"—for then the score is at an end, and the contest is determined in favour of the player who may win two tricks out of three. When it happens that each player has won a trick, and the third is a tie—that is, covered by a card of equal value—the whole goes for nothing, and the game must begin anew.


102.  Two-Handed Put


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


103.  Four-Handed Put.


Each party has a partner, and when three cards are dealt to each, one of the players gives his partner his best card, and throws the other two face downwards on the table: the dealer is at liberty to do the same to his partner, and
vice versa
. The two who have received their partners' cards play the game, previously discarding their worst card for the one received from their partners. The game then proceeds as at two-handed Put.


104.  Laws of Put


  1. When the dealer accidentally discovers any of his adversary's cards, the adversary may demand a new deal.
  1. When the dealer discovers any of his own cards in dealing, he must abide by the deal.
  1. When a faced card is discovered during the deal, the cards must be reshuffled, and dealt again.
  1. If the dealer give his adversary more cards than are necessary, the adversary may call a fresh deal, or suffer the dealer to draw the extra cards from his hand.
  1. If the dealer give himself more cards than are his due, the adversary may add a point to his game, and call a fresh deal, or draw the extra cards from the dealer's hand.
  1. No bystander must interfere, under penalty of paying the stakes.
  1. Either party saying, "I put"—that is, "I play"—cannot retract, but must abide the event of the game, or pay the stakes.

Knowledge Makes Humble.


105.  Speculation


is a lively round game, at which several may play, with a complete pack of cards, bearing the same value as at whist. A pool is made with fish or counters, on which such a value is fixed as the company may agree. The highest trump in each deal wins the pool; and should it happen that not one trump be dealt, then the company pool again, and the event is decided by the succeeding deal. After determining the deal, &c, the dealer pools six fish, and every other player four; then three cards are given to each, by one at a time, and another turned up for trump. The cards are not to be looked at, except in this manner: The eldest hand shows the uppermost card, which, if a trump, the company may speculate on, or bid for—the highest bidder buying and paying for it, provided the price offered be approved of by the seller. After this is settled, if the first card does not prove a trump, then the next eldest is to show the uppermost card, and so on—the company speculating as they please, till all are discovered, when the possessor of the highest trump, whether by purchase or otherwise, gains the pool. To play at speculation well, recollection is requisite of what superior cards of that particular suit have appeared in the preceding deals, and calculation of the probability of the trump offered proving the highest in the deal then undetermined.


106.  Connexions


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

  1. By the two black aces.
  1. The ace of spades and king of hearts.
  1. The ace of clubs and king of hearts.

107.  For the First Connexion


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


108.  Matrimony


This game is played with an entire pack of cards, by any number of persons from five to fourteen. It consists of five chances, usually marked on a board, or sheet of paper, as follows:


Best
The Ace of Diamonds turned up.
Confederacy
King and Knave
INTRIGUE; OR
QUEEN AND KNAVE
Matrimony
King and Queen.
Pairs
The Highest.


Matrimony is generally played with counters, and the dealer puts what he pleases on each or any chance, the other players depositing each the same quantity, less one—that is, when the dealer stakes twelve, the rest of the company lay down eleven each. After this, two cards are dealt round to every one, beginning on the left; then to each person one other card, which is turned up, and he who so happens to get the ace of diamonds sweeps all.


If it be not turned up, then each player shows his hand; and any of them having matrimony, intrigue, &c, takes the counters on that point; and when two or more people happen to have a similar combination, the oldest hand has the preference; and, should any chance not be gained, it stands over to the next deal.—
Observe
: The ace of diamonds turned up takes the whole pool, but when in hand ranks only as any other ace; and if not turned up, nor any ace in hand, then the king, or next superior card, wins the chance styled best.

Ignorance Makes Proud.


