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Chapter IX: Part 9

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On examining the cards after the deal the non-dealer, if not satisfied with his hand, exclaims, "Je propose," which is equivalent to saying that he wishes to exchange one or more of his cards with some of those in the remainder of the pack. The dealer, if inclined to accept the proposition, signifies it by saying, "How many?" upon which both he and the non-dealer each change what cards they like, exclaiming, as they throw away the original cards, "J'écarte." Should the dealer decline the offer, and refuse to have any cards exchanged, his opponent scores double for any points he may make, except in the case of marking king.

Sometimes when both players agree to change their cards, discarding may be continued, as long as any cards remain in the stock, or until one of the players shall declare that he is satisfied, when both must immediately cease discarding.

The game consists of five points, each trick being won by the highest card of the suit led. Three tricks must be made in order to score one point; five tricks to score two points. It is possible for a player to score five points in one round, thus: First, by marking king; then if he should _propose_, and be _refused_, and afterwards make two points, these two points he may double on account of being _refused_, securing by this means the five points. Therefore in some cases it is advisable, even with a good hand, to _propose_, for the simple reason that, should the dealer refuse, you score two points for three tricks, and four for five tricks, although you may only wish to change a single card in order to hazard the dealer's refusal, or to make the _vole_ if the proposal be accepted.

The important business of discarding being concluded, the non-dealer leads off the game by playing any card he likes, his adversary playing a higher card, if he can, of the same suit, thus taking the trick. Should he have no higher card, he may take the trick with a trump, or pass it, as he feels inclined.

The holder of the king of trumps scores one point; but it is the rule that before it is played it shall be declared by the owner, who must say, as he puts it on the table, "I have the king." Needless to say, no one announces the possession of the king until the first card has been played. The elder hand may announce _after_ he has played, so that in its strictness the above rule applies only to the opponent; still, should the elder hand's king be covered by the card of his adversary, _before he has declared_, he cannot that time score the king. As in other games, the trump always wins the trick. The winner of one trick also leads on for the next, and thus the playing proceeds until all five tricks are won.

* * * * *

LOO.

This is a splendid round game, in which almost any number of players may take part, though, perhaps, to play the game well with real comfort, the number should not exceed eight or nine.

No great skill is required by the players, indeed success depends so much upon chance, that perhaps the fact of this being so accounts for all the fun and excitement that are usually extracted from the game.

There are two kinds of Loo, viz., Limited and Unlimited. The former being the most popular, it shall receive our first attention.

LIMITED LOO.

This is played with a full pack of fifty-two cards, of which the ace is highest, then king, queen, knave, &c., as in Whist. The person to whom the deal falls must place three counters into the pool. The other players each put in a certain number of counters agreed upon, a number that should properly be divisible by three.

The cards having been shuffled and cut, the dealer proceeds to give three cards to each player, one at a time, beginning with the player on his left. In addition to this, he also deals an extra hand, which is called a dumby, or miss, and is placed in the middle of the table.

After this the card next turned up is the trump. Before looking at his own cards, the dealer asks each player, beginning at the elder hand, and going round to the left, what he intends to do in that round--play his own hand, take the dumby, or throw up his hand.

Should the elder hand decline dumby, the next player has the choice, and so on; but whoever takes it must play it; no one may retract after having declared his intention.

When all have declared their intentions (dealer included), the elder hand of the players left who have not thrown up their hands plays his highest trump, or, if he have no trumps, his highest card, each succeeding player heading the trick. The winner of the trick leads next by playing his highest trump, and in this way the game goes on until all the three tricks are taken.

The pool is then divided into three equal parts, and a part given to the winner of each trick; therefore, any player that should have taken three tricks would be entitled to the whole pool. Those who are unfortunate enough to take no trick at all are _looed_, and their share is deposited by the dealer towards the next pool.

When only two players stand, the last before the dealer is bound to play either his own hand or _dumby_, and the game is re-commenced.

Sometimes no trump is turned up; the elder hand then plays his highest card, the next follows suit, if he can, and so on. If all have not been able to follow suit, the dealer turns up the top card of what is left of the pack, and the highest card of that suit which has been played wins the trick. If all players _have_ followed suit, the dealer waits for an opportunity, when all have _not_ followed suit, to turn up the trump card. When no trumps have been played, the highest card of the suit led wins the trick.

UNLIMITED LOO.

The method adopted in playing Unlimited Loo is much the same as that already described above, excepting that the pool is not divided among the players. Still, a player must take all three tricks to win the pool. Therefore, when the tricks are won, should they have been taken by one person, the pool is his; but if the tricks are divided, the pool is left untouched, and is added on to the next pool. The players also who are looed have to pay double the price of the deal into the pool.

