xii. If he pass for the second time, the dealer can alter the trump,

with the same penalty if he fail to score.

xiii. When trumps are led and you cannot follow suit, you must play

the left bower if you have it, to win the trick.

The score is marked as in Ecarté, by each side with a two and three.

122. Bézique.

This fashionable game is played with two packs of cards, from which

the twos, threes, fours, fives, and sixes, have been discarded. The

sixty-four cards of both packs, shuffled well together, are then dealt

out, eight to each player, by threes, twos, and threes; the

seventeenth turned up for trump, and the rest left, face downwards, on

the table. If the trump card be a seven, the dealer scores ten points.

An incorrect deal or an exposed card necessitates a new deal, which

passes to the other player. A trump card takes any card of another

suit. Except trumping, the higher card, whether of the same suit or

not, takes the trick--the ace ranking highest, the ten next, and then

the king, queen, knave, nine, &c. When two cards of equal value are

played, the first wins. _Some players require the winning card to be

of the same suit as that led, unless trumped._ After each trick is

taken, an additional card is drawn by each player from the top of the

pack--the taker of the last trick drawing first, and so on till all

the pack is exhausted, including the trump card. Players are not

obliged to follow suit or trump until all the cards have been drawn

from the pack. Tricks are of no value, except for the aces and tens

they may contain. Tricks should not be looked at till the end of the

deal, except by mutual consent. When a player plays without drawing,

he must draw two cards next time, and his opponent scores ten. When a

player draws out of turn, his opponent scores ten, if he has not drawn

a card himself. When a player draws two cards instead of one, his

opponent may decide which card is to be returned to the pack--it

should not be placed at the top, but towards the middle of the pack. A

player discovering his opponent holding more than eight cards, while

he only holds eight, adds 100 to his score. Should both have more than

their proper number there is no penalty, but each must play without

drawing.

[BE NOT THE FIRST BY WHOM THE NEW IS TRIED.]

123. Mode of Playing.

i. Immediately after taking a trick, and then only, a player can

make a Declaration; but he must do so before drawing another card.

Only one Declaration can be made after each trick.

ii. If, in making a declaration, a player put down a wrong card or

cards, either in addition to or in the place of any card or cards of

that declaration, he is not allowed to score until he has taken

another trick. Moreover, he must resume the cards, subject to their

being called for as "faced" cards.

iii. The seven of trumps may be exchanged for the trump card, and

for this exchange ten is scored. This exchange is made immediately

after he has taken a trick, but he may make a declaration at the

same time, the card exchanged not being used in such declaration.

iv. Whenever the seven of trumps is played, except in the last eight

tricks, the player scores ten for it, no matter whether he wins the

trick or not.

v. When all the cards are drawn from the pack, the players take up

their eight cards. No more declarations can he made, and the play

proceeds as at Whist, the ten ranking higher than the king, and the

ace highest.

vi. In the last eight tricks the player is obliged to follow suit,

and he must win the trick if possible, either by playing a higher

card, or, if he has not a card of the same suit, by playing a trump.

vii. A player who revokes in the last eight tricks, or omits to take

when he can, forfeits the eight tricks to his opponent.

viii. The last trick is the thirty-second, for which the winner

scores ten. The game may be varied by making the last trick the

twenty-fourth--the next before the last eight tricks. It is an

unimportant point, but one that should be agreed upon before the

game is commenced.

ix. After the last eight tricks are played, each player examines his

cards, and for each ace and ten that he holds he scores ten.

x. The non-dealer scores aces and tens first; and in case of a tie,

the player scoring the highest number of points, less the aces and

tens in the last deal, wins the game. If still a tie, the taker of

the last trick wins.

xi. All cards played in error are liable to be called for as "faced"

cards at any period of the game, except during the last eight

tricks.

xii. In counting forfeits a player may either add the points to his

own score or deduct them from the score of his opponent.

