY-SIX This is a German game, but has gained much fame in the United States, from the fact that it is very scientific, and it may be considered in the first rank among games. Twenty-four cards are used, viz: The Ace, Ten, King, Queen, Jack and Nine of each suit. The cards are valued as in the order named above, trumps of course being the superior suit. In cutting for deal, Ace is high and the Ten next, and so on in accordance with their value in the game. The cards are shuffled by the dealer and cut by the eldest hand. Six cards are then dealt, three at a time, and the trump turned as in Euchre. Misdeals are dealt over again by the same dealer. A peculiar feature of the game is that the player who holds the nine of trumps may exchange it at any time (after he has taken a trick), at his option, for the trump card turned up. The eldest hand leads first, but afterwards the winner of the trick has the lead. After each trick, each player takes a card from the top of the pack, in rotation, the winner taking the first card and the loser the next; this continues until the pack is exhausted or one of the players closes or shuts down, as it is sometimes called. (See terms used in Sixty-Six.) The game is seven points, and they are made in the following manner: The player scoring sixty-six first is entitled to one point, but if he should score sixty-six before the other players have scored thirtythree, then he is entitled to two points, or if his opponents should not take a trick, then he is allowed three points. The cards count as follows: Each Ace, eleven; each Ten, ten; $ each King, four; each Queen, three; each Jack, two. If at any time after he has taken a trick, the player has a King and Queen in the same suit in his hand, he may declare them by leading one of them out and showing the other, this entitles him to twenty points. If they are the King and Queen of trumps, they count forty. The player who obtains sixty-six first announces the fact, and that closes the round; but if he should claim sixty-six and his cards do not show that number, he forfeits two points to his opponent. THE RULES OF SIXTY-SIX 1. After the game is closed or shut down, no more cards can be drawn from the pack, and ii the player who shut down fails to make sixty-six, his opponent scores two points. 2. If a player should shut down before his opponent has taken a trick, and then fails to make sixty-six, his opponent is entitled to three points. 3. Before the game is shut down and the pack is exhausted, neither player is compelled to follow suit, but is at liberty to play any card he pleases, but after the shut-down, each player must not only follow suit but is compelled to take each trick that he can, no throw-offs being allowed, and if he cannot follow suit must trump. Any failure to observe this rule forfeits the count on that hand and adds two points to his opponents' score. 4. Players may examine the last trick taken, but no others. 5. When sixty-six is declared, all unemployed cards are void, and the round is ended. 6. II at the end of a round, each player counts sixty-five points, neither score; but the one who wins the next round is allowed one point in addition to what he may then make. 7. If a player should have dealt to him the Ace, Ten, King and Queen of trumps he may lay down his hand and claim three points, as these cards count sixty-eight. 8. The discarding of the nine of trumps for any other card must be done before the last card in the pack is drawn. 9. If the trump be turned down, the exchange must be made before another card is played. 10. Marriages can be announced only when it is the announcer's lead. 11. Marriages can be announced after the shut-down or after the pack is exhausted. SKAT The Pack.--32-card pack, Ace (high) to I (low). Number of Players.--For three players. If more than three play, cards are dealt to the two players next to the dealer on the left and the one player next to him on the right. The players not receiving cards share the fortunes of the two who play against the successful bidder. (See Bidding.) Rank of Cards.--The four Jacks (called Wentzels) are always the four best trumps, and rank: Clubs (highest), Spades, Hearts, Diamonds (lowest). After the four Jacks, the cards of the suit named as trump rank: A, 10, K, Q, 9, 8, 7. Non-trump suits rank: A (high) 10, K, Q, 9, 8, 7. The four suits rank: Clubs (highest), Spades, Hearts, Diamonds, but this rank has nothing to do with trick-taking value, merely increasing or diminishing the value of the game played according to the suit named as trump. Matadores.--When a player holds the Jack of Clubs, it and each trump in unbroken sequence with it is called a Matadore. Thus, with Spades as trump, player holding the four Jacks and Ace, 10 and King of Spades, would have 7 Matadores, but if the Jack of Hearts were missing, he would have only two Matadores, the Jack of Clubs and Jack of Spades. There are always one or more Matadores in the hands of the three players. If in the hand of highest bidder, he is said to play with a certain number of Matadores, or if in the hands of his opponents, he is said to play without a certain number. The number of Matadores either with or without affects the value of the game played. Cutting.--Cut for choice of seats; low has choice of seats and deals first, the cards and suits ranking in cutting as they do in play. Player to right of first dealer should keep the score, thus showing when each round of deals is completed. Shuffling.--Any player may shuffle, dealer last, and player to dealer's right cuts, leaving at least five cards in each packet. Dealing.--Beginning with player to left of dealer, deal three cards to each active player in rotation to the left. When more than three are in the game, only three players receive cards. (See Number of Players.) Then deal two cards to the table, face downward (called the "Skat"). Then deal two more rounds to the players, four cards, then three, making in all ten cards to each player and two to the Skat. Misdealing.--In case of a misdeal, same dealer deals again, and ten points are deducted from his score as a penalty for the misdeal. The following are misdeals: (a) Failure to offer the pack to be cut. (b) Exposing a card in dealing. (c) Dealing too many or too few cards to any player on any round. (d) Not dealing the Skat cards in their proper turn. If the pack is found to be imperfect, such discovery renders the current deal void, but does not affect any previous scores. A player dealing out of turn may be stopped if discovered before the last card is dealt; otherwise the deal stands. Next deal must be by player whose proper turn it was to deal, and then proceed as if no misdeal had been made, omitting, however, the player who dealt out of turn. Thus each player deals but once in each round. Objects of the Game.--There are two general dasses of games-- those in which the player's object is to take no trick, and those in which the player's object is to win enough counting cards in tricks to make 61, counting each Ace 11, ten 10, King 4, Queen 3, and Jack 2. The former are called Null (or Nub), and Null Ouvert. Player declaring Null Ouvert endeavors not to take a trick, as he does in Nullo, but in addition his cards are exposed face up on the table. There are no trumps in Nullo and Null Ouvert. The cards of each suit rank: Ace (high), K, Q, J, 10, 9, 8, 7 (low). In games of the other class, player naming the form of game endeavors to win points in tricks; failure to make 61 points loses the game. These games are as follows: Tournee.