Thus the game goes on, until some one winning three tricks takes the pool. The next hand then becomes _Bold Stand_, and is dealt and played as first described.

The technical terms used in Loo which must be understood are as follows:--

_Bold Stand._--To have a bold stand is a method of playing the game in
which it is a rule that whenever there is only the deal to be played
for every person is obliged to stand in order to make a loo for the
next hand. As often as this happens it is a bold stand.

_Dumby._--The spare hand, which 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.

_Force._--The same as Bold Stand.

_Heading the Trick._--Playing a better card of the suit led, or not
having any of the suit, trumping it.

_Loo._--The Loo is the sum put up by any one that is looed, and is
either limited or unlimited; when unlimited, a person is looed for the
whole amount of the pool; if limited, he is looed for no more than a
certain sum, previously agreed upon, generally the price of the deal;
but he is never looed for more than the pool.

_Looed._--A person playing is looed when he does not take a trick or
when he breaks any laws of the game.

_Miss._--The same as _Dumby_.

_Mis-deal_ 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.

_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.

_Pool._--The pool consists of the counters which are paid for the deals
and of the sums forfeited by those who were looed the preceding hand.

_Revoke._--When a person who can follow suit does not do so.

* * * * *

CASSINO.

In order to understand the simple but highly amusing game of Cassino it is absolutely necessary that a thorough knowledge of the technical terms used should be first acquired.

We will, therefore, give a list of them before describing the method of playing the game.

_Great Cassino._--The ten of diamonds reckons for two points.

_Little Cassino._--The two of spades for one point.

_The Cards._--When you have a greater number than your adversary, three
points.

_The Spades._--When you have the majority of the suit, one point.

_The Aces._--Each of which reckons for one point.

_The Sweep._--Matching all the cards on the board.

_Building up._--Suppose the dealer's four cards in hand to be a seven,
ten, and two aces; his adversary plays a six--the dealer puts an ace
upon it, and says, "Seven," with a view of taking them with his seven;
the non-dealer throws a two upon them, and says, "Nine," hoping to
take them with a nine then in his hand; the dealer again puts upon the
heap his other ace, and cries "Ten," when, if his adversary has ten,
he plays some other card, and the dealer takes them all with his ten.
It will be observed that a player in announcing the denomination of a
build always employs the singular number. Thus--"Nine" or "Ten," not
"Nines" or "Tens." This is called Building up.

_Build from the Table._--Employing cards on the table to continue a
build.

_Call._--Suppose a player to have in his hand two or more cards of
the same denomination, and one or more cards of the same denomination
remain upon the board, he may play one of them on the table, at the
same time calling the denomination, and his opponent is thereby
debarred from taking it with a card of any other denomination. In
calling the denomination, the plural is always used. Thus--"Fours," not
"Four." This is termed _calling_.

_Build._--A card already built up.

_False Build._--A build made without any card in hand to redeem it.

_Combine._--To play a card which will take two or more cards of a
different denomination whose aggregate number of pips or spots exactly
equals those of the card played. Thus: a ten will take a seven, two,
and ace, the combined spots on those cards being precisely ten.

_Last Cards._--Those cards remaining on the board after the last trick
is taken, all of which go to the winner of the last trick.

_Eldest Hand._--The player sitting at the left hand of the dealer, so
called because he is the first to play.

_Mis-deal._--An error in giving out the cards, the penalty for which is
the forfeiture of the game and all depending upon it.

LAWS OF CASSINO.

1. The pack must consist of fifty-two cards.

2. The dealer deals four cards, one after another, to each player,
beginning at the elder hand, after which he deals four cards into the
centre of the table, face upwards. He then gives each player four more
cards, putting no more, however, into the centre of the table.

3. In case of a mis-deal, the dealer forfeits his deal.

4. Any number up to twelve may play, though four is the preferable
number.

The game consists of eleven points, and the player who first attains this number wins the game.

The score is counted in the following manner:--

The owner of Great Cassino scores 2 points.
" Little " " 1 "
For every ace 1 "
For majority of spades 1 "
" cards 3 "
A clear board reckons 1 "

The player who takes the last trick wins the game.

The following is the method of playing:--

Four cards are dealt to each player, and four more are turned face upwards in the middle of the table. The elder hand then looks at his cards to see if he can build, combine, or match any of his own cards with those turned up on the table.

He may have a _seven and three_, _a five and five_, _a nine and one_, or these combinations may be on the table. Royal cards can only be matched by one of their own kind.

