iv. When played for a determinate stake, as a penny for the deal and

three pence for the loo, the game is called _Limited Loo_. When each

player is looed for the sum in the pool, it is _Unlimited Loo_.

v. Caution is necessary in playing this game _to win_. As a general

rule, the first player should not take the miss, as the dealer's

stake is necessarily to be added to the loo. Nor the miss be taken

after two players have "struck in" (declared to play), for the

chances are that they possess good leading cards.

99. Club Law.

_Another way_ of playing Loo is for all the parties to play whenever a

club is turned up as trumps. It is merely another mode of increasing

the pool.

100. Five-Card Loo.

i. In principle it is the same as the other game Loo, only instead

of three, the dealer (having paid his own stake into the pool) gives

five cards to each player, one by one, face downwards.

ii. After five cards have been dealt to each player, another is

turned up for trump; the knave of clubs generally, or sometimes the

knave of the trump suit, as agreed upon, is the highest card, and is

styled Pam; the ace of trumps is next in value, and the rest on

succession, as at Whist. Each player can change all or any of the

five cards dealt, or throw up his hand, and escape being looed.

Those who play their cards, either with or without changing, and do

not gain a trick, are looed. This is also the case with all who have

stood the game, when a flush or flushes occur; and each, except a

player holding pam, of an inferior flush, must pay a stake, to be

given to him who sweeps the board, or divided among the winners at

the ensuing deal, according to the tricks made. For instance, if

every one at dealing stakes half-a-crown, the tricks are entitled to

sixpence a-piece, and whoever is looed must put down half-a-crown,

exclusive of the deal; sometimes it is settled that each person

looed shall pay a sum equal to what happens to be on the table at

the time. Five cards of a suit, or four with pam, make a flush which

sweeps the board, and yields only to a superior flush, or the elder

hand. When the ace of trumps is led, it is usual to say, "_Pam be

civil_;" the holder of which last-mentioned card must then let the

ace pass.

iii. Any player with five cards of a suit (a flush) looes all the

players who stand in the game.

iv. The rules in this game are the same as in Three Card Loo.

101. Put.

The game of Put is played with an entire pack of cards, generally by

two, but sometimes by four persons. At Put the cards have a value

distinct from that in other games. The best card in the pack is a

_trois_, or three; the next a _deuce_, or two; then the ace, king,

queen, knave, ten in rotation. The dealer distributes three cards to

each player, by one at a time; whoever cuts the lowest card has the

deal, and five points make the game, except when both parties say, "_I

put_"--for then the score is at an end, and the contest is determined

in favour of the player who may win two tricks out of three. When it

happens that each player has won a trick, and the third is a tie--that

is, covered by a card of equal value--the whole goes for nothing, and

the game must begin anew.

102. Two-Handed Put.

The eldest hand plays a card; and whether the adversary pass it, win

it, or tie it, has a right to say, "_I put_," or place his cards on

the pack. If you accept the first and your opponent decline the

challenge, you score one; if you prefer the latter, your adversary

gains a point; but if, before he play, your opponent says, "_I put_,"

and you do not choose to see him, he is entitled to add one to his

score. It is sometimes good play to say, "_I put_," before you play a

card: this depends on the nature of your hand.

103. Four-Handed Put.

Each party has a partner, and when three cards are dealt to each, one

of the players gives his partner his best card, and throws the other

two face downwards on the table: the dealer is at liberty to do the

same to his partner, and _vice versa_. The two who have received their

partners' cards play the game, previously discarding their worst card

for the one received from their partners. The game then proceeds as

at two-handed Put.

104. Laws of Put.

i. When the dealer accidentally discovers any of his adversary's

cards, the adversary may demand a new deal.

ii. When the dealer discovers any of his own cards in dealing, he

must abide by the deal.

iii. When a faced card is discovered during the deal, the cards must

be reshuffled, and dealt again.

iv. If the dealer give his adversary more cards than are necessary,

the adversary may call a fresh deal, or suffer the dealer to draw

the extra cards from his hand.

v. If the dealer give himself more cards than are his due, the

adversary may add a point to his game, and call a fresh deal, or

draw the extra cards from the dealer's hand.