--The successful bidder turns up one card of the Skat, declaring the suit of such card trump. If the turned card be a Jack, however, he may dedare the suit of the Jack to be trump or play a Grand Tourn‚e, the four Jacks being the only trumps. After declaring, player takes the other Skat card into his hand and discards two cards. If the discarded cards are of any counting value, they are counted for the maker of the trump. SoIo.--The successful bidder declares a suit trump from his hand, without looking at the Skat. He must play with the cards which are dealt to him, and cannot use the Skat in play. The Skat belongs to him, however, and any points and Matadores found therein at the end of the play are counted for him. Grand.--When a Grand is played, the four Jacks are the only trumps. There are four varieties of Grand: Guckser (or Grand Frage), Grand Tourn‚e, Grand Solo, and Grand Ouvert. In Guckser, player takes both Skat cards and announces the four Jacks to be the only trumps. He discards two cards from his hand as in Tourn‚e. If a player, intending to play a Tournee, turns a Jack for trump he may change his game from Tournee to Grand. This is called Grand Tourn‚e. Successful bidder may announce a Grand before looking at either of the Skat cards. This is called Grand Solo. The Skat cards are not seen by any player until the hand is played out, when, if of any counting value, the cards are counted for successful bidder. Successful bidder may announce a Grand, and spread his cards face up on the table, and play them in that manner, though his cards are not subject to call. This is called Grand Ouvert. The player declaring Grand Ouvert must win every trick to win his game. Bidding.--The three active players are known by the following names: Player to left of dealer is called "Vorhand"; the second player is called "Mitteihand," and third, "Hinterhand." Vorhand has the right to name the game, but the others may bid to take this privilege from him by naming a certain number of points, which must never be less than 10 and must represent the value of some game. Mittelhand has first bid, and if Vorhand thinks he can make as many points as bid, he says "Yes," whereupon Mittelhand must bid higher or pass. If Vorhand is offered more than be thinks he can make, he passes. As soon as either Vorhand or Mittelhand passes, Hinterhand has the privilege of bidding with the survivor. These two bid in the same way, until one or the other passes. Highest bidder then declares the form of game to be played. Bidder may play any game he chooses, provided the value equals or exceeds the amount of his bid. He is known as the "player." Nullo.--This is a bid not to win a trick. In Nub there are no trumps, no Wentzels, and no Matadores. The cards rank A, K, Q, J, 10, 9, 8, 7. Nothing will increase the value of a Nulio, which is always 20, if played out of hand. Null Ouvert is a Nub which is laid open on the table before a card is led. It counts double--40 points. Gucki Nullo is a bid to take the Skat cards and discard two in their place, afterward playing a Nullo. Before touching the Skat it must be distinctly stated that it is a Gucki Nullo and not a Gucki Grand. If successful, this is worth 15, but if lost, it counts double-- 30. A player may announce an open Gucki Nullo, which is to lay the cards face up after taking the Skat and discarding. This is worth 30, but counts double if lost--60 points. Passt-Mir-Nicht Tournee.--.When a player turns one of the Skat cards for a Tournee, and it does not suit him, he may so declare without showing it. He must then turn the other card, which shall be trump. Should this second card be a Jack, the player may either declare that suit trump, or dedare a Grand Tournee. The player must show the second card, however, before he mixes it with his other cards; otherwise his opponents may determine what game shall be played; the opponent naming the highest having the privilege. If player playing Passt-Mir-Nicht Tournee wins, it counts as Tournee; if he fails, it counts double against him. Ramsch.--When both players pass without making a bid, Vorhand may declare Ramsch. The cards rank as in Grand, the Jacks being the only trumps. If each player takes at least one trick, the player winning the greatest number of points loses the value of the game, 20 points; if one player has taken no trick (Jungfer), the loss is 30 points. Values of Ganies.--Each of the above games has a unit value, and in the first six of the following games these values may be increased by certain conditions of the game. (See Multipliers.) These unit values are as follows: When trumps are Clubs Spades Hearts Diamonds Tournee 8 7 6 5 Solo 12 11 10 9 When the four Jacks, only, are trumps: Grand Tourn‚e 12 Guckser (double if lost) 16 Grand Solo 20 Grand Ouvert 24 When there are no trumps: Nub 20 Null Ouvert 40 Gucki Nub (double if lost) 15 Gucki Null Ouvert (double if lost) 30 Multipliers.--In the games where a trump suit is named, the above values are increased, as follows: If a player declaring the form of game makes 61 points, he wins a "simple game." If he makes 91 points, he makes his opponents Schneider, and if he wins every trick, he makes his opponents Schwarz. Beginning with the simple game, which scores only the unit value, the value of the game is multiplied by making Schneider and Schwarz, as follows: Game, 1; Schneider, 2; Schneider announced in advance, or Schwarz without having announced Schneider, 3; Schwarz, after having announced Schneider, 4; Schwarz, announced in advance, 5. Thus, a Tourn‚e in Clubs is worth 8; if Schneider is made 2x8= 16; if Schwarz is made, 3x824, etc. Schneider or Schwarz may not be announced in any game in which the Skat cards are used. Grand Ouvert is always Schwarz announced. In addition to the above values, the value of each game is enhanced by the number of Matadores player is with or without. Bidder playing with Jack of Clubs, and not having Jack of Spades, plays with one, no matter what else he holds. With Jack of Clubs and Spades, the Jack of Hearts missing, he plays with two. Without Matadores, establishes the same values; that is--having Jack of Spades without Jack of Clubs is without one; with Jack of Hearts in hand, and two black Jacks missing, is without two, etc. Value is then established by counting the value of the game, to which is added the number of Matadores, with or without. Example: With or without the first three Jacks in a Spade Tournee--3 (Matadores), plus 1 (game) equals 4, multiplied by 7 (unit value of Spade Tourn‚e) equals 28. Schneider and Schwarz.--If the player ss~ceeds in getting 61 points, he wins his game, whatever it may be. If he gets 91, he wins a double game, which is called Schneider. If he takes every trick, he wins a treble game, called Schwarz. If the single player fails to reach 61, he loses. If he fails to get 31, he is made Schneider; if he fails to win a single trick, he is made Schwarz. These multipliers add to the value of the game he loses, just as they would add to the value of the game if he won. In solos the player may announce Schneider or Schwarz in advance, but his adversaries cannot announce anything. The game multipliers are as follows: 1 for the game; 2 for a Schneider; 3 for a Schwarz. Suppose a player is with two Matadores and makes Schneider, he is with 2, 2 for Schneider, 4 times the unit value of the game. Announcing adds one multiplier. Schneider announced is worth 3. Making Schwarz after having announced to make Schneider is worth 4. Making Schwarz after having announced it is worth 5; because the announcement is a double one, to make Schneider and Schwarz both. The Play.