If the elder hand can do nothing, he throws down a card on the table, face upwards, with the other four. The second player then tries what he can do; though it must not be forgotten that such cards as are taken must be kept by themselves and not played with again. Thus the game goes on until all the cards are finished, when the dealer gives four cards more to each player, but none in the centre.

In case of a clear board, should the player next to the person who has made the clear board not have any cards to take, he must throw one down. At the end of the game, the cards that each player has taken are counted up, and the points made accordingly.

After the last trick has been taken there are sure to be some cards left on the board, and these go to the winner of the last trick. It should always be the object of the player to secure as many spades as possible. For instance--if he has a nine of hearts and a king of spades in his hand, and there is a nine and a _king_ on the board, he should take the king in preference to the _nine_, as it will secure him a spade. It is well, however, to get as many cards as possible. Supposing a player to have in his hand a nine and a king, and there is a six and three and king on the board, he would do wisely to take the six and three, as, that will help to a majority in cards.

* * * * *

PUT.

In one respect the game we are about to describe differs from any other card game, and that is in the order in which the cards rank.

Three is the best card, then two, and next the ace, king, and all the rest in succession; four, of course, being the lowest.

Dr. Johnson, in a letter he wrote to his friend Boswell, says:--

"I play at Put, sir, as I indulge in other amusements commonly pursued in society, rather that I may study the real tempers and dispositions of mankind than from any overweening love of personal gain, or any violent desire to take advantage of the ignorance or weakness of my adversaries; for I hold it an indisputable truth that the characters of men and women are more fully and completely discerned at the card-table than in the Senate, the fashionable assembly, or the privacies of domestic life."

Put is played with a full pack of fifty-two cards, and generally by two persons, though frequently three and often four people join in it. The object of the game is to score five points, the player who succeeds first in doing this being winner. After cutting for deal, the player who had the lowest card gives three cards, one at a time, to both or all players, beginning at the non-dealer.

When this is done, if the non-dealer throws up his hand he loses a point; if he plays, and the dealer does not lay down another card to it, he gains one point; but if the dealer either win the same, pass it, or put down one of equal value, making what is termed a tie, the non-dealer is still at liberty to _put_ (or play), and his adversary only scores one point.

Such being the state of things, should both players agree to go on, the one who gains all the three tricks, or two out of the three, scores five points, which make game. If both players get a trick, and the third is a tie, neither player scores.

_Four-handed Put_ differs from two-handed in one point--that is, two of the players give each his best card to his partner, who lays out one of his. The game is played as in Two-handed Put.

* * * * *

MATRIMONY.

The simple, amusing game of Matrimony is one that always keeps up its popularity as a pleasant round game. Any number of players may join in it from five upwards, but the greatest success generally attends it when there are many players rather than few.

The five chances of which the game consists have to be marked on a board or a sheet of paper. The lowest card cut has the deal. The first business is to determine what stakes shall be made. For this purpose counters are mostly used, after which the dealer places on each or any chance the sum he intends to venture. The other players then all do the same, though their stakes must all be one counter at least less than the dealer's. If the dealer, therefore, should stake nine, they may not place more than eight counters on the chance.

Having arrived so far in the proceedings, the dealer, beginning with the player on his left, gives two cards, face downwards, to each player; then, beginning again on his left, he gives a third card to each player, face upwards. If the ace of diamonds, which is the best card, be turned up, the possessor of it gains a clear board; but if the same card be merely held in the hand, its value is no greater than that of any other ace. Should the ace of diamonds not be turned up at all, then the king, queen, or next highest card in that suit wins the best chance.

BEST.
The ace of diamonds turned up.
+-----------------------------------+
| |
CONFEDERACY. | | MATRIMONY
King and | | King and Queen.
Knave. | |
| |
+-----------------------------------+
PAIRS.
The highest.

All hands are now turned up, the holders of intrigue, matrimony, &c., taking the stakes placed on these points.

When two or more players happen to hold similar cards, as king and queen, king and knave, &c., the stake is gained by the elder hand, but if any chance be not won, it is left over until the next deal; and on any unclaimed point the stakes may, if thought desirable, be increased. The chances rank, it must be understood, as follows:--

Ace of diamonds (_best_).
King and queen (_matrimony_).
King and knave (_confederacy_).
And any pair (_the highest_).

* * * * *

ALL FOURS.

The name by which this game is known was, no doubt, given to it because of the four chances, or points, of which it consists--namely, _High_, which is the name given to the best trump; _Low_, the smallest trump in the round; _Jack_, the name of the trump suit; and _Game_.

The game may be played by either two or four players, but the same rules apply to each.

It would, perhaps, be as well first of all to describe the technical terms used in All Fours, as the game cannot be understood without a knowledge of them.

_High._--The highest trump out; the holder scores one point.

