Foster's Complete Hoyle: An Encyclopedia Of Games
R. F. (Robert Frederick) Foster
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FOSTER’S COMPLETE HOYLE
FOSTER’S COMPLETE HOYLE
AN ENCYCLOPEDIA OF GAMES Revised and Enlarged to October, 1914 INCLUDING ALL INDOOR GAMES PLAYED TO-DAY. WITH SUGGESTIONS FOR GOOD PLAY, ILLUSTRATIVE HANDS AND ALL OFFICIAL LAWS TO DATE BY R.F. FOSTER Author of “Royal Auction Bridge with Nullos,” “Cooncan,” and many other books on card games ILLUSTRATED WITH NUMEROUS DIAGRAMS AND ENGRAVINGS NEW YORK FREDERICK A. STOKES COMPANY PUBLISHERS Copyright, 1914, by Frederick A. Stokes Company Copyright, 1909, by Frederick A. Stokes Company Copyright, 18
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PUBLISHERS’ NOTE.
PUBLISHERS’ NOTE.
This book is entirely original. It is the work of a single author, who has made the subject of games a life-long study, who keeps in touch with all new games, and with changes in old games. He has written the description of each game expressly for this book. The treatment is systematic and uniform. The description of each game begins with the apparatus and the players, and then follows the natural course of play, step by step, until the end. Each part of the game is described in a separate parag
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INTRODUCTION.
INTRODUCTION.
The word “Hoyle” has gradually come to stand as an abbreviation for an “Encyclopedia of Indoor Games.” The common expression, “played according to Hoyle,” usually means “correctly played,” or “played according to the standard authorities.” The original Edmund Hoyle wrote on very few games, but his work was the first attempt to put together the rules for the most popular indoor games in one volume. Although Hoyle died more than a hundred years ago, his work has been constantly added to as new gam
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BRIDGE.
BRIDGE.
There are two principal varieties of this game; straight bridge, in which the dealer or his partner must make the trump, their opponents having nothing to say about it except to double the value of the tricks. The dealer’s partner is always the dummy, and either side may score toward game by making the odd trick or more. Auction bridge, in which the privilege of making the trump is bid for, the highest bidder playing the hand with his partner as dummy, regardless of the position of the deal, and
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WHIST.
WHIST.
CARDS. Whist is played with a full pack of fifty-two cards, ranking A K Q J 10 9 8 7 6 5 4 3 2; the Ace being the highest in play, but ranking below the deuce in cutting. Two packs are generally used, the one being shuffled while the other is dealt. MARKERS are necessary to keep the score. The most common are red and white circular counters; the white being used for the points in each game, and the red for the games themselves, or for rubber points. It is better to have two sets, of different co
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DUPLICATE WHIST.
DUPLICATE WHIST.
Duplicate whist is not a distinct game, but is simply the name given to that manner of playing whist in which a number of hands are played over again with the same cards, but by different persons. CARDS. The cards have the same rank as at whist; they are dealt in the same manner, and the same rules apply to all irregularities in the deal, except that a misdealer must deal again. The objects of the game are the same, and so are all the suggestions for good play. The only differences that require
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DUMMY.
DUMMY.
There are three forms of Dummy: The English game, for three players; the French game, for three or four: and the game now generally known as Bridge, or Bridge Whist. Dummy is not recognized in any form by the American Whist League, and there are no American Laws governing it. We shall describe each variety of the game in its turn; beginning with the English. Cards. ENGLISH DUMMY , is played with a full pack of fifty-two cards, ranking as at whist both for cutting and playing. Two packs are gener
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DOUBLE DUMMY.
DOUBLE DUMMY.
CARDS. Double Dummy is played with a full pack of fifty-two cards, ranking as at whist both for cutting and playing. Two packs are generally used. MARKERS are necessary, and are of the same description as those used in whist. PLAYERS. According to the English usage, double dummy is played by two persons, and the table is complete with that number. CUTTING. The players cut for the deal; the player cutting the lowest card deals for his dummy first, and has the choice of sitting to the right or lef
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HUMBUG WHIST.
HUMBUG WHIST.
This is a variation on double dummy, in which two players sit opposite each other. The deal and seats are cut for in the usual manner; four hands of thirteen cards each are dealt, and the last card is turned for trump. Each player examines the hand dealt to him, without touching those to his right or left. If he is content with his hand, he announces it, if not, he may exchange it for the one on his right. In case of exchange, the discarded hand is placed on the table face down; and the other ta
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THIRTEEN AND THE ODD.
THIRTEEN AND THE ODD.
This is Humbug Whist without the discard. The dealer gives thirteen cards to his adversary and to himself, one at a time, and turns up the next for the trump. The trump card belongs to neither player. The winner of the odd trick scores a point. Five points is game....
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MORT. WHIST À TROIS; OR FRENCH DUMMY.
MORT. WHIST À TROIS; OR FRENCH DUMMY.
MORT means simply the dead hand; and is the equivalent of the English word Dummy; the partner being known as Vivant , or the living hand. In these words the English usually sound the t , as they do in such words as piquet , and valet . CARDS. Mort is played with a full pack of fifty-two cards, ranking as at whist for cutting and playing. Two packs are generally used. MARKERS are necessary to count the game points only. Four circular counters for each side, preferably of different colours, are em
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CAYENNE, OR CAYENNE WHIST.
CAYENNE, OR CAYENNE WHIST.
CARDS. Cayenne is played with two full packs of fifty-two cards, which rank as at Whist, both for cutting and playing. MARKERS are necessary, and must be suitable for counting to ten points. A sheet of paper is used for scoring the results of the games. PLAYERS. Cayenne is played by four persons. When there are more than four candidates for play the selection of the table must be made as at Whist. Partners and deal are then cut for. CUTTING. One of the packs having been spread on the table, face
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SOLO WHIST, OR WHIST DE GAND.
SOLO WHIST, OR WHIST DE GAND.
CARDS. Solo Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. Two packs are generally used, the one being shuffled while the other is dealt. MARKERS are not used in Solo Whist, every hand being a complete game in itself, which is immediately settled for in counters representing money. At the beginning of the game each player should be provided with an equal number of these counters. They are usually white and red, the red being worth five
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SCOTCH WHIST, OR CATCH THE TEN.
SCOTCH WHIST, OR CATCH THE TEN.
CARDS. Scotch Whist is played with a pack of 36 cards, which rank in plain suits, A K Q J 10 9 8 7 6; the Ace being highest both in play and in cutting. In the trump suit the Jack is the best card, the order being, J A K Q 10 9 8 7 6. MARKERS. There are no suitable counters for Scotch Whist, and the score is usually kept on a sheet of paper. PLAYERS. Any number from two to eight may play. When there are five or seven players, the spade 6 must be removed from the pack. In some places this is not
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BOSTON.
BOSTON.
CARDS. Boston is played with two packs of fifty-two cards each, which rank as at Whist, both for cutting and playing. MARKERS are not used in Boston, every hand being immediately settled for in counters. These are usually of three colours; white, red, and blue; representing cents, dimes, and dollars respectively. At the beginning of the game each player should be provided with an equal number, the general proportion being 20 white, 18 red, and 8 blue for each. Some one player should be selected
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BOSTON DE FONTAINEBLEAU.
BOSTON DE FONTAINEBLEAU.
This game is sometimes, but incorrectly, called French Boston. The latter will be described in its proper place. CARDS. Boston de Fontainebleau is played with a full pack of fifty-two cards. Two packs are generally used. The cards rank as at Whist, both for cutting and playing. MARKERS are not used, counters taking their place. These are usually of the colours and values, and are distributed among the players as already described in Boston. STAKES. As a guide in settling upon the unit value, it
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FRENCH BOSTON.
FRENCH BOSTON.
CARDS. French Boston is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing; except that the diamond Jack is always the best trump unless diamonds are turned up, in which case the heart Jack becomes the best trump, and the diamond Jack ranks next below the diamond Queen. COUNTERS are used as in Boston, their value being a matter of agreement before play begins. THE POOL is made up by the dealer’s contributing ten counters for the first eight rounds, a
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RUSSIAN BOSTON.
RUSSIAN BOSTON.
This is a variation of Boston de Fontainbleau. A player holding carte blanche declares it before playing, and receives ten counters from each of the other players. Carte blanche is the same thing as chicane in Bridge, no trump in the hand. But in Bridge the player is penalized for announcing it until after the hand is played. The order of the suits is the same as in American Boston de Fontainbleau: diamonds, hearts, clubs, and spades. When a player bids six, seven, or eight tricks, he is suppose
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GERMAN WHIST.
GERMAN WHIST.
CARDS. German Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. PLAYERS. Two persons play. They cut for the first deal, and the choice of seats. DEALING. The dealer presents the pack to his adversary to be cut, and then gives thirteen cards to each player, one at a time, turning up the twenty-seventh card for the trump, and laying it on the talon, or remainder of the pack. PLAYING. The non-dealer begins by leading any card he pleases, and
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CHINESE WHIST.
CHINESE WHIST.
CARDS. Chinese Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. MARKERS. Ordinary whist markers are used for scoring the points. PLAYERS. Two, three or four persons can play Chinese Whist. When three play, the spade deuce is thrown out of the pack. Partners and deal are cut for from an outspread pack, as at Whist. POSITION OF THE PLAYERS. When four play, the partners sit opposite each other. When three play, the one cutting the lowest car
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WHIST FAMILY LAWS.
WHIST FAMILY LAWS.
While the code of laws drawn up by the American Whist League, and finally approved and adopted at the Third Congress, [in Chicago, June 20th to 24th, 1893,] refers exclusively to the parent game of Whist, its general provisions equally apply to all members of the whist family of games. The author believes it will save much repetition and confusion to interlineate the exceptions which are necessary in order to cover the special features of such important variations as Boston, Cayenne, and Solo Wh
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ENGLISH WHIST LAWS.
ENGLISH WHIST LAWS.
1. The rubber is the best of three games. If the first two games are won by the same players, the third game is not played. 2. A game consists of five points. Each trick, above six, counts one point. 3. Honours, i.e. , Ace, King, Queen, and Knave of trumps, are thus reckoned: If a player and his partner, either separately or conjointly, hold— I. The four honours, they score four points. II. Any three honours, they score two points. III. Only two honours, they do not score. 4. Those players who,
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ETIQUETTE OF WHIST.
ETIQUETTE OF WHIST.
The following rules belong to the established Etiquette of Whist. 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: Two packs of cards are invariably used at Clubs; if possible, this should be adhered to. Any one, having the lead and several winning cards to play, should not draw a second card out of his hand until his partner has played to the first t
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DUMMY.
DUMMY.