109.  Pope Joan.


A game somewhat similar to Matrimony. It is played by any number, with an ordinary pack of cards, and a marking or pool board, to be had of most fancy stationers. The eight of diamonds must first be taken from the pack. After settling the deal, shuffling, &c, the dealer dresses the board. This he does by putting the counters into its several compartments—one counter or other stake to Ace, one each to King, Queen, Knave, and Game; two to Matrimony, two to Intrigue, and six to the nine of diamonds, styled the Pope. This dressing is, in some companies, at the individual expense of the dealer, though, the players usually contribute two stakes each towards the pool.


The cards are then dealt round equally to every player, one turned up for trump, and about six or eight left in the stock to form stops. For example, if the ten of spades be turned up, the nine becomes a stop. The four kings, and the seven of diamonds, are always fixed stops, and the dealer is the only person permitted, in the course of the game, to refer occasionally to the stock for information what other cards are stops in their respective deals. If either ace, king, queen, or knave happen to be the turned-up-trump, the dealer may take whatever is deposited on that head; but when Pope be turned up, the dealer is entitled both to that and the game, besides a stake for every card dealt to each player.


Unless the game be determined by Pope being turned up, the eldest hand begins by playing out as many cards as possible; first the stops, then Pope, if he have it, and afterwards the lowest card of his longest suit—particularly an ace, for that never can be led through. The other players follow, when they can, in sequence of the same suit, till a stop occurs. The player having the stop becomes eldest hand, and leads accordingly; and so on, until some player parts with all his cards, by which he wins the pool (game), and becomes entitled besides to a stake for every card not played by the others, except from any one holding Pope, which excuses him from paying.


If Pope has been played, then the player having held it is not excused. King and Queen form what is called matrimony; queen and knave, when in the same hand, make intrigue; but neither these nor ace, king, queen, knave, or pope, entitle the holder to the stakes deposited thereon, unless played out; and no claim can be allowed after the board be dressed for the succeeding deal. In all such cases the stakes remain for future determination. Pope Joan needs only a little attention to recollect what stops have been made in the course of the play. For instance, if a player begin by laying down the eight of clubs, then the seven in another hand forms a stop, whenever that suit be led from any lower card; or the holder, when eldest, may safely lay it down, in order to clear his hand.

Knowledge Talks Lowly.


110.  Cassino


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


111.  Terms used in Cassino


  1. Great Cassino, the ten of diamonds, which reckons for two points.
  1. Little Cassino, the two of spades, which reckons for one point.
  1. The Cards is when you have a greater share than your adversary, and reckons for three points.
  1. The Spades is when you have the majority of that suit, and reckons for one point.
  1. The Aces: each of which reckons for one point.
  1. Lurched is when your adversary has won the game before you have gained six points.
In some deals at this game it may so happen that neither party win anything, as the points are not set up according to the tricks, &c, obtained, but the smaller number is constantly subtracted from the larger, both in cards and points; and if they both prove equal, the game commences again, and the deal goes on in rotation. When three persons play at this game, the two lowest add their points together, and subtract from the highest; but when their two numbers together either amount to or exceed the highest, then neither party scores.


112.  Laws of Cassino.


  1. The deal and partners are determined by cutting, as at whist, and the dealer gives four cards, one at a time, to each player, and either regularly as he deals, or by one, two, three, or four at a time, lays four more, face upwards, upon the board, and, after the first cards are played, four others are dealt to each person, until the pack be concluded; but it is only in the first deal that any cards are to be turned up.
  1. The deal is not lost when a card is faced by the dealer, unless in the first round, before any of the four cards are turned up upon the table; but if a card happen to be faced in the pack, before any of the said four be turned up, then the deal begins again.
  1. Any person playing with less than four cards must abide by the loss; and should a card be found under the table, the player whose number is deficient takes the same.
  1. Each person plays one card at a time, with which he may not only take at once every card of the same denomination upon the table, but likewise all that will combine therewith; as, for instance, a ten takes not only every ten, but also nine and ace, eight and deuce, seven and three, six and four, or two fives; and if he clear the board before the conclusion of the game, he is to score a point; and whenever any player cannot pair or combine, then he is to put down a card.
  1. The tricks are not to be counted before all the cards are played; nor may any trick but that last won be looked at, as every mistake must be challenged immediately.
  1. After all the pack is dealt out, the player who obtains the last trick sweeps all the cards then remaining unmatched upon the table and wins the game.