_Low._--The lowest trump out; the original holder of it also scores one
point, even if it be taken by his adversary.

_Jack._--The knave of trumps; the holder scores one point, unless it be
won by his adversary, in which case the winner scores the point.

_Game._--The greatest number that, in the tricks gained, can be shown
by either party; reckoning for

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 elder hand (the non-dealer) scores the point for game.

_Begging_ is when the elder hand, disliking his cards, uses his privilege, and says "I beg," in which case the dealer must either suffer his adversary to score one point, saying "Take one," or give each three more cards from the pack, and then turn up the next card 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 next until a change of suit for trump takes place.

_Eldest Hand._--This term signifies the player immediately to the left of the dealer.

The following is the method adopted for playing the game:--

The ace is the highest card, and deuce is the lowest.

After having cut and shuffled a pack of fifty-two cards in the ordinary way, the dealer gives six to each player. If there be but two players, he turns up the thirteenth card; but if four players, he turns up the twenty-fifth card, the suit to which the turn-up belongs being trumps. Should the turn-up be a knave, the dealer scores one point.

The elder hand then looks at his cards, and either holds it for play or _begs_, that is to say, that he must be allowed by the dealer to either score one point, or that all the players should have three more cards given to them, and that a new trump should be turned up.

When the latter plan is adopted, should the turn-up be of the same suit as the last, the dealer must go on giving three more cards until a change of trumps takes place.

The elder hand having decided on his hand, plays a card from any suit he likes, but must not beg more than once, unless a special agreement has been made that he should do so.

The dealer to this plays another card, which, if higher, wins the trick, the winner of it thus becoming the next leader, and so on throughout the six tricks. According to the modern method of playing, the trick need not be headed by one of the same suit; the highest card played wins it.

When the six tricks are played, the points are taken for _High_, _Low_, _Jack_, or _Game_. Jack counts one to the player who possesses it at the count-up, and not to the player who owned it originally. High and low each count one, the players to whom they were dealt deriving the benefit of them. The deal is taken in turns.

Should no player have either a court card or a ten, the elder hand scores the point for game. In the case of two players having equal points towards game, the elder hand of the two scores. If only one trump should be out, it counts both high and low to the player who first has it. The science of the game consists, as may easily be seen, in first winning the knave; second, making the tens; and third, in taking the adversary's best cards.

BLIND ALL FOURS.

This game is not often played by more than two persons. Six cards are given to each player, the trump card being the first that is played by the non-dealer. The points are generally nine or seven, and there is no begging.

Among some players a rule exists that the sixes and sevens should be rejected, and that the pips on all the cards should be counted for game.

ALL FIVES.

This is a game that requires no small amount of skill to play it well, but when once understood proves to be well worthy of the attention and admiration bestowed upon it.

Instead of nine or eleven points being played for, as in All Fours, sixty-one points constitute the game, the marking of which is generally done on a cribbage-board. The very first card played by the non-dealer is the trump card.

Any one playing the ace of trumps marks four points to himself; for king he marks three; for queen, two; for knave, one; for the five of trumps, five; and for the ten of trumps, ten. When the knave, ten, or five are taken by superior cards, the points belonging to them are scored by the winner.

In counting for game, the five of trumps is reckoned as five; all the other aces, kings, queens, knaves, and tens are counted the same as in All Fours.

* * * * *

POKER.

The game of Poker is better known in the United States than in England. Like many other games, it is so closely associated with betting that its reputation has consequently suffered in no slight degree.

There are several varieties of the game, known as Stud Poker, Straight Poker, Whiskey Poker, Twenty-deck Poker, and Draw Poker; but as the last is the game best known, it will, perhaps, be advisable to describe it first.

DRAW POKER.

A full pack of fifty-two cards are required, and any number of persons may play, though some players think it better that the number should not exceed six or seven.

Before dealing, each player is provided with a certain number of counters, which in America are styled _chips_. The dealer then places a stake in front of him. A single chip usually constitutes this stake, and is called the _ante_. Having concluded this preliminary part of the business, five cards are dealt to each player. As in Loo, all look at their hands, and declare in turn what they will do. The choice of three things is given them: They can throw up their hand, and go out of the game for that deal; keep their cards as they are; or they may change as many of their own cards as they like for the same number from the remainder of the pack on the table. In case any one should choose the latter alternative, no one must look at the rejected cards.

When the dealer's turn comes to make his choice, if he determine to play, he is bound to add an equal amount to what he had previously staked. This is called making good the _ante_; by so doing the dealer places himself on an equal footing with the other players.