Is played by three players. One hand, called Dummy’s, lies exposed on the table. The laws are the same as those of Whist, with the following exceptions: I. Dummy deals at the commencement of each rubber. II. Dummy is not liable to the 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, it stands good. III. Dummy being blind and deaf, his partner is not liable to any penalty for an error whence he can gai
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DOUBLE DUMMY.
DOUBLE DUMMY.
Is played by two players, each having a Dummy or exposed hand for his partner. The laws of the game do not differ from Dummy Whist, except in the following special Law: There is no misdeal, as the deal is a disadvantage. Properly speaking, Poker is not the founder, but simply the most famous representative of a very ancient and always very popular family of games, all of which can be traced to one source, the old French game of Gilet, which was undoubtedly of Italian origin, perhaps a variety of
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DRAW POKER.
DRAW POKER.
CARDS. Poker is played with a full pack of fifty-two cards, ranking: A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest or lowest in play, according to the wish of the holder, but ranking below the deuce in cutting. In some localities a special pack of sixty cards is used, the eight extra cards being elevens and twelves in each suit, which rank above the ten, and below the Jack. It is very unusual to play Poker with two packs. There are three principles with regard to the draw that should nev
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POKER LAWS.
POKER LAWS.
1. Formation of Table. A poker table is complete with seven players. If eight play the dealer must take no cards, or a sixty-card pack must be used. If there are more than seven candidates for play, two tables must be formed unless the majority decide against it. 2. Cutting. The players who shall form the table, and their positions at the beginning of the game may be decided by drawing from an outspread pack, or by throwing round a card to each candidate, face up. If there are eight or more cand
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STRAIGHT POKER.
STRAIGHT POKER.
Straight Poker or Bluff is played with a full pack of fifty-two cards, and any number of players from one to eight. The arrangements for counters, seats, and deal are exactly the same as in Draw Poker, but the method of anteing and betting up the hands is slightly different. There is no draw to improve the hand, and no such combination as a straight flush is recognized, four of a kind being the highest hand possible. The ante and betting limit must be decided before play begins. The first dealer
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STUD POKER.
STUD POKER.
The arrangements for the cards, seats, antes, buck, etc., are precisely as at Straight Poker; but in dealing, only the first card is dealt face down, the remaining four being turned up by the dealer as he gives them out. Each player in turn then looks at his down card , and the betting proceeds as in Straight Poker, each player having the privilege of passing once before a bet is made. A much more popular method is to stop the deal at two cards, each player having received one face down, and ano
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WHISKEY POKER.
WHISKEY POKER.
The arrangements for the cards, seats, etc., are the same as in Draw Poker. Each player is provided with an equal number of white counters, which may have a value attached to them, or which may simply represent markers. If the counters represent money, each player should have at least twenty; if they are only markers, five is the usual number. If the game is played for money, each player puts one counter in the pool before the cards are dealt. There is no raising or betting of any kind. An extra
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THIRTY-ONE.
THIRTY-ONE.
This game is sometimes called Schnautz . A pool is made up by any number of players. The dealer takes a pack of fifty-two cards and gives three to each, face down, and three extra cards to the table, dealt face up. Each player in turn to the left can exchange one of his own cards for one of those on the table, the object being to get a flush of three cards of some suit having a pip value of thirty-one; or else to get three of a kind. The aces are worth 11, the other court cards and the ten, 10 e
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PROGRESSIVE POKER.
PROGRESSIVE POKER.
There are several ways to play Progressive Poker, but the description of one will suffice. The simplest method of arranging the players is to take two packs of cards, one red and one blue, and to select two aces from each for the four positions at the head table; three deuces, treys, etc., for the six positions at each of the other tables until the last or booby table is reached, at which there must be only four players at starting. If there are not enough players to make exactly six at each of
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BRAG.
BRAG.
There are two varieties of this old English game; single, and three-stake Brag. Both are played with a full pack of fifty-two cards; the positions of the players, arrangements for counters, decision of the betting limit, etc., being the same as in Draw Poker. Three to twelve players may form a table. There is a special value attached to three cards which are known as braggers . These again have a rank of their own; the best being the ace of diamonds ; then the Jack of clubs , and then the nine o
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COMMERCE.
COMMERCE.
This old English game is evidently the forerunner of Whiskey Poker. It is played with a full pack of fifty-two cards, and the arrangements for the seats, counters, etc., are the same as at Draw Poker. Three to twelve players may form a table. There are two methods of playing Commerce; with and without a widow. We shall take the older form first. Without a Widow. The counters have a money value, and each player deposits one in the pool. The dealer then distributes the cards one at a time, face do
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BOUILLOTTE, OR BRELAN.
BOUILLOTTE, OR BRELAN.
This is an old and famous French gambling game, often referred to in stories of fast life in European society. It was the rage during and long after the French Revolution, but has lately had to share public attention with Baccara, and even with Le Poker Américain. It has many points in common with three-stake Brag, and is evidently descended from the same stock. By many persons Bouillotte is considered superior to Poker, because it offers the player many opportunities to speculate on winning by
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AMBIGU.
AMBIGU.
Cards. Ambigu is played with a pack of forty cards, the K Q J of each suit being deleted. The cards rank in the order of their numerical value, the 10 being the highest, and the ace the lowest. Two packs may be used alternately. Players. Any number from two to six may form the table, and the arrangements for seats, first deal, etc., should be decided as at Bouillotte. Stakes. Each player begins with an equal number of counters, the value of which must be determined beforehand. A betting limit sh
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TEXT-BOOKS ON POKER.
TEXT-BOOKS ON POKER.
This family embraces four of the best known and most popular games in the world, each of which has been considered the national game in its own country: Écarté in France; Napoleon in England; Spoil Five in Ireland; and Euchre in America. It has always been the custom to trace the origin of Euchre to a variety of Triomphe, or French Ruff, probably introduced to America by the French of Louisiana; and to claim Écarté as its cousin, and the French survivor of the parent game. In the opinion of the
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EUCHRE.
EUCHRE.
CARDS. Euchre is played with what is commonly known as the piquet pack, 32 cards, all below the 7 being deleted. In plain suits the cards rank as at Whist; but in the trump suit the Jack is the best, and it is called the Right Bower . The Jack of the same colour as the trump suit, red or black, is the second-best trump, and it is called the Left Bower ; so that if clubs were trumps the rank of the nine cards in the trump suit would be as follows:— The rank of the cards in the other suits would b
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CUT-THROAT EUCHRE.
CUT-THROAT EUCHRE.
The chief element in the three-handed game is playing to the score. The player with the strong hand must always be kind to the under dog, and partnerships are always formed against the man with the high score. Suppose A , B , and C are playing, and that A has 3 points to his adversaries’ nothing on B’s deal. It is to the interest of A to euchre B ; but it is to the interest of C to let B make his point because if B is euchred, A wins the game. B having made his point, C deals, and it is then to
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SET-BACK EUCHRE.
SET-BACK EUCHRE.
This is simply a reversal of the ordinary method of scoring, the players starting with a certain number of points, usually ten, and deducting what they make on each deal. The peculiarity which gives the game its name is that if a player is euchred he is set back two points, his adversaries counting nothing. The revoke penalty is settled in the same way. The game is usually counted with chips, each player starting with ten, and placing in the centre of the table those that he is entitled to score
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BLIND EUCHRE.
BLIND EUCHRE.
Each player is for himself and a widow of two cards is dealt. The player who takes the widow practically orders up the trump and must play against all the others after discarding two cards. If no one will take the widow, the deal is void....
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PENALTY EUCHRE.
PENALTY EUCHRE.
Five players are each provided with twelve counters. An extra hand of five cards is dealt face down, for a widow. Each player in turn can exchange the hand dealt him for the widow, or for the hand abandoned by anyone who has taken the widow, the cards being always face down. The turned trump is not taken up by the dealer, but is left on the pack. The eldest hand leads for the first trick and every man is for himself, each holding his own tricks. At the end of the hand, each player that has not t
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AUCTION EUCHRE.
AUCTION EUCHRE.
This form of the game is sometimes erroneously called French Euchre . The French know nothing about Euchre in any form. Auction Euchre is exactly the same as the ordinary four or six-handed game, except that the trump is not turned up, the players bidding in turn for the privilege of naming the trump suit. The bidder names the number of tricks he proposes to take. There is no second bid, and the player who has made the highest bid names the trump suit. No matter who is the successful bidder, the
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PROGRESSIVE EUCHRE.
PROGRESSIVE EUCHRE.
This form of Euchre is particularly well suited to social gatherings. Its peculiarity consists in the arrangement and progression of a large number of players originally divided into sets of four, and playing, at separate tables, the ordinary four-handed game. Apparatus. A sufficient number of tables to accommodate the assembled players are arranged in order, and numbered consecutively; No. 1 being called the head table , and the lowest of the series the booby table . Each player is provided wit
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MILITARY EUCHRE.
MILITARY EUCHRE.
The hostess arranges each table as a fort, with a distinguishing flag and a number of small duplicate flags. The partners who sit East and West progress round the room from table to table, and play one game of five points at each, no lone hands allowed. The winners of each game get a little flag from the losers as a trophy. By the time the E and W pairs have made the circuit of all the tables and got home again, the game is ended, the victors being the fort that has captured the greatest number
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RAILROAD EUCHRE.
RAILROAD EUCHRE.
Railroad Euchre is the name given to any form of the four-handed game in which every expedient is used to make points rapidly. Cards. A pack of twenty-five cards is used, all below the 9 being deleted, and the Joker added. The Joker is always the best trump. Players. There are four players, two being partners against the other two. Partners, deal, and seats are cut for as in the ordinary game. Dealing. The cards are distributed as in the ordinary game; but it is usual to agree beforehand upon a
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SEVEN-HANDED EUCHRE.
SEVEN-HANDED EUCHRE.
Cards. Seven-handed Euchre is played with a full pack of fifty-three cards, including the Joker. The cards in plain suits rank as at Whist; but the Joker is always the best trump, the right and left bowers being the second and third-best respectively. Counters. One white and four red counters are necessary. The white counter is passed to the left from player to player in turn, to indicate the position of the next deal. The red counters are placed in front of the maker of the trump and his partne
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CALL-ACE EUCHRE.
CALL-ACE EUCHRE.
In this variety of euchre, each player is for himself so far as the final score goes. The one who takes up the trump or orders it up, or who makes it after it is turned down, may call upon the best card of any suit but the trump. The player holding the best card of that suit must be his partner, but he does not declare himself. When the highest card of the suit asked for falls in play, the partner is disclosed. As the whole pack is not dealt out, it often happens that the ace, or even both ace a
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500, OR BID EUCHRE.
500, OR BID EUCHRE.