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

vii. Either party saying, "_I put_"--that is, "I play"--cannot

retract, but must abide the event of the game, or pay the stakes.

[KNOWLEDGE MAKES HUMBLE.]

105. Speculation

is a lively round game, at which several may play, with a complete

pack of cards, bearing the same value as at whist. A pool is made with

fish or counters, on which such a value is fixed as the company may

agree. The highest trump in each deal wins the pool; and should it

happen that not one trump be dealt, then the company pool again, and

the event is decided by the succeeding deal. After determining the

deal, &c., the dealer pools six fish, and every other player four;

then three cards are given to each, by one at a time, and another

turned up for trump. The cards are not to be looked at, except in this

manner: The eldest hand shows the uppermost card, which, if a trump,

the company may speculate on, or bid for--the highest bidder buying

and paying for it, provided the price offered be approved of by the

seller. After this is settled, if the first card does not prove a

trump, then the next eldest is to show the uppermost card, and so

on--the company speculating as they please, till all are discovered,

when the possessor of the highest trump, whether by purchase or

otherwise, gains the pool. To play at speculation well, recollection

is requisite of what superior cards of that particular suit have

appeared in the preceding deals, and calculation of the probability of

the trump offered proving the highest in the deal then undetermined.

106. Connexions.

Three or four persons may play at this game. If the former number, ten

cards each are to be given; but if the latter, only eight are dealt,

which bear the same value as at whist, except that diamonds are always

trumps. The connexions are formed as follows:

i. By the two black aces.

ii. The ace of spades and king of hearts.

iii. The ace of clubs and king of hearts.

107. For the First Connexion,

2s. are drawn from the pool; for the second, 1s.; for the third, and

by the winner of the majority in tricks, 6d. each is taken. These sums

are supposing gold staked: when only silver is pooled, then pence are

drawn. A trump played in any round where there is a connexion wins the

trick, otherwise it is gained by the player of the first card of

connexions; and, after a connexion, any following player may trump

without incurring a revoke: and also, whatever suit may be led, the

person holding a card of connexion is at liberty to play the same; but

the others must, if possible, follow suit, unless one of them can

answer the connexion, which should be done in preference. No money can

be drawn till the hands are finished; then the possessors of the

connexions are to take first, according to precedence, and those

having the majority of tricks take last.

108. Matrimony.

This game is played with an entire pack of cards, by any number of

persons from five to fourteen. It consists of five chances, usually

marked on a board, or sheet of paper, as follows:

Best.

The Ace of Diamonds turned up.

--------------------

Confederacy. | INTRIGUE; OR | Matrimony.

King and Knave.| QUEEN AND KNAVE. | King and Queen.

--------------------

Pairs.

The Highest.

Matrimony is generally played with counters, and the dealer puts what

he pleases on each or any chance, the other players depositing each

the same quantity, less one--that is, when the dealer stakes twelve,

the rest of the company lay down eleven each. After this, two cards

are dealt round to every one, beginning on the left; then to each

person one other card, which is turned up, and he who so happens to

get the ace of diamonds sweeps all. If it be not turned up, then each

player shows his hand; and any of them having matrimony, intrigue,

&c., takes the counters on that point; and when two or more people

happen to have a similar combination, the oldest hand has the

preference; and, should any chance not be gained, it stands over to

the next deal.--_Observe_: The ace of diamonds turned up takes the

whole pool, but when in hand ranks only as any other ace; and if not

turned up, nor any ace in hand, then the king, or next superior card,

wins the chance styled best.

[IGNORANCE MAKES PROUD.]