Should he rather than raise his stake prefer to go out, the next player is requested to raise; but should he, like the dealer, also prefer to go out rather than raise, the next player is asked, and so on, until some player expresses himself willing to raise. This being the case, the next player has three alternatives: he must either _go better_, which means stake some larger amount; _see the raise_, which signifies staking an equal amount; or he must _go out_. The choice of these three alternatives is given to each player, until after full opportunity has been afforded to all of deciding, no one has _gone better_, but each of those remaining in has elected to see the raise, the stakes consequently remaining equal.

The person who now is requested to show his hand is the player seated next to him who last saw the raise, though if such player should not have a good hand to show, he may, if he likes, go out without showing his cards.

Perhaps to a greater extent in Poker than in any other card game, the great aim of a good player is to conceal his system of playing; therefore, although a player going out relinquishes all hold upon his stakes, he would rather do that than show an inferior hand.

Many of the technical terms used in Poker being peculiar to the game, a knowledge of them will be found necessary to the learner.

_Age._--Same as eldest hand.

_Ante._--The stake deposited in the pool by the dealer at the beginning
of the game. At Straight Poker each player puts up an _Ante_.

_Blind._--This name is given to the bet made by the eldest hand before
the cards are cut to be dealt.

The eldest hand alone has the privilege of starting the _Blind_, though
the player to the left of him may, if he likes, double it, and again,
the next player, still to the left, may _straddle_ it, which means
double it again.

Any player refusing to straddle thus prevents any one else doing so
afterwards.

_Bluffing Off._--When a player with a weak hand bets so high that he
makes his opponents believe he has a very strong hand, and they are
deterred from _seeing_ him or _going better_.

_Brag._--To bet for the pool.

_Call._--To call a show of hands is for the player whose say is last to
deposit in the pool the _same_ amount bet by any preceding player, and
demand that the hands be shown.

_Chips._--Another name for counters.

_Draw._--To discard one or more cards, and receive a corresponding
number from the dealer.

_Flush._--Five cards of the same suit, not necessarily in order.

_Fours._--Four cards of the same denomination, as four threes or four
fives.

_Full._--Three cards of the same denomination and a single pair.

_Going Better._--When any player makes a bet, the next player to the
left may raise him or run over his bet, which means that he may deposit
more in the pool than his adversary has done.

_Pair._--Two cards of the same denomination, as two queens.

_A Straight._--Five cards in numerical sequence, though not of the same
suit.

_Triplets._--Three cards of the same denomination, as three aces.

Although the ace is the highest card in this game for sequence
purposes, it may be counted as next to the two or next to the king, as
may best suit the player. The player, however, is not on this account
entitled to use the ace as a connecting link between the king and the
two, so as to form a sequence between them.

STRAIGHT POKER.

Straight Poker, or Bluff, as it is often called, is played according to the same rules as Draw Poker, though there are one or two particulars in which it differs from that game.

Not only the dealer, but also every player, "antes" before the cards are cut for deal. The winner of the pool has the deal. Any player may pass, and come in again if he chooses to do so, provided that in the meantime no other player has raised. No one is allowed to discard or draw any cards.

In case of mis-deal, or when all the players pass, the eldest hand deals, and a fresh ante is added to the pool by each player making what is called a double header.

To prevent confusion, and to save trouble also, it is sometimes arranged that, instead of each player depositing a fresh ante every time before the cards are cut, one of the players shall take it by turns to chip for all.

When this is done, the best way is to pass round the table, by way of memorandum, a _buck_. This name is given to any small article which may serve as a reminder, and should in the first instance start with the original dealer. As soon as the dealer has chipped, he hands the buck to his left-hand neighbour, who keeps it until he in turn has chipped for all, when he again passes it on. So to the end the game goes on.

WHISKEY POKER.

Plenty of fun may be extracted from this highly amusing game. To make the pool is the matter that requires the first consideration, and to do this each player contributes one counter or chip. After this, the game is regulated very much by the same rules as those laid down for Draw Poker, the only exception being that the strongest hand gets the straight flush.

Five cards, one at a time, are given to each player, besides which an additional hand, called the _widow_, is dealt, and laid in the middle of the table.

All the players now look at their hands, and if not satisfied with them, they each in succession have an opportunity of making a little change in them, according to the following explanation.

Should it so happen that the eldest hand, after examining his cards, expresses himself satisfied with them, the next player may, if so inclined, put down his own cards on the table, and take up the widow instead. When he has done so, the other players in turn may select any card they please from the discarded hand in exchange for one of their own, until some one declares himself satisfied by knocking on the table. Even after this, however, the rest of the players are allowed one more chance of drawing before showing the hands.

The strongest hand wins the game.

In case all should declare themselves satisfied without taking the widow, the dealer turns his hand upwards, and every one may draw a card from it.