In this variety of euchre, the joker is always used. When there is a trump suit, it is the best trump; but when there are no trumps, it is a suit by itself, but still a trump. The player holding it cannot trump with it as long as he can follow suit; but when he has none of the suit led, he can trump with the joker if he likes. When the joker is led in a no-trump hand, the leader must name the suit that he wishes played to it. Five hundred is supposed to be a game for three players, but sometimes
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EUCHRE LAWS.
EUCHRE LAWS.
1. SCORING. A game consists of five points. If the players making the trump win all five tricks, they count two points towards game; if they win three or four tricks, they count one point; if they fail to win three tricks, their adversaries count two points. 2. If the player making the trump plays alone , and makes five tricks, he counts as many points as there are players in the game: Two, if two play; three if three play; four if four play, etc. If he wins three or four tricks only, he counts
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ÉCARTÉ.
ÉCARTÉ.
Écarté is usually described as a very simple game, but unfortunately the rules governing it are very complicated, and as no authoritative code of law exists, disputes about trifling irregularities are very common. In the following directions the author has selected what appears to be the best French usage. The code of laws adopted by some of the English clubs is unfortunately very defective, and in many respects quite out of touch with the true spirit of the French game. The English are very fon
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POOL ÉCARTÉ.
POOL ÉCARTÉ.
Pool Écarté is played by three persons, each of whom contributes an agreed sum, which is called a stake , to form a pool. They then cut to decide which shall play the first game, the lowest écarté card going out. The players then cut for the first deal, choice of seats and cards, etc., exactly as in the ordinary game. The winner of the first game retains his seat; the loser pays into the pool another stake, equal to the first, and retires in favour of the third player, who is called the rentrant
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NAPOLEON, OR NAP.
NAPOLEON, OR NAP.
This is one of the simplest, and at the same time most popular of the euchre family. Few games have become so widely known in such a short time, or have had such a vogue among all classes of society. So far as the mere winning and losing goes, the result depends largely upon luck, and skill is of small importance. Except in a long series of games the average player has little to fear from the most expert. CARDS. Napoleon is played with a full pack of fifty-two cards, which rank A K Q J 10 9 8 7
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SPOIL FIVE.
SPOIL FIVE.
Spoil Five is one of the oldest of card games, and is generally conceded to be the national game of Ireland. It is derived from the still older game of Maw, which was the favourite recreation of James the First. The connecting link seems to have been a game called Five Fingers, which is described in the “ Compleat Gamester ,” first published in 1674. The Five Fingers was the five of trumps, and also the best, the ace of hearts coming next. In Spoil Five, the Jack of trumps comes between these tw
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FORTY-FIVE, OR FIVE AND TEN.
FORTY-FIVE, OR FIVE AND TEN.
These names are given to Spoil Five when it is played by two persons only, or by four or six divided into two equal partnerships. There is no pool, as one side or the other must win three tricks every deal. The side winning the odd trick counts five points towards game, or ten points if it wins all five tricks. Forty-five points is game. In another variation, each trick counts five points, and the winners’ score is deducted from the losers’, so that if one side wins four tricks it counts fifteen
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RAMS, OR RAMMES
RAMS, OR RAMMES
This game seems to be the connecting link between the more strongly marked members of the Euchre family and Division Loo. CARDS. Rams is played with the euchre pack, thirty-two cards, which rank as at Écarté, K Q J A 10 9 8 7. It has lately become the fashion, however, to adopt the rank of the cards in the piquet pack, A K Q J 10 9 8 7. PLAYERS. Any number from three to six may play; but when six play the dealer takes no cards. The general arrangements for the players, first deal, counters, etc.
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ROUNCE.
ROUNCE.
This is an American corruption of Rams. It is played with the full pack of fifty-two cards, which rank as at Whist, and any number of players from three to nine. Six cards are dealt to the widow, one of which must be discarded by the player taking it. All pools are alike, there being no difference between simples and doubles, and there is no such announcement as general rounce. There is no obligation to head the trick, nor to trump or under-trump; but the winner of the first trick must lead a tr
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BIERSPIEL.
BIERSPIEL.
This is a popular form of Rams among German students. Three crosses are chalked on the table in front of each player, representing five points each. When a trick is won, a beer-soaked finger wipes out the centre of a cross, and reduces its value to four. Successive cancellings of the remaining arms of the cross as tricks are taken gradually reduce it to nothing, and the player who is last to wipe out his third cross pays for the beer. No player is allowed to look at his cards until the trump is
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LOO, OR DIVISION LOO.
LOO, OR DIVISION LOO.
This was at one time the most popular of all round games at cards; but its cousin Napoleon seems to have usurped its place in England, while Poker has eclipsed it in America. There are several varieties of the game, but the most common form is Three-card Limited Loo, which will be first described. CARDS. Loo is played with a full pack of fifty-two cards, which rank, A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest. COUNTERS. Loo being a pool game, counters are necessary. They should be of t
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IRISH LOO.
IRISH LOO.
In this variation, no widow is dealt, and there is no distinction between simple and double pools. A trump is always turned up, and the dealer asks each in turn, beginning on his left, whether or not he will play, taking up the cards of those who decline to stand. He then announces his own decision, and proceeds to ask those who have declared to play whether or not they wish to exchange any of the cards originally dealt them. The usual question is simply: “How many?” and the player names the num
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FIVE-CARD LOO.
FIVE-CARD LOO.
This is Irish Loo with some additional variations. Each red counter should be worth five white ones, and the players will require about fifty red counters each at starting. The dealer puts up five red counters. Any player holding a flush of five cards in any suit may immediately claim the pool, and every person at the table, whether playing or not, is supposed to be looed, and pays five red counters to the next pool. If two players hold flushes, the elder hand wins, even if the younger hand hold
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ALL FOURS, SEVEN-UP, OR OLD SLEDGE.
ALL FOURS, SEVEN-UP, OR OLD SLEDGE.
CARDS. Seven-up is played with the full pack of fifty-two cards, which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest, both in cutting and in play. COUNTERS. Each player or side should be provided with seven counters. As the points accrue, these counters are got rid of by placing them in a pool in the centre of the table. By this method a glance will show how many each side or player has “to go,” that is, how many will put him out. PLAYERS. Two, three or four persons may play. When t
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CALIFORNIA JACK.
CALIFORNIA JACK.
This is a variety of Seven-up for two players, in which the number of cards in the hand is constantly restored to six by drawing from the remainder of the pack. The trump suit is cut for before the cards are shuffled and dealt. The usual method is to cut for seats and deal, and the highest cut determines the trump suit at the same time. After each player has been given six cards, three at a time, the remainder of the pack is turned face up on the table, and the winner of each trick takes the top
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AUCTION PITCH, SELL OUT, OR COMMERCIAL PITCH.
AUCTION PITCH, SELL OUT, OR COMMERCIAL PITCH.
This very popular round game derives its name from the fact that the first card led or “pitched” is the trump suit, and that the privilege of pitching it belongs to the eldest hand, who may sell it out to the highest bidder. The number of cards and their rank is the same as at Seven-up; A K Q J 10 9 8 7 6 5 4 3 2, the ace being the highest in cutting and in play. Players. Any number from four to seven may play, each for himself; five is considered the best game. The players cut for choice of sea
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PEDRO.
PEDRO.
Pedro, Pedro Sancho, Dom Pedro, and Snoozer, are all varieties of Auction Pitch, in which certain counting cards are added, and secondary bids are allowed. Everything counts to the player winning it, instead of to the one to whom it is dealt. The game point is scored by the player who wins the trick containing the Ten of trumps. If that card is not in play there is no Game. In Pedro Sancho , the Five and Nine of trumps count their pip value in scoring, so that 18 points can be bid and made on on
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CINCH, DOUBLE PEDRO, OR HIGH FIVE.
CINCH, DOUBLE PEDRO, OR HIGH FIVE.
This is now regarded as the most important variety of All Fours, and bids fair to supplant the parent game altogether. Properly speaking, Cinch is one of the pedro variations of Auction Pitch, the difference being that no one sells, and that there is added the always popular American feature of a draw to improve the hand. The derivation and meaning of the name, Cinch, seems to be very much misunderstood. Many persons assume it is simply a name for the Left Pedro, but such is not the case. Cinch
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VARIETIES OF HEARTS.
VARIETIES OF HEARTS.
Before proceeding to suggestions for good play, it will be better to describe some of the variations of the game in common use, because what would be good play in one variation would not be in another. TWO-HANDED HEARTS. The two players having cut for the deal, thirteen cards are given to each, one at a time, and the remainder of the pack is left on the table, face down. The dealer’s adversary, usually called the pone, begins by leading any card he pleases, and the dealer must follow suit if he
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SUGGESTIONS FOR GOOD PLAY.
SUGGESTIONS FOR GOOD PLAY.
A good player, after sorting his hand, carefully estimates its possibilities. The hand may be such that it is evidently impossible to avoid taking some hearts. The player must then decide whether he will play to give each of the others hearts, or will take them all himself. If he succeeds in either object he has a chance to win back his money in the ensuing Jack. In deciding on his chances to get clear without taking a single heart, the player must first consider the advisability of beginning wi
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SLOBBERHANNES.
SLOBBERHANNES.
Cards. Slobberhannes is played with a Euchre pack, thirty-two cards, all below the Seven being deleted. The cards rank: A K Q J 10 9 8 7, the ace being the highest both in cutting and in play. There is no trump suit. Counters. Each player is provided with ten counters, and points are marked by placing these counters in the pool. The player who first loses his ten counters also loses the game. If stakes are played for, counters of a different colour must be provided, and the player losing the gam
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POLIGNAC. QUATRE-VALETS, OR FOUR JACKS.
POLIGNAC. QUATRE-VALETS, OR FOUR JACKS.
Cards and Players. When Polignac is played by four persons, a Piquet pack is used, and eight cards are dealt to each player, 3-2-3 at a time. When five play, the two black Sevens are deleted, and six cards are given to each player. When six play, each receives five cards. When seven play, the dealer takes no cards. In France, the cards usually rank as in Écarté; K Q J A 10 9 8 7; but in England and America it is more usual to preserve the order in Piquet, A K Q J 10 9 8 7. There is no trump suit
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ENFLÉ, OR SCHWELLEN.
ENFLÉ, OR SCHWELLEN.
When Enflé is played by four persons, the Piquet pack of thirty-two cards is used. If there are more than four players, sufficient cards are added to give eight to each person. The rank of the cards and all other preliminaries are the same as at Hearts. There is no trump suit. The cards are dealt 3-2-3 at a time. The eldest hand leads any card he pleases, and the others must follow suit if they can. If all follow suit, the highest card played wins the trick, which is turned face down, and the ca
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THE LAWS OF HEARTS.
THE LAWS OF HEARTS.