109. Pope Joan.

A game somewhat similar to Matrimony. It is played by any number, with

an ordinary pack of cards, and a marking or pool board, to be had of

most fancy stationers. The eight of diamonds must first be taken from

the pack. After settling the deal, shuffling, &c., the dealer dresses

the board. This he does by putting the counters into its several

compartments--one counter or other stake to Ace, one each to King,

Queen, Knave, and Game; two to Matrimony, two to Intrigue, and six to

the nine of diamonds, styled the Pope. This dressing is, in some

companies, at the individual expense of the dealer, though, the

players usually contribute two stakes each towards the pool. The cards

are then dealt round equally to every player, one turned up for trump,

and about six or eight left in the stock to form stops. For example,

if the ten of spades be turned up, the nine becomes a stop. The four

kings, and the seven of diamonds, are always fixed stops, and the

dealer is the only person permitted, in the course of the game, to

refer occasionally to the stock for information what other cards are

stops in their respective deals. If either ace, king, queen, or knave

happen to be the turned-up-trump, the dealer may take whatever is

deposited on that head; but when Pope be turned up, the dealer is

entitled both to that and the game, besides a stake for every card

dealt to each player. Unless the game be determined by Pope being

turned up, the eldest hand begins by playing out as many cards as

possible; first the stops, then Pope, if he have it, and afterwards

the lowest card of his longest suit--particularly an ace, for that

never can be led through. The other players follow, when they can, in

sequence of the same suit, till a stop occurs. The player having the

stop becomes eldest hand, and leads accordingly; and so on, until some

player parts with all his cards, by which he wins the pool (game), and

becomes entitled besides to a stake for every card not played by the

others, except from any one holding Pope, which excuses him from

paying. If Pope has been played, then the player having held it is not

excused. King and Queen form what is called matrimony; queen and

knave, when in the same hand, make intrigue; but neither these nor

ace, king, queen, knave, or pope, entitle the holder to the stakes

deposited thereon, unless played out; and no claim can be allowed

after the board be dressed for the succeeding deal. In all such cases

the stakes remain for future determination. Pope Joan needs only a

little attention to recollect what stops have been made in the course

of the play. For instance, if a player begin by laying down the eight

of clubs, then the seven in another hand forms a stop, whenever that

suit be led from any lower card; or the holder, when eldest, may

safely lay it down, in order to clear his hand.

[KNOWLEDGE TALKS LOWLY]

110. Cassino.

The game of cassino is played with an entire pack of cards, generally

by four persons, but sometimes by three, and often by two.

111. Terms used in Cassino.

i. _Great Cassino_, the ten of diamonds, which reckons for two

points.

ii. _Little Cassino_, the two of spades, which reckons for one

point.

iii. _The Cards_ is when you have a greater share than your

adversary, and reckons for three points.

iv. _The Spades_ is when you have the majority of that suit, and

reckons for one point.

v. _The Aces_: each of which reckons for one point.

vi. _Lurched_ is when your adversary has won the game before you

have gained six points.

In some deals at this game it may so happen that neither party win

anything, as the points are not set up according to the tricks, &c.,

obtained, but the smaller number is constantly subtracted from the

larger, both in cards and points; and if they both prove equal, the

game commences again, and the deal goes on in rotation. When three

persons play at this game, the two lowest add their points together,

and subtract from the highest; but when their two numbers together

either amount to or exceed the highest, then neither party scores.

112. Laws of Cassino.

i. The deal and partners are determined by cutting, as at whist, and

the dealer gives four cards, one at a time, to each player, and

either regularly as he deals, or by one, two, three, or four at a

time, lays four more, face upwards, upon the board, and, after the

first cards are played, four others are dealt to each person, until

the pack be concluded; but it is only in the first deal that any

cards are to be turned up.

ii. The deal is not lost when a card is faced by the dealer, unless

in the first round, before any of the four cards are turned up upon

the table; but if a card happen to be faced in the pack, before any

of the said four be turned up, then the deal begins again.

iii. Any person playing with less than four cards must abide by the

loss; and should a card be found under the table, the player whose

number is deficient takes the same.

iv. Each person plays one card at a time, with which he may not only

take at once every card of the same denomination upon the table, but

likewise all that will combine therewith; as, for instance, a ten

takes not only every ten, but also nine and ace, eight and deuce,

seven and three, six and four, or two fives; and if he clear the

board before the conclusion of the game, he is to score a point; and

whenever any player cannot pair or combine, then he is to put down a

card.

v. The tricks are not to be counted before all the cards are played;

nor may any trick but that last won be looked at, as every mistake

must be challenged immediately.

vi. After all the pack is dealt out, the player who obtains the last

trick sweeps all the cards then remaining unmatched upon the table

and wins the game.