113.  Vingt-un


Description of the Game.—The game of
Vingt-un
, or twenty-one, may be played by two or more persons; and, as the deal is advantageous, and often continues long with the same person, it is usual to determine it at the commencement by turning up the first ace, or knave.


114.  Method of Playing Vingt-un


The cards must all be dealt out in succession, unless a natural Vingt-un occur, and in the meantime the pone, or youngest hand, should collect those 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 first gives two cards, one at a time, to each player, including himself; then he asks each player in rotation, beginning with the eldest hand on the left, whether he stands or chooses another card. If he need another card, it must be given from off the top of the pack, and afterwards another, or more, if desired, till the points of the additional card or cards, added to those dealt, exceed or make twenty-one exactly, or such a number less than twenty-one as the player thinks fit to stand upon.


When the points on the player's cards exceed twenty-one, he throws the cards on the table, face downwards, and pays the stake. The dealer is, in turn, entitled to draw additional cards; and, on taking a Vingt-un, receives double stakes from all who stand the game, except such other players, likewise having twenty-one, between whom it is thereby a drawn game. When any adversary has a Vingt-un, and the dealer not, then the opponent so having twenty-one, wins double stakes from him. In other cases, except a natural Vingt-un happen, the dealer pays single stakes to all whose numbers under twenty-one are higher than his own, and receives from those who have lower numbers; but nothing is paid or received by such players as have similar numbers to the dealer. When the dealer draws more than twenty-one, he pays to all who have not thrown up. In some companies ties pays the dealer.

Ignorance Talks Loud.


115.  Natural Vingt-un


Twenty-one, when dealt in a player's first two cards, is styled a
Natural
. It should be declared at once, and entitles the holder to double stakes from the dealer, and to the deal, except it be agreed to pass the deal round. If the dealer turns up a natural he takes double stakes from all the players and retains the deal. If there be more than one natural, all after the first receive single stakes only. Aces count either eleven or one; court cards, ten; the rest according to their points.


116.  The Odds of natural Vingt-un


depend upon the average number of cards likely to come under or exceed twenty-one; for example, if those in hand make fourteen exactly, it is seven to six that the one next drawn does not make the number of points above twenty-one; but if the points be fifteen, it is seven to six against that hand; yet it would not, therefore, always be prudent to stand at fifteen, for as the ace may be calculated both ways, it is rather above an even bet that the adversary's first two cards amount to more than fourteen. A natural Vingt-un may be expected once in seven coups when two, and twice in seven when four, people play, and so on, according to the number of players.


117.  Quadrille


This game, formerly very popular, has been superseded by Whist. Quadrille, the game referred to by Pope in his "Rape of the Lock," is now obsolete.


118.  Ecarté


This game, which has lately revived in popularity, is played by two persons with a pack of cards from which the twos, threes, fours, fives, and sixes have been discarded. In the clubs it is usual to play with two packs, used alternately. The players cut for deal, the highest card deals. The pack is shuffled and the non-dealer cuts. The dealer then from the united pack gives five cards to each, beginning with his adversary, by twos and threes, or threes and twos; and always dealing in the same way throughout the game. The eleventh card is turned up for trump. If the turn-up be a king, the dealer marks one point; five points being game. The non-dealer looks at his cards, and if he be dissatisfied with them, he may propose—that is, change any or all of them for others from the stock, or remainder of the pack on the table. Should he propose, he says, "I propose," or "cards," and it is in the option of the dealer to give or refuse cards. When he decides to give, he says, "I accept," or "How many?" Should he refuse to change he says, "I decline," or "Play." The dealer may, if he accept the proposal, change any or all the cards in his own hand.