1. Formation of table. Those first in the room have the preference. If more than the necessary number assemble, the choice shall be determined by cutting, those cutting the lowest cards having the right to play. Six persons is the largest number that can play at one table. The player cutting the lowest card has the deal. 2. In cutting, the Ace is low. Players cutting cards of equal value, cut again. All must cut from the same pack, and any person exposing more than one card must cut again. Drawi
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BÉZIQUE, OR SIXTY-FOUR-CARD BINOCLE.
BÉZIQUE, OR SIXTY-FOUR-CARD BINOCLE.
There are two forms of Bézique in common use; the ordinary game, which will be first described, and the variation known as Rubicon Bézique, which is to Bézique proper what Railroad Euchre is to Euchre. CARDS. Bézique is played with two packs of thirty-two cards each, all below the Seven being deleted, and the two packs being then shuffled together and used as one. It is better to have both packs of the same colour and pattern, but it is not absolutely necessary. The cards rank, A 10 K Q J 9 8 7;
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FOUR-HANDED BÉZIQUE.
FOUR-HANDED BÉZIQUE.
In this variation, four persons may play; each for himself or two against two, partners sitting opposite each other. Four packs of thirty-two cards each are shuffled together and used as one. Triple bézique counts 1500. When a player wins a trick, either he or his partner may declare everything in the hand, but only one combination can be scored at a time. The advantage of showing all the combinations in the hand is that they may be built up by either partner. For instance: One partner has decla
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THREE-HANDED BÉZIQUE.
THREE-HANDED BÉZIQUE.
Three persons play, each for himself. Two packs of thirty-two cards each and one of thirty-one cards are shuffled together. Triple bézique counts 1500, and the game is usually 2000 points. The deleted card from the third pack should be an Eight....
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POLISH BÉZIQUE.
POLISH BÉZIQUE.
This differs from the ordinary game only in the value of the tricks taken. The winner of each trick, instead of turning it down after counting the brisques, takes from it any court cards it may contain, and the Ten of trumps. He lays these cards face up on the table, but apart from those declared from his own hand, and uses them to form combinations, which may be scored in the usual way. The chief difference is that cards so taken in tricks cannot be led or played to subsequent tricks, nor can t
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CINQ-CENTS.
CINQ-CENTS.
This might be described as Bézique with one pack of cards. All the regulations are the same as in the modern form of Bézique, but there is an additional count, 120, for a sequence of the five highest cards in any plain suit. Bézique is called Binage , and of course there are no double combinations. Cards which have been used in one combination cannot be used in any other, even of a different class. Brisques are not scored as they are won; but after the hand is over, and ten points have been coun
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PENCHANT.
PENCHANT.
Penchant is a complicated form of Cinq-cents and Bézique, played with a single pack of thirty-two cards, which rank as at Piquet; A K Q J 10 9 8 7, the ace being highest both in cutting and in play. Cutting. The higher cut has the choice of seats, and the lower cut deals the first hand. Dealing. After the cards have been cut by the pone the dealer gives one card to his adversary, then one to the stock, and then one to himself, all face down. Two more are then given to the stock, one to the pone,
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RUBICON BÉZIQUE.
RUBICON BÉZIQUE.
Rubicon Bézique bears the same relation to the ordinary game that Railroad Euchre does to Euchre proper. In fact the game might well be called Railroad Bézique, for its chief peculiarity is the rapid accumulation of large scores. The game seems to have originated in France, but is now very popular wherever Bézique is played. CARDS. Rubicon Bézique is played with four piquet packs of thirty-two cards each; all below the Sevens being deleted from an ordinary pack. The four packs, which should be o
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BINOCLE.
BINOCLE.
The word Binocle is spelt in many different ways, all of which, are, however, phonetic equivalents of the correct one. The word is probably derived from the French word “binage,” which was the name given to the combination known as “binocle,” and which seemed a better term than “cinq cents” as the game was no longer 500 points up. In all German works on card games the name is spelt as we give it; but the pronunciation of the initial “b” in the German is so near that of “p,” that “Pinocle” is nea
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THREE-HANDED BINOCLE.
THREE-HANDED BINOCLE.
When three persons play, the entire pack is dealt out, giving sixteen cards to each player, four at a time, and turning up the last for the trump. There is no stock. Each plays for himself, and must keep his own score. A triangular cribbage board is very useful for this purpose. Dix. Each player in turn, beginning on the dealer’s left, may show the Nine of trumps if he holds it, and exchange it for the trump card. Should two Nines be shown by different players, the one on the dealer’s left takes
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GAIGEL.
GAIGEL.
This is sometimes called Short Binocle . It is played by two persons with the forty-eight card pack, and the melds are reduced to the following values:— Two single marriages in the same suit cannot be melded at different times. Game is 101 points....
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FOUR-HANDED BINOCLE.
FOUR-HANDED BINOCLE.
Four persons may play, each for himself, or two against two as partners, sitting opposite each other. All the cards are dealt, twelve to each player, four at a time, and the last is turned up for the trump. Melds are not made until the player holding them has played to the first trick. The eldest hand leads and then melds; the second player plays and then melds, and so on. The card played to the first trick may still be reckoned in the melds. Playing. The general rules of play are the same as in
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AUCTION BINOCLE.
AUCTION BINOCLE.
In this variation, each of three or four players is for himself. The forty-eight cards are dealt out, four at a time, but no trump is turned. Beginning on the dealer’s left, each player in turn bids a certain number of points for the privilege of naming the trump suit and of having the lead for the first trick. There are no second bids. If all pass, the dealer must bid twenty. As soon as the trump is named, every player at the table makes his own melds, which will be good if he wins a trick. The
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SIXTY-SIX.
SIXTY-SIX.
Sixty-six is one of the simplest forms of Bézique, and is an extremely good game for two persons with one pack of cards. Cards. Sixty-six is played with a pack of twenty-four cards, all below the Nine being deleted. The cards rank, A 10 K Q J 9; the Ace being the highest, both in cutting and in play. Markers. The game may be kept with the small cards in the unused portion of the pack, or with a whist marker or counters. Anything that will score up to seven points will do. Players. The regular ga
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THREE-HANDED SIXTY-SIX.
THREE-HANDED SIXTY-SIX.
This is exactly the same as the ordinary game, except that the dealer takes no cards, but scores whatever points are won on the hand he deals. If neither of the others score, either through each making 65, or one failing to claim 66, the dealer scores one point, and the others get nothing. The dealer cannot go out on his own deal. He must stop at six, and win out by his own play. There are two ways to settle: Each may pay a certain amount to the pool, and the first man out take it all; or, after
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FOUR-HANDED SIXTY-SIX
FOUR-HANDED SIXTY-SIX
This game is sometimes called Kreutz-mariage , owing to the German fashion of dealing the cards in the form of a cross; but as the cards are not dealt that way, and marriages are not scored in America, the name is not appropriate in this country. The pack is increased to thirty-two cards by the addition of the Sevens and Eights. After the cards are cut by the pone, the dealer gives three to each player on the first round, then two, and then three again, turning up the last card for the trump. In
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SKAT.
SKAT.
The etymology of the word Skat, sometimes spelt Scat, is a matter of doubt, but the most plausible explanation is that it is a corruption of one of the terms in the parent game of Taroc; “scart,” from “scarto,” what is left; or “scartare,” to discard or reject. “Matadore” is another word from the game of Taroc, still retained in Skat. Others attribute the word to “Skatt,” the Old-German or Anglo-Saxon for money; the modern German, “Schatz,” a treasure, referring to the forms of the game in which
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AMERICAN SKAT.
AMERICAN SKAT.
In this variation, now so largely played, the highest bidder always sees the skat before announcing his game. Although a gucki, it need not be a grand, but may be solo or nullo if he likes. If he wins the game he announces the scores as usual; but if he loses he always loses double. He may announce schneider or schwarz after discarding for the skat. If he makes an announced schneider, it doubles the value of his game, instead of simply adding a multiplier. An announced schwarz trebles it. For ex
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THE LAWS OF SKAT.
THE LAWS OF SKAT.
1. The following are the unit values of the various games:— Frage shall not be allowed. Tournée in diamonds 5, in hearts 6, in spades 7 and in clubs 8. Solo in diamonds 9, in hearts 10, in spades 11 and in clubs 12, Turned grand 12, gucki grand 16, solo grand 20 and open grand 24. Gucki nullo 15, open gucki nullo 30, solo nullo 20, open solo nullo 40, and revolution, if played, 60. Uno and duo, if played, shall be worth 20, or if played open 40. 2. When there are trumps, the unit value of the ga
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FROG.
FROG.
This is a very popular game in Mexico, and seems to be an elementary form of Skat, which it resembles in many ways. Even the name may be a corruption of the simple game in Skat, which is called “frage.” The chief differences are that there are four cards added to the pack for frog, and that the players win or lose according to the number of points they get above or below 61, instead of computing the value of the game by matadores. Players. Three, four, or five can play; but only three are active
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CRIBBAGE.
CRIBBAGE.
Cribbage is not only one of the oldest of the games upon the cards, but enjoys the distinction of being quite unlike any other game, both in the manner of playing it, and in the system of reckoning the points. It is also peculiar from the fact that it is one of the very few really good games which require no effort of the memory; judgment and finesse being the qualities chiefly requisite for success. There are two principal varieties of the game; Five and Six-card Cribbage; and these again are d
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PIQUET.
PIQUET.
Piquet is supposed to have been introduced during the reign of Charles VII., and was designed as a motif for a ballet of living cards which was given in the palace of Chinon. Of the etymology of the word piquet, little or nothing is known, but the game itself is one of those perennials that have survived much more pretentious rivals, and, thanks to its intrinsic merits, it has never since its invention ceased to be more or less à la mode. There are several varieties of Piquet, but the straightfo
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IMPERIAL, OR PIQUET WITH A TRUMP.
IMPERIAL, OR PIQUET WITH A TRUMP.
Impérial differs from Piquet in some minor details, although the leading principle is the same. There are no discards; sequences of court cards are the only ones that count; tierces are worthless; and a trump suit is added. The cards rank K Q J A 10 9 8 7; the K Q J A and 7 of trumps are called honours, and in all sequences the four highest cards in the suit are the only ones that count. Counters. Each player is supplied with six white and four red counters, which are passed from left to right a
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CASSINO.
CASSINO.
This is a very old and always popular game, which has lately been much improved by the introduction of the variations known as Royal and Spade Cassino, the latter especially being a very lively game. Like Euchre, Cassino is eminently respectable, and is one of the few games of cards that are unhesitatingly admitted to the domestic circle. Cards. Cassino is played with a full pack of fifty-two cards, which have no rank in play, their pip or face value being the only element of importance. In cutt
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CONQUIAN.
CONQUIAN.