--After successful bidder has named the form of game he will play and disposed of the Skat cards, Vorhand leads any card, and the others must follow suit, if possible. Holding no card of suit led, player may trump or discard a card of another suit. Highest card played of suit led wins the trick, unless trumped when highest trump played wins. Winner of first trick leads for second, and so on until the hands are played out. In a Grand, if a Jack be led, holder of another Jack must play it, as the four Jacks are trumps. Abandoned Hands.--In a Tournee, if, before he plays to the second trick, successful bidder announces that he cannot win his game, he may abandon his hand, losing the value of the game, but escaping a probable Schneider or Schwarz. This cannot be done in a Solo game, however. Irregularities in the Hands and Play.--If, during the play, a player is discovered to have too few cards, as the result of having dropped a card, or unconsciously played two cards to one trick, he loses, but his opponent may demand that the hand be played out, to try for a Schneider or Schwarz. The last trick, with the missing card, is considered as won by opponent of player in error. If player in error is not the single player, his partner suffers with him. If player finds the missing card, he cannot take it into his hand if he has, in the meantime, played to a trick. Playing Out of Turn.--If an adversary of the single player leads or plays out of turn, he loses the game. The single player may demand that the error be corrected and the hand played out, for the purpose of increasing the value of the game. If the single player leads out of turn, the cards must be taken back if either adversary demands it, provided both of them have not played to the trick. The Revoke.--If a player, having a card of the suit led, neglects to follow suit, he revokes. A player who revokes loses the game, but opponent may demand that the error be corrected and the hand played out, in order to increase the value of the game. Examining Tricks.--A player who examines the tricks taken (except the last made trick), or counts the points therein, loses the game announced, but any one of the participants may demand that the game be played out in order to increase the player's loss. Scoring.--The player winning the game he has made or announced receives its value from each other player. If he loses, he must pay to each the value of the game lost. If more than three are playing, the players receiving no cards share the fortunes of the two who play against the single player. Payments may be made with chips, or the score of each player may be kept on a sheet of paper, the amount won being added to his score and the amount lost deducted. At the end of the sitting, the scores of the players are balanced one against the other. Suppose that at the end of the sitting, it is found that A is minus 7, B plus 88 and C plus 19. The last line shows this, as each single player has his score added to or reduced the amount of the game he wins or loses as soon as he plays the hand. We figure thus: A B C -- 7 + 88 +19 -- 95 + 95 +26 -- 26 + 69 --69 Total, -- 121 + 164 -- 43 A has lost 7 to B and B has won 88 from A, showing A's loss to B is 95 points. A's loss to C is 26, and so on. Although not yet officially recognized by the laws of the Anierican Skat League the following variety of the game is rapidly superseding all others throughout the United States, chiefly because it does away with the objectionable features of finding cards in the Skat which completely alter the value of a solo player's game. In the new game, every card in play is known to the highest bidder. The preliminaries, including the bidding, are as in the regular game, but the lowest bid is 18, and the highest is 504. There is no variation in the value of the suits, which are always Diamonds, 9; Hearts, 10; Spades, 11, and Clubs 12. There is only one Grand, worth 24, and Nub is worth 23; or if played open, 46. Skat Cards.--The highest bidder always takes the Skat cards and lays out two cards to reduce his hand to ten before announcing his game, so that every hand is practically a Gucki, the difference being that in the old game Guckis were always Grands, with Jacks only for trumps, whereas in American Skat they may be anything. Scoring.--If the player wins the game he announces, and it makes his bid good, it is scored as in the ordinary game; but if be loses, he loses double, no matter what game he is playing. Schneider and Schwarz.--The highest bidder is allowed to announce either Schneider or Schwarz, even after he has seen the Skat. If he succeeds in winning an announced Schneider the total value of his game is doubled instead of simply adding another multiplier to it, as in ordinary Skat. If be wins an announced Schwarz, the total value of his game is trebled. Example: Suppose the highest bidder plays Spades without the best Jack, and announces Schneider. His game is 1 for game, 1 for Schneider, without 1, 3 times 11, or 33, doubled for announcing Schneider, 66. If be loses after announcing it, he loses 132. Should he make Schwarz after announcing Schneider he would get only the added multiplier. In the foregoing case, he would get 66 for his announced game, pIus 11 for Schwarz, 77 in all. If the highest bidder announces Schwarz and succeeds, he wins three times the value of the ordinary game. Suppose he plays a Grand with three Matadores, Schwarz announced. His game is worth 1 for game, 1 for Schneider, 1 for Schwarz, with 3, or 6 times 24, equal to 144, multiplied by 3 for announcing it, 432 points. If he lost it, it would cost him 864. The amallest possible game to win a Diamond with one, worth 18. The largest possible game to lose is a Grand, Schwarz announced, with four, worth 1,008. SOLITAIRE FORTY THIEVES Shuffle two entire packs of cards together and deal off upon the table, face up, four rows of ten cards each, from left to right--forty cards in all--called the tableau. The object is to release the cards from the tableau and talon (see below), according to the following rules, so that they can build up in eight suits, beginning with Ace, then deuce, etc., up to King. In building, only the top card of the talon or a bottom card in the tableau can be used; the rule regarding the tableau being that no card can be used that has another card lying beneath it. Thus, at the beginning of the play, the cards in the bottom row of the tableau only are available, but as soon as one has been used the card which lies just above it can be used. To play: If there are any Aces in the bottom row of the tableau, release them, and lay them in a row beneath the tableau, the Aces forming the foundations for building. Then examine the tableau and endeavor to release cards so as to build upon the foundations (following suit, or to build down in sequence within the tableau itself, following suit). Thus, if you have a King of Hearts near the top of the tableau, and a Queen of Hearts which is available for use (no card beneath it), the Queen may be played on the King, and so on, playing the available cards In descending sequence on to any card in the tableau. This should be done as long as such a play can be made, as it releases other cards desired for use. it is called marriage, and should be proceeded with cautiously, as a sequence formed in a lower row may block a desired card above it, which might soon have been released. As fast as Aces are released place them in the foundation row. In plays in the tableau, create, if possible, a vacancy (in a straight line) in the top row. This space will be of great advantage in releasing other cards in the tableau or talon. Vacancies in the top row may be filled with