124. Terms used in Bezique.

i. _A Declaration_ is the exhibition on the table of any cards or

combination of, cards, as follows:

ii. _Bezique_ is the queen of spades and knave of diamonds, for

which the holder scores 40 points. A variation provides that when

the trump is either spades or diamonds, Bezique may be queen of

clubs and knave of hearts. Bézique having been declared, may be

again used to form Double Bezique--two queens of spades and two

knaves of diamonds. All four cards must be visible on the table

together--500 points.

iii. _Sequence_ is ace, ten, king, queen, and knave of trumps--250

points.

iv. _Royal Marriage_ is the king and queen of trumps--40 points.

v. _Common Marriage_ is the king and queen of any suit, except

trumps--20 points.

vi. _Four aces_ are the aces of any suits--100 points.

vii. _Four kings_ are the kings of any suits--80 points.

viii. _Four Queens_ are the queens of any suits--60 points.

ix. _Four knaves_ are the knaves of any suits--40 points.

[NOR YET THE LAST TO CAST THE OLD ASIDE.]

125. Marriages, Sequences, &c.

i. The cards forming the declarations are placed on the table to

show that they are properly scored, and the cards may thence be

played into tricks as if in your hand.

ii. Kings and queens once married cannot be re-married, but can be

used, while they remain on the table, to make up four kings, four

queens, or a sequence.

iii. The king and queen used in a sequence cannot afterwards be

declared as a royal marriage.

iv. If four knaves have been declared, the knave of diamonds may be

used again for a bézique, or to complete a sequence.

v. If four aces have been declared, the ace of trumps may he again

used to perfect a sequence.

vi. If the queen of spades has been married, she may he again used

to form a bézique, and _vice versâ_, and again for four queens.

vii. Playing the seven of trumps--except in last eight tricks--10;

exchanging the seven of trumps for the trump card--10; the last

trick--10; each ace and ten in the tricks--at the end of each

deal--10.

viii. The game is 1,000, 2,000, or 4,000 up. Markers are sold with

the cards.

126. Forfeits at Bezique.

The following are Forfeits:

i. For drawing out of turn, 10;

ii. For playing out of turn, 10;

iii. For playing without drawing, 10;

iv. For overdrawing, 100;

v. For a revoke in the last eight tricks, all the eight tricks.

127. Cautions in Bezique.

In playing Bézique, it is best to keep your tens till you can make

them count; to retain your sequence cards as long as possible; to

watch your opponent's play; to declare a royal marriage previous to

declaring a sequence or double bezique; to make sure of the last trick

but one in order to prevent your opponent from declaring; to declare

as soon as you have an opportunity.

128. Three-Handed Bezique.

i. The above rules hold good in the case of three-handed

games--treble bézique counting 1,500. An extra pack of cards is

required for the third other player; so that, in the case of three,

the trump card is the twenty-fifth.

ii. The game is always played from left to right, the first player

on the left of the dealer commencing. Three-handed bézique is

sometimes played with two packs of cards, suppressing an eight, thus

rendering them divisible by three.

129. Four-Handed Bezique.

i. Four-handed Bezique may be played by partners decided either by

choice or cutting. Partners sit opposite each other, one collecting

the tricks of both, and the other keeping the score, or each may

keep his own score, which is preferable.

ii. A player may make a declaration immediately after his partner

has taken a trick, and may inquire of his partner if he has anything

to declare, before drawing.

iii. Declarations must be made by each player separately, as in

two-handed bézique.

iv. The above descriptions will serve to sufficiently acquaint the

reader with the rules and modes of play adopted in this excellent

game. Bézique is said to be of Swedish origin, and to have been

introduced to English players through the medium of some Indian

officers who had learned it of a Scandinavian comrade. Variations in

the play occur in different companies. These, however, having been

indicated above, need not be more particularly noted.

130. Napoleon.

This popular game is played by four, five, or six persons with a full

pack of cards, which take the same value as in Whist. The object of

the game is to make tricks, which are paid to or received from the

dealer at a fixed rate, a penny or more a trick, as previously

arranged. The deal being decided in the usual way, the pack is cut and

five cards are dealt one at a time to each player, beginning at the

left. After every round the deal passes. Each player looks at his

cards, the one to the left of the dealer being the first to declare.