* * * * *

SNIP-SNAP-SNORUM.

The point aimed at in this game by each player is to be the first to get rid of his cards, as the one who is first out is the winner, and can claim from all the other players the same number of counters as they have cards left in their hands.

We cannot recommend to young people fond of noise and excitement a game more likely to suit them; it is easily learnt, although at the same time the learner will soon perceive that a certain amount of thought and judgment must be exercised in order to play to the best advantage.

Any number may play, from six or seven upwards.

First of all, a whole pack of fifty-two cards is dealt out to the players, the first of whom, after the hands have been examined, begins by putting down any card he likes, at the same time calling out _Snip_.

Any one holding the next higher card of the same suit now places it upon the first card, and cries _Snap_; while the person possessing the higher card still calls out, as he plays it, _Snorum_.

The person holding the next card cries _Hi-cockalorum_; and should a higher card still be out, the possessor plays it, and cries _Jig_.

The last word signifies a stop; therefore no one afterwards can continue the sequence.

The ace counts as one (the lowest card); therefore kings are stops.

The player who first succeeds in getting out receives in some instances not only the separate contribution of each player, but also the contents of the pool, which has been formed by united donations from all the players.

When pools exist, by way of enlarging them it will be found advisable to institute fines, the excitement of the game being, of course, heightened by the winner of a sequence coming in for a good large reward.

As it is desirable that the player should keep the lead as long as possible in his own hand, he will find that in order to do so he must not play his cards at random, but must use discretion and forethought.

Cards that cannot be led to, such as aces, or cards immediately following those that have been played, should be brought out early; while kings and all stops should be withheld as valuable until there is the chance of disposing of two or three of them together.

The above is the most common method of playing this game, though another very amusing way is the following:--

Every one places before him five counters, which are considered as stock.

The aim of every one then is to play a card of equal value with that of the next player, which is called _snipping_. A third player, having a card of like value, _snaps_; and a fourth player, being equally fortunate, _snorums_.

By way of illustration, we will imagine the elder hand to have played a queen. The second player also plays a queen, in consequence of which the first player is _snipped_, and has to place a counter in the pool. The third player then also plays a queen, when his predecessor (the second player) is _snapped_, and must put two counters into the pool; then if the fourth player also has a queen, the third player is _snorumed_, and pays three counters.

As each player becomes bankrupt by having had to pay all his counters, he must go out of the game, the pool falling to the lot of the player whose stock holds out the longest.

Every one must snip or snap if he possibly can do so, though no one must play out of turn.

Sometimes the cards are dealt three or four times before the game is decided.

* * * * *

COMMERCE.

This game is well named, for it is carried on throughout simply by a series of exchanges and business transactions.

A full pack of cards is used, which are all dealt one by one to the players.

The ace counts as eleven, tens and court cards for ten each, and the rest of the cards according to the number of their pips.

Before dealing, a pool is formed, by each player contributing to it an equal stake. The eldest hand then begins by exchanging a card with his left-hand neighbour, who again changes with his left-hand neighbour, and so on until some one, finding that he has a hand consisting entirely of one suit, cries out "My ship sails," and thereupon takes to himself the contents of the pool.

The object aimed at by all the players is one of three things: to make what is called a _tricon_ (three cards alike), or a _sequence_ (three cards following each other of the same suit), or a _point_ (which is the smallest number of pips on three cards of the same suit).

The winner of the pool is the player who has the highest tricon; but should no tricon be displayed, the highest sequence has it; or in case of a failure also in sequence-making, then the player who has the best point takes the pool.

In case of ties, the banker or dealer is regarded as the eldest hand, but should he hold a lower tricon or sequence than either of the others, he loses the game, and forfeits a counter to each player higher than himself.

* * * * *

SIFT SMOKE.

A complete pack of cards is required for this game, the value of which is the same as at Whist.

The tricks gained are really of no intrinsic value, though every one must either follow suit or play a trump.

The pack is first divided into two equal parts, one portion of which is placed on the table, while the others are dealt to the players, the last card turned up being the trump.

As each trick is gained the winner of it takes a card from the half pack lying on the table; he who can hold out the longest winning a stake that shall have been agreed upon at the commencement of the game.

* * * * *

LOTTERY.

This well-known game is generally acknowledged to be one of the most amusing that have ever been invented. Any number may play, and a full pack of cards is required: indeed, it is not at all an unusual occurrence for two or three packs to be mixed together when the company is more than ordinarily large.

Counters are given in equal numbers to every player, each of whom contributes something towards a pool.