any available card, either from the tableau or talon. The player will use his judgment about filling the vacancies as created, or wait for a more opportune time. Only one card may be moved at a time so that if the bottom card in any row of the tableau has another on it, it cannot be moved until it can be placed on a foundation. When all the available cards are played, deal out the remainder of the pack one card at a time, playing all suitable ones in descending sequence on the tableau or in ascending sequence on the foundations. The cards that cannot be played, either on the foundatkns or tableau, are laid aside, one on top of the other, face up, forming the talon. If the foundations cannot all be completed in the ascending sequence to the Kings, thus consuming all the cards in the tableau and talon in one deal of the cards, the game is lost. There is no redeal. TWENTY-FOUR CARD TABLEAU This game is played according to the rules governing Napoleon, with the following exceptions: Deal the tableau, four rows of six cards each. The foundations can only be built upon in suits ascending in sequence to the King. The tableau can only be built upon in descending sequence in alternate colors. The player is entitled to redeal the talon. TWENTY-EIGHT CARD TABLEAU This game is played under the same rules as Napoleon, except in the following points: Deal four rows of seven cards each. The foundations must be built upon in ascending sequence, in alternate colors, regardless of suit, and the tableau in descending sequence in the same manner. THIRTY-TWO CARD TABLEAU Deal four rows of eight cards each, to form the tableau. Any Aces or suitable cards for the foundations may be played direct on the foundations, while dealing the cards to form the tableau. Build upon the foundations in ascending sequence, in suits only. Build down on the available cards in the tableau, in descending sequence, in alternate colors. Deal once only. In all other respects the rules for Napoleon will apply. Deal four rows of nine cards each. Build upon the foundation, in ascending sequence, in suits only. Build down on the available cards in the tableau, in descending sequence, in alternate colors. In all other respects the rules for Napoleon will apply. AULD LANG SYNE Take four Aces from a pack of cards and lay them out in a horizontal row (foundations). Then deal out the pack, one card at a time, into four piles, watching the cards closely and building on the foundations from any of the four piles whenever possible (it is not necessary to follow suit). No redeal is permitted. A more difficult way is to leave the Aces in the pack and place them in position as they come out in the deal. Still another way is to follow suit in building. Two redeals are permitted when played this way. STREETS AND ALLEYS Shuffle a full pack of 52 cards, and then lay down a vertical row of four cards. To the right of these, lay down another row of four cards, both face up, with a good space between the two rows. To the left of the first row lay four more, letting them overlap the first row a little. Do the same with the row to the right, putting the second row still further to the right. Continue this until you have laid out the whole pack, when you will find that you have four rows of cards, seven in each row, on your left, and four rows, six in each row, on your right, with an alley between. Let us suppose this is the layout: D9 C9 H6 HJ DA HK C3 H8 S7 CK C6 DK H2 H5 HA D3 CA S4 C7 H3 CS S9 CQ H4 SQ D6 C4 D10 S6 Cl0 H7 C8 S5 D4 DJ D5 DQ C2 H10 S8 HQ Sb S3 D2 SA SK CJ SJ H9 D8 S2 D7 The only cards that are in play are the eight that are on the extreme ends of the four rows. In the example given above these are the D9, HS, C4, S8, 112, Do, H10, and D7. Any of these eight may be used upon any other of the eight to build down in sequence, regardless of suit or color. As soon as a card is so used, it will expose the card next to it and bring it into play. Assume that we play the H5 on the D6, we expose and bring into play the HA, and all Aces must be immediately placed in the alley, between the two sets of cards, to be built upon, in sequence and suit, until the King is reached. Having placed the HA in the alley, you have uncovered the D3. Put the H2 on the HA, and you uncover the DK, and so on. As soon as any row of cards on either side of the alley is cleared up by this shifting and covering, any of the end cards on any row may be taken and placed in the space. But for this provision it would be impossible to get rid of a blocking card like the DK, for instance. Although the player is obliged to place the Aces in the alley as soon as they are free, he is not obliged to build upon them unless he wishes to, and it will usually be fossnd better nOt to be In -too great a hurry about it. A variation of this game is to place the Aces in the alley as the cards are dealt, instead of leaving them to be uncovered by transfers, but this makes both rows contain only six cards and renders the solution somewhat easier. GOOD MEASURE One entire pack of cards. Lay out two Aces as the beginning af the foundations (the other two to be found and placed alongside as the deal progresses). Deal out ten packets of five cards eaeh, face-down, but as each packet is completed turn the top card of .each packet face up. As the other two Aces appear, use them in the foundations. Should a King appear, place just above the ten packets. Play can now commence by building in suit and ascending sequence an the Aces (foundations); or in descending sequence, without regard to suit, on the ten packets and on the Kings as they are plaoed in position. The uppermost card only of each of the ten packets is available. Vacated places cannot again he occupied. A more difficult way is to make the play on the Kings a black on a red, and vke versa. THE RAINBOW One entire pack of cards. Shuffle cards thoroughly. Deal thirteen cards into .a packet, Lace up. To the right of this packet lay four single cards, face up; use the first of these four cards to form the nucleus of the foundations, place it iust above its present position, and fill the space vacated by using the uppermost card from the thirteen packet. The nucleus of the foundations now being known, the three other cards of the same -denomination are to be placed at its right, .as they come out in dealing. These foundations must be built up in suit and ascending sequence. The play then continues by a descending sequence on the four cards to the right of the thirteen packet, putting a ted on a black, and vice versa, using, whenever possible, the top card from the thirteen packet; this caxd must always be used for filling vacant places. Hold balance of pack, face down, and deal off one card at a time. Cards not suitable can be placed to one side in a talon. Two redeals of this talon are permissible. MULTIPLE SOLITAIRE Athough called solitaire, this is a game for two, three or four players, and the object is to see which one can get rid of his thirteen pack first and play the most cards on the Ace foundations, which are being common property. Each planer shuffles and cuts a pack of cands, which he pesses to his right-hand neighbor, receiving a pack from the player on his left. Thirteen cards are first dealt ol the top of the pack, and placed face up at the player's left. Then four cards are laid out in a row, face up, in front of the player. Any Ace that shows at any time must be at once placed in the center of the table for any of the four persons to build on. These foundation Aces are built on in sequence and suit only, .and if two players can use the same Ace, the first one to get to it