113. Vingt-un.

Description of the Game.--The game of _Vingt-un_, or twenty-one, may

be played by two or more persons; and, as the deal is advantageous,

and often continues long with the same person, it is usual to

determine it at the commencement by turning up the first ace, or knave.

114. Method of Playing Vingt-un.

The cards must all be dealt out in succession, unless a natural

Vingt-un occur, and in the meantime the pone, or youngest hand, should

collect those that have been played, and shuffle them together, ready

for the dealer, against the period when he shall have distributed the

whole pack. The dealer first gives two cards, one at a time, to each

player, including himself; then he asks each player in rotation,

beginning with the eldest hand on the left, whether he stands or

chooses another card. If he need another card, it must be given from

off the top of the pack, and afterwards another, or more, if desired,

till the points of the additional card or cards, added to those dealt,

exceed or make twenty-one exactly, or such a number less than

twenty-one as the player thinks fit to stand upon. When the points on

the player's cards exceed twenty-one, he throws the cards on the

table, face downwards, and pays the stake. The dealer is, in turn,

entitled to draw additional cards; and, on taking a Vingt-un, receives

double stakes from all who stand the game, except such other players,

likewise having twenty-one, between whom it is thereby a drawn game.

When any adversary has a Vingt-un, and the dealer not, then the

opponent so having twenty-one, wins double stakes from him. In other

cases, except a natural Vingt-un happen, the dealer pays single stakes

to all whose numbers under twenty-one are higher than his own, and

receives from those who have lower numbers; but nothing is paid or

received by such players as have similar numbers to the dealer. When

the dealer draws more than twenty-one, he pays to all who have not

thrown up. In some companies ties pays the dealer.

[IGNORANCE TALKS LOUD.]

115. Natural Vingt-un.

Twenty-one, when dealt in a player's first two cards, is styled a

_Natural_. It should be declared at once, and entitles the holder to

double stakes from the dealer, and to the deal, except it be agreed to

pass the deal round. If the dealer turns up a natural he takes double

stakes from all the players and retains the deal. If there be more

than one natural, all after the first receive single stakes only. Aces

count either eleven or one; court cards, ten; the rest according to

their points.

116. The Odds of natural Vingt-un

depend upon the average number of cards likely to come under or exceed

twenty-one; for example, if those in hand make fourteen exactly, it is

seven to six that the one next drawn does not make the number of

points above twenty-one; but if the points be fifteen, it is seven to

six against that hand; yet it would not, therefore, always be prudent

to stand at fifteen, for as the ace may be calculated both ways, it is

rather above an even bet that the adversary's first two cards amount

to more than fourteen. A natural Vingt-un may be expected once in

seven coups when two, and twice in seven when four, people play, and

so on, according to the number of players.

117. Quadrille.

This game, formerly very popular, has been superseded by Whist.

Quadrille, the game referred to by Pope in his "Rape of the Lock," is

now obsolete.

118. Ecarté.

This game, which has lately revived in popularity, is played by two

persons with a pack of cards from which the twos, threes, fours,

fives, and sixes have been discarded. In the clubs it is usual to play

with two packs, used alternately. The players cut for deal, the

highest card deals. The pack is shuffled and the non-dealer cuts. The

dealer then from the united pack gives five cards to each, beginning

with his adversary, by twos and threes, or threes and twos; and always

dealing in the same way throughout the game. The eleventh card is

turned up for trump. If the turn-up be a king, the dealer marks one

point; five points being game. The non-dealer looks at his cards, and

if he be dissatisfied with them, he may propose--that is, change any

or all of them for others from the stock, or remainder of the pack on

the table. Should he propose, he says, "I propose," or "cards," and it

is in the option of the dealer to give or refuse cards. When he

decides to give, he says, "I accept," or "How many?" Should he refuse

to change he says, "I decline," or "Play." The dealer may, if he

accept the proposal, change any or all the cards in his own hand.