When he thinks he can make two or three tricks he says, "I go two," or

"I go three." The next may perhaps think he can make four tricks; and

if the fourth believes he can do better he declares Napoleon, and

undertakes to win the whole five tricks. The players declare or pass

in the order in which they sit; and a declaration once made cannot be

recalled. The game then, proceeds. The first card played is the trump

suit; and to win the trick, a higher card than that led in each suit

must be played. The winner of the first trick leads for the second,

and so on till each of the five tricks are played out. Each player

must follow suit, but he is not bound to head the trick or to trump.

Each card as played remains face upwards on the table. Supposing the

stake to be a penny a trick, the declarer, if he win all the tricks he

declared, receives from each of his adversaries a penny for each of

the declared tricks; but if he fail to win the required number, he

pays to each of them a penny a trick. For Napoleon he receives double

stakes from each player; but failing to win the five tricks, he pays

them single stakes. The game, though simple, requires good judgment

and memory to play it well. In some companies it is varied by the

introduction of a Wellington, which is a superior call after the

Napoleon, and takes triple stakes; or a Sedan, in which the player

undertakes to lose all his tricks. This declaration takes precedence

of all the others. Each player may Pass, or decline to make a

declaration; and when all the players pass, the deal is void.

Occasionally a pool or kitty is made by each dealer paying a half

stake; or the players may purchase new cards from the pack. In either

case, the pool is taken by the winner of the first Napoleon, or

divided according to arrangement at the close of the play. The best

play in Napoleon is not to win tricks, but to co-operate in defeating

the declaring hand.

131. Picquet.

A game for two players, once very fashionable in France and of some

repute in England; but now quite obsolete. Like Quadrille, it is

encumbered with a vast number of rules and maxims, technical terms and

calculations; all too long and tiresome for modern card-players.

132. Poker, or Draw Poker,

a gambling game common in the United States. An elaboration of the old

English game of Brag, which, like Blind Hookey and Baccarat, is purely

one of chance, generally played by two or three sharpers opposed to

three or four greenhorns. And, for these reasons, is unworthy a place

in this volume.

133. Lansquenet.

This is a game for a large company, much played in France, where it is

the custom to mix three, four, or more packs of cards together. In

England it is played with one pack, after the following plan:--The

dealer, who has rather an advantage, begins by shuffling the cards,

and having them cut by any of the party. He then deals two cards on

his left hand, turning them up; then one for himself, and a fourth,

which he places in the middle of the table for the company, called the

_rejouissance_. Upon this card any or all of the company, except the

dealer, may stake their counter or money, either a limited or

unlimited sum, as may be agreed on, which the dealer is obliged to

answer, by staking a sum equal to the whole put upon it by different

players. He continues dealing, and turning the cards upwards, one by

one, till two of a sort appear: for instance, two aces, two deuces,

&c., which, in order to separate, and that no person may mistake for

single cards, he places on each side of his own card; and as often as

two, three, or the fourth card of a sort comes up, he always places

them, as before, on each side of his own. Any single card the company

have a right to take and put their money upon, unless the dealer's own

card happens to be double, which often occurs by this card being the

same as one of the two cards which the dealer first of all dealt out

on his left-hand. Thus he continues dealing till he brings either

their cards, or his own. As long as his own card remains undrawn he

wins; and whichever card comes up first, loses. If he draw or deal out

the two cards on his left, which are called the hand-cards, before his

own, he is entitled to deal again; the advantage of which is no other

than being exempted from losing when he draws a similar card to his

own, immediately after he has turned up one for himself. This game is

often played more simply without the _rejouissance_ card, giving every

person round the table a card to put his money on. Sometimes it is

played by dealing only two cards, one for the dealer, and another for

the company.--Generally Lansquenet is played with counters instead of

money. With counters at (say) a penny a dozen, it is a lively and

amusing game.

[A LADY IN AMERICA MADE A QUILT IN 55,555 PIECES.]