has it,so that quickness is a great point. The stock is held in the left hand, face down, and the cards are run off three at a time and turned face up, the card showing being available for building. If the top card of three can be sued, the next one is available, but if not the three are laid on the table, face up, and another three taken, and so on, three at a time, until the whole pack has been gone through. The stock is then lifted, without disturbing its order, turned face down and gone through again, three cards at a time. The four cards laid out in a row may be built upon in descending sequence and alternate colors, a black six on a red seven, and so on. A player is not obliged to build upon the Aces unless he wishes to do so, nor is he obliged to build on his own four cards if he prefers to pass a possible play. As soon as a space is left in the four rows, the top card from the thirteen pack must be used to fill it. As soon as the first thirteen pack is exhausted all play must stop. The cards played upon the foundations are sorted to their proper owners and counted. The one whose thirteen pack is exhausted adds 10 to the number of cards he had on the foundations. The number of cards left in the thirteen pack of each other player is subtracted from the number he had on the foundations. Score is kept and 100 is the game. The secret of success in this game is quickness of perception, because the faster player will run through his cards and get on the foundation Aces ahead of the others. An expert will go through his stock three times to an ordinary player's twice. KLONDIKE The Pack.--52 cards, which have no rank except that they are in sequence from the A, 2, 3 up to the 3, Q, K. The Layout--The player pays 52 counters for the pack and he is paid five counters for every card he gets down in the foundations. The cards being shuffled and cut, the first is turned face up and laid on the table. To the right of this card, but face down, are placed six more cards in a row. Immediately below the left-hand card of this row that is face down, another card is placed face up, and five to the right of it face down. Another card face up below and four to the right face down, and so on until there are seven cards face up and twenty-eight in the layout. Any Aces showing are picked out and placed by themselves above the layout for foundations. These Aces are built on in sequence and suit up to Kings. The moment any card in the layout is uncovered by playing away the bottom of the row it is turned face up. Cards in the layout are built upon in descending sequence, K., Q, J down to 4, 3, 2, and must alternate in color; red on black, black on red. If there be more than one card at the bottom of a row, all may be removed together. Spaces are filled with Kings only. The stock is run through one card at a time and any card showing can be used, either on the layout or foundations. The pack may be run through once only. WHITEHEAD This is a variation of 7-card Kiondike, played with 52 cards. Instead of dealing one card face up and then six more to the right of this, face down, all are dealt face up. Then a row of six, under the first, also all face up, and so on until 28 cards are laid out. The 29th is turned up for the starter, and placed above the layout. All cards moved in the layout from one column to another must be built in descending sequence (from the 8 to the 7), and must be of the same color, but not necessarily of the same suit. Any number of cards in sequence may be moved from one pile to another if they are all in the same suit as well as sequence. For example, if a pile reads, 7, 8, 9, 10 of Hearts, 3 of Diamonds, Q of Hearts. The four Hearts could be moved into a space, or onto the 3 of Hearts in another pile, but to release the Q of Hearts, the J of Diamonds would have to be played on the Q of Diamonds or a space. When there is no play in the layout, the top card of the stock is turned up, and the top of the passed stock is always available. Starters are placed above the layout as fast as they appear, and are built up, 7 to 8, etc. CANFIELD This differs from Kiondike in the layout and in the play, although the two games are often thought to be the same under different names. In Canfield, after shuffling and cutting, thirteen cards are counted off, and laid to the left, face up. The next card turned up is the one to build on, Suppose it is a Jack. Place it above as a foundation and then lay out four cards, face up, in a line with the thirteen pile, which is your stock. Holding the remainder of the pack, face down, in your left hand, take three at a time from the top and turn them up. If you can use the card that shows, do so by building up in sequence and suit on the Jacks in the foundations, or by building down in sequence, red on black and black on red, on the four line. Use the top of your stock if you can. If you can clear off one of your four line, fill up the place with the top card from your stock. The stock must never be built on. After running off the pack in threes, it may be taken up again and without any shuffling run off in threes again. If there are only two cards in one of your four lines at any time and the top card can be used on another pile, it may be taken for that purpose. THE IDIOTS DELIGHT This is considered the most interesting and difficult of all soiltaires. The person who can get it out more than once in four attempts, on the average, is unusually fortunate or skillful. The full pack of 52 cards is used, well shuffled, and cut. Nine cards are laid out in a row from the left to right, all face up. Upon these a row of eight cards, also face up. Then rows of seven, six, five, four, three, two and one. This leaves seven cards, which are spread on the table face up, separate from the tableau. There will now be nine rows of cards from left to right, and nine files, up and down, the card at the bottom of a file being the only one that can be moved. Aces are taken out when they are at the bottom of any file, to start the foundations, for building up to Kings in sequence and suit. Only one card may be moved at a time from one file to another, and all cards moved must he placed on another card of a different color, red on black, or black on red, and in descending sequence, as the H 5 on the S 6. Spaces may be filled by anything. The player is not obliged to play on the foundations unless he wishes to, but cards once placed there cannot be taken back. Any of the seven cards that lie free can be used at any time to continue a build or to go on the foundation, but once used they cannot be put back. The object is to get the entire 52 cards built onto the four Ace foundations. Vingt-un, or twenty-one, is very similar to Quinze, and may be played by two or more people. it is essentially a family game, and when played as such, the stakes are usually represented by counters, which may be of any value. It is common to limit the stakes to be laid to a dozen of counters, or the amount in money which they represent. As the deal is advantageous, and often continues long with the same person, it is usual to determine it at the commencement by the first ace turned up, or any other mode that may be agreed upon. The deal is retained by the person who commences, until a natural vingt-un occurs, when it passes to the next in rotation. Should a natural vingt-un occur in the first round it does not put out the dealer being allowed a ,nisericorde. (The old mode of play, however, is, that in the case of a natural vingt-un the deal passes to the holder, and many still adhere to this custom. This item of the game must, therefore, be regulated