The cards, containing one, two, or three packs, as the case may be, are then divided into two equal parts. The person on the left of the dealer takes one of these parcels, and out of it any one may draw three cards, which are to be the prizes, and are placed face downwards on the table. The cards in the other parcel are then sold by the dealer for a certain fixed price, perhaps a counter for each card, all payments being placed in different proportions on the prizes. Any cards that are left after all have been supplied are sold to any one wishing to purchase them. The players who have been fortunate enough to purchase cards corresponding with the prizes win the prizes, and also all the stakes that have been placed upon them.

Another way of playing after the counters have been distributed is for one pack of cards to be used as tickets and the other as lots or prizes. Two players then take in their hands the two packs of cards, which must be shuffled, and each one cut by the left-hand neighbour. One of them then deals a card, face downwards, to each player, and these are called the _lots_. On each lot the players all place as many counters as they like, after which a card to every one is given from the other pack, and these second cards are called tickets.

Supplies thus being concluded, each player must examine his cards to ascertain whether the ticket he possesses corresponds with any of the lots. Any one who finds such to be the case may appropriate the lot or prize that is marked on that card.

At the close of the round any lots that may be left undrawn are carried on to swell the next lottery. The cards are collected, and, after being re-shuffled and cut, are dealt again as before; and thus the game continues until the fund is all drawn out.

* * * * *

QUINCE.

In some parts of the Continent this game of Quince is very highly esteemed, much more so than in England.

The method adopted in playing it is very similar to that of Vingt-un, though in Quince only two persons can play, while in Vingt-un any number of players can join.

Ace is lowest. A full pack of cards is shuffled and cut, after which the dealer gives one card to his adversary and takes one himself.

Should the elder hand not approve of the card with which he has been favoured, he can demand from the dealer as many additional cards as he imagines will enable him to make fifteen.

The aim of both players is to be first in making fifteen; therefore, as in Vingt-un, they must be careful, in taking extra cards, not to overdraw. Should both players overdraw, the game is considered a drawn one, and the stakes already made are doubled for another attempt.

Although this simple and amusing little game is intended for two players only, there is no reason why a large number should not join in it if so inclined.

* * * * *

POPE JOAN.

This really delightful game may be enjoyed by almost any number of players, though it must be remembered that, in addition to the usual pack of cards required for all other card games, a round board must be provided, such as are sold specially for that purpose.

These boards, as will be seen (_see_ figure), are divided into eight compartments, each of which is meant to hold the counters belonging to certain cards or combinations.

The names of these divisions are _king, "pope"_ (which is the nine of diamonds), _knave, game, queen, matrimony_ (which is signified by the king and queen of trumps), _ace_, and _intrigue_ (the latter represented by the queen and the knave of trumps held in the same hand).

The first important business requiring attention is the dressing of the board; and the fifteen counters necessary for this performance are either supplied by the dealer alone or are contributed by the company, according to arrangement. Six are given to pope, two to matrimony, two to intrigue, and one each to ace, king, queen, knave, and game. The eight of diamonds being taken from the pack of cards, the rest are dealt out equally to all the players, face downwards, the last card deciding for trumps.

Should either ace, king, queen, or knave happen to be turned up, the dealer has the privilege of appropriating the counters that have been allotted to their compartments for himself, and if pope be turned up, the advantage gained by him is still greater. He takes both it and _game_, and also can claim a stake for every card dealt to each player.

In addition to the shares allotted to each player, an extra hand is placed in the middle of the table, to form what is called the stops, and no one but the dealer has the privilege of looking at them. The four kings, which are the last of their suit, and the seven of diamonds, which precedes the eight of diamonds that has been withdrawn, are always fixed stops, the ace counting only as one in the game.

The players have two objects in view--one of which is, to be the first to play out all their cards; and the other, to play those cards that will entitle them to receive the counters with which the board is supplied.

The dealer's left-hand player begins by playing any card he likes, choosing one, if possible, that is one of a sequence, so that he may have the opportunity of ridding himself of, perhaps, several cards at once. Any other player having the next higher card in sequence plays it, then another, until either a king, a seven of diamonds, or some other stop card is played. The person playing a stop always leads next.

At any time during the game, should an ace, king, queen, knave of trumps, pope, matrimony, or intrigue be played, the owner of any of these cards is entitled to receive all the counters in the corresponding compartments of the board. The player who first announces himself to be without cards is the winner of the game, receiving, therefore, all the stakes in that compartment of the board, and also from the rest of the players a counter for each card they may still have in hand. Among these unplayed cards, however, should one of them be pope, the holder of it is excused from paying.