Sometimes a second discard is allowed, but that must be by previous

agreement. Of course the non-dealer may play without discarding, in

which case the dealer must play his own hand without changing any of

his cards. When the hands are arranged the non-dealer plays a card,

which is won or lost by the playing of a superior card of the suit

led. The second must follow suit, or win the trick if he can;

otherwise he may throw any card he chooses. The order in value of the

cards is--king, queen, knave, ace, ten, nine, eight, seven. The winner

of the trick leads for the next trick, and so on, till the five cards

on each side are played. The winner of three tricks scores one point;

if he win the whole five tricks--the _rôle_--he scores two points; if

he hold the king, he names it before playing his first card--"I mark

king." Should the non-dealer play without proposing, and fail to make

three tricks, his adversary marks two points; should the dealer refuse

to accept and fail to win three tricks, his opponent scores two. The

game is five up; that is, the player who first marks five points,

wins. The score is marked by two cards, a three and a two, or by

counters. The deal is taken alternately; but when the play is for

rubbers it is usual to cut for deal at the end of each rubber.

[KNOWLEDGE IS MODEST, CAUTIOUS, AND PURE.]

119. Rules of Ecarté.

i. Each player has right to shuffle the cards above the table.

ii. The cut must not be fewer than two cards off the pack, and at

least two cards must be left on the table.

iii. When more than one card is exposed in cutting, there must be a

new deal.

iv. The highest ecarté card cut secures the deal, which holds good

even though the pack be imperfect.

v. The dealer must give five cards to each by three and two, or by

two and three, at a time, which plan must not be changed, during the

game.

vi. An incorrect deal, playing out of turn, or a faced card,

necessitates a new deal.

vii. The eleventh card must be turned up for trumps; and the

remaining cards placed, face downwards, on the table.

viii. The king turned up must be marked by the dealer before the

trump of the next deal is turned up.

ix. A king of trumps held in hand must be announced and marked

before the player lays down his first card, or he loses his right to

mark it. If played in the first trick, it must be announced before

it is played to.

x. A proposal or acceptance cannot be retracted or altered.

xi. Before taking cards, the player must place his discarded cards,

face downwards, on the table, and neither look at or touch them till

the round be over.

xii. The player holding king marks one point; making three tricks,

one point; five tricks, two points.

xiii. The non-dealer playing without proposing and failing to win

the point, gives two tricks to his opponent.

xiv. The dealer who refuses the first proposal and fails to win the

point (three tricks), gives his opponent two points.

xv. An admitted overscore or underscore may be amended without

penalty before the cards are dealt for the following round.

120. Euchre,

which is founded on Ecarté, and is the national game of the United

States, is played with a pack of cards from which the twos, threes,

fours, fives, and sixes have been withdrawn. In the Euchre pack the

cards rank as at Whist, with this exception--the knave of trumps,

called the Right Bower, and the other knave of the same colour, known

as the Left Bower take precedence over the rest of the trumps. Thus,

when hearts are trumps, the cards rank thus:--Knave of hearts, knave

of diamonds, ace, king, queen, ten, nine, eight, and seven of hearts.

When diamonds are trumps, the knave is right bower, and the knave of

hearts left bower; and in like manner the knaves of spades and clubs

become right and left bower, when the black suits are trumps.--In

Four-handed Euchre, two play against two, and the tricks taken by both

partners count for points.

[IGNORANCE BOASTFUL, CONCEITED, AND SURE.]

121. Rules for Euchre.

i. The players cut for deal; the higher card cut dealing.

ii. The cards are dealt by twos and threes, each player having five.

iii. The eleventh card is turned up for trumps.

iv. Five points constitute game.

v. The player winning three or four tricks marks one point; winning

five tricks, two points.

vi. When the first player considers his hand strong enough to score,

he can order it up--that is, he can oblige the dealer to discard one

of his cards and take up the trump in its stead.

vii. When the first player does not find his hand strong enough, he

may pass--" I pass;" with the view of changing the suit.

viii. In case of the first player "ordering it up," the game begins

by his playing a card, to which the dealer must follow suit or

trump, or throw away. The winner of the trick then leads: and so on

till all the five cards in each hand are played.

ix. If the player order up the trump and fail to make three tricks,

he is euchred, and his opponent marks two points.

x. If the player, not being strong enough, passes, the dealer can

say, "I play," and take the trump into his own hand; but, as before,

if he fail to score, he is euchred.

xi. If both players pass, the first has the privilege of altering

the trump, and the dealer is compelled to play. Should the first

player fail to score, he is euchred.

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