by the custom of the table, or be previously agreed.) The pony or youngest hand should collect the cards that have been, played, and shuffle them together ready for the dealer against the period when he shall have distributed the whole pack. The dealer begins by giving two cards, one at a time, face downwards, to each player, including himself. After the first card has been dealt round, each places his stake upon it (which may, if he chooses, be as low as a single counter,) and then receives the second card; but the dealer, upon the stakes being all laid, and before proceeding with the deal, looks at his own card, and if he thinks proper (having perhaps an ace, ten, or court card,) he may double the stakes, which he announces by crying "double." He then distributes a second card to each, and lastly to himself. Should he chance to have a. natural vingt-un, he declares it at once, before any more cards are dealt, and collects the stakes (which, by a vingt-un, are doubled,) but should he have drawn less than 21, the game proceeds thus :--The dealer inquires of each player in rotation, beginning with the eldest band on the left, whether he stands, or wishes for another card, which, if required, must be given from off the top (face upwards) of the pack, and afterwards another, or more, if requested, till the points of the additional card or cards, added to those dealt, exceed or make 21 exactly, or such a number less than 21, as the player may choose to stand upon; but when the points exceed 21, the player is technically said to have overdrawn, and his cards are to be thrown up forthwith, and the stake laid on them paid to the dealer. When the dealer has gone the round of the table in this manner, he turns up his own cards to the view of the company, and should he have any number of points, between, say from 17 to 20, he usually "stands," that is, pits his cards against the other players. Those under his number, as well as ties, which are the principal advantage of the dealer pay; those above it receive. If the dealer should have only 14 or 15 points in his first hand, the chances would be against him, were he to stand on so small a number. He would therefore draw another card, and should this be a very low one (an ace or a deuce,) and he have reason to suppose, by the extra cards dealt round, that he had to contest high numbers, he would draw again, and if he obtained 19 or 20 points would then probably win on more than he loses; the average of chances being in his favor; if by drawing he should happen to make up 21, he would receive double from all, excepting from the ties and those who had already thrown up; if more than 21, he would have to pay all who stand, paying the vingt-uns double. Should either the dealer or a player happen to turn up two cards of the same denomination, for instance, two aces, deuces, or any other number, or two kings, two queens, etc., he would have the choice of going on both, and should the next card he draws be a triplicate, he may go on all three. If the cards happen to be aces, which count either as 1 or 11, at the option of the player, and if by great luck he should successively draw three tens, or Court cards, thus making three natural vingt-uns, he would obtain double stakes upon each, therefore six times as much as the stakes placed on the various hands, and should he, on laying his first card, have cried "double," the stakes payable, would, in such case, be twice doubled, therefore upon the three cards twelve-fold. This is an extreme case, cited merely to show the nature of the game. It commonly happens, however, that when either dealer or player "goes" on several cards, he loses on one or more, and thus neutralizes his gains. Players, as already intimated, have the same right of "going" on several cards, as the dealer. When any player has a vingt-un, and the dealer not, then the player wins double stakes from him; in other cases, except a natural vingt-un happens, the dealer pays single stakes to all whose numbers under 21 are higher than his own, and receives from those who have lower numbers; players who have similar numbers to the dealer pay; and when the dealer draws more than 21, he overdraws, and has to pay to all who have not thrown up, as already stated. Twenty-one, whensoever dealt in the first two cards, is styled a Natural Vingt-un, and should be declared immediately. Hoyle says that this entitles the possessor to the deal, besides double stakes from all the players, unless there shall be more than one natural vingt-un, in which case the younger hand or hands so having the same, are exempted from paying to the eldest. But this rule, like that mentioned is nearly obsolete. It is not now customary to allow any except the dealer to take double stakes from the company, in respect to his natural vingt-un. One of the first thoughts of the dealer, after the cards have been cut, should be to look for BRULET, which is a natural vingt-un formed by the bottom and top card, when they happen to be an ace and tenth card. The card or cards looked at must be thrown out, and mixed with those collected by the pony. Brulet either clears the board of the stakes laid (usually one or two counters levied on each player, at the commencement of every game, and collected into a tray,) or takes the amount of the limit from each, as may be agreed. The deal, it should be observed, may be sold to the best bidder, and, as it is undoubtedly of some advantage, a buyer will generally be found. But should a timid player object to the deal, and no buyer be found, he may decline it, and so let it pass to the next. N. B. An ace, as already intimated, may be reckoned either as 11 or 1: every court-card is counted as 10, and the rest of the pack according to their points. The odds of this game merely depend upon the average quantity of cards likely to come under or exceed 21; for example, if those in hand make 14 exactly, it is 7 to 6 that the one next draw does not make the number of points above 21, but if the points be 15, it is 7 to 6 against that hand; yet it would not therefore always be prudent to stand at 15, for as the ace may be calculated both ways, it is rather above an even bet that the adversary's two first cards amount to more than. 14. A natural vingt-un may be expected once in 7 coups when two, and twice in 7, when four people play, and so enaccording to the number of players. WHIST There are two forms of Whist, single table, in which four players alone are engaged, and duplicate, in which a number of tables play the same hands. As the single-table game is the foundation of duplicate, it will be described first. The Pack.--Fifty-two cards, which rank front the Ace, King, Queen down to the deuce in play. Two packs are sometimes used, the still pack being shuffled by the dealer's partner. The backs should be of different colors. Cutting. The pack is spread face downward on the table and each player draws a card. The lowest two pairing against the highest two, and the highest choosing his seat and dealing the first band. Ties cut again, but the second cut decides nothing but the tie. Shuffling.--Any player may shuffle the cards, the dealer last. When two packs are in play it is not usual to shuffle the still pack, after it has been shuffled by the partner of the previous dealer. The pack is presented to the player on the right to be cut, and at least four cards must be left in each packet, the upper portion of the cut being always placed nearer the dealer, who reunites the parts himself. Dealing.