Sometimes a second discard is allowed, but that must be by previous agreement. Of course the non-dealer may play without discarding, in which case the dealer must play his own hand without changing any of his cards. When the hands are arranged the non-dealer plays a card, which is won or lost by the playing of a superior card of the suit led. The second must follow suit, or win the trick if he can; otherwise he may throw any card he chooses. The order in value of the cards is—king, queen, knave, ace, ten, nine, eight, seven. The winner of the trick leads for the next trick, and so on, till the five cards on each side are played. The winner of three tricks scores one point; if he win the whole five tricks—the
rôle
—he scores two points; if he hold the king, he names it before playing his first card—"I mark king." Should the non-dealer play without proposing, and fail to make three tricks, his adversary marks two points; should the dealer refuse to accept and fail to win three tricks, his opponent scores two. The game is five up; that is, the player who first marks five points, wins. The score is marked by two cards, a three and a two, or by counters. The deal is taken alternately; but when the play is for rubbers it is usual to cut for deal at the end of each rubber.

Knowledge is Modest, Cautious, and Pure.


119.  Rules of Ecarté


  1. Each player has right to shuffle the cards above the table.
  1. The cut must not be fewer than two cards off the pack, and at least two cards must be left on the table.
  1. When more than one card is exposed in cutting, there must be a new deal.
  1. The highest ecarté card cut secures the deal, which holds good even though the pack be imperfect.
  1. The dealer must give five cards to each by three and two, or by two and three, at a time, which plan must not be changed, during the game.
  1. An incorrect deal, playing out of turn, or a faced card, necessitates a new deal.
  1. The eleventh card must be turned up for trumps; and the remaining cards placed, face downwards, on the table.
  1. The king turned up must be marked by the dealer before the trump of the next deal is turned up.
  1. A king of trumps held in hand must be announced and marked before the player lays down his first card, or he loses his right to mark it. If played in the first trick, it must be announced before it is played to.
  1. A proposal or acceptance cannot be retracted or altered.
  1. Before taking cards, the player must place his discarded cards, face downwards, on the table, and neither look at or touch them till the round be over.
  1. The player holding king marks one point; making three tricks, one point; five tricks, two points.
  1. The non-dealer playing without proposing and failing to win the point, gives two tricks to his opponent.
  1. The dealer who refuses the first proposal and fails to win the point (three tricks), gives his opponent two points.
  1. An admitted overscore or underscore may be amended without penalty before the cards are dealt for the following round.


120.  Euchre


which is founded on Ecarté, and is the national game of the United States, is played with a pack of cards from which the twos, threes, fours, fives, and sixes have been withdrawn. In the Euchre pack the cards rank as at Whist, with this exception—the knave of trumps, called the Right Bower, and the other knave of the same colour, known as the Left Bower take precedence over the rest of the trumps. Thus, when hearts are trumps, the cards rank thus:—Knave of hearts, knave of diamonds, ace, king, queen, ten, nine, eight, and seven of hearts. When diamonds are trumps, the knave is right bower, and the knave of hearts left bower; and in like manner the knaves of spades and clubs become right and left bower, when the black suits are trumps.—In Four-handed Euchre, two play against two, and the tricks taken by both partners count for points.

Ignorance Boastful, Conceited, and Sure.


121.  Rules for Euchre


  1. The players cut for deal; the higher card cut dealing.
  1. The cards are dealt by twos and threes, each player having five.
  1. The eleventh card is turned up for trumps.
  1. Five points constitute game.
  1. The player winning three or four tricks marks one point; winning five tricks, two points.
  1. When the first player considers his hand strong enough to score, he can order it up—that is, he can oblige the dealer to discard one of his cards and take up the trump in its stead.
  1. When the first player does not find his hand strong enough, he may pass—" I pass;" with the view of changing the suit.
  1. In case of the first player "ordering it up," the game begins by his playing a card, to which the dealer must follow suit or trump, or throw away. The winner of the trick then leads: and so on till all the five cards in each hand are played.
  1. If the player order up the trump and fail to make three tricks, he is euchred, and his opponent marks two points.
  1. If the player, not being strong enough, passes, the dealer can say, "I play," and take the trump into his own hand; but, as before, if he fail to score, he is euchred.
  1. If both players pass, the first has the privilege of altering the trump, and the dealer is compelled to play. Should the first player fail to score, he is euchred.
  1. If he pass for the second time, the dealer can alter the trump, with the same penalty if he fail to score.
  1. When trumps are led and you cannot follow suit, you must play the left bower if you have it, to win the trick.
The score is marked as in Ecarté, by each side with a two and three.