134. Quinze or Fifteen

is played by two persons. The cards are shuffled by both players, and

when they have cut for deal (which falls to the lot of him who cuts

the lowest), the dealer has the liberty to shuffle them again. When

this is done, the adversary cuts them; after which, the dealer gives

one card to his opponent, and one to himself. Should the dealer's

adversary not approve of his card, he is entitled to have as many

cards given to him, one after the other, as will make fifteen, or come

nearest to that number; which are usually given from the top of the,

pack: for example--if he should have a deuce, and draw a five, which

amounts to seven, he must continue going on, in expectation of coming

nearer to fifteen. If he draw an eight, which will make just fifteen,

he, as being eldest hand, is sure of winning the game. But if he

overdraw himself, and make more than fifteen, he loses, unless the

dealer should happen to do the same; which circumstance constitutes a

drawn game; and the stakes are consequently doubled. In this manner

they persevere, until one of them has won the game, by standing and

being nearest to fifteen. At the end of each game the cards are packed

and shuffled, and the players again cut for deal. The advantage is

invariably or the side of the elder hand.

135. Solitaire

This is a game for one person, played on a board pierced with

thirty-seven holes, in each one of which is placed a marble or peg.

The art or motive of the game is to remove one marble and then to

shift the rest about, so as to bring the last marble to the hole

whence the first was removed. One marble or man takes any other over

which it can leap into a vacant hole beyond; or any number of men in

succession, so long as there is a hole into which it can go. An

example of a game played will better explain the method, than any

amount of verbal instruction.

Remove the marble from the centre hole; then bring the marble from 1

in the upper limb of the diagram, to the centre, jumping over and

taking the piece between. By following the direction of the figures,

it will be found that the last place arrived at will be the centre

from which you started. With practice and patience the Solitaire

player will be able to start from and return to any hole on the board.

5 O-----O-----O 35

| | |

| 1 | |

14 O-----O-----O 4

| | |

17 16 18 17 |15 16|18 3|5 18 2

15 O-----O-----O-----O-----O-----O-----O 9

| | | |2 | | |

| | 14|21 19|20 4 |6 22 | |

O-----O-----O-----O-----O-----O-----O

| | |12 1 |22 |21 19| |

| 10|18 11|13 18|8 7 |9 8 |18 7 |

17 O-----O-----O-----O-----O-----O-----O 9

| 10|18 |

| 20| 6 |

12 O-----O-----O

| | |

|13 |13 |

11 O-----O-----O

THE CENTRE-HOLE GAME.

Many variations of the game will suggest themselves as you proceed;

but the above will suffice to show the plan and system of Solitaire.

136. Backgammon.

A game of mingled chance and skill, played on a board marked with

points, and generally to be found inside the box draughtboard. The

board has twenty-four points, coloured alternately red and blue; the

implements of play are fifteen draught-men on each side, and the

movements of the men are determined by the throw of two dice; each

player being provided with a dice box and dies. It is an elaborate

game to explain on paper, and would occupy too much space to be given

in detail in this work. Those, however, who desire to be fully

informed as to its various intricacies, may consult "Bohn's Handbook

of Games," or the cheaper and more concise treatise by Captain Crawley.

137. Dominoes.

This game is played by two or four persons, with twenty-eight pieces

of oblong ivory, plain at the back, but on the face divided by a black

line in the middle, and indented with spots, from one to a double-six,

which pieces are a double-blank, ace-black, double-ace, deuce-blank,

deuce-ace, double-deuce, trois-blank, trois-ace, trois-deuce,

double-trois, four-blank, four-ace, four-deuce, four-trois,

double-four, five-blank, five-ace, five-deuce, five-trois, five-four,

double-five, six-blank, six-ace, six-deuce, six-trois, six-four,

six-five, and double-six. Sometimes a double set is played with, of

which double-nine is the highest.

138. Method of Play.

At the commencement of the game the dominoes are well mixed together,

with their faces upon the table. Each player draws one, and if four

play, those who choose the two highest are partners against these who

take the two lowest. Drawing the latter also serves to determine who

is to lay down the first piece--a great advantage. Afterwards each

player takes seven pieces at random. The eldest hand having laid down

one, the next must pair him at either end of the piece he may choose,

according to the number of pips, or the blank in the compartment of

the piece; but whenever any one cannot match the part, either of the

domino last put down, or of that unpaired at the other end of the row,

then he says, "_Go_;" and the next is at liberty to play. Thus they

play alternately, either until one party has played all his pieces,

and thereby won the game, or till the game be _blocked_; that is, when

neither party can play, by matching the pieces where unpaired at

either end; then that player wins who has the smallest number of pips

on the pieces remaining in his hand. It is to the advantage of every

player to dispossess himself as early as possible of the heavy pieces,

such as a double-six, five, four, &c. Sometimes, when two persons

play, they take each only three or five pieces, and agree to _play_ or

_draw_, i.e., when one cannot come in, or pair the pieces upon the

board at the end unmatched, he draws from the pieces in stock till he

finds one to suit. There are various other ways of playing dominoes,

but they are all dependent on the matching of the pips.