--The cards are dealt one at a time to each player in turn to the left until the entire pack has been distributed. The last card is turned up for the trump, but is part of the dealer's hand, The deal passes to the left. The Trump Card.--This must be left face upward on the table until it is the dealer's turn to play to the first trick. Then he must take it into his hand, and it may not thereafter be named, although any player may be informed as to the suit. THE PLAY The player to the left of the dealer leads for the first trick, any card he pleases, and each player in turn to the left must follow suit if he can. Having none of the suit, he may discard or trump at pleasure. The highest card played wins the trick, trumps winning all other suits, and the winner of one trick leads for the next. OBJECTS OF THE GAME To win the greater number of tricks. The first six taken by either side count nothing. They are called the "book." All over six count one point each toward game, and the partners who first reach seven points are the winners. Scoring.--The points made upon each hand are usually scored on a Whist marker, made for the purpose, or they may be kept count of by chips, or entered on a score pad; but it is essential that every player should be able to see the state of the score, and also how many tricks each side has taken in during the play. Revokes.--The penalty for a revoke is to surrender two tricks to the side not in error, for each revoke made. The revoking players cannot win the game on that deal, but must stop at 6 up, no matter what they actually make. Rubbers and Honors.--In the English form of the game, honors are counted, and rubbers are played. Partners holding all four honors, Ace, King, Queen, Jack, score 4 points toward game. Holding three of the four, 2 points. Game is 5, but if the score is 4 at the beginning of the deal, the odd trick must be made to win the game, as honors alone will not give a side game. Games vary in value. If the losers have no score, the game is worth 3. If they have 1 or 2, it is worth 2. If they have 3 or 4, it is worth 1. The side that first wins two games adds 2 points for the rubber, so that the smallest rubber possible is worth 1, the largest 8, called a "bumper." In America the game is either 7 or 10 points, honors are not counted and a fixed amount is added for a rubber. The Play.--Skill in Whist is a matter of close observation and a good memory for small cards. The opening lead is usually from the longest suit if there are trumps enough to support it; otherwise modern players lead from the short suits and try to get in their trumps separately from their partner's. The Leads.--There are five conventional leads. The King shows that Ace, or Queen, or both, are in the leader's hand. The Ace denies the King, and is led from suits of 5 or more, and also from Ace-Queen-Jack-10, or Ace-Queen-Jack and others. The Jack is led from Jack-10, with or without others, or from King-Jack-10. Any smaller card is either the fourth-best or the "top of nothing." Trumps are led only when there is some object in leading them, such as great length, or a good plain suit to defend. The trump signal is to play a higher card and then a lower, when making no attempt to win the trick. The six and deuce played on the lead of King and Ace would be a call for the partner to lead trumps at the first opportunity. Second and Third Hand.--The second hand plays high cards on small card led through him only when he holds a combination from which he would have led a high card. Holding Ace-King for instance, he would have led a high card, so he plays one of his high cards second hand. The third hand wins tricks as cheaply as possible. Holding both King and Queen, for instance, he plays the Queen on a small card led by his partner. He should finesse the Queen when holding Ace-Queen and others; finesse the Jack holding Ace-Jack and others. Always return the higher of only two cards remaining of the partner's suit, and the lowest of four or more. Discard from the weakest suit unless the trump strength is declared against you. Then discard the best protected suit. THE LAWS OF WHIST 1. The Game.--A game consists of 7 points, each trick above six counting 1. The value of the game is determined by deducting the loser's score from seven. 2. Forming the Table.--Partners are determined by cutting-- the two highest play against the two lowest; the highest deals, and has the choice of seats and cards. 3. If two players cut intermediate cards of equal value, they cut again; the lower of the new cut plays with the original lowest. 4. If three players cut cards of equal value, they cut again. If the fourth has cut the highest card, he deals and the lowest two of the new cut are partners. 5. Cutting.--In cutting, the Ace is the highest card. All must cut from the same pack. If a player exposes more than one card, he must cut again. Drawing from the outspread pack may be resorted to in place of cutting. 6. Shuffling.--Before every deal, the cards must be shuffled. When two packs are used, the dealer's partner must collect and shuffle the cards for the ensuing deal, and place them at his right hand. In all cases the dealer may shuffle last. 7. The pack must not be shuffled during the play of a hand, nor so as to expose the face of any card. 8. Cutting to the Dealer.--The dealer must present the pack to his right-hand adversary to be cut; the adversary must take a portion from the top of the pack and place it toward the dealer. At least four cards must be left in each packet; the dealer must reunite the packets by placing the one not removed in cutting upon the other. 9. If in cutting or reuniting the separate packets a card is exposed, the pack must be re-shuffled by the dealer and cut again. If there is any confusion of the cards, or doubt as to the place where the pack was separated, there must be a new cut. 10. If the dealer re-shuffles the pack after it has been properly cut, he loses his deal. 11. Dealing.--When the pack has been properly cut and reunited, the dealer must distribute the cards, one at a time, to each player in regular rotation at his left. The last, which is the trump card, must be turned up before the dealer. At the end of the hand, or when the deal is lost, the deal passes to the player next to the dealer on his left, and so on to each in turn. 12. There must be a new deal by the same dealer: a. If any card except the last is faced in the pack. b. If, during the deal or during the play of the hand, the pack is proved incorrect or imperfect, but any prior score made with that pack shall stand. 13. If, during the deal, a card is exposed, the side not in fault may demand a new deal, provided neither of that side has touched a card. If a new deal does not take place, the exposed card is not liable to be called. 14. Any one dealing out of turn, or with his adversaries' pack, may be stopped before the trump card is turned, after which the deal is valId, and the pack, if changed, so remains. 15. Misdealing.--It is a misdeal: a. If the dealer omits to have the pack cut, and his adversaries discover the error before the trump card is turned and before looking at any of their cards. b. If he deals a card incorrectly and fails to correct the error before dealing another. c. If he counts the cards on the table or in the remainder of the pack. d. If, having a perfect pack, he does not deal to each player the proper number of cards and the error is discovered before all have played to the first trick. e. If he looks at the trump card before the deal is completed. f. If he places the trump card face downward upon his own or any other player's cards. A misdeal loses the deal unless during the deal either of the adversaries touches a card, or in any other manner interrupts the dealer. 