Although in the same hand king and queen make matrimony, and queen and knave intrigue, neither they nor any other good cards entitle the holders of them to the stakes deposited in their particular compartments unless played out; and it must also be remembered that all claims for payment are useless that are not made before the board has been re-dressed for the next deal. Still, in cases where unclaimed stakes are left on from one round to another it is quite a common thing to terminate the game by dealing round the cards, face upwards, and giving to the holders of the various cards or combinations the pools corresponding to them, thus making a clear board.

* * * * *

SPINADO.

The game of Pope Joan, although one of the most interesting of games, is not practicable at all times, simply on account of the necessity always existing for the presence of a board. To such players as are fond of the game, but do not possess a board, the game of Spinado will serve admirably as a substitute.

From a full pack of fifty-two cards all the twos are first extracted, and also the eight of diamonds. As in Pope Joan, the object aimed at by the players is to be first out. The lucky person who thus distinguishes himself is presented with a pool, and also with a counter from every player for every unplayed card they still hold in their hand.

A peculiar arrangement exists with regard to the pool. It is divided into three divisions, one of which is intended for the player who is first out, one for the player of matrimony (which is king and queen of diamonds), and one for intrigue (king and knave of diamonds).

In order to form this combination of pools each player gives three counters to each pool (making nine counters in all), excepting the dealer, who is called upon to contribute two dozen counters. Six of these go to the first out pool, the same number to intrigue, and twelve to matrimony.

The card honoured by being called _Spin_ is the ace of diamonds, and may either be played alone or with any other card. A card played with it thus becomes a stop, and the possessor of it is entitled to take the next lead.

As in Pope Joan, an extra hand is placed by the dealer in the middle of the table to make the stops, and no one must refer to them but the dealer. After dealing and forming the pools, the game begins, all vieing with each other who can first get rid of their cards.

The player of spin can demand, before any other card is played, the payment of three counters from every player; the player of the king of diamonds two counters from each player; and the players of matrimony and intrigue receive each the pools that have been specially prepared for them.

The simple holding of these combinations does not entitle any one to receive the pool; the cards must be _played_, and payments should all be made at once as soon as they become due. If at the end of the game it is discovered that any one still holds in his hand the spin card, he must pay to every one double for each of his unplayed cards.

* * * * *

OLD MAID.

From a full pack of fifty-two cards take out one queen. Shuffle well the remainder, and deal them, face downwards, equally to all the players until the pack is exhausted.

All must then arrange their cards in a fan-shape, to be held in the hand, and the honour of every one is depended upon not to look at any cards but his own, because the strictest secrecy must be maintained.

The dealer begins by offering his cards to his left-hand neighbour to extract from it any card he likes. The drawer then, looking at the card he has taken, tries to match it with one of those in his hand. If able to do so, he throws the pair out into the middle of the table; but if he cannot do so, he places it among his own, and, following the example of the dealer, offers his own cards in the same way to his left-hand neighbour, that he also may take any card he likes. Thus the game goes on until all the cards are paired, excepting, of course, one card, which is the companion to the banished queen. The unfortunate individual in whose hand the solitary card is left is surely destined to be either an old maid or a bachelor. The trial may, of course, be repeated as many times as agreeable to the company.

Cards specially made for this game are sometimes used instead of Whist cards, and by some players are much preferred. These real Old Maid's cards are composed of white thin cardboard, an inch wide and from three to four inches long, with the end intended for the top of the card made to form a point.

Upon every card at the pointed end a number is written in very legible characters. A couple of cards must be 1, another couple 2, another couple 3, and so on, until as many couples as it is thought will be required have been figured. On a last single card the words _The Old Maid_ must be distinctly written, and before beginning to play the whole must be well shuffled.

* * * * *

SPADE AND GARDENER.

Most young people who have had any experience at all of cards and card playing are well acquainted with the amusing (though, perhaps, not highly intellectual) game of _Happy Families_.

Special cards, called "Happy Families," can be bought, containing family groups of four; but where such cards have not been provided, the game may be played with quite as much success with a pack of ordinary Whist cards. Indeed, it is more than probable that in the first instance the principles of the game made their appearance originally with cards of this description.

The court cards, aces, and tens of an ordinary Whist pack are selected, and to each king a name is given. Spade the Gardener for one of their Majesties will do as well as any other; still, if any better name suggests itself to the mind of any one, there is no reason why such should not be adopted in preference. Supposing, however, this name to be the one chosen, we should have the king of spades for Spade the Gardener, the queen for his wife, the knave for his son, the ace for his servant, and the ten of spades for his dog, thus forming a complete family group. Three other comic names may easily be imagined for the other three suits, after which the business proceedings must be commenced.

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Cassell's Book of In-door Amusements, Card Games, and Fireside FunChapter IX: Part 9

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