The etymology of this word is Spanish; con quién , “with whom,” but of the game it stands for, little or nothing is known except that it is a great favorite in Mexico, and in all the American States bordering upon it, especially Texas. It is an excellent game for two players, quite different from any other in its principles, and requiring very close attention and a good memory to play it well. In its finer points, especially in the judgment of what the adversary holds or is playing for, it ranks
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CALABRASELLA.
CALABRASELLA.
This is a very popular game with the middle classes and the unoccupied clergy in Italy, and it is one of the very few good games of cards for three players. If the game were better known, the author is sure it would become a great favourite, especially with those who are fond of the whist family, because Calabrasella is an excellent training school for the use of cards of re-entry, long suits, and tenace positions in the end game. In the combination of two players against the third its tactics v
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VINT.
VINT.
While this game is by some persons thought to be the forerunner of bridge, and might be classed as one of the whist family, it is at present so little known outside of Russia, where it is the national game, that the author has thought it best to group it with other games which are distinctly national in character. Vint has been variously described as bridge without a Dummy and as auction whist. It resembles bridge in the making of the trump, and whist in the manner of the play. Cards. Vint is pl
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PREFERENCE.
PREFERENCE.
This is a simplified form of Vint, for three players, with a thirty-two-card pack. The cards rank: A K Q J 10 9 8 7, and the suits rank: Hearts, diamonds, clubs, and spades. Hearts are always preference . There are no hands played without a trump suit. If four persons play, the dealer takes no cards. The three active players make up a pool, each putting in an equal amount at first, and the bidder putting into it as many as he bids for the privilege of naming the trump suit. Any one may deal the
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SOLO.
SOLO.
Under the name of Solo, the Germans play a great many variations of card games, of which the following is the best known. Cards. Solo is played with a pack of thirty-two cards, which rank A K Q J 10 9 8 7. One suit is always first preference, or colour , and the suit usually selected is clubs. Any suit may be made the trump, but whatever the suit, the club Queen, Spadilla , is always the best trump; the Seven of the trump suit, Manilla , is always the second-best trump; and the spade Queen, Bast
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AUTHORS.
AUTHORS.
This game was originally played with cards bearing the names of various authors, and other famous personages, arranged in groups, but the game is much simpler when played with an ordinary pack of fifty-two cards. Any number of persons can play. The cards are shuffled and spread, and the person drawing the lowest card deals the first hand. The ace is low. Each player then deposits a counter in the pool, and the cards are distributed one at a time until the pack is exhausted. If some players have
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SPECULATION.
SPECULATION.
Any number of persons less than ten can play, each contributing an agreed number of counters to the pool, the dealer paying double. The full pack of fifty-two cards is used, and the cards rank from the A K Q down to the 2. In dealing , the cards are distributed from left to right, one at a time, until each player has received three. The next card on the top of the pack is turned up, and the suit to which it belongs is the trump, and forms the basis of speculation for that deal. If the turn-up ca
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OLD MAID.
OLD MAID.
Strange to say, this oft-quoted and continually derided game is not mentioned in any work on cards, a singular omission which we hasten to supply. Any number of young ladies may play, and a pack of fifty-one cards is used, the Queen of hearts having been deleted. Any player can deal the cards, which are distributed one at a time until the pack is exhausted; if every player has not the same number it does not matter. Beginning with the eldest hand, each player sorts her cards into pairs of the sa
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LIFT SMOKE.
LIFT SMOKE.
The number of players must be limited to six, each of whom deposits a counter in the pool. A full pack of fifty-two cards is used. The cards rank from the ace down to the deuce, as at Whist. If there are four players, six cards are dealt to each, one at a time; if five play, five cards to each, and if six play, four cards to each. The last card that falls to the dealer is turned up for the trump, and the remainder of the pack is placed in the centre of the table as a stock to draw from. The elde
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EARL OF COVENTRY.
EARL OF COVENTRY.
This game is sometimes called Snip Snap Snorem, by those who are not of a poetical turn of mind. Any number of persons may play, and a full pack of cards is dealt out, one at a time. If some players have a card more than others, it does not matter. The eldest hand lays upon the table any card he pleases, and each player in turn pairs or matches it, if he can, with another of the same denomination, accompanying the action with a rhyme. Suppose the first card played is a King; the person playing i
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COMMIT.
COMMIT.
The etymology of this word has been quite overlooked by those who have described the game. The word is from the French, cométe, a comet; but instead of being an equivalent in English, it is simply a phonetic equivalent; Commit, instead of Comet. Tenac informs us that the game was invented during the appearance of Halley’s comet; and the idea of the game is that of a string of cards forming a tail to the one first played, a feature which is common to quite a number of the older games of cards. Co
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MATRIMONY.
MATRIMONY.
Any number of persons may play, and a full pack of fifty-two cards is used. Each player should be provided with an equal number of counters, to which a trifling value may be attached. A strip of paper is placed in the centre of the table, marked as follows:— Any King and Queen is Matrimony ; any Queen and Jack is Intrigue ; any King and Jack is Confederacy ; any two cards of the same denomination form a Pair , and the diamond ace is always Best . The players draw, and the lowest card deals: ace
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POPE JOAN.
POPE JOAN.
This game is a combination of the layout in Matrimony, and the manner of playing in Commit. There are a great many ways of dividing the layout, but the following is the simplest. Five cards are taken from an old pack, and are laid out in the centre of the table, or their names are written on a sheet of paper. The cards are thrown round for the deal, and the first Jack deals. The cards are distributed one at a time, the full pack of fifty-two cards being used. The following table will show the nu
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NEWMARKET, OR STOPS.
NEWMARKET, OR STOPS.
This game, which is sometimes called Boodle, is Pope Joan without the pope. The four cards forming the layout are the ♡A, ♣K, ♢Q, ♠J; but there is no ♢7. The dealer names any number of counters that he is willing to stake, which must be at least four, and each player at the table must stake a similar amount. The counters are placed on the layout to suit the players, either all upon one card, or distributed among the four. The cards are dealt as at Pope Joan, and the same number must be left in t
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POCHEN.
POCHEN.
This is a round game for any number of players from three to six, with a thirty-two-card pack. The layout has a centre division for pools and seven other divisions round it, marked, respectively, A, K, Q, J, 10, Marriage, Sequence. Each player dresses the layout by placing a counter in each of the eight divisions. The dealer then gives cards three and then two at a time, as far as they will go equally, turning up the next for the trump. The holders of the five highest trumps show them and take t
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RANTER GO ROUND.
RANTER GO ROUND.
This is a round game for any number of players who make up a pool or stake to be played for. A full pack of fifty-two cards is used and each player has three markers. The dealer gives one card to each, face down. This card is examined and if it is not satisfactory it is passed to the player on the left, the object being to avoid holding the lowest card at the table. If the player on the left holds any card but a king, he is obliged to exchange. If the one who is forced to exchange gives an ace o
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FIVE OR NINE.
FIVE OR NINE.
This game, which is sometimes called Domino Whist, is simply Pope Joan or Matrimony without the layout. Any number of persons may play, and the full pack of fifty-two cards is used, the cards being dealt in proportion to the number of players, as at Pope Joan. The eldest hand must begin by laying out the Five or Nine of some suit to start the first sequence. If he has neither of those cards he must pass, and the first player on his left who has a Five or a Nine must begin. The next player on the
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FAN TAN.
FAN TAN.
This is the simplest form of Stops, and requires no layout. Any number of players can take part, and a full pack of fifty-two cards is used. The players cut for deal and seats, low having the choice. Ace is low. The players are provided with an equal number of counters, and before the cards are dealt, each places an agreed number in the pool. All the cards are dealt out. If some have more than others it does not matter. The eldest hand begins by playing any card he pleases, and the next player o
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SOLITAIRE.
SOLITAIRE.
All games of Solitaire are played with the full pack of fifty-two cards. The games may be roughly divided into two classes; those in which the result is entirely dependent on chance, and cannot be changed by the player after the cards have been shuffled and cut; and those which present opportunities for judgment and skill, the choice of several ways to the same end being offered to the player at various stages of the game. The first class is of course the simplest, but the least satisfactory, as
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KLONDIKE.
KLONDIKE.
This game is sometimes mistakenly called “Canfield”, but that is a distinct game, described elsewhere, in which there are separate piles for stock and foundations. Shuffle the full pack of fifty-two cards, cut and turn up the top card. Lay six more cards in a row to the right of the first card, but all face down. Upon the second card of this row place another card face up, and then cards face down on the remaining five of the top row. On the third pile from the left, place another card face up,
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FORTUNE TELLING.
FORTUNE TELLING.
Whatever the arrangement employed for laying out the tableau in fortune telling, the result of the reading will always be dependent on the person’s ability to string together in a connected story the meanings which are attached to the various cards. According to Eittella, the father of all fortune telling, only 32 cards should be used, and it is essential that they should be single heads, because a court card standing firmly on its feet is a very different thing from one standing on its head. If
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VINGT-ET-UN.
VINGT-ET-UN.
Any number of persons may play Vingt-et-un, and a full pack of fifty-two cards is used. The cards have no rank, but a counting value is attached to each, the ace being reckoned as 11 or 1, at the option of the holder, all court cards as 10 each, and the others at their face value. The cards are thrown round for the first deal, and the first ace takes it. The dealer is also the banker. Each player is provided with a certain number of counters , usually 25 or 50, and a betting limit is agreed on b
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MACAO.
MACAO.
In this variety of Vingt-et-un only one card is dealt to each player; court cards and tens count nothing, and the Ace is always worth one. The number to be reached is 9, instead of 21, and if a player has a 9 natural, he receives from the banker three times his stake; if an 8 natural, he receives double, and for a 7 natural, he is paid. If the banker has an equal number of points natural, it is a tie; and if the banker has a 7, 8, or 9 natural he receives from each of the others once, twice, or
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FARMER.
FARMER.
Any number of persons may play. All the 8’s and all the 6’s but the ♡6 are discarded from a pack of fifty-two cards. All court cards count for 10, the ace for 1, and all others at their face value. A pool is then made up by each player contributing one counter. This is the farm, and it is sold to the highest bidder, who must put into it the price he pays for it. He then becomes the farmer, and deals one card to each player, but takes none himself. The object of the players is to get as near 16 a
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QUINZE.
QUINZE.
This is a form of Vingt-et-un for two players, but the number to be reached is 15 instead of 21. Court cards are reckoned as 10, and the ace as 1 only. Each player stakes an agreed amount every time, and the dealer then gives one card to his adversary and one to himself. The pone may stand on the first card, or draw; but he does not say anything if he overdraws. The dealer then draws or stands, and both show their cards. The one nearest to 15 wins; but if the result is a tie, or if both have ove
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BACCARA.
BACCARA.