16. The Trump Card--The dealer must leave the trump card face upward on the table until it is his turn to play to the first trick; if it is left on the table until after the second trick has been turned and quitted, it is liable to be called. After it has been lawfully taken up it must not be named, and any player naming it is liable to have his highest or his lowest trump called by either adversary. A player may, however, ask what the trump suit is. 17. Irregularities in the Hands.--If, at any time after all have played to the first trick (the pack being perfect), a player is found to have either more or less than his correct number of cards, and his adversaries have their right number, the latter, upon the discovery of such surplus or deficiency, may consult and shall have the choice: To have a new deal; or, To have the hand played out; in which case the surplus or missing cards are not taken into account. If either of the adversaries also has more or less than his correct number, there must be a new deal. If any player has a surplus card by reason of an omission to play to a trick, his adversaries can exercise the foregoing privilege only after he has played to the trick following the one in which the omission occurred. 18. Cards Liable to be Called.--The following cards are liable to be called by either adversary: Every card faced upon the table otherwise than in the regular course of play, but not including a card led out of turn. Every card thrown with the one led or played to the current trick. The player must indicate the one led or played. Every card so held by a player that his partners sees any portion of its face. All the cards in a hand lowered or shown by a player so that his partner sees more than one card of it. Every card named by the player holding it. 19. All cards liable to be called must be placed and left face upward on the table. A player must lead or play them when they are called, providing he can do so without revoking. The call may be repeated at each trick until the card is played. A player cannot be prevented from leading or playing a card liable to be called; if he can get rid of it in the course of play no penalty remains. 20. If a player leads a card better than any of his adversaries hold of the suit, and then leads one or more other cards without waiting for his partner to play, the latter may be called upon by either adversary to take the first trick, and the other cards thus improperly played are liable to be called; it makes no difference whether he plays them one after the other or throws them all on the table together. After the first card is played the others are liable to be called. 21. A player having a card liable to be called must not play another until the adversaries have stated whether or not they wish to call the card liable to the penalty. If he plays another card without awaiting the decision of the adversaries, such other card also is liable to be called. 22. Leading Out of Turn.--If any player leads out of turn, a suit may be called from him or his partner the first time it is the turn of either of them to lead. The penalty can be enforced only by the adversary on the right of the player from whom a suit can rightfully be called. If a player called on to lead a suit has none of it, or if all have played to the false lead, no penalty can be enforced. If all have not played to the trick, the cards erroneously played to such false lead are not liable to be called, and must be taken back. 23. Playing Out of Turn.--If the third hand plays before the second, the fourth hand may also play before the second. 24. If the third hand has not played, and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led; or, if he has none, to trump or not to trump the trick. 25. Abandoned Hands.--If all four players throw their cards on the table, face upward, no further play of that hand is permitted. The result of the hand, as then claimed or admitted, is established; provided, that if a revoke is discovered, the revoke penalty attaches. 26. Revoking.---A revoke is a renounce in error not corrected in time. A player renounces in error when, holding one or more cards of the suit led, he plays a card of a different suit. A renounce in error may be corrected by the player making it, before the trick in which it occurs has been turned and quitted, unless either he or his partner, whether in his right turn or otherwise, has led or played to the following trick, or unless his partner has asked whether or not be has any of the suit renounced. 27. If a player corrects his mistake in time to save a revoke, the card improperly played by him is liable to be called. Any player or players who have played after him may withdraw their cards and substitute others; the cards so withdrawn are not liable to be called. 28. The penalty for revoking is the transfer of two tricks from the revoking side to their adversaries. It can be enforced for as many revokes as occur during the hand. The revoking side cannot win the game in that hand. If both sides revoke, neither can win the game in that hand. 29. The revoking player and his partner may require the hand in which the revoke has been made to be played out, and score all points made by them up to the score of six. 30. At the end of a hand, the claimants of a revoke may search all the tricks. If the tricks have been mixed, the daim may be urged and proved, if possible; but no proof is necessary and the revoke is established if, after it has been claimed; the accused player or his partner mixes the cards before they have been examined to the satisfaction of the adversaries. 31. The revoke can be claimed at any time before the cards have been presented and cut for the following deal, but not thereafter. 32. Miscellaneous..--Any one, during the play of a trick, and before the cards have been touched for the purpose of gathering them together, may demand that the players draw their cards. 33. If any one, prior to his partner playing, calls attention in any manner to the trick or to the score, the adversary last to play to the trick may require the offender's partner to play his highest or lowest of the suit led; or, if he has none, to trump or not to trump the trick. 34. If any player says, "I can win the rest," "The rest are ours," "We have the game," or words to that effect, his partner's cards must be laid upon the table, and are liable to be called. 35. When a trick has been turned and quitted, it must not again be seen until after the hand has been played. A violation of this law subjects the offender's side to the same penalty as in case of a lead out of turn. 36. If a player is lawfully called upon to play the highest or lowest of a suit, or to trump or not to trump a trick, or to lead a suit, and unnecessarily fails to comply, he is liable to the same penalty as if he had revoked. 37. In all cases where a penalty has been incurred, the offender must await the decision of the adversaries. If either of them, with or without his partner's consent, demands a penalty to which they are entitled, such decision is final. If the wrong adversary demands a penalty, or a wrong penalty is demanded, none can be enforced. DUPLICATE WHIST In this form of the game several tables are engaged. The cards played are not gathered into tricks, but played in front of the players to whom they were dealt, and after the tricks are scored these cards are placed in a tray provided for the purpose and passed to the next table to be played there. The laws of ordinary Whist regarding misdeals, leading out of turn, revoking, etc., apply to the Duplicate game also.