139. Quadrilles.

The First Set.

_First Figure, Le Pantalon_.--Right and left. Balancez to partners;

turn partners. Ladies' chain. Half promenade; half right and left.

(Four times.)

_Second Figure, L'Été_.--Leading lady and opposite gentleman advance

and retire; chassez to right and left; cross over to each other's

places; chassez to right and left. Balancez and turn partners. (Four

times.)

_Or Double L'Été_.--Both couples advance and retire at the same

time; cross over; advance and retire again; cross to places.

Balancez and turn partners. (Four times.)

_Third Figure, La Poule_.--Leading lady and opposite gentleman cross

over, giving right hands; recross, giving left hands, and fall in a

line. Set four in a line; half promenade. Advance two, and retire

(twice). Advance four, and retire; half right and left. (Four

times.)

_Fourth Figure, Trenise_.--The first couple advance and retire

twice, the lady remaining on the opposite side; the two ladies go

round the first gentleman, who advances up the centre; balancez and

turn hands. (Four times.)

_Fifth Figure, La Pastorale_.--The leading couple advance twice,

leaving the lady opposite the second time. The three advance and

retire twice. The leading gentleman advance and set. Hands four half

round; half right and left. [1] (Four times)

_Sixth Figure, Galop Finale_.--Top and bottom couples galopade quite

round each other. Advance and retire; four advance again, and change

the gentlemen. Ladies' chain. Advance and retire four, and regain

your partners in your places. The fourth time all galopade for an

unlimited period. (Four times.)

_Or_, All galopade or promenade, eight bars. Advance four _en

galopade oblique_, and retire, then half promenade, eight bars.

Advance four, retire, and return to places with the half promenade,

eight bars. Ladies' chain, eight bars. Repeated by the side couples,

then by the top and bottom, and lastly by the side couples,

finishing with grand promenade.

In different companies the Quadrille varies slightly. For instance,

in the last figure, sometimes called Flirtation, the four couples

set in a circle, the gentlemen turn their partners, the ladies

advance to the centre and retire, the gentlemen advance and retire;

the gentlemen turn the ladies to the left and promenade: the whole

figure being repeated four times.

[Footnote 1: This or the Trenise must be omitted.]

140.--Lancers.

i. _LaRose_.--First gentleman and opposite lady advance and

set--turn with both hands, retiring to places--return, leading

outside--set and turn at corners.

ii. _La Lodoiska_.--First couple advance twice, leaving the lady in

the centre--set in the centre--turn to places--all advance in two

lines--all turn partners.

iii. _La Dorset_.--First lady advance and stop, then the opposite

gentleman--both retire, turning round--ladies' hands across half

round, and turn the opposite gentlemen with left hands--repeat back

to places, and turn partners with left hands.

iv. _L'Étoile_.--First couple set to couple at right--set to couple

at left--change places with partners, and set, and pirouette to

places--right and left with opposite couple,

v. _Les Lanciers_.--The grand chain. The first couple advance and

turn facing the top; then the couple at right advance behind the top

couple; then the couple at left and the opposite couple do the same,

forming two lines. All change places with partners and back again.

The ladies turn in a line on the right, the gentlemen in a line on

the left. Each couple meet up the centre. Set in two lines, the

ladies in one line, the gentlemen in the other. Turn partners to

places. Finish with the grand chain.

141. The Caledonians.

_First Figure_.--The first and opposite couples hands across round

the centre and back to places--set and turn partners. Ladies' chain.

Half promenade--half right and left. Repeated by the side couples.

_Second Figure_.--The first gentleman advance and retire twice. All

set at corners, each lady passing into the next lady's place on the

right. Promenade by all. Repeated by the other couples.

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