122.  Bézique


This fashionable game is played with two packs of cards, from which the twos, threes, fours, fives, and sixes, have been discarded. The sixty-four cards of both packs, shuffled well together, are then dealt out, eight to each player, by threes, twos, and threes; the seventeenth turned up for trump, and the rest left, face downwards, on the table. If the trump card be a seven, the dealer scores ten points. An incorrect deal or an exposed card necessitates a new deal, which passes to the other player. A trump card takes any card of another suit. Except trumping, the higher card, whether of the same suit or not, takes the trick—the ace ranking highest, the ten next, and then the king, queen, knave, nine, &c When two cards of equal value are played, the first wins.


Some players require the winning card to be of the same suit as that led, unless trumped.
After each trick is taken, an additional card is drawn by each player from the top of the pack—the taker of the last trick drawing first, and so on till all the pack is exhausted, including the trump card. Players are not obliged to follow suit or trump until all the cards have been drawn from the pack. Tricks are of no value, except for the aces and tens they may contain. Tricks should not be looked at till the end of the deal, except by mutual consent. When a player plays without drawing, he must draw two cards next time, and his opponent scores ten. When a player draws out of turn, his opponent scores ten, if he has not drawn a card himself. When a player draws two cards instead of one, his opponent may decide which card is to be returned to the pack—it should not be placed at the top, but towards the middle of the pack. A player discovering his opponent holding more than eight cards, while he only holds eight, adds 100 to his score. Should both have more than their proper number there is no penalty, but each must play without drawing.

Be Not the First by Whom the New is Tried.


123.  Mode of Playing


  1. Immediately after taking a trick, and then only, a player can make a Declaration; but he must do so before drawing another card. Only one Declaration can be made after each trick.
  1. If, in making a declaration, a player put down a wrong card or cards, either in addition to or in the place of any card or cards of that declaration, he is not allowed to score until he has taken another trick. Moreover, he must resume the cards, subject to their being called for as "faced" cards.
  1. The seven of trumps may be exchanged for the trump card, and for this exchange ten is scored. This exchange is made immediately after he has taken a trick, but he may make a declaration at the same time, the card exchanged not being used in such declaration.
  1. Whenever the seven of trumps is played, except in the last eight tricks, the player scores ten for it, no matter whether he wins the trick or not.
  1. When all the cards are drawn from the pack, the players take up their eight cards. No more declarations can he made, and the play proceeds as at Whist, the ten ranking higher than the king, and the ace highest.
  1. In the last eight tricks the player is obliged to follow suit, and he must win the trick if possible, either by playing a higher card, or, if he has not a card of the same suit, by playing a trump.
  1. A player who revokes in the last eight tricks, or omits to take when he can, forfeits the eight tricks to his opponent.
  1. The last trick is the thirty-second, for which the winner scores ten. The game may be varied by making the last trick the twenty-fourth—the next before the last eight tricks. It is an unimportant point, but one that should be agreed upon before the game is commenced.
  1. After the last eight tricks are played, each player examines his cards, and for each ace and ten that he holds he scores ten.
  1. The non-dealer scores aces and tens first; and in case of a tie, the player scoring the highest number of points, less the aces and tens in the last deal, wins the game. If still a tie, the taker of the last trick wins.
  1. All cards played in error are liable to be called for as "faced" cards at any period of the game, except during the last eight tricks.
  1. In counting forfeits a player may either add the points to his own score or deduct them from the score of his opponent.