This very popular variation of Vingt-et-un originated in the south of France, and came into vogue during the latter part of the reign of Louis Philippe. It is neither a recreation nor an intellectual exercise, but simply a means for the rapid exchange of money, well suited to persons of impatient temperament. The word “Baccara” is supposed to mean “nothing,” or “zero,” and is applied to the hands in which the total pip value of the cards ends with a cypher. There are two forms of the game in com
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BLIND HOOKEY.
BLIND HOOKEY.
This game is sometimes called Dutch Bank. Any number of persons may play, and a full pack of fifty-two cards is used. The cards rank from the A K Q down to the deuce. Any player may shuffle, the dealer last. The pack is then cut, and the reunited parts are placed in the centre of the table. The players then cut it into several packets, none less than four cards, all of which remain on the table face down. Some player then pushes one of the packets toward the dealer, and bets are then made on the
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CHINESE FAN TAN.
CHINESE FAN TAN.
This is apparently the fairest of all banking games, there being absolutely no percentage in favour of the banker except that the players have to do the guessing. The one who is willing to put up the largest amount of money to be played for is usually selected as the banker. He is provided with a large bowlful of beans, counters, buttons, small coins, or some objects of which a large number of similar size and shape can be easily obtained. An oblong card is placed in the centre of the table, and
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FARO.
FARO.
This is one of the oldest banking games, and is supposed to be of Italian origin. It belongs to the same family as Lansquenet, Florentini, and Monte Bank. Under the name of Pharaon, it was in great favour during the reign of Louis XIV., and came to America by way of New Orleans. As originally played, the dealer held the cards in his left hand, and any bets once put down could not again be taken up until they were decided. In addition to splits, the dealer took hockelty. As now played, Faro requi
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ROUGE ET NOIR, OR TRENTE-ET-QUARANTE.
ROUGE ET NOIR, OR TRENTE-ET-QUARANTE.
The banker and his assistant, called the croupier, sit opposite each other at the sides of a long table, on each end of which are two large diamonds, one red and the other black, separated by a square space and a triangle. Any number of persons can play against the bank, placing their bets on the colour they select, red or black. Six packs of fifty-two cards each are shuffled together and used as one, the dealer taking a convenient number in his hand for each deal. The players having made their
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ROULETTE.
ROULETTE.
It is probable that more money has been lost at the wheel than at any other gambling game in the world. In conjunction with Rouge et Noir, it forms the chief attraction at Monte Carlo, and other public gambling casinos. The rage for these games was so great, and the trickery connected with them so common, that they were banished from France by the law of 18 juillet, 1836, and had to take refuge in Baden and Homburg. Before that time the public revenue from the gaming houses amounted to five or s
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KENO, OR LOTTO.
KENO, OR LOTTO.
This game is played with a large number of cards, on which are printed various permutations of the numbers 1 to 90, taken five at a time; but each of the five numbers selected for one combination must be in a separate division of tens, such combinations as 2 4 8 16 18 not being allowed on any card, because the 2 4 and 8, for instance, are all in the first ten numbers of the 90. These cards have each a number, printed in large red type across the face of the other figures. The following might be
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CHUCK-LUCK.
CHUCK-LUCK.
This game is sometimes called Sweat , and again, but erroneously, Hazard . It is played with three dice, which are usually thrown down a funnel in which several cross-bars are placed. The player is offered five different forms of betting, all of which appear on the Layout , and which cover all the combinations possible with three dice. The Raffles are sometimes indicated by a representation of one face of a die. Bets on single numbers pay even money, if the number bet on comes up on the face of
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RONDEAU.
RONDEAU.
This game is played on a pocket billiard table. The banker asks for bets on the inside and outside , and the amounts staked on each side must balance. So long as they do not balance, the banker must ask for what he wants: “Give me fourteen dollars on the outside to make the game,” etc. As soon as the amounts balance, and no more bets are offered, he says: “Roll. The game is made.” A round stick, about a foot long, is placed behind nine small ivory balls. Any person may roll. He takes his stand a
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MONTE BANK.
MONTE BANK.
The money staked by the banker is piled upon the table, so that all players may see what is to be won. The banker takes a Spanish pack of forty cards, shuffles them, and offers them to the players to be cut. Holding the pack face down, the banker draws two cards from the bottom and places them on the table, face up, for the “bottom layout.” He then draws two cards from the top of the pack for the “top layout.” The players can bet on either layout, and after all the bets are placed the pack is tu
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THREE-CARD MONTE.
THREE-CARD MONTE.
This is a purely gambling game, chiefly useful for separating fools from their money. The dealer takes three cards, slightly bent lengthwise, so as to be more easily picked up by the ends. One of these is shown, and the players are told to watch it. After a few skilful passes, the three cards come to rest on the layout, and the players are asked to bet that they can pick out the card shown. If the dealer will lay two to one, it is a fair gamble; but if he lays even money only, the player is bett
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UNDER AND OVER SEVEN.
UNDER AND OVER SEVEN.
This game is played with a layout, divided and marked as follows:— The players can bet on any of the three spaces. Two dice are thrown by the banker, and if the number thrown is under seven he pays all bets upon the U, even money, taking all those upon 7 and O. If the throw is over seven, he pays all bets upon the O, taking all those upon U and 7. If seven is thrown, he pays all bets upon that number, three for one, and takes all upon U and O. As there are 36 possible throws with two dice, 15 be
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LANSQUENET.
LANSQUENET.
This is a banking game for any number of players, with a pack of fifty-two cards. After the pack has been shuffled and cut, the dealer lays off two cards, face up for “hand cards.” He then deals a card for himself and one for the players, also face up. If either of these is of the same denomination as either of the hand cards, it must be placed with them, and another card dealt; because all bets must be made on single cards. Having two cards, one for the players and one for himself, the banker t
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CHESS.
CHESS.
Chess is played upon a square board, divided into sixty-four smaller squares of equal size. These small squares are usually of different colours, alternately light and dark, and the board must be so placed that each player shall have a light square at his right, on the side nearer him. Each player is provided with sixteen men, eight of which are called pieces , and eight pawns . The men on one side are red or black, and those on the other side are white or yellow, and they are usually of a stand
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CHECKERS, OR DRAUGHTS.
CHECKERS, OR DRAUGHTS.
The Board. Checkers is played upon a board which is not more than sixteen, nor less than fourteen inches square, and is divided into sixty-four smaller squares of equal size. These squares are of different colours, alternately light and dark, and the board must be so placed that each player shall have a light square at his right on the side nearer him. The Men. Each player is provided with twelve men, which are circular in form, one inch in diameter, and three eighths thick. The men on one side
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BACKGAMMON. OR TRIC-TRAC.
BACKGAMMON. OR TRIC-TRAC.
Backgammon is played by two persons, each of whom is provided with fifteen men, two dice, and a dice-box. The men on each side are of different colours, black and white, and the players are distinguished by the colour of the men with which they play. The board is divided into two tables, inner and outer , and at the beginning of the game the men may be set up in either of the positions shown in the diagram. It will be observed that the black men on any point have exactly the same number of white
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REVERSI.
REVERSI.
This game requires a special board of sixty-four squares. Two players are each provided with thirty-two men which are red on one side and black on the other. The first player sets a man on any of the four squares in the middle of the board, and then his opponent places another man in the same four squares, each player having his own colour uppermost. After the first move on each side, the object of each player is so to set his men that they shall be next to an opposing man, but with one of his o
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HALMA.
HALMA.
This is played on a board with 256 squares, each player having nineteen men of distinguishing colours. At the start the men are placed in an enclosure at the corner of the board, called a “yard.” The object of the player is to get his men out of his own yard and into his adversary’s. The men move one square at a time, like a king at chess, unless a man gets to the square adjoining that occupied by another man with a space beyond it. Whether the adjoining man is his own or his adversary’s, the pl
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GO-BANG.
GO-BANG.
This is played on a board of 361 squares. Each player has his own coloured counters, and they draw for the first move. Each places a man in turn, and the first to get five men in a row, horizontally, vertically, or diagonally, wins the game....
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MORELLES, OR NINE MEN’S MORRIS.
MORELLES, OR NINE MEN’S MORRIS.
This game, sometimes called The Mill , is played on a board ruled off into compartments, as follows: Each player has nine men, of distinguishable colours. They draw for first move, and each in turn places a man on any one of the corners or intersections of the lines. As soon as either player gets three men in line, he can remove from the board any one of his adversaries’ pieces that he pleases, provided the piece is not one of three that are already in a line. If there are no other men on the bo
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DOMINOES.
DOMINOES.
Although properly a game for two persons, Dominoes is sometimes played by four, two being partners against the other two. There are also some round games in which any number from three to six may play, each for himself. The Sets. A set of dominoes is a number of pieces of bone, usually about 1½ inches by ¾, and ⅜ thick. These bones have upon their faces the permutations of the numbers from six to blank, taken two at a time. Some sets begin at double nine, and others at double twelve; but the sta
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DICE.
DICE.
Dice are probably the oldest gambling instruments in the world. Chatto thinks that man acquired the passion for gambling as soon as he could distinguish odd from even, or a short straw from a shorter. Simple gambling instruments were probably very early articles of manufacture, and Chatto says that it is not unlikely that after a simple dinner of mutton some enterprising gamester may have taken the small bones from between the shank and the foot, and after burning spots in them to distinguish on
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THE AMERICAN GAME.
THE AMERICAN GAME.
In the American game every carrom counts one point, and the number of points that will constitute a game must be agreed upon before play begins. The players string for the lead, the one bringing his ball nearer the head cushion having the choice of balls and of the first shot. The great art in the American game is to keep the balls in front of you, so as to leave yourself a comparatively easy shot. Every time you get the cue ball between the two others you will find yourself in difficulties; but
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BAULK-LINE BILLIARDS.
BAULK-LINE BILLIARDS.
Professionals became so skilful in rail nursing that the baulk-line was introduced to keep the balls away from the rail. This is a chalk line, 10, 12, 14, or 18 inches from the cushions, according to agreement, dividing the table into eight baulk spaces, as shown in the diagram. It is foul if more than two successive shots are made on balls both of which are within any one of the eight interdicted spaces. Both balls being within the space, the striker can play on them once without sending either
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CUSHION CARROMS.
CUSHION CARROMS.
This is a variety of the three-ball game in which a cushion must be touched by the cue ball before the carrom is completed. The cushion may be struck first, and the object ball afterward, or the object ball first, and then the cushion. In the Three-cushion Carrom Game , three cushions must be touched by the cue ball before completing the count. In the Bank-shot Game , the cue ball must strike at least one cushion before touching the object ball. The Four-ball Game is now obsolete. It was first p
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AMERICAN BILLIARD LAWS.
AMERICAN BILLIARD LAWS.
