The five combinations just mentioned consist of the following:--

(_a_) _Tricon_.--Three cards of the same denominations as, for example,

three aces, three fives, three knaves, etc.

(_b_) _Sequence_.--Three following cards of the same suit, as, for

instance, ace, two, three; ten, knave, queen; queen, king, ace, etc.

Although the ace may be used at either end to form a sequence, it must not

be so used between a king and a two. King, ace, two, is not, therefore,

permissible as a sequence.

(_c_) _Flush_.--Three cards of the same suit, irrespective of value.

(_d_) _Pair_.--Two cards of the same denomination, the third one being

different.

(_e_) _Point_.--The total number of pips on the three cards, ace reckoning

for eleven, and either of the court cards for ten.

In case of a tie between two or more of the players in any round,

the following rules are observed:--

(_a_) With Tricons, the highest wins, aces being first in this respect;

then kings, queens, etc., down to twos.

(_b_) With Sequences, the highest wins; the ace, king, queen sequence

reckoning as the best, and the three, two, ace sequence as the lowest.

(_c_) With Flushes, the one making the best "point"--as already described

--wins.

(_d_) With Pairs, the highest wins. If two players are alike, then the

holder of the highest third card has the preference.

(_e_) With Point a tie is very rare; but if equality does [72] occur, then

the holder of the first highest card different from the opponent's wins.

The deal is an advantage, and on that account it is best, when a finish

is desired, to conclude the game just before the first dealer's turn

comes round again, as then all the players will have had an equal number

of deals. Should it be found necessary, however, to conclude before the

original dealer's turn, play may be discontinued after the completion of

any deal, although such a course is somewhat unfair to the intervening

players.

There is only one stake recognised in the game, so that it is simply

necessary to decide what shall be regarded as the value of a counter,

or what coin shall constitute the limit.

The amount of the stake having been settled, the dealer is decided upon

in the same manner as described in connection with the game of "Nap"

(see page 9). Each of the players then pays the amount of the stake

into the pool, the dealer also contributing on account of his deal,

so that he has to pay double.

The pack having been shuffled by the dealer, and cut by the player on his

right-hand side, three cards are distributed to each player, face downwards

and unexposed. The cards may be dealt either singly or all three at a

time, at the option of the dealer. The players having looked at their

cards, the dealer first addresses the one on his left-hand side, and asks

if he will trade; and he must either do so or stand on the cards dealt him.

If he decides to stand on the cards he has received, he turns his hand

face upwards on the table, and all the other players do the same, when

the holder of the best hand takes the amount in the pool, and also receives

the amount of a stake from the dealer, who is thus penalised for the [73]

advantage that accrues to him from selling cards to those who wish to trade

for ready money, the amount he receives on that account becoming his own

property, subject to the payment mentioned. Should the player who declares

to stand be beaten by any of the others, he has to pay an additional stake

to the holders of the better hands.

If the player decides to trade, he may either do so for "ready money" or

by "barter." If for ready money, he continues operations with the dealer;

if by barter, with the next player in order round the table, who, in turn,

must exchange a card, unless he has a hand sufficiently strong to stand

upon, in which case he at once declares it.

If the player trades for ready money, he throws out a card from his hand,

pays a stake to the dealer, and receives the top card from the pack; his

rejected card being placed at the bottom of the pack without being exposed.

If the player decides to barter, he turns to the player on his left-hand

side and offers a card, which must be exchanged for one of those in the

next player's hand, unless that player considers his cards sufficiently

strong to stand upon, in which case the winner is decided by the method

just described.

If the player has traded, either for ready money or barter, and has secured

a hand strong enough, he at once stands, and exposes his cards; if not,

the dealer passes or to the next player, and acts in a similar manner,

going round and round the table until one of the players decides to stand,

when the hands are exposed and the round settled.

A player may only purchase or exchange one card at each turn; he must

not do both, but he is compelled to do the one or the other, unless he

decides to stand. When once a player agrees to stand, the commerce on

that round ceases, and all the hands must be exposed.

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_THE OLD GAME_.

The older mode of playing the game of Commerce differs materially from

the description given above, and as it does not present such chances,

but is of a more limited character, it is not so interesting, nor does

it afford so much scope for speculation and excitement.

The deal is decided and the cards are distributed in the same way as in the

more modern game, but here an additional hand, of three cards, is dealt,

and placed face upwards in the middle of the table. There is no trading

with the dealer or any of the players, the operations of commerce being

confined to the three cards exposed on the table. The player to the

left of the dealer has the first turn, and he must either stand, pass,

or exchange a card. In the latter case he takes one of those lying face

upwards on the table, adds it to his hand, and places one of his own cards,

face upwards, in place of the one removed. If the player passes, he says,

"I pass," and is then debarred from afterwards exchanging any of his cards

during that hand; while if he decides to stand, the next player decides

what he will do, and so on round the table, until two of the players are

satisfied with their hands, or all have declared to pass. If two of the

players stand then each of the other players may make one more exchange

(if they have not previously passed), and then the whole of the hands are

exposed, just as described in connection with the modern game. There is

no pool in this variation, the winner receiving instead the amount of the

stake from each of the other players. In case of absolute equality between

the two best hands, which may be regarded as an almost impossible event,

then each of the winners receives a stake from all the other players.

[75]

_POOL COMMERCE_.

This is a variation of the old method of conducting the game, and is played

on somewhat similar lines, except that a pool is made up, by each player

paying in an equal sum, for which he receives three counters. Play then

proceeds in the manner just described as the old game. The winner of

the hand, instead of receiving a stake from each of the players, takes a

previously arranged sum from the pool, while the player who has the worst

hand puts one counter into the pool. The game continues until all but one

of the players have exhausted their three counters, when the player who

remains with the last counter or counters takes the amount left in the

pool. As soon as a player has exhausted his counters he has to stand

out of the game, and no cards are dealt to him, so that the adoption of

this variation makes the game very tedious for those who are first out,

as they may have to wait a considerable time before the stock of the

other players is exhausted.

The player who is first out has the option of buying one counter from

the pool, which is termed "buying a horse." He has to pay for the same

into the pool such sum as may be agreed upon--usually one-third or one-half

the amount of the original stake.

_LIMITED COMMERCE_.

It may be agreed that only the Tricon, Sequence, Flush, and Point shall be

recognised in the game, or even Tricon, Sequence, and Point only; but the

greater the number of combinations permissible the greater the enjoyment

to be derived from the game, so that limitations of this character have

little to recommend them.

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_PENALTIES FOR THE DEALER_.

It is sometimes agreed that when the dealer holds a Tricon, Sequence,

Flush, or Pair, and his hand is beaten by either of the others, he has

to pay the amount of a stake to each player, or only to those who have

better hands than his. The former course will be found to be a severe

tax on the dealer, and is not to be recommended. The dealer only has

the same chances as the others, and such a penalty seems unjust.

_EXTENDED COMMERCE_.

This is only applicable to the modern mode of playing the game, which in

this variation is extended until all the players are satisfied, that is,

they may keep on trading, either for ready money or by barter, until they

all receive cards sufficiently good to stand upon. The great objection

to this variation is that it makes the game wearisome for those players

who are soon enabled to stand, as they have to wait while the others are

being satisfied.

_CONTINUOUS DEALING_.

Another method of playing the modern game is to allow the same dealer to

remain in until one of the players secures a Tricon, Sequence, or Flush,

when the deal passes to the next player, on the left-hand side. This

variation is based on the same principle as governs the game of Vingt-un.

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Round Games with Cards A Practical Treatise on All the Most Popular Games, with Their Different Variations, and Hints for Their Practice · 第 27 / 43 题