1. The game is begun by stringing for the lead; the player who brings his ball nearest to the cushion at the head of the table winning the choice of balls and the right to play first or to compel his opponent to play. Should the striker fail to count, his opponent makes the next play, aiming at will at either ball on the table. 2. A carrom consists in hitting both object-balls with the cue-ball in a fair and unobjectionable way; each carrom will count one for the player. A penalty of one shall a
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FIFTEEN-BALL POOL.
FIFTEEN-BALL POOL.
The most successful pool player is not the one who can make difficult winning hazards with the greatest accuracy, but he who thoroughly understands playing for position. If he is familiar with the principles of the force, the follow, the draw, and the side stroke, he should invariably be able to leave himself in a good position for each succeeding shot; but unless he plans for position in advance, he can never hope to be more than an average player. To attain to proficiency in this there is no b
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AMERICAN PYRAMID POOL.
AMERICAN PYRAMID POOL.
The fifteen balls are numbered from one to fifteen respectively, and are usually colored red, but the numbers on the balls are used simply for convenience in calling the number of each ball which the player intends to pocket and do not in any way affect the score of the player, which is determined by the number of balls pocketed. Scratches pay one ball, which must be placed on the deep red spot....
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CONTINUOUS POOL.
CONTINUOUS POOL.
In Continuous Pool, the scoring of the game is continued until all the balls in each frame have been pocketed, and the game may consist of any number of balls or points up which may be agreed upon. Each ball pocketed scores one point for the striker and the game is usually scored upon the string of buttons over the table, as in regular billiards. Penalties are paid through deducting points from the offending player’s score or string of buttons, instead of forfeiting a ball to the table as in reg
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ENGLISH PYRAMID POOL.
ENGLISH PYRAMID POOL.
This differs from the American game in several points. There are no “call shots,” the player being entitled to every ball he pockets, whether he played for it or not. All balls in hand must be played from a D, 21 to 23 inches in diameter. There is no rule about driving two balls to the cushion on the opening shot. When all the red balls but one are pocketed, the red and white balls are used as cue balls alternately. If there are only two players, and only two balls on the table, the red and whit
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SHELL OUT.
SHELL OUT.
This game should not be confounded with Black Pool. It is simply English Pyramids, but instead of making the player with the lowest score at the end pay for the table, each player equally shares the expense, and the balls are pocketed for so much apiece. If the amount of the shell-out was a shilling, and there were six players, any person pocketing a ball would receive a shilling from each of the others, and would play again. A losing hazard or a miss would compel the striker to pay a shilling t
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HIGH-LOW-JACK-GAME.
HIGH-LOW-JACK-GAME.
This game is played with a set of balls the same as used in Fifteen-Ball Pool. Any number of persons may play, the order of play being determined by the rolling of the small numbered balls. The fifteen-ball is High; the one-ball is Low; the nine-ball is Jack; and the highest aggregate is Game. Seven points generally constitute a game. In cases where players have one and two to go to finish game, the first balls holed count out first, be they High, Low, or Jack. In setting up the pyramid the thre
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FORTY-ONE POOL.
FORTY-ONE POOL.
Forty-One Pool is played with a regular Fifteen-Ball Pool set of balls, the object of play being to pocket a sufficient number of the pool balls which added to the private small ball shall score exactly 41....
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CHICAGO POOL.
CHICAGO POOL.
This game is played with the numbered pool balls from 1 to 15 and a white cue-ball, as in Fifteen-Ball Pool, the object being to play upon and pocket the balls in their numerical order. The table is laid out for the game by placing the one ball against the end cushion at the first right-hand diamond sight at the foot of the table, the two-ball is placed at the centre diamond sight on same cushion; the remaining thirteen balls are placed in the order of their numbers at the succeeding diamond sig
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COW-BOY POOL.
COW-BOY POOL.
1. The game is played by two or more contestants, on a pool table, with one cue ball and three colored balls numbered respectively 1, 3 and 5. 2. At the commencement of the game the ball numbered 1 shall be placed on the spot at the head of the table, the ball numbered 5 shall be placed on the centre spot, and the ball numbered 3 shall be placed on the lower spot, and whenever any object ball is pocketed or forced off the table it shall be replaced on the original spot, except as provided for in
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SNOOKER POOL.
SNOOKER POOL.
1. The game of Snooker’s Pool is played by two or more players, either all against all or in partnership, with fifteen red balls, six pool balls, and one white ball as hereafter described. Any rest may be used. 2. To decide the order of play, as many pool balls as there are players or sides shall be put into a basket, shaken, and given out to the players by the marker. The players play in the order in which the colors appear on the pool marking board. A player pocketing a ball scores its value a
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FOUL STROKES AND PENALTIES.
FOUL STROKES AND PENALTIES.
15. Foul strokes are made or penalties incurred by (1) “Pushing” instead of striking the ball, or striking the ball more than once; (2) Playing out of turn; (3) Playing with both feet off the floor; (4) Playing before all the balls have become stationary, when off the table, or wrongly spotted; (5) Playing with the wrong ball; (6) Touching or moving any ball, except in the legitimate manner set forth in these rules; (7) Forcing any ball off the table; (8) Wilfully interfering with an opponent, o
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ENGLISH POOL.
ENGLISH POOL.
This game is known in England as Colom-Ball, or Following Pool. The balls are placed in a pool bottle, and shaken up by the marker, who then gives one to each candidate for play in rotation. The player who receives the white ball places it on the spot, and the one who gets the red ball plays from within the D at the head of the table. The marker calls the colour of the player whose turn it is, and notifies him which ball will play on him, so that he may play for safety if he can. The following a
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BLACK POOL.
BLACK POOL.
This is a variation of English Colour-Ball Pool. A black ball is placed on the centre spot. The colours follow one another just as in English pool, until all the balls have come upon the table. After that, any ball on the table may be played at, and if it is pocketed, the player has the option of playing at the black ball. If he pockets it, each player pays him the amount of a life, so that the player whose ball was first pocketed would have to pay two , one for his own ball and one for the blac
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ENGLISH BILLIARDS.
ENGLISH BILLIARDS.
This game is played with three balls, one red and two white. Every winning hazard off the red counts 3; hazards off the white count 2, and all carroms count 2. If a player makes a carrom and a losing hazard on the same stroke, it counts 5 if the red was the object ball; 4 if the white was the object ball. A player may make 10 on one stroke by playing on the red, making a carrom, and pocketing all three balls. A miss counts one for the adversary; but if the player who makes a miss runs into a poc
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PIN POOL.
PIN POOL.
The game of Pin Pool is played with two white balls and one red, together with five small wooden pins, which are set up in the middle of the table, diamond fashion, each pin having a value to accord with the position it occupies. The pin nearest the string line is No. 1; that to the right of it is No. 2; to the left, No. 3; the pin farthest from the string line is No. 4; and the central or black pin, No. 5. These numbers may be chalked on the cloth in front of each particular pin. Neither carrom
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THE LITTLE CORPORAL.
THE LITTLE CORPORAL.
This game is the regular Three-Ball Carrom Game with a small pin added, like those used in Pin Pool, which is set up in the centre of the table. The carroms and forfeits count as in the regular Three-Ball Game, but the knocking down of the pin scores five points for the striker, who plays until he fails to effect a carrom or knock down the pin. A ball must be hit by the cue-ball before the pin can be scored; playing at the pin direct is not allowed. The pin must be set up where it falls; but in
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THE SPANISH GAME OF BILLIARDS.
THE SPANISH GAME OF BILLIARDS.
This game is played in the South, California, and in Mexico and Cuba, and is played with two white and one red ball, and five pins placed similar to those in Pin Pool. The red ball is placed on the red-ball spot, and the first player strikes at it from within the baulk semicircle. The game is scored by winning and losing hazards, carroms, and by knocking over the pins. It is usually played thirty points up. The player who knocks down a pin after striking a ball gains two points, if he knocks dow
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BOTTLE POOL.
BOTTLE POOL.
The game of Bottle Pool is played on a pool table with one white ball, the 1 and 2 ball, and pool-bottle. The 1 and 2 balls must be spotted, respectively, at the foot of the table, at the left and right diamond nearest each pocket, and the pool-bottle is placed standing on its neck on the spot in the centre of the table, and when it falls it must be set up, if possible, where it rests. Carrom on the two object-balls counts 1 point; Pocketing the 1 ball counts 1 point; Pocketing the 2 ball counts
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BILLIARD TEXT BOOKS.
BILLIARD TEXT BOOKS.
American Game :— English Game :— In calculating the probability of any event, the difficulty is not, as many persons imagine, in the process, but in the statement of the proposition, and the great trouble with many of those who dispute on questions of chance is that they are unable to think clearly. The chance is either for or against the event; the probability is always for it. The chances are expressed by the fraction of this probability, the denominator being the total number of events possib
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TEXT BOOKS.
TEXT BOOKS.
The standard American game of Ten Pins is played upon an alley 41 or 42 inches wide, and 60 feet long from the head pin to the foul or scratch line, from behind which the player must deliver his ball. There should be at least 15 feet run back of the foul line, and the gutters on each side of the alley must be deep enough to allow a ball to pass without touching any of the pins standing on the alley. The Pins are spotted as shown in the margin, the centres 12 inches apart, and those of the back r
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BOWLING ALLEY LAWS.
BOWLING ALLEY LAWS.
RULES AND REGULATIONS GOVERNING THE GAME OF AMERICAN TEN PINS. Revised at Louisville, Ky., March 19-21, 1906. In effect Sept. 1, 1906. The alleys upon which the game shall be played shall not be less than 41 nor more than 42 inches in width. The length from the centre of No. 1 pin spot to the foul line shall be 60 feet. Back of the foul line there shall be a clear run of not less than 15 feet. The pin spots shall be clearly and distinctly described on or imbedded in the alleys and shall be so pl
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COCKED HAT.
COCKED HAT.
The game is played with a head pin and the right and left corner pins as shown in the following diagram: Balls not exceeding six inches must be bowled, and they must be rolled down the alley (not cast or thrown). The rules of American Ten Pins except in St. Louis, where there is a special association with local rules, generally govern this game also, with the exception of three balls instead of two to the frame, but strikes and spares count three instead of ten, and each pin counts one as in Ten
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COCKED HAT AND FEATHER.
COCKED HAT AND FEATHER.
The pins are spotted as above, the centre pin being the feather. Ten innings constitute a game, and three balls (not exceeding 6 inches in size) must be used in each inning. All the pins except the feather have to be bowled down or the inning goes for naught. If the feather is left standing alone, the innings count one. There are no penalties. The dead wood must be removed. Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the bowler. The maximum is
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THE BATTLE GAME.
THE BATTLE GAME.
THE PINS ARE SET UP THE SAME AS FOR THE GAME OF TEN PINS. Four or six innings constitute a battle or game, except in the case of a tie, when another inning is played. In case that inning should result in a tie also, still another inning is played—in fact, until the scores are unequal. In any inning where a tie occurs the score stands over until the next inning, when each point is counted double. If the two innings result in a tie, the score is tripled. Should the total score result in a tie, suf
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NINE UP AND NINE DOWN.
NINE UP AND NINE DOWN.
THE PINS ARE SET UP THE SAME AS FOR THE GAME OF AMERICAN TEN PINS. Three balls (not exceeding 6 inches in size) are bowled in each inning. The player must knock down a single pin, which counts 1; then with two remaining balls he endeavors to leave one pin standing, which counts 1. Failure to do either, the inning goes for nothing. No penalties are attached. Dead wood must be removed. Any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the player.
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HEAD PIN AND FOUR BACK.
HEAD PIN AND FOUR BACK.
The pins are set up as above. Three balls (not exceeding 6 inches in size) are allowed in each inning. If the four back pins are bowled down and the head pin is left standing, the score is 2. If all the pins are bowled down, the score is 1. There are no penalties. The dead wood must be removed. Any pins knocked down through the dead wood remaining on the alleys cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 20....
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FOUR BACK.
FOUR BACK.
The pins are spotted as above. Three balls (not exceeding 6 inches in size) are allotted to each inning. Each pin counts as spotted, and only one pin can be made at a time; if more than one pin is made with one ball, it is termed a break, and the player loses that inning and scores nothing. There are no penalties. The dead wood must be removed. Any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the players....
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TEN PINS—HEAD PIN OUT.
TEN PINS—HEAD PIN OUT.
ALSO KNOWN AS AMERICAN NINE PINS. The pins are set as in the diagram. Ten innings constitute a game. Three balls (not exceeding 6 inches in size) are bowled. One pin of the frame must be left standing, or the inning goes for nothing. There are no penalties. The dead wood must be removed. Any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the player. The maximum is 10....
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FIVE BACK.
FIVE BACK.
The pins are set as shown in the diagram. Three balls (not exceeding 6 inches in size) are bowled in each inning. Should a left-handed bowler be bowling, the second quarter pin can be set up on the left quarter spot. Strikes and spares count five each. No penalties are attached. Dead wood must be removed. Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 150....
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THE NEWPORT GAME.
THE NEWPORT GAME.
THE PINS ARE SET UP THE SAME AS FOR THE GAME OF AMERICAN TEN PINS. Three balls (not exceeding 6 inches in size) are allowed in each inning. Ten frames constitute a game. The object of the game is to bowl down an exact number of pins from 1 to 10, but not necessarily in routine order. The player who, in ten innings, scores the least number of winning innings is the loser. For instance: A bowls down 2, 5, 7, 8 and 10; B bowls down 1, 6, 8 and 9. Here B loses, as A has one more inning to his credit
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DUCK PIN GAME.
DUCK PIN GAME.
THE PINS ARE SPOTTED THE SAME AS THE AMERICAN GAME OF TEN PINS. A regulation Duck Pin shall be 9 inches high, 1½ inches in diameter at the top, 3½ inches in diameter at the body of the pin, and 1⅜ inches in diameter at the base; shall taper gradually from the bottom to the largest part of the body, and shall be as near uniform in weight as possible. No ball exceeding 4½ inches in diameter can be used in games. Each player to roll three balls to each frame, and each player to roll two frames at a
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KINSLEY CANDLE PIN.
KINSLEY CANDLE PIN.
The Count—Two balls shall be allowed for frame. Strikes—A strike is credited when a player bowls over the ten pins with the delivered ball. Spares—A spare is credited whenever a player clears the alley with the first and second ball. Breaks—A break is charged to a player at all times when neither a strike nor spare is made. The Ball—The ball shall not exceed 5½ inches in diameter in any direction, but smaller balls may be used....
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A FEW DON’TS.
A FEW DON’TS.
Don’t try to learn in a day. Don’t use too much speed at first. Don’t grip the ball too tight. Don’t loft the ball. Don’t play the side ball until you have mastered the centre delivery. Don’t swing the ball more than once before delivering it. Don’t start with a jump; walk one and run two steps. Don’t deliver the ball with the right foot in front. Don’t step on or over the foul line. Don’t think you can change the course of the ball after it has left your hand. Don’t expect a “strike” every time
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GENERAL LAWS, FOR ALL CARD GAMES.
GENERAL LAWS, FOR ALL CARD GAMES.
Very few games have their own code of laws, and only one or two of these have the stamp of any recognised authority. In minor games, questions are continually arising which could be easily settled if the players were familiar with a few general principles which are common to the laws of all games, and which might be considered as the basis of a general code of card laws. The most important of these principles are as follows:— Players. It is generally taken for granted that those first in the roo
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DRIVE WHIST.
DRIVE WHIST.
There are several methods of playing Drive Whist; the most popular being to fill as many tables as possible with the players that present themselves, regardless of any order further than that partners should sit opposite each other. The players may select their own partners, or they may be determined by lot, according to the decision of the hostess. Straight whist is played; the cards being shuffled and cut afresh for every hand. Each deal is a game in itself. Drawing for Partners. If there is a
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BID WHIST.
BID WHIST.
This is a popular game on trains, or wherever it may be necessary to stop at the end of a deal without finishing the game. Thirteen cards are dealt to each player, one at a time, but no trump is turned. Partners sit opposite each other, and the player to the left of the dealer makes the first bid. BIDDING. The bidding goes round until no one will go any higher. The eldest hand starts by naming the number of points he will make if allowed to name the trump and lead to the first trick, but he does
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NORWEGIAN WHIST.
NORWEGIAN WHIST.
CARDS. This variety of whist is played with a full pack of fifty-two cards, which rank from the A K Q down to the deuce. In cutting, the ace is low. PLAYERS. Four persons cut for partners, the two highest playing against the two lowest, the lowest cut having the choice of seats and cards and dealing the first hand. DEALING. The cards shuffled and cut, thirteen are given to each player, one at a time in rotation to the left. No trump is turned, as every hand is played without a trump. MISDEALING.
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RUM.
RUM.
There are several varieties of this game, and quite a number of ways of playing them, but the standard method, as adopted by the best clubs, is that here given. The principal divisions of the game are those played with the single pack, and those played with the double pack and two jokers....
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SINGLE-PACK RUM.
SINGLE-PACK RUM.
CARDS. The full pack of fifty-two cards is used, ranking from the K Q J down to the ace, the suits having no rank. The ace may also be used in sequence with the king as the top of a sequence. PLAYERS. Any number from two to six may play, but four or five makes the best game. CUTTING. The cards are spread and drawn for choice of seats and first deal. The lowest cut has first choice, the next lowest sitting on his left and so on round the table. DEALING. When two play, ten cards are given to each.
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POKER RUM.
POKER RUM.
CARDS. In this variety of the game, the A K Q J are worth ten points each, the ace eleven, and the remaining cards their face value. The ace may be used as the top of a sequence Q K A, or the bottom of A 2 3, but not as part of a round-the-corner, K A 2. DEALING. Ten cards are always given to each player, no matter how many are in the game. If there are more than three at the table, the double pack must be used, so as to leave cards enough for the stock. OBJECT OF THE GAME. The aim of the player
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POKER GIN.
POKER GIN.
This is a variety of poker rum in which the deadwood must not exceed ten points and each player is allowed not only to put aside his own combinations after the call for a show-down comes, but may add any of his odd cards to the combinations laid out by the one who calls for a show-down. Suppose that in the example given for poker rum, the caller showing 6 7 8 9 of hearts, J Q K of clubs, and nine in his deadwood, another player has in his ten cards the 7 8 9 of diamonds; 6 7 8 of spades, two fou
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DOUBLE-PACK RUM.
DOUBLE-PACK RUM.
CARDS. This game is always played with two full packs of fifty-two cards each and two jokers, all shuffled together and used as one. The ace may be high or low in sequences. DEALING. Ten cards are given to each player, one at a time, and the next card is turned up and laid beside the stock to start the discard pile. LAYING OUT. Sequences in suit may run to any length, and any number of cards or combinations may be laid out at one time. Five, six or seven of a kind may be shown, and four of a kin
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CANFIELD.
CANFIELD.
This form of solitaire is often confused with Klondike, but there is a marked difference both in the layout and the play. The full pack of fifty-two cards is used. After it has been thoroughly shuffled and properly cut, thirteen cards are counted off, face down, and placed at the player’s left, face up. This is the stock. The fourteenth card is then turned face up and is the foundation for that deal. Let us suppose it is a seven. It is placed by itself, furthest from the player, waiting for the
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I DOUBT IT.
I DOUBT IT.
This is a good round game, any number taking part. The full pack of fifty-two cards is dealt round, one card at a time as far as it will go equally, the remainder being left in the centre of the table, face down. Any one can deal. The player to the left of the dealer starts the game by taking from his hand any three cards he pleases and laying them on the table in front of him face down. He then announces, “These are three jacks,” or anything he likes to call them, there being no obligation to t
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JASS.
JASS.
This is popularly supposed to be the progenitor of the American game of pinochle, and is still very popular in Switzerland. CARDS. Jass is played with the thirty-six card pack, the 5 4 3 2 of each suit being thrown out. The cards rank from the A K Q down to the 6, both in cutting and in play. The cards have a pip value in scoring, aces 11, tens 10, kings 4, queens 3 and jacks 2. In the trump suit, the jack is the highest card, and is worth 20 points instead of 2. The nine of trumps comes next, b
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TWO-HAND JASS.
TWO-HAND JASS.
When only two play, the game closely resembles American pinochle, the winner of each trick drawing a card from the top of the stock, the loser drawing the next one. All melds are made immediately after winning a trick and before drawing from the stock, only one meld at a time being allowed. It is not necessary to follow suit to anything until the stock is exhausted, after which all melds cease and the second player to each trick must win it if he can, but the jack of trumps still has the privile
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PATIENCE POKER
PATIENCE POKER
As its name implies, this is a form of solitaire, but it may be managed so as to provide a pleasing competition for any number of players. Both forms of the game will be described, the solitaire first. CARDS. The full pack of fifty-two cards is shuffled and cut. Keeping it face down in the left hand, the top card is turned up and laid upon the table. The next card is turned up and laid in such a position that it touches the first one, either on one of its four edges, or one of its four corners.
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SOLITAIRE CRIBBAGE.
SOLITAIRE CRIBBAGE.
This game may be played by one person or by several, two to four making an interesting game, either as partners or each for himself. The individual player takes a full pack of fifty-two cards, shuffles and cuts, and deals off three for himself, two for his crib, and then three more for himself. Taking up the six, he sorts them and discards for the crib, just as if the two cards already there had been laid off by an opponent. The pack is then cut for the starter. There is no play, and the hand is
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